Tomb Raider Legend - Kazakhstan
Items: health packs, grenades, grenade launcher,
assault rifle, submachine gun, ammunition
Enemies: mercenaries, Amanda's creature
Rewards: 5 bronze, 3 silver, 1 gold
Time Trial: 27:10
As Lara arrives at the military
installation, Zip and Alister share their recent findings.
Apparently, while delving into the properties of one of the
sword fragments, some catastrophe occurred here, and the KGB
tried to shut the project down. Despite the firefight raging
between the Kazakh soldiers and Amanda's mercenaries, Lara
decides that locating the command center is next on the
agenda.
DROPPING IN FOR A VISIT: From
CHECKPOINT 1, jump off the
cliff, triggering an interactive cut scene. Press
the control indicated by the icon that appears on-screen to
make Lara pull the ripcord and release her parachute.
Otherwise, thud. . . and reload. The correct controls are:
PC: Down PS2: Triangle Xbox: Y PSP:
Triangle GameCube: Y
MILITARY COMPOUND: If you are successful, Lara
glides to the rooftop below, landing next to a conveniently
placed machinegun and
CHECKPOINT 2. The area below is
swarming with mercenaries—11 soldiers
in all. Press Interact to grab onto the big gun and use it
to sweep the area, concentrating on the closest mercenaries
first. Then take out the men in the windows and wait for a
few stragglers to emerge. The fuel
barrels make lovely explosions, so target them as
well. When the coast is clear, pick up the
RC650 ASSAULT RIFLE (or
ammo if you have the rifle) to the
right of the machinegun.
Drop down in front of the building Lara is standing on.
When she hits the ground, 5 more
mercenaries emerge from the same building as the
others. Run around behind the building Lara was just on
(circle around to the right when facing that building). Use
the crates to climb back onto the roof. Again, use the
machinegun to mow down the mercenaries.
NOTE: To avoid the second
group of soldiers, hop down via the crates at the back of
the building then circle around to the front. These
mercenaries will not be triggered.
Before climbing down again, cross the roof to the right
and jump to grab the horizontal bar on the flagpole. Swing
around it and jump to grab the crates stacked against the
next building. Pull up. Shoot the box
to get the bronze reward (1/5)
inside. Drop down and pick up all the
rifle rounds, health packs
and grenades Lara can carry.
The big building with the train tracks is locked. The
door in the fence doesn't open either. So enter the building
where the soldiers were. In the back room, there's a
bronze reward (2/5) on a shelf
in plain sight. Return to the main room and locate the
ladder on the back of the support column. Climb to the roof
and CHECKPOINT 3.
FAR SIDE OF THE COMPOUND: Kill the
soldier on the next roof. Jump
onto the open skylight then over to the roof where the
soldier fell. Pick up rifle ammo,
health and/or
grenade. Four more mercenaries
appear below. Before climbing down, shoot the soldier on the
right. Then slide down the planks onto the rooftop to the
left. From here, you can get clear shots at the remaining
soldiers. Concentrate first on the one manning the
machinegun and the one in white
with the grenade launcher. Try
to target the explosive barrels
as well. (Or, if you prefer direct confrontation, slide down
the angled cable to the ground or climb down the usual way,
and fight the mercenaries on their level.) Once on the
ground, pick up any goodies you need—health
packs, rifle ammo,
grenades, the
GRENADE LAUNCHER.
The gate with the keypad
leads to the COMMAND CENTER, but you can't get through yet.
Before entering the INFIRMARY (the building with the green
cross near the machinegun), head for the low tower
surrounded by a razor wire-topped fence. Use pistols to
shoot the breakable crates
along the right side of the fence, revealing an opening.
From the opening, shoot the fuel barrel
to blow open the fence and destroy the
wooden crate containing a silver
reward (1/3).

INFIRMARY: When you enter
the infirmary, a cut scene ("Allies Under Fire")
shows Lara rescuing a pair of Kazakh soldiers from one of
the mercenaries. Conversing in Russian, the soldiers agree
to give her the gate code, thinking she'll sound an alarm in
the control center if she uses it without the key. She
politely thanks them in their own language.
CHECKPOINT 4 follows the cut
scene. Pick up the rifle ammo the
mercenary dropped and exit the infirmary into an ambush.
