THE TETANUS WORLD

 

Levels by PedroCroft

 

Walkthrough by José, and revised by the author.

 

Colors: pickupsnecessary itemsenemiessecrets

 

[Note:] Sometimes there is a bug when Lara must place some items; she says "NO" and she refuses to place the item. That bug is an engine issue, it's not the author's fault, and he will add a new version of it while get released as well with a patch bugfix. [End note]

 

 

LEVEL 1 - THE TETANUS WORLD

 

Lava Rooms

Go N and approach to the lava area; from the left side take a running jump onto the sloped block, slide, jump and take another running jump NW, face W, take a running jump to grab the crack in the W wall and shimmy left until you can pull up; from here you can take an angled standing jump with grab to land onto the N railway. Advance N and climb the left platform to find a small medipack; the N path is blocked, so go to the E part of the station and right N to engage another lava pit. It's easy to take a running jump from the sloped rock next to the seats, but if you want to get the first secret of this game, from that rock drop down onto a flat ledge below losing some health and take a running jump in N direction onto a safe tile, go left through the opening in the wall to get the SECRET #1: 3 X shotgun shells, 3 X uzi clips, 2 X large medipacks and 3 X small medipacks. Go back to the lava pit, take a running jump to the S safe ledge, turn left and take a standing jump to grab the W block, climb and this time take a running jump E to cross to the other side of the lava pit.

 

The Blue Portal Key

Run up the stairs and in the next area note the closed door in the N wall; in the opposite side (S wall) you can climb to a high niche and take a standing jump N-NE to grab the opening above in the ceiling, pull up and locate the hard-to-see four switches in the dark NE, SE, SW and NW corners to open the N door, enter and pick up a Note: "Light can bring comfort, but it's not safe". Exit and see that the door in the E wall is now open, pull the switch to open the next door and enter an area similar to this one. Remember the note and don't touch the lightened tiles: take a hard running jump NE (beware of the low ceiling) over the higher row of tiles, pull the switch in the nearby NW corner, advance E only over the lower row of tiles, pull the switch in the NE corner, roll and carefully advance to pull another switch in the SE corner, go back the way you came to the NE corner, retrace your steps W to the center of the room, turn right and cross to the S side of the room using the darker tiles, pull the switch in the SW corner, go a bit E and pull a last switch next to the niche with the 2 X shotgun shells to open the E door. Go there using the same way you used to get here. The next room is relatively safe; climb the block opposite the entrance, pull the switch to open a barrier in one of the previous rooms, pick up 2 X uzi clips in the corner, the Blue Portal Key in the other corner and go back the way you came through the dangerous room (a running jump with grab to exit), in the room with four wall switches drop through the hole in the S side and locate the nearby open barrier leading E.

 

Pool Room

Pull the switch in the N wall to raise the next doors (*) (for later) and go E down the stairs to the next substation (right passage); go N following the train tracks and through the green swirl. In the next room pick up 2 X shotgun shells in the corner to your left, jump into the water and look for an opening near the SW corner, swim through, go right and to the very corner to find an underwater lever to pull. Swim back to the main room and this time locate a triangular opening near the NW corner, swim through and always to your right to find another underwater lever, pull it, swim back to the triangular opening and this time swim E and through the opening in the corner to find a last lever: trapdoors raise in the main room.

 

Swim back there, climb the crate in the corner and go all around the room using the trapdoors (I didn't use the last one, I took a curved running jump from the penultimate one to grab the edge of the ledge) until you reach the high W platform, pick up the shotgun shells and the Note in front of the closed door: "Mirrors always lie, but sometimes doesn't".

 

Mirror Room

The door opens, enter and take a look at the mirrored room to know what tiles you must step on: only the tiles with spikes, so from the tile just in front of the entrance take running/standing jumps onto those tiles (not spiked in this room) but don't touch any of the other tiles; when all 5 tiles are triggered, the W door opens and you can get access to a switch to open a trapdoor somewhere.

