Lost Mountains
of Heroic Madness Walkthrough
Walkthrough by Dutchy
Story:
These two levels form the first part of a set of four, a
mini-series loosely based on motifs of the Lovecraft story
"At the Mountains of Madness". These motifs will become more
apparent in the second part (levels 3 & 4), in which (among
other things) you'll have to explore a ship and shotgun a
shoggoth.
In these first two levels, however, your objective is to
find your way through a derelict base camp taken over by
mercenaries and collect two artifacts (Seals of the Old
Ones) along the way. (You will have to find a third one on
the ship in the level 3 in order to gain access to the
fourth and final level, according to Mulf.)
Game play is non-linear. When you start the game, you find
yourself in a large outside area, centered around a deep
chasm. You may start on top, in the middle or at the bottom
of it.
Each approach has its own (dis-)advantages, but no area is
optional (so says Mulf).
But I think you better start on top, because you get the
important things there: Crowbar, Shotgun, Fuse, Lasersight,
Part 1.
The Chasm.
You are in a cave on top of the mountain, turn back and find
some ammo in the L corner, now go W and spot the Guard and
his dog outside, shoot them from here, on the lower part, so
the Dog can’t get at you. Go out and follow the path to the
W and then R to the N, at the avalanche, runjmp around the
corner from the triangular flat and land on other side, look
in front and see the fence with the Sentry-gun behind it,
also to the R, you can see a medpack in front of the
building, below it is a cave you have to go in. Now sprint
to the E corner of the fence and runjmp to the medpack, all
the time being shot at by the Sentry-gun, get it quick and
drop back from the W side of the ledge, (you can also decide
to get the medpack later) slide to a flat piece of snow and
look N, you can see the cave, runjmp to the rocky ledge and
up to the cave, climb up and go to the opening in the W
wall, follow L and open the hatch at the ladder.
Base Camp.
Go up and into the building, shoot a Dog and his master
(which doesn’t seem to move) and get ammo, also from the
table, look for a switch on S wall, it will open a gate to a
store room outside, take 2 steps out and get back in, wait
for the Dogs to arrive and take them out, outside you will
be shot at by another Sentry-gun, so better do it inside, Go
out and turn L, climb up to the roof in this corner and
crawl to the Ammo in front of you, which is Secret # 1, drop
down again and to the store room in the N, shoot the Guards
on 1st floor and collect their ammo, there’s some more in a
box you can shoot behind some crates, now push the light
colored crate in the S all the way in and get the Crowbar
from the box to the L, the door is closed for now, so pull
the crate back to where it was so you can access the passage
behind it later through that door. Climb up to the 1st floor
landing and look for the cracked crate in the S wall, you
can open with the crowbar, go in, drop down and take the
Shotgun, shoot 2 Guards in next room and get ammo and a
Yellow Fuse. In the office is the door you saw before,
leading to the Secret passage, go in and get Secret # 2, the
Lasersight from the box. Go back out of the store rooms and
back into the 1st building, down the ladder to the Cave.
Going Down.
On the opposite side you’ll see an icy opening and a small
passage to the R of it, there’s a small medpack in it, the
opening in the E leads nowhere now. (you’ll get out of that
opening later) Go sharp R and stay close to the wall, find
the place where you got into this cave the 1st time, go down
to the rocky ledges and down towards the lowest in the SW,
turn and back off the snowy slope, drop on to a lower ledge
and enter the lower cave, go to the entrance you see in the
E, shoot out the ice cover and go in.
Part 2.
Into The Base.
Look up and behind you as soon as you enter the passage
going down, there’s a hole, pull up into it and get the ammo
in front of the Spike ball, drop down again and go to the
closed door, with sweat in your hands (Spike ball), stand in
front of the switch R of the door and save.
Spike ball #1.
When you pull it, hop back turning so you face the opening
and runjmp to the breakable floor in front, run and jmp to
the next part, turn L in the end and land on a safe part,
that doesn’t break, turn R, stand with your back to the wall
after you took the flares and jmp up, shooting the Guard on
top of the walkway. (Well, take the advice of the yellow
sign on the wall, saying “there is nothing down there.”)
