TOMB RAIDER - THE RESURRECTION II

 

Levels by LaraHCroft91

 

Walkthrough by Phil Lambeth.

 

Video walks have also been provided by LoreRaider, Doggett TV and TRGamer.

 

 

LARA’S HOME

 

Begin in the freezer. Winston obligingly opens the door. Go past him and push the button to lock him in if you wish. You can’t save in this optional introductory level, but it doesn’t last long. Get a CAN OF BEANS from the nearby counter and empty it into the stove pan to your right. Near the back door is a BOOK (1 of 4). If you approach the back door it will open, but don’t go outside yet. Instead, exit to the dining room and push the button for a variety of TR theme music. When you pass by the door opposite the kitchen, it opens, so enter the neglected gymnasium and turn right to the hallway leading to the entrance area. Go upstairs and turn right at the landing. Vault up to the steps leading to the attic and loop around left upon entry to find a button that opens a second story door. Go to the opposite corner and jump over the boxes for flares. Return to the landing, turn right and go around to the back corner where the door opened. 

 

Pick up the PAINTBRUSH and go back to the kitchen to release Winston if you’d locked him in the freezer. Go upstairs, turn right at the landing and wait at the back corner for Winston to arrive and open the door to his room. He waits for you to enter, so go to the table next to his bed to find another BOOK (2 of 4). Go downstairs to the neglected gym and locate the paint can on the low crate. Place the Paintbrush in front of it and an upper door opens in this room. Go to the opposite corner, pull into the crawl space for flares and drop back down. Turn right, go to the stacked crates and climb to the top. Jump up to grab the monkey bars and monkey swing over to the crate column. Drop down and hop into the wall opening. Turn around and take a running jump to grab the top of the monkey bars. Pull up and turn left for the KEY TO FUTURE QUADBIKE TRACK.

 

Get down, find the open doorway to the pool and go along the left wall. Go past the statue in the middle alcove and push the wall button to open a fireplace door elsewhere. Exit past the gymnasium to the main entrance area and turn left at the front door into the room where the fireplace door opened. Climb the stacked crates for flares and go through the fireplace into a study where you’ll find a BOOK (3 of 4) on a corner table. Exit to the main entrance area and push the button to open the front door. Go outside and turn left past the fountain. Open the nearby gate with the Quadbike Key and enter the next area. Find a pushblock near the arch and move it away from more flares. Go back toward the gate and find a wall button that opens a door inside the mansion. Return there, find the opened door to the basement and go down to an otherwise empty wine cellar for flares in the back corner. Open the nearby small chest for a MOUSE TRAP and continue through the opening near the bottom of the stairs to a lower room with more flares on a crate.

 

Go back upstairs to the main entrance area, continue upstairs to the landing, turn left and enter the bedroom around the corner. Go to the back left corner and pick up the BOOK (4 of 4) behind the chaise lounge. You can enter the closet and open the middle doors, but all outfit selections will be locked unless (as explained in the builder’s elaborate manual) you’ve already played the main game and have acquired a requisite number of secrets. You can also go back outdoors and make a trip through the obstacle course if you wish, with no reward to be gained. Otherwise, exit to the landing and return to the attic. Loop around right and place the Mouse Trap in front of the opening you see in the corner. Its significance, if any, is not made clear. Return to the landing, go left and into the piano room next to Winston’s room. Look for a vertical line in the bookshelf near the piano, indicating a missing volume, and place one of the Books there. Go through the open doorway on the other side of the room and loop around right to find another receptacle for a missing Book. Place a third Book in a slot in the back corner of this room, then place the final Book in a slot near the fireplace to open a bookcase door to your right. There’s nothing to do in the room ahead, nor is there a finish trigger, so exit this level to begin the game proper.

 

Level 1: BREAKFAST AT BARTOLI’S

 

Lara drops into a Venetian alley. Exit under some red awnings and straight through an archway to find flares at the end. Go back and loop around right under a second archway to the canal area. Turn left and.push the wall button to open the door. Shoot two rats and pull down the wall switch in the small room to open a floor trap door behind you. Jump into the water, find a floor shaft and swim down for a small medipack, swim back up to an air hole and go through the opening just below the surface. Pull out into a new room and find grenades in the dark corner. Approach the door that opens automatically and go across the alley into a larger room with swinging crates. Pull up into one of the window openings for flares and go across the room to find a sloped column. Back flip onto it and jump off to grab a platform. Pull up, reverse roll and take a running jump to grab a chimney crack. Shimmy left around two corners and pull up into a window alcove for shotgun ammo.  

 

Shimmy back over the slope, release and take a rolling back flip to grab the platform once again. Pull up, turn right and time a running jump past the crate to grab a wooden ledge. Pull up and go around to jump past the second crate onto a balcony. Shoot the window, pull up into the opening and jump onto a red awning across the alley. Turn left and jump the other awnings so you can jump left onto an enclosed balcony for a large medipack. Jump back to the middle awning and jump from there onto the long balcony to your left. Shoot one or both windows and enter the next room for shotgun ammo. Find a crawl space near the stove and drop down near a second crawl space. Enter and crawl until you can stand up and ignore for now the wall switch to your left. Go down the steps to your right and search the room below for a small medipack on the stacked crates. The lone crate at floor level is a pushblock. Pull it away from the wall and move it all the way over against the stacked corner crates opposite the entrance to this room. You can now access a higher pushblock. Push it three times to reveal an alcove for SECRET #1. Go back a bit, pull up left in front of the crate onto a ledge and find a wall switch at the other end that opens a floor trap door near the crates down below. Get down there, jump to grab the wall ladder and climb down to the sewers.

 

There are two rats in the immediate vicinity that you will encounter as you search the alcoves on this side for flares. Locate the octagonal passage nearby and swim through. Turn left, pull out, shoot two more rats and pull down the wall switch to power on some lights. Swim the other way for a small medipack and return. Swim straight across past the columns to where you see the light and pull out to encounter two more rats. Go through the passage to trigger a cut scene of spinning fans in the canal area. Turn right and jump across the water to grab the column ladder. Shift left around the corner, take a rolling back flip to grab the next column ladder, shift right around the corner and do the same, shift left around the corner and climb up past a ceiling hole. Back flip into an upper room, shoot a rat and pick up 3 x grenades. Jump to grab the ladder, climb down a bit and shift right around two corners to the other side, take a rolling back flip to grab the ladder on the next column, shift left around the corner and climb up to a wall switch that turns off the underwater fans.

 

Drop down into the water, swim past the dormant fans and look for automatic pistol clips on one side and an underwater lever on the other side that opens a door elsewhere. Surface, pull out above the left fan and hop back as a door opens to release three rats and a thug. Wait a few seconds until they disperse, then pull back up to deal with them. Pick up the small medipack dropped by the thug and locate the wall switch in the side passage you probably noted earlier from the other side of the screen fence. Pull it down to drain a section of the sewer, go back out and jump into the water. Swim to the far wall, pull out at the right corner and follow the passage around right. Jump into the water again and swim diagonally to your left. Pull up and drop down the other side into the drained section, locate the ladder hole against the far wall and climb down past a lowered trap door to find FIAMMA NERA’S HOUSE KEY. Climb back out, run across to the ledge, climb up the left side in front of a ladder and climb up past another lowered trap door.

 

Back flip into the room with the crates and exit up the nearby steps. Pull down the wall switch you ignored earlier and go outside to a small park. Run across and open the door under the red awning with your House Key. Enter the dark interior and go around right to surprise two thugs, one of whom is armed. Pick up the dropped small medipack and venture further into the room to attract a dog and another armed thug who drops automatic pistol clips. Near the back left corner of the room is a shallow floor hole with flares. Near the back right corner is a marked pushblock. Pull it two times, go around it for the SHOTGUN it was covering and get up onto it so you can access the higher ledge.

 

Jump across right to the other ledge, turn left and take a running jump to grab the small ledge under the swinging crate. Shimmy right around two corners, pull up and get onto the crate. Pull up higher onto the ledge supporting the swinging crate and hang from the other side. Shimmy right past the beam, pull up and go to the wall. Turn left, jump over to another ledge, go through the nearby crawl space and drop down the other side. Hop into the alcove for shotgun ammo and either go back the way you came or drop to the floor and take the long way back up to the high ledge supporting the swinging crate. This time, go toward the other wall, locate the ceiling track and jump up to grab it. Monkey swing to the far end, drop down and run forward for a small medipack.

 

Run past the beam toward the far wall, hang from the left side and drop onto a balcony. Find the break in the railing and hop into the smaller window alcove to find a button that opens a door outside. Jump back to the balcony, safety drop to the floor and exit to the park. Turn right and continue through the archway to the canal area. Follow the jetty to the opened door, jump into the water and swim right, then left through a passage, right again, left again and pull out next to a ladder. Climb up, release to grab the crack, shimmy left around the corner and continue along the clothesline and a wall crack until you can pull up into a wraparound passage that brings you to another opening. Shoot the window across the way and take a tricky (low ceiling, so aim to the left) running jump to land inside the opening.

 

In the next room, move the pushblock away from a large medipack. Your weight will cause the corner trap door to open when you step on it. Engage the thug guarding the room below and shoot the windows for a small medipack. Keep a weapon drawn as you approach the door on the other side of the room. It will open automatically to release an armed thug. Enter a library and go to the back right corner to find a disguised wall switch that moves aside a book panel to your right. Light a flare and enter the short passage for SECRET #2. Go across the room, push the wall button to open the door to your left and follow the passage to an alcove on your left. Turn around, shoot the thug who was trying to sneak up on you, pick up his shotgun ammo and enter the alcove for a large medipack.

 

Exit the library and push the button at the top of the steps in the previous room. Take a few steps past the opened door to attract an armed thug and loop around right along the walkway to find a button that opens double doors in the canal. Retrace your steps to the room below, vault up into one of the window openings, jump into the water and swim forward through that narrow passage. Turn right to find the motorboat waiting for you and get in. Drive left through the same passage, turn right and continue through another passage past the opened double doors to a wall, turn left and drive under a bridge. Park next to the wooden jetty, jump out left and go through the opening in the brick wall to attract an armed thug and a dog.

 

Climb onto the wall for a miserly number of uzi clips (2), drop down and go past the opened door to find a pushblock. Pull and push it three times and use it to pull up to a higher room and engage an armed thug. Go past the door you opened earlier and into a fixed remote camera. Go across the bridge, jump up at the wall to grab the window alcove and shoot the glass panes. Take a running jump to grab the column crack and shimmy left around the corner. Pull into the crawl space and under the swinging crate, get out a weapon and deal with two thugs, one of whom is armed. Pick up the dropped TWO DOORS KEY and go through the opening on the other side of the fireplace. Hop over the crates into the corner for 2 x shotgun ammo and return to the previous room. Push the button in the corner to raise a nearby platform and crawl under the swinging crate into the crawl space.

 

Drop down the other side onto the raised platform and jump over to grab the window opening. Pull up and jump down to the bridge. Shoot the waiting armed thug, pick up his automatic pistol ammo, go across the bridge and drop down the floor hole to the lower room. Exit to the courtyard and the canal area, hop into the motorboat and drive it forward and left. An armed thug is waiting at the next corner, so choose your best strategy for dealing with him while being aware that another armed thug can also draw a bead on you from overhead on the bridge behind you. Swim over to the jetty where the first thug has fallen (and where you'll be safe from the second one), pick up his automatic pistol ammo and use the ladder to back flip into an alcove from which you can target and kill the second thug.

 

Insert the Two Doors Key in the keyhole to open the doors on either side and pull the nearby pushblock two times into the revealed passage. Go around to where the pushblock was and find a wall switch that raises a scaffold nearby. Jump back to grab the ladder, climb up a bit and back flip onto a higher ledge. Locate and jump onto the raised scaffold and from there onto the bridge. Relieve the second thug of his GOLD KEY, jump back into the water and get into the motorboat. Drive back the way you came, go around the corner and park in front of the closed gates. Dismount and use the Gold Key to lift them, but don't go through yet. 

 

Instead, back up the motorboat, turn right and drive with speed under the bridge and destroy the parked gondolas. Dismount onto the jetty, the door opens automatically and out pops a thug who drops a small medipack. Go up the steps and pull down the wall switch to lower a trap door blocking a ladder. Exit to the jetty, jump into the water and locate a narrow opening down in the corner. Swim through, surface and pull out into a room with a pushblock. Push or pull it away from an alcove with shotgun ammo. Return to the motorboat, get in, turn around and stay to your left as you demolish another pair of gondolas. Turn the motorboat around, dismount left onto the jetty and enter the hut on your left. Shoot a rat and pull up left onto a higher ledge. Shoot another rat and go around to find grenades.

 

Drop back down, find the wall ladder and climb up past the lowered trap door. Back flip onto the roof, note the wall button but for now go the other way and jump onto the tall column for a large medipack. Return to the timed button and save your game. Push the button to open doors just beyond the lifted gates. Run across the roof and jump so that you land in the motorboat. If you fail, reload and try again. Drive with speed under the bridge, turn right at the wall, left under the next bridge and right past the lifted gates.  Dismount left onto the jetty and dash past the timed doors before they close. Shoot the waiting thug, go around into a small library and pull up onto the ledge for SECRET #3 as 6 x shotgun ammo and 3 x small medipack are added to your inventory.

 

Get down and push the button to re-open the timed doors. Drive the motorboat forward into a dark area, dismount onto the jetty and deal with two thugs and a dog. Step inside the next area to attract another thug and dog. Collect the dropped large medipack and automatic pistol ammo, search the area under the columns for grenades and go back into the canal for an underwater large medipack. Go around the exterior of the hedge to encounter another thug and dog, continue to the end for shotgun ammo and return.

 

Enter the hedge maze and stay left until you reach 2 x shotgun ammo. Go back and continue to stay left until you reach a small corner courtyard. Pull up into the alcove and pull the pushblock away from a wall switch that opens a floor trap door. Hop down, go up the steps to your left and follow around the perimeter until you reach an opening that leads to an interior park. Locate the water hole where the trap door opened, jump in and light a flare. Swim through the passage, turn left into an open area and find an underwater lever on the left side of the column ahead. A ceiling trap door opens nearby, so pull out and engage a thug and a dog. Pick up the dropped grenades, go to the parked motorboat, dive into the water for a large medipack and surface.

 

Get into the motorboat, drive forward and around the corner and dismount to your right into the water. Swim through the opening, surface and pull out for flares. Go through the crawl space, flip out the other side and get into the motorboat. Drive forward as the gates ahead lift and the level comes to an end.

 

Level 2: THEATRE HOUSE

 

You're still in the motorboat. Pull over to the nearby jetty and dismount left into the water. Swim to the end of the passage, pull out onto the ledge and push the button to your left that opens an underwater trap door. Swim down and left at the crossing for shotgun ammo, go the other way and pull an underwater lever to open another trap door overhead and swim up the ceiling shaft to pull out into a basement area. Go up the steps ahead, greet the thug and pick up his small medipack. Continue around the corner as you hear the sound of a door opening to release a dog and an armed thug.

 

Turn left at the top of the steps into a room filled with crates, shoot another dog and go all the way to the back corner to find two pushblocks. Pull the left one away from the wall, get over it and push the other one away from automatic pistol ammo. Go back, search the corner near the hallway for shotgun ammo and go out onto the balcony. Jump to grab the hanging crate, pull up and your weight will bring it down to the jetty next to the motorboat. It's a pushblock, so move it two times toward the brick wall so you can get on it and jump to grab the corner crawl space.

 

Pull inside, crawl past the crossing and flip out into a room with shotgun ammo. Locate the pushblock, pull it into the room and get up on it to access another crawl space. Turn right at the crossing and step out onto a balcony. Target the thug on the jetty down below, go down and find a wall switch in the jetty alcove that lifts a nearby gate. Jump into the water, swim away from the jetty and locate the narrow corner opening. Go on through for a large medipack and return to the jetty. Pull out and climb the ladder so you can back flip onto the awning. Jump to the other awning and back to the upper balcony. Get into the crawl space, turn right and flip out into the canal.

 

Pull up into the motorboat and drive it forward past the lifted gate. Turn left at the wall, take the first right and stay right. You'll soon come to a jetty. Dismount onto it and the door will open automatically to release an armed thug. Enter the dark room, shoot a couple of rats and search the area for a large medipack and flares. Exit, get into the motorboat, drive away from the jetty, turn right at the next jetty, then left at the wall and plow through the parked gondolas into an open area guarded by two thugs. Turn left, demolish two more gondolas and dismount onto the jetty, from which you can target and kill the thugs with some patience. When both are dead, get back into the motorboat, drive past the dead thugs and stay left until you reach a dark dead end for a small medipack.

 

Go back to the dead thugs and turn left under a bridge. Continue to an impressive structure, dismount near the front door and find a corner button next to a potted plant that opens a door to release two dogs. Go where they came from and proceed to an alley crossing where you get a fixed camera and foreboding music. Follow the alley until you reach a closed door with a small medipack in front of it. By this time a thug is probably tracking you, so await his arrival and collect his dropped shotgun ammo. You'll come across more closed doors in this maze-like area, and eventually you'll trigger another thug and his dog. Continue past a fenced area and yet another thug will attack from behind. Go up the steps to a small courtyard and pull up onto the ledge for the SILVER KEY.

 

Drop down and make your way back along the same path. You'll meet a thug and dog, then a lone thug who drops a small medipack. When you reach the open area with the drying clothes hanging on an overhead line, turn left into the alley to attract a thug and dog. Proceed around the corner to meet two thugs and a dog, and poised on a high balcony in the courtyard ahead is an armed thug. Look in the corner behind the potted plant for 2 x shotgun ammo. In the nearby side alley is a receptacle for your key, but let's save that for later. Return to the open area with the clothes line, turn left and get back to the motorboat.

 

Get in, obliterate the nearby gondolas and follow the canal until you reach a jetty guarded by an armed thug. Grab the dropped 2 x automatic pistol ammo and drive the motorboat back the way you came. Park next to the steps opposite the fancy building and push the button to open the door. Shoot two armed thugs and collect the dropped automatic pistol ammo. Enter the boat house, turn left and hop down to find a button that opens doors for the motorboat to get in. Jump into the water and look for grenades in a corner. Return to the motorboat and drive it around into the boathouse. Park close to but not against the ledge at the far wall and dismount to grab it. Pull up near a wall switch and pull it down to hear the faint sound of a door opening to your right.

 

Jump into the water, swim across and pull out. Go left past the opened door and wait for a thug to arrive. Pick up his small medipack and continue into the next room. Loop around left into a side room and pull down the wall switch to open a door outside. Drive the motorboat back outside and park next to the fancy building once again. It's now time to use your Silver Key, so keep to your right through the alley back to that open area where you met all those thugs earlier. Open the door and loop around right in the next room to find a corner hole with shotgun ammo. Return to the entrance, climb the blocks and jump to grab the column ladder. Shift right around the corner, climb to the top and jump several times for a small medipack in the corner.

 

Go back, shoot the window and jump to the opening. Jump over to the balcony on the right for a large medipack and return to the awning. Jump to the other balcony, shoot the window and prepare to engage an armed thug. Shoot the window across the room to attract another thug, who drops the KEY TO THE THEATRE (1 of 2). Jump out the second window into the water, get into the motorboat and drive left into the alley between the two stone jetties. Keep right until you reach a jetty with flares at a dead end, go back and take the first right into a dark area. Dismount right onto the long jetty and light a flare to find a crawl space blocked by a grate that you can shoot. Enter and crawl to another blocked crawl space. Shoot the grate, enter the next room and deal with a thug.

 

Pull down the wall switch on the column to lower a trap door in the adjoining room that you can't reach from here, enter the alcove to your left and pull up for a large medipack, push the wall button to open the exit door and get into the motorboat. Drive forward into an open area with a fixed camera and turn right. Plow through the gondolas, dismount onto the jetty and deal with the armed thug on the other side of the canal. Swim over for his shotgun ammo and explore the area near the smashed gondolas to find an opening under the closed door. Swim through to find a spare motorboat, pull out and find a button that will open the door.

 

Drive either motorboat through the open area, park at the wall and dismount left onto a jetty. Locate the corner crawl space next to a potted plant and crawl to a button that raises a trap door over the ladder across from the jetty. Go back and drive the motorboat into the opening near the ladder. Turn right and loop around into an area where you can park and shoot two rats. Pick up the flares, jump into the water and find an alcove under the walkway with an underwater lever that opens a trap door. Swim across the canal to a corner opening. Follow the passage to the opened trap door, pull out to shoot two rats and pick up the large medipack. Pull down the wall switch to lift a gate for the motorboat and return to it. Drive past the lifted gate, make a right turn and demolish the gondolas that are blocking your way.

 

Park next to the two thugs you killed earlier and see that another thug is poised high up on the balcony across the canal. Enter the dead thugs' hut and push the button to lower a trap door. Use the raised slab to jump and grab the ladder, climb up to the roof and jump to the scaffold. Take a curved running jump onto the awning, slide and grab and shimmy left until you can pull up and take a rolling back flip onto the sloped roof. Slide and grab and shimmy right to the corner, back flip onto a balcony and side flip over the railing to land next to the swinging crate. Stand jump from the corner onto the short roof, slide and grab, shimmy left and take a rolling back flip to grab the ladder. Climb to the top, turn around and take a running jump to grab the facing ledge. Pull up, shoot the window and vault up into the hallway.

 

Engage two thugs, go down the steps to a hallway and go around left for a small medipack. Await the arrival of a dog and a thug, pick up the shotgun ammo and go down the wide stairs to engage two more thugs. Pick up the dropped large medipack and go through the opening ahead. Turn right and follow around to a wall switch that opens a door in the canal area. Drop down through the hole in the grated floor into the water below and pull out near the opened door. Go inside to engage a dog and a thug, pull down the wall switch in the back right corner to open the nearby door and find a ladder at the near right corner. Climb up, shift left and push the button to open the door, hop back right and take a running jump to grab the ledge near the outdoor balcony. Go out and shoot the thug on the higher balcony, face the break in the railing and stand jump at an angle onto the sloped roof. Slide and jump to grab the red awning, pull up and jump over to the stable roof for shotgun ammo and automatic pistol ammo.

 

Jump back to the awning, jump onto the long balcony below the one where the thug was perched, go around to an opening and engage two thugs and a dog in the next room. Pick up the dropped automatic pistol ammo and go where they came from. Locate two pushblocks in the darkness, pull one two times and the other one time to reveal a wall switch that opens double doors in the previous room. Go across the bridge toward the opposite doors that open upon your approach. Engage two thugs inside and go through the opening to a library. Shoot the thug who greets you, pick up his small medipack and target a second thug firing at you from the upper balcony over the entrance. Continue into a darker room, light a flare and look behind the crates for a small medipack.

 

Return to the library and climb the bookshelf on your left to reach a crawl space with automatic pistol ammo. Climb back down to the floor, climb the other bookshelf and drop down onto the balcony where the thug was perched. Pick up the dropped KEY TO THE THEATRE (2 of 2), get down to the floor and exit toward the bridge, meeting two thugs and two dogs along the way. Grab the dropped small medipack and jump off the bridge toward the free-standing building on the right side. Swim over there, pull out onto the jetty and enter the building. Climb the ladder in the back left corner and shift left to drop next to the door you opened earlier with the button.  Go on through, turn left at the crossing and open the double doors with your two keys.

