CANYON MINES
Level by Feder
Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk
Slide down to a ledge overlooking an underground lake. Turn to your left, jump onto the slope, slide and grab, drop to grab the wall crack and shimmy left to a crawl space. Pull inside to hear the chimes for SECRET #1 and crawl around corners to the end of the passage. Pull out right and continue to a small room for the GRENADE LAUNCHER and 2 x grenades. Return the way you came and drop into the water below. Look for a floor hole partially obscured by the plants, swim down and follow the short passage until you can surface and pull out. Grab the shotgun ammo in the nearby alcove, pull the wall switch to open a trap door and climb the ladder to awaken two dogs in the room above.
Crawl under the beam in the short passage for a large medipack, exit and go up the steps to your left and shoot the wire mesh blocking the passage. Go to the end and climb the ladder. Back flip near the top into an upper passage, shoot another wire mesh and hop down near some moving mine carts. Get past them into the opposite tunnel, turn right and go up the tracks to an open area guarded by a worker. Pick up the GATE CONTROL KEY he dropped and go back past the moving mine carts and down to the office area where you encountered the dogs. Go across the room past the opening to your left (for later), pull down the wall switch to open the door and enter the next area.
Shoot the worker, pick up his flares and follow the cart tracks through the opening, loop left around the hut and kick open the door to startle the worker inside. He drops a small medipack. Go inside, turn left and pull down the alcove wall switch to adjust the tracks outside. Grab the shotgun ammo in the corner, exit the hut and pull up onto the roof. Look for a ceiling hole near the rock wall, jump up to grab the ladder (you must be precisely positioned) and climb up to an area beyond the fence you may have noted earlier. Kick open the door to this hut, shoot a couple of rats inside, pick up 2 x shotgun ammo and the SHOTGUN next to the cabinets and exit. Climb back down the ladder, drop from the roof of the hut and follow the tracks. Turn left into the room with two dead dogs and go right up the steps you noted earlier.
Follow to a mine cart and a covered wall switch. Use your key to lift the cover and pull down the switch to open a nearby gate. Mount the mine cart and enjoy a short ride. Duck (crouch key) as you round a curve, jump a gap with speed and hit the brakes (jump key) upon landing. You’ll soon come to a stopping place, so dismount (roll and arrow keys) and get out the grenade launcher. Approach the closed gate. It will open and alert two guards, who drop shotgun ammo and uzi ammo. Continue past a machine behind a locked gate, shoot a worker and pick up his small medipack. Turn right at the crossing and continue to twin waterfalls. Jump into the water near the first waterfall and locate a short passage with an underwater lever that lifts a nearby platform. Exit the passage and loop around right, surface and pull out near the second waterfall. Run back along the tracks (an overhead camera shows the crowbar you’ll need to get) and look up at the first waterfall to see the raised platform. Stand between the waterfalls (facing them), back flip onto the corner slope and jump off to grab the raised platform. Pull up and jump to the next platform for the CROWBAR, drop into the water and swim around the corner to pull out.
Follow the tracks toward the junction and shoot the guard posted on the high platform. Turn left at the junction and run past the opened gate and the mine cart. Turn left again and walk to the gap you jumped over earlier. Note the barbed wire down below, slide backwards down the slope, grab at the end and shimmy right before dropping down near a padlocked crowbar door. Pry it open for SECRET #2 and pick up the crowbar (it drops at your feet after each use) before going forward. A mine-digging machine is sweeping the area ahead, so avoid it while roaming the tracks for 2 x shotgun ammo and grenades. Find the pushblock in one of the corners and pull it away from uzi ammo and a large medipack. That’s all in this section, so return to the barbed wire and pull up onto the slope. Back flip into an alcove and take a running jump across the gap.