Stand on the E side of the platform as far as possible hop
back and run E to grab the next lower one, pull up and
standjmp over the pipe to the next platform, runjmp through
with a R curve to the next take a step forward and one more
standjmp will take you to a safe platform in front of a
passage L, the door is closed, the jmpswitch for it is on
top of the walkway, the Guard was on, so on we go.., runjmp
to the next platform, landing in the center, turn R and
standjmp to the safe platform at the walkway.
Spike ball #2.
Will come down as you climb up to the walkway, so that what
the second hole in the entrance passage was for. . . Do a
runjmp/grab to get on and get the ammo the Guard dropped,
pull the switch and return the way you came, run on to the
safe platform, mind the ceiling, keep under the highest part
and runjmp to the door-platform.
Spike ball #3.
Go up the passage and around the corner and as you already
understood from the heading, another ball will come down
roll, run (it’s a slow ball, there is no need to hurry to
much) for the platform at the entrance and turn R or L, hop
back off and grab, hang there till the ball went in the
grinder below and go up the passage once more, this time
armed with the Shotgun, shoot the Guard (what did Lara say,
Fool…? or Cool…?) and go on.
Enter the office by opening 2 blue doors, take some ammo and
a medpack from the desks and pull the switch in the NE
corner, the steel door in the short passage opens, go into
the Big Machine room.
The Big Machine room.
Go down the stairs all the way and shoot some Guards, take
everything they drop, (Lara definitely says “Fool”) go to
the W side of the central Machine and pull the switch after
you took out the Guard. A door opens up the stairs and will
release 1 Dogs and 2 Guards, climb the block in the SW
corner near the Machine and wait for those Dogs, take them
out and turn L, the 2 Guards will appear there, shoot them
and go get the ammo and Shotgun, then climb straight up to
the door. Enter a small store room, get the ammo in the box
on the crate and find a switch to pull in the SE corner.
This switch opens the door in the lowest part of the Machine
room, so get back to where you shot the last Guards, just go
straight forward in to the Machine room and land on the
stairs leading to that door.
The Boiler Room.
On a landing up and in front of you are some pickups, now go
around the Boiler to the N side and prepare to shoot some
Dogs and Guards, take all goodies and climb the ladder where
the Guard was.
Into a small store room and take some ammo from he box next
to the ladder, pull the White crate out and push it to the
W, go in to the new passage and shoot the Guard in next
room, get the ammo and see the door that needs a Key in the
SW, open the door SE and go in, R and into the 2nd door on
this walkway after you took the ammo in front of the3rd
door. Search the dormitory to find the Uzi’s and a crowbar
door, open it to get Secret # 3, the Desert Eagle on a desk
and ammo on the other. Shoot the Guard that comes in and go
back to the 1st door on the walkway, open it and go into the
bathroom/toilets.
The Bathroom/Toilets.
Go straight forward and the wall you bump into has a
breakable part in the left corner, shoot it out and go down
into a greenish room look for a Guard on the S platform
above and shoot them now if you can. Go back out of the room
and R, find the toilets, shoot the bowls and water will poor
out, flooding the room where you shot the Guard, swim N
under the platform in the pull the lever and 2 steam blowers
up on the other platform will stop, making life a lot
easier. Swim back S and climb up in the R corner, get the
ammo and use it on the Guard on the other side of the room.
Go up the short stairs and get the medpack, hop back once
and turn L runjmp/grab the platform and get the “Guards’
Keys.” Pull the switch on the N wall and climb the crate,
runjmp/grab into the passage.
Spike ball #4.
Yep, you’ll encounter the 4th on your way up, run back and
jmp to the crate R, up once more and at the ladder,(leading
to level 3, which isn’t there yet) R and down to a hole,
drop down and you’re back in the room with the door that
needs the Key you now have, so why wait, open that door…
Through the Hole.
In next room are 3 holes in the L wall, stand in front of
the L one and hop back, run forward and push crawl as soon
as you reach the hole, you should be inside now, turn and
drop back, hang and mind the breakable floor you will land
on, so roll and run off to the R, pull the switch in the end
of the passage and look for the other breakable floor part,
halfway, walk on and jmp back now drop down and get Secret #
4, the Grenade gun and ammo for it. Drop down into the
Boiler room and go into the gate you opened in the SW
corner, go past the ladder (shortcut back to the room with
the 3 holes) and at the yellow tank R into the passage to
next room, nothing to do here so follow the passage up to
Base Camp.
