LEVEL 1 - CROFT MANOR
-
5 secrets
Emergency objectives:
Learn new moves from the
gymbook
Enter the testlabs
in the manor basement
The lottery: save before shooting the
targets so if it doesn’t work,
reload again.
Push the button, left of the Computer and
leave the room.
Gathering Keys and Supplies.
There are different ways to go, but this is
what we did.
Go right and open the next door and watch
the fly by. Pick up Flares, go W into
the next room, find the book to flip in the
bookcase N. Get more Flares near the
fireplace and get into the fireplace to
climb up the left hand wall, climb off to
the right, picking up another batch of
Flares. Get down and around the corner
in the next room get a small
medipack NE.
Jump to the S and go right (SW) to flip that
switch there on the wall.
Now turn and push that block on your right,
you are in the attic now. Pick up Flares
on the floor and even more Flares on
top of the boxes and a third batch of
Flares around the corner NW. Go E and
down the stairs, open the door with the
button (N). Go out and walk to the S side of
the landing to open the first door into the
bedroom.
You’ve opened the closet door NW earlier, so
gather SECRET #
1,
a small medipack,
the Cathedral Key, FMJ-Rounds and Shotgun
Ammo. Go out and to the
right to open the Bathroom and find yet
another bunch of Flares.
Leave the bedroom and go down the stairs and
find more Flares on the NE
windowsill. On the S wall is another button,
that leads you into the downstairs
cloakrooms and in one of them you'll find a
Medipack.
Go back to the hall and to the left around
the corner into the kitchen, grab some more
Flares near the kitchen table. On the
W wall are two buttons, use them to open
doors to the dining room and to the garden.
Poor Winston...
Turn around go to the button E and open the
freezer,...
Lara: “Gosh”
Push poor frozen Winston over to the hot
burning stove in the kitchen, take a step
back and watch the fly by. Grab the
Battery from the kitchen counter left of
the stove. Then follow Winston upstairs to
his bedroom, S side and next to Lara's
bedroom. He takes his time and also makes a
lot of noise.
The Roof.
Go to the bookcase NE and flip that book to
see a trapdoor opening on a roof. Winston
will go to bed as soon as you leave the
room, so leave and go to the attic (NW) and
pass the push block N, immediately go right
and climb up the wall there.
Once on the roof jump
down and into the opening to get the
SECTRET # 2,
Cathedral Key # 2.
Doll Secret.
Go back into the house, through the attic
down the stairs E onto the landing and into
the room NE (the start of the game), place
the Battery in the doll statue E. Turn left
and jump into the open panel to grab
SECRET # 3,
Cathedral Key # 3 from that hidden room.
Target Practice.
Get out this room and downstairs to the
front door and open it. Go right and open
the gate there. Go left and get the pistols
out to shoot the 4 targets. It seems you
have to shoot them in the correct order,
otherwise the gate won't open, so face E
while shooting them and start with the one
closest to Lara and work your way to the
gate one by one. The gate E opens get in and
grab SECRET # 4,
The Cathedral Key # 4 E.
The Gym.
Go back into the house through the front
door or through the Kitchen and now go to
the Gym (NW from the hall). Run to the W
wall to get the Gym Book and read the
instructions. Go to the E wall and climb on
slope # 5 and shimmy to the right top pull
up at the end, turn to jump to the pillar
and use the monkey climb to go over to the
next S and pick up more Flares. Drop
down to the floor and climb up from ramp #1
to the box near the poles. Face W (do stand
in the middle) and take a running jump to
the pole. Keep the CTRL key always pressed
down. The pole will swing around and now
(using the up cursor) swing to the next one.
Using the back cursor, turn Lara around and
now using the ALT key Lara will jump to a
higher pole. Use the back cursor and Lara
turns, now use the up cursor to swing to the
next pole and from there to the platform and
use the switch there.
The Pool.
Safety drop down and enter the swimming pool
N. Go to the diving board and use the button
behind it to see a wall panel open up. Now
dive into the pool and grab
SECRET # 5,
Cathedral Key # 5.
Climb out S and go back to the hall way and
into that open panel SE. Save, as this is a
time run to the opposite side. Use the
switch, back flip/roll, aim Lara a bit left,
sprint, roll while sprinting (SHFT and ALT)
sprint further and take another roll near
the door and you should make it. (You can
also hit roll when you run against the half
open door)
Santa's Surprise.
The button to re-open the door is located to
the left of the door. On the E wall is a
bookcase, flip the book that is sticking
out. This door, from the cut scene is in the
hallway and to the right of the big clock.
Once inside the door you see a fly by of
Santa coming over, turn around and go out
the front door, pick up the
Blue Bear
Santa left behind. Go back to the door near
the clock and run down the stairs.
LEVEL 2 -
TESTING LABORATORIES
- 3 secrets
Objectives:
Pass Cave and Sand test to get 2 Keys
Enter the secret subway
Lara will first put on her backpack that is
hanging from that grate. Follow through and
turn right (N) to the door, which will open
when approaching.
Go left and take the first opening left and
go to the back of the room to crawl into a
crawlspace at the W wall. Follow through and
use both buttons. One is for a door and one
for a door with “Hall of Fame” written above
it. Crawl back and get out of the room to
the corridor N. Go right and right again and
walk straight over to the “Hall of Fame”
door.
"HALL OF FAME".
Just have a look around at all the relics in
this museum and at the Weapons area you
can't pick up the USP Shotgun and M870
Pistols as they are just models. In one
room, also do not try the Gyro Sphere as
Lara will fall into the water and a snake
will bite her, instead go down the stairs
and if you want you can shoot the snake. Go
back out and leave the “Hall of Fame” to
continue with the adventure.
TESTING LABORATORIES.
Go straight N and again through the door, go
left in the corridor and take the last
opening to the right (N).
There are three openings in this hall and
you’ll be back here again, so take the first
opening on the left (the one with the
vegetation).
TESTING LABORATORIES -
COASTAL AREA - 3 secrets
Objectives:
Pass Coastal and Egypt test to
get 1 Key.
The Lost Masks.
Follow through and grab the Flares
you'll find on the beach. Go to the SE and
jump on the rock that is jutting out. Jump
to the next and the next and then grab the
crack in the rocks to shimmy left. Go around
the corner into an alcove and grab the
Lost Mask.