 

Go on through and meet the obligatory two thugs and a dog. Pick up the dropped shotgun ammo and automatic pistol ammo, avoid the deadly litter on the steps near the entrance and loop around left past the opening to your left. Go down to a crossing from which an armed thug emerges, go where he came from and push open the doors. Vault onto the crate for 2 x shotgun ammo, return to the crossing and push the button at the bottom of the passage to open the door to a bathroom. Go past the sink and kick open the doors to the four stalls. In two of them you'll find automatic pistol ammo, shotgun ammo and grenades, and in one you'll find an overhead opening you can pull up into. Push the button to turn off the fireplace in the dining room and exit to the main theatre.

 

Deal with the thug along the way, pick up his 2 x shotgun ammo and go across the seating area into the far opening near the piano. Go left to flush out a thug and a dog, then go the other way into a larger room and deal with two thugs. Collect the dropped large medipack and return to the corridor where you met the single thug and dog. Open the doors at the end to the dining room and await the arrival of two thugs. Loop around right into the fireplace, push the block two times to reveal a side passage and pull down the wall switch to lower a chandelier in the dining room. Use it to jump up and grab a ceiling hole. Pull up into an attic and collect SECRET #4. Go to the corner where the the chests are bunched together and pick up the AUTOMATIC PISTOLS before dropping back down onto the chandelier.

 

Go to the other end of the dining room where the fire is still roaring in the fireplace and grab 2 x grenades in the alcove on the right. Exit the dining room through the passage and take the first left. Loop around to a ladder and climb to a room with crates. Hop into the adjacent alcove for flares and return to do battle with two thugs and a dog. Pick up the dropped grenades and avoid the deadly debris around the central column as you search the grouped crates in one corner for a large medipack. Drop down into a lower area at the opposite corner and find two pushblocks. Push the one on the right, then go over and push the other one onto the spot that was occupied by the first one. You've thus created a bridge so that you can pull a higher pushblock onto the first one.

 

Turn around and go across the room past an opening into a partially flooded room. There are two pushblocks in here. Push the one on the right (as you enter) away from shotgun ammo, go to the other one and pull it away from a crawl space. Crawl through the shallow water, stand up at the end, turn around and pull up into an alcove with a wall switch that floods the lower area with the pushblocks in the previous room. Get down, return to the previous room and go across to the flooded section. Jump into the water and locate an underwater lever that opens a door elsewhere. Surface, pull out onto the pushblock, turn left and pull out onto the next pushblock, flip out past the crawl space and pull up left two times to face a brick wall. Climb onto it, jump the gap and go past the opened door to engage a thug.

 

Pick up his dropped small medipack and continue into a bare room guarded by two rats. Continue through the opening ahead, jump over the deadly debris at both ends of the passage and shoot the waiting rat. Pull up left into a room with a grated floor and loop around left into an alcove with a wall button that opens a trap door in a previous room. Retrace your steps, being sure to jump over all three areas of deadly debris, and engage three thugs on your way back to the main room. Pick up the dropped shotgun ammo and find the floor hole where the trap door opened near the partially flooded room. Safety drop onto the safe corner spot, light a flare and walk down the steps through the deadly debris to a wall switch that opens a door elsewhere.

 

Walk back through the debris, pull out and go through the crawl space in the flooded corner. Pull up to the higher section, jump three patches of debris again and pull up left into the upper room. Go to the opening in the back left corner, jump onto the stacked crates in the next room and shoot two thugs down below. Pick up the ROPE REEL, jump back to the entrance ledge and jump the other two ledges for flares. From this ledge, face the wall and run off the left side to grab the invisible crack. Shimmy left to the corner, pull into the partially obscured opening and push the block against another pushblock to reveal an open area. Push the second block, pull the first block onto the spot it occupied and go around to pick up SECRET #5 but no reward.

 

Safety drop to the floor, collect the dropped automatic pistol ammo and climb down the corner ladder (where you dropped from the secret area) through the lower passages you explored earlier back to the main seating area. Hop onto the stage and go through the opening on the right. Follow around to a storage room and look for shotgun ammo on the tall crate against the back wall and 2 x grenades in the corner by the entrance. At the left end of the curtain is a receptacle for the Rope Reel, and at the right end is a wall switch that opens the curtain. Go out onto the stage and await the arrival of two thugs and a dog.

 

Move the distinctively marked metal pushblocks to form a bridge under the higher pushblock. Move the higher pushblock to the other end of the bridge and use it to reach the first of three chandeliers. Jump the other two to reach the far balcony and release two thugs, one on either side.  Pick up the dropped small medipack and automatic pistol ammo, go up the steps on the right side (from the direction you arrived) and surprise another thug for his automatic pistol ammo. Go back down a bit and hop onto a ledge occupied by a pushblock. Pull it away from a small medipack, go the rest of the way down and continue to the end of this side balcony for uzi ammo. Run around to the end of the other side balcony and find a column button that opens gates on opposite sides of the room.

 

Get back down to the main dining area, jump back onto the highest chandelier and turn left. Take a running jump to grab the opening, pull inside and go around left to find a generously timed button that opens a balcony door you can't reach from here. Quickly jump the three chandeliers to the back balcony and loop around left to the timed door before it closes. Continue down the passage and look for a large medipack and automatic pistol ammo against the far wall. Note the room beyond the grated fence and return. Push the button two times to open the timed door and return to the highest chandelier. This time turn right and jump to grab the opening. Pull inside to find another timed button that opens a door, not on  this side, but next to the first timed door. Get there in the same manner as before, deal with a thug as you get past the timed door, grab his automatic pistol ammo and enter the room you noted earlier. Shoot another thug, pick up his large medipack and pull down the wall switch to raise a chandelier in the main seating area.  

 

Push the exit button two times as before, jump to grab the raised chandelier and turn around. Stand jump past the ceiling hole and prepare to do battle with three thugs and a dog. Collect the dropped small medipack and automatic pistol ammo, go to the other end of the glass-top roof and climb the blocks in the back corner. Stand jump down to the nearer red awning, turn to find the ladder and jump to grab it. Climb down to the platform you raised earlier, jump to the red awning and shoot out the windows. Hop down into the next room for SECRET #6 and an ample reward of 3 x shotgun ammo, 3 x automatic pistol ammo and 3 x large medipack. Jump back to the ladder, climb up, back flip onto the red awning and jump to the roof area.

 

Turn to face the next building, shoot out all the upper windows, drop to a lower roof and shoot out the remaining windows. Pull up into the lower room, shoot the arriving thug and his dog, pick up the dropped 2 x grenades and go up the steps to encounter two armed thugs, one of whom drops automatic pistol ammo. There's nothing to do upstairs at the moment, so head downstairs and shoot a dog. Enter the room it came from and pull up left to find a brick pushblock. Pull it away from a button that opens a door upstairs. Get down, go across the room and find another pushblock in the wall alcove. Pull it once for a cut scene of the canal area. Go all the way upstairs, find a small medipack on the near windowsill and continue past the opened door for a large medipack and uzi ammo.

 

Go downstairs to the next level, jump across to the lower roof and pull up near the glass-top roof. Run along the right side, jump to the roof of the adjacent building and drop next to a chimney floor hole. Ignore it and safety drop from the corner next to the lower balcony. Go to the other end and take a running jump onto the red awning. Jump from the other side to grab the ladder surface, shift right around two corners to the other side and back flip onto the roof. Shoot out one or both windows, hop down into a hallway as a door opens and shoot the thug. Pick up his grenades, enter the next room and find two pushblocks in the back corner. Pull one of them away from a wall switch that opens the door in the corner behind you.

 

Go down the steps, shoot two thugs and pick up the CARD TO FABIO'S HIDEOUT. Go through the door that opened, get into the waiting motorboat and drive out to the canal. Make two right turns, then a left turn and dismount onto the jetty near a wall ladder. Climb up, shift left and drop onto a balcony. Go around to find a large medipack behind the potted plant, return to the break in the railing and jump over to the flat roof. Go to the back corner for shotgun ammo and automatic pistol ammo, jump into the water below and get into the motorboat. Turn left, drive past the fancy building and under the bridge, continue slightly to your right and dismount next to the smaller building near the wall. Go inside, shoot a thug and climb the ledges for a small medipack.

 

Exit to the motorboat, drive between the two buildings into the underground area, stay right and drive past the lifted gate and park just past the crate you lowered earlier.  Dismount, enter the building and place the Card in the slot to finish the level.

 

Level 3: FABIO'S HIDEOUT

 

Run down the corridor until you reach some steps and await the arrival of a thug and a dog. Go where they came from, loop around right into a larger room and shoot a second thug who drops shotgun ammo. Push the button in the far corner to open the adjacent door and wait for the thug to appear. Follow to a library and engage two more thugs. Pick up the dropped small medipack, turn left at the entrance and go around to climb the shelf near the corner for another small medipack. Climb down the other side, between the two shelves, and find a pushblock against the wall. Push it away from a dark opening, climb the ladder and pull up next to another pushblock.

 

Push it two times into a room similar to the previous one, go through the passage to the next room and shoot a thug for his TRAINER'S CARD. Go through the doorway he came from and down the steps to a closed door you can open with the Card. Enter a sparsely equipped but formidable gymnasium and review the rules and incentives on the wall. Save your game before starting the timed course. Push the button (two times if you wish the accompanying music), reverse roll and run up the ramp to start the timer. Perform the moves stated in the next paragraph in one go without saving, although you can pause your progress along the way if you wish.

 

Take a running jump from the end of the ramp onto the block, run off onto the blue mat and jump at the very end to grab the ladder, climb to the top and take a running jump to grab the ceiling. Monkey swing to the wall and drop into the opening. Instead of hanging from the edge, you can save valuable seconds by turning to your right and jumping onto the block against the wall. Turn right again and take a running jump onto the blue mat, jump to the next mat and zigzag to your left onto the short ramp. Take a running jump to grab the block, pull up and do the same with the next block. Run around left and jump from the second block onto the blue mat, turn left and jump onto the long strip, run and jump to the next blue mat, climb the wall ladder on your right up to the horizontal strip and take a rolling back flip to grab the ceiling duct. Pull up and take running jumps along the duct to the opening in the far wall. Go around the corner and stand jump to grab the ceiling. Monkey swing over the glass shards, drop down at the end, turn left and continue running along the duct to perform what some may consider an unfair banana jump around the obstruction. Jump up to grab the higher duct, pull up and run around left to pull into a opening, carefully mount the zip line and ride down to drop into an opening that leads to the pool. Jump down into the water, swim across and pull out at the middle onto the ramp that takes you to the finish line.

 

If you got there in less than 3:06 minutes, your reward is SECRET #7, SECRET #8 and SECRET #9, together with the UZIS and 6 x uzi ammo. Exit the swimming pool through the side door and look for 2 x shotgun ammo next to the lockers in the next room. Pull up left onto the lockers at the far end of the room, crawl underneath the duct and run forward for 2 x grenades and automatic pistol ammo. Drop down, push the wall button and enter the showering area to engage a thug. Check the shower stalls for a small medipack and 3 x shotgun ammo, exit to the locker room and go through the corner opening and a hallway and look for grenades on the table in the next room. The door ahead opens upon your approach, so proceed through the gymnasium toward the exit and deal with three thugs.

 

Pick up the dropped small medipack, continue up the steps and await the arrival of a fourth thug as the door ahead opens. Pick up the dropped grenades and continue along the passage as the door to the library opens. Turn left past a familiar doorway, shoot another thug and go diagonally across the next room past an opened door and stay to your right. Another door opens ahead to release an armed thug who drops automatic pistol ammo. In the next room are two active fireplaces and a door requiring a key. Shoot a window, step into the corridor to greet the armed thug coming up the steps to your left and go where he came from to emerge on a ledge overlooking a storage room with three thugs and two dogs.

 

Collect the dropped shotgun ammo and go down the steps. Loop around left into the dark corner for a large medipack and proceed toward the crates in the storage room to trigger the arrival of two thugs behind you. Pick up the dropped uzi ammo and look for a pushblock near the back corner. Pull it away from the wall to reveal a button, but don't push it yet. Reverse roll and jump the nearby crates into a wall alcove with a switch that opens a door elsewhere. Hop down to the floor, push the button to lower a ceiling trap door to your right, get there by climbing the crates and pull up into a passage. Shoot three rats, go through the crawl space and a floor trap door opens automatically ahead.

 

Flip out into the opening and draw a powerful weapon to deal with an armed thug and his dog. Pick up the dropped grenades, go back to the wall, turn around and jump up to grab the crawl space. Pull inside, crawl forward and shoot the grate to your right. Enter the next room, shoot two armed thugs and loop right around the table for 2 x grenades and flares. Return to the crawl space, flip out through the floor hole and go down the steps and into the opening on your left. Take a quick right into the room you visited earlier, go diagonally across to the doorway you opened by pushing the button and turn left into the library. You hear menacing footsteps, but no one arrives (he's pacing in the hallway beyond the upper balcony).

 

Go between the third and fourth rows of bookshelves, counting from left to right, climb up right at the wall into an opening, pull up higher and light a flare. Approach the crawl space, shoot a couple of rats, enter and crawl until you can stand up. Pull up onto a block, hop down the other side and jump to grab the ladder. Climb down to a room with two thugs, pick up the dropped small medipack and go onto the balcony for the GOLD KEY you may have seen in a cut scene. Go through the other opening into a small library and find a large medpack near the potted plant. Return to the previous room, jump up to grab the ladder and climb up into the light where you can back flip into a higher passage for 2 x grenades.

 

Climb back down, back flip from the lowest rung into the lower passage and return through the crawl space to the library shelf. Get down to the floor, shoot the waiting thug, pick up his automatic pistol ammo and exit the library. Go diagonally across the next room past the opened door and up the steps to the room with the two fireplaces that are now inactive.  Use the Gold Key to open the door, enter a hallway lined with armor statues and wait for the inevitable thug and dog to charge from around the corner, followed shortly thereafter by an armed thug. Collect the small medipack and grenades and turn left. Go up the steps and engage an armed thug at the top. Follow the balcony around to a passage leading to another wide hallway. Wait for two thugs and a dog, collect the grenades and proceed to the next balcony.

 

Save your game before the door ahead opens to release a boss thug who's quite hard to kill. Continue through the passage to another closed door and a large medipack. Return to the balcony and pull down two wall switches in the alcove to open double doors downstairs. Retrace your steps to get back down to the main floor (or simply safety drop from the balcony) and proceed past the open doors to trigger a brief FMV where Lara eavesdrops on a couple of muscular villains. Save again when camera control is restored, as you're about to weather an onslaught of thugs and dogs in two waves (a total of 7 and 3, respectively). Incredibly, nothing of value is dropped, so lick your wounds and find a column wall switch that opens a bookshelf door across the room to release two more thugs.

 

Enter the new room, loop around left and climb the bookshelf to an opening with a button that opens a nearby door and brings two more armed thugs. Follow the wide balcony to the far column. Push the button to open a painting door down below and return to the main floor. Turn left to find the opening, pull inside and light a flare in the dark passage. Locate the ladder and climb up to a higher passage. The door ahead opens as you approach, so shoot the thug waiting below and pick up his dropped (finally!) automatic pistol ammo. Grab 2 x shotgun ammo, a large medipack and a small medipack at the far corner, return to the main floor and run across the room past the opened double doors. Turn left and go up the steps to a room guarded by two boss thugs. If you like, you can pause during the battle to collect 2 x large medipack at opposite corners of the room. When both thugs are dead, a couple of transitional FMVs kick in to provide story line information and take you to the next level.

 

Level 4: SK-7

 

Slide down into a cavern, turn left at the campfire and shoot two bats. Light a flare, go to the end of the dark passage and loop around right to locate the pushblock. Pull it away from a crawl space, enter and crawl until you can stand up. Pull up two times, go past the closed trap door and enter the nearby crawl space for flares. Get back out, pull down the nearby wall switch to open a door in a dark area, open the floor trap door and drop down next to the opened door. Enter the dark room, shoot a rat and pull down the rusty wall switch to turn on some lights.

 

Exit this room, turn right and turn right again to run past the pushblock and turn left past an opened door. Go down the steps, shoot two rats and continue to the end for flares. Go back up a bit, shoot the grate in the corner and climb down to a lower crawl space for SECRET #10. Get back up, return to the hallway area and run forward to find a second pushblock. Pull it away from a small medipack and climb onto the adjacent crate for grenades. Loop around left in the main hallway and find a button in the alcove at the end that opens the door to your left. There's a barbed wire hole at the entrance, so hang from the edge and drop down at the corner for a large medipack.

 

Pull back out, take a running jump over the hole and follow the passage to a grate you can shoot. Pull into the crawl space and follow around right to another grate you can shoot. Emerge in a subway area, turn right and run to the far wall. Go up the steps to your left to a crossing, hop down into the floor hole for uzi ammo and return. Go to the other end of the subway and loop around right down some steps into a lower section. Light a flare and look for an overhead trap door you can jump up to pull down. Pull up left into the duct and crawl to get 2 x shotgun ammo. Get down, pull up into the right side of the duct, turn left at the wall and crawl past an opening to a ladder. Climb up for flares next to a spinning fan. Get back down and crawl in the opposite direction until you trigger a steam blower.

 

Turn around with your right shoulder against the wall, lower yourself into the floor hole and climb down a bit. Shift right around two corners, stay close to the wall and climb down until you can drop to grab a crawl space opening. Pull inside, and when you can stand up, pull up left, stand at a corner and pull up again past a steam blower. Crawl to a closed gate and pull down the wall switch to open a nearby trap door that was blocking a ladder. Turn around, shoot the grate and enter the crawl space. Draw your pistols to shoot a rat, continue into the bathroom and shoot three more rats. Loop around into another section of the bathroom and shoot the grate for a large medipack and automatic pistol ammo. Go across to the shower stalls, find a crawl space containing 3 x shotgun ammo and shoot two rats. Exit to the first bathroom section and push the button in the alcove to open the adjacent door.

 

Loop around right in the subway passage and climb the ladder past the lowered trap door. Back flip into an upper passage and go around to a crawl space. Enter and emerge on a catwalk. Shoot a bat, go to the wall and turn right. Take a running jump to grab the catwalk on the other side of the room. Pull up, go to the other end and drop to a lower catwalk. Go to the other end to drop once again. Shoot two bats and drop one final time onto a crate (actually, a pushblock) and find a wall switch on the corner column that opens a nearby grate. But first, move the pushblock away from a grate, enter and crawl to a corner floor hole. Hang from the edge, shimmy around the corner and pull into the adjacent crawl space. Crawl up a slight incline to a grate you can't shoot, grab the grenades and shotgun ammo and return to the room with the pushblock.

 

Loop right around the pushblock into a small room. Shoot a rat and open the small chest for the DIG SITE AREA KEY. Go to the door you opened, step out into the subway passage and  turn left. Go past the ladder and into the passage on your right. Go down the steps to your right and continue to the area you explored earlier. Pull up into the duct on the right side (as you face the fence), turn left at the wall and crawl to that opening on your right that you noted but ignored earlier. Drop down into a small room and climb down the ladder in the corner floor hole. Drop into a lower section with two possible paths to follow. Hop down from the block and follow the passage to your left. Loop around left at the floor grate into a room with 2 x shotgun ammo and a large medipack.

 

Go back to the floor grate, turn left and shoot three rats around the next corner. Turn right at the crossing and search the small chest for a large medipack. The room on the other side is steam-trapped, so run back along the passage, jump over the trapped floor hole and turn left. Jump over a longer floor hole and come to another crossing. Go down the stone steps to your right for 2 x shotgun ammo, turn around and go through the other opening down to a control room. Pull down the wall switch to turn off the steam beyond the grated fence and grab the flares on the corner block. Go back up to the passage, jump over the trap hole, turn right, jump over the next hole and turn left. Go past the floor grate and loop around left down to a flooded room.

 

Jump into the water, wade to the opening on your right and hop down next to a pushblock. Push it to reveal a second pushblock, push that one two times to reveal a passage and follow around to a third pushblock. Pull it, go back around and  pick up a small medipack and shotgun ammo in the alcove. We're not done with pushblocks yet. On your way back to the flooded room, light a flare to find another pushblock near the end of the passage. Push it three times into a new room, shoot two rats and search the small chest in the corner for 2 x M16 ammo. Continue into the next room for the VAULT KEY and exit to the flooded room.

 

Locate the floor hole, swim down and follow to a vertical shaft. Surface, pull out and await the arrival of two rats. Loop left past the steam blowers and find grenades at the end of the passage. Pull down the ceiling trap door and pull up into a familiar room. Open the door with the Vault Key and draw your pistols. Run forward and rid the area of a half dozen rats. Search the vaults for flares (in a corner) and M16 ammo in a small chest. In the side room with the flares, move two pushblocks away from an opening that leads to a room with the SWITCHBOARD KEY.    

 

Exit the vaults, jump over the floor hole into the passage you've already explored and turn left. Turn right at the wall, jump over the floor hole and continue to another floor hole. Jump over it into the next area and target two rats lurking down below. Drop down for uzi ammo and use the ladder to get back out. Go up the long winding steps and push the button at the top to open the door. Follow to the familiar subway passage and run past the ladder to the opening on the right. Go down the steps to the lower passage and place the Switchboard Key to activate the button to your left that opens the door to your right. Enter the next room and search the small chest for automatic pistol ammo. Use the Dig Site Area Key to open the door across the room and grab the flares at the end of the passage before pushing the button to open the next door.

 

Enter the dig area and your attention will be drawn to an overhead trap door. Climb the rocks to your left and find the wall ladder. Climb to the top, back flip into a passage and follow around right for a small medipack. Climb back down the ladder, turn around and find a wall crack to your left. Jump to grab it, shimmy right around two corners and pull up into an opening. Follow around to an alcove with 3 x automatic pistol ammo and drop back down to the dig area. Jump up the rocks on the other side of the room, turn left into a dark passage and shoot a bat. Pick up the shotgun ammo, return and go to the opening opposite from where you entered.

 

Push the first button to open the door to a room with a floor hole. Push the next button to open the door to a control room with a small chest containing the ARMOURY KEY. Open the nearby locker for 2 x grenades and 2 x M16 ammo, search the stacked crates to your left for uzi ammo and 2 x shotgun ammo, then go through the opening into the next room. Search the lockers against the back wall for 4 x M16 ammo and a large medipack, turn around and hop into the floor hole for uzi ammo, and finally search the lockers against the side wall for 2 x grenades. Note the inoperative button on the side of the central contraption and locate a ladder in the back right corner. Climb up, shift left and slide down to a crawl space.

 

Crawl to a ledge with a huge fan spinning overhead. Jump to grab the long ladder and climb down near the bottom. Back flip over the barbed wire trap onto a corner block, hop to the floor and step into the opening on your right to shoot two rats. Turn away from that opening, jump over the barbed wire trap and turn right. Follow the passage to an enclosed room with a crane, get on the corner crates and pull down the ceiling trap door. Pull up into a crawl space, crawl along the grated floor and open a floor trap door at the other end. Safety drop or climb down to a lower room, push the wall button to open the door behind you and pull down the wall switch to operate the crane in the next room. Go there, crawl under the crane and pick up the dropped CABLE.

 

Exit this room, jump over the barbed wire at the entrance and go through the opening across the room. Climb onto the crate for flares and pull down the wall switch in the far corner. Return to the previous room, get on the corner block and jump to grab the ladder. Climb back up, shift left to drop onto the ledge and go through the crawl space. Jump up the slope, run off the edge to grab the ladder and climb down to the room with the wall lockers. Go around to the other side of the central contraption and place the Cable in the gap you see there. This provides electricity for the button, so push it to shut down that noisy fan in a previous area.  Go around the corner to your right and find the BURNT FUSE in the nearby alcove that also has a receptacle for later use.