Back in Part 1.
Base Camp.
Just before the dead end, past the flashing yellow warning
light, you can open the ceiling hatch and go up, open the
blue door E and sprint out to the building E, climb to the
roof again (you found Secret 1 here) and look over the N
side, if it’s ok, you can take out the Sentry-gun from here,
using the Eagle with Lasersight and shooting the fuel tank.
Drop from the roof on E side and shoot the Guard (Fool!) and
go S, around the corner to show yourself to the Sentry-gun.
Now circle back to the yard and stay well out of the way of
the Sentry-gun, climb the roof of the building you came out
of and look for the best spot to shoot the fuel tank of the
last Sentry-gun.
All Guns taken care of, you can go get that medpack on the
ledge in front of the building E, if you didn’t take it in
the beginning of the level, or did that medpack reappear
here? Another Guard comes out, take his ammo and head N,
along the fence and to the door that needs the Key.
Back in Part 2.
The Crane.
Open it and go put the Fuse in the machine, a door opens in
the other corner of the room, so get the ammo on the floor
behind you and a medpack under the pipe L and go for that
door. In this office you can get the “Seal of the Old Ones”
and some ammo on the desks, pull the switch and Boy, what
have you done… You really messed up things outside, a
container dropped from a crane. 2 Guards with their Dogs
come out to investigate who did this and you know what to do
with them. . .
Take the goodies they drop and go R out the door, roll and
take out another Guard on the gray walkway, follow the
walkway and get Secret # 6, the medpack in the alcove there,
go back and see the pile of crates on the E wall, stand
close to the pit and runjmp with a L curve to land on top of
them, (if you want to shoot the Sentry-gun again, go forward
to the snowy slope, around the Crane and on to the crates in
the corner, the Gun is back, shoot it just for fun) climb
down and onto the fallen container, stand in the corner and
jmp/grab the opening in the E wall, shoot the box for ammo
and follow the walkway around the R corner.
The Warehouse.
Here you can pick up all kinds of goodies up and behind the
crate pile, just climb in every opening you see. The last is
on the very top in a box. Go down again to the walkway and
to the ground floor, look in the pile of crates to the E for
a stack that’s low enough to climb, go over and into the
opening L, push the white crate and go in, climb the crates
in the N and jmp/grab the container W, up and R past the
wooden crate under the slanted roof, the box holds nothing,
just go around and climb the crate around L corner, push the
white crate and get the ammo, return E and turn S, runjmp
over to the red crate in the crate pile S, climb all the way
up to the highest crates on E wall, the white one is push
able, but impossible to move (nothing in it as far as I
could see, just shoot the box on the crates below in the SE
corner and from here a runjmp/grab to land on Secret # 7,
Grenades. Drop from the crate and open the broken one below,
Get the ammo from inside, hop back and go R, follow over the
crate and look for a breakable floor part next to the red
crate W of the passage you came out of, run over and drop in
for ammo and flares, go back out and to the crate pile E,
there is a hole close by, with a white crate in it, a
breakable floor in front , drop in and find your way to the
far SE corner, look up to open the hatch and climb up, go E
for flares and on to the crates N for ammo, go back to the
hole and shoot the lock on the gate to open it.
Back in Part 1.
Go in and either L or R, it’s the same, into the passage S
at the bottom of the steps and L/L, over the crates, runjmp
to the jmpswitch, back over the crates and past the passage
you came from to find an open gate in the end, The sign says
“Go Back, Wrong way, but that is if you came here from the
other side before. This gate had to be opened first. In the
passages behind you is a closed door and a closed gate, so I
think we’ll be back here.
From the Go back sign, you can go up the slope (find the
walk able spots with the Binoc’s or flares) and enter the
cave again, now go L and get that medpack in the passage
there, the Sentry-gun can’t harm you anymore.
The Chasm.
Go to the path SW you took before and down to the lower cave
again this time look for the crack in the E wall leading S,
next to the opening you went in before, crawl into it and
turn so you can back off the wall and hang, shimmy to the R
and to the ladder there, go down all the way to the bottom
and then S on to the slope in the end, shoot the icy wall
and go in, be careful, spikes everywhere.
