DRILLING SITE DEMO

 

Level by Topixtor

 

Walkthrough by José

 

The Blue & Red Cards

 

The level starts full of action; the camera shows the nearby door opening and some enemies attacking Lara (notice that you already have the shotgun in your inventory). In the readme file the author says to pick up the  guns at Lara's feet, but one of the enemies is a flamethrower (this guys are very dangerous if you stay close to them) so I decided to run fast to the opposite side of the room and shoot all enemies from the distance; once all they are dead, checked the corpses to pick up a small medipack and go back to Lara's start position to finally pick up the automatic pistols. From now, I'll call this starting room the MAIN ROOM.

 

Go inside the room the enemies came from and turn right to the kitchen, stop just before the entrance to avoid some rolling barrels, shoot the bad guy and go inside to pick up flares on the metal cabinet in the corner and shotgun shells near the stove (from the right side, be careful with the flame). Now jump onto the table with the Blue Card (K4) and save your game because when picking it up triggers another bunch of enemies. When the calm is restored, pick up the first Red Card (Chiave Guardiola) and the shotgun shells the killer with shotgun dropped and go back to the main room.

 

Obtaining weapons and ammo

 

Now you have two cards and two options; I chose use the red card first to get more guns and ammo because the battle behind the blue card door will be hard (this way some backtracking is added, but it's your choice anyway). So, go through the door to the right of the blue card receptacle and use the red card at the end of the corridor, shoot the bad guy and once inside this pool room pick up the shotgun shells and the harpoons. Move the crate to the corner and pick up the harpoon gun and more harpoons to open a door somewhere and trigger another enemy.

 

No more to do here at this moment so, go back to the main room and to the opening to your left (diametrically opposed to the starting point), climb the ladder, shoot the bad guy and go to the dark room at the end of the bridge to your right. Advance a bit to trigger up to 4 flamethrowers and quickly go back to the bridge and shoot them from this safe position; once all they are dead, enter and explore this dark room to pick up a large medipack one of the enemies dropped, flares, automatic pistol ammo and the M16 gun near the floor grate in the middle of the room. Go to the closed door at the end of the room and turn left to discover a wall switch behind the pillar; pull it to open that floor grate near the M16 pickup.

 

Carefully climb down the ladder and jump back when you're near the bottom, shoot the doberman from that safe position and press the button to open the door in the room above; climb up the ladder, shoot the brawler and go inside the new room.

 

 

From the entrance, turn right (beware with the tile with the broken grate)  and pull the switch to activate the hook in the room below (the pool room with the moveable crate), pick up uzi clips in the far right corner and go back to the entrance.

 

First Secret

 

From the entrance, turn left and light a flare to discover an opening in the dark corner, climb the blocks and take a standing jump over the slope, slide a bit and jump over the fan, climb the next metal block and drop into the hole to discover SECRET #1: the uzis, 2 x uzi clips and the Jade Dragon. Go back to the entrance (the door here is a fake door) and look to your left for the surface with the horizontal bars, climb up to the top and quickly turn around and shoot the killer; finally take a long running jump from the very edge of the ledge next to the fan (perhaps losing some health) and go back to the dark room.

 

Now you have two choices: go back to the main room the way you came or drop directly through the broken grate into the pool below to avoid the backtracking, but in this last case you'll be exposed to the shots of the scuba diver and the killer who appeared when you pulled the switch. It's your choice.

 

The Yellow Card

 

What I did to save health was take the way back to the room with four bridges, down the ladder to the main room and now that I'm heavily armed, use the blue car in its keyhole near the corner. Save your game before entering because the door will close behind you and a lot of enemies will emerge to welcome you. Once the calm is restored, pick up the automatic pistols ammo in a corner near the entrance, the small medipack and the Yellow Card (Chiave Arrugginita) the enemies dropped, and more automatic pistols ammo and 3 X shotgun shells lying on the beds. Press the button at the end of the room to open the exit door in the middle; dispatch the killer in the exit corridor and turn left to go back to the pool room with the moving hook.