You can go back the way you came but you can
also jump into the sea and the current takes
you to the beach. Now run all the way to the
N side, and carefully get on the first rock
you see in the sea to the right. Aim with a
running jump to the next NE, walk towards
the end, jump up so Lara can run, hop back
and take a running jump to the corner where
another rock is jutting out. Face NW and get
into the alcove for
SECRET # 6,
Burst Rounds and FMJ Rounds. Jump in the
water and get swept to the beach. Go
straight (W) and keep to the right along the
building and go left into that building, get
into that small pool and pick up the
second Lost Mask (NW corner). Go out and
get a small medipack
at the SE corner behind the building.
Head W from there and go to a dark cave W,
follow in and in the SW corner is a
crawlspace. Follow through and place the two
Masks to open the door.
Lava Fields.
Go N and climb the ladder in the NE corner.
Go straight ahead and climb on a block a bit
further to use a monkey climb to get to the
other side. Turn S and go to the edge of the
lava fall. There is a ladder to climb down
so you can get
SECRET # 7, Flares and a
Medipack.
Back up the ladder and use the monkey climb
again to get over the lava stream. Run N
along the stream and climb up some rocky
ledges and then to the left and make your
way over the ledges in the lava fall, to the
top (NW). There's a rope dangling W. From
there use the rope to get to the other side
(S). Go W and behind that pillar is another
rope to traverse the lava pool. From there
take a running jump E to the sandy floor.
Head N and up E in the wall is a crawlspace
if you don't want the next secret, get
through it. Otherwise jump to the next rock
in the stream, go over to the W wall. Take a
running jump from the highest point and
another one to the next rock. Then grab the
crevice and shimmy right and drop at a
block. Jump up to the left at the end hang
down and shimmy right to
SECRET # 8,
Shotgun ammo and a small
medipack.
Grab the monkey climb and go to the other
side of the lava stream. Follow the path and
use the ledge in the lava to get over the
stream. Go right (S) and find a lever there.
A second rope appears over the lava so use
both ropes to get to the N side. Swing once
with the first rope and align the next
straight at the sandy shore and swing a
couple of times. Enter the opening and slide
down.
TESTING LABORATORIES -
EGYPT AREA - 3 secrets
Go further and meet your first enemy. Kill
him then pick up the Shotgun he will
leave behind and head S (there's a closed
gate with a secret behind it), go right
around corners and come to a crawlspace up
in the N wall. Get in to pick up
SECRET # 9,
Shotgun Ammo. Go back out and up the
ramp S, jump to a block W and grab the
Sun Goddess. Back to the ramp, and go S
and meet more opponents. Go to the SW corner
and up into a crawlspace. Use the jump lever
you find in this small room and return to
the cave. Another ninja appears and then get
into the open gates S.
Room with the 3 Statues.
There are three giant statues in here and
look to the heads as they all look in a
different direction. Your goal is to turn
their heads. So climb up the steps behind
those statues and use the push pole to turn
their head towards the front.
N statue push the pole once to the N.
W statue, push the pole twice.
S statue push the pole to the E once.
Now go to the chain in the E and pull and
watch the flyby. Climb the pillar nearby and
jump to the higher one and again till you
can get the Sun Disk.
You can now return to the start area N where
the gate is now open to get
SECRET #10,
a Medipack,
return to the statues room.
Go up the steps to the gate SE, combine the
Sun Disk and the Sun Goddess
to get the Sun Talisman and place it
in its receptacle near the gate. Enter and
go to the back where you have a fight on
your hands with 2 ninja’s. One leaves behind
some Revolver Ammo. Step on 3 marked
tiles, one NE, one NW and one in the passage
S, left in the SE corner. Now that
sarcophagus in the previous room moved aside
so you can get get
SECRET #11,
a Medipack.
Go to the passage S and pick up the
Coastal Key in the SW corner and a
trapdoor opens next to it.
Go in and slide down to follow through,
approach the door that will open back to the
Laboratories corridor.
TESTING LABORATORIES (2 part) - 3 secrets
Objectives:
Pass Cave and Sand test to get 2
keys
Enter secret subway
Yellow bear
Go back to the NW door and take the middle
opening on the left. You enter an icy area,
follow through and there are some sleeping
wolves in this cave. They do however wake
up. Before going further retrace your steps
and enter a cave in the SW corner, Climb up
at the end and shoot a bat. Here is
SECRET # 12,
a small
medipack and Revolver Ammo.
Go up the stairs and watch out for the
poisonous darts. Make your way to the back
of the cave (E) along the right hand side.
First just run off the edge to that tallest
block below and slide backwards to
SECRET # 13, Burst Rounds
(NW). Climb the smallest block and jump
to the one N to get back up the ledge again.
The next part is a bit tricky as you have to
face SE from the pointy ledge on your left
(N) and run with a slight left curved jump
to the pole. The pole swings around right;
use the forward cursor to swing to the next.
Then ALT and use the forward cursor to get
to the higher pole. Turn around (backward
cursor) and again use Alt and forward
cursor. Two swings more to get to a rocky
ledge N. Turn left (W) and a running jump to
the snowy ledge.
The Cavern Key.
Go forward (W) and watch the poisonous
darts. Slide down and go up the ramp
avoiding boulders, go up left first, then
right and finally left again to pick up the
Cavern Key in the next cave. Enter
the doors that will open up. Go around the
corner and save, as this is a tricky part.
Sprint down and around the corner and jump
the pit and land in a room with moving spike
walls. Sprint forward and climb up and slide
down. Watch out for poisonous darts.
The Medipack and
Ammo lying in front of the moving spike
walls are no secret and I wasn’t able to
grab those. It is however possible to get at
least the Medipack.
Jump over the spikes and rush to the corner
on the right, more moving spiked walls, flip
the floor lever in the end, turn left and
dash into the opened doors. Go down and jump
to the floor and through the door you are
back at the Test Laboratories again.
Golden Serpents.
Again a trip to the NW door and now take the
most right opening on the left. Fall through
the trapdoor and land in a small lake. Climb
out and you are in a desert area. Pick up
the Shotgun ammo SW, then go to those
bushes W and shoot the snake coming out.
Step into the bushes and do pick up that
Golden Serpent from the one in the
middle. Go N and around the corner,
keep your pistols out as there are more
snakes. Follow through and passing a
trapdoor and go the bush at the end. Shoot
another snake and grab the second Golden
Serpent from the last bush. Back to
those trapdoors and use the two Golden
Serpents. Fall down in a cave, grab the
Flares and Lara will stare at the floor
at a certain point. Pick up the Torch
there and ignite it on a wall torch.
