Coyote Creek II.
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Walkthrough by Dutchy
and Gerty
Find a Video
Walkthrough by JoeTheCrazyGamer here
1 - Return to
Coyote Creek
Level by George Maciver
- 1 secret
The Station.
Go straight (N) and open the door to the
Station, go to the right and around the corner pick up a Medipack
and Flares in the windowsill. Go back to the previous room and jump
over the crates to get Winchester ammo after shooting a wooden crate. Go
back out to the street, take a left and around the corner is a small medipack.
To the E is the church, still closed. Head W
into the alley and into the Barn, there are some Flares next to the big
crate. Back out to the street and S into Main Street. To the right is the
Sheriff's Office.
Sheriff's Office.
When you get in and close to the cabinet,
you'll learn about the new moves.
Ledge:
Arrow up – jump up
Arrow down – jump backwards
Swingpole:
Arrow up –swing
Arrow down – stop swinging
Jump – jump off with somersault
(while swinging)
Jump – climb onto pole and jump
(while hanging still)
Roll – turn around (while hanging
still)
Water to Ladder:
Action and arrow up – climb a ladder
from water
Monkey Bars:
Jump – turn and jump higher to a
ladder.
Go in further and continue W down
the stairs, talk to the imprisoned Chief.
Lara: Well, well, if it isn't
Chief Dark Cloud.
Chief: Miss Croft! I didn't
expect to ever see you again.
Lara: I was in the area and
thought I'd stop by. The place hasn't changed much.
Chief: It has changed more than
you know.
Lara: What are you doing in jail
then? Been a bad boy?
Chief: Much is wrong Miss Croft.
There is gold and the greed for it desecrates the graves of my ancestors.
Lara: Sounds like you could do
with a little help.
Chief: Can you get me out of
here?
Lara: I'll look around, see what
I can do.
Go back up the stairs and a door opened N. On
the cabinet is the Saloon Key. Go back out to the street and in front of
the Bank is a small medipack near the bush. Go
to the Saloon, opposite the Bank.
The Saloon, the Crowbar.
There is nothing downstairs except for a Ghost
playing the piano, so go upstairs and watch out for the swinging crate. On the
S side is a door and in this corridor you can use the Saloon key on the door.
On the cabinet you’ll find the Crowbar. On the other side of the bed is
a Medipack. Back to the street and towards the
Store; "Morgan’s Dry Goods".
The Stables.
When you hit the small hill a bit further
(opposite the Store) the doors of a barn behind you opens up. Go in and to the
end, kick the door open. Go in and run straight, a barrel comes
tumbling down from the stairs. Shoot the coyotes and go up the staircase. Go
left (E) and take a running jump over the spikes. Turn around and climb higher,
at the end of this rafter grab the Winchester Ammo. Go back down and in
the NE corner is an open door, in this room you find the Winchester 73
and Winchester Ammo in the N. Go out and to the Store.
The Store.
Use the Crowbar in the NW corner, go into a
bedroom and read the paper on the cabinet.
Last days of
Coyote Town.
Coyote is a ghost town these days
since the rail bridge was destroyed all those years ago. No supplies come here
now and the only people crazy enough to venture in this isolated Territory are
bandits or Klondikers in the mines. As a religious
man I sense something very wrong with this land, something ancient and very
evil. I can almost feel it trying to come to the surface. Even the dead get no
rest here. At the worst of nights I see apparitions from the corner of my eye
and I can almost hear the piano play by itself.
Whoever is reading this, heed my
warning and go, leave this place.
Mark Bates, Coyote Gazette.
Over the Roof tops.
On the E wall is a ladder, climb up and shoot
the snake, turn around and grab another ladder. Make your way over the rooftops
all the way to the N, jump down left and further NW to the roof of the barn. Down on the E side from where you can jump over to the roof of the
Station E. Go around the front and just past the clock you can jump to
the opening between the balustrades of the balcony of the Theatre S.
To the left are some Flares, go back to
the front and to the S end, shoot out the balustrades here and on the other
side and jump over to the roof of the Bank.
The Bank, the Jail Key.
Jump into the opening there and get down from
the rafters. Go to the back (E) and find a Medipack
in a windowsill. Then go back to the front and N into the corridor, take a
right and at the end again and get the Jail key from the small cabinet
in the back. There is a lever next to it (W); this opens the front door.
Free the Chief.
Back to the Street and into the Sheriff’s
office, down the stairs to open the Jail.
Chief: You found the key!
Lara: Yes, but not where you
would expect to find it.
Strange things are going on.
Chief: You must hurry and get
into the church.
Lara: Now why would I want to do that?
Chief: The church was built near
the secret entrance to an old apache burial ground deep beneath the town. Your
adventure begins there.
Lara: The church it is then.
The Theatre.
Go back to the streets and now to the Theatre
opposite, the Chief opened the door. Up the stairs and open the door on the
landing. Up more steps and into the opening W. SW in the bedroom is a lever,
this opens door (E) at the bottom of the stairs downstairs (the closed door in the bedroom is for when we return much
later).
So go back down to the ground floor. Go into
the door you opened (right) and climb on the stage, behind the piano on the
right pull up in the right hand corner, immediately run right around the corner
into the passage, because a barrel will come tumbling
down. Go straight and avoid the crate, shoot the balustrade and jump to the
next balcony. Follow this path around the corners, shoot more balustrades and
jump over. Get the Church Key on the small cabinet E and safety drop to
the floor. Go back out and out to the streets go to the NE corner and up some
steps and use the Key there.
The Church.
Go in and watch the flyby. Use the lever next
to the altar and then go back to the stairs, turn around and take a running
jump and grab the rafters. On the right (S) is a small medipack.
Make your way to the NE by using a monkey swing and use the lever on the wall.
Safety drop down, the door S is open now.
Climb up the roof and get Secret #1 a Medipack,
Winchester Ammo and V Pistol ammo. Jump down and now go into the
opening behind the altar. Jump into the hole in the floor and you go to the
next level.
Level by George Maciver - 1 secret.
From the central structure
swim W and into the upper opening. Get out, shoot the snake and go straight to that
bright light. Spikes pop up, watch the flyby and avoid the fire and ice wraith,
they will disappear. Take a right and pick up a Medipack
in an alcove right. Go back to the water and to the Big Cave.
Swim to the bottom and into the lower opening
W. Follow through and get out and use the lever you'll find. This opens a door
all the way on the other side of the Big Cave. Shoot the snake and go back,
swim all the way E though the open gate in the lower opening and keep swimming
to get some air at the end. Climb out and find a ladder on the right (S wall),
go up, pick up Winchester Ammo get down to the floor and the doors E
will open when you approach.
You'll get into a huge cave, watch the flyby.
The Cave.
Watch out as some coyotes are guarding this
cave. There are also some deep canyons.
You need to go to the SW corner of this place,
just go straight S and when you reach a canyon, take a right (W) and to the
left you'll see a suspension bridge. Cross it to the S side and take a right
again and go towards those burning torches. You get a camera shot.
Down the Canyon, the First
Chiefs Head.
Walk a bit further and look down into the
canyon on the right and there is a roof; that is the place you have to lower
yourself down. Grab the edge of that roof and then drop onto one of the slopes
below, you'll loose some health.
Go E and follow through and when you hear the
snake (SE) kill it. In the N wall there is an opening. Keep going N till you
come to a small pool and the opening to the next canyon is left (W), follow to
the end. Shoot the coyotes and go inside to a pool of lava. Inside take a right
immediately and pick up a Medipack.
Stand in the corner there and face W and shoot
the pot on the other side (NW), then go to the other corner and do the same.
This will raise a block to cover the spikes (S wall) so you can jump over the
pool.
Get the First Chiefs Head and see a door
opening. On the other side is a floor lever, so flip it to open a small gate.
Jump back over the lava pool and leave. Once
out the opening look to the right (S), there is that gate you opened with the
lever. Get in and climb up the long ladder on the right and at the top back
flip. Kill the snake and the door you opened is near where you entered this
level (NE corner). So make your way over there along the N side of the Cave.
NE Doors, Break tiles.
Enter and slide down backwards and safety drop
down, you cannot use your guns here.
Go to the lava lake
and first jump onto the rocks to the right (SW). Face N, stand on the right and
hop on the breakable tile, take a running jump with a slight curve left,
another running curved jump to the right, then hop to the next with a left
curve and a running jump curved right to grab the block. Grab Secret #2, V Pistol Ammo. (Savegame)
Face S and jump to grab into the
crawlspace. Jump out the other side (new move: Alt) and you are
back where you started.
Now turn left at the lava lake and
there are also breakable tiles there, going around the corner.
Hop on the tile and then the one on
the left, again a hop and side jump into the building (Or jump to the right
hand side of the first and do a sharp left curved running jump to the third
tile, skipping the second, and run inside).
At the end of this passage take a
running jump to the block in the lava, turn around left and jump to the wider
passage. Then face NE and take a running jump to the slanted block and back
flip from it.
Turn and get a Medipack
on the left and use the lever on the right.
Look N and take a running jump to the
block that appeared in the lava and into the opening. Follow all the way to the
end and then take a running jump to the SW. Run straight into another room (S)
and pick up a small medipack on the left.
Face the blocks at the E wall and
jump on the two trigger blocks at both ends. The ones in the middle go down so
you can use the lever to open a gate in the SE corner of the Cave.
SE Gate.
Leave the room W, go straight to the
W and look out for that suspension bridge on the left. Cross
the bridge again and left (E) towards that light way up on the E wall.
Once in loop around to the right,
there is a crack in the wall. Grab it and jump to the pillar behind you (arrow
down) then jump up to get up onto the column (arrow up+Alt).
Turn around and a running jump to grab the crack (W) and shimmy to the right.
Back jump to the column behind, shimmy around two corners, again a back jump to
the next one and then a jump up to get on top.
