GHOST SHIP
Level by Ego (Hypro)
Unauthorized walkthrough by Phil Lambeth (with the gracious assistance
of Gerty near the end)
Lara slides down a short ramp into a blue grotto with water ahead and an
opening to her right. Make a hairpin turn to the right into the alcove and pick
up the uzi ammo, then pull up onto the ledge behind you and drop down into the
small room. Turn left and step up to the east wall. Take a standing jump over
the slope into another small chamber with an icy stalactite-stalagmite
combination. Pick up the large medi-pack and return to the larger room where
you began the level.
Jump into the water and start swimming down. When you get to the
large underwater area you're greeted by a friendly hammerhead shark. Take a
hard right and swim down into a small alcove for a large medi-pack and a Golden
Skull for SECRET #1. (The only possible reason this could be worthy of a secret
is because by this time a second hammerhead is chomping on your buns.) Swim out
and make a hairpin turn to your right into the next open area, and another
hammerhead joins the chase. (If you wish to play chicken with the sharks for a
while and then take a breather, there's an airhole in the ceiling of the large
chamber where you can pull up for some flares.)
Head south through the
opening toward the rust-covered relic on the ocean floor and swim down into the
hard-to-see hole in its hull. Just when you thought you were safe, you find a
fourth hammerhead waiting for you inside. Swim past it into the adjacent room
and locate the air hole in the ceiling. Pull up to safety and climb up two
blocks. Turn around and safety drop down the other side, then continue along
the south passage.
Take a left and walk
cautiously until you reach the edge of a hidden hole in the flooring. Take a
running jump across and grab the other side. Pull up and continue forward, turn
right and drop down into the lower passage. Run forward past the closed door on
your left and pick up the crossbow and another Golden Skull for SECRET #2. Go
back, climb up the blocks and drop down into the hidden hole.
Strangely enough, Lara
doesn't alert the nearby SAS upon landing in the room below. However, when you
take a couple of steps toward him he wakes up about the time you realize he has
no head. Nevertheless, he manages to groan admirably when you finish him off.
Climb up into the opening in the east wall and hop down into the next room.
There are accessible crawl spaces on either side, but you can't do anything
productive with them so safety drop into the next room below.
You find yourself in a
fairly large room bordered on each side by what looks like a curtain, and a
trench running lengthwise through the middle. The connecting room to the east
is partially flooded, so go to the other connecting room to the west and throw
the switch near the wall to drain the previous room. Go there and locate the
moveable block against the east wall. Pull it back twice from the south side
and run around it to see what you've revealed in the NE corner. It's an
artifact that you can see but you can't get to, so go back to the west room (by
pulling up onto the crate in the SW corner and from there to the trench) and
throw the floor switch again.
Return to the east
room, which is again partially flooded, and swim to the NE corner so you can
pick up the Pyramid Piece (that probably shows up simply as "load" in
your inventory). Then return to the west room and stand with your back to one
of the lower sloped pillars and your nose pressed against the facing pillar.
Take a back flip and keep the jump key depressed so you bounce off the slope,
and grab the edge of the taller pillar (or simply land on the ledge above,
depending on which one you chose). Pull up if appropriate and locate the
receptacle in the west wall between two moveable blocks (the purpose of which,
if any, is not yet apparent). You'll have to hop back, grab the edge of the
ledge and shimmy past one of the blocks to reach your goal.
Insert the pyramid
piece in the receptacle and safety drop to the floor. Return to the room with
the central trench, and you'll find that the curtain in the north wall has
partially opened. Draw weapons and go inside to find two headless SAS waiting
for you. The one on your right drops some revolver ammo. Find the uzis cleverly
hidden near the NW corner of this room, then proceed into the next room to the
north for some flares.
Proceed along the
passage, climbing or vaulting onto blocks as necessary until you meet another
headless SAS who drops some uzi ammo. Continue forward until you reach the
intersection, where you have a choice of several things to do. I'm not sure
there's only one correct order of things, but here's how I did it: Push the
moveable block ahead one time and turn right into the revealed passage. Pick up
the flares and hop down into the next room. Grab the uzi ammo in the NE corner
and vault up into the room to the south. Dispose of the headless SAS and pick
up his small medi-pack. Note the closed door in the mirrored south wall and the
hand artifact lying on the other side in the inaccessible alcove to your left.