Go on and on the wall on the right is a wall
torch; you’ll find quite a lot of them so I
won’t mention them anymore and don’t forget
to take the torch with you wherever you go
(don’t think they did anything else than
giving Lara some light but you never will
know as I lit all the wall torches, but at
least you’ll know where you have been). Use
the lever nearby. The door N opens, on the
ledge N is a
Medipack. Go through the opening
W, under the vase are some Flares.
Follow through and from the tomb get the
Rules of Senet,
Shotgun Ammo and another Shotgun.
Go back up the stairs and into the now open
door E. Shoot some bats and watch the fly
by. Leave the Torch and play the game. The
game sticks are found N on top of the
entrance. You better win the game but have a
look for yourself, as loosing the game will
only make the next bit harder.
The rules of Senet:
To win the game, get all your pieces of the
board by landing them on the final Horus
square. On your turn spin the sticks. Your
throw is the number of white sides showing.
If no white sides show, your throw is a six.
If you throw a six or land on a Horus
square, you get an extra turn. If you land
on an opponent’s piece, it is returned to
the start.
You
have to move the colored pieces;
Semerkhet moves
the gold ones. To take a turn, press Action
to spin the tiles on the frame. You may then
advance one of your pieces by the number of
white tiles showing. Step on the colored
square (red, green or blue) corresponding to
the piece you want to move. The pieces
advance as shown in the diagram to the
right. Your pieces follow the path marked in
red; your opponent's pieces follow the path
marked in gray. If you spin all black tiles,
this counts as six. If you spin a six or if
one of your pieces lands on a square with an
ankh, take an extra turn. You may not land
on a square occupied by one of your own
pieces. If you land on a square occupied by
one of your opponent's pieces, it is sent
back to the start. The first player to get
all three of his pieces to the final ankh
wins.

Courtesy of Stella -
http://www.tombraiders.net/stella
Game of Senet
after losing:
The different tiles on the floor are open,
so jump in the opening closets by and use
the lever.
A wraith will awaken and get out and go back
where the sticks were. Take a running jump
to the first column on the puzzle floor and
the next and so on, then into the opening of
the S wall. Continue: *
Game of Senet
after winning:
Cages appear on the puzzle floor, so take
running jumps to the other side of the room
into the opening S wall.
* Pick up the Torch in the corner
there and ignite it at the wall torch.
The maze, a Yellow Bear.
Proceed down the steps, around the left
corner, jump over the spiked floor and come
to a wall torch. Light it if you like,
proceed and go
straight, the next one to the right has a
Boulder, so trigger it and hop back, hop
through the corner over the boulder and go
for the Yellow Bear.
Go out and right, after the corner is
another wall torch. Go left there and then
to the right to get a small
medipack.
Return and go left/left. Follow straight and
hop over the spiked floor. When you come to
a sloped passage, go along the left or right
hand wall, as boulders will come down. Go
through the opening and come to a small
pool. Swim in and into a narrow tunnel SE.
Pull out for
SECRET # 14,
a
Medipack and FMJ Rounds.
Swim back out and straight W to the
Medipack
on the bottom. Climb back out of the pool N.
You can leave the Torch here.
The Desert Key.
Go to the passage E and take a step inside
backwards so you can immediately run out as
a boulder comes down.
Climb up to the right and then on a ladder
to get the Desert Key and climb
through the trapdoor. Follow through
and jump down and leave this place through
the door S and into the corridor. Go
straight to the opposite door and place the
three keys in the three locks there. Turn,
go through and kill the nasty guy and going
over that sort of bridge the level chances.
LEVEL 3 -
MOUNTAIN RAILWAY
- 1 secret
Objectives: Take control of the train.
Lara
changes into another costume.
Use the switch on the left of where you
start, go through the train and pick up
Burst Rounds. Jump to the other car and
shoot a guard, get the small
medipack he
left behind. Go into the next door and shoot
another guard and pick up his Key Card.
In the toilet area on the right is another
switch but be careful as there are more
guards sneaking around this train. After
using that switch you'll see a cut scene of
a hatch opening up.
Go back (E) and instead of jumping back to
the next car, jump to the ladder on the left
and climb to the top of the train. Turn
around and run to the W and jump over to the
next roof and spot the trapdoor. In you go,
shoot the dogs and use the switch in this
cage. Another door opens, climb out and up
and go to the front of the train (W) to pick
up SECRET # 15,
Grenades and Shotgun ammo.
Go back to the back of the train and use the
ladder to get down into the train again. It
can be that Lara shimmies to the end and it
looks like she is stuck, just let go and
grab again and she is in climbing position.
Travel W, open the door and do save
before you jump to the next car.
“Welcome intruder.
You'll be gone in less then three minutes,
hahahahaa”
Don’t dillydally, shoot the guy and run to
the end and use the Key Card (in this car is
a green box N if you pull it aside you can
get 2x Uzi Ammo). You see a cut scene
of a chopper (you can also save at this
point). Now jump to the next car and shoot
some dogs and guards. Watch out as one of
them has a Key Card you need. So pick
it up and open the door W, jump to the next
car and again open the door there, keep
shooting at more enemies and use the Card W.
Another guard keeps watch so get rid of him
as well (he’ll leave the Submachine gun)
and flip the lever to slow speed. You made
it!!.
Btw it is also nice to reload a save game
and see what happens if you are too late,
the train speeds out of the curb and hits
the bottom of the canyon.
LEVEL 4 -
BRITISH MOUNTAIN RANGES
- 4 secrets
Objectives:
Choose your computer (PC or MAC)
Find the bike and use it to get
to the frozen lake
White Bear
Go left (W) and take a turn right
immediately after the fence, to the back of
the cabin. Open the trapdoor you see and
enter the cabin. Get the 2x Flares
and also the Card: Choose MAC or PC
from the table. Put it in the slot next to
the type computer you are playing (PC or
Mac) and see a block rising outside. Leave
going to the left around the cabin to the
block and climb onto the roof. (If you want
all the secrets, you have to go around the
train to get
SECRET # 16, FMJ Rounds.)
Snowy Valleys.
Once on the roof jump to the snow hill NW,
then NE and again NE and the next is to the
rock N. Face S and hang and shimmy left till
you can pull up and shoot the icicles. Take
a running jump into the cave SE and follow
through. Watch out for falling icicles. Jump
up and shoot more icicles, then jump in the
opening SE. Keep going and see an opening in
the floor and drop in. Shoot more icicles
and leave this crystal cave. Follow through
and jump into the opening in the floor. You
are in a dark cave and there is nothing in
there...
You’ll be met by a pack of wolves, go to the
frozen pond and keep going left (S). Go
right and right again (N), left around the
corner and follow through (a long walk),
slide down, keep going and in the end you'll
come to a cave with water. Get down into the
cave.