Just beyond the machinegun,
5 mercenaries appear, including
one in a light-colored uniform with a
grenade launcher. If you run straight out to the
machinegun and immediately start firing, you should be able
to kill all the enemy soldiers. But if they start lobbing
grenades at Lara, you'll be better off moving out so you
have room to dodge while shooting. These guys drop the usual
health, ammo
and grenades, along with a
GRENADE LAUNCHER.
Get silver reward #1 (above) if you haven't done so
already. Then go to the keypad and use it to open the gate.
As long as Lara doesn't go through the gate, you can
return to the machinegun near the command center. I found
this takes much longer than just confronting them head-on,
but several players suggested it, so I have included it
here.
COMMAND CENTER: As soon as you open the gate, the
2 soldiers at the top of the hill
start rolling explosive barrels
down toward you. The most direct strategy here is to run
through the gate past CHECKPOINT 5.
The gate then closes behind Lara, so there's nowhere to go
but up. Run up the hill with pistols drawn, tapping the
Interact key, and you should be able to destroy all the
barrels, as well as the mercenaries, before reaching the
top.
Alternatively, run back to the machinegun and use it to
shoot the soldiers from a distance (which can be a bit time
consuming). Or, stand at the foot of the hill, just outside
the gate. Here Lara is safe from the rolling barrels. Then
use the rifle to target the barrels at the top, killing the
soldiers in the process.
At the top, pick up any dropped health
packs, grenades and
ammo you may need and enter the
building.
A cut scene ("Command
Center") shows Lara accessing the base computers. She finds
a map revealing the secret lab and a train that will take
her there. Zip informs her that the train she wants is about
to depart.
RUN FOR THE TRAIN: There is no specific time limit
here. The train won't leave until you actually engage the
soldiers guarding the track. So there's no need to rush.
Climb the ladder through a hole in the roof to
CHECKPOINT 6. Jump from the
open skylight to grab the ladder on the radio tower. Climb
to the top, grab the angled cable and slide down toward the
compound, landing on the tower next to the SICK BAY. Grab
onto a second cable and slide across to the roof with the
machinegun, where you started the level. Alternatively, let
go of the cable before reaching the roof to land on the
concrete platform.
There are 6 mercenaries here.
The one on the cement platform wearing orange and white has
a grenade launcher. So, while
you don't need to waste time killing every soldier, you may
want to take him out before dropping down. Then run for the
tunnel at the end of the tracks. (Or, if you drop directly
onto the cement platform, just run toward him, kill him and
keep going.)
As soon as you've killed the guy with the grenade
launcher or two of the other soldiers, you'll hear Zip on
the headset telling Lara her train is leaving. That's the
signal the timer has started and you'd better get moving. If
you miss the train, it's Game Over and you must try again
from the previous checkpoint.
Two soldiers guard the
motorcycle just inside the
tunnel. If you have time, kill them and take any
health and ammo
they drop. But the main goal is to reach the bike, press
Interact to get on and go.
MOTORCYCLE CHASE: A new area loads and Lara is on
the bike, passing CHECKPOINT 7.
This is similar to the motorcycle sequence in Peru.
Throughout this stage, avoid hitting
trees and rocks, run over
the red health packs whenever
possible, and try to maintain speed. If you go too slowly,
the train gets away and the game restarts at the previous
checkpoint. If you go too fast, you run the risk of leaving
enemies behind, which can trigger a bug (see the note
below). Throughout the area, thugs on
motorcycles try to get in your way. They become more
numerous as you go. Later, bad guys in
black Jeeps join them. Propane
tanks scattered here and there can be detonated as
usual with the Interact key.
NOTE: I highly recommend
saving the game manually in a different save slot at each
checkpoint during the motorcycle sequence. There are
several potential bugs here. For details, see the bug
note at the bottom of the page. It also includes a useful
bug for the PSP version of this section.
The first part of the run, between checkpoints 7 and 8,
is fairly easy. Then, shortly after Zip says he can't see
what's going on, the train enters a tunnel. You'll need to
stay to the right to avoid crashing and then veer left to
stay on the road.
Beyond CHECKPOINT 8 the path
splits several times. At each fork, you'll have to choose
the left or right path. The first time there's a slope with
wooden barricades on the left. This leads up to a narrow,
snowy track, where you may need to slow down a bit to stay
on the road. On the right, there's a
health pack at the base of a snowy ramp. If you
choose the ramp, gun the engine to jump the
chasm beyond.
