Abduction
Level by Mikki
Walkthrough by manarch2
Pushable Puzzle
After the intriguing flyby you find yourself inside a spaceship. Around the
teleporter Lara stands in there are four pushables; push and/or pull them to
the red textures on the walls to open the door behind the lasers you still
cannot get through. Find a pushblock in the opposite wall, it’s the red one
left of the block that is directly opposite the door.
Block Maze
Push it in until you see another red block to your right, push this one three
times to reveal as many blocks. Turn left and push in the middle of them once.
Turn right now and push the block until you arrive in a new room. Before
exploring it return in the block passage and pull the block that formerly was
the middle of three left blocks back, go around it and look up to spot a
jumpswitch. Jump up and activate it. Turn around and push the block at the end
until you can find Secret 1, Antimatter, on a
pedestal. Return to the room you found lately and if you want you can use the
block to jump safely over the laser trap, it’s possible without nonetheless.
Find and use the jumpswitch on the wall, then jump back over the lasers, return
through the block maze to the starting room.
Four Levers, Blue CD
Activate the two jumpswitches left and right of the opposite door to finally
deactivate the lasers, then head in the next, large hall and shoot two
soldiers. Drop down in the central gap where you can find altogether three
switches. Use them and then search the corner tiles for the only one with black
paintings. This is a trapdoor, so open it and drop down to get a Large Medikit.
Run down the ramp and throw a fourth lever to move a box out of the way, climb
back out and pick up the Blue CD where the box properly was.
Blue and Grey Cards
Thereon search for a red circular passage in the other part of the hall, head
through and a door opens for the control room. Kill three soldiers and take
Revolver Ammo, a Little and a Large Medikit with. Look for the chair which is
less bright as the others (right looking from the entrance) and pull it out to
reveal the Blue Card; pick it up. Back to the main hall go to the other exit
and come to a crossing. Go right and climb the ledge, then crawl and pick up
the Grey Card. Drop back down and head into the larger hall.
Tile Puzzle, Yellow CD
Don’t try jumping on those tiles in the centre yet but head to the far right
corner, looking from the entrance, and shoot the pedestal to get the Orange
Card. Return to the crossing and find a receptacle for the card to your left,
the door opens so head upstairs, jump to the central platform, climb up the
block and drop behind it. Use the lever to raise a tile below, drop down and
from the central tile jump to the four red tiles around it, but never touch the
grey floor – when you jumped on a tile you always have to jump back to the
centre. When finally done a door near where you found the last card opens, head
through and grab the Yellow CD. Return out and get back to the crossing, go
right and insert the Grey Card to open the door.
Green Card
Head up the stairs and another door opens so that you can enter the upper stage
of the big hall, which I from now on call the hub room. Go to the gap in the
fence at the end and jump to the low right ledge, turn left and run-jump, grab
and climb up to the next walkway. Jump to the next low block where you can find
the Green Card, turn around and jump back to the last walkway. Go to its end
and place the Green Card in the receptacle to open the door.
Timed Target Shoot, Green CD
Enter the next room and shoot the grating at the wall opposite the entrance,
get in the crawlspace and pick up 2x Revolver Ammo. Drop to the other side and
slide down to a ledge. The music warns you about the next sequence being a
tough timed run, so quickly grab the Revolver Ammo, the Revolver and the
Lasersight, which you can combine, throw the lever to activate the targets
further in this room. You have to shoot them while they just pass the red tiles
on the ceiling, the right is the first, then the left one and shortly
afterwards the middle one. You’re not done yet, run-jump to the platform that
has risen in front of the target area, don’t dare running on it since all floor
tiles are deadly here but take another run-jump to the left hand alcove, climb
up and follow the right passage to the other side of the target area where a
door has opened. Jump in with a slight left curve and grab the Green CD from
the pedestal, head back out, jump to the safe tile and return through the
passage. At the end is a ladder, first of all turn around though and jump up to
climb in a passage with Secret 2, Antimatter, at
the end. Back to the ladder, climb it up and follow the next tunnel and open
the trapdoor at the end, then drop back into the room where you started the
quest for this CD. Return to the hub room.
Slope Puzzle, Red CD
Using the low ledges jump to the opposite entrance on the walkways and use the
Blue Card to open the door here. Follow the passage. If you want you can skip
the next paragraph, but you will miss out on a secret later on if you don’t use
the jumpswitch in this room. To get back to the start of the next puzzle if you
dropped down in this room, you however also need to raise the block, which is
described in the next paragraph.
Slide down the slope backwards, drop on the only safe tile in the water and
from here in the right alcove. Jump to the single grey tile in the right
corner, turn and jump up to grab and climb up a walkway, then jump down on a
black tile with a red dot on it to turn a light ahead of you green. In this
room you have to jump on the red parts of the other slopes to turn the other
lights green too, but first of all jump to the right hand ledge, use the timed
lever – a block has risen above the entrance, so return all the way there. It
is possible to jump to the last walkway from the ledge you stand on, saving a
lot of time, jump down to the grey tile, to the alcove and jump up to the
raising block. Then grab the jumpswitch above the entrance which opens the path
for a secret later on.
Jump to and fro between those slopes with little curves towards the other side
of the room. You need to catch the red quarter of the slope directly after the
left hand slope to activate the green light. To do so, slide down and grab the
edge of the left slope and shimmy to the far right, then press Left once, climb
up, backflip and immediately curve jump right on the slope (green light on).