Into the Caves.
Go in and right (N) dodging icicles and take
a running jump to the swing pole from
standing in the middle of the river. Lara
swings toward the wall (use the down cursor
to turn around) and the up key to swing to
the next pole. Then swing to the ladder
straight ahead. Climb up and turn the Wheel
there.
Watch the fly by. Climb down and walk
through the stream to the NE and jump from
there to a stone ledge. Walk to the wall and
take a jump to the pole W and from there to
the ladder. Shimmy around to the other end
and back flip and grab the next ladder.
Shimmy around one corner, climb down and
back flip with grab to a rock ledge. Face
NW, jump into the opening there and climb a
ladder all the way to the top and hoist up.
Go into the next area and shoot another pack
of wolves.
Unicorn Castle.
Go right and around the corner go the pillar
N (under the arch) and at the back turn the
Wheel there. The door in between the
Unicorns (W) has opened. Get in and step up
but don’t go forward but turn right (N) and
hoist up. Follow through to the SE opening,
jump over some crates, keep going to the
left, the camera will change, be careful
here.
Basement of Traps.
There is a trapdoor so run over the black
line and start sidestepping so you can open
the hatch without dying. Get into the
opening, and time your run through the
rotating axes and squishy block. Jump over
and run behind the second rotating axes to
the opening W and get the
SECRET # 17,
a
Medipack there. Go out and run
into the opening NE, then jump SE. Face S
and get the Silver Rod from the
pedestal, immediately jump back as blocks
will drop.
Turn around into the NW corner and crawl
through the opening, jump back avoiding the
squishy block and in the next part follow
the rotating axes. Jump past the squishy
block and go climb out the trapdoor to go
back S. Make a U turn left and walk N along
the right hand wall to find a swing pole.
Swingpoles.
Take a running jump and swing around the
corner, then swing to the next pole, take
another swing end up in a corridor. Go E and
time the rotating axes so you can open the
trapdoor and jump in. Use the wheel and the
next bit is a bit awkward. The only
way out of here is
facing E, jump up and grab the edge
on the left side. Don’t hoist up right away,
just time the rotating axes and once up,
immediately side jump left and out of the
way. Now go W and in the next room in the SW
corner is SECRET
# 18, Burst Rounds.
Go to the pedestal and grab the second
Silver Rod. Drop down on the floor
below. Go back around the corner and now go
into the building on the left (from the
well) and immediately go right and follow
through till the end. Place the two
Silver Rods at the Dragons mouths and
enter the open door.
The Mirror Room, Golden Rods.
Go straight keeping the ice on your right
and shoot that snowball that is against the
high snowy hill. A block rises E, climb up
and first face SW to take a running jump to
that ledge over the mirror, pick up the
1st Golden Rod. Go back to the block and
get ready for some pole swinging. Take a
running jump to the pole W. Swing to the
second, turn around (down cursor) and then
swing to the next, swing to one pole higher
(hold Alt). Then a swing to the next, turn
around (down cursor) another swing to the
next, from there swing
straight to the ledge at the mirror S. Go to
the right and jump on the next and now take
a curved running jump to the ice N. From the
far N end another running jump to the ledge
N and pick up the 2nd Golden Rod.
Take a running jump back to the ice (no
CTRL) and look up. Face W and back flip and
grab the ladder to go climb up. Go NW and
find a slide on your left. All the way down
and then jump NW you are at the front of the
Castle with an open drawbridge.
The Drawbridge.
Go NE and take a standing jump and another
one then a running jump to the stone bridge.
Insert the two Golden Rods and use the
Wheel. The Drawbridge is down.
A Slippery Bike Ride.
Drop to the ground floor through the opening
in the floor; go over the wooden bridge to
the right corner. Take a running jump with
at the last moment grab NW to the side of
that heap of snow. Shimmy left and hoist up
Go to NW and get
the bike. Drive the bike to the other side
keeping the wall on your right and get up
the hill there. Keep straight and a bit to
the left so you drive over a steep sloped
ridge with the mountain on your left. Watch
out for falling snow boulders. Go on till
you can drive left into a cave.
The White Teddy Bear.
Once you are back in the cave leave the bike
near the waterfall and jump up the waterfall
(S), look to the right and pick up the
White Teddy Bear.
Get back on the bike, head N and take the
first opening to the right (where you
entered this cave before), drive through the
snowy landscape all the way to the other
end, passing the small frozen lake you saw
before. In the end, take a snow slope up and
leave the bike there. Climb over the ridge
ahead and jump down to the waterfall, go
down N to a frozen lake. On the frozen lake
in the SW corner is a small
medipack as
SECRET # 19.
The way out of this frozen lake is straight
N from the medipack
in a passage behind some trees.
LEVEL 5 -
THE VILLAGE - WESTERN SECTION
- 3 secrets
Objectives:
Explore the village
Enter the factory
Enter
TRSearch headquarters
Go left and you are in a small village. Go
over the bridge to the SE corner of this
little village.
Mad Granny.
Go to the garden of the house and shoot the
dog there. Find a blue angel statue on the
NW corner of the house and move it to that
tile S, near where the dog was (It will sink
into the ground a bit). Go to the blue angel
statue E and move it S onto the tile and the
sundial in the S side of the garden will
lower. First head to the tree SE (near the
statue you just moved), go into the cave S
and climb the ledges up to
SECRET # 20,
the AK-47 and 2 x Ammo, get
back down to the garden the way you came.
Walk out of the cave to the N a bit and turn
right into the opening. Climb the ledges and
look on the ledge to the right for
SECRET #21,
the Laser Sight and a
Medipack.
Get back down to the garden.
Now go to that sundial on a block a fly by
cuts in and two dogs attack Lara. You can
shoot the dogs while the camera moves and
the window of the house will open. An old
granny shouts:
“Be quiet stupid dogs, I am trying to sleep”
and she throws a cabinet out of the window.
Go and push the sundial on the tile W
between the cast iron benches, the fountain
starts working.
Granny again:
“Who switched
time at one o’clock, it is driving me crazy”
She throws out the washing machine this
time. Go to the place the washing machine
landed in the garden and get into the
opening there. Be careful of the water that
has electric current, pass it and go
straight (W).
Stand with the right shoulder against the
wall and crawl in and push the cabinet out
of the way against the wall of the cellar.
Pick up some FMJ Burst Rounds, find
another cabinet E and push it also towards
the wall. Enter this opening and flip a
switch in there. Go back to the small pool
of water as now you can pick up the Fuse
there. Use the Fuse on the W wall of the
cellar where a trapdoor opens so climb up.
