LONDON PART 3: LUD'S GATE
Kills: 19 Items: 53, plus 1 key, EMBALMING FLUID
and HARPOON GUN* Save/power-up crystals: 11
Secrets: 6
*Numbers are approximate and depend
on which route you take. Be sure to find all the secrets so
you can access the bonus level at the end of the game. Note
that the pick-ups in this level will include the ROCKET
LAUNCHER and SHOTGUN if you didn't get them earlier.
Objectives: Sneak into the Natural History Museum
and steal some embalming fluid for your immortal friends.
This will grant you access to the second part of the level.
Here you'll need to navigate a series of water-filled areas
and locate a key to unlock a door to the final area—the
building where Sophia Leigh has her office. This is where
the last London level begins.
Walkthrough: In case it wasn't obvious from the
previous cut scene, the Damned are now your friends, so
don't shoot at them.
THE LAIR OF THE DAMNED: Turn and follow the guy
with the torch down the plank walkways to a room with
several shallow pools. Exit through the doorway on the LEFT.
(The right doorway will get you where you're going, but
you'll miss a secret.)
(NOTE: Some people have had
the gang member who leads Lara to the exit attack her
apparently without provocation. To avoid this, it may help
to go around the outside edge of the shallow pools rather
than following the man across the center bridge.)
INSIDE THE NATURAL HISTORY MUSEUM: Slide down the
ramp and quickly pull up into the opening on the right
before the spiked ceiling
descends and crushes Lara. Slide down into a small room. On
the right you'll see a button.
This opens the trapdoor ahead on the left. Don't go there
yet. First, walk over to the left onto a white rock ledge.
Go to the right end of the rocks and drop down to the small
brick ledge. Safety-drop down to a clear area in the
barbed wire. Walk to the other
end and climb into the crevice. Inside are a
large medipak and
flares—SECRET
#1. To get out, climb onto the ledge above where
you got the medipak, then up to the next ledge. Turn around
and take a diagonal standing jump to grab the edge of the
opening, pull up, and slide down to the white rocks where
you started. Or, take a running jump from the ledge through
the opening.
Go back into the little room. Press the
button if you didn't earlier.
This opens the trapdoor above. Climb up and scale the
grating to just above the third silver strip. Back flip into
the passage behind and pick up a large
medipak. (This is the way you would have come had you
taken the right door initially.)
Jump back to the grate and climb up and over to the left
side. Be careful not to drop into the
barbed wire. Position Lara's hands on the grate just
below the opening with the purplish-red light. Jump and
twist in the air to grab the grate behind (Jump + Roll +
Action). Climb up and crawl into the crack for
SECRET #2—a
rocket.
(NOTE: If you have trouble
making Lara climb into the opening, release Action and
quickly press it again so she loses her foothold but grabs
the ledge again. Then press Forward to pull up. If this
doesn't work, try pressing Crouch + Forward while holding
Action. Also note that if you don't already have the
ROCKET LAUNCHER, you'll get it
here instead of the rocket.)
Climb down the grate to just above the wooden slope and
jump, twist and grab the black grate behind. Climb up
farther until Lara's feet are just below the top of the
green-lit area. Back flip into the opening with the
save/power-up crystal and
shotgun shells.
(NOTE: if you don't already have
the SHOTGUN, you'll get it here
instead of the shells.) Slide down the slope and
jump to grab the grate. Climb all the way to the top.
DUCTS ABOVE EGYPTIAN AREA: Go through the
crawlspace to the end. You'll find more
shotgun shells in an opening on the right, but don't
go all the way through. There's a guard
in the hall beyond. Instead, backtrack to the point where
you can stand up. Climb into the duct, pick up a
small medipak and drop down into
the next room. Kill the guard
here. Use the button to open the door, and kill the
second guard in the hallway.
EGYPTIAN AREA OFFICE & EXHIBIT: Pull/push the
movable block onto the gray
square. This will cause the tall pillar blocking the door to
the next room to slide away. Go into the hall and to the
right to enter this area. Get a small
medipak on a ledge in the back. Climb the stepped
blocks to the doorway between the wooden ladders. Push the
movable block there so it's in
front of the door. This will move the tall pillar outside
back in front of the outer door. Climb over the movable
block and drop down on the other side.
