SANCTUM (TNT3)

 

Demo level by StudBuddha

 

Walkthrough by Phil Lambeth

 

 

Lara awakens from a nap. Jump into the nearby lake toward the waterfall, swim left toward the far wall (there's no compass in this level) and grope in the darkness for grenades before surfacing and pulling out onto a ledge. Vault higher onto the corner block, turn around and take a slightly curved running jump to grab the higher block. Pull up, turn left and jump up to grab the wall crack. Shimmy left to the corner and pull up. Turn left and run off onto a slightly lower ledge. Walk to the other end, take a running jump onto a ledge near the waterfall, walk to your right and take a running jump over the gap to grab a higher block. 

 

Pull up, turn right and stand jump to grab a jutting ledge. Pull up, turn right and pull up higher, take a running jump just to the right of the column and grab the rock ledge just beyond it. Pull up, hop up left onto the corner block and stand jump slightly to your right to grab a higher block. Pull up, turn left and pull up higher, turn around in place and jump straight up to grab the higher ledge. Pull up in front of a ladder and jump to grab it. Climb to the top and hop down left for a large medipack. Vault back up onto the ladder column, jump up to grab the ceiling and monkey swing toward and past that green wall you see in the distance.

 

Drop at the end and go around to your right for the much-appreciated flares. Go back, hop down toward that green wall and enter a cave with shallow water. Note the sign (Geordie Bob's Freight Co.) and enter the next area. Run off the edge next to the burning barrel and slide down the floor hole to drop into the water far below. Swim down, allow the current to grab and pull you through a tunnel and swim toward the bright light on the far right in the larger underwater area that's guarded by a friendly porpoise. Surface and pull out onto a small ledge. Stand at the edge at jump straight up to grab a higher opening. Pull up, kill a baby spider and pick up the nearby harpoons

 

Drop back down to the ledge and face the purple banner with the trident design. Jump forward into the water, loop around right past the banner toward the metal structure. Find the opening at floor level, swim inside and up to find an underwater lever on the central cage structure to your left. When you pull it a trap door opens and a frogman is alerted to your presence. Surface for air, pull out onto the nearby ledge, note the wall switch but don't pull it down yet. Jump back into the water, exit this structure and turn to your right. Swim to the wall past some blocks, where you can see two lowered trap doors. Surface, pull out and find another wall switch to pull and lower a ceiling trap door somewhere.

 

Go around this area to collect harpoons, the MASONIC MALLET and the HARPOON GUN. Jump into the water, await the frogman's approach and deal with him. Now that you're suitably armed, swim back to the previous metal structure, surface, pull out and now go ahead and pull down the wall switch to sound an alarm and summon a second frogman. Turn right and follow the ledge and steps clockwise to an upper room. Face the closed door and prepare to draw a weapon as you pick up the steaming large medipack. The door opens and a baddy opens fire (he can shoot right through the door). He drops MP5 clips when he dies.

 

Step into the doorway and pull down the wall switch to douse the flame tiles behind you and open another door. Reverse roll and jump the ledges to find the GRENADE LAUNCHER past the second door. Pull down the wall switch to open another door for later. Hop down right and search the lower walkway for the MP5, MP5 clips, a small medipack and the DESERT EAGLE. If you're not opposed to some unauthorized self help, you could now bring up the small medipack in your inventory, hang from the edge over the water and pull up to use the G-U-N-S cheat and beef up your supplies. Pull up onto one of the dormant burner tile ledges and go back the way you came to shut up that annoying alarm.

 

Find a ladder just past the dead baddy and climb up past the opened trap door. Follow the enclosed passage around the corner to encounter another baddy who drops MP5 clips. Continue around the next corner to find the door you opened with the last wall switch.  Get the harpoon gun ready for action and run off into the floor hole to drop into the water far below. Greet the waiting frogman, swim past his dead body and around the corner to surface and pull out. Vault up into a passage and use the MP5 to shatter the grate that's blocking the other end. Drop down into a lower passage and continue to an intersecting tunnel much like the one you swam through earlier.

 

The camera becomes fixed temporarily as you run a long distance toward the far end. When you step down into a short connecting passage you hearing some warning music and the grunts of a nearby enemy. Draw a powerful weapon, run left to the wall and pull up to engage a two-gun baddy who's surprisingly hard to kill. Pick up the grenades he dropped and search the dormant fire tiles for MP5 clips, a large medipack and a small medipack. Drop back down to the connecting passage, jump into the water at the other end, swim a short distance and pull out onto a ramp. Run toward the stained glass window, stand at the water's edge and draw the MP5.