Into Granny's House.
NE is a jump lever, this lowers a block so
you can get even higher up in this house.
There is a Medipack
in the SE corner under the easel with a
painting, duck to get it. Lara looks at the
garden windows W, shoot the lock to open
them. Now go out and take a running jump to
the snowy ledge SE. Open the right hand door
and enter the house again.
The Room Key.
On the staircase wall is a painting of
lovely Aunty Agathe.
Go all the way downstairs (keep to the
right) this opens a shortcut to the room
with the trapdoor, kick in the door N and
get a small medipack
from the bathroom there. Go up one flight of
stairs and go right again and to open the
kitchen door. Get a small
medipack in
the corner and shoot the vase on the table.
Grab the Room Key.
Meet Aunty Agathe.
You can leave through the door there but a
sentry gun will appeared in the front door
on your right and Grandma screams:
“Stop, who is
making that noise?”
So leave through the door you came from and
run all the way up the staircase and use the
Room key next to the open door to the
terrace. Save and be sure to have full
health before entering Grandma’s room. Shoot
the dog (grandma yells:
“So you’re the
one who is disturbing me, I will show you
now”), and go to the cabinet NW
(left) and open the drawer for a Fuse.
Run out while keeping an eye on your health
(If you want to see Aunty
Agathe in
action, run out to the terrace and stand on
the ledge W).
Go downstairs to the front door and you get
shot by that sentry gun, so use the Fuse and
enter the door to the left while watching
the health. Shoot two dogs and go to the
cabinet and open the drawer for the
Ignition Key, a small
medipack and the Church Key.
Don’t leave yet, as there is a jump lever on
top of the door.
The Jeep,
a Memo and a Factory Key.
Run out and go right and to the right
(opposite the kitchen) the door to the
garage is open. Take the jeep, go right and
then straight when you reach the bridge, go
right along the frozen canal go straight
drive over those snowy boulders E. Get out
of the jeep and crawl into a crawlspace
(where the snowy boulders were) and lower
yourself down. Jump to another crawlspace in
the W wall. Then jump to the other side and
then run off this one to the one down below.
Now jump to the ledge with the swinging
chain, from there, jump onto a block SE,
turn around and another jump/grab up to the
higher one N. Turn left (W) and jump to use
the jump lever. Walk SE and now run-jump
with a curve to the one E behind the
swinging chain. Make your way to another
jump lever SE, over a now raised block. Jump
back to the swinging chain and from there a
running jump SW and down to the other
swinging chain ledge. Avoid the chain and
jump to the block W, face to the left (S)
and jump to a now open trapdoor, climb up.
Open the door and open the cabinet drawer to
and find a Memo and a Factory Key.
On the note it says:
The code card is hidden in the Factory.
Don’t let Miss Croft get it.
Distract her, so we can finish the
TRsearchHQ
takeover.
PS: One Factory Key in hidden W, the other
in E part of the village.
The door W is open, head out into the
street, go to the left (S), then right (W)
and walk towards the W wall there into that
crawlspace. This is SECRET # 22,
a Medipack.
Go back to the jeep and go right and then
left at Aunty Agathe’s
house, up over the mountain and those snow
boulders. You’ll come back later.
LEVEL 6 -
THE VILLAGE - EASTERN SECTION
- 3 secrets
Objectives
Explore the village
Enter the factory
Enter
TRSearch HO
The Church, the House 1 Key.
Go E and find the church on your right, park
the Jeep. Climb up the left (E) of the front
doors and take a running jump to the pole.
Turn (down cursor) and swing to the next (up
cursor) and next until you can jump into an
opening in the house (N), the one with the
flashing yellow light. Use the switch at the
end and get out and before sliding out, pick
up some FMJ Rounds on the floor at
the entrance.
Back to the church and up the block and back
to the swing pole but now swing to the next
one. Then use the Ctrl and Alt key together
with the up cursor and grab the crack in the
wall of the church. Shimmy to the left and
let go, use the Church Key and drop to the
ground floor. Enter the church.
Go to the back and push/pull that bowl (SE)
3 tiles to the N, next to the altar where it
will sink into the floor. Go into the
opening in the W wall and climb up. Turn
around and hoist up, push the bowl onto the
trapdoor S and jump down. Use the switch and
push the bowl N onto the trapdoor. Use the
switch again and now push the bowl onto a
similar tile in this side the church,
opposite the other bowl.
Go to the back of the church and jump to the
block that appeared from standing on the
shrine. Jump SE and use the switch there.
Face N and take a running jump (no Ctrl) to
the next one. And from there, jump to the
ledge in the corner and pick up the House
1 Key.
Jump to the organ loft and again a jump to
the ledge in the corner W to get a small
medipack.
Get back to the organ, open the door W and
use the switch. The bells start ringing, so
safety drop down and wait for the priest. He
goes to the altar and
follow him, he is picking something
up, just keep following him. He opens a
secret door and once inside you
get
SECRET # 23,
a Medipack,
shotgun- and AK-47 Ammo and two small
medipacks.
Your work is done in the church so now go
the priest’s house. Go N over the bridge,
pass under the arch and then to the right
and it's the last house on the right, enter.
The Priest’s House, a Fuse.
There is nothing in the kitchen, shower and
cloakroom but in the living room (glass
door), pull the cabinet away from the wall
and use the switch there. Go upstairs now
and open the door there and in the bedroom
open the door NW. Crawl into the opening
behind the toilet bowl and find the Fuse
on a pedestal.
House 1.
Go down and outside and go left (W) back to
the church; take a left (E) and over the
bridge, to the end of the street. The camera
changes; go right and around the houses to
the front doors. Use the House 1 Key in the
house left (closest to the church). Go up
the stairs and once on top, turn around and
jump/grab to the ledge to use the switch.
Watch the cut scene. Just leave the house,
as all the other rooms are empty.
Take the Jeep and go N from the church all
the way to the N, drive over the mailbox of
the house (needs a key) left in the last
street. Stop and grab the Secret Key,
which dropped from the mailbox and open the
door. Inside open the door on the left for
SECRET # 24,
2 x FMJ Burst Rounds, a small
medipack,
Shotgun Ammo and a
Brown Teddy bear
and another small
medipack you
can get by crouching in front of the chairs.
Go out and left, then right (E) and in the
middle of that house you'll find a
crawlspace. Get in and get your
SECRET # 25,
a second Sight, a small
medipack and some
Shotgun Ammo. Back out into the cold go
back to the Church. Go left and jump on the
ice and on the corner face W and jump into
the water. Turn and swim SE and swim close
to the left wall and take the first opening
on your left.