Follow the tracks past the opened gate and turn left into the hut. Turn left again into a room with two pushblocks. Pull the one on the right, move it into the corner next to the door and pull the other one. Go around it to collect MP5 ammo and open the padlocked crowbar door. Shoot two rats and go down the steps into a control room. Face the buzz saw gauntlet and save your game. An easy way to get past them is to time a run to the far edge of the first floor hole where you’ll be safe, jump straight up, repeat and you’ll get across without suffering any health loss. There’s shotgun ammo in the second floor hole, but you’ll have to duck and crawl back to get it. Pull up to activate drill bits in the passage ahead, hop back from the edge and stand jump to land on a safe spot. Time a standing jump over the first drill bit, crawl underneath the second one and stand jump into the opening ahead.
Follow to an opening overlooking the mine tracks, pull down the wall switch to raise a platform, step out and turn left. Save your game, take a running jump with a midair roll, jump off the slope and grab the monkey bars. Turn left and monkey swing to the platform where you shot the guard earlier. Drop down, pick up his grenades and turn a bit left. Take a running jump to the corner ledge, go around to the opening and engage a worker. Pick up his FENCE KEY and proceed into a small room. Climb down the ladder in the floor hole and drop to the mine cart tracks. Turn right, away from the waterfalls, and follow the tracks to a slope. Slide down and crawl under a couple of beams to a closed gate. Pull up left onto the rock ledge and go around to an opening with tracks. Step inside to trigger a boulder, run back out as it rolls by and go up to an inoperative mine cart and turn right to engage a worker and a dog as the gate lifts.
Pick up the dropped small medipack, enter the next room and climb the crates for the MP5 and MP5 ammo. Exit, go back the way you came and deal with the guard and worker that have appeared down below. Turn left and jump past the column for shotgun ammo, then go down to collect the dropped flares and shotgun ammo. Crawl under the beams and get back up to the junction with standing jumps. Turn right and use the Fence Key to open the gate to the working machine. Time your way past the swinging arms, kick open the door and shoot the dog that comes charging out. Lara looks to her right as she enters the room. You’ll be returning here later, so for now go to the other side of the room and pull down the wall switch to adjust the mine tracks outside. Exit this room, pull down the wall switch to shut down the buzz saw machine (start pulling when the arms are at their highest position, may take a few tries before they stop in an up position) and return to the mine cart. Mount up, brake on the downward slope after the curve, duck under the beams and use the action key to strike the switch box as you pass by to open the gate ahead. Go down the next slope with speed to clear the gap, but be sure to duck under the beam. You’ll soon come to an underground lake and the mine cart will come to an automatic stop. Dismount and target the guard posted on the overhead catwalk (or you can save him for later).
Jump into the water and locate the alcove with uzi ammo on one side of the hut. On the other side is a teeth door opening for later. Across from the hut is a submerged crate with flares on top. Locate the corner opening near the waterfall, get some air and swim past the hanging vines into a long passage. Surface and pull out at the end for SECRET #3, time a running jump past the teeth doors ahead and follow the passage to an outdoor canyon. Wait for the arrival of the vulture, jump into the water and search the floor and ledges for 3 x uzi ammo as you make your way downstream. Surface near the dead end and pull out onto the ledge on your right. Jump up to grab the monkey bars and monkey swing toward the waterfall. Drop down onto a higher ledge and turn a bit to your right. The slope jutting from the column looks steep but it’s stable, so jump over there and hop up right onto the ledge against the wall. Look left behind the column for a large medipack, turn around and take a running jump to grab the wall crack beneath the column (and not onto the slope to its left). Shimmy right and pull up next to a ladder.
Pull up onto the tracks to attract two more vultures, go left from where you pulled up and jump over onto the rock ledge (which again looks steep but is stable). Go to the other end and take a running jump to grab the jutting tracks. Pull up, jump forward onto the corner ledge for MP5 ammo and await the arrival of another vulture. Return to the jutting tracks, jump back down to the rock ledge and over to the tracks with the ladder. Run up to where it starts curving to the right, look right at the rock wall and take a running jump down to the deceptively steep ledge. Jump up to grab the wall crack, shimmy right and pull into the opening to attract yet another vulture. It seems a bit bashful and did not attack immediately in my game, so turn around and jump onto the tall rock column. Turn a bit left and take a running jump over the water into an opening that leads to a dead guard as well as the UZIS and uzi ammo. Return to the opening, safety drop onto the tracks below and from there into the water.