 

Return to the ladder in the back corner and climb to the higher opening. Slide down, crawl back to the ledge and jump to grab the adjacent ladder. Climb up this time past the dormant fan blades and pull up into an opening. Jump up the slope and pick up the long-awaited GRENADE LAUNCHER. Slide back down, climb down the ladder, back flip onto the block and climb the long ladder across the room to pull up into an opening diagonally across the shaft from the previous opening. Follow to a crossing with a floor hole and a ceiling shaft. Stand jump left at an angle to grab the ladder in the ceiling shaft. Climb up to an alcove with a button that opens a door elsewhere.

 

Climb to the bottom of the ladder, release to grab the ladder below and climb to the bottom. Drop down onto a closed trap door, open it and safety drop to the room with the wall lockers. Reverse roll and go past the opened door in the corner down a couple of ramps to a floor hole trap. Turn around, hang from the edge and drop down for a small medipack. Pull back out, jump over the floor hole and continue to a steam-trapped passage. Jump over the first steam blower, crawl under the second one and come to a partially flooded area. Go straight forward, crawl under the next steam blower and jump over the final one. Continue through the opening ahead and go up the ramp to a room with three rats. Pull down the switch on the column to open a trap door in the flooded steam room and return there.

 

Get past the first two steam traps, turn right, crawl under a new steam trap and time a run past the vertical steam pipe. Light a flare and look for a ceiling trap door you can pull down. Carefully jump to grab the duct and pull inside for SECRET #11. Get down, go away from the vertical steam pipe and turn right to find the opened trap door. Save your game, jump into the water and swim down the floor hole into a lower passage. Avoid contact with the deadly bubbles as you go around them to a ceiling shaft that leads to a larger area where you can surface for air. Locate the underwater lever on the column and pull it to open a grate elsewhere. Go back the way you came, past the deadly bubbles to the opened trap door, pull out at the side facing the horizontal steam trap and crawl underneath it. Flip out into the flooded channel and pull out at the other end.

 

Run forward past the opened grate and follow the passage until you trigger a brief cut scene. Continue forward through the passage into a larger room and step inside the elevator. Pull down the wall switch and ride down to a pitch-black room. Light a flare, exit the elevator and go around the left side for shotgun ammo. Go back around the right side to a ladder and climb to the top. Shift left, drop in front of a passage and follow to a hallway with a grated floor. Continue around to a new room and shoot three rats. Turn the valve wheel you see in the wall, exit this room and go back through the grated hallway to the ladder, climb back down to the bottom and enter the elevator once again. Ride it back up, exit and face the bay of switches on the wall ahead. Counting from left to right, pull down #2 and #4. Reverse roll and run past the elevator to find a similar array on the opposite wall. Pull down #1 and #4 and one of the doors to your right will open.

 

Go on through, shoot two rats and push the button to open a door and turn off some steam blowers. Return to the previous room, turn left and pull all four switches, two down and two back up. Reverse roll, run across the room to the other bay and again pull all four switches, two down and two back up. The other door in the wall to your right opens, so go on through and follow the ducts to a crossing. Turn right, run over a floor grate and go past the opened door to a ladder. Climb up the right side to an opening, pull up, turn around and take a running jump with grab slightly to the right to land inside the opposite opening. Pick up 2 x grenades, jump across to the first opening and look among the stacked crates to the left for MP16 ammo. Search the wall lockers for the SPARE FUSE, grenades and a small medipack.

 

Go through the passage near the stacked crates and the door ahead opens automatically to bring you back to a familiar room. Find the receptacle in the central structure and place the Spare Fuse to hear the sound of machinery being turned on. A block also rises on the other side of the structure, so go there and pull down the wall switch to open the trap door Lara was staring at earlier. A boulder rolls down to create a floor opening in the dig area. To get there, exit this room through the opening on the other side of the central structure, zigzag left past the opened door and take a sharp right into the side room. Climb down the ladder in the corner floor hole and drop onto the block. Hop down and take the passage to your left, turn left at the floor grate into the dark hallway and jump over the floor hole.

 

Run forward past the opened gate and into the room ahead. Hop over the crates and use the Armoury Key to open the corner door. Go down the steps into a dark room and find that elusive M16 lying on the floor. Search the small chest for grenades, automatic pistol ammo and shotgun ammo. Retrace your steps to the hallway, jump over the floor hole, turn left at the floor grate and loop around into a small room for SECRET #12 and a healthy pickup of 8 x grenades. Exit this room, loop around right to the floor grate and continue forward to a corner block. Use it to jump and grab the overhead ladder. Climb up in front of an opened door, go on through and turn right into the dig area.

 

Find the floor hole created by the boulder, climb to the bottom of the corner ladder and drop into a dark cave. Shoot two bats and light a flare to find an elevator tucked away in a corner. Get inside and pull down the wall switch to ride down even lower. Exit, go to your right and find grenades next to a skeleton parked near the exit portal. Before leaving, explore the floor hole on the other side of the exit portal for flares and hop back out. Go along this wall and loop around right near the far corner to find a grotto containing grenades. Go through the exit portal, hop down two times onto the left side of a slope and slide into the darkness to finish the level.

 

Level 5:  SANCTUARY OF HILDR

 

The instant the level starts, jump with a left curve onto a flat spot for a large medipack (or you can come back and get it later if you wish). Slide down the rest of the way, hop into a floor hole on your right for grenades and avoid the deep pit while shooting two baby spiders. Jump over the pit and look in the back left corner for another large medipack, jump back across and enter the wall opening at attract another baby spider. There's nothing inside, so drop down left from the opening onto a ledge near a lower opening. Hop down into a floor hole for flares, shoot the baby spider and hop back out.

 

Return to the ledge, hang from the right side and drop to a lower ledge, find the ladder surface and climb down until Lara's hands are at the spot where the wall to her left ends. Take a rolling back flip to grab the opening and pull up into a passage. Follow around to a breaktile, drop a short distance, turn and walk around (to avoid falling off the edge onto the spikes) to an opening. Take a running jump with grab to land on the ledge to your left, walk forward to trigger a remote camera view and run along the wall ledge as debris falls from the ceiling. Run off the end onto the block below and target three baby spiders scurrying about on the cave floor. Drop to the ground as more debris falls and go diagonally across to the sloped column.

 

Pull up onto it and back flip into the wall opening. Go around for grenades in the last window alcove and look up to see a ceiling hole with a ladder surface. Pull up into a higher passage and find flares in the last window alcove. Return to where you pulled up, hop into the corner window alcove and jump across to the adjacent wall for uzi ammo. You can see the nearby secret but can't get to it from here (so don't try). Jump back to the alcove, drop down the floor hole and run to the other end of the passage. Pull up at the wall and pull up higher to your right. Go into the opening ahead, pull up right and take a running jump to grab the first of two wooden beams. Pull up, jump to the next one and hang from the other side. Shimmy right if necessary so you can drop onto a raised slab and step down for SECRET #13.

 

Hang from the edge, shimmy right as appropriate and drop onto the higher portion of the ledge below. Get down to the cave floor, climb the blocks in the corner opposite the sloped column and jump up with your right shoulder against the wall to grab the ledge. Pull up and run to the other end. Jump over the spikes onto the ledge ahead and to your left, go around the corner to where you dropped from the breaktile and climb the rocks back up to the higher opening. Jump to grab the ladder and climb down as far as you can. Shift left around two corners to the other side, climb up a bit and back flip into a dark room. Shoot two baby spiders and look for a large medipack in the corner. Jump back to the ladder, climb up higher and back flip into an upper room with grenades in an alcove. Jump to the ladder once again and climb to the bottom, release, grab the block and drop to pick up the nearby shotgun ammo and attract two more baby spiders.

 

Both gates in this section can be lifted by pulling down the wall switches next to them. Assuming it makes no difference which way you go first, I'll start with the one that's closer to the clustered blocks. Go through, turn around and hop back to grab the opening, release and slide down a couple of slopes to a cave floor. Jump forward upon landing to avoid the falling debris and shoot two baby spiders. Enter the short wrap-around passage for grenades and go through the opening in the opposite wall. Pull up two times to face a slope around the corner, slide and jump to grab the crawl space. Pull inside and  flip out the other side into a passage that ends with uzi ammo. Return to the crawl space and flip out to land near an underground lake.

 

Slide down to a wooden walkway and go around to target two fish that are swimming around in the deeper water. Save your game, jump in and swim through an opening to a larger area populated by a number of hostile fish. Follow the underwater wooden walkway while debris falls down nearby, turn left near the wall, continue through the opening as more debris falls to your left and pull out onto a stone bridge where you can target and kill a number of the pursuing fish. It helps to jump back and forth between the two bridges to draw them out into the open, and I was able to kill five of them in this manner. Search both ends of the darker bridge for 2 x automatic pistol ammo and jump back into the water, perhaps attracting one or more fish. If so, pull out to deal with them and resume.

 

Swm back the way you came, follow the walkway to the far wall and turn right, staying close to the wall as more debris falls and pull up where you see a low niche in the alcove near the far wall. Turn around and take a running jump to grab the large block in the water. Pull up, jump into a wall alcove to your left for a large medipack and return to the block. Jump into the water to the right of the alcove where you pulled up and search the corner for flares. Pull back up into the alcove with the niche, jump across to the large block and turn right. Take a running jump to grab the jutting ledge. pull up and wait for more debris to fall. Go to the end of the ledge, jump into the alcove on the right for uzi ammo and return. Go to the stone column and jump to your right onto a flat spot on the rocks.

 

Jump straight across into the wall alcove for M16 ammo, jump back to the flat spot and jump across to the alcove to the left of the previous one for grenades. Turn around, stand right and take a running jump to an opening in the rock wall. Hop down into the floor hole, pull out left two times and step out onto the rock ledge. Hop down left to the corner flat spot, take a running jump to grab a high spot on the jutting ledge and pull up. Go to the end of the ledge and jump over into the long alcove to your left. Continue to the corner to find an opening and follow to a water hole. Save your game, jump in and swim down the shaft to a passage leading past an air hole to an underwater lever that lowers nearby trap doors. Continue along the passage, staying left until you pass a fish and come to the opened trap doors.

 

Pull out, kill the fish if you like and proceed into the dark, dry area. Shoot a baby spider and light a flare. Climb the blocks to the left of where you pulled up, walk out onto the ledge and take a running jump into the corner opening where a baby spider will immediately attack. Walk to the end of the short passage, turn around and climb down the long ladder. Hop down to the ground, shoot one or two baby spiders and search the immediate area for grenades near a skeleton. Go back to the other skeleton you surely noted, climb the nearby block and return up the long ladder to the short passage. Turn around and take a running jump to grab the wall crack. Shimmy right around the corner and drop onto a ledge. Turn around, run forward and pull up left past a lifted gate to trigger a flyby through the large grave site ahead.

 

Several skeletons are awakened, so get out your grenade launcher. Run through the area to awaken at least one more skeleton, then explore at your leisure to find a small medipack in a side room near the back left corner (awakening another skeleton). There are four taller caskets in the larger area, all of which contain something valuable. Exit the side room and search the taller casket straight ahead for RUNE D. A door opens and two wraiths are released. Reverse roll and run into a side room, and the wraiths will go away and leave you alone. Exit, run across the room slightly to your right and search another tall casket for RUNE R with the same result as before. Run forward into a side room to get rid of the wraiths and repeat for RUNE I and RUNE L. A fifth taller casket is in one of the side rooms, where you will find RUNE H. Surprise, arrange the Runes in the right order and they spell Hildr, the entity for which this level is named.

 

Exit this side room and run to the back corner of the larger area. Jump to grab the column and pull up for grenades. With all the doors you've opened you now have a number of options, and it's not clear at this point if the order makes any difference. For no particular reason, let's start by going diagonally across the large room through the pentagonal doorway in the far corner.

 

Continue past a smaller opening, hop down to a ledge overlooking a deep pit and shoot a baby spider. Locate the ladder in the deep pit and climb all the way down to the pitch-black floor. Light a flare and pick up flares and grenades next to a skeleton. That's all. Climb back up, turn left and locate the monkey bars extending over the ledge. Jump up to grab them and monkey swing over the pit. Drop, slide, grab, shimmy left and pull up onto a flat spot. Jump left onto the flat part of the ledge for more flares, kill the baby spider and jump back to the flat spot where you pulled up. Hop over the sloped portion, pull up onto the block and take a running jump into the wall opening. Go around the corner to trigger a series of blade traps and jump up and down while firing your pistols to kill two baby spiders waiting above.

 

Pull up and climb the middle portion of the wide climbable wall. Near the top back flip into a blade-protected alcove and climb the wall ladder here as well, shifting left and right as appropriate to avoid the three blades. Climb to near the top and take a rolling back flip to grab an upper alcove. Pull up and climb the block, jump into a higher opening for a small medipack and jump back onto the block. Light a flare and climb the wall past three more horizontal blades. Pull up at the top and run toward the gate that opens upon your approach and then closes behind you as four skeletons attack simultaneously.

 

Go around the central structure to awaken a fifth skeleton and find the floor hole in the back left corner. Hop down and pull the block once, hop over it and push it toward the corner, reverse roll and move a second pushblock against the first one. You can now pull out of the trench and move the higher pushblock in the corner into the adjacent wall alcove to access a wall switch that produces a rattling noise indicative of a lifting gate. Hop down, climb onto the nearby block at a corner of the central structure, pull up onto the column, turn left and take a running jump to grab the wooden ledge. Pull up in front of the lifted gate and walk inside. Turn left to face a slope, slide and jump over the spike trap and follow the passage to a wall switch that lifts the gate beside it.

 

Enter the room ahead as the first gate closes and the one ahead while ominous music plays, but nothing happens right away. Continue past a dormant kneeling statue and watch the next door open. Stay where you are as a heavy log falls from the ceiling, step around it and pick up BALDUR'S KEY. As you might expect, the warrior statue comes to life as you head toward the exit gate. When it dies the gate opens, so exit, turn right and follow the passage to the next closed gate and wall switch. In this room two doors open as you enter, releasing two fully active warriors, one wielding a battleaxe. When both have been vanquished, go to the doorway on the left but don't enter yet. Instead, pull up left into an interior passage and pull down the wall switch at the end to lift the gate to a secret.

 

Return, enter the doorway on the left and walk forward to trigger the next door open. Hug one of the walls as you enter, wait for the log to fall and look in vain for something to pick up. Try the other opening in the same fashion, and this time you're rewarded with AEGIR'S KEY. Exit to the outer passage, turn right again and follow around the corner to a small medipack. Safety drop to the floor, run past the central structure and head to the opened gate at the back right corner. Reverse roll upon entering the next area and deal with the skeleton that was trying to sneak up on you from behind. Jump into the pentagonal alcove for flares, jump back and go around the room, pausing for automatic pistol ammo next to the skeletal remains.

 

Note the closed corner gate, drop to the ground and find a pushblock. Move it next to the stationary block to form a bridge, get up and pull a second pushblock from a seemingly sturdy column. Go around and push it two more times against the wall to form a higher bridge. You can now pull up to find a third corner pushblock that you need to pull three times so you can access a ceiling opening. Pull up and go around to a floor hole. Slide down onto a breaktile and drop a short distance into a short passage. Pull down the wall switch to open a ceiling trap door and release a heavy block. The gate behind you also opens, so exit to the previous room and from there to the main room.

 

The block that dropped is just outside. Get up on it, face away from the central structure and take a running jump to grab the opening. Pull up for SECRET #14, drop back down, run past the central structure to the back left corner and safety drop from the corner floor hole onto a column. Drop down further and search the alcoves near the wall for a large medipack. Go to the other side of this dark area, climb a block and continue pulling up higher until you reach an upper ledge. Vault up into the wall opening, hop down left for shotgun ammo and pull back out. Walk forward, hop around the corner over a spike trap and find a fenced-in passage similar to the one you explored earlier. Pull down the first wall switch you come to and enter a room with a familiar appearance.

 

The dual doors open as you get closer, but the statues within remain dormant until you actually enter their domain. There's nothing on the left side, not even a log to trigger, but the right side is log-trapped and contains HEL'S KEY. Exit, go down the passage to the next wall switch and repeat the exercise. This time the warriors awaken as soon as the doors open. The left side has only a log trap, ditto with the right side, which makes you feel cheated. All you can do is pull down the third and final wall switch to enter the last room in the passage. There's only one door in this one, and the statue remains dormant as you walk past the second door. Turn around and save your game before picking up NJORD'S KEY, as the warrior will awaken and a log will start to drop at the same time. Quickly stand jump over the warrior and reverse roll to engage it.

 

Exit this room and the passage, jump over the spike trap at the corner and loop around right to a ledge overlooking the large room with the central structure. Jump into the column gap for automatic pistol ammo and safety drop to the floor. Run across the room to the wide opening in the middle of the far wall. Go up the winding steps, meeting a skeleton along the way, pull up right at the end and pull up higher as ceiling debris drops nearby. Look behind the column for flares, then follow the passage where the debris fell, dropping down several times until you reach the interior of the central structure. Place the four Keys in their column receptacles to open some gates, safety drop to the floor and go around the central structure to enter the lower section.

 

Place Rune L on the block for a cut scene of a casket as a gate lifts somewhere. Exit, loop around left to that corner floor hole and drop onto the column and from there to the ground. The opened gate is beyond the block you climbed earlier, so go there and slide down to a room with a floor hole. Drop down further, light a flare to locate the opening and follow the passage to a wider area. Picking up the large medipack will trigger a row of boulders, so turn around to face the opening you came from, save your game and take a running jump over the boulder into the opening immediately after you've picked up the medipack. Return to the slope, slide and jump over the spikes onto a ledge overlooking a pit into which the boulders fell.

 

Enter the opening on your right and jump over the spike hole. Go through the next opening, hop down once and hop to your left to land on a narrow ledge. Make your way down to a slope, slide and jump over the gap toward another opening that leads to the casket room you explored earlier. Three skeletons will awaken as you enter. Loop around left into the passage at the other corner, run forward and shoot two baby spiders. There's a floor hole near the wall containing grenades. Go through the smaller opening and down the steps, jumping over a spike pit, until you trigger blade traps around the corner. Side flip over them as they start to move away from you, continue to the spike pit and jump up to grab the ceiling. Monkey swing past the spikes, drop down and run into the trench past the roller blade for a large medipack. Face the monkey bars, and when the blade rolls by to your right, jump out left and follow the passage to the end. Turn left to get out of the blade's path, get out the grenade gun and await the arrival of three skeletons.

 

Loop around right through the opening to the first crypt to awaken a skeleton by picking up the small medipack in the corner. The second crypt has nothing of interest, but the third one has 2 x grenades. Stay right and enter the next crypt for flares. Exit and run across into an opening that leads to another crypt on your right. Loop around right, pull up into the opening, turn right and pull up two more times. Slide down and quickly pick up grenades and a large medipack as a spiked ceiling descends. Go to the opening and slide down to a safe spot. Follow the passage and pick up the SUN CROSS as the gate ahead opens. Enter a previous crypt, continue forward as a skeleton awakens and turn right in the passage. Follow to a new crypt and deal with another skeleton.

 

Hop into the trench, pick up a second SUN CROSS and prepare to engage two more skeletons. Go back the way you came and keep to your right as you return to the passage with the roller blade. Wait until it rolls away from you, follow it and turn left into the side passage. When it rolls back toward you, turn left in the main passage and turn right at the wall. Continue down to a gate that opens upon your approach, enter a new crypt area and prepare to engage five awakened skeletons as you run to and fro (more will be awakened soon). From the entrance, run diagonally across the room to find a pushblock next to a large wooden  beam. Pull it into the room and move it aside to reveal an alcove with a large medipack. Face the room before you pick it up and await the arrival of three more awakened skeletons.

 

As you emerge from the alcove, go to the left wall and pull up into the opening. Crawl under the beam and climb onto it. Turn around, jump to grab the wooden ledge, pull up and enter the crawl space for shotgun ammo. Take a running jump from the ledge to land on a higher beam, enter the crawl space and emerge on an upper ledge area. Go around to the right, engage a skeleton and hop down onto a ledge to meet three baby spiders. Go to the closed gate and place a Sun Cross in the receptacles on either side to lift it. Place Rune H on the block for a cut scene, turn around and greet the awakened skeleton. Continue to the wall, turn left and follow the ledge around the corner. Jump over the gap and pull down the switch on the column to hear the faint sound of a gate lifting.

 

Go all the way back along the ledge to the other side of the room, drop to the floor and shoot the remaining two skeletons that have awakened. Go to the opened gate at the back left corner and up the steps to the roller blade passage. Follow after it, turn right at the opening and monkey swing over the spike pit. Side flip over the blade traps and loop around right (jumping over the spike pit) through the passage and up the steps to the hallway. Turn left into the crypt area, shoot two awakened skeletons and run straight forward to the back left corner. Enter the opening, shoot a skeleton and continue to the next room where three more skeletons will awaken. Go to the near right corner, jump to grab the wooden arch, turn around and jump into the wall alcove for grenades. Get down, go to the back right corner of this room and climb the wall ladder. Shift right into an alcove for flares, jump onto the wooden arch, slide down the other side for more grenades and get down.

 

Go through the next opening to greet two baby spiders. Continue to the wall and note the opening to your right for later. But for now, turn left and walk out onto the ledge to trigger a panoramic view of the next area. Stand jump onto the lone column and a couple of the flames will go out, forcing you to make a decision. A route that works follows. Stand jump to the column on your right, then to the adjacent one on your left, straight forward to the next one, turn left and take a running jump over the flame to grab the one just beyond it. Pull up, turn around, stand jump to the higher one up left, turn right and jump to the next one, run off onto the one left, turn left to hop to the higher adjacent one, turn right and stand jump three times in succession into the opening and pull up onto the rock ledge.

 

Go around in a counterclockwise direction, ignoring the side openings, and hop to a corner alcove. Stand jump into the dark opening, light a flare and follow the passage to an open area, meeting a couple of baby spiders along the way. Climb the block, pull up higher onto a ledge overlooking a deep pit and climb down the wall ladder. Deal with three skeletons waiting for you down below and run opposite the wall ladder to find a wall switch that lifts a gate close by (judging from the sound). Climb the block to your left, jump left to the next block and jump up to grab the wall crack. Shimmy left to an opening and pull up. Go around to a slope, slide and jump over a breaktile (which covers a spike trap) to grab the alcove. Pull up in front of a wall switch that opens a door to a secret.

 

Turn around, stand at the edge and jump up to grab a higher opening. Pull up into a dark passage, follow to a floor hole, safety drop near the slope and go back to the opening with the wall crack. Shimmy back to the column, drop onto it and safety drop to the floor. Run back to that wall ladder, climb back up to the ledge, turn left and drop down the blocks to the lower passage. Make your way back to the ledge overlooking the room with the burning column tops. Hop left onto the ledge and  turn left into the first opening that you bypassed earlier. Drop down into a room guarded by two skeletons and loop around left into a corner alcove for SECRET #15. 6 x shotgun ammo and 4 x M16 ammo are added to your inventory.