A Timed Shimmy.
Go NE and climb out. Use the Fuse N and a
block appears. Then go to the W along the S
wall (watch out in the corner for the
boulder) and find a
Timed switch in the N. Save before
using the switch, as it is a timed
run. Run back and now jump on the raised
block and from there a running jump S,
shimmy to the right and at the last trapdoor
hoist up and back flip. A
running
jump/grab into the opening W.
There is another nasty boulder hanging in
this corridor, keep to the left as much as
possible and run past it.
Pass the electric wires and go into the
opening in the floor in the corner. There is
another switch, watch that flyby. The door N
opened, so go out, take a right and right
again under the arch, as the house is to the
right from the church.
The House 2 Key.
Enter and open the door left. You are in a
storeroom of sorts, with a timed switch in
the SW corner (a stopwatch on top),
this will open a trapdoor upstairs. Better
leave it for now, as we have to explore
where to go first. Go out and up the stairs
and watch out, boulder. Just run straight
against the wall and let the boulder come to
a stop, go left, (S) and find a
pushable closet
N. Push it once and then slip beside it to
push it out of the way just once (facing W).
Go to the other side and there is the
trapdoor you are looking for. So back to the
storeroom, save and then use the timed
switch, roll run out, up the stairs to the
left, through the room and through the
trapdoor (not too tight a timed run).
Once in the room, jump up to crawl up the
shelves in the middle and grab the House
2 Key, this also opens the exit door.
You can go outside into the cold again. Go
E, passing the church, keep that ornament on
your left and aim for that block of houses
E. The last house needs the Key you just
acquired.
House 2.
Get in and into the Kitchen and open a
drawer SE. Get the Memo, a
small medipack
and the second Factory Key.
Memo:
The code card is hidden in de factory.
Don’t let Miss Croft get it.
Distract her, so we can finish the
TRsearchHQ
takeover.
PS: One factory key in W, the other in E
part of the Village.
Not much to find downstairs but in the
bedroom upstairs is a
Medipack in a drawer.
Better tiptoe up those stairs, as the
inhabitants are asleep in that room.
Go back to the jeep go NW and return
to the Western Village.
WESTERN VILLAGE part 2
Go straight passing Aunty
Agathe's, take a
right in the end and go over the bridge,
park the jeep there. Shoot the barriers and
jump over the mines that are on the floor
and use the two Factory Keys left and
right of the gate. No need to take the jeep
as it will explode if you drive over the
mines.
LEVEL 7 -
THE FACTORIES - DISTRIBUTION
- 1 secret
Objectives:
Enter the production part of the
Factory
Find the code card
Use the code card in the East
part of the Village.
Go E into the yard and shoot a dog. Climb up
a railway car N and pick up FMJ Burst
Rounds, the railway car E has Flares
as a pick up. Behind the garbage container N
you can get Revolver Ammo. A guard
will come looking so shoot him.
Nothing more for now to do here, so go back
and go around the building (N). You see a
chopper on a helipad with a guard. Shoot him
and get his Access Card.
Go behind the chopper and jump N to the snow
ledge and from there climb higher on a
ridge, go right (E), passing over the fence,
jump to a snow triangle and again. When you
reach a small bush up left, you can drop
down S and find a bush in a small cavern.
Here you can pick up a Secret Key,
duck to grab it from the bush.
Loading Dock.
Enter the factory S. There is a Flare
pick up on a
windowsill NW. Open the door S, two workmen
will come out, kill them and pick up another
Access Card one of them leaves
behind. Enter again and open the door on the
left to use the Valve wheel S. In the
windowsill left are Flares.
Go outside and back to the Loading Dock and
immediately left, as in the SW corner of the
Loading Dock is an opening in the floor.
Jump over to the right hand side and climb
down (floor is now safe because you used the
Valve) to use the switch there. Enter the
opened gate, follow through and drop into
the lower passage with the lasers, save.
Laser Trap, the Fuse.
Time the lasers; there is an alcove on the
left you can jump in and another one on the
right in the back with a small
medipack.
Jump down when the lower laser is going. You
can stand save against the wall facing the
lasers. (I faced N, standing against the
right hand wall, did a run-jump over the
lower laser, a side jump left into the safe
alcove and then a run-jump out left to end
up against the N wall where you are safe).
Grab the Fuse and hop back against
the wall again, now get out of here, climb
up at the pipe shaft and make your way to
the corridor S, through the open door again.
The Crowbar.
Go down a ramp, follow through and shoot
away some gratings near a pipe to crawl in.
Use the switch, crawl out and pull away the
green crate (N) so you can get behind it.
Don’t bother to open the door right, as that
is the toilet with only a Mechanic in it.
Once behind the crate, get the Crowbar.
You can use one of your Access Cards
on the slot there, but you can’t do anything
in that Control room yet. So back E, up the
ramp and now take the left ramp and stairs
upstairs. You are on a balcony. Jump over
the railing into the windowsill E. Drop and
hang and shimmy to the left to the next
windowsill, jump W to the iron bride and use
the Secret key, a block will lower.
Into the Factory.
Jump SW, back to the balcony and go to the
NW corner to use the switch on that machine.
Two guards are there and one leaves some
Flares behind. Go in and to the left,
use your Access Card to enter.
Go immediately to the left (an
U-turn) and spot a green crate (this is
where that block lowered), pull it out of
the way, get behind it for
SECRET # 26,
Grenades and a
Medipack. Go back out and left,
behind the red crate (E) are Flares.
(If you leave the green crate out, you have
a shortcut back to the balcony, one way
only) If you want to go over the metal
bridge S, where you can shoot a guard and
his dog on another metal bridge around the
corner but there is not much to do there.
Down again for a
Keyring.
So go back to the balcony, go down the ramps
to the lower room, where you can use the
Access Card for the red door to the Control
room. Shoot the guard (was not here till
now) and part form getting FMJ Rounds
you also get a
Keyring. Notice the Terminal on
the wall SW (needs a CD).
Factory, the CD Pieces.
Go upstairs again over the balcony into the
Access door over the walkway and use the
Keyring around
the corner on the right, to the left the
block will lower. Open the trapdoor and
crawl in W. Go left and lower down into a
storeroom.
Moving Crates, a CD Piece.
Push/pull the crate NW aside for a small
medipack,
push it back (you'll need the space) and go
for the crate SE, push/pull it aside to the
NW and go move the crate behind it. Under
that crate is a CD Piece. Crawl onto
the wooden crate in front and get down on
the right, behind it are Flares. Jump
up and crawl over the crates and you are
back in the hallway at the trapdoor.