Go out to the top step and turn left. Take a standing
jump to grab the wooden slats on the ceiling. Traverse
forward and left, then drop to grab the edge of the alcove
with a save/power-up crystal.
Pull up, get the crystal, then safety-drop to the ground.
Climb back up the blocks, jump to grab the wooden slats on
the ceiling again and this time head for the alcove on the
right. Drop, grab the ledge, pull up and crawl into the
alcove. Use the switch to open
a door high above. Then, climb out and drop down to the
floor.
Climb up the movable pillar in front of the door. Pull up
onto the ledge above and go through the crawl space. The
ducts lead you back to the hallway. Move the
block in the computer room
again to slide the pillar back from the entrance. Go back to
the EGYPTIAN AREA.
Climb onto the movable pillar. Grab the ledge above, pull
up and jump (with Action) to the ledge on the right with the
switch. Pull it to close the
door of the movable block room creating a climbable ladder.
Climb up this ladder and onto the ledge on the left. Turn
around and take a standing jump (with Action) to the block
ahead on the left and another standing jump-grab to the
doorway. Go into the alcove on the left, which contains
shotgun shells and
flares. Then cross over to the
opposite alcove and go around the corner to a slope.
Slide down and jump at the end to grab the ledge across
the gap. (Or, if you have difficulty timing this jump, slide
down backwards, grab the edge, pull up and do a
jump-twist—Jump + Roll + Action—to catch the ledge behind.)
Continue to another ramp. Slide down to land on the
break-away tiles. Immediately
jump forward and grab the ledge between the sarcophagi. Pull
up and take the EMBALMING FLUID.
(NOTE: There's a shortcut
you can take here. Turn around and jump to the remaining
break-away tiles on the left. Fall through and hold Action
to grab the lowest slope. Traverse to the left and drop to a
flat spot with a rocket on it.
Then fall down the hole into the water. Pick up the
walkthrough below at the **. If you go this way, however,
you'll miss a lot of action and two secrets. And, your
friends will never get their precious embalming fluid. If
you want to, you can come back later for this rocket. See
the tip below at the ***.)
Crawl through the duct, picking up some
Uzi clips on the way, and back out
into the hallway. Kill the guard
around the corner and go back around the corner to the
crawlspace. There's another guard
on duty in the next room. Take care of him, then use the
button to open the doors and get a rocket.
Go around the stone blocks and drop down onto a ledge high
above the SPHINX ROOM.
SPHINX ROOM: Take a standing jump to grab the
ceiling grates. Traverse across to the other side to get a
save/power-up crystal. Turn
around to face out over the sphinx. Rather than traversing
back across the grating, take a standing jump from the left
side of the ledge to land on the head. Turn to face the back
left of the sphinx. Line Lara up with the point sticking
down from the ceiling and take a standing jump-grab to land
on a square corner ledge with a small
medipak. (You can't see the ledge from above. So use
this screenshot if necessary to get the right angle.)

Take a standing jump from the ledge to the tall, square
pillar. Turn left and take a running jump to grab the back
of the white angled ledge. Pull up, slide down the other
side and jump to the long ledge beyond. Go to the other end
of the ledge for SECRET #3—a
save/power-up crystal and
2 rockets.
(NOTE: There is another
rocket on a ledge on the front of
the sphinx. This will be the ROCKET
LAUNCHER if you don't have it already. You can get to
it by dropping down from the top. To get down to the ground,
stand at the edge of the ledge and back flip onto the
sloping head of the sphinx. Slide and grab to work your way
down to the bottom. However, once you climb down, YOU WON'T
BE ABLE TO GET SECRET #3.)
Go to the middle of the ledge and take a running jump to
the sphinx's shoulder. Slide/drop to the ground. Go around
to the other side of the sphinx. A guard
opens fire from the stairwell, so take him out and grab his
small medipak. Then go to the
alcove at the back right of the sphinx for some
shotgun shells. When you return to
the stairs, another guard comes
in from the front of the room. Get him out of the way, then
go to the top of the steps.
(NOTE: Sometimes the second
guard does not show up. Apparently climbing onto the right
paw of the sphinx and sliding down the front of it to the
floor, then going back up the aisle toward the stairs will
trigger his appearance.)
Climb onto the ledge above. Turn around and jump to grab
the blue opening. Pull up and get a
rocket and large medipak—SECRET
#4. Drop down and climb up to the ledge again.