Beyond that, the road splits several more times. First
you must choose another high, narrow path (left) or rickety
wooden bridge (right). Next, it's a high narrow path (left)
or death by rock wall (right).
Finally, the road divides once more, forcing you to choose
high and narrow (left) or jump over
chasm with health pack
(right).
Just beyond CHECKPOINT 9,
the road curves around to the left. Beyond this, there are 2
easy health packs, followed by a
long run interspersed with trees and rocks, where you'll
have to fight off numerous mercenaries
on bikes and in Jeeps. Don't bother engaging every enemy.
Just maintain your speed, shooting anyone who comes into
range, and picking up health when you can get it.
Just before CHECKPOINT 10,
the train enters another tunnel and you need to stay to the
right. There are no more bad guys on this stretch. After the
checkpoint, the road curves around to the left then splits,
with a high, narrow path on the left and a wooden bridge
over a chasm on the right. Steer
through a few more curves then speed up a wooden ramp to
jump over the train track. After landing, steer right and
jump the tracks again. Finally, follow the road around to
the left and up a narrow ledge with icicles hanging from
above. When you reach the straight-away beyond, speed up and
jump the bike onto the train at the spot where the
embankment comes to a point (shown in this screenshot). Once
on the train, keep driving forward, staying in the middle as
much as possible.

A cinematic sequence
("Runaway Train") cuts in. Lara makes her way forward to the
engine. The bad guy driving the train doesn't seem happy to
see her, but before he can do much, the train crashes into a
fuel tank and jumps the tracks.
As soon as the next area loads,
CHECKPOINT 11 registers and an
interactive cut scene begins. Press the controls
indicated as soon as they appear on-screen to help Lara
escape the train wreck unscathed. These are:
PC: Down, Right, Left
PS2: Circle, Triangle, Square
Xbox: B, Y, X
PSP: Circle, R, Triangle
GameCube: B, Y, X
ENTERING THE SECRET LAB: At
CHECKPOINT 12, a brief cut scene indicates the
route to the exit, around and over the
burning train. Kick the 2 small
crates out of the way. Grapple the crane arm with the
dangling rope and pull it toward Lara. Release the
grapple, run, jump and grab the rope before it swings away.
Swing on the rope and jump to land on the platform ahead.
Climb the ladder and jump to grab the sign against the back
wall. Traverse to the left along the top of the sign. Jump
to grab the horizontal pipe. Swing around the pipe and jump
across the flaming wreck to grab
the next horizontal pipe. Swing and jump to the sign on the
wall ahead. Let go to land at
CHECKPOINT 13.
Drop down into the dark corner behind this platform to
find a wooden crate containing
a bronze reward (3/5). Go around
the platform and use the larger crate to climb back up. Turn
to face the next dangling rope.
Again, use the grapple to pull the crane arm toward you and
jump to grab the rope. Climb up the rope a little so Lara
doesn't get singed by the flames.
Then swing and jump to the next platform. Jump from the
platform to grab a handhold on the wall ahead. Climb up to
the opening and shoot the spinning fan
before trying to pass.
VENTILATION DUCTS: Follow the duct past
CHECKPOINT 14 to a slope. Slide
down. Take a running jump to clear the tangle of
live wires (holding Jump keeps
Lara in the air a little longer). Duck or roll to get under
the second set of wires. Cross
CHECKPOINT 15.
Pick up the health pack and
note near the dead scientist.
(The note must be retrieved by pressing Interact.)
Lara reads the note, which hints at
Project Carbonek's purpose, and she and the guys discuss the
poor chap's untimely end.
Continue along the hallway to the left. Jump to grab the
horizontal pole. Swing and jump to grab the
rope. Climb down the rope a bit
before swinging to the opposite opening. If you fall, use
the box to climb up and try again. Slide down the ramp,
jumping near the end to clear the live
wires. Follow the passage to the right, shoot the
fan and duck/roll under the
wires. Continue along the
passage to the left. Shoot another fan,
slide down another ramp and jump over more
electrified wires. Take a
running jump over the next set of wires;
duck/roll under the next. Follow the hall to the right then
down another slope. Jump near the end to clear another
tangle of wires.
It's easy to bypass a secret here. Instead of immediately
going for the pole and rope, drop down to the floor and get
the bronze reward (4/5) in the
box. To get out, go to the far
end of the pit, climb onto the larger box, face the middle
of the pit and jump off. Quickly press Jump again to grapple
a projection above. Turn around, climb up the cable a bit,
then swing to the opening. Shoot the next
fan and slide down the ramp. Hop
down into the next room.