 

The Green Portal Key

Exit and jump into the pool, swim again through the opening near the SW corner but this time to the left and follow the only possible path until you eventually find a place where you can surface; climb the blocks to the very top to find the open trapdoor. Drop into the control room, pick up 2 X magnum clips and on the window sill the Shotgun, 2 X shotgun shells and the Green Portal Key; pull the switch, exit and shoot a bear and a haunted dog.

 

Area with the Big Drill

Go E down the other stairs to the next substation (take the left passage this time) to find a clone of Lara, drop into the pit, go S following the train tracks and through the green swirl. In the next room slide down the slope but don't touch any other tile, take a diagonal running jump SE to the safe brown tiles, pull the switch to open the trapdoor at your feet, slide/grab the edge, drop/grab the crack below, shimmy left, drop onto the first breakable tile, take a sidejump left landing onto a second breakable tile and safely drop on a block below. Now take a running jump with grab in a NE direction to land onto the low ledge with the Magnums; don't pull the switch yet, but take a running jump E to the place where the big drill came from and look for a slope in a corner you can jump over to get the SECRET #2: a small medipack, 2 X magnum clips, 2 X shotgun shells, the Uzis, 2 X uzi clips and a large medipack behind the crates. Go back to the place where the magnums were, pull the switch, advance, shoot the haunted dogs; in the next room pick up 3 X shotgun shells and to get extra pickups pull the switch to open the floor trapdoor and continue to the bottom of a pit with a croc, 2 X shotgun shells, 2 X uzi clips, a large medipack and 4 X magnum clips; go back to the room with the switch the way you came.

 

Timed Run

This time climb the N ledge and climb even higher to a room with grated floor, pull the timed switch to turn off the fires along the way, climb the W blocks and continue climbing counterclockwise sliding/shimmying until you reach a ledge with a large medipack; if you are fast enough you can pick it up (it's possible), if not, take a running jump to grab the block with the switch in the opposite corner and pull it to open the door at the bottom of the room. If you catch fire when pulling the switch you can always drop down into the small pool below using a medipack when falling.

 

Two Tickets and a Key

In the next room pick up the Rusted Ticket Coin, shoot the bear and the dogs, exit and note that the fires are gone. Climb again to the very top of the room, to the ledge with the switch and this time you can climb through the hole in the ceiling; a camera shows you the place where you can use the coin, pick up 2 X shotgun shells, the small medipack and the Rose Portal Door just on the tile where the trapdoor will open leading you back to the substation you visited time ago. Take a running jump to save the pit and run up the stairs to the area with the many cabins; locate the cabin where you can use the coin (the one just in front of the W passage; look for something different in it) and place it to get the Expired Subway Ticket.

 

[Note:] I suffered here the bug I've talked about at the start of this walkthrough, because Lara said "NO" and she refuses to place the coin. If that's your case, execute the archive "TR1X_ConfigTool.exe", go to the third element of menu and turn on the flycheat so you can use "DOZY" in game; do it so and use the "Shift" key so Lara goes back to ground floor and this time she should be able to insert the coin. [End note]

 

Go back to the E part of this area (the part with the broken floor) and to the N wall with the doors (*) you raised time ago (if not, use the nearby switch to raise them); use the new ticket in the central machine to open the next barriers (if you got problems, use "dozy" again) and run up the stairs, take a standing jump over the slope, climb the crate and in this new substation follow the train tracks and go again through the green swirl (use the niche to your right to avoid another train).

 

Black Passages

In the storage room shoot the dogs and climb the crates in the NE and NW corners to pull two switches and raise a trapdoor in the SW corner, use the slopes to get there and reach the high S balconies. Go to the E side and pull the switch in the small ledge to lower the exit trapdoor in the S wall, go there, climb up and quickly run like fool to escape from the giant drills always following the black panels with the blue messages (first S and then E) until you find a closed door which opens as you approach, continue to find a big cave (The Great Wall?), jump into the red waters in the corner and climb the cliff the same way you did it if you played the official TR2 adventure until you reach the tower high up.