 

Get down to the ground, go across the room to the lifted gate and place Rune I on the block for a cut scene similar to those you've already seen. Pull back up into the opening from whence you came and turn left onto the outer ledge. Follow around and turn left into that other opening you bypassed, slide down the slope onto a flat area and take a running jump across the chasm to grab the ledge on the other side. Pull up, go to the right corner and climb two blocks. Turn right, pull up into the higher opening partially obscured by a spider web and hop down into a familiar passage. Go through the opening and follow the long passage back to the room with the crypts. Loop around left and go underneath the lifted wooden doors 

 

Hop down and light a flare to locate a floor hole with a crawl space. Enter and target a baby spider scampering about in the shallow pit. Jump across the pit, shoot another baby spider and search the alcove it came from for flares. Return, locate the ceiling hole and pull up into a hallway. Run through the crossing and hop onto the ledge marked with an "R" as three boulders roll by. Jump back into the hallway and you can see more boulders poised to fall. Run forward to trigger them and duck in the protective alcove as they roll by. There are more boulders ahead, however, so hop back after pulling out of the alcove and duck once more. The way is now clear, so run forward and pull up into a dark hallway.

 

Loop around right and pull down the corner wall switch to lift a gate. Stay where you are until the log drops from the ceiling, then go back down the boulder ramp past the crossing and jump onto the rock bridge to your left. The opened gates is at the near corner on the left, but continue to the wall and run off onto the block to your right. Take a running jump toward the dark right corner and grab a crawl space. Pull inside and go around for grenades and automatic pistol ammo. Return, drop from the edge onto a block, turn right and jump to grab the column ladder. Climb down to the pitch-dark cave floor and take the small medipack from the skeleton. Climb back up the column ladder and back flip near the top. Return to the rock bridge and go past the opened gate to trigger a gauntlet of boulders.

 

You can easily evade the first two while running to the other end of the wide bridge. Trigger the third one poised at the top of the slope, then look up the wooden side slopes to see a fourth one. Jump to grab the flat spot below where it's perched, pull up to trigger it, then side flip at an angle as it rolls down. Slide and grab, shimmy back to the flat spot and pull up. Make your way up the flat spots, starting with two routine standing jumps. Turn away from the next flat spot (and the opening beyond), back flip onto it and jump forward immediately to avoid the triggered boulder. Return and stand jump onto the flat spot down to your left. The next flat spot is boulder trapped, so handle this one the same way you did the previous one. The way is now clear for you to enter the opening safely, despite the boulder poised ominously nearby.

 

Loop around right and pull down the wall switch to lift a gate elsewhere. As you might expect, that last boulder will be triggered on your way out of here, so jump from the opening away from its path. Slide down to land on the bridge and note that there are similar flat spots on the rock wall ahead. Make your way across them in the same fashion as before, starting with the one close to the entrance to this area. Jump up right to the corner, take a running jump a bit higher right to the next one, then do the  back flip/jump forward routine for the next one. The best way to handle the next one is by hopping onto the adjacent lower flat spot and jumping immediately away from the triggered boulder. Slide and jump onto the wide bridge, then make your way back up to the previous spot. Take two routine standing jumps, followed by a running jump toward the opening as the last boulder rolls harmlessly by.

 

Continue past the opened gate and engage a skeleton in the next area. Hop into the corner alcove next to where it came from and pick up the grenades. Loop around past the opened gate to awaken the skeleton behind you and blow it away. Another skeleton awaits inside. Place Rune R on the stone block in the alcove, go through either corner opening and slide down the boulder ramp to a familiar bridge. Run past the boulders and the lifted gate, jump onto the stone bridge and hop right onto the wide ramp to trigger a quartet of boulders. You have plenty of time to retreat to safety, then proceed up the slope, turn left at the crossing and drop down the floor hole to the lower area. Take a running jump over the pit and enter the crawl space ahead.

 

Stay left, stand up and pull up two times to face the room with the crypts. Of course, another skeleton is awakened as you enter. Run forward a bit and turn left into the wide opening at the middle of the wall. Go down the winding steps and drop at the end onto a ledge near a gauntlet of sword-wielding statues and dart traps. Time a running jump past the first pair of swords, crawl under the darts and run and crawl as appropriate to get past the remaining traps. Check the side alcove on the left for flares along the way and shoot two skeletons in the next room.

 

There are two ladders in this room. Climb the one on the right, pull up into the crawl space and flip out or climb down the other side. Go around to find another ladder for later. Go the other way, slide down to a row of breaktiles and run across to the other side. Safety drop into a dark cavern and find your way to an open area where you're attacked by two wraiths. Run around at random until they go away and jump the rocks stacked against one of the walls. To orient yourself, there are skeletal remains to your left and behind you as you face the wall. Turn left on the highest block and take a running jump to grab the corner opening. Pull up and hop down to a wall switch that lifts a gate elsewhere.

 

Pull up, hop to the ground and go across to the other side of the room. Climb onto the rocks there and take a curved running jump up to the wall. Turn left and stand jump to grab the jutting ledge. Pull up, save your game and enter the opening ahead. Slide down to a room with two wall switches. Pull them both as a spike ceiling descends and make your escape past the opened door to your right. Slide down the slopes to face another wall switch that lifts another gate. Enter the crypt area to your right, dispose of two awakened skeletons and climb the rocks most recently traversed. Jump once more to grab the jutting ledge, pull up and loop around right past the wooden beam. Jump the gap to the next ledge and go around to find an alcove with a wall switch that lifts a gate close by.

 

Go back along the ledge, turn left into the opening and go to your right to the ladder you noted earlier. Climb up to the crawl space, flip out the other side into the room with the lifted gate and place the final Rune D on the stone block. The crypt you've been seeing moves aside, so go back through the statue and dart gauntlet, jump over the spike pit, turn right at the wall and pull up into the dark passage. Follow up the steps to the crypt room, run straight across to the far wall and drop down into the hole created by the shifting crypt. Two wraiths come to greet you, so run past them into the passage and eventually they'll go away. Retrace your steps into a crypt area to trigger a transitional FMV where Lara acquires HILDR'S SWORD.

 

Level 6: THE WAREHOUSE

 

Run forward into the blessed relief of an outdoor setting. Turn left and explore the rock wall crevices for flares near a tree and a small medipack hidden in a bush around the corner. Continue to a fortified structure and find grenades in a low shrub. Follow the wall of the structure toward stacked logs and pick up shotgun ammo. Look back to your right for a small hill and pull up to the top from the left side for a large medipack. Slide down, continue to the other end of the structure and find more flares in a low shrub a few steps past a wooden walkway that leads away from the structure.

 

Continue in the same direction and drop to a lower section. Follow the rock wall to an opening that brings you down even lower, light a flare and look left for two blocks you can climb for flares. Go down to the lowest part of the valley, turn left and just past a tree hop up onto a green ledge. Slide down the other side to a flat spot and carefully hop up left onto a a corner flat spot with a small tree. If you miss, you can go around left and take a longer and higher route to get there. Stand at the corner and hop up left into the adjacent alcove for the BUNKER KEY.

 

Take a running jump out of the alcove onto the green ledge and make your way back up toward the fortified structure. There's a separate stone building near the stacked logs, and you can place the Bunker Key in the hard-to-see receptacle to open the door. Enter for SECRET #16 and return to the valley where you found the Bunker Key. Run past that green ledge and slide down to a glade. Turn left and climb the rocks to a higher glade. Run forward and search a small bush against the stone wall for M16 ammo. Go to the left corner and make your way up the rocks to reach a higher ledge. Locate the floor hole and drop down into a dark cave. Make your way to a lower crawl space and emerge underneath that wooden walkway next to the fortified structure.

 

Pull up into a corner crawl space for a large medipack, get down and enter a lower and darker area. Pull up left through a narrow opening in the wall and deal with a thug and a dog. Go around the corner and search the locker for 3 x shotgun ammo, enter the next room and push the wall button to release an armed thug. Enter an outdoor area within the structure and engage another thug and dog amidst the driving rain. Climb the crate next to the entrance and pull up onto a ledge overlooking another storage area. Drop down, shoot two dogs and a thug and go between the railroad cars. Crawl under the brown one for a small medipack, return to the juncture and pull out on the other side of the tracks. Shoot another thug and dog, go to the wall next to the yellow container and find automatic pistol ammo on the barrel.

 

Run past the yellow container, turn left into a short alley and look for more automatic pistol ammo in the corner with the crates. Continue to the wall, shoot two dogs and get past the railroad cars to the other side of the tracks. Shoot another thug and go left toward the yellow door at the far wall. Turn around at the doorway to engage two thugs trying to sneak up on you and pick up the dropped shotgun ammo and small medipack. Return to the yellow door, open it and step into an interior storage area. Shoot the waiting thug and run across the room before a second thug stationed on the overhead walkway can open fire on you. Go through the opening, hear the sound of a door opening and shoot the armed thug. Pick up the dropped grenades, go where he came from into a small room and search the shelves for uzi ammo and a large medipack.

 

Get onto the corner crate and pull down the ceiling trap door. Pull up left into the duct and crawl until you can stand up. Climb the ladder to a wall switch, pull it down to hear a faint metallic sound and return to the trap door opening. Jump across to the other duct and crawl to a higher crawl space. Proceed to a floor hole, flip out onto a trap door and pull into the opening ahead for flares. Get down, open the trap door and drop down onto a crate. Shoot the waiting thug and his dog, pick up the dropped MAFIOSO'S CARD and search the cabinet for M16 ammo. Enter the nearby dark passage on your right and run up the ramp to trigger a pair of rolling barrels. Take refuge in the alcove to your right and continue up to a room with crates.

 

The one in the middle appears to be a crowbar door for later, so climb the lower stack on the right and jump over to grab the higher stack. Pull up for shotgun ammo and drop to the floor. Go back down the ramp and into the opposite corner opening. Follow the passage past a closed door and continue around the corner into a storage room with a thug and a dog. Pick up the dropped small medipack and search the corner shelves for automatic pistol ammo. Jump from the crates into the window sill for another small medipack and jump to the ledge over the entrance for shotgun ammo. Find and push the wall button to lift the door to the freezer, go inside and avoid the falling ham hocks before attempting to pick up the M16 ammo and the uzi ammo.

 

Search the lockers for a small medipack, push the alcove button to lift the door to the previously explored passage and go to the room in the back left corner. The shelves are empty, but there's an alcove button that lifts the door to the warehouse you visited earlier. Shoot the waiting thug and be aware of the armed thug still perched on the high catwalk. Run diagonally left into the opening to meet two thugs and a dog. Pick up the dropped large medipack and stay on this side of the tracks. Go up the steps and into an opening where you get a fixed camera. Go up the winding steps to a walkway, go around to the other end for grenades and proceed through the opening to an outer walkway. Loop around right, pull up into the crawl space and flip out the other side. Find and push a wall button that opens a door near a dead thug.

 

Go back through the crawl space and down the steps with the fixed camera. Once in the larger area, go across the tracks and into the opening in the back right corner. Wait for two barrels to roll by, turn left and ignore the ramp for now. Loop around down the steps and search the lockers for a small medipack. There's a door in the back right corner you can't open yet, so return to the open area, run to the other side of the tracks and exit left to the warehouse area. Run diagonally right to the hallway and find the opened door. Go down first through a fixed camera to find uzi ammo and shotgun ammo at the dead end. Go back and up the metal steps to a passage guarded by a thug who drops automatic pistol ammo.

 

Continue to a yellow door and open it to deal with that armed thug on the catwalk who had been plaguing you all this time. Pick up his YELLOW CARD and explore the catwalk for grenades at the left end. Hop over the railing onto one of the crates below and exit through the other opening on this side of the tracks. In the next room, go across the tracks and through the opening past the crates. Go down to the lower area and use the Yellow Card to open the door you noted earlier. There's an armed thug waiting at the top of the ramp to your right. Pick up his shotgun ammo and open the nearby green door with the Mafioso's Card. Enter the control room and pull down the wall switch at the other end to open a door in the outdoor area.

 

Exit down the ramp to the passage, turn right and follow to another ramp. Back flip onto the ramp at an angle and jump forward to avoid the triggered barrels. Go up the ramp and loop around right. Kick open the door at the end of the passage and go outdoors. Turn right and follow the interior duct to a crossing. Turn right and drop down the floor hole to a lower passage. Go through the crawl space, loop around left for a large medipack and drop into a floor hole for uzi ammo. Return to the duct crossing, turn right and run along the top of the duct to a wall switch that moves a crate below you and highlights a nearby crawl space. Go back the way you came, through the duct to the outdoor area, left through the door and down the ramp to the larger room. Go up the steps and loop around right up the ramp you ignored earlier. Pull up in front of a yellow door and open it to greet the waiting thug.

 

Turn left, run past the opening to the wall and jump up to grab the ceiling. Monkey swing along the tracks past the moved crate and around the corner to the crawl space you saw in the cut scene. Drop to grab it and pull inside. Crawl to the other end, flip out into a storage room and shoot the inevitable thug. Pick up his M16 ammo and get up onto the corner crates for a small medipack. The trap door in the other corner opens with your weight, so drop down into a lower room and find a crawl space that brings you to a crossing. Flip out into the floor hole and push the button to lift the grate behind you. Use the crawl space to reach a larger storage room.

 

Approach the door to your left with weapon drawn and await the arrival of a thug. Go to the doorway and shoot two late-arriving thugs. Search the first thug for shotgun ammo, go across the room to find more shotgun ammo in the corner surrounded by crates and exit through the open doorway. Go to a lower storage room and loop around right for flares. Search the shelves at the other end of the room for 2 x M16 ammo and find that a number of the crates scattered about are actually pushblocks. Prepare for an elaborate pushblock exercise (a compass sure would be nice at this point). Begin with the darker one that's against the wall near the shelves. Pull it once from the wall, go around to the other side and push it two times into the alcove, forming a bridge so that you can move a higher pushblock to rest on top of the first pushblock.

 

You're now standing on a third pushblock, so hop to the floor and move it laboriously around the stone column and onto the spot formerly occupied by the first pushblock. Go back around the stone column and find a lighter colored pushblock. Move it past the stone column and against the wall next to the third pushblock, forming another bridge so that you can move the higher pushblock two times against a still higher pushblock. Get down to the floor and move the two lighter colored pushblocks to form a bridge connected to the very first pushblock you moved earlier into the alcove. Get onto the bridge and move the higher pushblock two times out of the alcove and toward the wall. Hop down and push the lighter block you were just standing on once toward the shelves. Go around the stone column and push the block that remains in the alcove one time against the other blocks. Go around the column and pull that same block once against the stone column and once away from the stone column.

 

Go around to the lighter colored block next to the alcove, pull it three times past the stone column and one time toward the wall. Get up on the bridge thus formed and pull the darker block one time. Hop down and push the lighter block once against the wall and once against the darker blocks. Go around and pull the other lighter-colored block once toward the alcove and once to the side against the stone column. Get up on this lighter block and push the darker block against the wall. You can now move the highest pushblock two times to the other side of the bridge. Get down to the floor and pull the two lone blocks one time each to form a bridge connected to the alcove. Use this bridge to pull the middle block one time away from the wall. Get up on it and hop up left onto the highest block. Open the ceiling trap door and climb the ladder into an attic.

 

Oh, no, not more pushblocks! Well, one of them anyway, and all you need to do is move it onto the nearby grate. Grab the small medipack in the corner, get back down to the lower room, go up the ramp to the next room and pull down the wall switch to drop the attic pushblock into this room and alert a thug. Move the dropped block against the stacked crates near the entrance, get up onto it and pull onto the top crate. Flip out the other side for the WAREHOUSE KEY and jump up to grab the ceiling hole. Pull up into another section of the attic, shoot a thug and a dog and hop onto the nearby corner crate. Vault into the opening and hop down for uzi ammo. Get back out, go through the opening at the other end and emerge onto a familiar catwalk.

 

Shoot the armed thug and slide down the slope opposite the opened yellow door to the room below. Head diagonally across the tracks and through the opening into the main warehouse. Loop around loop and across the tracks to the opened yellow door and exit to the outdoor area.  Go around to the other side of the large building, climb the containers and pull up to the broken window you probably noticed earlier. Hop down into the next room, kill two thugs and find the ladder on the column near the passage they came from. Climb up to the roof and engage the armed thug waiting there. Pick up his large medipack and go down the steps to find automatic pistol ammo in the corner next to the barrels. Climb back down to the previous room and through the passage leading to a receptacle for the Warehouse Key.

 

Step into the doorway to draw out an armed thug, pick up his small medipack and shotgun ammo and go down the ramp to a walkway guarded by another armed thug. Follow the winding walkway around to your right until you reach a door, open it and enter a control room guarded by another armed thug. Open the door across the room, step out onto the walkway, turn around and pull up onto the roof. Go forward to the back corner for automatic pistol ammo, return to the walkway and go back through the control room. Jump down to the long green container with no health loss and await the arrival of another thug. Make your way along the crates and containers toward the control room, hop to the floor, light a flare and climb the crates stacked in the corner beneath the control room.

 

Find the pushblock and pull it away from automatic pistol ammo. Hop to the floor, run past the green container away from the control room and prepare to engage two thugs coming at you from two different directions. Look on the barrel next to the wall for more automatic pistol ammo and continue in a counterclockwise direction around the perimeter of this large warehouse. Flush out two more thugs, one of whom drops uzi ammo. Search the shelves against the wall opposite the control room for 3 x uzi ammo and automatic pistol ammo. A dog will likely attack at this point. On a crate against the wall underneath the door to the control room is M16 ammo.

 

Find the long blue container with the open door, go inside and pick up the BLUE CABLE in the back corner. Shoot the thug that was trying to sneak up behind you, exit and await the arrival of a barking dog. Climb the crates and containers to the top of a taller green container (not the one you jumped down to earlier), jump to grab the walkway and pull up. Turn right, jump to grab a higher walkway, pull up and grab the uzi ammo in the corner. Get back down and jump onto a convenient container to drop to the floor. Run to the wall alcove opposite the control room you visited earlier and find a receptacle for the Blue Cable. Shoot the armed thug firing at you from behind and pick up his shotgun ammo. Go past the lifted door and up the ramp. Go around the corner and hop back as barrels roll down toward you. Continue around the next corner and do the same thing to avoid more barrels.

 

Kick open the door at the top to trigger a brief FMV. Search the lone wall locker for 3 x uzi ammo and the ones across the room for automatic pistol ammo, a large medipack and the CROWBAR (cut scene of a section of the tracks in a previous area). Go back down the winding ramp to the warehouse, get across to the other side and use the crates and containers to reach the walkway. Turn right and exit through the corner opening. Engage an armed thug as you reach the hallway, turn right and go to the broken window, where another thug is climbing through. The rain outdoors hasn't let up, so hop to the ground and loop around right past the boxcars. Go through the doorway, turn left to cross the tracks and get on top of the blue container. Jump to grab the boxcar, pull up onto it and jump at an angle from the other side to land on the steel beam.

 

Go left to the wall and shoot the obstruction blocking the crawl space. Go through and flip out the other end for SECRET #17. Return and drop down near the tracks. Run across to the opening in the dark right corner, turn left into the hallway, turn right and just past the barrels turn right again and go up the ramp to the room with the crates. Remember that crowbar door? Well, you can now open it for SECRET #18 as 5 x automatic pistol ammo, a large medipack and a small medipack are added to your inventory. Go back the way you came to the room with the tracks. Approach the rear of the boxcar to trigger a transitional FMV.

 

Level 7: HEADING NORTH

 

Draw a weapon immediately to deal with an armed thug and a dog. Pick up his dropped 4 x grenades and search the lockers for 4 x shotgun ammo and the shelves for 3 x uzi ammo and 3 x M16 ammo. Go to the rear of the car, pull down the wall switch to gain access to the next car and face another pushblock exercise. Move the lighter pushblock into the alcove to the right of the column and push the other pushblock two times against the first pushblock. Get up and pull a higher pushblock onto the first pushblock. Get down and go around the column to pull a fourth pushblock away from a wall switch that allows you to move on to the next car. Be ready to deal with two thugs waiting there.

 

Pick up the dropped shotgun ammo, light a flare and climb over the crates. Pull a pushblock away from a wall switch, but before pulling it down, pull a second pushblock toward the wall switch and climb over it for SECRET #19. Push the second pushblock to its former position and pull down the wall switch so you can move on to the next car. Deal with two thugs waiting inside, ignore the empty locker and push the button to lift the grate in the crawl space to your right. Get inside, hang from the other side and shimmy left through a fixed camera until you can climb a ladder to the top of the car.

 

Pull up, turn left and see the thug posted down below. Find the ladder on the rear of this car, climb down a bit and take a rolling back flip followed by a quick side flip to deal with the thug. Use the stacked wood to jump and grab the top of the lead car. Pull up, find the open trap door and hop down into the car that's guarded by two thugs. Pick up the dropped flares and large medipack, pull down wall switches at both ends of the car (indicating a need to come back this way) and continue moving forward onto the car with containers. Get past the containers, shoot the thug at the other end and hop down as the door to the next car opens automatically. Shoot the thug waiting inside, hop over there and search the shelves for 3 x M16 ammo and a large medipack.

 

Pull down the wall switch at the other end, jump to the next car and loop around left to a locker that opens the door to the next car and results in a thug firing into your backside. Deal with him and walk over to pick up the dropped TRAIN CONTROLLER KEY. You could place it in the receptacle and take over the controls to move on to the next level, but let's not do that right now. Go back through this car and find a button that opens a trap door on a car further back. Make your way back through the other cars and jump from the green container onto the top of the next car. Go across, jump down to the stacked wood and jump to grab the ladder on the next car.

 

Climb to the top of the car, run forward and jump the remaining cars, bypassing the opened trap door until you reach the rear car for SECRET #20. Return to the car with the opened trap door, drop down and find the wall switch you pulled down earlier. Push it back up, pull up past the opened trap door and make your way forward to the next car (the one with the raised slab). Hang from the side (not directly over the crawl space), drop to grab the crack and shimmy right to the crawl space. Pull inside, flip out into the car and look left for SECRET #21 as 2 x M16 ammo, 2 x shotgun ammo, 2 x grenades and 2 x uzi ammo are added to your inventory. In addition, the nearby shelves contain 2 x grenades and 4 x uzi ammo. Pull down the wall switch to open the door and make your way to the front car. Place the Train Controller Key and drive to the next level.

 

Level 8: SNOWY CABINS

 

All seems to be serene and peaceful until you step forward to trigger a half dozen barrels rolling down from your right while attracting the attention of two thugs. Pick up the dropped uzi ammo and automatic pistol ammo, go up the hill alongside the fence and turn around to shoot the approaching vulture. Grab the shotgun ammo on the stacked wood and another thug will come from around the corner to investigate. Go around this wooden building to meet another thug and his dog, note the closed door requiring a key and go across to the nearby stone building. Push the button to open the doors and enter the barren interior as the door close behind you.

 

Shoot the thug and dog, pick up the dropped small medipack and climb the stacked crates so you can pull up through a ceiling hole into an attic infested with three rats. Look for the CABIN KEY behind a crate near a corner and return to the main floor below. Use the shorter crate to reach the ledge over the entrance and pull down the wall switch to open the doors. Exit, run across to the cabin and use your key to gain access. Step inside to alert two formidable thugs and hop back to find refuge outdoors before engaging them with a powerful weapon. Pick up the dropped automatic pistol ammo, enter the cabin and turn left into the side room to find a large medipack in the corner alcove. Picking it up will attract a thug.