GENERATOR ROOM: Just beyond
CHECKPOINT 16, Lara and Zip notice that Amanda
hasn't started the generator here. Before doing that, go
after a reward: Turn to face the opening where you just came
in. To the left of it are 2 small louvered ducts or cabinets
that look like they might once have been white. Climb them
by pressing Jump twice. Then traverse to the left and pull
up onto the catwalk.
Go up the steps to the left. Lara comments on the map
below. Grapple the cage door ahead and pull it open.
Take a running jump into the cage, shoot the
crate and retrieve a
silver reward (2/3). Drop to the
floor and cross the room to the
generator.
You can grapple and pull the valve
on the front of the generator, but it won't start without
fuel. Climb onto the formerly white metal box behind on the
left. Jump to grab the whitish louvered duct on the wall
between the yellow pipes. Climb to the right and then jump
to grab the edge of the catwalk; pull up. Follow the
catwalk, jumping the gap, around behind the generator. Turn
toward the room, so the generator is below on the right and
the elevated fuel tank is on the left. Jump to grab the
dangling rope. Lara's weight
pulls down a pipe, refueling the generator. Go around to the
front of the generator and use the magnetic grapple to pull
out the valve. The generator
starts, lighting up the map on the wall and unlocking the
door in the corner. Go through this door to
CHECKPOINT 17.
HALLWAY WITH TOXIC GAS: The boys comment on the
poisonous gas spewing from the
pipes ahead. Jump to grab the small metal ledge ahead; pull
up. From there, jump to grab the horizontal pipe. Swing and
jump to grab the next metal ledge and pull up. Jump to grab
the next horizontal pole. Adjust position left to right.
Swing and jump to grab the dangling
rope. Swing and jump to the corner ledge. Jump over
to the next small ledge. (There's more
toxic vapor below.) Move to the edge and jump
straight up to grab the ledge above; pull up.
Observe the electrified pipe
above on the right. When the spark moves away along the
pipe, jump up to grab it. Traverse along behind the spark,
taking care not to touch it. At the end, the spark skips
back to the beginning of the pipe, giving you plenty of time
to continue nearly to the end, jump back and grab the metal
duct on the opposite wall. Climb around the corner to the
right and let go to drop and grab the retracted ledge below.
Jump to the ledge behind.
Here there's an electrified pipe
above and toxic gas below. When
the spark moves off, jump up to grab the pipe. Swing along
hand over hand, following the spark but not touching it.
(Tap Interact to go faster.) Drop onto the platform on the
other side. Hop down to the floor and continue to the next
room.
Lara tries to apologize to her old
friend, but Amanda is not interested. She stalks off,
leaving her bodyguards to deal with Lara. One soldier tosses
a grenade onto the catwalk, preventing Lara from following.
(This cinematic is titled "Reunion with Amanda".)
NOTE: There is a shortcut
from here to the end of the level. This is highly useful
in Time Trial mode but prevents you from getting the
remaining rewards, so use it at your own discretion.
Shoot the explosive barrels to
the left of the Tesla gun. Move
one of the large crates into
the corner next to the railing where the barrels were. Climb
onto the crate and jump to grab the edge of the
hanging platform ahead. Jump
from the hanging platform to the ledge near the exit. Go
through the door with the green light and pick up the
walkthrough below at the next to last section, HALLWAY WITH
TOXIC GAS & ELECTRIFIED PIPES. (Thanks to Claire, who says
she learned of this strategy second-hand. If anyone knows
who discovered it, I will gladly credit that person here.)
LARGE ROOM WITH TESLA GUN AND TOWER:
CHECKPOINT 18 is just inside
the room. Zip is practically drooling into his headset
with excitement over the apparatus. Unfortunately the
Tesla gun needs more power to
be fully operational. You'll have to see to that. For now,
leave the explosive barrels alone. You may want to
use them when you return to this area later.
First move to the edge of the balcony near the
broken catwalk and shoot the
mercenary on the opposite
walkway. You can take him out with pistols if you stay
behind the railing and move from side to side while
shooting. Then look down. You should be able to get a clear
shot at the soldier below on the
right using pistols and manual aim. (The targeting reticule
won't turn red, but if you shift position a few times, you
can hit him anyway.) When he's dead, slide down the broken
catwalk and pick up his rifle ammo,
grenade and
health pack.