Pull the movable block on the
left. Drop back and grab the ledge. Traverse to the left and
use the block and the grating above as a ladder to climb up
to the alcove on the right. Climb into the passageway above
and drop down on the other side of the movable block. Push
it again once. Then pull a second
movable block twice. Climb back up the first block
and grating to the alcove on the right. Again, go through
the passage above. Now you can drop down behind the second
block and emerge BACK IN THE LAIR OF THE DAMNED.
Go up the hall on the right, to the room where the level
began, and place the embalming fluid in the carved alcove
with the blue lights above it. This opens a door at the end
of the short hallway to the right of the train bench "sofa."
Go in and fall through the trapdoor into a pool. Now test
out your new ride: the underwater propulsion vehicle (UPV).
(*** NOTE: If you want to
get an extra rocket, before going down through the trapdoor,
return up the ladder to the EGYPTIAN AREA, as you did at the
beginning of the level. Climb up through the exhibit hall to
the ledge opposite where you picked up the embalming fluid.
Turn around, slide backwards down the slope and grab the
edge. Let go, and grab the bottom of the next slope below.
Traverse to the right and you'll see the
rocket below. Let go to slide down the metal slope
and land near the rocket. Pick it up and drop into the
shaft. Lara will land in water. Swim down and allow the
current to carry Lara to a spot where she can surface near a
ledge with some harpoons on it. Pick up the walkthrough
below at the **. Note that you'll miss the area with the
crocodiles described below.)
UNDERWATER AREAS: Drive the UPV into the big
cavern, harpoon the crocodile
(Action is the fire key on the UPV as well), and head for
the opening on the right (with the wooden crate top) to get
some air.
(NOTE: I found it easier to
kill the croc with the hand-held harpoon gun. If you don't
already have this weapon, you'll have to make do with the
one on the UPV. Either way, make sure to drive the UPV out
into the open area, as the current will prevent you from
going back into the tunnel for it.)
Scour the area for goodies, but be careful; another
crocodile comes out when you pick
up the harpoons on the square
cement block. Other items here are: a
small medipak on the bottom near the cement block; a
save/power-up crystal and
2 bunches of harpoons in the room
opposite the one with the air space; a
large medipak and 2 more bunches
of harpoons in the next room; and
Uzi clips in the room next to the air room. The large
brick opening leads to the next area, where you can surface.
(IMPORTANT
NOTE: DON'T SAVE YOUR GAME FROM THIS POINT UNTIL
AFTER YOU FINISH THE NEXT AREA AND GET ALL THE SECRETS!!!
Some people have experienced a bug in which an invisible
wall appears blocking the entrance to the sixth secret.
Saving here seems to be what causes it.)
(**) Climb onto the ledge, pick up 2
bundles of harpoons. Jump into the water on the other
side. Swim along the brick passage to a room with a glass
ceiling where you can surface for air. (You can also see
another UPV in an adjacent room.) Pull the
underwater lever to open the
nearby trapdoor. Swim through it, climb out of the water and
press the button to open the
door in the underwater passage to the left. (You passed it
on your way in.)
(NOTE: Be sure not to
accidentally fire weapons here, or you'll attract unwanted
attention from the guard on the other side of the window and
miss getting one of the secrets.)
AREA WITH GUARD AND FROGMAN: The next bit is
rather complicated, but it will enable you to get one of the
more difficult secrets in the game. Ostensibly the object is
to kill the frogman before he can
get away and close the door to the underwater room with the
UPV. The catch is that you can't shoot him on land. The
frogman on top of the crates is just set dressing. He can't
react to Lara, and she simply won't target him. You do want
to avoid attracting the attention of the
guard, though. This is actually what sounds the alarm
and closes off the secret. Here's one strategy. The diagram
below shows the path you'll take. It's quite rough and not
at all to scale, but it will help clarify the text
directions. (Very special thanks to Sugarmama and Jeff Reid
for their help on this section.)

Swim through the door you just opened into the area with
the guard and the frogman. Swim forward and to the right
until you come to two small underwater openings. You can
surface in the corner near them and not be seen by the guard
above. Go down into the left opening for
SECRET #5—Desert Eagle
clips. Then go into the right opening, get a
small medipak and pull the
lever to open a concealed
trapdoor nearby.