 

Exit, go across the main room past the fireplace to an opening with steps leading to a crawl space with shotgun ammo. Return and go up the steps in the main room past a door to a landing. Pull up into the window alcove for a large medipack and return to the door. Open it, step out onto a balcony and turn right to find a button that opens a door elsewhere. Drop down the other end of the balcony, go around the corner to flush out a thug and pick up his small medipack. Continue into the alley and note a closed door requiring a key. Return, pull up onto balcony and exit the cabin through the front door.

 

Shoot the thug and his dog, turn right and go up diagonally toward another wooden cabin where the back door has opened. Go up the ramp on the left side and await the arrival of a thug from around the corner. Draw a powerful weapon, step inside the cabin and do battle with two formidable thugs, one from inside and the other from outdoors. Pick up the dropped grenades, go further into the cabin and find a floor hole. Jump to grab the column ladder and climb down to the basement.  

 

Two of the crates in this room, the ones side-by-side next to the column, are pushblocks. Push one and pull the other to reveal a wall switch that opens the door in the corner. Shoot an armed thug and a rat, pick up the shotgun ammo and go up the steps in the next room. Vault up onto the wooden ledge, jump with grab into the corner alcove for uzi ammo and take two standing jumps to the steps on the other side. Go up to a small room, shoot a thug and pick up his small medipack. Hop onto the corner crate for the ORDINARY WOOD KEY, exit this cabin (shift left around the corner at the top of the column ladder) and go down the hill into the other wooden cabin.

 

Go up the steps to the balcony, shoot the waiting armed thug, drop down to the stacked wood and go around to the closed door you noted earlier. Open it with your key and go up the steps into an upper room to engage an armed thug. Pick up his small medipack and go through a short passage and down some steps. Push the button to open the door, go through and wait for another thug to arrive. Pick up his automatic pistol ammo and go down more steps for a large medipack in the dark corner. Push the adjacent block to reveal a wall switch that opens a nearby door. Go back up the steps where the thug appeared and proceed into a sparse bedroom. Vault into the window opening and push a button that opens a fence gate outside and attracts another thug.

 

Go back down to the main floor, meeting two armed thugs along the way. Pick up 2 x grenades and find a new room on the main floor guarded by another thug. Admire the artwork and collect 2 x automatic pistol ammo, 3 x shotgun ammo and 3 x uzi ammo. Go through the corner opening in the main room, continue straight ahead down the steps and an exit door opens automatically. The opened fence gate is up to your left, so go on through to attract the attention of three thugs and a dog. Collect the dropped small medipack and BRICK HOUSE KEY, go up the hill where the latest enemies came from and loop around left past the pine tree to find M16 ammo in a dark corner. Continue up the hill to the back left corner and look for a small medipack in the bush next to the pine tree.

 

Go through the alley between the brick and stone buildings into a new area, continue past a zip line and up the hill to meet a thug and a dog. Go to the far wall to attract a vulture, then go to the end of the short passage for M16 ammo and use your key to open the nearby door. Enter, note for now the strange receptacle and exit, as you'll be returning here before long. Go past the zip line on the right side and find a pushblock against the brick building. Pull it three times so you can use it later to access the zip line, go around into the revealed opening and enter the building for a screen shot of a sleeping thug. Stealth is important here (if you wake him up you'll have to deal with four armed thugs at the same time), so walk and not run past the thug without getting too close to him, push the button to open the door behind you and walk into the next room.

 

Loop around left into a passage where it's safe for you to run again. Continue to a dead end for 2 x M16 ammo, return and find a floor hole. Drop down two times into a dark area and light a flare. Walk around the corner and hop down to the room below while avoiding the deadly floor traps. Find the corner alcove, pull inside and pull down the wall switch to open a cabin door. Exit, pull up to the upper room, walk past the sleeping thug and grab the uzi ammo in the corner alcove before leaving. If you'd like some extra fun, make sure you're at full health and run outside the cabin to awaken the thug and his cronies and await their arrival for the thrill of the kill (they drop nothing).

 

Loop around right as you exit the cabin and run between the two buildings. Continue over a short wall to an opened door, enter the small cabin and down down the steps to a lower room. Shoot the thug and go where he came from to an even lower room. Push the button to open the door to a room with swinging sandbags. You can try to run past them, but it's much easier simply to hang from either side and shimmy past them. Pull up at the other side, go through the opening and search the small chest for the SPANNER. Pull up into the connecting passage, go around to a floor hole and climb down the ladder to a dark room with uzi ammo, shotgun ammo and a large medipack. Climb back out, shoot the waiting thug and drop down into the room with the swinging sandbags (at the corner with a crate down below to cushion your fall).

 

Look around for a small medipack and shotgun ammo, go across the room and use the higher corner crates to pull out. Go back upstairs, shoot a thug in the next room and continue up to the top floor. Exit this cabin and prepare to do battle with two thugs. Run straight forward past the zip line and continue to the door you opened with the Brick House Key. Enter the building and place the Spanner in that strange receptacle. Drop down into the central floor hole and move the nearer of two pushblocks  against the far wall. Move the other pushblock into an alcove next to a stationary crate and then move the first pushblock against the second one to form a bridge. Get up and pull a higher third pushblock one time, note the crawl space up to your left that's blocked by a grate, get back down and find an accessible crawl space in the other corner.

 

Crawl through and come to a place behind the pushblocks where you can hop down to a wall switch that lifts the grate from the first crawl space. Return there, enter the crawl space but don't flip out the other side. Instead, turn around, hang from the edge and climb to the bottom of the ladder. Safety drop to a room filled with crates and find the lone pushblock near the corner. Push it two times to reveal a control room and pull down the wall switch to activate another wall switch near the zip line. Return, climb the crates so you can jump to grab the back side of the ladder and back flip onto a wooden ledge. Grab the PLIERS at the other end, get down and climb the other crates to get to the other side of the ladder and climb up to the crawl space. Flip out the other end, exit the brick house and run to your right toward the zip line.

 

Shoot the armed thug and use the pushblock you moved earlier to reach the ledge surrounding the central column. Pull down the wall switch with the green light, note the cut scene and climb the column ladder up to the zip line. Await the arrival of a vulture, then ride the zip line down past the fence on the building below, release and slide to the ground. Turn left and go up the ramp next to the stacked wood and enter the building you explored earlier. Loop around right and shoot out the windows. Vault up into the opening and take a running jump to grab the wooden column. Pull up, jump to grab the taller column ahead and pull up onto it. Turn right and jump to the ledge jutting from the central column for SECRET #22.

 

Take a running jump onto the left side of the roof ahead, slide to the ground and go away from the zip line to the opening in the fence on your right. Loop right around the large stone building and turn left toward the pushblock you moved earlier. Use the Pliers to open the door to the nearby cabin and deal with two thugs inside. Go past the fireplace on the right side and enter the kitchen. Turn left and pull the refrigerator two times to reveal a crawl space that leads to a passage with a flame gauntlet. Turn left, go to the wall and see two wall switches, one on each side, that will turn off the flames for a few seconds. Save your game, pull one down, then the other, reverse roll and sprint down the passage before the flames return.

 

Enter the crawl space, make your way through the winding passage and emerge at a room with dormant burners at the entrance. Shoot a rat and pull the block toward the valve wheel you see behind you. Move the block onto the row of dormant burners and into the corner next to the shorter block. Return to the valve wheel and turn it to activate the burners and lift a grate blocking a crawl space. Get up onto the pushblock and pull into the now-accessible crawl space. Light a flare and crawl to a small area where you can stand up. There's a corner floor hole with an intermittent flame. Hop into the hole when the flame goes out, stand in a corner while the flame cycles, step forward for SECRET #23, get quickly back to a corner and wait for an additional cycle before vaulting out of the floor hole.

 

Return to the previous room and turn the valve wheel again to douse the burners. Move the pushblock to the other end of the burner row and turn the value wheel to ignite the flames. Get on the sloped ledge to your left and jump up to grab the wall crack. Shimmy right around the corner, pull into the crawl space and flip out onto the pushblock. Pull up into the next crawl space, hang from the other end and climb down the ladder, timing the flame blowers behind you, to a trench with shallow water. Run across to the companion ladder, climb up past another flame blower and pull into the crawl space at the top. Crawl through a fixed camera, turn around at the end and hang from a corner to avoid the flame, drop down and time your way to the other side.

 

Pull out, turn around and hop up into a passage with a button that opens a door in the room with the valve wheel and turns off the burners in the immediate vicinity to ease the burden of your return trip. Climb down and up the two ladders (the burners here are still active), flip out onto the pushblock, pull into the opposite crawl space and use the wall crack to drop down near the valve wheel. Turn it to douse the flames, run past the grated water hole to the opened door and follow to a flooded room. You can't get to the other side from here, so light a flare, jump into the water and find a trench guarded by three sets of deadly bubbles. There's an underwater lever behind the middle set, so get close and scoot down to pull the lever while the bubbles are dormant.

 

This turns off the bubbles blocking the passage across the room, so follow to another bubble trap, stay close to the ceiling and turn around above the trap to find a second underwater lever that opens a door further on. Continue to an opening with four bubble traps, swim up the shaft and surface next to a passage. Pull out and follow to a crawl space with flares, shoot a rat and continue past the other side of the pool to attract another rat. Pull down the wall switch to lower a trap door blocking the ladder and climb up to an indoor passage leading to a room with an armed thug. Pick up his WOOD STORAGE KEY and push the button to get outdoors once again.

 

Two dogs and two thugs will attack from your left. Find the opening in the rock wall next to the cabin and go down for grenades. Return and continue in the direction your enemies came from until you reach the rock wall near another cabin. Await the arrival of two vultures before pulling up into the corner opening for a large medipack and shotgun ammo. Slide back down the other side and head toward the cabin. As you get close, the front door opens and out pops a thug. Enter, hop into the opening in the back wall and another door opens ahead. Follow to a crossing, turn left and go down the steps to meet another thug, continue to an open area and hop into the short passage to find a button that opens a floor trap door in the next room.

 

Drop through the floor hole onto a crate, shoot a rat and find a pushblock in the nearby floor depression. Move it to the other wall so you can access a switch that opens a ceiling trap door to drop a pile of snow from the roof into the room above. Pull up through the floor hole and use the snow to reach the wooden ledge. Jump to grab the ceiling hole and pull up onto the cabin roof. Shoot the attacking vulture and pull up onto the ice ledge opposite the chimney. Pull up left, jump to grab the wooden ledge, pull up, turn around and jump to grab the opposite wooden ledge. Pull up, turn right and take a running jump down to the ledge beyond the sloped block. Continue down and around to a wall switch that opens a door inside the cabin.

 

Get back down there through the ceiling hole and go past the opened door into a room with deadly floor traps. Jump over the traps to grab the ladder, climb up until Lara's hands are at the double line to the right and take a rolling back flip to grab the ledge. Shimmy left past the traps and pull up. Turn around and take a running jump to grab the hard-to-see opening in the far wall, pull inside, follow around and pull up several times, get past a flame burner and safety drop down the floor hole next to more flame burners. Enter the crawl space and follow around to the kitchen you visited earlier. Run to the far wall, turn left and go up the steps to meet a thug, followed soon thereafter by another thug who drops shotgun ammo.

 

Sprint down the left side of the passage where the second thug came from, continue up the ramp and the door ahead should open automatically for just a second. Squeeze past it into the next room, shoot two rats and look behind the crates for a large medipack and uzi ammo. Push the wall button two times to re-open the door, exit this area and ignore for the moment the small pools on the other side (one of which is frozen over). Return to the kitchen, go across into the main room and shoot another thug. Go outdoors, shoot an armed thug and find shotgun ammo on the barrel to your left. Loop around left past the stacked wood into the stone building you haven't yet visited.

 

Run past the dormant buzz saw, shoot out the windows and pull up into the opening. Hop down the other side into a courtyard and climb the nearby crates to reach the opening above the windows. Pull down the wall switch to open a door down below and release an armed thug who drops uzi ammo. Go through the short passage into the next room and look behind the crate for a small medipack, grenades and shotgun ammo. Return to the courtyard and past the busted windows into the building. Find the keyhole in the column near the buzz saw and insert your key to lift a gate to your left. Enter the wood storage room and go to the large log that has attracted Lara's attention.

 

It's actually a pushlog, something I've never before encountered. Push it away from the wall and into the main room underneath the buzz saw. After the buzz saw has done its work, reach down and pick up the LOGS. Return to the wood storage room, go up the ramp to your left and the gate ahead will open as you approach it. Go around the wooden ledge, jumping past the corner columns, shoot two rats on the other side and continue through the opening in the far corner. Pull up into the crawl space for a large medipack, push the button to lower a trap door to your left and safety drop into a familiar lower passage.

 

Return to the parallel passages with the pools and the wood burning stoves, go down the left passage and place the Logs in the stove with the open door. The ice in one of the pools melts, so go around into the other passage and jump into the larger third pool. Swim down the floor hole and follow the passage past two bubble traps (pause for air between them if necessary). Turn left at the second bubble trap, then make a sharp right and swim forward until you can surface for air. Before pulling out, swim down to find an underwater lever on the back side of a bubble-trapped column. Pull it, surface and pull out to engage a thug who drops a large medipack.

 

Climb the crates in the back corner and monkey swing across the room to drop onto a wooden column. Turn and jump to grab the ladder, climb up to the attic and engage two thugs, one of whom drops a CHEAT SHEET. Continue into the next room, vault over the row of burners and face a row of five wall switches. Counting from left to right, pull down #2, #4 and #5 to turn off the burners. Go up and turn the valve wheel to open an underwater door, return to the ladder and simply drop down into the water below. Swim past the opened door behind you and to the right and follow to a shaft that leads up to a water hole in a storage room. Watch the cut scene as you pull out and look for a wall switch behind the crates. Pull it down to open a cabin door elsewhere, pull over the crate to your left, ready a powerful weapon and go over to push a button that opens the nearby doors.

 

Engage two armed thugs and go up the hill to your right toward the cabin where the door opened. Enter to encounter two more thugs, pick up the dropped uzi ammo and look in the window alcove for M16 ammo. Go around the corner and pull down the wall switch that lowers a trap door outdoors and attracts another armed thug. Exit the cabin and run straight forward to the zip line column. Climb the ladder past the opened trap door, shift left around the corner and drop to the ledge. Pull up to the zip line and ride it all the way down, slide into an enclosed area and deal with a thug, a dog and a vulture

 

Go to the bush next to the wall for flares, go back up toward the fence and use the block to climb to the top of the column. Shoot out the cabin window to your left, jump over there and pull inside. Hop into the room and drop down the floor hole. Await the arrival of a thug, pick up his dropped small medipack and find two wall buttons, one on either side of the room. One opens a door to the outside and lets a thug in. The other one opens a door upstairs, so climb back up and enter the next room to trigger an FMV in which Lara acts in a most unladylike manner. Search two small dressers for a large medipack and M16 ammo, then pull down a corner wall switch to lift a gate outside and attract another thug.

 

Exit this cabin through the door you opened downstairs, turn right and go to the building where the gate lifted. Hop down into what looks like an elevator shaft, climb the ladder, shift left and drop onto a wooden ledge. Pull down both wall switches. The one on the right opens doors elsewhere. The other one does something that releases two thugs, so get down to do battle with them outdoors. Go up the hill, turn right past the stacked wood and enter the cabin with the parked Jeep. Get in drive down to the left of the stacked wood, continue to the fenced wall and turn right. Find the opened doors, drive through and park at the cave opening ahead.  

 

Get out, go back toward the fenced wall and loop around left into a small cave for flares. Exit, loop right around the rock wall and hop onto an ice-covered ledge. Pull up left onto the jutting ledge, turn around and take a running jump onto a flat ledge beyond the slope. Take a couple of jumps around the corner and enter the wall opening. Follow the passage around to a seeming dead end, then pull up left for SECRET #24 as 3 x large medipack and 3 x small medipack are added to your inventory. Return to the Jeep and drive into the tunnel ahead to finish the level.

 

Level 9: UPHILLS

 

Before getting into the Jeep, you can try a tricky running jump onto the slope to your left, followed by an immediate jump onto the ledge ahead for a large medipack. Slide down, get into the Jeep and drive over a couple of ice bridges right and left as you make your way steadily downward. You can turn on the headlights as if you were lighting a flare. Stay to your right as you approach the open area and go underneath an arch. Turn left with speed at the corner so you'll clear a gap and run over as many as three leopards as you near the bottom of the gorge.

 

Turn left at the bottom and drive toward the tall ice columns. Turn right as you get near and go through the tunnel to an arch where another leopard foolishly charges at you, only to die. Dismount here and hop up onto the ledge to your left for shotgun ammo. Resume driving in the same direction, run over two more leopards and come to a chasm that you won't be able to cross until you find some way to lower the drawbridge. Abandon the Jeep for now and run back the way you came until you reach the ice wall. Climb the block to your left, find the ladder and climb to an upper ledge. Deal with the leopard the old-fashioned way and go down to a slope. Slide down the left side, go through the opening ahead and pick up the large medipack.

 

Go back down, turn left and pull up into the alcove. Pull up right two times and find the ladder hole. Climb back down, go through the passage where you ran over the two leopards and turn right at the Jeep into an opening overlooking the gorge below. Jump onto the block to your right, pull up higher two times and vault up onto a ledge. Take a running jump with a right curve so you land on the slope sliding backwards. Grab the edge and shimmy left just past the snow. Pull up and take a rolling back flip to grab the jutting ledge. Pull up and walk to the other end. Hop down and loop around right to a crawl space for a small medipack. Go back and take a running jump from the jutting ledge to grab the crack in the ice wall.

 

Shimmy right, drop to grab a lower crack and shimmy right around the corner. Drop onto a ledge and slide down right to a flat surface. Take a running jump to grab the ledge across the gap, pull up, turn left and jump the gap to the next ledge, walk forward and stand jump over the obstruction onto a flat corner, turn right and enter the passage to trigger falling stalactites. Hop down into the trench to your left, avoiding the spiked floor hole, and pull down the wall switch to lower that drawbridge you noted earlier. Return to the corner flat spot, turn right and take a running jump with a right curve across the gap to land on a slope, slide and grab, shimmy left and pull up. Loop around left, jump the gap and run across the lowered drawbridge to the Jeep.

 

Get in and drive to the drawbridge, turn left and go through the tunnel to a brightly lit open area. Turn left and drive through the tunnel as foreboding music begins playing. Run over an armed thug in the tunnel, continue forward and mow down two dogs and three thugs in the open area ahead. Loop around left into a parallel tunnel, run over another thug and dismount briefly to pick up his grenades. Continue driving to another tunnel, loop around left once inside, go through the opening and get out when you're back outside. From the alcove on your left jump up to a flat spot on the ice ledge. Turn toward the tunnels, get up higher and take a long running jump across the gap to grab the far ledge. Pull up for shotgun ammo, return to the previous ledge and get back into the Jeep.

 

Follow around a curve to another tunnel, stay left and when you reach a thin ice wall (with a secret right behind it) loop around left down the ledge and jump the gap with speed. Park the Jeep at a convenient spot and go back up the ledge on foot. Go across the bridge, and just before you reach the tunnel, jump to a corner block on your left and monkey swing along the wall. Turn right at the opening and drop down at the end. If you hadn't driven the Jeep down the ledge to trigger a group of stalactites, you wouldn't have been able to make that turn on the monkey bar tracks. Follow the inner passage, pulling up as necessary, and when you reach an open area run forward, vault onto the ledge and pull up into the opening on the left of the column for shotgun ammo.

 

Get down, go across diagonally to your left and find more monkey bars in the archway next to the wall. Monkey swing to the opening, drop down and find the ladder hole ahead. Avoid the stalactites and climb down to claim SECRET #25. Climb back out and loop around left past the monkey bars into the passage, hop or drop down a number of times and monkey swing along the wall (being careful not to fall as you make the turn left). Drop down at the end and stand jump to the ice bridge. Turn right and follow the previous path down to the Jeep. Get in and drive across another narrow bridge, run down a foolish leopard and continue into a vast open area.

 

Park the Jeep and go to the end of the ledge to the right (as you emerge) of the entrance. Take a running jump to grab the column crack, shift left around two corners and pull up into an alcove. Pull up right two times, run along a higher ledge, hang from the edge and shimmy right to an alcove with uzi ammo. Shimmy back the other way, pull up to the ledge and take a running jump to grab the column ladder. Shift left around three corners, climb up a bit and shift left around two more corners. Take a rolling back flip to grab another ladder, climb up through a ceiling shaft and pull into a small cave for SECRET #26.

 

Climb back down to the bottom of the shaft, take a rolling back flip to grab the other ladder, shift right around three corners and take another rolling back flip over a zip line to grab another ladder. Climb down a bit, shift right around the corner and pull up into an opening. Turn around, jump to the ledge and go left through a tunnel into a room with a frozen pool, falling stalactites, a large medipack and automatic pistol ammo. Exit to the ledge, jump with grab back to the opening and stand jump to grab the monkey bars. Monkey swing to the other end, drop onto a slope and jump two times without sliding to land on a flat ledge. Go underneath the zip line into an opening, take a running jump slightly to your right for flares, return with a running jump (and grab, to be on the safe side) and ride the zip line down to a ledge. 

 

To your left is a passage blocked by an ice wall. Turn right, go up the slope and save your game. As soon as the action music starts, reverse roll and sprint back down as multiple snow boulders roll down toward you. One of them breaks the ice wall, so go in, shoot a leopard and loop around left to find a ladder. Climb up and back flip to the entrance of a spike-trapped cave. You can walk safely through the spikes as you take a winding path to pick up the ICY KEY. Jump back to the ladder, climb down and return to the boulder slope. Go up to the top, shoot another leopard, climb the wall ladder through a fixed camera, shift right and drop onto a ledge next to a tunnel. Jump over a breaktile, run over the next breaktile and drop down to a lower passage next to a small medipack.

 

Slide backwards down the slope to land on a breaktile, jump forward as it shatters, slide and grab and safety drop with some health loss to land near the Jeep. Get in, turn left and stay always to your left until you reach the ice wall with the secret. Loop around right and make your way back to the outdoor area the same way you came. Continue a long distance through various tunnels until you reach a crossing with two tunnels, one to your right and the other straight ahead. Continue forward into the tunnel, turn left and then loop around right to a lower gorge where you can drive no further. Get out, look for grenades on a nearby rock ledge and make your way down the ice blocks to your left. 

 

Take a running jump over the gap down to an opening that leads down to a pool. Shoot two leopards, go up the ledge into the passage on your right and find a small medipack and shotgun ammo next to the ice wall. Slide back down, jump into the water and swim down the floor hole. Follow to another pool, surface and pull out near a dark tunnel where a bear is hibernating. Go further for a small medipack, 2 x grenades and automatic pistol ammo next to skeletal remains. Watch out for falling stalactites as you go to the back corner for 4 x uzi ammo. Return to the pool, watch out for more falling stalactites as you go up the ledges against the back wall. Turn right at the opening and take a running jump past the slope to grab the ice shelf

 

Pull up and loop around left for flares and uzi ammo. Go back the way you came with a running jump to land next to the opening. Go on through the short passage and jump the gap onto a ledge. Continue around past an opening to another short passage and dodge the stalactites on the way to the small medipack you undoubtedly saw earlier. Return to the opening and vault up for a remote camera view. The downhill slope is riddled with spike traps, so stand between two of them and you should be able to slide down safely. A remote camera shot shows the key ahead, but acquiring it is fraught with danger. Run forward to alert four yetis coming at you from different directions, and when all are dead you can pick up another ICY KEY to bring out three more yetis.