 

The Great Wall

Step onto the trapdoor in the NW corner and fall into the pool below, pull the switch in the SW niche to open the E door and go outside. Shoot the flying mummy and jump into the lake in the N area of the wall, swim through the W underwater passage, pick up 2 X small medipacks, a large medipack and pull the lever to open the door at the top of the wall. Get out of the water, shoot the bear and you can go back up from the high grassy rocks in the NW corner (curved running jump landing onto the battlements) or easier climbing the grassy rocks attached to the wall in the right side of the lake; once up, shoot another bear and enter the E tower. Go up the steps to your left and from the high ledge take a running jump to the top of the ladder (it's not climbable), pull the wall switch, go down and advance E to find another of those green swirls.

 

The Hammer

Go through to find another black passage; turn left and go S trespassing the panel with the blue message, turn left again when you reach the end and go against the creepy face, a few meters ahead if you are lucky you'll fall into the water below; if you fall onto the solid ledge with the Old Hammer, reload and try it again. When you pick it up a door opens underwater, locate it in the S wall and swim through. In the next cave don't swim to the very end, but look for an opening in the left side and continue to a room with teeth doors.

 

Underwater Maze

The fastest way to do the tasks in this underwater maze is going left (N), time the first teeth doors, take the first passage to your right, go left at the crossing, time the second teeth doors, pull the underwater lever, roll and go back turning always right when possible (there's an air hole on your way once you time the nearby teeth doors for a second time) to find the open door and in the next room you can surface. If you want you can explore the remaining passages of this maze, timing more teeth doors to get 2 X uzi clips, 2 X magnum clips and 2 X shotgun shells.

 

The Caves - Opening a Trapdoor

Anyway, in the cave where you surface shoot the dogs and go through the big opening in the NE corner, climb the rocks in the SE corner, walk W a bit triggering two bats, take a running jump W over the sloped rocks and continue climbing to find a higher cave; here shoot more bats and pull the wall switch in the lonely block to lower a trapdoor in another area. Our work here is done, so go back down to the previous cave, to the underwater maze, to the red underwater cave and left (S) to a big cave with a subway signboard and two flying mummies.

 

The Main Cave - Looking for the Open Trapdoor

In the building with the grated sphere there are 2 X uzi clips and 2 X magnum clips; walk between the spikes in the NW corner to get a large medipack, now go to the SW corner and jump/climb the rocks (shoot a bat) to reach the high opening with the cobweb, from the ledge in the corner take running jumps in N direction (shoot another bat) until you reach a high crack in the NW corner, grab it, shimmy left, pull up in a corner of the opening and quickly drop/grab the edge to avoid the rolling ball; advance, shoot more bats and at the end of the cave avoid another rolling ball, go W, shoot more bats, climb the W rocks, grab the edge of the slope, shimmy to the very right, pull up, turn around and continue jumping onto the flatter rocks to the very NE corner, climb W, take a tricky curved running jump W around the next rock and continue climbing to find the trapdoor you opened time ago in the previous caves.

 

Signs of Civilization

In the upper room go through the S opening to find the switch which opens the N gate, take a running jump there, run up the wide stairs but beware of the rolling balls and the bear; time the teeth doors, use the rocky tiles to cross the lava room, time the swinging blades, trespass the green swirl and in the lava pit jump from ledge to ledge to the very end if you want to get 3 X magnum clips. Anyway go back to the first part where there is a rock you can climb to go up to the station area. Advance W (I found nothing in the area with the S stairs), shoot the dogs, and use the hammer in the NW corner to open the next door. (The SW opening seems to be free, but there's an invisible barrier preventing the crossing)

 

Final Room - Using the Three keys

In this room if you step on the tiles in front of the closed doors they will open. N Door: use the green portal key. S Door: use the blue portal key. W Door: use the rose portal key. Exit back E to the room with the soda machines and this time you can cross the SW opening; pull the switch to activate the big hammer, go back to the room where it is and note that the metallic trapdoors in the lava next to the W door are now open; drop down and slide to finish the level.