NOTE: The first two times I
played this level, the soldier on the walkway never
appeared. The third time he did. Several other walkthroughs
refer to 3 mercenaries "below", but I'm not sure what that's
about. Just keep your eyes open and deal with whoever does
appear.
There's a soldier in riot gear
at the base of the tower. His shield makes him difficult to
hit, but if you advance slowly you may be able to shoot him
from behind (using the rifle with manual aim) before he
notices Lara. If not, try hitting him with a running
jump—i.e., run toward him while holding down the fire button
and jump twice when you get close. Lara will spring into the
air in Trinity-style slow-mo, finishing her opponent with a
few well-placed shots. This soldier drops a
grenade, health
pack and SMG415 SUBMACHINE GUN
(or ammo if you have the gun).
Zip advises climbing to the top to
find the power source. Good idea, but first go
around to the right side of the tower to find a
bronze reward (5/5). Return
around the tower to the vertical pole with the
electric charge. Wait for the
spark to move above Lara and then grab on. Climb the pole,
following the spark but taking care not to touch it. When
the spark skips back down to the bottom, climb to the top
and jump onto the ledge ahead.
Cross CHECKPOINT 19 and
climb onto the higher ledge. Turn around and jump to grab
the horizontal pole. Swing and jump to grab the
dangling rope, turn left and
then swing and jump to grab the vertical pipe. Climb almost
to the top. Ahead are more electrified
vertical poles. When the spark
on the nearest pole is at the very top, about to jump to the
bottom, jump to grab the pole. Climb up and jump to the top
of the metal cage before the spark reaches Lara.
Cross the cage to the left and drop down near another
dead scientist. Pick up the health pack
and note he dropped. The note
reveals a little more info about the project the researchers
were working on.
To get the silver reward
(3/3) inside the cage, face the cage door then back up into
the corner. Use the pistols with manual aim to shoot the
explosive barrel through the hole in the cage. As long as
Lara backs up all the way into the corner, she won't be
hurt. (Alternatively, stand way back and toss a grenade at
the cage door.) Once the wall of the cage has been
destroyed, go in and get the reward.
NOTE: It's possible to open
the door to the Tesla tower and go inside, but this results
in Lara's death. If you want to try it anyway, stand to the
left of the door with the high voltage symbol. Use the
magnetic grapple to slide the door open, then quickly
release the grapple and run/roll through the door before it
closes.
Just beyond the dead scientist, cross
CHECKPOINT 20. The door with
the red light on the other side of the room doesn't open
yet. So follow the track on the floor through the door with
the green light.
HALLWAY WITH DANGLING SOCKETS AND TOXIC GAS: The
dangling wires aren't live (yet). Follow the hall until you
reach the poisonous gas. Climb
onto the metal ledge and take a running jump to grab the
horizontal pipe ahead. Swing and jump to the ledge ahead.
From here you can see activity in the next room. Take a
running jump to grab the horizontal bar in the opening.
Either drop down or swing and jump into the room.
ROOM WITH TRACK AND ELECTRIC CAGE:
CHECKPOINT 21 is just inside
the room. There are 5 soldiers in
all, three clustered on the right side of the room, one in
the middle and one on the far left, also several
explosive barrels and a little
sparse cover. I found it easiest to jump in and run to the
left, take out the soldier there, then turn and deal with
the rest. Gather any dropped rifle ammo,
grenades and
health packs you need.
Zip suggests turning on the power
in the control room above. Lara will have to do
some acrobatics to get there. First, go to the end of the
track on the floor and use the magnetic grapple to pull the
rolling cage along until it
runs up against a bit of debris blocking the track. Climb
onto the cage and jump to grab the ladder. Climb up and jump
to the right to the broken metal ledge.
Amanda cuts in over the headset to
quiz Lara on her knowledge of Arthurian lore. (This short
cinematic is called "Headset Highjack".)
Take a running jump to grab the horizontal pole. Swing
around and jump to the next ledge. Turn right to face out
over the room. Take a running jump to grab the
dangling rope. Swing and jump
to grab the contraption with the big ball hanging from the
ceiling. Climb around to the far side of the contraption.
Jump back to grab the horizontal pipe. Swing around and jump
to the ledge against the far wall. Turn right and take a
running jump to grab the ladder against the wall. The ladder
extends to the floor, so if you fall after this, you can
climb up here. Climb the ladder now and jump to the ledge on
the right.