Pull out onto the same ledge as below, use the monkey bars to get to the higher ledge and jump to the sloped ledge jutting from the column. But this time, turn around and take a running jump away from the column to grab the rock ledge. Pull up, follow around, slide down backwards, grab, pull up and take a rolling back flip to grab the triangular ledge. Pull up, hop toward the waterfall and find a partially obscured passage that leads to the teeth doors. Time a jump past them and swim along the winding passage back to the mine cart station. Get some air, swim past the teeth doors on the left side of the hut and pull the underwater lever to open an underwater trap door just outside, reverse roll and exit. Get more air before swimming down the floor hole. Follow the long passage until you can surface and pull out. Climb the nearby ladder to a small control room, shoot the worker and pull down the wall switch to lift a gate in the passage below. Climb back down, walk to the edge of a deep pit with sloped sides and note the barbed wire to your right and left.
There are two ways to get down, one much easier than the other. Either way, save your game first. The harder way is to stand right and take a running jump onto the slope ahead. Grab the ladder as a spiked ceiling starts to descend, climb down quickly to the bottom rung and take a rolling back flip. The problem is that you’re prone to grab the higher slope rather landing on the lower slope as is required. The easier way is to stand right, face about 45 degrees left and stand jump curving left so that you miss the barbed wire and land on the safe slope below. Slide and grab, climb to the bottom of the ladder, safety drop to the ground, reverse roll, run to the large medipack and turn left to climb another ladder into an opening before the spiked ceiling reaches you.
Slide down to a passage, follow to what appears to be a boulder ramp and walk up to trigger a drill bit. Crawl underneath it, continue toward the edge of a pit and, sure enough, a boulder will be triggered. You can jump back and forth on the facing slopes to avoid it, but an easier way is to jump over the pit, slide and grab as the boulder rolls by overhead. The slope is stable, so pull up (the drill bit won’t hurt you) and walk up to more drill bits. Get past them, climb the ladder until you can see the teeth doors behind you, time a back flip into the upper passage and follow around past a wall switch into a small room with the CIRCUIT BREAKER (1 of 3). Pull down the wall switch to open the door and release a guard and a worker, pick up the dropped uzi ammo and small medipack and jump into a familiar water hole.
Swim back to the mine cart station, pull out and open the padlocked door to the hut. Follow to a two-level area and target two rats in the room below. Drop down and note the “underwater” lever, indicating a need to flood this room. Find the nearby pushblock, push it toward the lever and move it out into the room so you can pull back up to the surrounding ledge when the time comes. For now, go to the alcove opposite the “underwater” lever and pull down the wall switch to lift the gate. Follow to tracks occupied by a deadly miniature mine cart. Wait until it rolls by your left, follow it, duck under the beam and take refuge in the alcove on your right. Repeat, arrive at a side passage that leads to another mine cart and employ the same strategy to reach the alcove at the end of the passage for the YELLOW PLUG. Go back to the alcove where the gate lifted automatically and return to the lower room with the pushblock.