 

Use the look key to look upward and shatter the grate in the wall to your left. Hop onto the steaming block in the water and stand jump to grab the wall opening. Pull up into a sloped passage and follow around corners to a higher passage.  Pull up and continue to a closed door as that annoying foghorn starts blaring again. Use the Masonic Mallet to open the door and follow the passage until you hear the sound of a door opening to your left. Go on it, take the first right and draw a weapon as another door opens in front of you to release a dog and a baddy. Even after he dies the baddy's torch can set you aflame, so steer clear of it as you go past his corpse into the next room.

 

Vault up onto the ledge to your right for desert eagle ammo and a large medipack. Hop back down, face the open door with near back about a block away from the wall and jump up to grab the ceiling opening. Pull up into a short passage and pull up even higher to your right. A glass wall blocks your further progress, so pull down the wall switch to create a slight rumble and drop back down two times to the lower passage. Exit this room and turn right at the entrance passage. Continue around the corner to the room you could see through the glass wall.

 

Drop down into the room, go across and climb up to the metallic surface you can see in the far wall. Pull up into the opening (past a door that probably opened when you heard and felt that rumble) and follow the passage to a smaller room with a pushblock. Move the pushblock to the other end of the ledge onto a trigger tile that creates another slight rumble. Exit to the larger room, climb the block near the middle of the room, and with that metallic surface to your left stand jump slightly to your right to grab the jutting ledge. Pull up, turn around and jump up to grab the ceiling. Monkey swing across the room past a trap door that was raised when you moved the pushblock. 

 

Drop and grab at the other end, pull into the crawl space and turn to your right. Lower Lara down the opening to your left and drop into an alcove. Jump straight up to grab a higher opening and pull up in front of a wall switch. You hear the sound of a door opening when you pull it down. Reverse roll, return to the floor hole and jump with grab to land in front of a green crystal that plunges you into total darkness when you run into it. Light a flare to restore normal lighting and go around the corner for MP5 ammo. Return to the floor hole and the crawl space, safety drop to the large room below and get on that central block once again.

 

Jump back to the ledge with the metallic ladder and see that the door has closed, allowing you to climb the ladder past it and shift left near the ceiling to drop onto a block. Stand at the corner and take a running jump to grab the opening in the far wall. Pull up, slide down the other side and jump at the last instant to grab the high ledge. Pull up, note the crawl space to your right but turn left and vault up onto the corner block. Turn left again and take a running jump across the gap to grab another opening. Pull up into the passage and jump over the floor hole for a small medipack. Turn around and jump back the way you came to that crawl space around the corner that you noted earlier.

 

Pull inside, turn around and drop down the other side. Turn left, vault up into the higher passage and draw the MP5 to shatter the grate ahead. Jump over the floor hole and pull down the wall switch to lower trap doors in the underwater area and release another frogman. Turn around, jump back over the floor hole and continue forward until you slide down next to what looks like a large medipack. Turn left, slide down a longer slope and shoot the baddy waiting at the end of the passage. Pick up his dropped MP5 clips and go past the open door ahead. Turn right, go past another open door and follow the passage to a water-filled trench.

 

Jump in and swim through the passage until you emerge near the underwater stained glass window you saw earlier. Turn right and swim through the tunnel into the large underwater area you explored earlier. Surface for air if necessary, then turn left and swim through the much longer tunnel. Turn right near the far wall and surface. Pull out and follow the passage to a pushblock with a trident design. Push it two or three times, jump to your left into the water, ignore the heavy breathing of a frogman in the vicinity and swim up the steep shaft to surface and pull out. Shoot the waiting white-suited baddy (who again is quite hard to kill) and pick up his dropped grenades.

 

Shatter the corner grate with the MP5 and safety drop from the floor hole into a familiar passage. Don't go toward the opened door but the other way past a dead baddy and drop down to the metal catwalk. Go down the stairs to the water, jump in and finally deal with that pesky frogman in the open area. To find the opened trap doors, swim out from that structure with the underwater lever you pulled earlier toward the central pillar in the open area. Turn left, look for the trap doors not far above the floor, swim up into the green crystal and surface. Locate the diamond-shaped tunnel after noting the nearby corner opening (that seems to be blocked by a glass wall), swim to the other end of the tunnel (assisted by the strong current) and find an underwater lever that opens a gate between the trident banners in the open area.  

 

Swim back for air and go down the shaft into the open area. Turn left and swim between the trident banners to find a large medipack on a slab. Swim up to find a short tunnel, follow and continue up a long shaft until you can surface and reach for a nearby ledge to trigger a screen of your stats as you pull up. Head for the nearby stairs to finish the level.