 

Search the skeletal remains in this area for M16 ammo and 2 x automatic pistol ammo, then search the corner tunnel with the ice wall for a large medipack, attracting two more yetis. Search the tunnels on the other side of the open area for grenades, bringing on yet another yeti. The nearby dark cave has nothing of interest, so make your way back up the spike slope by jumping the flat spots on the right side. Be prepared to back flip at an angle as an ice boulder is triggered. Turn left when you can advance no further and take a curved running jump to land next to a spike trap. Walk through the spikes to trigger another ice boulder (step back instead of hopping back, of course). Stand jump to the next flat spot, hop up left toward the stone column, take a standing jump in the same direction to trigger another ice boulder and hop back. It's now safe to pull up the rest of the way and exit through the opening at the top of the slope.

 

Drop into the deeper part of the pool below, wade out and go up the ramp leading to the deep pit. Jump the blocks in a clockwise direction and pull up the other side near the Jeep. Get in, turn the Jeep around and drive through the dark cave and loop around left into the parallel tunnel. Run over a leopard and emerge in an open area to face a boulder gauntlet. This would be a good place to save your game. Drive with speed to the left of the boulders and you should avoid being hit by any of them. Run over another hapless leopard, park the Jeep near the closed doors and use the two Icy Keys to open them. However, you have unfinished business to take care of in the previous area before continuing forward.

 

Go back through the tunnel on foot, and just before you reach the arch, back flip onto a slope against the wall and jump off to grab the top of the arch. Pull up, loop around right through the opening and deal with a leopard in the traditional manner. Slide down toward a deep pit, trigger the stalactites and hang from the edge with your left shoulder near the wall to avoid the spikes down below. Climb down the wall ladder and go through the nearby opening. Pull up right at the far wall into an alcove for a large medipack and go back a few steps. Drop to a lower ledge, hang from the edge and shimmy right along the crack to the corner. Drop onto a flat spot, hop back two times and climb down the ice ladder to a lower ledge. Loop around through the opening to another ice ladder, mount it and shift left. Climb down a long distance to a lower passage and follow around the corner to a spike-trapped floor hole.

 

Jump over it, run forward and slide down into an open area where an improbable Arctic T-Rex attacks. A few shotgun shells into the belly at close range will dispatch it, after which you can explore the side tunnels. One leads to a dead end, the other to SECRET #27 that adds a whopping 7 x shotgun ammo and 3 x uzi ammo to your inventory. Unfortunately, you'll have to engage two more T-Rex reinforcements on your way out of here. Exit the way you came, be sure to jump over the spike hole and climb the long ice ladder back up to near the ceiling, shift right and drop onto the ledge. Go around to the next ice ladder, climb up to the higher ledge, jump up to grab the crack, shimmy left to the opening, pull up two times and go left and then right to find the wall ladder.

 

Climb up to the triggered stalactites, run past them and run forward through the opening to the wall. Loop around left, hop down into the tunnel and return to the Jeep. Drive it past the opened doors, run over two leopards and turn left into a tunnel. Emerge outdoors in a nighttime setting and follow the road to end the level.

 

Level 10: THE CAMP

 

You've been separated from the Jeep as the level begins, but it's close by. Two vultures are flying toward you, one from ahead and one from behind, and once they've been dealt with you can run to the Jeep and drive along the bumpy road. Go underneath the arch on the right and stay right until you come to a cave entrance. Park the Jeep here, enter on foot and search the ledges on the right for flares.

 

For a secret, exit the cave toward the Jeep, turn left and run toward the arch you drove underneath. Just before you reach it, hang from the cliff on your right, drop onto a slope, slide and grab. Drop to grab a crack, shimmy right around the corner, drop to land on a slope and jump to grab another crack. Shimmy right around the corner, drop to a flat spot, turn a bit left and stand jump into an opening. Step forward for SECRET #28, take a running jump to grab the long ice ladder ahead, climb to the outdoor area beyond the arch and shoot another vulture.

 

Return to the Jeep, drive into the cave and bear to your left. Continue into a tunnel and run over two leopards. Your Jeep is not of much use at present in this enclosed area, so make a counterclockwise loop, running over two more leopards, and park the Jeep close to the entrance so it will be quickly accessible later. Get on the ice-covered ledge to your right and jump down into the water below. Swim to the right and wade out at the back left corner for flares. The fixed camera reveals a nearby ledge you can pull onto, so swim around the obstruction, pull up and take a running jump over the water to grab a block next to a wall entrance.

Enter the passage, go around the corner and jump to a ledge. Take a running jump over the water to grab the next ledge, pull up and take a few jumps to continue progressing forward. Hop onto a slope and jump with grab without sliding to land inside an opening. Pull up at the other side, turn left and run across an apparently man-made bridge into a passage. Hop down at the end and come to a spike-filled trench. You've done this before. Jump onto one of the slopes, jump back and forth along the two slopes, using the arrow keys, until you land on a flat spot near an opening that gives you a camera shot of the next secret. Walk through the spikes toward the raised slab for SECRET #29. Don't hop back down, but take a running jump toward the far wall to land on a safe spot. Walk back through the spikes to exit this room, make your past the spike trench as you did before and go across the bridge.

 

Loop around right past the bridge by taking a curved running jump over the water onto an ice block, step forward for a large medipack and simply jump into the water ahead. Pull out onto the ledge a bit to your left, pull up a couple of times higher and greet two vultures in the outdoor area. The Jeep is parked nearby, but run past it into the dark cave and loop right around the column near the back corner, pull up onto the block and locate the ice ladder. Climb up, shift right, drop onto a ledge near a passage and follow around to a boulder ramp. Trigger the boulder, take refuge in the nearby alcove and continue up the ramp to a slope. Slide, jump over the spike hole and come to another slope. Save your game, slide, jump to grab the ledge (if you miss, you'll slide back down to the dark cave) and pull up into a higher passage.

 

Walk forward to trigger the stalactites and loop around left to face a group of breaktiles. Run to the one in the back right corner so you'll drop onto a block instead of onto spikes. Hop into the opening, watch out for the stalactites and make your way to a pushblock in the passage ahead. Pull it one time to trigger a remote cut scene of a door opening inside the cave, return the way you came, pull up to the breaktile room and loop around right to face the slope. Simply run off the edge and slide down to the cave. If you can get into the Jeep fast enough you can avoid having to shoot three charging leopards. Either way, drive the Jeep into the cave and loop around right to the door that was opened with the pushblock.

 

Turn on the lights and follow the road, avoiding a couple of closely spaced pits, one on the right side and the next on the left side. Continue toward a bend in the road, run over two leopards and drive with speed up a ramp to clear another pit. Continue down to an open area with a remote camera, drive forward and park at the mouth of a dark cave. Pull up onto the entrance ledge, hop down and slide further into the cave. Loop around left up the wall ledge for flares, hop down and go up the ramp toward the campsite. Shoot two thugs and two dogs, pick up the dropped BLUE CARD and automatic pistol ammo, search the small chest behind the nearest tent for M16 ammo and grenades, then enter the same tent and search another chest for more M16 ammo and grenades.

 

Exit, turn left and go down the snowy path to a small chest with  2 x grenades and 2 x automatic pistol ammo. Note the truck parked up the hill ahead and return to the camp. Enter the first tent on the left and search the small chest for 3 x shotgun ammo. Save your game and enter the next (middle) tent on your left to attract two thugs and a dog. Pick up the large medipack in the tent and the dropped 2 x shotgun ammo and uzi ammo, exit and find flares on a barrel between the two tents. Go into the last tent on your left and note the floor hole for later. Exit and head over to the observation tower in the corner. Climb up the side facing the rock wall and back flip about halfway up to land on a ledge.

 

Turn so that the tents are on your right, take a curved running jump to land on the slope, slide and grab and shimmy right until you can pull up to a flat spot. Turn right, jump to the ledge with the small tree and find the wall switch beyond the tree that opens a trap door in the observation tower. Go back the same way you came, jump to grab the tower and climb down to the ground. Enter that tent with the floor hole, climb or drop down and enter the crawl space. Follow around, flip out at the end and place the Blue Card to open an overhead trap door. Climb the ladder to your right, pull up inside the observation tower and pull down the wall switch to move some grates at the top of the tower.    

 

Before leaving, stand at the bridge edge of the floor hole, jump straight up to grab the higher ledge and pull up for SECRET #30 as 4 x uzi ammo and 4 x M16 ammo are added to your inventory. Drop back down, climb down the ladder and pull into the crawl space. Go around, climb up to the tent and exit to the observation tower. Climb up either the side you climbed earlier or the opposite side, and shift right near the top if necessary before pulling up. Take a running jump toward the rock wall and enter a dark cave. Slide down to engage two bears and explore the pitch-black recesses to the left for 3 x uzi ammo. Loop around right from the entrance and pull up onto a block.

 

Walk forward, stand jump over a spike pit, turn left and hop down for flares and 2 x M16 ammo. Return to the cave, find the opening opposite the entrance and safety drop down the floor hole. Save your game, slide down to a lower cavern and immediately start sprinting diagonally down to your left as dozens of ice boulders are triggered. The fixed camera doesn't make things any easier. If you make it down to a corner where two ice walls meet, you should be safe. Walk to the edge of the pit and take a running jump to grab the wall ladder. Climb up a long distance and take a rolling back flip while drawing a weapon to land on a ledge and deal with the charging leopard. Turn right up the slope and run past a column to an outdoor area. Slide down the slope to end the level.

 

Level 11: WHERE THE RIVER FLOWS

 

Slide down the rest of the way, run forward and find two openings in the cave wall. Go up right first for shotgun ammo, then draw a powerful weapon and slide down into the other opening to attract three thugs, including a flamethrower guy. Open fire immediately before they can reach you and search the corpses for 2 x automatic pistol ammo. Continue into the  cave and follow the passage to an open area guarded by two more thugs, including another flamethrower guy. They drop nothing, but there's a small chest near the campfire that contains 2 x flares and 2 x grenades.

 

Note the handy motorboat but first, jump into the water and find an opening on the left side with more flares aroud the corner. Swim across to the other side, pull out and find an opening a bit further down. Loop around right to a lower cave, shoot a leopard and hop back in the process of picking up the small medipack to avoid the falling stalactites. Return to the water, jump in and swim away from the motorboat. Pull up onto an ice floe on your left, look up to see the monkey bars and hop over to a corner block on your left to access them. Monkey swing to the end of the ceiling tracks and drop down for flares, swim back to the motorboat and get in.

 

Turn on the lights, drive forward and loop around right before you reach the opening ahead. Park near the next opening, dismount and enter to encounter a leopard. Trigger the stalactites at the entrance and enter the small room for a small medipack. Return to where you parked the motorboat, jump over it to the other side of the water and look for a large medipack at the corner of a wall trench that also has a stalactite trap. Hop into the motorboat, turn it around and drive toward the far wall. Dismount onto a ledge to your right for shotgun ammo, then drive left under an arch and dismount onto the first ice ledge to your right in the passage ahead.

 

Turn left and take a running jump to grab the higher block, pull up and take a running jump over the water to grab the rock ledge. Pull up and make your way left for SECRET #31. Drop into the water, get into the motorboat and continue along the passage until you reach an area with pine trees. Dismount right, shoot two leopards and go to the back right corner of the grove. Light a flare to find a crawl space next to a bush, enter and shoot a leopard in the dark cave. Go in further for SECRET #32 and return to the grove. Follow the back wall to an opening that leads to the lair of two bears. Search the side walls for 2 x automatic pistol ammo on a block and 3 x uzi ammo on a ledge with skeletal remains, go back to the ledge between those two pickups and find an opening in the ice wall.

 

Follow the passage and avoid the falling stalactites when turning the corner. Run into the enclosed room, pick up the CAVE KEY and back flip a couple of times to avoid the triggered boulders. Go back the way you came and deal with two more awakened bears in the dark cave from the safety of the ledge. Exit to the outdoor grove, go across to the river and hop into the motorboat. Continue in the same direction as before, go around the corner into an open area and turn left. Loop left around the column in the next area as Lara looks up right at a key, park the motorboat and dismount in front of a cave opening. Run to the wall, turn left to trigger a boulder and dash back out to evade it. Go where it came from, turn left into the opening and trigger a warning cut scene of the stalactites ahead.

 

Amazingly, you can hop up the slope and trigger them all with a single pistol shot. Return to the boat, jump over it into the water and locate the opening ahead. Swim through the passage and around to where the stalactites fell, surface and pull out onto a ledge. Vault up the slope to claim a second CAVE KEY and loop around right to an opening. Hop down into a water hole, swim along the passage until you can surface, wade out at the other end and loop around right to face skeletal remains beyond the short passage. Save your game and step forward to trigger several boulders coming at you from different directions. What worked for me was to jump toward the back left corner just ahead of the first boulder, then slide and back flip over the second boulder. Pick up the M16 ammo and large medipack, return toward the flooded trench to trigger a final boulder you can easily evade and get back to the motorboat the way you came.

 

Get in and drive forward and left to an outdoor area, and just as you pass underneath an arch bridge, dismount onto a ledge to your right and engage an armed thug. Go to the campfire and search the small chest for 2 x uzi ammo and 2 x flares. Return to the motorboat, jump into the water and pull out the other side near a bush that hides a large medipack. Swim to the motorboat, get in and drive in the same direction around the campsite and continue a fairly long distance until you reach a crossing. The way to the right is blocked by an ice wall, so loop around left and park near an opening.

 

Dismount left and grab the crack in the nearby ice column. Shimmy left around two corners and drop onto a ledge on the other side. Hop around the corner, jump up to grab the monkey bars and monkey swing along the tracks to the end and drop down in front of an opening. Loop around right, and to your surprise you find you can shatter the ice wall with your pistols. Step into the passage to trigger a boulder, hop back and after it rolls by hop up the slope to your right and continue for 2 x uzi ammo. Turn around, go down the slope and jump with grab over the boulder hole in the alcove ahead for SECRET #33 and 6 x small medipack.

 

Go back up the slope and duck into the opening on your right as another boulder comes rolling down. Jump into the water, swim to the motorboat that's not far away and get in. Drive into the outdoor area and continue around a curve. Park next to a cave entrance, dismount and await the arrival of two flamethrower guys. Enter the cave and use your two Cave Keys to open the ice doors. Step inside and slide down to finish the level.

 

Level 12: FROZEN TEMPLE

 

Step forward to awaken two bats and proceed down to the pool to shoot two fish. Hop through the opening to the left of the pool for 3 x uzi ammo and jump into the water to find an opening in the back left corner. Follow to an outdoor open area, wade out toward the small medipack and shotgun ammo and four sleeping wolves will awaken and attack from different directions. Note the closed doors off to your right and head left toward a tunnel to trigger a number of ice boulders. Beware of falling stalactites as you approach the opening. Search the alcove on your right for grenades and hop down toward the opening on your left to trigger more ice boulders. Hop back to avoid them, slide and hop up to where they came from to find a wall ladder.

 

Climb a long distance to near the top, take a rolling back flip to grab a ledge, pull up to trigger two boulders ahead and hang from the edge until they roll by. Pull up the rest of the way and loop around right through the passage to face many spikes down below. Slide down to a flat spot, walk carefully through the spikes in a counterclockwise direction around the ice column, being mindful of four stalactite traps along the way. After the fourth cluster falls, continue to the nearby wall and find a breaktile behind the column. There are spikes below, so step on it to shatter it and hop back. Hang from the edge, drop to grab the crack and pull into a crawl space. Flip out the other end to face a sea of breaktiles.

 

Run along the middle row, stop at the next-to-last breaktile and drop onto the only safe spot below. Walk through the spikes into the alcove for SECRET #34, turn around and walk to the far wall. Pull up three times to the crawl space, hang from the other side, shimmy right around the corner and drop after clearing the spike pit. Stand jump to grab the opening to the spike field, pull up and continue walking in the same direction as before. Stay right as you enter a bare section to avoid the falling stalactites. Climb the nearby blocks but hop back after pulling onto the second one (more stalactites). When you reach the wall, grab the crack and shimmy left around corners until you can drop near an opening.

 

Walk around the corner, drop down two times and take a running jump over the gap onto a ledge facing an opening below. Go around left for 3 x uzi ammo, jump back over the gap onto a flat spot next to the column and jump the ledges to your right toward the opening in the far wall. Just before you get there, look right and shoot the giant bell with your pistols to open those doors far below. Hop up into the opening, drop down two times for a small medipack, drop onto the slope and slide down safely to the boulder ramp. Continue down to where you engaged the wolves, proceed past the opened double doors and go up the steps to a fixed camera that gives you a preview of the vast area ahead.

 

Turn right, stand left at the end of the ledge (low ceiling) and take a running jump to grab the ledge across the gap. Pull up, go around and jump to grab the next ledge. Pull up, shoot a bat, turn right to face the wall, jump up to grab the edge and shimmy left until you can go no further. Pull up, back flip onto a slope and jump with a left curve to land on a block. Turn around, jump to grab the jutting ledge, pull up and hop left onto the arch for SECRET #35. Return to the wall ledge, turn around and run off a bit left onto a lower block, then drop two times more to land next to an opening. Step inside at an angle to trigger the boulders inside, hop back and hang from the edge facing the slope (not the opening) as the boulders roll by. Go in to trigger more boulders, but there's no need to retreat this time.

 

Go up past the column for shotgun ammo and 2 x uzi ammo, go back down the right side and jump with a right curve onto the slope. Slide, grab and shimmy left until you get a fixed camera, pull up and take a rolling back flip to grab the ledge behind you. Pull up and follow up the ice ledges past the closed doors (if you want an ammo pickup), shoot a bat and jump onto the slope. Slide and jump to grab the ledge, pull up and make your way along the ledge around the corner and jump (watch the low ceiling) to a jutting ledge with uzi ammo. Go back the way you came to the closed doors and pull down two wall switches to open them. Go through the entrance passage, jump over or crawl under the dart traps into a vast hall which serves as a hub area.

 

Go to the room in the back right corner for 2 x grenades, go straight across the hall past the floor grate and down the steps to a lower room where two blade-tossing warriors are awakened. At the back left corner of the central pool is a break in the floor grate where you can drop down and wade over to an underwater opening. Swim and wade around to the other side of the pool for a large medipack and go back to exit the same way. Jump into the central pool, note the closed door and swim through the nearby opening. Turn left and keep to your left as you come to a fenced area and a marked alcove to your right where you can surface for air. Swim straight down to find a lower passage leading to that large medipack you undoubtedly saw earlier when you swam past the fence. Return to the air hole, then turn right at the fence and continue along the passage to a brick wall. Loop around right to find a similar marked air hole, beyond which is an underwater lever that opens that door you saw in the central pool.

 

Exit to the brick wall, loop around right into the next passage and follow past an alcove with a close door until you reach a designer column a bit to your right. Swim past that column to the back right corner to find an air hole. Get some air, swim back to the designer column and beyond it into a long passage that  leads to another underwater lever that opens the door in the alcove you swam by just now. But first, return to the previous air hole, then swim down and take two right turns down into a trench for a small medipack. Get back to the air hole and save your game. Swim down and turn right again but go straight to the wall past the designer column, turn left and zigzag right into the passage and take the second right past the opened door.

 

Take the COG from the raised and several things happen. First, the door behind you closes to block your escape, and dart traps are activated just over your head as debris falls from the ceiling. Swim forward and down to your right into a floor hole, follow the passage past the fallen debris to an underwater lever that opens a trap door, then swim up the shaft and surface for air. Swim down through the opening just below, turn left just past the column, keep looping around left, take the next right into a pool and go past the opened door on your right into the adjacent pool. Surface, save your game and pull out to engage four of those blade-tossing warriors. When the dust has settled, find the corner opening with the wide steps and go back up to the hub hall.

 

Go across the hall to the middle opening and up the steps to an upper hallway. Loop around left and follow past a snow drift to a wall with a wall switch to your right that lifts the gate to the next room. Of course, the gate slams shut as you enter, and two blade-tossing warriors are awakened. You'll surely notice that there are others nearby to be awakened later. When both are dead, loop around left from the closed gate into a corner passage with a spike pit and blade traps around the corner. Jump over the pit on the right side and either jump or side flip over the blade. Enter the next room for a remote camera shot of the decorated central slab, loop around left and hop up into a rocky opening. Follow to an ice cave with a deadly floor (save your game and drop down if you want to see what happens). Take a running jump to grab the low block, pull up and jump to the higher block on your right.

 

Make your way along the wall blocks and ledges with simple jumps, jump across to the second fenced alcove and continue around the corner in a similar manner after jumping left to the dark corner for 2 x shotgun ammo. Get into the next fenced alcove, jump across onto the sloped corner block, slide and grab. Pull up, take a rolling back flip to grab the facing slope, shimmy left and pull up onto a flat spot. Hop down into the fenced alcove for flares, hop back up and jump across onto the block. Jump up to the ice ledge, go to the other end and save your game for a tricky jump sequence. Face the pentagonal opening, take a running jump onto the right slope, take four jumps in quick succession off the facing slopes and land on a ledge near a wall switch that drops corner pushblocks next to the decorated central slab in the previous room.

 

Turn around to your right, take a running jump down to the flat spot and slide to the room with the dropped pushblocks. Note that each one is marked with a different symbol. Pull the block with the symbol that looks like a comb onto the tile next to the like symbol on the raised slab. A gate lifts to your left, so step into the hallway to activate horizontal blades, jump or side flip over them and take a running jump over the spike pit. Go around the corner into the room with the dormant warrior statues, turn right and go past the opened gate in the middle of the room. Pull down the wall switch to lift gates across the room and awaken two warrior statues. Go where they came from, and past the lifted gate on the right is a crawl space that leads to SECRET #36 as 8 x M16 ammo is added to your inventory.

 

Return to the previous room and enter the hallway opposite the two kneeling statues, jump over the spike pit and horizontal blades and in the next room push the block you moved earlier one time to rest against the nearby corner block. Reverse roll, go around to the next block and move it to the corner tile formerly occupied by the first block. Reverse roll again, go around to the next block, note its symbol and move it around the corner onto the tile next to the like symbol on the raised slab. Another gate is lifted in the next room to awaken and release a warrior statue. It won't come to you because of the spike pit, so you can deal with it now or later.

 

In either event, go to the last block (which is now next to the first block) and move it around the corner onto the middle tile next to its matching symbol. Another gate lifts in the adjacent room, but before returning there move the very first pushblock (the one with the comb symbol) around the corner and into the opposite corner. Reverse roll, go around to the next block and move it around the corner and onto the middle tile next to its matching symbol to lift another gate in the adjacent room. Go there and deal with the awakened warrior if you haven't already done so and go past the opened gate to the right of the kneeling statues. Pull down the wall switch that gives you a cut scene of the closed gate behind the two kneeling statues while another warrior statue is awakened.

 

All gates to the left of the kneeling statues should now be open. Enter 1, 3 and 5 and pull down three wall switches that give you the same static cut scene. You've already pulled the switch in the far left passage across the room, so go to the far right switch and pull it to open the exit gate and awaken those two kneeling statues. Go up the steps to the opened gate and find your way blocked by another dormant statue that comes to life as you approach it. Enter the next room and note the central cage to which access is blocked at the moment, together with the surrounding moat with a deadly floor.