Shoot the fuel barrel behind
the barred window to break the bars. Then take a running
jump to grab the dangling rope.
Turn to face the opening and, if necessary, climb up the
rope a bit. If you swing while hanging too low on the rope,
Lara bangs into the ledge behind her and falls. Swing and
jump into the control room.
Retrieve the note and
health pack dropped by the dead
scientist. Lara learns a bit more about the fateful
experiments from the note. Cross
CHECKPOINT 22 near the middle of the room and pull
the lever to turn on the power.
In a brief cut scene,
electricity arcs between the various bits of machinery down
below, blowing away some of the junk blocking the track.
Climb down to the floor on either side of the control
room. Take Zip's suggestion and use the magnetic grapple to
move the electrified cage
further along the track. Grapple, tug and release, then get
out of the way of the electrical
explosions. After one or two such pulls, the cage
will move between the huge electrode thingies on the ceiling
causing current to arc between
the various parts. Grapple and pull the cage once more to
send it sliding toward the door. It blasts aside the
remaining debris and moves on through. Follow it past
CHECKPOINT 23 and into the
hallway, keeping a safe distance.
HALLWAY WITH DANGLING SOCKETS AND TOXIC GAS (AGAIN):
To avoid the poisonous gas,
once again climb onto the ledge, jump to grab the horizontal
pipe and swing to the next ledge. Drop down and continue
along the track to the corner, where you cross
CHECKPOINT 24. This time when
you reach the dangling sockets,
they're crackling with current. To get past, stand to one
side of the hallway, squarely facing the socket ahead. Use
the magnetic grapple to hook the socket, pull it toward Lara
and release. While the socket is swinging, the spark goes
out and it's safe to run or roll under it. Do that quickly
before it charges up again. Repeat the process with the next
socket. When you round the corner, you need to deal with 2
sockets side by side. To get past them, grapple one socket,
pull and quickly release to start it swinging. Immediately
grapple the other, pull and release. With good timing, you
can get both swinging—and no longer live—at the same time.
Quickly run or roll underneath. Repeat the same process with
the final pair of sockets.
If the cage gets stuck at the end of the hall just before
the door, move into the gap between the cage and the wall,
hugging the wall so Lara doesn't touch the
electrified cage. This should
open the door. Then the cage will pass through along the
track. CHECKPOINT 25 is just
ahead.
LARGE ROOM WITH TESLA GUN AND TOWER (AGAIN): The
cage moves along the track until it reaches the tower. Then
it stops. Stand to the left of the
door with the high voltage symbol. Use the magnetic
grapple to slide the door open. The cage rolls inside,
completing some circuit, and the main power comes on.
The doors on the far side of the room (i.e., to the right
when facing the tower) are now unlocked but going haywire
with the power overload. To avoid a nasty shock, stand
facing the electrified doors and
run through just as they start to open.
Approaching the shield on the table
triggers a cut scene ("Shields and Maps"). In it Lara
and friends speculate on the shield's significance. Could it
have been Lancelot's?
Nearby is another dead scientist with a
health pack and a
note describing his research.
Like Takamoto, this man believed the sword to be much older
than 10th century. Cross CHECKPOINT 26
and go carefully through the next set of
electrified doors.
NOTE:
Do not return through both sets of electrified doors or drop
down to the lower area after this. You can go back into
the shield room to get the health pack if you need it, but
avoid going through the other set of doors or dropping down
to the lower level and climbing back up the electrified
poles. If you cross checkpoint 25 (near the dead scientist)
again and Lara subsequently dies, after reloading you may
not be able to get back through the electrified doors and
will have to revert to an earlier save or replay the level.
Three soldiers in riot gear
emerge onto the ledge across the room. You can take them out
using the Tesla gun, which is
now fully operational. Using the gun effectively may take a
little practice, though. It works as a powerful
electromagnet. When the gun is pointed at an object that can
be manipulated, the targeting reticule turns red. Press the
draw weapons/combat lock key (G/L1/LT) to pull/pick up
objects and the fire button (left mouse/R1/RT) to push/throw
them.
To use the gun against the soldiers, pick up an object,
such as one of the explosive barrels
and hold the combat lock key to keep the object suspended.