Go L and to the block in the Corner, go around and climb it
on the E side, shimmy L before you pull up and go runjmp to
the pillar W, runjmp to the sloped one in front and
slide/jmp to the next, turn L and do a diagonal runjmp to
the pillar on the S wall, a standjmp will take you up to the
last, at the hatch in the ceiling and an opening in S wall,
from the center of the pillar, standjmp/grab into this
opening and shoot the Guard, 2 boxes for medpack and ammo.
Go up the stairs and shoot another Fool, pull the lever and
have a look to the R to see the hatch opening up (Cool!).
Back down and standjmp to the pillar under the hatch, stand
on E side against the N wall and standjmp/grab in.
This store room seems empty, so go on to the next, take the
flares on the crate and pull the switch on S wall, turn and
arm yourself as Dogs and Guards come in during the flyby.
Start blasting them away, go gat the stuff they dropped and
enter new grounds.
More resistance shows up, and 2 Guards are shooting you in
the back from a ledge up and behind, seems you can’t hit him
from below, so run over to the N, climb the ladder and turn
to take care of them.
The Pump Rooms.
Pick up everything and head back to the ladder, go down and
to the pool in the structure, dive in and go through the
tunnel E and follow past the dangerous propellers to the
gate, go R and up in to a pool in a new area, get air and
dive into the S tunnel, go L/R/R and pull the lever, roll
and go E into tunnel, get ammo and Secret # 7, the next
Uzi’s. Follow the tunnel and you’re back in the pool, go
back in W direction and into gate that’s open, watch out for
those propellers, go sharp L and stay close to the wall, in
the alcove SE is some ammo, get out and past entrance to NE
corner, follow tunnel and go R for medpack, L to get out,
stay low and swim as far as possible, draw the Eagle and
turn, shoot the “Fool”, turn again and go to the end of this
passage, open the hatch and climb up, you’re in the
Electrified room.
Go straight and out to the frozen pool (in front you see the
area you saw before, only from the other side), L and into
the cave. Beware of Spike balls 5-6-7 up the slope, stand
facing the pool, on the R hand side and hop back a it, to
touch the slope that triggers the Spike balls , jmp forward
to the pool and a runjmp to land on the ledge in front of
the Electrified room. Wait for the balls to break the ice
and look for the lever between the 1st and 2nd propeller
from the R. When you get near, push “action” and Lara will
grab herself, during the flyby, roll and swim forward, to
the ledge again go up and on to the piece of ice that’s left
in front of the cave, runjmp over to the small ledge on
other side and jmp in to the room there, go on through the
gate to shoot some Dogs and find the open door to the R,
follow and you’re in the other side of the Electrified room,
go L/L and open a door with your key, go in and take the 2nd
“Seal of the Old Ones”.
Jmp up the red crate and shoot the dog and 2 Guards, get
some ammo behind a crate and go back to where you came from,
the door the Guards came from is still open, so enter new
territory.
The Big BANG.
Follow the passage to a small window, there are oil barrels
piled up ext to the boilers, the Eagle doesn’t work here,
but the Grenade gun will, stand in the center of the hole
and turn to the R a bit so you’ll aim at the steel landing
to the R of the pool, arm with the grenade gun and Super
ammo, jmp and fire a Super grenade through the hole, see the
grenade roll to it’s goal and watch the Big BANG, the hole
place goes to pieces, (great cutscene by the way), oil pours
in the water, oil starts to burn and pours through a hole in
to the Big Chasm. The ice melts.
The Way Back Home.
GO back through the passages to the room where you got the
2nd “Seal of the Old Ones” and go out the door that opened
there, climb the building L on E wall and in to the hole in
the roof, get Secret # 9, grenades and climb back out, go to
the Electrified room and on to the pool where the boulders
went in, runjmp to the entrance of the cave, go up the slope
and climb up, run down the slope and slide back to the top
ledge of the Chasm, go L and find the ice ladder, go all the
way down ( you can also attempt a nice and dramatic runjmp
with a scream in to the pool from above) and dive into the
water, swim N and go on, till you see Lara disappear in the
darkness. . .
End of this great level.
Stats:
Time taken, 2:29 hrs.
Distance 7550 m.
Ammo 996 rounds.
Medpacks 12.
Secrets 9/9.
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