Factory, Ground Floor.
Go N to the walkway and in the first alcove
on the right is a switch. This opens an
access door NW in the Loading Docks. So go
down the ramps and into the open door NW. Go
to the back and stand on the higher raised
ledge S of the basin and face W, walk
against that pillar and grab up, shimmy to
the right and pull up on the walkway. Pick
up the second CD Piece from the N
end.
Control room.
Get down and back to the Loading Docks, down
the ramp and up the ramp on the left to the
Control room. Combine the two CD Pieces and
insert the Security Computer Disk in
the Terminal W. Go down and out and up to
the balcony, over the walkway in the Factory
to the hallway with the trapdoor and the
door that has opened in the E wall near that
iron bridge.
The Pump.
Insert the Fuse on the W wall; the pump
starts and water has filled the basin in the
Factory, so back to the basin downstairs.
Watch out for a guard and his dog though.
Exploring the Basins, A
Key.
Once downstairs get into the water and pull
the underwater lever E, get air and save
before you swim into the open gate S, go
left around a corner and right, right again
and straight (passing a gate on the left, S)
swim up a bit, go left around the wall and
down. There is an underwater lever there,
DO NOT touch it.
Swim in the room with the big Fan and get
the Key. In the upper corner on the N
wall behind the Fan is an underwater lever.
Pull it and swim back and up, and go right
and right again through the now open gate S
and get some needed air. On the W wall is an
underwater lever, use it to get more water
in this small pool so you can get out SE.
Sewers, a Laser Access CD.
Shoot the rat and now shoot the grate NE.
Use the monkey climb and grab the ledge
under the opening and crawl in. Shoot the
next grate and end up in a sewer sort of
place.
Go N to pick up Flares and a small
medipack and
jump into the water there. Swim into the
narrow tunnel NW and follow through, climb
out at the end. Time the flame emitter to
climb up facing S. Shoot the rat and crawl
out at the end and shimmy left hoist up.
Crawl to the SE and light a flare to spot
and get a Laser Access CD.
Crawl back to the NW corner and safety drop
to the floor. Now Face SE and take a banana
jump around that pillar to the right, shoot
the rat and take another running jump to the
alcove SE and use the Key on the
lock. Use the Laser Access CD on the Maim
frame inside, the fan will slow down, get
out of the cut scene and shoot the rat that
is nibbling at your toes. Save before
jumping in the water. Look down in the water
and spot the two underwater levers N on the
left and on the right. Use them both and
swim N through the open grate. Swim to the
end and hoist up on the left there, get the
Flares. Jump to the other side and
enter.
Laser Alley.
I couldn’t manage it without some health
loss….
Jump down and run after the laser,
then
jump over the emitter. When the next laser
comes toward you jump over it and try to
jump into the alcove on the left where you
are save for a bit. When the lower laser is
coming towards you jump down and over the
emitter (there is another alcove on the left
where you can get a
Medipack)
then jump down when the bottom laser is
coming and run straight into the wall at the
end. You are save here as well. Hope over
into the alcove. Go up a ramp and climb the
blue boxes at the end.
Leave the door on the left closed, as there
is only a guard in it and nothing else. The
door a bit further on the right has a switch
in a corner. Watch the fly by, go out and
right up the blue ladder S wall and you are
out on the back of the complex where you
started.
Go back N to the helipad around the corner,
up the snow back behind the chopper and jump
over the hedge down to get into the Loading
Docks. Go in the door S and up on the right,
over the balcony, left over the walkway in
the Factory into the hallway and left. Head
S over the metal bridge and right into the
open access door W.
THE FACTORIES
- PRODUCTION
- 2 secrets
Objectives:
Find the code Card
Exit the factory
Use the code card in the east
part of the village.
“Emergency”
Go W and get the Flares and if you
want choose the EASIER mode then do it now.
This is the hard mode: (easier
mode is in green)
Get into the opening left and shoot a guard
while you run over the ramp to the other
side and open the door there. Follow through
opening another door. Get the Flares
from a box SW. A guard will shoot Lara in
her back; he’ll drop some FMJ Rounds.
Conveyor Belts, the Security Computer Disk.
Pull and push the green crate to the SE
corner (different tile). The floor opens in
the NW corner. Jump in and go stand on the
platform over the conveyor belt facing W and
save. See that Cutter? Wait till it is up
and run onto the belt (as much as possible
to the right side of the belt) avoiding the
Cutter so you can jump off to the right side
as well. There is a big
Medipack to compensate the
health loss. First go to the small chest NE
and get the Security Computer Disk.
Open the trapdoor SE, jump in and save first
before using the Conveyor Belt Control
switch, as it is timed.
Timed Conveyor Belt, the Emergency Shut Down
Plan.
Turn right and run-jump over the pipe, turn
left and get out here fast and jump on the
belt (that runs in the other direction) and
jump up to the platform. Walk down to the
terminal at the red door. Now insert the
Disk you have and enter. On the E wall
is an Emergency Shut
Down Plan, write that down, as
you’ll need it later
(we provide the clue for you there).
Get an Access Card from the desk W
and leave. Climb back up through the
hole NW and head
E. Go back to the Thumpers room, over the
ramp to the other side and through the door,
to the left and use your Access Card.
More Thumpers and Conveyors.
Before you can do anything jump down in the
SE corner and go E, climb the ladder and get
the Laser Access Disk and the second
AK47 from the chest. Get down and go
W into a room with wooden crates. There is a
timed switch just around the corner.
Flip it and go and stand on the block that
disappeared. Just wait and you’ll be
transported up. Jump NW and pull up.

Now go NW to run onto the conveyer belt NW,
just through the opening, jump off on the
left onto the slanted ledge. Slide and jump
to get that Medipack
(missed the first jump? Go around the
corner standing on the belt and jump left to
the next slanted ledge to get to that
Medipack). Turn
around facing N and run-jump back onto the
belt, try to land
in the middle. Slide till just before the
belt goes left and jump over the next belt
onto a slanted ledge near the chain
(easier
version, there is a save ledge here),
slide and jump to grab the chain. Turn left
and swing to the second chain. Turn right
and swing over to the Jump switch on top of
the opening in the wall. Land, back flip
roll and jump again to get back onto the
chain (Easier
version, there is a save ledge behind the
belt). Swing back to the first chain
N and swing to land on the bridge there
(swing once and let go). Jump over to that
platform E and throw the switch there. Jump
back and go to the open door W.