Turn W and take a running jump to the
top of that column and another jump to the one S. Shimmy around left and hoist
up. Take a running jump to the next crack E; shimmy to the right and at the
highest point jump up to get on top.
Use the crack in the E wall all the
way to the end and jump up to get into an alcove. Then jump to get on top of
that column. Get to the next one and pick up the small medipack.
Take a running jump to the next one (S) and jump up to get on top. Now, the next sequence is only jumps over slopes so get to it. Try to grab the top of one of the slopes and shimmy to the right as that makes the jump in the last corner easier. At the end you get to a safe ledge, shoot the snake (might need to choose the weapon from inventory) and use the lever ( Savegame )
Another gate in the cave opens.
Walk to the edge and just stand jump
down into that small body of water. Go out to the cave and now we need to go to
the W side. So go sort of straight to the wooden bridge and cross it and then
run to the W wall, climb into the opening there.
W Gate.
In this new room get a small medipack in the SW, then up the ladder at the W wall.
Almost at the top back flip and use the lever. A double door opens somewhere.
Go back to the cave; the door we’re
looking for is to the left (N).
NW Doors.
Get in, up some steps and to the left
(NW). Take a running jump to the pole and swing to the corner. Face W and jump
back, grabbing the edge, drop down and grab the crack, shimmy to the right, and
jump up to the crack above. Back jump to another crack; shimmy to the left and
at the end back jump to a pole. Swing or stand on the pole to jump to the ledge
where you have to kill the snake.
Go in and jump the alcoves to get to
the other side so you can flip the lever on the E wall.
Most spikes down are gone but a fire
was ignited behind Lara. Jump back to the ledge S, line up for a jump (or run)
down to the ledge under that fire tile.
Jump to the N and go around the room
again to get to the SE corner, as there is a lever you need to flip.
After flipping the lever, the spikes
are gone so leave through the passage S. Follow through and find your way E to
the cave.
Go SE, cross the bridge and go right
(W) and enter the door where you see two fires.
SW Doors, the Second Chiefs Head.
Once in go left through the open
doors, up the steps and around the corner. You get a flyby and a fire and an
ice wraith come for you. Just run straight into the light and they won’t bother
you. Go S and climb up and grab the Second Chiefs Head.
Leave this place and go back to the
cave. Now we have to find the way out of here.
Get out with some Alien Ore.
So back to the bridge (E) and cross
it, go all the way N, then to the NE corner so you can leave the cave and go
back to the underground water cave.
Jump into the water W and swim out,
swim up and into the upper opening E and climb out. Shoot the coyotes and head
into the bright light over a bridge. Two wraiths will appear, just ignore them,
to the bright light and place one of the Heads on that small pedestal E. Back
to the underwater cave and swim all the way to the other side and into the W
upper opening and place the other one. Back out and now swim to that island in
the middle and pick up the Alien Ore from the pedestal. There is a small
medipack in the water near the SE corner of this
island.
A gate S opened, so get in there and
up the ramp. Climb into another cave and you get transported to the next level.
Level by
Titak.
3 secrets
There is a lot of noise and a rumble;
the cave behind you has collapsed. Go to that pool and climb into an opening E,
down at the end and crawl through (when you kneel you can use sprint to roll
through).
Cross the puddle, climb up W and turn
to the right (S). Jump up and shimmy to the right and hoist up. Crawl into the
crawlspace where you can pick up V. Pistol Ammo. Go back down and
continue to the W.
You are now above the cave where you
started this level. Climb up left (S) and look a bit to the W, there is a
crack, jump to it and jump up. Climb even higher and face the rock wall NW.
Jump and grab the edge and shimmy to the right, when you can’t go any further,
jump back.
You end on a small triangle of rock,
face the rock (E) and climb up again. Make your way to the S and enter the
opening on the left. Face the wall right (S) and grab the edge, shimmy left
almost at the end jump back.
Go further, jump down E and you are
overlooking another part of this canyon. Slide down and prepare to fight four
coyotes, be careful, as most of the cacti will hurt you too.
A snake attacks when you get to the
edge of the gorge.
Dive into the water and swim to the
waterfall NW, on the right is a cave, swim in and follow through.
Climb out NE and in the corner left
you can climb higher. Hop up another block and now jump over the slope on the
left.
The poor guy left something here, Winchester
Ammo for Secret #1(3).
Make your way down and swim out the
cave, to the left and get some air. Swim S and climb out, climb up S and turn
right, see that crack up? Grab it and jump up. Jump up W once more; turn NW and
jump to grab the edge of the rocks and shimmy to the right (towards the
waterfall). Halfway, drop to grab the crack below and keep shimmying and at the
end jump up. Climb up W and face the waterfall, take a running jump grabbing
the edge left of the fall, shimmy right and around a corner and pull up.
Jump over the waterfall (N) follow
through to the next fall, jump up and go right. Jump up again and find Secret #2(4) a Medipack and Winchester Ammo.
Get back to the top of the big
waterfall and jump SE. Then to the next, the one covered with grass.
Jump up on the left, another one left
and shoot the snake. Walk to the end and look down, drop down backwards, slide
and grab the edge, shimmy right and drop. Look down SE; see that block near the
waterfall? That’s where you have to go. So just hop down there. Take a running
jump over the river and shimmy right around the corner and pull up. Go in the
opening and down and at the end a running jump to that branch and swing to a
rock ledge. Carefully walk further and drop down towards the water on that rock
there. Take a running jump N on the one in the water, then one to the NE
to a block covered with grass, jump then to the one near the water and follow
the ledges.
Go S along the right hand side and
wait for a boulder to drop before you take the Flares.
Another boulder will drop while you
go S.
Jump to the slope E and shimmy to the
end, back jump and grab a ledge, shimmy around the corner and hoist up. Jump up
S and turn to the left and take a running jump (E) and grab the edge at the
last second and pull up. Crawl through and shoot the snake before you drop
down.
Then jump in the water and climb out
at the other end. Pull up and hop onto the rock E to shoot two snakes. Climb up
on the rock ledge N. Shimmy to the left, pull up and hop back down to the floor
again, a boulder comes crashing down. Get back up there taking a running jump
to grab the ledge W and climb up even higher.
Jump to the S and a running jump to
the other side. Face E and jump there, go N and jump to the slope and go to the
right. A snake is hiding in the grass. Follow through to the left and get out
in the open again.
Careful a couple of boulders will
come crashing down. Go to the E and follow through, avoiding more boulders.
Best is to run back. Go up the slope killing another snake. Go up NW, find a
crack N and jump up twice.
At the end just
slide down to come into another part of the canyon.
Down here are some coyotes as well as
snakes.
On the right (W) you can jump up S
and get into the coyotes den and get Flares. Slide to the ground
floor and go N.
Behind a big bush left (W) is an
opening and all the way at the end in the coyote’s den you can find a Medipack.
Go out, to the left to the high wall
E and jump to the right on that small triangle ledge. Face W and grab the edge
of the rock, shimmy all the way right and back jump (arrow down) to grab the
high wall.
Quicksand.
Go into another cave, jump down, go
SE and shoot a snake. Follow through and come to a place filled with quicksand.
Stand on the right and take a running jump to a slope, slide/jump and again to
grab the other side. Now turn and take a running jump S, left of the sloped
part. Then another one to the slope E, slide/jump twice aiming left and the
last one curve to the left and you are safe again. Jump up N and then jump to
the NW.
Once there turn and face S, jump to
grab the edge and hoist up. Go right (W) and crawl in. Hop down and climb up,
roll over the skeleton and crouch to get Secret #3(5), Arrows.
Go back up E, crawl through and run
down onto the lower pillar NE. Hang from the N side and safety drop down, slide
and back flip. Jump over the rest of the quicksand (W) and grab the edge of the
slope, shimmy right, slide and jump with a slight curve right to get to safety.
Climb up W.
Jump and grab up into that cave N and
push the boulder out off the way. Stand on that small hill and jump across to
the N so you grab the edge in the right hand corner. A bit further will be
another snake. Go around to the left and slide down
Level by Titak
3 secrets
Go further and climb up the sloped
block and jump back (N) crawl through and watch the flyby.
Drop down and go W, into the cave and
follow through, kill a snake and at the end find Secret #3(6), some
Arrows.
Go back to the gorge.
Jump up on the right and stand on the
highest point to get back up. Now jump to the rocks E so you slide back and
hang, shimmy all the way to the end, jump back and grab the pole, climb up
(Alt) and jump with a grab to end up at the other end. Climb up and get Secret #2(7), Flares.
If you want all the goodies, jump
into the water and swim W, around the corner get the Winchester Ammo from
the bottom, go straight but keep on the right and after the next corner swim
into the opening there on the right. There you find a Medipack
(We’ll be up here later, but it was easier to get the pickups now).
Now you have to swim all the way back
and get out of the water at that column in the middle of the river near the
waterfall.
Take a running jump to the left side
of the slope S and jump to grab a crack in the rock wall and jump up.
Follow this path behind the waterfall. A boulder drops. Now take a running jump with a curve to that flat rock NW (you can also go up E first and jump from there to the NW) ( Savegame )
The Bridge.
Use the branch to swing over and
after that climb up on the right. Running jump NW, go to the end and then climb
up right (N). Immediately turn right and climb up even higher. Then take a
running jump NE to get to the buildings there.
Walk to the end at the waterfront NW
and jump or even shimmy to an opening up E wall there. Drop down where a pool
of water is (N) and follow through, near a skeleton you can get a Medipack, Flares and Winchester Ammo as
Secret
#3(8).
Go back the way you came and get to
the water tower.
Crawl under the fence of the water tower, shoot the box for some Matches. Crawl out and
climb the ladder on the water tower (SE corner). Grab the edge of the wooden
floor and shimmy all the way round right to the opposite corner (NW), grab the
Rope hanging on a hook.