Turn around and note the wall receptacle for a pyramid piece you don't yet
have.
Since there's nothing
more you can do here right now, exit this area and go back down the passage.
Make a zig zag around to the left when you reach the moveable block. Turn right
and go past the crawl space and down into a larger room. Again, you have two
options here. First, get the uzi ammo from one of the central tiles, then pull
up into the opening in the NW corner. Hop down into the next room and pick up
the uzi ammo and crossbow arrows, then take a standing jump to the north to
land on a metallic grill. Pick up the flares and safety drop to the room below.
Climb up onto the
crates along the north wall for some more uzi ammo, then push the button on the
south wall to open the door behind you. Before continuing, however, pull out
the block beside you to reveal another exit door and a receptacle for a hand
artifact. About this time you'll start hearing the whines of a dog. Vault up
into the doorway you opened in the east wall and climb up a couple of blocks
ahead until you reach a water hole to your right.
Jump in and swim down
the shaft and turn to face north. Swim ahead and turn left through the opening,
where you're greeted by a pair of hammerhead sharks when you make another left
turn. Swim through the small opening and quickly turn left and locate the
ceiling hole. Swim up and pull up into another area of the ghost ship. Pick up
the nearby Hand of Orion, whereupon Lara gives forth with a familiar
"aha!" Before leaving, go up the stairs to the south, pick up the uzi
ammo and pull back the moveable block once.
Then jump back into
the water and return to the previous shaft, eluding the eagerly awaiting
sharks, and pull up onto the top block. Hop back down into the room you visited
previously, and insert the hand in the receptacle near the SE corner. The door
to your left opens, so go inside and climb up several blocks to the next room.
Two headless SAS are there awaiting you, so draw weapons and kill the first one
ahead when you arrive. The second one is up on a ledge to your right, so
dispose of him next. You can hear the footsteps of a third one walking around
somewhere unseen; but you won't get him until somewhat later, so pick up the
shotgun ammo dropped by the first SAS and continue.
Get the ammo from the
top of the crate in the SW corner, then climb onto the crate against the north
wall and push the button to open the doors on either side of you. Enter either
one and pick up the uzi ammo. Facing east, hop back and grab the edge of the
hole in the floor, and note the deadly spikes below. Release and immediately
grab again, then pull up into the lower passage. Run forward, and as you reach
the intersection you hear the sound of a door either opening or closing.
When you make the
right turn you can see something at the end of the passage ahead. Walk forward
carefully, and when you reach the edge of another disguised hole in the floor,
take a running jump forward and grab the other edge. Pull up and walk forward
to pick up some shotgun ammo and a Golden Skull for SECRET #3. Hop back and
grab the edge of the floor hole, then safety drop and immediately draw weapons
to kill the two dogs you've been hearing for some time. Pick up the uzi ammo
and the shotgun ammo in the NW corner, then vault up onto the ledge for some
flares.
Vault up into the
opening where you can some water ahead. However, don't just blithely jump in,
or the current will sweep you into an intersecting passage where there's a
closed door at the end, and you'll simply drown. Instead, angle Lara to the
left and take a standing jump to safety (it doesn't matter if you get your feet
a little wet). Then turn to face south and jump up to grab the ceiling. Monkey
swing over the water until you reach an opening to your left, then turn and
drop down inside. Hop down into the next room, take the crossbow arrows from
one corner and pull the moveable block out from the opposite corner. Push the
revealed button to open the door where you would have drowned earlier, then
push the block back and jump into the water.
When the current stops
carrying you, fight your way into the ceiling hole and swim up for air. Pull up
into a new room and look around before you start moving around. Ahead to the
west you can see something lying on the floor at the top of the ramp. However,
it's well guarded by a trio of boulders, so line yourself up with the water
hole and walk forward until you trigger the boulders. Then hop back until you
drop back down into the water, and swim down and into the safety of the west
passage. Make sure you wait for two of the three boulders to follow you down
the hole and come to rest in the shaft before you turn around to go back.
Back in the ramped
room, run up the left side to trigger a fourth boulder within the passage to
your left. While it rumbles about, pick up the grenade gun ammo and the uzi
ammo at the top of the ramp, then enter the passage and locate the ladder at
the end. Climb to the top and shift to your right to drop down into a room with
a number of moveable blocks. There's also someone somewhere who's shooting at
you from the next room, but you can't see him and shoot back in these confined
quarters.