Slide down a bit and curve jump left on the second red tile (green light on),
slide until you reach the end of the slope, then backflip on the next red tile
(green light on) and do a hard curve jump left on the final slope. Grab the
ledge, shimmy left and climb up on the next red tile (green light on), backflip
with a midair turn and a right curve on the final block you could reach before;
if done correctly, the door left of the switch on the rear walkway opens, jump
there, climb up and grab the Red CD. If you pulled the jumpswitch, a trapdoor
behind the pedestal is opened, drop in the passage and head to its end to find Secret 3, Antimatter,
on another pedestal. Back to the CD pedestal and use the timed lever again to
return all the way to the raising block, after climbing up make a run-jump up
the ramp. Exit this room again and re-enter the hub room.
Placing the CDs
Jump down to the left low ledge, then up to the right walkway and step in front
of the door so that it opens for you. Head upstairs to the top level of the big
hall, go left all the way and at the far wall jump right to the ledge in the
middle and from here to the far walkway. Find a left passage and enter a room
where you can place the four CDs in the machines in the middle of the room. A
door in the rear part of the room opens, head through.
Some Platforming
Kill two soldiers, at the end of the wider passage head right into a smaller
passage.
At the end go to the left wall, turn around and use the Revolver to aim for the
soldier high up on the opposite wall, climb up the ledge in the far right corner
of the tower (looking from the entrance), go into the corner and use the
Revolver again to kill another soldier high up. Now you can jump and climb the
platforms until you reach an opening which leads to another area. There are
more platforms leading higher up, but this is for later so exit this shaft, go
through the tunnel and left at the crossing, finally reaching the room with
several clones from the loading screen. There is a crystal receptacle in the
rear wall and another passage to the left of the entrance, head in the Zodiac
room, noticing another crystal receptacle.
Laser Trap
Head left afterwards to see a row of currently blocked levers, then go right
and look into a room full of green lasers and a crystal on a pedestal at the
rear wall. This must be one of the hardest traps ever: When you touch the
lasers Lara will die immediately, so you have to jump in the gaps between them,
which has to be done quite perfectly. The first jump is directly very hard; run
along the left or right wall and do the jump at about two thirds of the tile.
The next few jumps have to be done with Lara standing at the most rear point of
the space, so align her with back and sidesteps. Don’t jump in the spaces
between the laser emitters and also not in the small triangular spaces, as it’s
most likely impossible to get out again. If you are at the end carefully
approach the pedestal from the rear side, pick up the Pink Diamond. Jump back
through the lasers all the way to the entrance. The final jump is again very
hard – for me a sideflip with Lara standing slightly facing a little more away
from the entrance worked best. Pass the suspended levers and head back to the
room with the zodiac signs.
Savegame
after exiting this room: download/file.php?id=21203
First Zodiac Puzzle
Place the Pink Diamond on the receptacle and the levers are accessible now.
Look at the graphic behind the windows which shows the zodiac circle, there are
three arrows pointing on one sign each – Sagittarius, Aries and Leo. You now
have to find the corresponding levers for these signs to your left.
Sagittarius (archer) – arrow painting – fourth lever from the left
Aries (ram) – horn painting – fifth lever from the left
Leo (lion) – mane painting – second lever from the left
If done correctly you can hear a door opening.
Pad Puzzle
Head back through the zodiac room and to the laser going up and down. Run
through it when the laser is up, then enter the now open door to your left.
When you stand on the penultimate tile before entering the room, you can see
some quarters of tiles in the adjacent room, which is the hint for the next
puzzle – you have to jump on those quarters of the pads (that appear again when
you go further) to open the door at the end, and do not touch the floor – the
door won’t open – or the other parts of the traps – they are deadly. Start with
standjumps on the pad right of the entrance, then to the left one and so on.
When the door is open jump on the marked tile in front or it will close again.
Pick up the Blue Diamond and leave this room through the passage, go right,
through the laser trap and in the left hand clone room.
Second Zodiac Puzzle
Place the Blue Diamond in the receptacle opposite the entrance from the shaft.
Two doors left and right of it open, jump up the slope of one of them and enter
the far right room. Grab a Pink Card from the near left pedestal for later,
then exit this room again and enter the room. with another zodiac circle and
three pointers. Go behind the sign and spot the well-hidden jumpswitch. Use it
and a cutscene shows the pointers changing their direction, they now point on
the three signs; two of which were the solution of the previous zodiac puzzle –
Sagittarius Leo. The third one is Taurus, don't mix it up with Aries (as I
did). This time you only have to step on the three pads that show the correct
signs and a door opens. Go there and jump over the pad or the door would close
again. In the next room pick up the Teleportation Code. Only use the lever when
the door is closed, if not just leave it and head back out again. Go to the
opposite end of the room (the Sagittarius tile) and jump up to shoot the panel.
Climb up into the passage and head down the stairs. Use the Pink Card to open
the door beside you and follow the passage to find more Antimatter for Secret 4, then head back in the zodiac room and get
back out.
Teleporting Back
Head all the long way back to the shaft you climbed up and jump up the right
ledge, then make your way up to the top floor and enter the passage. Enter the
right code from the pickup in the second zodiac room and enjoy the final
cutscene.
THE END