Go back to the NE corner and do a stand jump to grab the roof of the house. Safety drop down through an opening there. Open the chest in
the SE corner and get the can of Oil. Combine the Rope and the
Oil to get the Oiled Rope: Fuse.
Open the door and go out.
You might wake up some coyotes so be
aware.
For some
Explosives.
Go to the house S and shoot out the
door. Go to the back and shoot some fences and boxes and get Winchester Ammo
NW.
In the SE corner is a box of
Dynamite, this one has to go outside and push it all the way to the end of
the wooden walkway, over the edge to one floor down.
The Big Bang.
Go SW and jump back on the path
there, jump down a few ledges and make your way to the box of Dynamite you
dropped down (N). Push the box all the way N (on those wooden planks) and
attach the Fuse to it. Go to the end of the Fuse and use a Match to ignite it.
Now you’ll have to get out of the way.
Jump up on the ledge on the right and loop around right and run and jump to the S side ledge so you won’t be killed by the blast (Savegame )
Jump back and carefully make your way
down to the huge wooden beam that is crossing this gorge, best is to go along
the edge of the river. Walk across it and up at the end and again up at the
left.
Go to the end and run to the branch,
grab it, climb on top and jump off. Climb up right (W) and then up S, turn
around and pull up. Jump over the rock and you are at the windmill area. There
are coyotes here.
Go to the hut and shoot the door,
then shoot the crates inside and get Borchardt
C39 Ammo from one crate.
Get out and follow the train tracks
W, when you go up the rocks SW and up to the plateau S you can find a small medipack.
A Tool Box,
Volcanic Pistol and the Second Alien Ore.
Back to the tracks towards the
windmill and near a big bush left (N) is an opening. Shoot a snake and enter.
Go to that contraption W and first go into the cave N to get the Winchester
Ammo from under a crate. Go out, to that contraption W and take the Tool
Box from it. Immediately roll and run onto the elevator and take a free
ride down. Choose the box from the inventory and separate twice, to get your Volcanic
Pistol, the Second Alien Ore and an Empty Tool Box remains.
A
Counterweight.
Drop down from the elevator; go over
the walkway to the N and at the end jump over the balustrade left onto the
corner rock. Climb up and grab up (W), shimmy all the way to the right till you
can pull up. Jump up into the corner and enter, watch out, falling boulder. Resume
your way. Down to the small pool and climb up. You end up behind the waterfall.
Pick up the Rock and combine it with the Empty Tool Box and get a Box
with Rock (weight)
.
Just hop backwards out of the cave
and grab the edge of the rocks, shimmy left and drop on the upper corner ledge.
Take a running jump onto the walkway E ( Savegame )
Go to the far S end of the walkway
and left are some wood blocks on a chain, place the Toolbox Weight on the hook
below that. The small elevator goes up and a scaffold will be available now.
A Scaffold.
Drop down and pull/push the
scaffolding out three times. Then pull/push it all the way to the end of the
jetty (N). If you want another goody go E onto the rocks, climb up twice and
then twice to the S, there is a small medipack
on this ledge. Get back down to that scaffold.
Climb on top and take a running jump
to grab the edge on the other side of the river. Go in and jump right (NE) over
the water and follow through. Back at the gorge, jump to the left, face N and
jump up in that opening.
Grab the edge on the left (W) and
shimmy almost to the end (below is the pool where we got the Medipack before). Back jump and grab another edge and
shimmy left to the end. Back jump and grab a pillar. Stand jump to the NE
corner ledge and immediately back flip as a boulder drops down. Jump back
again, grab up E and shimmy left, jump back and grab a crack, jump up and
follow cave to the end and slide down.
Level by EssGee
Small Maze, the Feathered Key.
First go left (N) and at the end
shimmy past that statue to get a small medipack.
Then go back and E over the wooden
bridge and through a small room, shoot a small scorpion. Go right and loop
around and pick up Flares in between the baskets there (use crouch). Go
E and at the intersection take a right (S).
In the next room shoot a clay pot S
for a small medipack. Go to the N wall and
push the green button. A block left of the pillar W went down, go pick up a Feathered
Key there.
Go back out, up the slope and at the
intersection go straight (W) and use the Key on the left. The gate a bit
further on opens.
The Burial
Chamber.
Go in and push the button on that
screen then go up W and follow through, there is another button, this opens the
door you can see through the barrier (W).
Go all the way back to the wooden
bridge (keep going right) and at the end where the poles are face N, jump up
and get to the monkey climb. Follow the monkey climb (first straight and then a
right) to the block that stands in the water.
Jump to the opening with the
waterfall; that is the door you opened. Go in and come into a burial chamber.
Go to the left and in the middle (W
wall) behind the right guy in a basket is a push block. Push it in as far as
you can and get behind the block into a passage. Use the lever at the end. Go
back all the way and jump through the waterfall on the block and the gates in
the bridge area (N) are open now.
An Indian
Canoe.
Jump in the water, the catfish bite,
so be careful and get into the Indian canoe. Paddle up the rapids, go right (E)
and get out of the canoe in the next pool.
Dive down to the SW corner and behind
the block is an opening, swim in and follow through and up at the end.
Climb the ladder, go E and then
right, shooting scorpions, use the floor lever and watch the flyby.
We have to go back to the Burial
Chamber; down the ladder, through the water, into the canoe and paddle back.
Get onto the bridge, grab the monkey swing and go to the block at the
waterfall. Jump in and in the NE corner of the burial chamber is a jump lever.
Face E, stand in the middle and
jump/grab the pole, stand on it and jump (Alt) to the lever. Another fly by,
back out the Burial Chamber again and to the canoe; paddle up the rapids and to
the E and get out, climb up SW.
Another
Feathered Key.
First take a running jump to that
ledge SE and pick up a small medipack. Jump
back and use the ladder up that S wall. Jump up on the left and climb another
ladder. Turn around and spot an opening a bit down on the S wall. Jump there
(with CTRL) and use the lever. Jump back (or use the ladder) and enter the open
gate.
Follow though and jump up in the far
corner. Go straight (E) into a room and shoot the clay pot on a block S. Pick
up the Feathered Key. Go out and to the NW corner is a ladder down and a
trapdoor.
Next to it is a higher ceiling and in
there (facing E) is a jump lever to open that trapdoor. Now climb down the
ladder, follow through and near a wooden gate is a key lock.
Get in and shoot a scorpion. Loop
around to the right and push the button, go out and see another trapdoor
opened.
Jump over the hole and hang left from
the trapdoor, let go, grab the wooden bridge below and crawl in through the
waterfall. Push the button on the corner block and get out. Let Lara drop in
the water below and climb up at the trapdoor NE. Push the button and jump in,
and up left, shoot the scorpion.
Save at the lever, flip it, run out
and side flip to avoid the boulder.
More
Paddling.
Get back out and climb into the
canoe, paddle through the opened gates N.
Slide down the rapids and when you
get to a pool get out and swim down to the NW corner to find an underwater
lever there.
This opens the gate N and W. You can
use the canoe but I just swam through the canals.
Go N and in the first room loop
around the left and use the underwater lever. Swim W and pull up out on the
right in the next room; shoot the clay pot for a Medipack.
Back into the water and find another
underwater lever in the SE corner. Swim S, the last underwater lever is left
around under a block.
Climb up S and enter this new
passage. Shoot the scorpions.
Find a push block SE and push/pull it
on that marked tile in the middle, this opens the door S.
Last Rapids,
Laser Sight and a Feathered Key.
Get into the new canoe and paddle
down the rapids.
Once down, get out the canoe and pull
up out NE.
Face the wall E and find a crack,
shimmy right and crawl in, shoot the clay pot to get the Laser Sight and
another Feathered Key. Back out into the water and climb out NE. Use the
key on the lock left of the door and enter.
Level by EssGee
3 Secrets
Slide down and fall through some
breakable tiles. Follow through and use the lever left and go through the
opening.
Go straight and in third alcove on
the left is a small medipack. Go further and
find in the next area a ladder on the right. Climb all the way up and Lara
grabs the ceiling, turn around and, travel this monkey
swing to the end, use ALT and Lara climbs even higher. This is a jump lever.
Climb almost to the top and let go and grab the lever (you might have to do
this again), the door opposite the ladder is open.
Stand on the block with your back to
the ladder and jump to the pole and swing into open door using the second pole.
Climb up and crawl under the darts and over the pit, watch out as there is fire
underneath. At the end jump down and grab the Flares.
Jump down N and use the lever, go
back and safety drop down; the door S is open.
Sprint down the steep ramp and at the
end go either sharp left or right around the corner, grab from the pedestals V.
Pistol Ammo and a small medipack.
(The V. Pistol Ammo pickup will
recharge if you run out of ammo)
Go back up the ramp and hang on the
left (W) side and shimmy left to the end. Go in and get Secret #1(9), 2x Borchardt C39 Ammo and 2x Winchester Ammo.
Go back and down the ramp again, jump
over the boulder and proceed into the Main Hall.
Lara:
Wow! That's some piece of machinery.
It looks ancient but in other ways
very technologically advanced.
It does look Atlantean,
but somehow different............. almost like some other race has adapted Atlantean architecture and modified it into more
sophisticated technology.
I wonder what it does?
Main Hall.
This hall is filled with a large
Dimension Tower we have to get started.
First Atlantean Disk.
Go to the S wall, look left (E) and
up a bit to spot a target on the outer corner pillar (SE), shoot that stone it
holds and a platform will be activated left of it. Get on the platform, be sure
to have full health and face N.
Jump to grab the pole. Climb on the
pole (Alt) and jump to the next, then a swing and jump, 2x Climb up and jump
and then another swing and jump, the last is a climb and jump to the lever.
It's a long way down so you'll loose about half your
health.
A block explodes, now you can open
the trapdoor there, it is next to the platform. Open it and go down to get the Atlantean Disk. Back out and along this wall,
there's a receptacle for the Disk just past the big door (in the middle of the
E wall).