 

Approach the warrior statute on the left side of the room to awaken it and one other. Go to the other side of the room and awaken the warrior statue there (just one this time) and go around the room to pull down three wall switches between the columns to lift the central cage. Go there, jump over the deadly moat and pull down the wall switch to awaken the final two warrior statues in this room and move aside the central floor planks in the previous room. Return there, pick up the ENTRANCE HALL KEY and the gate ahead and to your left opens. Go on through, stay to your left in the hallway, go past the snow pile and loop around right down the winding steps into the hub room to meet two awakened warriors

 

Go across the room, into the left opening and up the steps to a crossing. Turn left and continue to the upper hallway. In the far window alcove you'll find shotgun ammo and automatic pistol ammo next to skeletal remains. Go back downstairs to the crossing, continue straight across and go down the steps to an ice cave. Shoot four wolves and go toward the frozen waterfall. Jump into the water and swim down the floor hole and through the long passage until you emerge in an open area and shoot four more wolves. Run to your left past falling stalactites and take a running jump over a deep pit. Grab the ledge, pull up and run forward and left to avoid the triggered ice boulders. Continue toward the back wall and jump to the corner ledge left for M16 ammo. The back wall is climbable, but it's easier to take a running jump back to the upper ledge, go to the other side and jump to the opposite wall.

 

Climb the wall ladder, shift right and drop onto a ledge. Go around to the opening and trigger a couple of stalactite traps, hop into the near right corner for 3 x automatic pistol ammo and hop back to face a gauntlet of swinging spike bags in the room ahead. Stand right and take a running jump past the first spike bag. Stand left and take a running jump past the next spike bag to grab the ledge. Pull up and stand right, take a running jump past the last spike bag into a bat-infested cave and clear the area of them. Turn right into the opening and follow the passage down past a stalactite trap to a bridge.

 

Turn left in front of the bridge and take a curved running jump to land on the waterfall slope. Slide, grab and shimmy right to a flat spot. Pull up, jump over the slope and run left for a large medipack and 2 x M16 ammo. Go back, slide down the waterfall, slide and grab and shimmy left around the corner, pull up onto the rock ledge and loop around left to cross the bridge to the next area.

 

Turn left into the dark tunnel for a small medipack, go back and place the Cog on the vacant peg in the wall contraption. Pull down the wall switch to your right to close a door above the waterfall you visited just now and shut off the water flow. Turn around and look for a floor hole to the left of the bridge. Jump to grab the wall ladder and climb down to where you encountered the wolves. Run down to the water and jump over it into the wall opening. Go to the back of the cave for a second hard-to-see ENTRANCE HALL KEY, jump back over the water and go up the steps to your left. Follow the hallway, take the first left and continue to the hub room. Use your two keys to open the pentagonal doors and enter the next room to activate two blade-tossing warriors posted just inside the entrance.

 

Go across the room as the doors close to awaken two more blade-tossing warriors, find a ladder on the side of the column that's on the wall to the left of the entrance doors (as you enter), climb up and shift right to drop into a dark passage. Follow around to a ledge overlooking the room and run past two statues to the far end. Jump to grab a jutting ledge and pull up in front of a wall switch that drops an ice block from the ceiling and awakens the two blade-tossing warriors. You can safety drop to the floor at the cost of some health, but it's more efficient simply to jump back to the ledge to deal with them (four grenades will do the trick). Return to the ladder and climb down to the room below. Run across the room into the side hallway and find an opening in the last section of fence to your left.

 

The floor is deadly, remember, so use the blocks to get underneath the ice bridge. Jump up to grab the monkey bars and monkey swing to the other side. Drop down, turn left and walk down to the next block and take a running jump into the dark corner for flares. Jump back and slide down the other side of the block to a safe spot. Take a running jump slightly to your left into the alcove, shatter the ice wall with your pistols and follow the passage around. Climb the block, slide down into the room and follow the ledge along the walls, jumping over the shimmering deadly spots, until you reach an opening that leads to an underground pool. Trigger the stalactites before jumping into the water for 2 x shotgun ammo.

 

Wade out the other side, climb up to another passage, slide down and take a running jump to grab the ledge near the fence opening. Pull up to a remote camera shot of the room ahead. Look at the ceiling for the safe spots in the deadly floor, jump down left and follow the safe path close to the walls while looking up periodically. Ready a powerful weapon to deal with the slow-moving warrior that attacks from a distance after you've rounded the second corner. Continue along the safe path, jump onto the steps where the warrior came from and go to the back of the room to awaken and deal with three blade-tossing warriors so you won't be distracted by them later. Look in the back left corner for flares but ignore the side hallways for now.

 

Return to the steps on the left side of the room as you face the deadly floor. Hop down left into the nearest alcove and go through a gap in the fence. Hop to the ice block for grenades, hop back to the steps and loop around right into the side hallway on this side of the room. Turn the corner and head down the middle of the hallway as two boulders are triggered. Stand jump between them and continue forward to startle two bats. At the back right corner is a large medipack. Turn left to find a wall switch that opens double doors to an ominous room. The doors close behind you as you step forward, so run past the skeletal remains in the middle of the room to engage an Arctic T-Rex. When it finally dies, go over and pick up the KEY OF HIMINBJÖRG.

 

Enter the cave where the T-Rex first appeared and follow around for a large medipack and 2 x automatic pistol ammo. Return to the previous room and loop around right past a lifted gate to engage two wolves. Continue around to the end of the passage and pull down the wall switch to open the double doors and release two bats. Go down the hallway and turn into the left side passage for 3 x uzi ammo. Go into the opposite passage past a lifted gate and awaken two blade-tossing warriors posted just beyond the entrance into the next area. Continue down the hallway to a larger room and turn left to place the Key of Himinbjörg in the arch receptacle. Step past the shimmering purple force field that appears in the arch to finish the level.

 

Level 13: HEIMDALL'S STRONGHOLD

 

As you step forward into a floating islands environment, the warrior statue on your right awakens. Go back through the arch and look over the edge for flat spots. Drop down in different areas for a small medipack, 2 x shotgun ammo and uzi ammo. Head toward the large building, and facing the open entrance slide down to a purple ledge and take a running jump to grab the jutting ledge on the island. Your immediate goal, however, is the smaller building to the left, so pull up, walk past the tree, hop down to a lower ledge and hop up to the ledge just around the corner. Stand jump onto the long slope, slide and jump to the smaller slope and jump to land near the entrance to the smaller building.

 

Go inside and find a wall switch that raises a drawbridge near the entrance to the large building. For a pickup, exit this building and loop around left. Walk down to a corner flat spot beyond the tree, jump over the slope to the other corner for a small medipack and note that the other statue warrior on the beginning island is now awake and moving about. Jump back to the first flat spot, go up to the tree and get on the high flat spot next to it. Take a running jump without grab to land on a flat spot at the right corner of the building, turn right and jump to the purple island. Go across, jump to the next island and take a running jump to grab the jutting ledge on the beginning island. Pull up, deal with the warrior and get over to the next island the same way you did earlier.

 

You can now reach the large building courtesy of the raised drawbridge, so do that and step inside the threshold to awaken two statue warriors. After dealing with them, note that there are more inside for later. Exit and make your way carefully along the rocky ledge with appropriate jumps. Stand jump past a tree to a flat spot below, hop to a dark alcove around the corner and pull up left beside the tree. Turn around and jump with a left curve into a higher alcove for SECRET #37. Jump back to the tree, slide down and return to the large building. Run across to the back ledge, hang from the right corner and shimmy left to drop onto a flat spot below. Light a flare and find a wall switch that opens a trap door and awakens two of the remaining statue warriors. For some reason they seem to be allergic to the drawbridge, so sprint over there to seek refuge as needed while firing at them.

 

When both are dead, return toward the back right corner of this building. Just past the column near the purple flame is a marked tile which is actually a springpad. Facing the side passage, run onto the springpad with the up arrow key depressed and you should land safely in an upper room. Another statue warrior has been awakened down below, but it's no threat at the moment. Pull down the nearby wall switch and stand at the edge overlooking the room. Hop into the alcove to your right, jump over the slope and save your game for a tricky banana jump around the column. Jump to the ledge around the corner for 3 x M16 ammo and try to kill the warrior from up here. Otherwise, safety drop to the floor and retreat to the drawbridge to finish the job.

 

Loop around right, avoiding for now another springpad, into the side passage and pull down the wall switch in the alcove to hear the sound of a trap door opening and also to awaken another statue warrior. Deal with it, ride the other springpad up to another wall switch that opens the double doors down below and inevitably awakens another statue warrior. Jump into the nearby alcove and over the slope for 3 x uzi ammo. If you can't target the warrior from up here, safety drop to the floor and retreat to the drawbridge as before. When all is quiet, go to the opened double doors and up the steps to a hallway. Turn right and pull down a wall switch that opens a trap door at your feet. Slide down two long slopes while being pursued by a boulder, jump near the bottom of the second slope and sprint along a bridge. Reverse roll just before you reach the end to grab the edge while the boulder passes overhead and drops into a spike pit.

 

Pull up, go back a bit along the bridge, locate a ramp on either side and walk over the edge to slide into the spikes with minimal health loss. Walk through the spikes to the central aisle and pull down the wall switch to open a door elsewhere. Sidestep right, carefully pull up two times onto the bridge and look up at the myriad of dart traps overhead. Take a running jump from the end of the bridge to grab the ledge, pull up and find a wall switch that adjusts the position of the overhead platforms. Pull up right onto the block, turn around and take a running jump to grab the first of many dart-protected ledges. Pull up and time another running jump to grab the raised platform. Pull up at the corner, turn around and jump up to grab the higher ledge. Pull up to a dart-free area, turn around and jump to the next ledge and from there to the wooden ledge against the wall.

 

Pull down the wall switch to re-arrange the platforms, jump back on the right or left side and use the raised platform to reach the wooden ledge (mind the sneaky gaps) along the far wall. Pull down the switch (cut scene of floating blocks), turn around and make your way back to the other wall, using the ledges on either side. Pull the switch back up, turn around, take a running jump to grab the higher platform, pull up at a corner, stand jump to grab the floating block, pull up and stand jump left to grab the raised platform. Pull up, stand jump left onto the ledge and take a running jump to the corner opening for SECRET #38. Return to the previous ledge, jump to the block under the bridge, stand right or left and jump up to grab the monkey bars. Monkey swing past the dart gauntlet to the far wall, drop onto the wooden ledge and pull down the wall switch to lift a nearby gate.

 

Turn around, hop onto the block on the right and jump into the wall opening where the gate lifted. A warrior is floating down toward you, so draw a powerful weapon to make him explode before he reaches you. Take a running jump to grab the platform, pull up and take a running jump to grab the neighboring platform. Pull up, jump onto the window ledge to awaken one of the floating warrior statues and jump onto the nearby corner block. Climb the ladder, pull into the alcove for grenades and take a running jump onto the far side of the slope. Slide and jump off with a left curve into the wall opening.    Loop around right up the steps past a lifted gate and take a running jump to grab the opening in the hanging structure. Pull down the wall switch (cut scene), jump back to the lifted gate and jump around the corner up the slope to your right.

 

Follow to a floor hole, climb down the ladder and walk out onto a ledge. Hop into the alcove on the left for a small medipack, jump back to the ledge and climb down the ladder to a lower ledge. Hop into the adjacent hallway, turn left at the wall and enter the next room for HEIMDALL'S RUNE OF BINDING. Exit, run to the other end of the hallway and pull down the wall switch to open a trap door at your feet. Allow Lara to slide to a lower passage with horizontal blades. Side flip over each one, stand at the edge of a slope and save your game. Slide down to trigger a series of spike walls, run forward and around the corner onto a field of breaktiles, pause for a moment to grab the small medipack if you wish, and safety drop from that side onto a safe spot among the spikes below. Turn left, slide down the next slope, quickly turn right and then left into the alcove to avoid the roller blade. Wait for the blade to go by to your left, run out right and follow to a corner alcove where another roller blade guards the connecting passage.

 

When the blade rolls by to your left, run out left after it and take refuge in the next alcove to your left. There's a ladder around the corner, but let's not use it quite yet. When the roller blade goes by you to the right, turn left, run to the wall and stand in a corner where the blade can't hurt you. When it rolls away again, hop back, turn around in place and jump up to grab a ledge. Pull up for SECRET #39 as 4 x automatic pistol ammo and 6 x uzi ammo are added to your inventory. Drop down when the rolling blade is going away from you (you can see it through the floor hole ahead), return to the side passage and climb the long ladder to a room near the top of the stronghold.

 

As you go through the opening into a hub room, a trap door closes to block the ladder hole. Go around right or left into the opposite passage, step on a breaktile and drop down a short distance for M16 ammo. Return to the hub room, turn right into the next opening and find 2 x automatic pistol ammo to the left of the column. Go past the column and the gate ahead lifts automatically. Step out onto a ledge in a familiar room and shoot the awakened floating warrior. Take a running jump to grab the floating platform, pull up and jump left to the next platform to awaken another floating warrior (jump across to the window ledge to deal with him more efficiently).

 

There's no convenient block to reach the other corner ladder you haven't yet used, so take a running jump from within the depression to grab the sloped column, pull up and take a rolling back flip to grab the ladder. Climb down to a lower ledge for 2 x M16 ammo, then climb up to the dark opening, turn around and save your game. Stand right, take a running jump to land on the other side of the sloped column, slide and jump with a right curve to land inside the wall opening. Go up the steps past a lifted gate and take a running jump to grab the opening in the hanging structure. Pull up to a wall switch that opens double doors elsewhere, jump back to the ledge in front of the lifted gate and jump up the slope to your left.

 

Follow the dark passage to a floor hole, climb down the ladder and step out onto a ledge overlooking the previous room. Climb down the ladder at the far end, hop over to the passage where the double doors opened and follow to a hallway. Turn right into the next room as the double doors close behind you and take a second HEIMDALL'S RUNE OF BINDING from the central block. Go across the room through the opposite opening into a larger room with a sunken central floor. Run across to the other side and place the Runes to open the double doors. As you might expect, when you attempt to enter the next area the two warrior statues posted near the entrance will be awakened. After dealing with them, go down the steps into the next room.

 

Loop around right for 3 x M16 ammo and loop around left for 3 x uzi ammo. Go past the column but avoid the breaktile in the back left corner (spikes below). At the back right corner you'll find flares. Continue through the hallway to find a closed door, so there's nothing left to do but go back and run across a corner of the breaktile to shatter it. Hang from the edge, drop to grab the crack, shimmy left past the spikes and drop onto a slope. Slide down into the next room to trigger a couple of spike walls, run forward and duck to crawl under the horizontal blade as the left spike wall goes by. Crawl back under the blade for a large medipack, return and stand at the opening beneath the lifted gate.

  

Save your game, hop down into the room below as a spike ceiling descends. Turn to your right, pull down the wall switch on the far left, turn right again, run to the next wall and pull down the switch on the far left, run diagonally across the room to a corner floor hole, hang from the edge and drop to grab a crack. Shimmy right past the spikes and drop near a ladder. Climb a long distance, shift left near the ceiling and drop into a dark hallway. Pick up the grenades and follow the hallway to a large medipack on your left. Continue around the corner and the double doors ahead will open upon your approach.

 

Step inside the large room to trigger the opposite double doors and unleash a Viking chicken monster. Be wary of the spike pits in this room as you do battle with him. When he dies, drop into the spike pits if you like and look for 2 x automatic pistol ammo (drop from the corner) and 2 x uzi ammo (drop one square from the corner), then go where he came from into a beautiful outdoor area. Turn left, jump onto a wooden ledge for a large medipack, return and jump over onto the opposite wooden ledge for shotgun ammo. Jump back and run across the translucent bridge toward the building ahead to finish the level.

 

Level 14: GLADSHEIMR HALL

 

Step forward to face a bottomless pit with a bridge of floating blocks. Jump the blocks to reach the other side, loop around right to the back corner and pull down the wall switch to lift the gate beside you. Enter a dark hallway, turn left at the wall and quickly run forward and turn left to the very end of the side passage to escape the triggered boulders, one of which follows you inside the passage. Pick up the shotgun ammo at your feet, back flip over the boulder and exit to the hallway. Turn left and approach the two boulders against the wall ahead. Be prepared to turn left into the next side passage as another boulder is triggered. Exit and turn left into the last side passage to find the GLADSHEIMR KEY as the exit gate lifts.

 

Run past the warrior statues and around the corner to find a floor hole at the far wall. Climb down the ladder and drop to a small room with a wall switch that lifts a gate above you. Climb back out, go past the lifted gate and dart traps will be triggered in the area ahead. Hop onto the block, turn and take a running jump diagonally across the alley into a wall opening. Hang from the edge, shimmy left and pull up into the next opening. Turn around, jump to the block and stand jump a bit left to grab the wall crack. Shimmy left to an alcove with 2 x grenades, hop back down to the block and from the far corner take a running jump into the window alcove across the alley for another GLADSHEIMR KEY as the exit gate lifts.

 

Exit, turn left into the hallway and follow to a closed gate. Place one your keys in the keyhole and immediately side flip left to avoid dropping into a spike pit when the trap door you're standing on opens. The gate didn't lift, so go back the way you came, loop left past the statues into the parallel hallway and find a receptacle for your other key. Place it and side flip right to avoid the same delayed-opening trap door trap. Double doors open beyond the still-closed gate, so you'll need to gain entry go going around to the central passage between the statues. Go up the steps and save your game before entering the wide hallway at the top, as you'll attract a squad of blade-tossing warriors. Your best strategy is to stand at one side of the entrance, facing it with grenade gun drawn, and when the warriors come rushing in, start firing continuously while side flipping back and forth to avoid their deadly blades.

 

This upstairs area is for later, so return outdoors to find that a wooden bridge now spans the bottomless pit. Shoot the thug who's coming across toward you, followed closely by two armed thugs. One drops shotgun ammo, the other the SECRET KEY. There's nothing to do yet on the other side, so turn around and go back up to the hallway where you triggered the multiple warriors. Turn left in front of the columns, go up more steps and use your key to open the double doors. Go through the passage and crawl into the room to avoid the dart trap. Step forward for SECRET #40 and exit this room. Turn left in the main room and run along the ledge until you see a ladder surface (vines) on one of the columns. 

 

Climb to near the ceiling and back flip onto a higher ledge. Turn left, hop over the gap and find a large medipack in the alcove. Go back the other way, stand at the end of the ledge, hop back, take one step forward and stand jump to grab the spike-trapped wall opening. Pull up, walk through the spikes and follow around through more spikes and stand jump from the far opening down to the ledge to your right. Take a running jump over the next spike patch, walk through the next two patches and stand jump onto an alcove ledge. Pull down both wall switches to open double doors below, safety drop to the floor and go down the steps as the doors close behind you.

 

Come to a large room with a sunken central floor surrounded by statues. Turn left and follow the wall around the corner. Continue to a wall switch (1 of 5) on the far column that gives you a cut scene of a closed door and also awakens two of the warrior statues. Run around the column and through the opening on your left to the outside area. Hop onto the ledge where the warriors won't follow and deal with them from there. Return to the main room, go to the back left column (near the entrance steps) to find another wall switch (2 of 5). Pull it down with similar results and sprint to the safety of the outdoor ledge to engage two more awakened warrior statues.

 

Return to the main room, go to the back right corner and find a dark passage. Turn around at the end and jump straight up to grab the ladder. Climb to an upper ledge area, go around to the back right corner and find a column wall switch (3 of 5) that gives you the same cut scene. Grab the shotgun ammo at the near corner and continue around the ledge in the same direction to find a small medipack at the next corner. The nearby column has another wall switch (4 of 5). Complete your circuit around the ledges, climb down the ladder and make your escape to the outside ledge to deal with the awakened warrior statue (just one this time). Go up the steps to your left (as you face the main room) and pause along the way to shoot three vultures.

 

When you reach the far wall, hop onto the ledge to your left and into the window alcove to find a wall switch (5 of 5) that finally opens that door. Go back down the steps to greet an awakened warrior statue. Continue past the opening and up the other flight of steps, shoot two more vultures along the way and come to a dark passage at the very end. Turn the corner, run over a row of breaktiles and get past the swinging blade. Go up the steps to a prison cell, loop around left for 2 x uzi ammo and pull down the wall switch in the other corner to lift a large gate below as well as the smaller gate beside you. Vault into the window alcove, hop down to the ledge and return down the steps to the main room. Enter to awaken and deal with two more warrior statues across the room.

 

Enter the dark passage in the back right corner, climb the ladder to the higher ledges and loop around right past the lifted gate. Before going up the steps, look in the back left corner for uzi ammo. When you go past the statues at the top of the steps, an FMV kicks in that features a corpse-bearing troupe. Follow the tunnel around the corner and into a large room. Loop around left to find automatic pistol ammo at the back left corner. Run across the room to find climbing surfaces on the back side of the two corner columns. Climb the column nearest the statue past a fixed camera view and back flip at the top into a passage. Run to the far wall and find the floor hole, hop back from the edge and hit the action key to glide into the opening below for a small medipack and automatic pistol ammo.

 

Turn around and jump to grab the column ladder. Climb down to a wooden ledge and run toward the statue. Jump the gap at the corner column, turn left and take a running jump to grab the statue base. Pull up and take a running jump behind the statue to grab the wooden ledge across the room. Pull up, follow the ledge after jumping the gap at the first column, climb the ladder on the last column and pull up onto a wooden beam. Turn right, take a running jump to grab the next beam, pull up for grenades and jump back to the previous beam. Shoot the bell hanging from the ceiling, climb back down the column ladder and retrace your steps to the statue base. Jump across to the wooden ledge on the other side of the room, stand jump to grab the corner crawl space and pull inside.

 

Flip out left and slide to a lower passage. Go around the corner, step out onto the ledge to trigger two boulders, one from the left and one from behind. Hop back into the passage as the first boulder rolls by, then scoot out to your right or left to avoid the second boulder. Go to the end of the ledge and jump with grab over the spikes to land in the window alcove for 4 x uzi ammo. Walk through the spikes for a large medipack and 2 x small medipack, pull up onto the ledge, turn around and take a running jump to the slightly higher ledge. Go through the opening to a passage, turn left and slide down to a familiar ledge. Go left up the steps past the statues, through the tunnel to the room with the column ladders and exit right to an outdoor courtyard.

 

Loop around left, pull up into the second window opening for uzi ammo and go across past the central monument into a large alcove with an opening on either side. Go left down the stone steps, ignore the side passage and continue to a room with swinging blades. Stand left, hang from the edge and drop to grab the opening below. Pull up to find a wall switch that lifts a nearby gate. Turn around, jump to grab the wooden ledge, pull up next to the wall and time a standing jump past the blades to the opening to the next room. Grab the flares, go past the lifted gate to trigger a row of blade-wielding statues and note the first of four closed gates to your left. Run past the first statue, approach the second gate and it will lift automatically. Go around the spikes and pull down the timed wall switch to lift the third gate beyond the second statue.

 

Rush there, pull down another timed wall switch to open the first gate in the hallway, go there and repeat to open the fourth gate (also timed, but not very tight) at the other end of the hall. Go up the steps, stand right and take a running jump past the swinging blade and darts to hug the right wall as a boulder rolls by. Turn left and run across to the other wall to trigger another boulder. Go up the ramp, stand right again and time a running jump over the spike pit past the blade to grab the opening on the right. Shimmy to the right corner, pull up to trigger another boulder and drop back to grab the edge as it rolls over your head. Pull up, and trigger the boulder on the other side in the same manner if you like (although it's not necessary to do so).

