LEVEL 4: THE HIVE
Kills: 41 Items: 60 Secrets: 1
(NOTE: One of the regular
pick-ups in this level will be the UZIS if you didn't find
them earlier.)
ROOM WITH BOULDERS & CHECKERBOARD FLOOR: Enter and
pick up a small medipak,
magnum clips and
2 sets of Uzi clips. (Don't worry,
the mutants won't come to life until later.) Note the two
closed doors. Proceed to the room ahead with the
checkerboard floor. There are 25
boulders dangling from the ceiling. The floor is
conveniently marked off in squares as well, with five rows
of five squares under the boulders and two rows of five
without boulders beyond. Two of the boulders roll harmlessly
off to the sides as you approach. Stepping on various
squares causes various boulders to roll—and not in a very
predictable fashion. You're aiming for the two alcoves on
the other side of the boulders. I imagine there are a number
of viable ways for getting through this trap. Here's one:

To make it easier, I've provided a diagram. Each square
is marked with a letter or number (A through 9 for the 35
squares) in the diagram. Red arrows show the path to the
alcoves; green arrows the path back. I've tried to make the
description useful without the diagram, but I think the
visual aid helps a lot.
Stand in the doorway on the right and step on the white
square (D) to the right of the center dark square (C). Side
flip left to the next white square (B), then quickly side
flip back to the right (D). When the boulders have passed,
flip back to the left (B). Step forward to the dark square
ahead (G), which is safe. Jump diagonally to the dark square
ahead and to the right (M). Boulders roll past harmlessly on
both sides. Sidestep to the white square on the left (L).
Side flip to the right to land on next white square (N);
quickly flip back to L. When the boulder has passed, flip
back to the right (N). Step forward to the next dark square
(S), which is safe. Side flip left to the next dark square
(Q), then quickly flip back to the right (S). When it's
safe, flip back to the left (Q). From there you can walk
forward into the left alcove safely (V, 1, 6).
Pull the switch here to open
one of the doors at the bottom of the hallway and animate
one of the mutants. Kill it from
within the alcove if possible. When you step on the dark
square between the alcoves (7), a boulder comes rolling in
from the other side of the room, so go quickly to the right
alcove. The switch here opens
the other door and revives the other
mutant, which shoots fireballs. Jumping in place
helps avoid the fireballs if you can time it correctly. When
the mutant is dead, run forward and to the right, from the
doorway (8) to the white square in front of the boulder
between the alcoves (2). From here, you can step to the
right then walk straight out under the boulder-free path (1,
V, Q, L, G, B).
Enter the doorway on the right near where you entered.
Time a run past the metal jaw trap
then pick up 2 sets of magnum clips
in the alcove beyond. Return to the main hall and take the
opposite door. Here there are arrow
traps as well as a jaw trap.
Take each in turn and you'll manage. At the end of the
passage is a small medipak.
SERIES OF SLOPES ABOVE LAVA POOL: Below is a
series of slopes above a lava pool.
The first slope is just below the ledge at the end of the
hallway. Jump forward and land on the first slope so Lara
slides down facing forward. Near the end of the slide, jump
to land on the next slide. Slide again and jump to the next
slope, which angles down to the left. Now hold down the Jump
key so Lara hops back and forth between the two angled
slopes over the lava. Press the right arrow key at the same
time so she gradually creeps to the right as she jumps. Stop
when she reaches the flat spot at the far side of the left
hand slope.
CAVE WITH BLACK STONE COLUMNS & LAVA STREAM: Enter
the cave and kill the mutant
lurking on the left. There's a small
medipak on the ground in the near left (southeast)
corner. Jump up on the side of the structure with the
red-and-gold ceiling and the lava pit
in the center. From here, you can kill another
mutant on the far side of the
room between the black pillars. Slide down the slope to
where that mutant was and pick up another
small medipak in the far left (southwest) corner.
Head to the right (north) toward the lava stream. You'll
see a red-and-gold door ahead on the left, but before you
reach the lava stream, climb onto the low wall on the right.
A flying mutant rises up from the
deep lava pit below.
When you've destroyed the mutant, jump from the wall onto
the sloping ledge to the right. Slide back and grab the rim
of the lava pit, traverse a little to the left and drop onto
the flat block. Turn right and hop down to the block below.
From there, take a running jump over the lava to grab the
edge of the block in the opposite corner. Pull up and take
large medipak. This is the only
SECRET in the level. Repeat
the running jump-grab to get back to the previous block.
Climb onto the higher block, take a running jump across the
lava to the block in the far left (northeast) corner, and
from there climb out of the pit.