The E Side
Doors, a Platform Booster and Atlantean
Disk #2.
Enter and follow through, in a room
around the corner are two white symbols on blocks, hop onto each of them and
the doors E open up. In the next large room is a small medipack
left (NW), then go S and pull that green block twice to the E and climb up
to the S. Move the block there against the W ledge and pull/push the third
block (up W) onto the lower block.
Climb it and grab the monkey-climb,
follow all the way to the N side of the room, drop in the alcove. Grab the edge
of the floor and shimmy right along the rim to the next alcove where you can
use the lever to blow up the cover on the pedestal. Drop down and go get the Platform
Booster Crystal, go out W and in the room with the white blocks a block
went up on the left. Climb into the passage and get Atlantean
Disk #2. Drop out and go W, back to the Main Hall.
The W Side Doors, Block Puzzle.
Go to the SW corner and use the
Platform Booster to get the block up, climb and use the jump lever to reveal
another Disk receptacle. Go to the doors (W wall) and open them with the Disk.
Around the corner is a small medipack, follow through to a Block Puzzle room.
The grey trigger block NW operates
the gates (one side closes, one side opens), the grey trigger block SW operates
the raising blocks (one side goes up, one side goes down). We experienced some
difference in how to go through this puzzle.
The dark push block SE has to go onto
two gold marked tiles to open the gate W. There might be more ways to do this,
but this is how we did it:
First pull the push block SE 3x W
onto the marked tile and push it one square back. Pull the NW block once and
gates open, now pull the push block onto the raising block (dark grey square)
and pull the SW trigger block once.
Pull the push block that went up onto
the ledge and now you may have to use the NW block again to raise the S side
raising block. Now move the push block around onto the raising block S (the
gates there have to be down). Use the NW block to lower the push block and use
the SW block (maybe move it twice) to open the S gate.
Push the push block out and onto the
gold tile. The gate N opens up so follow through.
Room with
Walkways, the Energy Cores.
Hop into the pool and swim N, turn
around to spot an underwater lever on the dark pillar. Swim back SE and climb
the ladder W (use Ctrl) back up to the walkway. On the N walkway a platform
retracted so get there and grab up to the ladder on the higher block (face W),
up a bit and backflip roll to grab the rim on the
wall, go all the way right to use the jump lever. A gate opened on the walkway,
right (E) side. Enter and use two levers S, so you can then use the two levers
next to the N passages. This activates the Primary and Secondary energy cores.
Android machine voice - Primary
energy core is enabled..
- Secondary energy core is enabled
Go back out and hop over the railing
into the pool because a door in the water opened N, swim in for Secret #2(10), Winchester
ammo, a Medipack and 2x Borchardt C93 ammo on the other side.
Get back out of the pool and head
into the passage NW, follow through to the Hydro Room.
The Hydro
Machine.
Go straight into the passage ahead,
up two conveyer belts.
Better save here. When you get on the next conveyer, go down a bit and when you are at the second pillar and under the lower part of the ceiling, jump up and grab the monkey swing. Go straight and then take a left (S) into the opening in the wall there. Travel further on the belt, avoiding some swinging axes (best to run through). Now comes the hard bit, go around two corners and then quickly get into the opening left (the one straight get you out onto the bridge but that is way too early). There is a teeth door there. Get through and around the corner jump left or right in a small alcove. One has a lever the other a Medipack (Savegame )
Get on the belt and avoid swinging axes and another clanking door and at the end you’ll end up on the walkway, the cover over the lever has been lifted, use the lever ( Savegame )
Android machine voice -
Hydro-electric turbines activated. All pumps operating at optimum capacity
Lara: Water…!
They're using it to drive the
machines.
What could possibly need that much
energy to drive it? They must be pumping the water from the river system.
(Revelation) No wonder the water levels are so low in the canyon valleys!
The First
Dimension Power Cell.
Jump over the railing to get to the
ground floor or run and jump against the conveyor to get through the passage
back to the ground floor.
Go into the now open gate left (E
wall) and get Dimension Power Cell #1 and another Platform Booster
Crystal. Go through the open gate in front and end back up at the Main
Hall.
Safety drop down and use the Platform
Booster S, just left of the alcove with the ladder. Climb the block and up the
ladder into the passage, follow through, drop down and go left, follow all the
way till a gate opens for you and enter the Sectioned Room.
Sectioned Room, Dimension Power Cell
#2.
To the right and up the ladder, go around
the corner, up again and then get to the monkey climb and at the end up (Alt)
the ladder again. Off left onto the upper walkway and go use the jump lever N.
A platform starts moving left and
below of you. Get onto the ladder there and hang as low as possible, drop just
before the platform reaches the top of its move and grab it to get on
(Or: Line up Lara on the
opposite ledge. Use look to see when platform is coming up. Then take a running
jump as if to grab the ladder, but release Action at last moment so that Lara
free-falls onto the elevator).
Now jump off NW onto the first floor
level, throw the lever around the corner to open a gate below.
Drop down to the ground floor and
follow through (N) to first floor in the NE. In the gold grating S is an
opening, get in and use the jump lever W (lever on top level opens up).
Turn around and now go right (S), to
the left is another opening, drop down to the ground floor and NE is an opening
in the glass wall, go in and to the left (S). Use the lever to start some
revolving doors W. First go N and use the jump lever to (open a gate SE first
floor)
Go W, out right at the revolving door
and into the passage N, follow through to where you can jump into the gold
grate again. Go to the left (S) side and jump out right to the walkway to get
to the open door E.
Follow up to the second floor and get
a small medipack N, the jump lever E will lift
the cover off the second lever on the top walkway. Head back through the
passage S, then drop to the ground floor and go into the glass wall NE. Go to
the revolving doors W and out left to climb the ladder SE. All the way to the
top walkway (by using monkey swing and so on) (Alternative way back to the top: Go E
out of revolving doors. Jump on moving platform. When near the top jump and
grab monkey swing above. Go to edge of monkey swing and use Alt button to climb
higher on ladder above. Climb a bit and shimmy right to land on top deck).
Use the 2 levers E and W and a gate opens S. Watch the flyby, go to the open door next to the
ladder and take Dimension Power Cell #2.
First Event
Horizon Injector.
The only safe way back, as the water
below isn't deep enough, is by using the elevator in the NW section, then
straight through both revolving doors and up the ladder to the first floor gate
S.
Follow through to the wide corridor
and go W, a Predatorian Guard attacks, shoot it. Look
in the W wall and spot a grate, shoot it and jump in
to get Secret #3(11), 2x Grenades and 2x Medipacks.
Hop out and go NW.
Moving Block
Trap.
Proceed till you come to a passage
with moving blocks. Stand left and jump through, holding the forward key so you
won't stop short.
Then stand right, close to the next block. There's a burner behind it, when it's down, jump through and run left around it to get to the next corner (you are safe when you stand next to the wall behind the burner) where you have to jump through the last blocks (Savegame )
An Event
Horizon Injector.
Go left where the doors open, in the
end is a shiny object on the wall, pry it off and get that Event Horizon
Injector. Turn around and go left (S) and left to the Gold Machine parts
storage room.
Lara: These equipment parts look
strangely familiar. Seems like someone was up to no good - in the business of
manufacturing gold-making machines, I dare say!
Alien Ore and
Event Horizon Injector #2.
Loop around to the right (SW corner)
and use the lever there, it will activate a platform NW. Hop on and get into
the opening N, hang out the other side and shimmy right along the rim.
Get into the alcove, turn around to
grab the monkey climb and make it all the way to the other end timing those
burners, go around the corner right and straight into the opening. Stand as
right as possible and jump to the grating S and go get the Alien Ore #3.
Drop down to the ground floor, go into the passage E and around the corner
left, on the wall there is Event Horizon Injector #2. From here go left
and around a corner to the room beneath fire burners and make 2 pickups between
the columns Winchester Ammo and V. Pistol ammo. Head back out to the Gold Machine
parts room (E and around two corners straight and around a corner left).
Use the Injectors.
Go back and through the opening W out
of the big room, around the corner and left to the corridor and head W, shoot
another Predatorian Guard and at the end go to the
right. To the left and right the Event Horizon Injectors can be used to open
the gate in the middle.
Android machine
voice - Inter-dimensional stabilizer operational. Proceed with
caution!
Save before going into the passage, ride the conveyor and sprint through an opening between those balls circling around. If the timing isn't right you could always hop back till there’s an opening ( Savegame )
Room with the
Circling Balls, Dimension Power Cell #3.
There are three passages leading from
the room. Start with the one on the right (N), jump through the trap and sprint
up against the conveyor belt. Stand in the SW corner, face N and jump to grab
the pole, hang and hit end to turn around, use Alt to jump to the next pole,
turn and do the same again, once more and you're facing the ladder wall. Jump
and grab, go left around two corners into the alcove and use the lever to open
a door down NW. Drop and go up the poles again and from the top pole swing to
the open door N. Grab Dimension Power Cell #3 and go out W.
Timed Platform, take a Swim to the Atlantean Disk and Dimension Power Cell #4.
Upon entering in the next room on the
left (NE corner) is a trigger pad, it will raise a timed platform SE, get on it
and jump to grab the walkway (take your time lining up).
Go to the N end and jump to the jump
lever. A platform comes out under the lever SW of the walkway, so up you go
again (using the timed tile) and use the lever to open a gate below.
Drop down and run over the break tile, turn around and dive into the tunnel, follow through to where you can get some air under the grated floor. On the block N wall is an underwater lever, opens the gate E. Go through, up the passage and run sprint through that door, as there's a nasty barrier. Collect the Atlantean Disk and Dimension Power Cell #4. Return through the door to the water (Savegame )
Get back the way you came, climb the
ladder in the end and backflip to where you can use
the Atlantean Disk in the passage W. Go inside and
use the lever to open the gate in the S end of the room, so jump back over the
hole and go S, jump to grab the jump lever.