Then swing the gun around toward the soldiers and press fire
to throw the object. For heavier objects, like the metal
boxes, it helps to aim high, since these projectiles tend to
arc downward due to gravity. This isn't necessary with the
barrels, though. Aiming straight at the soldier you want to
hit should do it. You can also use the
metal boxes set into the wall above the ledge where
the soldiers are standing. A brief tug with the gun should
pull each crate out of the wall and drop it onto the soldier
below. There are more small metal
boxes above the duct to the right of the gun. (You
need to remove them anyway to get the reward, and they make
handy projectiles.)
NOTE: Do not use the crate on the cement ledge to
the right as a projectile. You'll need it to get the gold
reward.
If you've run out of things to throw, use regular weapons
to kill any remaining soldiers. Grenades can be very
effective, but you need to move right up to the railing and
aim as high as possible, otherwise the grenades fall short
of the ledge. To use pistols, move up to the railing and
aim. The targeting reticule won't turn red, but you can
still hit. Move left and right periodically; shooting from
different angles helps get past the riot shields. Duck when
the soldiers shoot back. The railing protects Lara as though
it were a solid wall. Watch out for the gap in the railing
where the walkway was. The broken walkway is gone and it's
now a long fall. Also, the
soldiers can easily hit Lara if she's standing there.
CHECKPOINT 27 is just in front
of that gap in the railing.
GOLD REWARD: If you haven't already done so, use
the Tesla gun to remove the
4 small metal boxes set into
the wall above the grate above and to the right of the gap
in the railing. Later you will climb along this ledge.
Next, use the gun to move the
hanging platform along the track on the ceiling to
the right. Notice how the track curves down, runs along
level and then slopes back up at the right end. That upward
slope makes it difficult to slide the platform all the way
to the right. To do it, aim the gun so the targeting
reticule is over the metal coupling just below the track.
Then use the gun to pull the platform to the right just
until the track begins to slope upward. Quickly switch to
push (fire button) and tap the button repeatedly to nudge
the platform up the track and all the way to the right. Once
you get the platform moving from left to right, it's best to
keep it going; otherwise it won't have sufficient momentum
to make it up the slope. If this doesn't work the first
time, pull the platform back to the left and try again.
NOTE: If you're replaying
the level and don't need the reward, such as in Time Trial
mode, just move the platform to the gap in the railing.
That's far enough to get across to the exit.
Once the platform is in position, leave the gun and go to
the right to the cement ledge with the
large crate on it. Slide the crate to the left end of
the ledge. (If you accidentally tossed the crate, it's OK,
as long as you still have at least one of the
other large crates. Use the
Tesla gun to move it onto the cement ledge. Then push it to
the left end.) Climb on top of the crate and jump to grab
the ledge you revealed by pulling out the 4 metal boxes.
Jump to grab the ledge above and then traverse around the
corner to the left. When Lara is above the metal ledge, let
go to land on it. Turn around and jump down onto the
hanging platform. Walk to the
right side and jump to grab the metal ledge above. Pull up
and turn right , cross CHECKPOINT 28
and turn right. Take a running jump to grab the horizontal
bar. Swing around and jump into the alcove with the
gold reward (1/1).
To get to the exit, jump back to the horizontal bar,
swing around it and jump to the ledge against the wall. Go
to the far end and take a running jump to the ledge near the
exit. The soldiers here dropped SMG clips
(or the SUBMACHINE GUN itself),
health and
grenades. As long as you haven't reloaded since
killing them, these items will still be lying on the ledge.
Go through the door to CHECKPOINT 29.
HALLWAY WITH TOXIC GAS & ELECTRIFIED PIPES: Climb
onto the metal ledge to avoid the
poisonous vapor. Shoot the
broken pipes ahead to get them out of the way. Use
the magnetic grapple to hook one of the light fixtures
ahead. Tug on the cable then release it as the
sliding ledge on which Lara is
standing moves along its tracks. At the corner, jump onto
the next sliding ledge. Again,
use the grapple to start the ledge moving. Quickly release
the grapple and duck under the
electrified pipe as the ledge slides under it,
crossing CHECKPOINT 30. Jump
onto the next sliding ledge.
Once more, shoot the broken pipes
to clear the way and then use the grapple to start the ledge
moving. Quickly release the cable and jump over the next
electrified pipe. Here it helps
to do a running jump. Hop down to the floor and go to the
right, since the left hallway is blocked by debris. Pass
CHECKPOINT 31 before entering
the next room.