 

Pool Room with the Hook

 

Shoot the scuba driver in the pool and the killer with shotgun in the high ledges (to save health I ran first to the opposite side of the entrance to avoid the shots from the killer and shoot the frog man; later go back to the entrance and shoot the killer). Now move the crate to the opposite side of the room just under the broken fence above (the crane moved a small crate to the left so you can climb now to the high ledge). Climb the crate, jump, grab the edge and hoist up from the very right side (the hook doesn't touch you here), turn left and do a standing jump onto the crate just when the hook is closer to you; this way you don't lose any health.

 

The Corridor with the Yellow and Red Card Holes

 

Walk from the corner to your left and don't try to pick up the grenade ammo in front of the closed door; it's a trap. Instead, run fast to the next corner and left to the next one, roll, draw a heavy weapon and kill the flamethrower who shows up through the open door near the pickup. When he's dead, go back and pick up the small medipack he dropped, the grenade gun ammo in front of the open door and run inside the corridor to use your yellow key in the receptacle to your right.

 

In this new room there is a wall switch in front of the entrance and a button in the corner right from the entrance. First push the button to open a door in the main room high up in one of the bridges; now pull the wall switch to open two doors (shortcut) above the nearby pool room and also release a couple of enemies. Go outside and deal with that enemies; the flamethrower will drop a small medipack. Continue either left or right passages (better right to avoid the moving hook) to arrive in a familiar room with the dead doberman; climb up the ladder and continue to the top of the main room with the four bridges.

 

The Green Card Room

 

Turn right to find the open door at the end of this bridge, push the crate once and climb it to kill another “killer with shotgun enemy”. Drop to ground floor and drag the crate left or right to discover a Green Card (K3). When you pick it up a flamethrower appears in the four bridges area; go there and kill him from the distance. Beware when you go back to the room with the moveable crate, another flamethrower is waiting for you; dispatch him, climb the moveable crate to reach the high ledges and get 2 X shotgun ammo left and right. Jump to the central ledge where the killer is lying and don't think about grab the metal bars in the ceiling (monkey swing and crawling are not allowed in TR2); instead, advance to the left corner and take a running jump without grab to the top of the pillar in the corner with the small medipack; go back to the ledge with the dead killer, take another running jump to the top of the pillar in the other corner to use the green card.

 

Fans Area

 

A door opens to your left in ground floor so, go down and through that corridor  with computer textures and stop before the penultimate tile at the end. Spot the button in the wall at the very end of the corridor, take a running jump over the penultimate tile (trapdoor opens) and press that button to open a door somewhere and get the final secret later. Now jump back and drop through the hole in floor, light a flare, slide and jump in last moment over the deadly fan; turn left and slide again twice and jump to grab the climbable wall over the second fan, climb to the top and if you need medipacks, drop/grab the ladder again, shimmy to the very left with arms and legs extended and drop to the bottom of the dark pit, roll (don't step forward) and pick up the small medipack; turn around, jump to grab the ladder and climb up to the top.

 

From this position you can turn around and take a standing jump with grab to the back of the fan in the opposite ledge (the back side of the tiles with the fans are safe), turn right and take a standing jump to the back of the fan left of the ladder (camera shot). Now turn left and slide down the ramp to the room with the big fan, grab the edge at the end, shimmy right to the corner and safety drop to ground floor. In the ledge near the big fan there is grenade gun ammo you can pick up (again, don't step forward when you climb this ledge); in the central pillar there are a button and a wall switch, press the button to open a trapdoor somewhere and go to the other side of the pillar to pull the wall switch and open the exit trapdoor.

 

The Second Red Card

 

From this switch, roll and run through the corridor to your right, climb to the ceiling hole at the end and shoot a couple of enemies; explore the beds to find M16 ammo and the second Red Card (Chiave Guardiola). Go back to the room with the big fan and take a hairpin turn to your right to the other passage.

 

Second Secret

 

Climb at the end to find yourself in a familiar area, run forward to the main room, turn left and go through the corridor to the pool room with the moveable crate, jump onto it, climb to the high ledge and do the same as before to avoid the moving hook; back to the corridor where you used the yellow card time ago and if you pressed the button in the corridor with the automatic trapdoor before the dark area with the fans you can see the open door at the end of this passage and get SECRET #2: small medipack, large medipack and the Golden Dragon.