A Time Portal
Coding Device.
A gate opens at the S end of the
walkway behind you. Climb back up the ladder and get up to the walkway using
the timed platform. Jump to the opening left (S), follow through run/jump
through the clanking doors and slide from the end of the ramp to get to that Time
Portal Coding Device on the pillar. Now don't just drop from this pillar,
you will not survive. Jump to the sloped ramp, hang down from it and safety
drop losing some health. DO NOT touch that middle structure, as it will
explode.
Go out N and get through the passage
to the Room with the Circling Balls. Go out E and follow back to the gates to
the passage with the moving blocks to the left. Get through the trap again and
go N, following the tunnels.
You woke up another Predatorian Guard, shoot him. Go E again (depends on where
you met the guard) and look up left (S) for the passage leading back to the
Main Hall.
Activate the Time Portal.
Climb down the ladder to the ground
floor and place the 4 Power cells on the pillars around the central
floor.
Android machine voice - First
dimension tower - power cell activated
- Second dimension tower - power cell
activated
- Third dimension tower - power cell
activated
- Fourth dimension tower - power cell
activated
Watch things unfolding:
Time portal activating sequence may
now commence - proceed to upper central tower
Go S and climb the ladder S again,
turn around and go onto that central contraption using the new platform and
place the Time Portal Coding Device.
Time portal is now online and ready
for immediate transportation..
Lara: My God, it is a time portal. If
I could use this machine to get back to Coyote Creek in its hey-day, then maybe
I can solve some of the unanswered questions about Coyote Creek's past.
I hope this comes with a return
ticket.
Oh well, here we go then......
nothing ventured, nothing gained!
The Time Portal N will be activated,
go to the W side and jump over to the outer ring, go N and jump to the N
opening. Go to the Portal and you will end up back in time.
Destination: Coyote Creek 1875.
Level by Cowboy
3 secrets
Swim through and climb out of the
well. In the SE corner of the yard is the gravestone of Gilbert McCoy (come
back later). Head SW and open the door to the church, you can read the front
page of the Coyote Creek Gazette on the cabinet SE. Go N through the door, from
the steps W you can jump up to the rafters and get a small medipack. Get back down and out W to the street. Head W
and talk to Sheriff Bates (near the fire):
Sheriff: Wait! You can’t come here!
This town is under marshal law.
Lara: I must talk to the Chief of the
Apaches on an urgent matter.
Sheriff: You won’t get that chance!
Mr Bolivar and his high noon gang are holding him hostage along with a bunch of
Townsfolk.
Lara: I have had a run-in with this
gang before. I can certainly help you Sheriff!
Sheriff: Oh, so you are a bounty
hunter? No, I don’t think that is a good idea…
Lara: They have you pinned down
sheriff and you are undermanned. They will not be expecting me!
Sheriff: Well…very well. The station
behind has been turned into a storeroom with plenty of ammunition and supplies
if you need it.
The Townsfolk needs to be rescued and
they are being held in several places around the town that have been barricaded
by the gang. I want the situation under control and secure before I make an
attempt to approach to the Fort.
The hostages are being held in the
Jail, Bank and Saloon. There is also a Gatling gun above the Fort entrance that
needs to be eliminated.
Lara: I better get to work then.
The Station.
Go into the door behind him and look
NW on the floor for a Volcanic pistol and
Lasersight, on the crate W is Winchester
ammo and in a shootable crate NW is some more Winchester
ammo. On the cabinet at the N wall are a Crowbar and some Torches,
pick up the Crowbar and leave the Torches for now. Push the barrel NE into the
room and go in, pick up Secret #1(12), the Crossbow. Back out and
grab a Torch, go out and ignite it on the fire near the sheriff. Leave
it where you can find it again.
Destroy the Gatling Gun.
If you run on the boardwalks on the
right to the saloon, you get a screenshot and see what you have to shoot.
Go back to the crates in the street
and stand on them, face S. In the Far S wall, up and behind the steel grates is
a crate of TNT next to a barrel, shoot the crate with the Crossbow (you can also
shoot it with the V. Pistol, but then you will have to stand closer) and the
barrel will roll down, destroying the Gatling Gun.
Hop down back and go W to the alley
and open the door to the barn, get a Medipack
from under a shootable crate and then pull
that crate on top of the stack once to the W, get behind it where you can now
grab up to the floor above. Collect a Winchester, Winchester ammo,
a Medipack and then read the note on the
cabinet.
Gilbert McCoy had some great-customized pistols on
him. I have been meaning to recover them but the pastor would get suspicious.
Detour, the Borchardt
C93's.
Go out, E and into the church, out to
the back yard (where you started this level) and in front of McCoy's grave are
the Borchardt C93's as Secret #2(13). The Ghost
of McCoy is visible behind the gravestone when you pick them up. Get back to
the streets and pick up the Torch.
The Theatre.
Go S into the street and left to the
first house, the Theatre. Ignite that pile of wood through the gate and the
gate will be opened. Leave the torch, go in and left, around the corner a baddy
will attack. Shoot him in the hall, pick up the small medipack
and step into the doorway again, and with the V. Pistol you should be able
to shoot the baddy upstairs. On the stairs are barrels, run over the lower step
and left into the alcove E. Then go up and get another small medipack.
Open a door, shoot a baddy and go
upstairs to get Winchester ammo, open the bedroom, shoot
the baddy there. Behind the door S is some V. Pistol ammo on the
cabinet. Back to the bedroom, throw the lever W and step carefully into the
doorway. Take the V. Pistol and Sight and shoot that box of ammo on the roof of
the sheriff’s office (W), killing the baddy, which would have taken a shot at
you.
Detour: Go up the balcony and right (N) you can jump over to
the roof of the Station and go left around to find a crate you can shoot,
inside is Secret #3(14), Arrows and Borchardt C93 ammo. You'll have to
return to the balcony again.
The Bank,
Free the Citizens.
Go to the S side of the balcony and
jump over to the roof S, left of the spikes and shoot the baddy. Drop through
the hole in the roof and you'll see some good guys being shot. Crawl through
the opening NW and shoot the baddy guarding the door. Drop down there and go
down the stairs, in the basement you can free the citizens by shooting the
baddy.
Thank you miss, you're an angel.
Go into the open vault S, get the Bank Key from the cabinet (screen of
doors).
Shoot the crates E for a small medipack and SW for Winchester ammo. Go back
upstairs where the door SE has opened, now the baddies are dead the gun there
is also disabled.
Pick up a Medipack
in the back and go back to the landing, open the door SW with the Bank Key,
open the door right (W) and go outside to the street.
Sherriff's Office, free the Prisoner.
Go NW and to the Sherriff’s Office,
careful with the traps outside. Inside is a baddy you have to shoot, pick up
the V. Pistol ammo he drops and open the gate with the Crowbar.
Lara: Those bars look weak; maybe I
can break them somehow.
Go behind the ACME crate and push
onto that grate in the floor, the grate will break.
Prisoner: Thank you miss!
Drop in and get a Medipack
and shoot the baddy (or the other way around), grab the V. Pistol ammo he
will drop. Go back out to the street and you'll get another screen of those
doors. Go to the Saloon S.
The Saloon,
free the Girl.
As you enter: Barman: Help Miss! They
have my wife in the room upstairs!
Shoot the 2 baddies, one of them
upstairs (You only can get the Medipack from the bar
counter, if you have less than 5 in your inventory ).
Barman: You look injured. Take some
snake oil. It's on the house!
Pick up the Borchardt
C93 Ammo upstairs and go into the door S. Shoot the baddy and go open the
doors N.
Frank Walmington:
Don’t come any closer, you hear?
Frank is holding the wife of the
barman at gunpoint. Shoot that lock and the barrel (right corner) will kill
Frank.
Woman: Thank you! Oh thank you so
much!
Go back to the ground floor and
you'll get another screen of the big doors with Sheriff Bates and his posse
waiting.
Barman: Thank you miss.
Go outside to the street and to the
opening in the wall where the Gatling gun was.
The Fort.
Sheriff: You handle a gun very well
miss, the citizens can’t thank you enough.
Lara: You are not too bad yourself
Sheriff!
Sheriff: We will break down the fort
doors. You can follow soon after. There is no other way in but through here.
Lara: Be careful sheriff.
Go through the now open doors S and
find a baddy behind that barricaded door S, shooting at the posse.
Lara: A sniper, I better stay out of
his view.
Pick up a Torch from the crate
and go back out, ignite the Torch on the fire outside and go back in, keep as
much behind the crates as possible and get close to that big barrel on the
right of the barricaded door. "Do not set alight" is written on the
barrel... well, don't get too close but ignite it anyway. Leave the Torch.
Lara: I better run for cover
Then jump back N over the crates and
wait what happens.
Bolivar: you are left in command here
Sanchez
Make sure no one can get past.
If they do, make sure that is the
last thing THEY will do.
The sheriff is wounded.
Sheriff: I just gone and got myself
shot…
Lara: Wait here maybe I can get help!
Sheriff: I will…be fine…just stop Mr
Bolivar and the…the…remnants of the high…noon gang…
Lara: I WILL.
Go to the opening S, pick up a small
medipack from the crate on the left first and
then enter. Go to the courtyard straight ahead
Sanchez: Diablo! Who the hell are
you?
Lara: Where is Senior Bolivar?
Sanchez: You are too late chica, too late!
Lara: It’s NEVER too late!
Sanchez: Senior Bolivar and Phoebe
have gone in search for the golden city! You would be wise to give up now.
Lara: Give up? I don’t really think
so.
There's V. Pistol ammo near
the W well (will reappear when you run out). Dive in and swim near the ceiling
E through the right hand passage, there's current, but you can get into the
opening left if you're fast. Grab the Borchardt
C93 ammo and look S, that's where we go next.
You might swim further and around the
corner, the current will take you back at the well and then swim in again and
stick to the right.