 

 

LEVEL 2 - AWAY TO REAL WORLD

 

Big Platform

Slide down backwards the ramps, grab the edge at the end, pull up and jump back onto a safe ledge. Take a running jump to the big S platform from the highest part of one of the slopes (no grab), pick up the pistols, shotgun shells, uzi clips and magnum clips. Go to the NW corner to get a small medipack; ignore the nearby floating tile in the W side with the timed switch and go to the NE side of the platform; look down and drop onto a sloped rock below, face SW and take a running jump to the next floating rock, continue jumping W and from the rock with the large medipack and 2 X shotgun shells jump back to the previous rock, jump SE and take a standing jump to the block with the wall switch; pull it to trigger something somewhere and go all the way back the way you came to the top of the big platform.

 

Timed Run

Note that a trapdoor is raised in the S side; go W to the floating ledge, pull the timed switch to raise a trapdoor in the S side of the pit, quickly roll/jump and run/jump there with a left curve using the new raised trapdoor and take a running jump and grab the trapdoor at the other side; pull up and quickly take a standing jump to the safe ledge ahead. To get 2 X uzi clips take a diagonal running jump W-SW to the balcony, go back, do the same at the other side (W balcony) to get 2 X magnum clips, go back, enter the building, pick up magnum clips near the NE corner and 2 X magnum clips near the W keyhole; now step on the shiny tile in the center of the room and the doors in the SW and SE corners of the room open.

 

SW OPENING -  Key of Reluctant

Your goal here is to reach the high opening in the NW corner; I'm not going to explain all the movements to reach the lower openings near the lava floor (not hard at all; simply take jumps, sometimes with grab, onto the safe rocks/black tiles) and the tasks can be done in any order, so I did it my way... Start by pulling the switch in the W niche, go back to the entrance opening, jump to the central block, take a running jump to the block you moved in the SE corner, climb the opening and pull the switch (1 of 3). Back in the lava room re-use the switch in the W niche to bring that block to its original position. Now pull the switch in the niche near the NW corner, go out, go through the opening in the left side of the N wall, pull the switch at the end of the passage, go back to the lava room, go through the opening in the S wall, follow the passage picking up a small medipack on your way, pull the switch, go back to the lava room, climb the entrance opening, from the nearby block take a running jump to the central block, take another running jump to the N block, climb the opening and pull the switch (2 of 3). Go out and jump from block to block to reach the high opening in the SW corner, pull the switch (3 of 3). Finally jump from block to block to reach the high opening in the NW corner, pick up the Key of Reluctant and the door opens. Now you have two options: 1.- Go all the way back to the starting room the way you came (through the high W opening), or 2.- Advance, pull the switch near the back of the room, climb the block near the S opening, jump up to the next block, climb the opening, run through the octagonal passage and you're back in the starting room.

 

SE OPENING - Key of Prepotency

Here cross to the other side the best you can jumping from pillar to pillar trying to avoid the blue rays, pick up the Key of Prepotency and the door opens. Now you have two options: 1.- Go all the way back to the starting room the way you came (crossing again the room with the blue rays), or 2.- Advance E, pick up 2 X shotgun shells, pull the nearby switch, climb the block near the N dead end, jump up to the next block, climb the opening, run through the octagonal passage and you're back in the starting room. Now that you have both keys in your backpack, you can choose the next areas to explore.