You can minimize your
exposure to the SAS pot shots by running down the left passage to the north,
turning right to pull the block back and going around it to push it into the NW
corner. Then pull the next two blocks back to give you an open path into the
next room. Then draw weapons and step up into the threshold to eliminate the
pesky headless SAS. Before leaving this room, pull out the block in the SE corner
and pick up the revolver in the revealed alcove.
Hop over the gap onto
the ledge ahead, and you'll hear the footsteps of another pacing SAS. Go
through the west opening, hop down into the next room and take out two SAS and
a dog. Pick up the shotgun ammo dropped by one of the SAS and vault up into the
SW opening. You find yourself in a familiar hallway. Turn right into the alcove
and use the crawl space you bypassed earlier (and which is now accessible
because you pulled back the block while you were in the room with the Hand of
Orion). As you crawl through you can hear the sound of a door either opening or
closing. When you can stand up, turn left and run to the other end of the
corridor for some uzi ammo.
Hop down into the
nearby room, where you might lose the contents of your bladder when you're
immediately attacked by an ahmet. The door snaps shut behind you, and too late
you see the word "help" scrawled in blood on the far wall. Draw
weapons and do the best you can. When the ahmet is dead, pick up the shotgun
ammo in the NW corner and climb up onto the crate in the NE corner for another
Pyramid Piece ("aha!" again). Either switch in the south wall will
open the adjacent door, so use one and return to the hallway. Crawl under the
crawl space and zig zag to your right around and past the moveable block to
your left.
Hop down into the room
you visited earlier, and vault up over either opening into the next room with
the see-through wall. Shoot the waiting SAS and take his laser sight. Then turn
around and place the pyramid piece into the wall receptacle. The door behind
you opens, so reverse roll and go inside. Crawl under the door to your left and
pick up the Hand of Sirius. The door will then close again, but no matter.
Continue west down the passage and push the button to open the door at the end.
Go inside and climb
the blocks until you reach an upper passage where you'll find another hidden
hole in the floor. You can do what appears to be the smart thing and jump over
it, but on the other side you simply come to a dead end. Therefore, safety drop
from here to the room below and kill the SAS who's awaiting you. Take his uzi
ammo and vault up into the east opening as you listen to more frantic pacing.
Safety drop into the trench room, losing an unavoidable measure of health, and
shoot the two SAS who are patrolling the room to the north.
Pick up the uzi ammo
dropped by one of the SAS and continue on into the next room north while a dog
wails nearby. There's more uzi ammo to pick up in the NE corner, and then vault
up into the west opening. Climb the blocks to your left to bring you back to
the familiar hallway. Run forward to the east and turn left in front of the
moveable block. Turn right and run past the crawl space into the room below.
Kill the dog and pick up the nearby uzi ammo (which may have been there
earlier, but I didn't see it).
Exit this room by
vaulting up into the NE opening, then turn right and run along the ledge. Pick
up the uzi ammo that's lying there near the next turn to the left. Jump into
the south opening and cross the room with moveable blocks to the other side.
Take an angled jump and grab to the ladder and climb down. Return to the
boulder room and hop into the water. Swim down the west passage, turn left into
the alcove and locate the underwater lever. Pull it and return to the boulder
room. Climb back up the ladder into the room with the moveable blocks, and
you'll find that the door in the west wall is now open. However, let's take a
fairly extended but necessary side trip before going there.
Go across the room
with the moveable blocks and step up into the NE opening. Jump across the gap
to the ledge and go around left to the NE tip of the northernmost tile (the one
jutting out over the room below). Take a standing jump forward and grab the
ledge above the gap where the wood paneling is hanging down. Shimmy to the
right a bit and pull up to the ledge. Turn right and run to the east end of
this ledge. Turn to the right and face south. Take a running jump and grab the
crack in the wall. Shimmy to the right and around the corner until you can pull
up.
Step forward, pull up
to the next level and walk forward around the ramp to the closed door ahead.
Angle to the left and hop through the gap into a hallway, and note the boulder
resting against the other side of the closed door. Pick up the flares at the
north end of the hallway, then reverse roll and push the button to the left of
the boulder. The door swings open, releasing the boulder which rolls down and
crashes through some tiles in the room below. Note the closed door near the
south end of the hallway, then follow the boulder's path back down to the room
below (being sure to safety drop from the last ledge).