Swim to the end and up, in the
storage is a lever to open the doors N to the courtyard (shortcut). There's
also a movable crate in there; get it to that opening in the ceiling SE. Get up
there and through the doors NE. Follow through N and left into the window.
Out to the roof below and walk the rope to the other side ( Savegame )
Up into the window, head S to a lever
with the #1 below, a door N has the #1 too, it's Timed.
Pull, run N and safely passing that crate to the door at the end on the right.
The Vault
Codes.
The bedroom behind the door left (N)
has some Winchester ammo. Proceed to the E and shoot the baddies, then
open the second door left (N), in this bedroom the next door N and go to that
crate of V. Pistol cartridges, if you are running low, in case you were low on
ammo, you will now have at least 12 rounds. In the W is a bottle moving from
side to side, shoot the bottle and a door opens E, go in and get the Vault
door access Codes (1.4.6.7-1.4.5.8).
The Vault,
the Fort Key.
Go out S to the corridor and left to
the end, throw the lever and exit.
Just right around the corner is another timed lever, #2. The door is in the far S end and right around next to the stairs. But a baddy will come for you, so first pull, go get that guy and return to redo the run to the door (the lever might stay down, just pull it up and the timer starts again) (Savegame )
Open the gate S with the Crowbar and
inside are switches, two numbers for each switch, Use the switches so they
point to 1.4.5.8 and the beam will slide aside, then use the 5 and 8 again so
you will have 1.4.6.7 and the door opens.
Inside are all kinds of goodies, The
Cursed Mask of Montezuma, the Golden Man Head, some bars of valuable metal and
on the cabinet E the only things you can actually pick up, Alien Ore and
the Fort Key. Bolivar shows up and he's a tough one to kill.
Use the Fort Key, the Cellar Key.
Go back to the room N, (you can use
the lever N and leave through the door right (W) but we went E, right around
down the steps and down the hole in that room to the storage, leave N to the courtyard.
Go SW and open the doors there with the Key you have. Inside Sanchez will mount
a horse, shoot him and get the Cellar Key he will leave behind. (remember that you can get more V. Pistol ammo near the well if you
run out ). Go back
into the same room and shoot a crate NE for some Arrows. Then open that gate W.
The Cellar.
Go down the steps and look at the
ground, there's quicksand, so jump as far as you can, then wade and climb up at
the other side. Go into the next room and talk to the Chief.
Chief Thunder Eagle: You have rescued
me, why?
Lara: My name is Lara, are you the
leader of the Apache here?
Chief: I am Chief Thunder Eagle of
the Apaches and guardian of our tribe.
Lara: I seek knowledge about your
tribe’s history.
Chief: We do not discuss our history
to any outsider but since you did save my life, I will grant you your request.
What knowledge do you seek?
Lara: I need to know about the time
your ancestors built the great golden city that fills men’s hearts with greed
and more important, why?
Chief: Originally, we were hunters on
these plains where the coyotes used to hunt until a great spirit came to us. He
showed us his power and instructed us to build his vision. He instructed us to
build it on the highest peak. His golden men watched us while we worked and
after many moons it was finished. Our tribe gave up these lands and relocated
to the mountains. Some time after we realized
something was wrong. The spirits grew restless and bad energy filled our
hearts. It was only now we saw the Great Spirit for what he was and rose up
against him. The spirit was outnumbered but he and the golden men thought with
the strength of ten warriors. Despite this, we pushed them back to the
nightmare they came from and we rejoiced in the victory. We trapped him in the
realm and cut off all access to the city, never did we return there.
Lara: Interesting, very interesting!
Look! I have to get to that city. I fear the spirit will return and this
nightmare will never stop.
Chief: The spirits may have indeed
sent you for I sense a great energy within. I trust you stranger. The way is
through these caves behind me…may the spirits guide you.
Step N through the curtain and jump
on the blocks and get to the next level.
Level by Cowboy
4 secrets
The Cavern.
Follow the passage to a huge Cavern,
stand at the edge. There are 2 routes from here the first one will be with 2
Secrets.
1- For a Secret Challenge.
Face NE and just run off, slide down
from the ledge below and if needed grab the edge, shimmy right a bit and pull
up. Jump to the ledge E, turn NW and run off, slide down the ledges grabbing
the edges to soften the fall. Go down S and get that small medipack, then follow through to the opening far S.
Quicksand inside, walk as far as possible and first jump straight towards that
grass S, pull up and hop into the water at the other side, swim through to a
room with Secret #1(15), walk in along the right hand side, grab the small
medipack, in the sacks left and right are
Arrows.
You better not do this as you don’t
have to, but if you shoot that object on the wall next to the gate S, a Wraith
will be released, turn around and get into the water, swim back to the
quicksand cave and there I lost the Wraith.
Back through the water and from the
grassy ledge a jump NW onto the solid ground in the W passage (right hand side
of it) Then jump W to get to the other side, climb out and open the gate with
the lever. Next room, first go straight and shoot that clay pot near the door
to get the Medipack. Go to Smilodon
(the Sabletooth Tiger) and get it to break the tiles
on the E and W walls, stand in front of the flames and side jump away, for me
that worked.
Go through the door and pick up the Borchardt ammo on the higher floor. Then get Secret #2(16), some extra Borchardt C93's. Walk to the piece of paper E
of the highest floor, which seems to be an extract from a Journal.
Extract from journal
It was then that I decided to sally
forth armed with nothing more than my trusty “Gatling pistols", in search
of Fame and fortune to find that lost realm, El Dorado.
It appears the Conquistador Alano Balthazar was here before me, most likely after the
gold for the Spanish crown. However, what I am really after lies well beyond!
Accordingly to native rumours, great powers await those who breach the inner
sanctum of the city, powers too great to behold! Oh well, I can’t stay here
blathering all day for I must prepare myself for this adventure.
Signed the Great Alexander
Wainwright,
Inventor and Adventurer
extraordinaire.
Go shoot a clay pot NW to get Arrows
and some sacks SW for a Medipack.
Through the gate N and to an Indian
head, you'll be teleported to a room. Scroll down to "Continue".
2- Normal Route.
From the start jump to the ledge E,
follow to where a pillar blocks the path, hang from the side and shimmy along
the crack around the corner, jump up one crack and go right around the corner,
back jump to land on a ledge. Jump W to the pillar ledge. Stand N and jump back
E to the right hand ledge on the pillar, go N and climb up. Jump to the
mushroom pillar W and shoot the 2 Bald Eagles. Jump over to the W path and go
left, climb up into the second window (first has falling debris) and throw the
lever inside to open the gate. Jump across the spike pit and go left into the
next room.
Continue:
Shoot the clay pot for a small medipack, push the table to the S wall and into the
passage left and then into the lower room E. Shoot the scorpion there and move
the table in front of the red tapestry so you can climb the ladder to the room
above. Under a vase SE there are Flares, shoot the Bald Eagle. Up another ladder and left around to a window overlooking the
Cavern.
Climb down E and go into the big
opening S, halfway climb left into the window. Throw the lever S to bring out a
rope in the big Tomb area. Climb down the ladder in the opening in the corner
and shoot the scorpion, also shoot the clay pot for Winchester ammo. Hop
into the opening W and throw the lever to open a shortcut door (for a Secret
later).
Go back and up the ladder and back W
through the window. Head S to the Tomb area. Go left around the corner, climb
the block there and jump to grab the rope, turn around and swing up E to the
higher floor. Go to the S, jump with a left curve around that gold statue and
shoot the scorpion, push the two buttons in this room and see a camera shot of
big doors.
Go to the SW corner and get onto the
sloped front steps of the Tomb, go over to the far W side where you'll find two
more buttons and a note pinned on the wall.
Enter here not, by all that is holy.
These doors
remain closed for good reason.
For behind these
doors is a cursed place
which man was
not meant to enter.
After watching
my comrades getting killed
one by one in
this wretched tomb, I write
this down as a warning to any that come after.
Be not fooled by
its lustre, watch out for
traps most foul
and touch thou not the
Native dead men
for they bring only death.
Signed Alano Balthazar, Conquistador.
Of course we will open those doors...
In case you don't want the Secret but a pickup instead, go N and drop down into
the alley below where you'll find some Winchester ammo, go down SE and
jump up to the block with the bowl. Jump E to the steps and then to the next
block E, from there NE into an alcove with a small medipack.
Run jump back SW to the block and go up the steps S to the open doors.
Detour for a Secret: After opening
the doors, go N and jump over the gap to the N wall, go to the far N side and
look over the edge. Stand on the edge and stand jump to that windowsill with a
grab so you'll land inside. Grab the Secret #3(17), V.
Pistol ammo and the gate opens up. Go down the hole in the floor inside and
out the shortcut door E. Up the ladder and out the window W. (In case the
shortcut door isn't open: go up the ladder NE, onto the windowsill and down E,
to the corridor leading to the Tomb area). Go to the Tomb area and up the rope
to the upper SE corner again, go W and down to the entrance of the Tomb.
The Tomb.
In the next corner, SE is a wall
panel you can shoot, go in an bit and roll to get out
again as a boulder comes down. Go in again and again shoot the wall and inside
some sacks to get the Borchardt C93 ammo.
Out again and to the W, careful with the spike traps in this place. A flyby
will show you around the Main Hall.
Doors S;
Skeletons and a Golden Sun Coin.
Head for a lever next to some doors S
to open them and they will close as you go in. Stand a bit back from the button
behind the burner and stand-jump to it when the burner goes down, push and backflip. Now you can jump up into the open door and step
forward a bit to get a normal view.
To the right you can get some Winchester
ammo, skeletons are roaming the place. Go jump to the W end of the walkway
and then jump over to the beam S, shoot skeletons as
they land on a beam after a jump.
Go to the opening with the spikes S
and jump inside. On a tiny table are Torches, get one. Hop down E to the
ledge with the wall torch and ignite yours.