 

W KEYHOLE - First Mask

Open the door, enter and run off the edges (no grab) W and E several times to safety reach the bottom of the pit. In the next room shoot the flying mummy and pick up the Note: "Time here flys away faster...". Jump into the pool and locate three underwater levers, S, W and NE; the levers open the S and W doors in the high ledges of this room, but the NE one is timed and it raises trapdoors so you can reach a high opening in the NE corner, so pull the S and W levers first and save your game in front of the NE one. Pull it and quickly swim S and get out of the water to your right (entrance), jump onto the trapdoors and save your game again in front of the timed switch: it opens the N door. Pull it, jump into the pool, swim S, get out of the water, pull the timed switch, use the raised trapdoors to go to the W niche, pull another timed switch and use the last trapdoors to reach the (hopefully) N open door. When you are success, pull a last switch to open a trapdoor in a corner of the grated door at the bottom of the pool and swim there to get the first Unknown Mask. Go all the way back to the starting room the way you came (take standing jumps E and W several times in the pit to grab the edges of the niches).

 

E KEYHOLE - Second Mask

Open the door, enter and step on the shiny tile to open the next door. Run down the ramp but don't jump until you are near the bottom of the ramp or Lara will stop and die; turn left and run down the next ramp using the same trick and a trapdoor will raise in the pit so you can take a running jump without stop and grab the edge at the other side of the pit; pull up, run up the watery passage and in the next room shoot the flying mummies, pick up a large medipack, 2 X uzi clips and the Note: "Trust your reflection. They don't lie sometimes". Pull the wall switch in the SW corner to open the exit door and enter an area with floating rocks.

 

Shoot the flying mummy and jump from rock to rock until you reach the W building, pick up a small medipack and 2 X uzi clips left and right from the entrance opening and enter the building. This mirror room is not the same like another mirror rooms, the room behind the glass shows the safe tiles you can jump onto, but that room is rotated 180 degrees with respect to the main room, so you know what to do, take a look at the mirror and make a drawing of the mirrored room so you can know the tiles you can jump onto: first take a running jump with a right curve to the first safe tile just in the SE corner next to the mirror, another running jump W-NW to the next one, a standing jump SW to the next one, another running jump NW to the next one, this time Lara will land at the top of an invisible block some clicks over the lava, face W, drop/grab the edge of the invisible block and shimmy left to the end, pull up and take a running jump to the tile in front of the niche in the N wall, a curved running jump E and a last standing jump to the tile in front of the niche with the switch; pull the switch to release a rolling ball: this will crash the mirror, so you can now go clockwise to the S room behind the mirror and don't worry about the goo tiles, here all the surfaces are safe.

 

Pick up the shotgun shells, magnum ammo and 2 X uzi clips in the SW corner and climb the opening in the S wall, inexplicably you can go through the metal bars and at the end of the corridor through another metal bars (???). In this goo room jump onto the safe rocks to get 2 X shotgun shells in the NW corner; when you jump onto the rock in front of the W door it opens; pull the nearby switch to open the exit trapdoor, pick up the second Unknown Mask, exit N climbing blocks and follow the path picking up 2 X uzi clips on your way to finally get back in the starting room.

 

Final Fight

Place the masks in its receptacles to open the S gate (I had to use the DOZY cheat here as in the first level), enter, step on the shiny tile to open the trapdoor, drop/slide and in the next room pick up the Hand of World to open the exit doors. Advance, take a running jump to the central platform and shoot the Boss (you'll need to kill it twice). When everything is calm, take a running jump to grab the black S trapdoor, enter the next room, approach to the back of the room and Lara will look up to a damned man high up in the S wall, climb the SE block, turn left and take a standing jump W to grab an invisible block under the damned man, pull up and place the hand of world in his chest to open the E gate; go there to be teleported to the next level.

 

 

LEVEL 3 - ALDWYCH STATION

 

Go left to the other substation and climb up the E stairs, continue E through the barriers from the SE corner and left up the S stairs, left again and up the next S stairs to finish the adventure.

 

 

August – 05 – 2025