NEVADA PART 2: AREA 51
Kills: 25 Items: 29, plus the MP5 and SHOTGUN, 2
Code Disks, 1 Key, 1 Code Card and the ELEMENT 115 (or the
ORA DAGGER**) Save/power-up crystals: 4 Secrets:
3*
*Number of kills is approximate.
The number of soldiers that appear in certain areas depends
on your actions. Note that one of the regular pick-ups here
will be the GRENADE LAUNCHER if you didn't get it in the
previous level. Be sure to find all the secrets so you can
access the bonus level at the end of the game.
Note that the PS1 DEMO is
substantially different from the full level in the game.
Objectives: Locate the artifact somewhere inside
this military installation. To do this, you'll need to find
various code disks, keys and passes necessary to open doors
and move obstacles in your path. First, get the code disk
and hangar access key, which will enable you to get to the
train tracks and, from there, to the hangar. There you'll
need to locate the switches that open the UFO room, where
you'll find the launch code pass. Launch the big missile so
you can get into the area above. Here you'll find the code
disk that will get you into the flying saucer (and some
other nearby rooms). This area is where you'll find the
dagger.
Grab the small medipak behind
the crates on the left. Run forward and take out the
sentry before he reaches the end
of the hall and turns on the lasers.
If the coast is clear, go into the room near the red rifle
sign and pick up the MP5 SUBMACHINE GUN
and 2 sets of clips for it.
Otherwise, restart the level and try again or go on without
the rifle for now.
Don't pull the switch (it
turns on the lasers). Instead, push the
button in the hallway to open
the crawlspace. Enter, take the large
medipak and crawl into the next opening. Watch out
for the rolling laser trap
beyond. Crawl under it and to the left, as it goes to the
right, to get another large medipak.
Follow the lasers back to the low spot. When the lasers pass
overhead going in the other direction, stand, run forward to
the ladder and climb up.
Advance halfway into the crawlspace. You can now see the
guard in the hallway, but he
can't see Lara. When he passes going to the right, crawl out
and shoot him before he can reach the far end of the hallway
and activate the lasers. If he
manages to do this, you can either reload a saved game or
crawl under the first laser to reach a second crawlspace
just beyond.
Before going through the second crawlspace, use the
switch on the wall opposite the
first crawlspace (where you just came out) to open the door
and free another convict. Again, DON'T KILL HIM. You may
want his friend's help later on. Inside his cell, behind the
door is a small medipak.
The ramp at the other end of the hall is protected by
green sensors rigged to a gun turret.
(As in the last level, don't shoot the turrets unless you
want to lose a lot of health unnecessarily.) To avoid this
trap, go through the crawlspace before the ramp, picking up
some flares on the way. Kill the
guard if you didn't do so earlier.
Advance into the glassed-in hallway. Run forward and kill
the MP before he can reach the
alarm. Then enter the storage room for a
rocket, grenades and
harpoons. (NOTE:
Some people have had difficulty locating this storage room.
The door, which will be open if you kill the MP in time, is
between the alarm panel and the crate marked "M-12.")
OUTDOOR AREA AND TRAPDOOR INTO NEXT BUILDING: Go
to the gate at the other end of the hall. Pull the
switch and fall through the
trapdoor. Hurry around to the right and kill the
guard before he hits the alarm.
(NOTE: If he manages to do
this, you won't be able to get the first secret. You'll have
to reload a saved game and try again if you want it. You'll
know he's pressed the button if 2 dogs
come out. If there are no dogs, you're in business.)
Crawl into the tunnel to the left of the alarm panel for
some grenades.
(NOTE: If you don't already have
the GRENADE LAUNCHER, you'll get
it here.) Get the shotgun
shells in the right corner. Then hop down into the
pit. Pull the switch to raise a
gate below. Walk around the grating to the trapdoor. Fall
through, kill another guard and
go into the crawlspace with the
save/power-up crystal—that's
SECRET #1.
Now go through the other crawlspace. Get some
Desert Eagle and
MP5 clips in the alcoves before
falling through the trapdoor. Kill the
guard below and take his small
medipak.