Jump back and now go around the room
to carefully ignite the four fire bowls. Leave the Torch.
Get to the passage S where the gate
opened and grab the Golden Sun Coin. You have woken up the dead.
Back to the torch room, hop onto the
ledge with the wall torch again and go down the ladder next to it, climb down
to the bottom of the pit and go N and a bit right for some Winchester ammo,
a bit to the NW is a dead soul with a small medipack
next to it. Pull the corpse away to find Secret #4(18) underneath, Winchester
ammo.
Make your way back up the rocks S and
up the ladder. Get back to the entrance N and head out to the Main Hall.
Go N along the W side of the central
pit and find a note there.
By the grace of our Lord, we hath
found it, the
Golden City most
glorious! I never thought such
a sight where
possible. We didst separate from
Coronado’s main
group to explore these remote
cliffs and didst
not hope to find any such signs
of civilisation.
All we came across where an
impressive city
hewn from the rock, as if rising
from the earth
itself but alas no gold. Indeed we
were about to
turn back until we chanced upon it,
a golden face
from beyond the city. Excited we
climbed closer
until we were within reach of the
opening and it
was then that our long search was
over. We gazed
in wonder at the blinding light from
the City.
Then proceed to the N side and a
lever will open those doors too.
Door N; Water Puzzle and Golden Sun
Coin #2.
Jump up to the opening and go right,
jump over and get the Flares SE, be careful, those skeletons will set
you ablaze when you let them come near. I shot them with the explosive arrows I
still had.
On the bottom of the pool is Winchester
ammo. In the room W are Explosive Arrows and in the room down E is
the Small Waterskin.
Go NW and up the ladders, backflip off and go into the room E for a small medipack. Look SE and in the corner next to that wall
is a pushable Eagle head statue, push it down into
the pool below.
Jump over to the E side of the room,
hop through the spikes in the opening right (S) and go left into the room with
the Large Waterskin. Do avoid that mummy, as
he will set you ablaze.
Hop down into the pool below, stand
on that Eagle head and you'll need two litres (there are 2 symbols on the W
wall in the room with the scale N).
Fill the Large and combine with the
small leaving 2 litres in the large, so go use that on the scale (N) and the
gate opens W.
Another scale, 1 symbol in the room,
so stand in the small pit W and fill the Small skin, combine it with the empty
Large, fill the Small again and combine it with the Large again, leaving 1
litre in the Small.
Put that in the scale and the door
opens up N. You can shoot the mummy a couple of times so it will stay down for
a while. Climb up to the first floor in the room N and get Golden Sun Coin
#2. Go back to the Main Hall where a second waterfall appeared now, through
the poolroom and leave S.
You also get a screenshot of Bolivar
and his gang.
First Floor,
SW Door; Deadly Floor, Golden Sun Coin #3.
Go right into the opening W and climb
up to the opening in the S wall, go through to a room with another set of
doors. Open them with the lever next to it. Stand left, most of the floor is
deadly (the one with the skulls on them) so jump to grab the base of the pillar
left, shimmy around and back jump to the next, go on to the end and run off the
ledge into the next room.
There is V. Pistol ammo on the
floor and on the small table is Golden Sun Coin #3, only a slight
problem... the entrance closed up.
Pull the corpse away from the trigger
tile underneath and step on to open the passage again. Go back the way you came
and from the corner of the last pillar, take a back jump with a curve to land
in the open doorway. Go straight (E).
First Floor
SE; Symbol Puzzle, Golden Sun Coin #4.
Jump the ledges (shimmy and back
jumps) to the opening E. Turn around, hang from the edge and do drops to the
cracks below to land on a high block, do a safety drop down.
Shoot the scorpions and pull that
table against the high block W (to get back up later). Now you can spot those
symbols on the base of the Totem E. In the corners of the room are the same
symbols on the ledges. Shoot the wall S and inside are more symbols on the
floor, at the S wall is a small medipack.
On the Totem is the clue; you have to
step on the symbols following the clue clockwise.
So the first one is the full moon SW,
rest is up to you ( map ). Every correct symbol gives a sound
effect. When the last is triggered, the Sun Disc will appear on top of the
Totem.
Climb the
table, up to the block and up the cracks to the entrance. Face W, turn right a
bit and side flip to the slanted ledge and grab the edge, back jump to the thin
ledge and jump over to the Totem to pick up Golden Sun Coin #4. Well
going back will be a bit harder you might think but it isn't really.
Jump back to
the entrance and go stand left or right. Ignore the first ledge with the moving
pillar, but just run jump to grab the corner of the second, go shimmy around
and back jump, shimmy to the safe floor W. Go right to the NE corner and down
the ladder to the Main Hall ground floor.
Main Hall,
placing the Discs.
Dive into the
pool, all the way down into the opening and throw the underwater lever opening
up gates, grab the Medipack on the way
out and swim back up, get ready to fight some baddies that came out of the
gates W. I could find 2x V. Pistol ammo and a Medipack,
dropped by those guys.
Go into the
gates W, to the right and left of the steps are 2 crates, medical supplies and
ammo (you'll get them if you have less than five).
Senior Bolivar: "You have turned out to be
surprisingly useful Senorita. Now give me the coins and run along…"
Lara Croft: I don’t think so. It ends here!
Bolivar (angry): I have waited years for this moment.
The moment when I find El Dorado and NO CHICA IS GOING TO STOP ME!
Lara: You attacked Coyote Town so that you could have
the machine for your self. So there would be no
witnesses.
Bolivar: Com on! You felt
the same greed as I when you first heard about this machine and gazed upon
these walls.
Lara: No, you are wrong! I felt wonder but at the
same time sorrow. Sorrow to see the harm this “machine” has done and has yet to
do.
Bolivar (angry): I always get what I want…
Lara: Not today!
Go shoot
Bolivar and Phoebe…
Bolivar: This…this…is not what……..
Bolivar dies
Jump on the
ledges to place the 4 Discs, step through that door to get to the teleporter.
Level by
Cowboy
3 secrets
Go E to where
the big door rolls aside. Go all the way E and don't touch any of the hot
pipes. In the corners of the Big Hall are shootable
crates, get V. Pistol ammo SE, Winchester ammo SW, jump over the
machine N to get a Winchester NW and Borchardt
C 39 ammo NE. That green cylinder S seems to be a teleporter,
so run in and get upstairs.
Go out SE to
a connection room, take a right to get to the bridge
over the Big Hall.
Fire, Wind and Toxic Gas.
Around the next corner is a fire passage, time the moment you step on the conveyor and run when the fire is out, keep hopping back where you have to wait a bit ( Savegame )
In the next room the doors will
close, look up and spot a half broken window, shoot out the rest of that window
and there will be a strong updraft under the windows, stand left in front of
that green lower floor and run to it, jump just before that green part and
you'll get blown upwards through the window.
Shoot the boxes S and pick up Secret #1(19), Borchardt C39 Ammo and a Medipack.
The box N has Winchester Ammo under it. Step into the teleporter N and get back down, but on the ledge in front
of the fiery wall. You can reach this ledge also with a jump from running onto
the green floor and jump, you will miss out on the
secret though.
Go N and as soon as you step through
the one way portal, Toxic gas will fill the room, you have to shoot the four
gas vents show in the screen, two W and two E. The room will become safe and
the door N opens up;
For using the keypad:
Use the keyboard arrow and number keys to select and
enter a number (Ctrl) and press enter when complete.
To the left is a button that will show
the door that has to be opened, ( screenshot )
Look left of the door in the screenshot and make a note of the codes (6182). Punch those numbers into the
keypad and the door opens.
Go back to the Wind room (S) and this
time you have to run against the conveyor through those flames. Back over the
bridge and to the connection room, the door on the right (S) is the one you
opened.
The Gold
Machine.
The Machine is activated so you can
finally use the Alien Ore in the central contraption. Four Gold Bars are
produced; you can find them around the room (For fun, save here and climb onto the
central contraption where you used the Ore). Use the button E and the other
door in the connection room opens up, so leave N and go right (E) into the new
opening.
Go into the next Hall, to the door to
the right (S) and open it with the button, shoot the crates and get V.
Pistol ammo, Borchardt C39 ammo and
a Medipack.
Go to the door N and get through the
burners, step into the teleporter.
Go out the door and jump over to the
walkway left (W), jump to that door in the W side, open it. Jump on the
conveyor, run to the very end and jump, shoot the crate and get Borchardt C39 ammo.
Now push the block W and shoot the crates
inside for Secret #2(20), Winchester 73 Ammo and a Borchardt
C93.
Go back to the walkways; jump over to
the E side of the Hall. Now go to the red glass door E and it will open for
you, shoot a crate E for a small medipack and
then shoot the two yellow glass objects on the jump levers N and S.
Now jump on the central block and
stand in the safe spot between the spikes. Run and jump to the jump levers from
here and after you did both, the machine in the Hall will stop and a door opens
up.
Two nasty robots appeared, shoot
them, one leaves V. Pistol ammo behind, go out
W to the Hall.
Now it's time for a Secret you might
like, jump over to the W side walkway again, drop into the opening in that
walkway and get a Medipack. Now climb down the
ladder on the E side and down as far as before dropping down. Shoot the crates
for Grenades, a Medipack and
around the back Secret #3(21), the Grenade Gun. Around the
next corner is a button activating the teleporter to
the first floor.
Go out to the Hall and N through the
newly opened door.
Battle Room.
In this room twelve of Robots will
appear, sometimes in pairs, some of them even dare to shoot you from upstairs.
For them you can hop onto one of the machine blocks. On the floor is a crate of
V. Pistol ammo, every time you run out you can get a new pack in front
of it. Most of the robots drop 2 small medipacks,
Winchester Ammo and Brochardt C93 ammo, go
collect them.