(NOTE: Alternately, you can
drop into the lava pit on the other side—i.e., at the
northeast corner—and take a running jump across the lava to
the block nearer the secret area. Then continue as described
above to get the secret.)
After climbing out of the pit, go to the left down a
small slope toward the lava stream.
Take a running jump across to the other side. Turn left and
walk up the path until you are opposite the low, flat block
with the Uzi clips on top. Jump
across the lava to land on this block. Get the clips then
turn left and jump to the next block, where there are
more Uzi clips. From there, jump
to the taller, lighter colored block. This opens the
red-and-gold door on the right—one of the two doors at the
west end of the lava stream.
(NOTE: Standing on the other
taller block causes the left door to open. Both doors are
timed and both lead into the same room. You can take your
pick, but I recommend going through the one on the right.)
From the block that triggers the right door to open, jump
down to the lower block that had the clips on it, then take
a running jump to the bank. Turn left, run down the ramp and
do a running jump to grab the doorsill. Pull up and you're
in.
ROOM WITH UNEVEN TAN & FLESHY LEDGES & MUTANT
INCUBATORS: Once inside, turn around and slide backward
down the tan slope. Grab the edge and traverse left. Pull
up, back flip onto the gray, sloped block and immediately
jump forward to the fleshy wall. When you land, the eggs
will hatch and you'll need to kill 2
winged mutants. You might want to hold down that walk
key to keep from slipping into the lava
below as you fight.
From the fleshy wall, face the now empty incubator. Jump
over the steeply sloped stone to slide down the slope beyond
(the one directly below the incubator on the right). You'll
slide down and land on a fleshy square. Jump diagonally to
the stone block slightly above. Pull up onto the fleshy
ledge in the northwest corner, turn around, then take a
diagonal running jump to the fleshy slope below the opening.
(NOTE: If you do enter through the left timed
door instead of the right, you can still get to the exit.
Slide down the ledge on the left, then jump to the fleshy
flat spot below the first egg. From there, do a running jump
diagonally to grab the stone slope below the second timed
door. Then follow the directions above from that point,
where it says, "Pull up, back flip onto the gray, sloped
block," etc.)
The centaur above awakens when
you reach the top. You can hop back down while firing and
jumping side to side to avoid its fireballs. When it's dead,
climb up to the room where it was and then safety-drop
through the opening in the floor to the room below. Pick up
the UZIS on the pedestal, plus
some clips on the floor nearby.
(NOTE: If you already have the
guns, you'll get Uzi clips here instead.) Now slide
down the long slope to land in a small underground lake.
CAVE WITH LAKE & CENTRAL PYRAMID STRUCTURE:
Surface near where you splashed down and climb out of the
water on the right side. There's a
mutant lurking on the ledge above. Climb up, kill it
and pick up the magnum clips in
the corner of that ledge. At some point, you'll also want to
get the 5 small medipaks and
1 set Uzi clips scattered about
under the water. (Some are in the openings underneath the
pyramid.)
Swim to the rectangular block in front of the stepped
ledges with the 3 mutants. Climb
out of the water and kill them safely from here. Jump over
to the low, flat area to the right, then to the bottom of
the steps. Behind the steps are 5 sets of
Uzi clips. When you climb back out,
2 more mutants emerge on ledges
near the lake. After killing them, go to the right side of
the opening above the water and jump over to the small,
square block with the magnum clips
on top. Another mutant is
standing on the next ledge across the water. You can easily
kill it from here.
The last mutant in this room
guards the GOLD DOOR in the southeast corner. It can be
killed from the small, square stone ledge sticking out just
above water level below that door. You may find it helps to
get a lock on the mutant and then jump up and down in place
to get more clear shots. When it's dead, jump over to the
block to the right of the doorway and continue up. Pick up
2 sets of Uzi clips in alcoves on
the left, then use the 2 switches
to open the first GOLD DOOR and another one just beyond.
BEHIND THE GOLD DOORS: In the large room beyond,
2 centaurs lurk behind the
pillars at the center. You can run out into the room to get
their attention, then rush back to the doorway to kill them
from relative safety. In the niches between the
switches are
3 sets of Uzi clips. Near the gold doors at the
opposite end of the room are 2 large
medipaks.
There are 4 switches: two on
each side of the central pillars. Of the two on the side
facing the entrance, the switch on the left opens the left
gold door, releasing a mutant.
The switch on the right opens a door at the top of the
pyramid in the middle of the lake. On the other side of the
pillars, the left switch opens another door up in the
pyramid, and the right switch opens the other gold door,
releasing a mutant that throws
fireballs.
When these two have been taken care of, enter the
glassed-in room through either gold door. Proceed slowly.
