RETURN TO THE GHOST FACTORY

 

Levels by Leoc1995

 

Walkthrough by Phil Lambeth

 

 

Level 1 - FROSTY MOUNTAIN

 

Drop down into an icy area.  Hop up into the opening and shoot two bats.  Jump down to the larger area and find some uzi ammo.  Go up the stairs at the N wall and cross the breaktile bridge for more uzi ammo.  Climb the block in front of you, turn around and jump to grab a slope.  Shimmy right a short distance so that when you pull up you'll slide down to a convergence of four slopes.  Jump NW to the brown ledge and go around in a clockwise direction, jumping, pulling up and shimmying as appropriate. 

 

When you near the NE and drop down from a shimmy crack, jump from there to the SE pillar.  Continue your jumps along the E wall (there's nothing on the brown ledge below) and pull up left into the opening.  There are closed doors ahead and skeletons sprawled along the ice.  Loop around to the right and climb the ice blocks.  Jump N along the blocks and ledges to the NW corner.  Pull up right onto the ice bridge, walk to the other end and jump E to the lower ice ledge.  Pull up a couple of blocks to your left.  Lara looks at the wall toward the SE, which is annoying because you want to take a running jump due E.  (I did it with a curved running jump and grab.)

 

Pull up, grab the uzi ammo and push the floor lever.  The gate ahead opens, so crawl under the ice barrier and emerge on a balcony.  Pull up right for some uzi ammoYou can shoot the wooden slats there and below, although for what purpose is not clear.  There's a jump switch to your left.  Hop back from the ledge to activate it and lift a gate ahead, and you'll drop onto a block.  Jump N to the ice blocks and return through the crawl space to the balcony.  Enter the alcove on the other end of the balcony and pull up right.  Come out to a higher ice ledge.  Follow along the wall in a clockwise direction and jump past the lifted gate to a block in the SW corner.

 

Follow the blocks along the W wall and you'll come to a large medipack.  Continue along the wall, jumping and pulling up as appropriate until you come to the NE corner.  Jump S and climb the blocks to a sloped roof.  Run up E and take the gold FACTORY KEY from the raised tile.  Drop down S into a passage and follow it past a face door that opens upon your approach.  Simply run off the edge and fall down a long shaft into a pool of water.

 

Pull out into the familiar skeleton-strewn area and shoot two leopards.  Use your Factory Key to open the doors and step inside to end the level.

 

Level 2 - THE GHOST FACTORY

 

You're greeted with a burst of maniacal laughter.  Pick up the nearby flares and shoot something (probably a bat, although it's too dark to tell for sure).  Shoot the vase for a small medipack and 3 x uzi ammo.  The E doors open upon your approach.  There are many closed doors in the next room.  Run around the ledge to the SE corner.  Take a running jump and grab to the N alcove and pull up inside.  Pull down the wall switch to open the grate in the S wall.  Crawl inside and pause for some shotgun ammo.

 

Run up the ramp and safety drop into the area below.  Note the keyhole and pick up the CRIMSON STONE.  Shoot the N slats and enter the passage.  Don't pull up the trap door, or your game will likely crash when you drop down and pull back out again.  Simply jump through it as if it weren't there.  Follow to the CROWBAR and return.  Hop back into the passage through the phantom trap door instead of pulling out, just to be on the safe side (my game didn't crash when I did it that way). 

 

Jump into the water and find a silver FACTORY KEY (which doesn't fit in the nearby keyhole, by the way).  Swim around to the NE and into the opening for SECRET #1.  Pick up the shotgun ammo, note the closed underwater doors as you leave and pull out SE.  Climb the ladder there and jump down S.  Go to the NE alcove for SECRET #2 and pick up the REVOLVER.  Go to the opposite NW alcove for revolver ammo

 

Step on the raised wooden tile and jump up to grab the crack.  Shimmy left until you can pull up into a crawl space.  Follow around to your left until you reach a receptacle for your silver Factory Key.  A block rises beside you.  Get up on it and pull up W.  Hop down the other side and find a jump switch in the alcove which raises another block.  Use it to get the gold FACTORY KEY.  Return the way you came, climb down the ladder, jump across the water and use the key there. 

 

The underwater doors are now open, so swim inside and pull down an underwater lever to open a gate.  Swim through the passage and pull out right for another burst of maniacal laughter.  Pick up the SHOTGUN and continue climbing forward.  As you pull up into the next area you're met by three tigers.  You might be too occupied to pick up the nearby UZIS until after they're all dead.  Note the receptacle near the SE corner of this room, then jump into the water at the N wall.  Swim E and around the corner to a gate that opens upon your approach.  Pick up the FACTORY KEY and pull out into a familiar area. 

 

Shoot the ahmet and go around to use the key near the NE corner.  The gate opens, so enter the passage and follow the steps to a fenced area.  Hop down and note the receptacle in the wall ahead, next to the fence.  Loop around to the right and follow the stairs to a series of blocks.  Climb them, hop down the other side and slide down a long slope to more blocks.  Climb them and follow the passage to a wider area.  Push the floor lever to raise a block.  Use it to jump along the pillar tops to SECRET #3 and some flares.  Drop down and kill a tiger.

 

Follow the passage to a small room with uzi ammo, revolver ammo and shotgun ammo.  Exit NW above a familiar area.  Pick up the INDIAN MASK and try to use your crowbar to pry the Golden Star off the wall.  It doesn't work, however.  You can't simply retrace your steps (the long slope, remember), so hop down into the water and pull out NE.  Enter the passage there and follow to the receptacle you noted earlier.  Insert the Indian Mask to raise a block beside you.  Use it to access the upper passage and pull down the wall switch to lift the fence below.

 

Hop down and jump into the water.  Swim N and pull out through the hole at the other end.  Climb the ladder and follow to the LASER SIGHT.   Step forward to the wall and jump up through the seemingly solid ceiling.  A little sneaky, to say the least.  Grab the edge, pull up and run down the snowy passage.  Kill the ahmet and the tiger in close quarters and continue forward.  At the end of the passage drop down a couple of blocks and pick up LARA'S CARD.  Go back the way you came and jump into the water. 

 

Swim back, pull out of the water and go up the E stairs.  Climb the blocks, slide down the slope, climb more blocks and go past the floor lever to follow the passage to that Golden Star.  Your crowbar still doesn't work, but when you shoot the GOLDEN STAR with your combined revolver and laser sight (just so you can say you found some use for it), it falls to the floor where you can pick it up.  Or at least it did one time when I tried that.  Or maybe the same thing happens when you persist in trying to use your crowbar.  Or if you stand a step back from the Golden Star.  Whatever works.  Really, it doesn't matter, as you won't get a chance to insert the Golden Star at its intended place.

 

Anyway, hop down into the water and pull out N.  Use your Crimson Stone in the alcove to open the gate.  As you enter, your attention is immediately drawn to your left.  Another crowbar-challenged GOLDEN STAR.  This time, when I stood in front of it, angled slightly to the right, it came off the wall when I pressed the action key.  The crate-filled room appears to have the potential for many pickups in nooks and crannies, but I found nothing.  Climb up in the SW corner and jump up to grab the ceiling.  Monkey swing N and turn right to drop down onto a crate for SECRET #4.  Pick up the small medipack and drop to the floor.  Exit this room S.

 

Jump into the water, follow the underwater passage to your right and continue to the dark room with the crates.  Go to the SE corner and insert Lara's Card in the receptacle you noted earlier.  The door behind you opens, so reverse roll and head toward the ladder.  Your game will crash here, preventing you from ending the level as the builder intended, but you didn't have far to go in any event.