Go to the end of the hall away from the glass floor. Open
the cell door and let your prisoner friend go out and kill a
couple more MPs for you. Crawl
into the prisoner's half-dug escape tunnel for a
large medipak. Now go to the other
end of the hallway, over the glass floor. The hall ends in a
T and there are gun turrets at
each end. Avoid this area. Instead, go through the
crawlspace on the left. Here you'll find a
large medipak and the
SHOTGUN.
Run down the ramp and around the corner. Kill the
guard at the end of the hallway.
In the middle of the hall are two facing doors. Enter this
area and take out the 2 armed soldiers
who emerge. One is carrying a small
medipak. Use the switch in the left room to raise the
gate in the right one. (If the first guard tripped the
alarm, you can turn off the laser trap
in the right room using the button at the right end of the
hall.) Go through the crawlspace to the next room and walk
into the green sensors. Kill the guard
who comes down the ramp.
MISSILE SILO AREA: Go up the ramp and to the right
to the missile silo. Kill the soldier
on the scaffolding. Drop down to the floor and climb up to
take his CODE CLEARANCE DISK.
Go back through the door where you entered and go
straight down the ramps to a room with missiles and conveyor
belts. Drop down, taking care to avoid the
laser traps crisscrossing the
floor. In the dark area behind the left conveyor belt,
you'll find a small medipak. In
the opposite corner is a computer where you can use your
code disk to raise the missiles. Climb onto the platform
with the swinging hook. Shoot
out the purplish vent on the right. Behind it is
SECRET #2.
(NOTE: It is possible to pass
through the vent without breaking it first, but make sure
you don't do this, otherwise you'll get stuck on the other
side.) Follow the duct down to a
save/power-up crystal. Return
the way you came.
Carefully run past the hook and pick up the
shotgun shells. Take a running
jump from the conveyor belt to grab the ladder above the
cement footing. Climb up. Kill the armed
soldier hiding in the corner and take his
HANGAR ACCESS KEY. Drop down to
the platform, climb out of this room and return to the
missile silo the way you came.
ELECTRIC TRAIN TRACK: Drop down and go past the
missile through the doorway at ground level. Avoid the hole
in the next room and continue to a lock where you can use
your new key. Enter and kill a guard.
Hop down to the area below the track. Don't step on the
electrified track! Go to the
left end, climb the ladder and push the
button to summon the train. Go
back down the tunnel, crawl under the track and pull up into
an alcove. Pick up the shotgun shells.
(NOTE: If you don't already
have the SHOTGUN, you'll get it
here instead of the shells.) Then take a running
jump to the top of the train car.
Climb into the passage above. Walk over the first set of
grates, but use the ceiling grates to traverse over the
second; otherwise you'll fall onto the track. To keep Lara
from getting fried by the laser trap,
monkey-swing as close to it as you can. Wait until it moves
away and follow it until you can drop onto solid ground.
Continue forward.
Drop down near the ladder, take a running jump across the
track and, if you can, kill the guard
before he takes off up the ramp. If he gets away, you'll
need to kill him plus another guard
at the top. At some point, pick up the
shotgun shells below the track.
SAUCER ROOM: At the top of the long hallway is a
locked room housing a UFO. Gun turrets
are mounted in two corners, with three sensors along the
first corridor. Jump the first two and crawl under the
third. Climb over the crates in the back. Kill the
guard in the next room before he
goes down the hall to the right and trips the alarm. (This
activates the gun turret in here
and calls another soldier.)
Press each of the 2 buttons
on the catwalks in turn to call in a
pair of guards. Now get ready for a timed-door run.
The right button (when facing them) opens the inner doors
and raises the trapdoor in between the two sets of doors.
The left button opens the outer doors. Press the right
button first, press Look to get Lara's perspective back,
backflip off of the catwalk, roll and take a running jump to
land on the bank of computers in the middle of the room. Run
across it, jumping at the end to grab the other catwalk.
Pull up, run to the button. Press it, Look, backflip off the
catwalk, roll and run through the open doors.