The three eggs hatch as you approach them, releasing a
centaur (middle) and
2 winged mutants. Once each has
hatched, you can retreat to the doorway for a safer spot
from which to shoot. When all three mutants are dead, jump
in the water and pull the 2 levers
to open underwater doors on each side of this pool. Behind
the left door are 4 sets of Uzi clips
and a large medipak. Behind the
right door is a warren of underwater tunnels containing
3 boxes of shotgun shells,
2 sets of Uzi clips and a
large medipak. There's also
another lever here, which opens
another underwater door, just below and to the left. This
leads directly back to the LAKE. Swim to the northwest
corner of the lake and climb out on side where the tan stone
bridge connects the pyramid to the shore. Cross this bridge
and climb the pyramid, picking up some
Uzi clips on a flat spot near the entrance.
INSIDE THE CENTRAL PYRAMID STRUCTURE: Go in and
climb the block ledges nearly to the top. On the step just
below the floor of the room above, turn around and take a
standing jump to grab the ledge in the southeast corner.
(There's a sloping, pulsating fleshy block just to the right
of the ledge you want.) Pull up and take some
magnum clips. Then climb over the
fleshy block.
Here are the two doors you opened earlier with the
switches in the room BEHIND THE GOLD DOORS. Both doors lead
into the same room. There's another
mutant just inside. You may find it easier to kill if
you enter through the door on the right. Find the
small medipak in the alcove high
on the left side of the room. Then follow the long corridor
on the right, picking up 2 boxes of
shotgun shells. Continue to the end and go through
the second door, which opens as you approach.

ROOM WITH SQUARE PILLARS & STANDING MUTANTS:
Between the pillars stand 8 mutants.
They don't animate yet, so you can safely walk around the
room (avoiding the lava pits, of
course) and pick up the 3 boxes of
shotgun shells on the floor. Climb onto the low
pedestal in the center of the room. You can then pick up all
but one of the 4 boxes of shells
without activating the mutants. When you pick up the box on
the east side, the camera pulls back for a wide-angle view
of the room, indicating that the mutants are ready to be
triggered.
You have to pick up the last box of shells in order to
open the door to the next area, but if you use a little
strategy it isn't hard to kill all the mutants without
taking any damage.
The diagram at right shows the layout of the room. Red
numbers represent each mutant, and black numbers show which
squares on the floor trigger each mutant to animate. Using
this information, you can trigger just one or two mutants at
a time and then jump back onto the pedestal to kill them
from safety. Squares with no black numbers have no triggers,
but keep in mind that jumping over a square with a
trigger will activate any mutants connected to that trigger.
Also, after you shoot at a mutant a few times, it will run
out into the hallway. You may then have to come down from
the pedestal to draw it back into the room. One final note:
If you use the trigger points carefully, you can leave the
room without activating mutants 2, 3 and 5. (Very special
thanks to Brad D. for this information.)
MUTANT HATCHERY: When you've finished with the
mutant room, exit, turn right and continue to the next door,
which is now open. This leads into a room with a
checkerboard floor, beyond which is the hatchery. There are
2 switches near the entrance.
Both are needed to open the gold door at the far end, and
the door is timed. The eggs hatch when you approach,
releasing 4 winged mutants that
throw fireballs. I recommend hatching each one in turn, so
you aren't outnumbered. When the coast is clear, pull the
switches and run for the door.
As you enter, the door closes behind you and the
centaur playing nanny starts
shooting fireballs. Kill it and continue. All the eggs in
this room are "blanks," so there's no need to worry about
more enemies. Use the old jump from side to side while
firing technique to quickly dispatch the centaur. Behind and
below the ramp down to the next level are
2 sets of Uzi clips and a large
medipak.
You don't have to kill all the mutants in this next room
but, again, I recommend hatching each egg and fighting the
beasties one at a time before going for the door. Here every
other egg is empty, so there are 4
mutants in all. Also, the pits below the incubators
contain lava so don't jump
around too much. When you've killed all of them, go to the
switch near the entrance. This
opens the door at the far end of the room. It's also timed.
To make it to the door before it closes, throw the switch,
tap the Look button, hop back twice and turn left. Then run
along past the red blocks, using running jumps to cover more
distance. Near the end, take a running jump angled to the
right toward the doorway and continue running through.
You land on a slope, which dumps you in a pool as empty
eggs hatch above. Swim through the opening on the right to
end the level. And that's all she wrote...at least until the
next installment!
(NOTE: As in Tomb Raider 1, if
you start another game now without quitting, you'll have all
weapons and unlimited ammunition.)

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