Head for a pushable crate in the NE corner. Shoot the
cover, pull it out and move it under the button on the N wall. The doors open
up and go through to the next challenge, Spikes.
Spiked Lava
Pool.
Not too bad really, stand at the SW
corner of the pool facing E and close to the spike trap, run as they are up and
jump as late as possible, land on the far sloped block and slide backwards a
bit, back flip and immediately side jump left.
OR you can stand at
the SW corner of the pool facing E and left of the spike trap, aim for the
spike trap between the 2 sloped blocks and jump there to land when the spikes
are just down, immediately jump forward.
Under
Pressure.
In the next room is a button to the
right, Timed, first push it and watch the flyby, then save and push, turn right
while sprinting through the first Press, you have to see if it is best to run
or sprint, that is the way to get through the traps ( Savegame ).
The door closes behind you, proceed go to the right (S) and shoot a crate for Grenades.
The Monorail,
Toxic Gas and a First Jump Lever.
Go back and to the right into the
monorail cart, the buttons operate it. You have to go S so push the button and
at the next stop go out W, shoot the crate and get the Arrows. Meanwhile
a robot will be blown to pieces because he gets to close to a barrel, let that
be a lesson to you. Open the door and first run in and to the right, shoot the
crate and get the Medipack, go back out for
air. Run back in, keep to the right and hop over the traps on the floor, also
keep clear of the barrels. Go into the opening to the right and then left,
shoot the cover from the jump lever up W. Use the lever and get a screen of a
door. There are some Flares in a crate in the E side of this room if you
want them. And in the back of the room (W) is another crate with a small medipack. Back out and a robot awakes, shoot him and
return to the monorail.
Monkeyclimb and Lava,
Second Jump Lever.
Run straight through the cart and to
the E side of the tracks, go a bit S to a wooden crate and push it N under a
monkey climb. Use the monkey climb to go over the Lava and there's a convenient
conveyor on the ceiling to speed things up. Go close to the burner before you
drop. Get past the burner and look up S to find the second jump lever and get
another screen of that same door. Go W and left, find a crate with Borchardt C93 ammo and a bit further S are Grenades.
Go back N and open the door, shoot the robot and pick up the small medipack he drops. Go back N to the monorail and ride
it S to the next stop.
Laser Traps, Third Jump Lever.
Go to the W side and to an automatic
door, grab the V. Pistol ammo near the crate (this will reappear when
you run out) and a small medipack from the
crate near the lava pool N. Turn and go up the ladder S. Side flip over and
crawl under the lasers to get to the N end, use the jump lever there and get
another screen of that door. Get back to the ladder, shoot the crate E for a small
medipack and get downstairs. A welcoming comity
of 3 robots, remember you can get new ammo near that crate.
Booby Trap
Jump Levers, Fourth Jump Lever.
Back to the monorail and S to the
next stop, E is that door and W we go. Into the automatic door and pull out
that block in the S wall so you can get behind it. Push the button to disable
the trap under the important lever. Use the left hand lever and the door
opens (You can do the other levers too, push the block on the spikes to use it
and hop back in time before the fire starts, but the levers are useless).
Back to the cart and into the open
door E, follow to the S and left to another cart, ride it to the end (look E to
see an robot playing the piano and the only female
robot in this game).
Hasty Push, the Predatorian
Guards.
Go out W and left for V. Pistol
ammo and a small medipack from the crates.
Back N and proceed to the N end. The door opens, go jump the lasers and push
the crate on the left all the way while a robot comes closer and closer. As
soon as you can, get into the room, grab more V. Pistol ammo from the
tile where it will reappear when you run out and shoot the two Predatorian Guards to get the Alien Orb Key from the
last one. There's also a Medipack in
this room. Try avoiding contact with the robot that was chasing you and use the
Key to open the door. Quickly run into the green teleporter.
Meet Kellar:
The main Boss, a supernatural entity.
Lara: Wh…Who are you?
Kellar: ….
Lara: WHAT ARE YOU?
Kellar: Why do you
disturb me mortal!?
Lara: My name is Lara…
Kellar: YOU can call
me Kellar!
Kellar: I am the one
behind the mystery of Coyote Creek. I am the one responsible.
Lara: You are an Atlantean?
Kellar: Pah! I am from a far superior race, can’t you see that
mortal!? You know nothing of our past.
Lara: Then enlighten me.
Kellar: In times long
gone our race opposed Atlantis. Our two mighty races fought each other…great
battles scared the earth. I still hear the echoes from those days…
Lara: Then your race built all these
machines.
Kellar: Yes to fight
and corrupt the Atlanteans. I became a god to the
tribes here, wearing this mask to cover my features. I made them construct all
of these structures and war machines in my name.
Lara: Natla
and the Atlanteans, you made them fight each other.
But the tribes realised who you were and they trapped you didn’t they?
You still had access to the machine
and the gold is still corrupting, so you desperately reached out to others, so
their greed could set you free. The native tribes, the
Conquistadors, the miners and others. Their spirits remaining trapped
here by you.
Kellar: YES…but you
have now set me free where the others failed. You are powerful and only someone
of great strength and spirit could have made it this far.
JOIN ME, as my champion and you will
see more glories by my side.
Lara: Never, it’s over Kellar!
Kellar: How right you
are.
Battle Room, using the 4 Gold Bars.
The case explodes and Kellar will try to stop you from placing the Gold Bars.
Each side is a bit different, as long as you keep moving the only thing you
have to watch is your health. Save often.
*That pad with the floating Medipack on the central platform will give health, so stand
on that one every time.*
N-S: run and jump to grab a conveyor
platform (bit to the right), run to the corner and jump onto the lower part of
the ledges on the N wall, turn and jump onto the higher part where you can
place the Bar in the machine. Turn and hop back onto the conveyor platform,
then down to the central platform and do the same thing S.
E: Jump from the platform to grab the
corner of the burner ledge (left or right) and hang left(right), pull up and
turn to the higher ledge, grab up when the burner is down and place the Bar,
stand-jump back, jump to the central platform.
W: This platform has no conveyor, so stand
on a corner and stand-jump to the outer corner of one of the lower ledges when
the spikes are down, side flip onto the higher ledge ( Savegame )
This save is before placing the last Gold Bar, otherwise you'll miss out on the clue in the
flyby). Place the last Gold Bar and watch the show.
Jump back to the central platform,
stand on that Medipack tile till your health is full
and step onto the teleporter tile next to it.
W: This platform has no conveyor, so
stand on a corner and stand-jump to the outer corner of one of the lower
ledges, side flip onto the higher ledge and use the Bar. The whole alien
contraption explodes.
Jump back to the central platform;
stand on that Medipack tile till your health is full
and step onto the teleporter tile next to it.
Escaping with
Keller on your heels.
Run out N to the walkway.
Kellar: I SHALL NOT BE
DENIED VICTORY!
Turn left and jump over to that
walkway W, drop down the N side and then shoot the robot down W. Drop down and
get through the burner into the room, pick up the Borchardt
C93 ammo and shoot the next robot (leaves a small medipack)
while keeping to the right to avoid falling debris. Proceed through the
firetraps and come to the now destroyed bridge, shoot the robot on the other
side (leaves nothing behind) and jump from the bridge to the block in the NE
corner. Turn SE and run onto the slope below, grab the edge and safety drop
down onto the machine, jump S. Go W and avoid the flames, jump into the alcove
to the right and then jump diagonally to the SW alcove. From there take a jump
onto the W ridge. Line up for a jump to the right hand side of the sloped block
and jump to the left, then to the right and right again to get to the passage
with the Portal. Go into the passage on the right and enter the given code into
the code pad 2012. Keller will be trapped in the Portal:
Kellar: Noooo! I WILL find you…
Turn around, pick up a small medipack and go in to the Portal and you'll be taken
back to Coyote Creek.
10-Epilogue-Coyote
Creek, present day.
The year 2012.
Level by
George Maciver.
1 secret.
Up the crates and up the ladder to
get to the Barn, go out S and to Main Street in front of the Sherriff’s Office.
The Chief will come out to have a talk.
Chief Dark Cloud: I wasn't sure if
you would be returning. It is good to see you again.
Lara: It's nice to be wanted.
Chief: A great evil has been lifted
from my people. I feel it in my heart. My people owe you a great debt, one
which I fear we can never repay.
Lara: This was a threat that
concerned all of us Chief.
Chief: You seem troubled.
Lara: The gold machines and the time
portals are destroyed, but Kellar may yet be alive.
Chief: We will remain vigilant.
Lara: If you come across him, give me
a call.
Chief: What will you do now?
Lara: I have to return to England.
There are pressing matters to attend to.
Chief: And so we part again. You can
leave anytime through the doors in the Station. The key is in the saloon. If
you would prefer to spend a little time here before you leave, I have hidden a
special secret somewhere around the town for you.
Lara: A special secret for me? How
exciting! Well, take care Chief. Perhaps we will meet
again one day.
Go to the saloon and upstairs to the
left, in the bedroom, next to the bed are the Store Key and the Railway
Station Key. Back out to Main Street and now you have a choice, go for the
last Secret or go to the Train. If you want to leave now, go N, straight to the
Station and open the door to get inside with the Key.
For the Secret, go S and to the Store
on the right hand side, inside open the door with the Store Key and go up that
ladder inside, turn and jump to the ladder to the roof. Go N, keeping to the left
to get to the roof of the barn, drop from the E side and jump over to the
Station. From there jump S to the balcony of the Theatre, go S to jump to the
roof of the Bank. Look over the S side banister and jump there to get the Hidden
Room Key in front of
the Indian Statue. Drop from the roof, go N and into the Theatre (last house
right). All the way upstairs and in the bedroom you can now open the door S, go
in for Secret #1(22), the Tribal Feathers. Back down to Main
Street and N into the Station, open the door N and leave Coyote Creek.
There were a lot of opening doors and
some levers, but we couldn't find anything else to do than written above.
D&G, October 29-2012.