Drop down into the
opening created by the boulder and pick up the flares in the SW corner. Then
lower Lara down the opening to the east, reverse roll and enter the short
corridor ahead. Turn right and pull up into the crawl space, then crawl forward
and lower Lara down the other side. Release to drop into some water, then swim
down for some shotgun ammo sitting on top of a crate. Go back for some air if
necessary, then locate the lever on the NW support. It's timed, so throw it and
quickly turn to your right, swim forward to the left of the support ahead and
through the opening in the east wall before the door slams shut.
Turn right and swim
through the small gap until Lara can swim up (if she keeps going straight,
she'll run into a closed grate, but there's some uzi ammo there). Pull up into
the darkened room and quickly draw weapons to kill the dog and the ahmet that
lie in wait. Climb up onto the crate in the SW corner and pick up the uzi ammo.
Face east and take a running jump and grab to the stone pillar. Pull up and
turn around. Take a running jump and grab to the ledge in the SW corner that
you can't even see. Pull up and turn to your right. Take a running jump and
grab to the rusty pillar ahead. Pull up and turn to your right. Take a running
jump and grab to the edge of the sloped surface. Pull up and allow Lara to slide
down into the water below.
There's a machine
gun-hoisting SAS awaiting you, so quickly pull up onto the ledge near the west
wall and kill him before he kills you. Locate the ladder at the end of this
ledge and climb up. Shift to the right near the top and drop down to the ledge.
Turn left and note the revolver ammo ahead. However, you can't get to it from
here. Take a running jump to the south, slide down and grab the edge of the
structure ahead. Shimmy to your left until you're near the other end, then pull
up and take a rolling back flip to grab the edge of the opening behind you.
Walk through the gap
and carefully take an angled standing jump to the right to the ledge against
the north wall. (It's okay to bounce off the wall if you need to.) Turn to the
right and jump around the corner to the next ledge. Pick up the uzi ammo and
turn to face south. You can see the hand artifact far below; now you need to
figure out how to get there. Angle Lara to the right and take a long running
jump, with a curve to the right in midair to be on the safe side, and land on
the level portion of the structure below. Before making your move to the hand
artifact, turn around and notice the artifact in the opening below you and to
the left. Take a standing jump with grab to land inside the opening, then step
forward to pick up the crossbow arrows and the Golden Skull for SECRET #4. (If
you happen to grab the edge of the upper opening instead, simply pull up, turn
around, jump back down and try again.)
Turn around and take a
standing jump back up to the flat surface. Go to the other end and take an
angled standing jump down to your left, using the action key to land beside the
second Hand of Sirius. Pick it up ("aha!"). You can't jump back to
the level surface from here, so take a swim and look around. There's a closed
underwater door in the west wall of the SW quadrant, but you can ignore it
since it appears to have no purpose. Pull back up onto the ledge near the west
wall and climb the ladder again. Shift right and drop down to the ledge as you
did earlier, and get back to the opening with the rolling back flip and grab.
Pull up and turn around. Angle Lara to the left and take a long standing jump
down to the level surface where you got the hand and the secret just now.
This time, face south
and take a standing jump to grab the edge of the opening above the alcove where
you got the hand. Pull up and take a running jump to the corner ledge ahead.
Pick up the shotgun ammo and turn back to face north. Note the ledge next to the
opening you just now jumped from, and jump there. Turn to your left and save
here, as the standing jump to the level surface above must be done with
precision or you'll slide back into the water. Go to the other end and pick up
the revolver ammo you saw earlier, then turn to your left and note the ledge in
the SW corner. The surest way of getting there is to turn around and slide down
toward it backwards. Grab the edge of the structure, pull up and take a rolling
back flip with grab to the ledge. Pull up and push the button to open a door
across the room in the corner.
Jump down into the
water, pull up onto the west ledge and climb back up the ladder. Get to the
ledge against the east wall as described three paragraphs back, and this time
turn to face north. The door in the corner ahead is now open, so take a
standing jump and grab to the edge. Go inside and shoot the dog, then pick up
the uzi ammo near the center of the room. Then, standing on the same square on
the west edge facing west, jump up and grab the ledge above. Pull up and crawl
forward until Lara can stand. Step forward and, using the up arrow and action
key (but not the jump key), pull up into a higher level. Hop down into the
lower room and draw weapons to kill the dog to your right and a headless SAS to
your left. Pick up the uzi ammo dropped by the SAS and vault up into the west
doorway. Push the button to open the door, then draw weapons to kill the dog
and the SAS waiting just outside.