 

Moveable Crates Puzzle

 

Turn around and go to the computer room to your left, here is the trapdoor you opened time ago in the room with the big fan. Climb down the ladder and shoot a thug when entering. Your goal here is to place a moveable crate onto the central block so, from the entrance, go to the right side and push the crate once to the corner, climb this crate, turn left and pull the high crate once onto the crate in the middle, now drop to ground floor and move the crates in the corners out and aside to create a bridge so you can move the high crate to the central ledge with the stove texture in its top. When you've done that, you'll see a camera shot showing some underwater doors opening. If you move now the block opposite the entrance (the only one you didn't move) you can pick up grenade ammo.

 

Getting Access to the Final Pool Room

 

Go back up the ladder to the computer room, to the corridor and use the red card to open the next door. Enter and shoot another brawler; once inside go to the corner to your left to find a wall switch which opens another underwater doors in the pool room with the moveable crate. In the opposite corner you can pick up more harpoons.

 

Go out of this room and to your right, jump into the water in the pool room with the moveable crate and through the underwater passage (pick up more harpoons on your way) to the final pool room with the central structure. Drive the harpoon gun and shoot a scuba diver, go to the right side of the central structure and continue swimming forward to the corner where the down trapdoor is to find an underwater lever. Save your game here (it's timed).

 

First Timed Room

 

Pull the lever, turn left and climb the now raised trapdoor from its very left side (near the wall), hoist up, turn right and take a running jump to the next one (no grab); continue running without stop and taking another running jump with a hard right curve to grab the right edge of the next trapdoor attached to the central structure (this is a hard jump and can take a lot of tries); hoist up, turn left and time the crane so you can take a standing jump to the bridge, continue running to the left and near the right side of the broken fence and turning right to do a running jump and grab the edge of the next timed trapdoor (try to grab it from its left side); hoist up and take another running jump curving right when running to grab the last timed trapdoor; quickly hoist up and take a standing jump to grab the edge of the safe ledge with the switch. Hoist up, save your game and turn right to shoot the killer at the top of the central structure.

 

Second Timed Run

 

Now another (I think harder) timed run comes. Pull the switch, roll and take a running jump to the first trapdoor trying to land in the left side, now a standing jump (no grab) to the next one and a running jump to grab the edge of the trapdoor attached to the wall, hoist up and roll to the very right side; now a tricky running jump comes, with a slight left curve to grab the right side of the next trapdoor (this is another hard jump and can take a lot of tries); when you get it, hoist up and take another running running jump with a left curve to grab the edge of the next trapdoor, again try to roll to the very right side and take a last running jump to grab the edge of the central structure next to the left side of the fence. (It can succeed that Lara even grab the edge under the fence and shimmy left)

 

The Top of the Tower

 

Draw a gun and shoot the bad guy; there's a wall switch here but I never known what this switch was for (perhaps a use for the final release, of course, it's a demo). Now go to the corner where you entered here: there's another nearby broken fence; from here take a long running jump with a right curve (take care because there seems to be an invisible object near the higher fence to your right) to the bridge behind the pillar, turn around and press the button to open a trapdoor in the main room and also release a bunch of enemies.

 

Back to the Main Room

 

Jump into the water and exit through the only possible passage; from the pool room with the moving hook continue directly straight ahead to the main room killing all enemies you find (one of them will drop shotgun shells) and finally drop through the open trapdoor near the central pillar; shoot the doberman, pull the switch to open trapdoors at the top of the central structure in the room where you came from (and release some enemies too). Be careful because another flamethrower is prowling here.

 

Exiting the Level

 

Once you have given his due, return to the pool room with the moving hook; from the top of the moveable block, climb again to the high ledge right of the entrance as you did before and use the same trick to pass the crane, continue to the place where you got the second secret, turn around, grab the ladder, climb it and jump back to the bridge. Continue to the top of the central structure and shoot the last enemies (one of them will drop M16 ammo); drop through the central hole and follow the underwater passages to finish the level.