Use the pushblock to get up to the ledge, place the Yellow Plug in its receptacle to open the door and engage two workers in the next room. Pick up the dropped flares and small medipack, face a row of valve wheels and turn #1, #3 and #4 (counting from left to right) to connect some pipes and lift a cover so you can pull down the wall switch behind you and flood the lower area. Go back, jump into the water and pull the now-accessible underwater lever to open a door in the upper area. Surface, pull out, shoot the dog and enter the small room for a CIRCUIT BREAKER (2 of 3). Go through the connecting passage to the mine cart station, pull up onto the roof of the hut, reverse roll and shoot the guard posted on the high platform. Jump up to grab the rock ledge, pull up and walk forward. Jump onto the sloped roof, slide and grab, shimmy right and pull up at the corner. Take a rolling back flip to grab the platform where the guard was posted, pull up and ignore for the moment the nearby timed wall switch. Instead, go through the opening and follow the passage to a ledge with shotgun ammo. Shoot the nearby worker in the back unless your presence has already alerted him and face the hanging crates you’ll be navigating later on a timed run.
Jump onto the nearest one, then the next one, take a running jump to grab the third one, pull up and shoot the grate to your left. Take a running jump with grab into the opening for grenades, go back along the same three crates and jump over to the timed wall switch. Save and pull it down to lift a gate across the room, enter the passage behind you, jump to the first crate as before and make your way along the four crates and jump toward the timed opening. Shoot the guard and worker in the next room, pick up the dropped small medipack and OFFICE CARD, grab the uzi ammo near the cabinets and exit. Jump over onto the sloped roof to your right, slide and grab and drop down next to the receptacle for the Office Card. Grab the MP5 ammo from the guard you may have killed earlier, open the office door and enter to see a CIRCUIT BREAKER (3 of 3) on the floor. Turn around before picking it up to avoid being ambushed from behind by a worker.
Exit the office, go around the corner of the building and jump over the short fence for shotgun ammo and a large medipack. Jump into the water, pull out near the mine cart and follow the tracks left to the walkway. Kick open the door, pull down the wall switch in the next room to open an unseen but nearby door and climb the ladder to a room with two rats. Pick up the shotgun ammo and pull down the wall switch to adjust the mine cart tracks. Climb back down, exit to the tracks and get into the mine cart. Ride to an outdoor area and a fixed camera. Start braking as you round a curve and duck under the drill bit as you approach a switch box to whack. Continue down a steep slope and maintain speed to clear a gap, prepare to whack another switch box to open a gate and your ride will soon come to an end at a familiar place.
Dismount, go past the opened gate and turn right past the dormant buzz saw machine. Enter the hut and place a Circuit Breaker in the only safe wall receptacle. The flame next to you goes out, allowing you to place another Circuit Breaker. Repeat to extinguish all three flames and pull the pushblock three times so you can go around it and enter a control room. Pull down the wall switch to open a door on the mine cart tracks, exit to the hut and pull the switch in the far wall back up to readjust the tracks outside. Return to the mine cart, get in and ride past the opened door. Just around a curve, whack a switch box to open a gate and dismount next to a dead guard. Enter the hut to engage a ghostly native, take MP5 ammo from a dead guard and find flares in the alcove, exit the hut and turn right.
Follow the tracks to a door you can kick open, enter and go down the steps to a dark room. Pick up uzi ammo and pull down the wall switch to open a gate and release another ghostly native. Exit and find the opened gate opposite the hut, enter and go down to a fence beyond which is another ghostly native. Enter the crawl space to your left and follow around to the other side of the fence to engage your enemy. Take the small medipack from the dead guard, go through the passage ahead and deal with three more ghostly natives. Go to the far wall and loop around right to find an alcove with a wall switch that opens the door at the back left corner. Go on through, shoot another ghostly native and climb the wall ladder to an upper passage. Lara’s attention will be directed to the boulder on the left, so kick it down the slope and slide down after it. Enter the cage it rolled into, take the HAND OF MASAUWU from the remnants of the shattered globe and exit the cage as debris falls from the ceiling amidst a violent earthquake.
Engage two ghostly natives outside and exit via the tunnel you came through earlier. Get through the crawl space and go up the ramp toward the hut as more debris falls. Get into the mine cart quickly to kill two approaching ghostly natives and ride past the opened gate, clear a gap with speed and run over a final ghostly native before reaching the finish trigger.