The CD Pieces, Crate Puzzle, the first Fuse.
Go all the way down the ramps, jump in the
water and swim to the other side. Pull up
and go straight, run SE onto the nearest
conveyer belt when the Thumper is about to
go down and jump off again (left). Use the
Valve wheel for later (N wall) roll and jump
clearing the belts to the other side and get
the CD Piece and a third Laser
Sight from the chest there. Back on the
conveyer belt to the W and immediately jump
left into an opening. Go through to the next
room.
Push the crate with a fuse inside to the NW
corner. Don’t mind the thumper but don’t
stand under it, it will stop when you push
the crate under it.
Then go to the SE and pull up onto the floor
above and use the Valve wheel there. See the
blocks are shifting. Now jump on the glass
ledge and go back to the NW and pull/push it
to around the corner SE. Jump back to the
wheel and change the blocs again. Jump to
the raised platform at the crate and push it
once, jump back to use the wheel and jump
back to take a running jump/grab to the NW
ledge a bit further away from the block.
Pull the block twice under those Hammers. Go
to the trapdoor SW and get down for the
second CD Piece.
Get out and back to the ledge with the wheel
but this time turn to the wall N and use the
jump switch. This
releases a chain so back to the top platform
and a running jump to the chain and swing
to the other side NE. Use the switch and
climb up the switch block for a small
medipack. Jump
back to the chain and swing to the platform
SW to get to the shattered crate and pick up
the Fuse.
Make your way down, go N and jump over the 2
belts, run SE onto the nearest conveyer belt
when the Thumper is about to go down and
jump off to the left. Go E and left into the
opening there and compile the two CD pieces
together so you can use the Security
Computer Disk in the terminal. Pillars
appear in the room behind you.
Jump to the pillar and transfer around the
corner, be sure you are about in the middle,
back flip/roll/grab the next, transfer again
around the corner to the left and back
flip/roll/grab the next pillar. Shimmy two
corners on this one and back flip/roll/grab
the next. Now go the right and climb almost
to the bottom, back flip/roll/grab the
ledge. Walk to the end and use the monkey
climb to get to the other side and pull up.
Go left and use the Valve wheel, a guard
will appear and he’ll leave a small
medipack. Go
back, use the monkey climb and jump back to
the pillar. Shimmy left around the corner
and back flip/roll/grab to the next pillar
and from there (you know the drill now), to
the next after that and back flip to the
ledge N.
The Access Card.
Enter and jump to the right (E) and from
there into the save water, swim trough and
pull up. There will be 2 guards here; one
leaves Uzi Ammo the other a small
medipack. In
the room next to it is more Uzi Ammo.
The middle cupboard has an Access Card.
The left has the
Submachinegun and the right hand
one some Shotgun Ammo.
Valves Puzzle, the second Fuse

Get behind the middle
pushable green crate N and write down
the underwater door controls. Left to right:
0 x 0 0 x
x
Nothing more to do than jump back in the
water and hoist up at the wheels.
Turn the Valve wheels accordingly to the
plan and jump in the water at the end (So
from the E side of the room, don't use the
first 2 valves, use the one opposite that
entrance and run-jump over to the next one
you have to use. Jump to the very last one
and use the valve.) Swim carefully so you
won't end up in the left tunnel and go up N
to climb out. Climb on the highest step and
take a running jump/grab to the edge above
and pull up.
This a timed race, from the room on the
right to the room on the left.
Timed Run.
Stand if front of the switch in the alcove
and save. Pull the switch, roll and
run/sprint out, watch out for the hole in
the floor, turn around the corner and
sprint/jump through the water, be sure to be
in the middle and jump on the ledge right in
front of the chest. Get the second Fuse
inside, while Lara gets the Fuse, hold
back flip roll and keep jumping till you are
save.
The third Fuse.
Go to opening floor S and face E, run in and
turn around. Now swim left into that opening
to the Fan, going in high and as much as
left as possible. There is a big fan so try
to keep close to the wall and swim in the
small opening left to come out in the pool.
Climb out of the pool left (N) and go up one
ramp and use the Access Card on that
receptacle W. Go up the other ramp and you
can access the elevator. Pull the switch and
watch the fly by. Step into the elevator and
use the switch again to get to the other
side. Step off and grab the third Fuse
form the vending machine standing right.
You can travel back with the elevator if you
want but you can also jump into the pool
below and climb out SE. Jump to the ladder
against the E wall, climb up and climb off
it on the right. Insert the 3 Fuses
you have and the toxic pool is drained.
The Conveyor Belt Control Key.
Jump back down into the pool, get out S and
run left onto the conveyer belt, jump off to
the left. Turn the Valve wheel again (to
turn some flames off) and go into the
opening a bit further to the left and run to
the NE corner and jump into the hole in the
floor.
Save in front of the rotating knives and run
through along the left side (best is when
the knives are coming up, start sprinting).
Just around the corner is a jump lever, use
that then take
the next hurdle. Jump up the block and climb
up N. Jump into that opening E.
Store Room.
Watch out as the next room has guards. There
is a lever that you need to use the Crowbar
on in the SE corner and the highest stack of
crates you are looking at has a Conveyor
Belt Control Key hidden in the middle,
you can make your way up from the crate E.
From the top go over to that high stack in
the NW corner and from the darker crate you
can climb up onto the attic, go into the
opening NW and get
SECRET # 27,
another Shotgun and Ammo. Go
down to the ground floor again.
Leave through the opening W where you came
in, through the knives and climb out at the
end. Climb into the opening a bit further (E
wall), use the monkey climb and get into the
now open crawlspace. Jump up for
SECRET # 28,
2 x Grenade Ammo, the Grenade Launcher
and a Medipack.
Get out back to the dry toxic pool and leave
S. Jump to the other side and run onto the
belt to jump off into the opening left. Go
to the SE corner and use the Key on the lock
there.
Use the switch and the conveyer belt N has
stopped. Climb on and follow through, use
the Laser Access CD and before entering,
remember that Emergency Shut Down Plan?
Well have it handy, as you’ll need that.
THE FACTORIES
- MOTHER COMPUTER.
Objectives:
Find the Code Card
Exit the factory
Use the code card in the east
part of the village
You goal here is to shoot the specific tiles
on the screen E as you wrote down. So save
first and save as often on different places.
When that part of the screen shatters you
know you did well.
There are goodies to collect as well as
enemies to be slain and that arm to dodge.
Additional corkscrews will come down from
the ceiling, so have fun.
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When you shot all the tiles, there will be
an explosion (t