Once in the next room, kill the
soldier lurking behind the bank of
five switches. Pull the second
from left and the two rightmost switches to open the room
with the flying saucer. (NOTE:
These are the ones that give you "visions" of the saucer
room door. If you do this quickly, you can run out before
the soldier emerges from behind the switches. Thanks to Jeff
Reid for this tip.)
Go back to the saucer room via the small door on the
left. Push the button near the
ladder to open the trapdoor above. Climb up and back flip
onto the ledge. Pick up the shotgun
shells. Take a running jump to the catwalk above the
saucer, drop down and take the LAUNCH
CODE PASS. Slide down to the floor.
BACK TO MISSILE SILO: Go back to the missile silo
area the way you came. This time, drop through the opening
in the floor (in the room just past the lock where you used
the hangar access key). Use the switch
to open the door. Use the card to uncover the launch button.
Press the button and
immediately roll, side flip and sprint down the hall to
avoid being toasted as the missile is launched. (You've
gotta wonder what Lara just blew up.)
Climb back up to the silo and scale the scaffolding to
the top, picking up a large medipak
on one of the platforms on the way. You may be able to kill
the guard at the top from there.
If not, take care of him when you get up there. Use the
switch to open the gate. To get
past this next laser trap, crawl
after it as it moves away, stand, jump over it, run forward
and crawl out. Get the grenades on
the other side. Follow the passageway to the end. If Lara
draws the MP5 at this point, she'll be able to target the
sniper in the tower outside from
the safety of the tunnel. When he's dead, climb up and out.
OUTDOOR AREA WITH SNIPER TOWER: Shoot the
MP with the club. Then go down
the ramp to the right, take out another
soldier and relieve him of his
CODE CLEARANCE DISK. Pull the
switch to open the trapdoor outside. Go back up the
ramp, climb the sniper's tower and take his
MP5 clips. Now go down through the
trapdoor and follow the passageway. Run down the ramp after
the laser trap and duck to avoid
it. Continue, climbing down the grating, to emerge in the
hallway near the UFO room.
BACK AT THE SAUCER ROOM: Go up the ramp to the
saucer room, pass those sensors again, and dash into the
saucer room to avoid the second gun
turret, which is now activated.
Go around the saucer and down the ramp. Use the disk in
the computer to open several nearby doors. Enter the alien
observation room behind you to get a
small medipak and a
save/power-up crystal. Now cross the hall to another
room with an orca tank, plus flares
and pistol clips in the corner.
ORCA TANK: Return to the saucer room and once
again climb the ladder and back flip onto the walkway. Turn
around to face into the saucer room. Then walk out onto the
sloping support on the left. The UFO is below and to the
right, the ladder behind on the left. Take a running jump to
grab the support ahead—not the closest one on the left,
which is too steeply sloped, but the one straight ahead that
slopes down toward you. Pull up, turn left and you'll see a
doorway below. (This door will be open if you have used the
code clearance disk in the computer as described above.)
Take a running jump, pressing Action, to land inside. This
is SECRET #3.
There are two stacked laser traps
in the hallway beyond. When the upper one moves away, take a
running jump from the ledge to sail over the lower one,
which will be heading toward you. Run forward to the
doorway. Drop into the orca tank to claim another
save/power-up crystal. Climb
back out. To come back through the laser trap, follow the
lower one as it moves away from you. Duck just before you
reach the ledge. As the armature with the lasers turns over,
it will miss Lara. Pull up and continue. Safety-drop from
the doorway to the floor. (Use a medipak if you need to
beforehand, as you'll lose some health.)
Enter the saucer through the hatch underneath. Climb
through the various openings to the top level, killing
3 guards in all—one on the middle
level and two more at the top. Don't get too close to the
one light panel that blinks
yellow, or Lara will take damage. Take the
ELEMENT 115 artifact from the
platform in the center to end the level.
(**NOTE: In some versions of
the game, this will be the ORA DAGGER; you'll get ELEMENT
115 in the last South Pacific level.)

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