Hop down into a
familiar hallway and pick up the large medi-pack dropped by the SAS. Go up the
stairs, turn left and drop back down into the room below. You've already heard
the footsteps of another SAS, so go down the ramp where you released the
boulder earlier, and shoot two (not one) SAS and a dog. Pick up the small
medi-pack dropped by one of the SAS and go over to the south side of this room.
You'll find a corner of tile sticking up in the air, that you can use to jump
up and grab the ledge above. Pull up and walk over to a level section of the
ledge. Turn and jump into the south opening, then step down into the room with
all the moveable blocks. Go around the central pillar and vault up into the
west doorway you opened earlier with the underwater lever.
Go inside and pick up
the small medi-pack from the ledge to your right. Opposite the ledge at this
point is a closed door, so go back and vault up into the opening in the SE
corner. Climb down the ladder into some waist-high water, then turn around and
swim a short distance to the other side. Kill the dog and pick up the nearby
shotgun ammo.
You now have the
choice of heading either south or east. Since both take you to different areas
of the same place, let's take the south route first. Go down the block steps
and you'll come to what looks like the engine room. At the other end of the
room, in the SE corner, are two stashes of uzi ammo and some shotgun ammo.
Return to the west wall and use the two Hands of Sirius in the receptacles. If
you'd used the east route earlier and had tried unsuccessfully to jump across
the top of the engine shafts to reach the upper wall opening on the other side,
you'll find that the hands have somehow raised the engine shafts so that you
can now get across.
So climb back up the
blocks to return to the previous room, then turn left into the east opening and
shoot the dog that greets you at the foot of the stairs. Run upstairs and take
a standing jump down to the first engine shaft. Take a running jump to the next
one and note the pyramidal structures jutting out from the wall on either side
ahead. Take a running jump up to the one on the left and pick up a spare
crossbow. Jump back to the previous engine shaft and repeat the running jump to
the other structure to the right. From here draw weapons and take a standing
jump into the east opening and then shoot the dog quickly before it has a
chance to push you back over the edge.
In the next room, pick
up the shotgun ammo (where's that shotgun, anyway?) and the uzi ammo in the
corner, then climb up onto the crate and push the button. A screen shot (yes,
finally a screen shot!) shows the door opening back in the room adjacent to the
moveable blocks room. You can choose to go back either by jumping across the
tops of the engine shafts, or by dropping down into the engine room and running
underneath them. Either way you'll encounter another dog and an ahmet, so
dispose of them before continuing across the little water channel and up the
ladder.
There's one more SAS to kill in the room above, then turn left and go
through the open south doorway across from the ledge. Turn around, climb down
the ladder, and you'll find yourself in the area you could see through the
windows of the previous area. Swim across the little channel, turn right and go
into the next room. Throw the switch to open the door to your left. Vault up
into the opening and step down into the next room. The door closes behind you.
Throw both switches in this room to open their respective doors.
Go into the east opening and follow the passage into the next room that
you could see from the previous room. The door opens as you approach. Don't
pull the switch in this room (which merely closes the adjacent door that just
now opened for you), but rather pull out the moveable block and move it over to
the SW corner, right next to the tile with the design on it. Now exit this room
and make a horseshoe turn to the left through the passage into the previous
room. Go straight ahead through the west doorway and climb up onto the block. Jump
down into the passage ahead and turn left into what I'll call the exit room. Turn
to your left and pull the block onto the tile with the design.
Reverse roll and go back into the passage. Climb up onto the
block and drop down into the passage on the other side. Enter the room with two
switches and go over to the east switch. Look up and you'll see an opening.
Facing the north wall, with the switch to your right, jump up and grab the edge
of the opening. As you pull up you'll hear both doors below closing. Ignore
that and go pull the floor lever to flood the exit room (assisted by the block
you moved, to keep the rest of this area from being flooded) and open the exit
door. Drop back down to the previous room and throw the west switch to re-open
the adjacent door. Climb up onto the block and jump forward into the water.
Swim into the exit
room and through the open exit door. Swim forward through the gap and start
turning up. About the time you see that pair of hungry hammerheads patiently
awaiting your return, you'll hit the exit trigger and bring this entertaining
level to a close.