In the following cinematic
("Amanda's Pet") Lara catches up with her former friend in
the lab's main control room. As Amanda explains her
"relationship" with the monster they discovered in Paraíso,
she fondles the stone from the ruins at her throat.
Uninterested in Lara's apologies, she sics the beast on
Lara.
LARA VS. THE CREATURE: It does no good to fight
the monster directly. Just try
and stay out of its way and avoid the
flaming spots on the floor, which indicate where the
monster's fireball attacks will
land next. Run around the perimeter of the room, jumping or
rolling if necessary to move faster and avoid the monster's
attacks. As you go, activate each of the
4 breaker boxes by pressing
Interact. When a box has been turned on, the light on it
glows green and a mechanical arm on the ceiling extends.
When all four breakers have been
used, another cut scene shows four large electrodes (or
whatever they are) descending from the ceiling. Amanda's
sword fragment is held in some kind of force field at the
center.
Run to the Tesla gun in the
middle of the room and press Interact to get on. Then target
the large, dangling electrodes.
Tap the fire button to push each electrode away until it
makes a connection with two of the live electrodes against
the wall. When that happens, electricity arcs between the
electrode you are pushing and the neighboring electrodes.
Repeat the process with the other three electrodes. You must
do this quickly for all four to be activated at the same
time. Then the forcefield around the sword fragment is
removed. Get off the gun and use the magnetic grapple to
grab the sword fragment hanging directly above the gun.


A few additional tips that may make things easier:
- When using the Tesla gun to push the electrodes, try
making one quick round, pushing each electrode just once
to start it swinging. Then on the second pass, push each
electrode again a couple of times to move it into
position.
- This may not be necessary if you deal with the
electrodes quickly, but you can also use the Tesla gun
to get the monster out of the way temporarily. First use
'pull' (G/L1/LT) to drag the creature into position
between two of the live electrodes against the wall.
Then 'push' (left mouse/R1/RT) to force it into the
arcing electric current. When you do this, the monster
will disappear for a few moments.
- If you're replaying the level using cheat codes, it
is possible to destroy the monster using a couple of the
more powerful weapons (i.e., ones you normally wouldn't
have at this stage). Do not do this. Apparently the game
doesn't understand how to interpret the monster being
"killed" since it's not supposed to die here. So the
forcefield doesn't disappear and you can't pull down the
sword fragment.
As soon as Lara grapples the sword
fragment, a cut scene kicks in, in which Lara takes
the fragment and the machine begins to overload. Amanda
sneaks off as the device blasts a big hole in the floor.
Lara drops down into a tunnel beneath the floor and crawls
away. Soon Zip and Alister make contact over the headset.
They inform Lara that her next destination is
Cornwall—practically next door. (This cinematic is titled
"Prize Obtained".)
BUGS IN MOTORCYCLE SEQUENCE: Above I
mention several potential bugs that can be triggered during
the motorcycle chase. These are as follows:
- It's all too easy to slide off the
road just as Lara is passing checkpoint 9. Then you find
yourself in an endless die-and-reload loop. If you don't
have a more recent save, you'll have to replay the
previous level to reach this point again.
- Several players have reported that the
scenery after checkpoint 9 just kept repeating until
they finally quit the game many minutes later.
Apparently this bug is triggered when Lara gets ahead of
one or more enemies. You must kill all of the bad
guys as you go along, otherwise you may not be able to
finish this section.
- In the last leg of the motorcycle
sequence, after checkpoint 10, a bug may occur in which
the train disappears, making it impossible to jump the
bike onto it. So far I have found no solution to this
other than replaying from an earlier save.
USEFUL BUG FOR MOTORCYCLE SEQUENCE ON
PSP: Nick99994 sent me this tip for the PSP game. "On
the second long run, I have been fed up with crashing into
trees and rocks. You said that you must kill all other
bikers? Well, if a player keeps on dying, PLEASE include in
the guide not to worry and not to kill the game. I have
found a glitch. When Lara is on the motor bike, accelerate
and SLOWLY nudge yourself up against the train. you may
bounce off, but if you keep trying you will eventually rest,
floating off the train, at a nice comfy angle. It might take
longer than simply taking the risk and shooting at the
bikers, but all you have to do is hold down Accelerate (X)
and Fire (R). Lara will continue to rest on the train while
shooting. But WATCH OUT! if you don't concentrate and don't
see the cliff coming...splat. Reload. The train will go back
and forth through about 4 tunnels. Don't panic. Lara will
catch up."

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
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