 

There are more boulders ahead, so trigger three of them by running partway up the ramp and hopping back to safety. There's still one boulder poised overhead, but you can trigger or ignore it if you choose and pull up into the opening at the top of the ramp. Take a standing jump to grab the ladder and climb down quickly as a spike ceiling descends. Drop at the gap, grab and pull up into a passage. Follow around to a ladder, climb up to a meeting room and turn right to find a wall switch in the first alcove that opens the adjacent door. Follow the passage to a harmless breaktile, drop into the floor hole for automatic pistol ammo, pull out and enter the room ahead for a large medipack. Return to the meeting room, turn right into the alcove in the far corner and pull down the wall switch to open the adjacent door. Follow to a breaktile, drop down next to spikes and walk through them around the corner.

 

Pull up onto a ledge with more spikes, walk further and vault onto a platform with swinging blades to your right and left. Run forward, jump to grab the wall and climb up to a slope. Pull up and take a rolling back flip to land on a wooden ledge. There's a wall opening on one side of the ledge, so climb up and pull inside. Follow the dark passage around to a room with a slope, go to the left of it for a large medipack and stand jump to grab the ceiling over the meeting room. Monkey swing across the room and drop at the cost of some health (don't roll upon landing or you'll catch fire) when you get a remote camera view. Shimmy past the candles to get to the other side of the huge chandelier and take a running jump to grab the window alcove. Pull up to find a wall switch that moves aside one of the outdoor statues, hang from the edge and shimmy right along the wall crack.

 

Pull up into the corner window alcove for uzi ammo, shimmy back the other way to the opposite corner window and pull up for a small medipack. Safety drop to the floor and pull down the wall switch in the nearby alcove to open the adjacent door. Go down to a floor hole, drop to a lower passage and go to your right up the steps to the outdoor courtyard. Loop around right and flnd the floor hole where the statue against the wall moved aside earlier. Climb down the ladder through a fixed camera, drop down and run forward past a lifted gate after saving your game.

 

The gate shuts behind you as you jump over the spikes to a central block and pick up the VALKNUT SYMBOL. To conserve valuable ammo, stay where you are and use your pistols to target and patiently shoot four awakened warriors as they wander along the outer ledges. When all are dead, take a running jump past the dart traps and go to the ledge opposite the entrance for uzi ammo at the left corner. Exit this room (the gate lifted while you were dealing with the warriors), climb the ladder back to the courtyard and turn left to return to that alcove. This time, go down the stone steps to your right and come to a closed gate. Pick up the flares in the corner, go down the steps next to the gate and stand right or left against the wall. Jump to the wooden ledge and time a standing jump past the swinging blades toward the opening that leads to the next room.

 

Go around left, face the central trigger tile and run across it to lift the opposite gate for a split second. Sprint or jump past the opening to the steps and go down into a new dark and dank room. Turn right into the lower section and find that the base of each of the four central columns is a pushblock. Without a compass it's difficult to describe the elaborate exercise that follows, so be patient with me. Before you begin, note the arrangement of the symbols carved on each block, and also note the four wall switches that are currently blocked by gates.

 

Consider your starting point to be the place where you entered this lower section, facing the blocks with your back to the closed pentagonal gate. The nearer blocks, from left to right, will be 1 and 2 and the back pair from left to right will be 3 and 4. Pull block 4 toward block 3 and push it three times next to block 2. Pull block 1 toward block 3, then pull block 4 two times to the spot formerly occupied by block 1. You'll hear the sound of one of the four gates opening.

 

Push block 1 three times next to block 2, then go around and pull it one time toward the spot formerly occupied by block 4. Push block 2 one time toward the spot formerly occupied by block 1, then pull block 1 two times onto the spot formerly occupied by block 2. Another gate lifts.

 

Push block 3 three times onto the spot formerly occupied by block 4. A third gate lifts. Move the lone "out of place" block onto the spot formerly occupied by block 3 and the final gate lifts. Pull down all four wall switches and the pentagonal gate at the top of the steps will lift. Go up there for the ORNAMENTAL KEY as a nearby gate lifts to release a warrior. Go where he came from for a small medipack and step on the four corner trigger tiles to move aside the back wall. Go inside and pull down the wall switch to rotate one of the pushblock columns in the previous room.    

 

Return there and push block 1 two times against block 2, then go around and push block 1 two times toward block 4. Sidestep right and push block 4 one time toward the two wall openings, then move block 1 onto the spot formerly occupied by block 4. The gate blocking the opening on the left will then lift, so go there to claim SECRET #41 and return. Double doors blocking the opening on the right have also opened, so loop around to the winding steps and go up to a gate that lifts upon your approach.

 

You've returned to the outdoor courtyard, so run forward and up the wide steps to your left. Use the Ornamental Key to lift the twin gates. You now have to make a choice, so proceed first past the gate on the left and follow the passage down to a ledge overlooking a bottomless pit. Hop onto the adjacent ledge to your left and take a running jump to grab the blue ledge jutting from the wall. Pull up, hop right, jump to the central block and save your game. Pull up onto the sloped pillar, slide and jump six times in quick succession before grabbing a ledge next to a wall switch that opens a door down to your left. To get there, step back, turn a bit to your right and take a running jump onto the far side of a sloped pillar you used to get here. Slide and jump to grab the next pillar, pull up and jump with a midair roll to land on the next slope, jump and grab and drop into a safe gap between the two pillars.

 

Take a running jump to grab the block jutting from the wall, pull up and hop into the open doorway for SECRET #42 and 5 x grenades. Get back to the gap between the two pillars, jump up to grab the one on the left and shimmy right to the next pillar. Pull up and jump without sliding and with a right curve to land in a gap with a wall switch that opens another door nearby. Turn right, hop to the next gap, stand jump to the sloped pillar and jump two times to land in another gap, turn to your right and hop onto the adjacent ledge, and then take a running jump to grab the block jutting from the wall. Pull up, turn right and take a running jump to grab the opened doorway. Run through the short passage to an outdoor area and jump the floating blocks until you reach the one with a second VALKNUT SYMBOL.

 

Take a running jump without grab to land inside the wall opening and go around to an opening to the room with the sloped pillars. Pick up the M16 ammo, face right and stand jump to the first of three sloped blocks. Jump off each one with appropriate midair curves and land on a gap between two pillars. You've been here before, so get back over to that block jutting from the wall near the opened doorway. But this time, turn left and jump to the next block, run around the corner onto the ledge and take a running jump to grab the next block, pull up and hop to the wall opening. Go up the ramp to the lifted gate and loop around left into the other lifted gate.

 

Follow the passage to the entrance to a large room, but before entering, stand at the front end of the entrance passage and jump straight up to grab a ladder. Climb up to an opening guarded by a swinging blade, stand right or left and time a running jump past it to land on a wooden ledge. Shoot the window to your right, slide backwards down the roof, grab the edge and shimmy right until you can drop to a wall switch that lifts a gate down below. Three blade-tossing thugs are also awakened, so check your health, ready a powerful weapon and quickly safety drop to the steps below to deal with them. Go past the lifted gate where they came from and follow the dark passage down to a large room where you'll meet a half dozen thugs, some armed and some tossing blades.

 

When all is quiet, pick up the dropped grenades and go toward the large doors flanked by two statues. Turn left to the wall and find receptacles for your two Symbols that open the double doors between them. Go down the winding steps to greet four more thugs in the room below, go up the steps to your right and follow to a room with crates. Shoot two thugs, pick up their 3 x shotgun ammo and small medipack,  search the crates for grenades and more shotgun ammo, then return to the main hallway. Turn right toward the lower area and prepare to do battle with five blade-tossing thugs. They drop nothing, so continue into what I'll call the throne room. Two of the thrones, one on each side, are pushpieces, so locate them and pull each one back one time to reveal a floor hole. The one on the left side, as you enter the room, contains automatic pistol ammo. The one on the other side allows you to drop or climb down to a lower room and do battle with two blade-tossing thugs

 

Step forward and take the VALGRIND GATE KEY from the block as a door opens elsewhere. Climb back up to the throne room, go through the opening in the back right or left corner (opposite the entrance hallway) and meet two more blade-tossing thugs on the way downstairs and an armed thug sneaking up on you from behind. Pick up the dropped uzi ammo and small medipack, continue down the steps and come to the opened door you saw in the cut scene. Light a flare and continue down the lengthy stairwell until you finally emerge at the edge of an underground cavern. While you're enjoying the view, a group of armed and blade-tossing thugs are gathering behind you. Pick up the dropped small medipack and see two more thugs patrolling the island on the other side of the cavern. You should be able to target and kill them from this side.

 

Turn around, go back up toward the steps and turn left. Follow the ledge to the wall and run off left onto a ledge. Stand jump with a right curve to land on a slope, slide and jump off to land on top of a column. Hop down right to the ledge, hang from the edge and shimmy left along the wall crack until you can pull into a crawl space. Crawl forward and flip out the other side for a large medipack. Pull up right onto the ledge for 3 x uzi ammo and return through the crawl space. Hang from the other side, shimmy right along the wall crack and pull up onto the ledge. Turn around and take a running jump to grab the block. Pull up, hop to the adjacent block and take a running jump a bit to your right to land on the next block. Stand jump around the corner onto the next block, take a running jump to grab the jutting ledge and pull up onto the island where the two thugs were stationed.

 

For some additional pickups, run past the closed doors, jump the blocks toward the far wall (if you miss you can slide and grab and pull back up). You can see a wall opening up to your right, so stand jump up to the first flat spot and then to the next one. Take a running jump over to the corner block. Go down left two more blocks, grab the wall crack and shimmy left until you can pull into a crawl space. Crawl around to a floor hole for a large medipack and 3 x uzi ammo, return to the corner block and jump back to the flat spot near the upper wall opening. Make your way back along the ledges to the closed doors and place your Gate Key to finish the level.

 

Level 15: HALL OF THE SLAIN

 

As the level begins two wraiths are flying your way, but if you run back and forth for a while (without going too far beyond the first skeleton) they'll finally go away. You can then devote your full attention to the two skeletons that will awaken as you proceed further along the bridge. As you continue you'll awaken two more skeletons, then four vultures, and finally three more wraiths before you finally approach the large building ahead.

 

When you pass the two large statues, two slow-moving warrior statues are awakened ahead. Look for a dead thug behind one of the entrance columns and pick up his small medipack. Go back past the statues and search the area underneath the bridge for shotgun ammo, awakening two more skeletons in the process. Go back up the steps, turn right at the statues and run past another dead thug for M16 ammo in the dark corner, awakening yet another skeleton.

 

For more pickups, run back toward the statues, turn left and slide down the rocks into the water and look for flares in a nearby floor hole. Closer to the bridge is another floor hole with a large medipack. Swim to the bridge and follow toward the other end until you reach shotgun ammo next to one of the bridge supports. Bear to your right from there and swim underneath a rock island. Continue to the cliff wall for an alcove with grenades, then swim back in a straight line toward the large building and pull out onto the blue rocks just past the rock island on the left of the bridge. Jump back onto the rock island for automatic pistol ammo and return. Pull up further to the entrance steps and wait for two vultures to arrive.

 

Turn left at the top of the steps and enter the room beyond to awaken two skeletons. Loop around left for 2 x grenades and exit. Run past the dead thug and turn left through the main entrance to what's left of the large building. Continue into an open area and deal with three awakened skeletons. Take uzi ammo from the dead thug and beware of falling debris as you roam throughout this area. Go up to the cave opening to the left of the entrance for automatic pistol ammo, shoot another skeleton and go down and around left to the back wall. Climb the rocks near the skeletal remains for flares and run across to the other side of this area.

 

Climb the ledge next to the shallow canal and pull up onto the wall for more flares. Get down and follow the canal into a cave, awakening four skeletons. Enter a campsite and avoid the deadly blue goo surrounding the central boulder as you run around to evade three wraiths. Take the dead thug's uzi ammo and go toward the crates to awaken another skeleton and look for a small medipack and shotgun ammo. Go up the nearby steps for 2 x grenades and shoot another skeleton. I've begun to lose track of all the skeletons at this point, but if you go across the open area to the dark opening you'll likely meet one or two of them along the way. Look into the alcove on your left for a small medipack, note the closed gate and run diagonally across the open area to another dark opening and slide backward down the slope.

 

Grab the edge and drop next to a pool of deadly goo. Jump over it and turn the corner to attract a couple of wraiths in close quarters. Jump back over the goo and run back and forth until the wraiths disperse. Hop back into the passage and jump down onto the block in the goo lake below. Jump onto the ramp, run forward to trigger a boulder and reverse roll to jump back onto the block as a boulder rolls into the goo. Jump back to the ramp, walk up as far as you can go, turn around and back flip to trigger a second boulder and retreat down to the block as before. Go back, hop up into the alcove and pull up left.

 

Continue up the passage and greet a skeleton. Go around the corner, drop into the floor hole for flares and turn around. Look up to see a ceiling hole, pull up into the corner of an outdoor area with a steady rainfall and climb onto the nearby rock. Slide down right (don't worry about the apparent blue goo) and grab grenades and a small medipack in the window alcove to your right. Continue along the ledge to the next corner with a wider ledge, turn left and jump into the third window opening for M16 ammo (cut scene of the two statues below). Jump back to the ledge, shoot two vultures and return to the first window opening. Jump around the corner into the adjacent window opening for 2 x automatic pistol ammo and you'll hear the squawks of another vulture.

 

Return to the wide ledge, go back the way you came along the narrow ledge until you come to the rock bridge crossing the room. Follow it to the other side, hop down left and go to window alcove just around the corner for automatic pistol ammo. Go back past the rock bridge to the next corner, jump the gap toward the sunlight and into the window opening ahead and to your left to attract three more vultures. Take a running jump to grab the ledge in the next room, pull up and take another running jump onto the rock ledge jutting from the far wall. Slide and grab, shimmy left and pull up onto a flat spot for grenades. Turn around to your left, take a running jump to grab the next ledge, pull up and jump onto the rock ledge against the far wall.

 

Hang from the edge, drop to the sloped ledge below and slide to drop safely onto the floor below as you hear the sound of gates lifting. Greet the welcoming committee of three skeletons and go past one of the lifted gates to find a large medipack behind the central column. Continue forward to trigger four sets of teeth doors, get past them and come to a passage with a roller blade. Wait for it to roll by to your right, run after it and nip left into an alcove with a wall switch that lifts the gate to the next room. Go down the steps to your left into a hallway and blade traps will be triggered in the side passages. Both go around to the same place, so take either passage, jump or side flip over the blades and continue around the corner onto a ledge where you'll be pursued by two wraiths for a short while.

 

When they're gone, continue along the ledge and look left for an alcove with a wall switch that lifts a nearby gate and awakens two warrior statues. You can either deal with them here or retreat to the entrance passage and take refuge on the marked tile between the steps where they won't attack for some reason. In either event, ignore the opened gate for the moment and go past it to the other side of this vast room. Look for another alcove wall switch that lifts another gate and awakens the two warrior statues posted in front of it. After dealing with them in your chosen fashion, return to the opened gates and go to the one in the back right corner.

 

Climb down the left side of the ladder, drop at the bottom and jump over the spike pit either to land on or grab the ledge. Jump or side flip over the blade, pick up the flares and climb the ladder to a room with four roller blades. Stay out of their paths while picking up a small medipack and pulling down a wall switch on opposite sides of the room. The marked floor is a springpad, so run across it in the direction of the wall switch to be carried up so you can grab the higher ledge and pull up (cut scene). Turn right, then left to the other lifted gate, climb down the ladder, drop onto a slope and slide down into a floor hole as a spike ceiling starts to descend. If you hurry you can jump from one floor hole to the next for shotgun ammo and a large medipack before pulling up into a wall opening with another ladder.

 

Climb up to a similar room with four roller blades. Make your way to the other side and search the alcoves for grenades and  M16 ammo and go back to the wall switch. Wait for an opportune moment to run forward and pull it down, go around to the other side of the springpad and run onto it so you can jump up to grab the higher ledge. Pull up (same cut scene), turn right and right forward into the entrance opening. Pull up at the marked tile, continue past the lifted gate, jump or side flip over the first blade trap, light a flare and find the ladder on the wall to your left. Climb up through the ceiling shaft and pull up for SECRET #43. Get back down, jump or side flip over the second blade trap and go down the steps to attract two wraiths.    

 

After they've lost interest in you, go down to the bottom step, turn around, save your game and back flip onto the springpad in the deadly goo. Jump off with a right or left curve to avoid the spikes on the ledge above. Turn around, take a running jump to grab the ladder and climb up to an even higher ledge. Turn around, jump to grab the next ladder and climb up the right or left side. Shift as appropriate to drop into the window alcove, stand with your back against the bars and jump to grab the spike-protected ledge (or, in my case, stand jump without grab to land safely on the edge). Pull down the wall switch (cut scene of closed double doors), turn around, walk to a corner and stand jump to grab the ladder. Climb to the top and pull up to trigger more teeth doors.

 

Get past the first two sets and note the deep floor hole beyond the third set. Roll, grab the ladder in the shaft and climb down  to the bottom. Safety drop to a familiar passage, get past the horizontal blades and return to the room with the flaming bowls. The gate to your right has lifted, so enter the side room, go down toward the flaming grate (overhead camera view), save your game and jump left over the water onto the far corner of a springpad that will hopefully bring you up to a corner ledge with a small medipack. In my game, however, Lara would consistently jump straight up instead of floating over to the ledge in response to the arrow keys, resulting in a drop to her death, so you may decide to take a pass on this minor pickup. Drop down into the water, pull out on either side of the grate, wait for the flames to subside, run onto the grate, turn your back to the springpad and back flip onto it. Jump off onto a higher springpad, land on the slope ahead, slide and grab and shimmy right to pull up onto a flat spot.

 

Turn around, take a running jump over the springpad to grab the flame-protected ledge, shimmy right around the corner and time the flame to pull up and side flip right onto the next springpad. Grab the higher opening, pull up and run to a wall switch for a cut scene of an overhead area. Go back to the edge and take a running jump slightly to your right to grab the higher ledge. Shimmy right away from the flames and pull up near a wall switch that opens those double doors far below. Shimmy back to where you pulled up, and look down to make sure you're over the water and not a ledge or a springpad before you release. Pull out of the water and exit this room to confront two awakened warrior statues. Turn right to the refuge tile and deal with them at your leisure.

 

Return to the main hallway and run across the bridge toward the opened double doors in the far wall. When you pass through the opening you'll trigger several boulders, so reverse roll and exit left or right to avoid them. For a secret, go back across the bridge to find that one of the boulders has dislodged your refuge tile to create a floor hole. Jump to grab the ladder, climb to the bottom and release. Turn around and pull down a wall switch to lift a secret gate. Jump back to grab the ladder, climb out and return across the bridge to the opened double doors. Climb up the rock wall, hop down the other side and note the spikes ahead. Turn right, stay close to the rock wall and go up toward the closed gate to trigger more boulders. Reverse roll and quickly climb back onto the rock wall as they roll by. 

 

Hop back down and continue up the steps to awaken two warrior statues. When both have been defeated and exploded, the gate at the top of the steps lifts, so go on through into a room with many statues and take the SECRET PASSAGE KEY from the central block. Exit, go down the steps toward the boulders, and just before you reach them, walk through the last spike field and jump up to grab the wall crack. Shimmy left, pull into the crawl space and crawl around to a floor hole. Drop down for SECRET #44, get back and hang from the wall crack. Shimmy to the juncture of the crawl space and wall crack, release to drop safely and walk through the spikes toward the steps.

 

Go past the lifted gate and engage two skeletons in the dark cave. Continue down to a familiar area and awaken three more skeletons (assuming they weren't awakened during your earlier visit). Turn left and run through the shallow canal to the next area, shoot two more skeletons and continue across to the outdoor terrace to greet three vultures. Run across the bridge, and when you get close to the doors on the other side, jump off left into the water and look for a lighter-colored rock formation not far from the wall. There's a floor hole at the back corner, so swim down to find a lifted gate where you'll acquire SECRET #45 and have 3 x automatic pistol ammo, 3x uzi ammo and 3 x small medpack added to your inventory.

 

Exit, surface for air and swim all the way back toward the large building. Look for an opening in the rock wall underneath the bridge, swim through and emerge at a canal. Wade out onto a rock ledge, hop down the other side and swim to the back left corner for 3 x uzi ammo next to skeletal remains. Pull out onto the nearby ledge and go up to the closed double doors. Open them with your Secret Passage Key and prepare to engage a skeleton. Climb the rock walls and slide down into the water below. Swim a bit, wade a bit, and when you reach the far wall, look for a floor hole and avoid the moray eel as you swim down and follow the long and winding passage until you can surface and climb onto a block to shoot two waiting skeletons. Swim back to a corner ledge for uzi ammo and wade out of the water. Watch out for falling debris as you head toward the hallway ahead.

 

Run through the hallway and save your game as you approach the far end. When you step on a trigger tile spike walls will be activated, so run forward for the large medipack, reverse roll and run along the wall to the far side of the trigger tile/trap door. Just wait there a few seconds and the trap door will open to drop you onto a safe spot surrounded by spikes. Hang from the edge over a river of deadly goo, shimmy left along the ladder, climb and pull up onto a ledge on the other side of the spike wall. Turn left, find the corner wall switch that opens double doors nearby and return to the ladder. Shift right past the spike field to the far wall and climb up to an area similar to the one you just left. Turn right and run past the opened double doors to finish the level.

 

Level 16: MARCO BARTOLI

 

Ready a powerful weapon as you step forward, as two formidable thugs will challenge your progress. Be careful of the central goo trench as you weave back and forth during the battle. When both are dead, two more thugs arrive to replace them. After peace has been restored, search the corpses for two RESURRECTION HALL KEYS. Search the wall alcoves on either side of the room for 3 x uzi ammo, a large medipack, 3 x automatic pistol ammo, a small medipack and 3 x shotgun ammo.

 

Pull down two wall switches on opposite sides of the central structure to lift gates that provide access to keyholes in the back wall of this room. Go there, note the two lifted gates in the walls to your right and left (they lead only to dead ends) and then place your two keys to lift the large gate between the two openings. Loop around past the opened gate and run forward to trigger an extended FMV where Lara eavesdrops on a Ritual for the Dead and is then left alone to do battle with a resurrected Marco Bartoli.

 

When camera control is restored, draw a powerful weapon and side flip back and forth to avoid Bartoli's deadly lightning bolts as you unleash a steady rain of bullets in his direction. You'll eventually stun but not kill him. When that happens, run around to the near left corner (in my game at least), hop onto the block with the ghostly figure, draw that HILDR'S SWORD you've been carrying around all this time and thrust it into his heart. If you bounce off the block back onto the ledge, that means you've selected the wrong block, so keep trying until you succeed. One down, three to go. You're not out of the woods yet, as three blade-tossing warriors are headed your way, as well as a flotilla of wraiths, so you'd best save your game in different slots as you proceed.

 

Each time you succeed in slaying a corner ghost, you'll have to deal with a multitude of wraiths and warriors in between your engagements with Bartoli. When the fourth ghost has been slain you'll have to deal with more warriors and wraiths before concentrating your efforts on Bartoli. A declining health bar indicates your progress, and if you stick it out to the bitter end you'll probably wind up using most of your accumulated health packs and the remainder of your ammunition. Not a very satisfactory way to end a game of this magnitude, in my opinion. Anyway, after Bartoli finally dies there's a brief closing FMV followed by the end credits and your final stats.