Swim UNDERWATER back toward the tunnel where you came in
and continue past it down a small channel. Surface and climb
out on the ledge to the right. Climb up and CRAWL forward to
a hole. Back up to it and drop into the water below. (This
is the trapdoor you just opened.) Get the
save/power-up crystal, climb
out on the other side and CRAWL around to the white rocks on
the far left (opposite secret #5 and the room with the
lever).
Once you're behind the rocks, you can stand. Go to the
back right corner, jump up the small slope and pull up into
the doorway. There's another guard
lurking inside. Don't bother with him yet. Instead, run down
the dark hallway and jump from the left side of the opening
at the end to land on the metal ledge behind where the
frogman is standing. He'll jump
into the water and start shooting harpoons at Lara. Kill him
before he swims away.
Now kill the first guard and
jump into the water where you killed the frogman to claim
SECRET #6—4
bunches of harpoons, a large
medipak, a save/power-up
crystal and the second UPV. (NOTE:
Make sure you get everything in the secret room before
going on. If you leave this area then come back, the
invisible wall bug may be activated.)
Now you can take your time scouring the area for goodies.
In all, you'll find: the BOILER ROOM KEY,
which the first guard will have dropped; the
HARPOON GUN and
2 bunches of harpoons (3 bunches if you already have
the HARPOON GUN) behind the crates near the window and
silver door; 3 more bunches of harpoons—one
where the frogman was standing, one on the white rocks just
behind that, and one on the big ledge above the red flashing
light; a large medipak in the pit
behind the crates opposite where the frogman was; a
small medipak in a hole to the
left of where you entered the dark room (you have to crawl
then drop into it); flares and a
save/power-up crystal in the
dark room with the guard. (After climbing in from the rocks
below, look up in the right corner and you'll see a
crawlspace. The items are inside.) You can also kill the
other guard here now.
When you've collected everything, drive the UPV down the
long, diamond-shaped tunnel near where you killed the
frogman. (NOTE: If you missed
Secret #6 and don't want to bother trying again, continue to
the next area where you'll find another UPV in the upper
left alcove on the right wall).
Another diver lies in wait, and
there's a crocodile in the large,
open area beyond. You may want to kill the diver then return
to the previous area for air before taking on the croc.
LARGE UNDERWATER ROOM WITH DIAMOND-SHAPED OPENINGS:
This area is illustrated in the diagram below. (The wall
where you enter is labeled "Near," and the others "Left,"
"Right" and "Far" relative to that.) There's an air pocket
in the top left opening on the right wall. First, pick up a
few things: a large medipak in the
lower right opening on the same wall as the air space and a
save/power-up crystal in the
opening next to the entrance.

Now comes a series of underwater levers and doors.
Needless to say, you'll need to go back for air between each
action. I found that the UPV is very difficult to maneuver
in the tight spaces inside some of the side rooms. It may
help to park it outside, do the lever business, then return
to it to speed back to the air hole. Here's the sequence:
Swim into the opening to the left of the entrance (when
facing it). Around the corner to the right is a
lever. Pull it to open a door
in the yellow area (just above the entrance). Swim in there
to get a small medipak and pull
another lever. This opens the
door in the red area (left wall, top right). Swim in there,
picking up a save/power-up crystal
on the way, and pull the lever
to open a door in the blue area (far wall, upper right—next
to air opening). This also lets in 2
more scuba divers. Here, I recommend either rushing
back to the air hole, then using your hand harpoon gun to
take them out, or simply avoiding them and heading for the
exit.
BOILER ROOM: Ride the UPV into the blue opening
and up a long, vertical passage to surface near the BOILER
ROOM. Climb over the ledge and jump into the water below the
burners. Here you'll find some harpoons
and a lever. Pull the lever to
turn off the flames. Jump from the ledge, across the
burners, stopping near the second burner to pick up a
large medipak and
Uzi clips. Then jump to the
doorway.
Follow the duct around the corner to the
pistons (?). Watch the shadows
on the floor, and you should be able to run past them one at
a time without a hitch. Climb up to the ledge, then take a
running jump to grab the grate on the ceiling. Traverse all
the way across to the rolled steel duct. Drop down in the
area next to the pool and pick up Desert
Eagle clips and flares.
Climb up to the duct, grab the ceiling grate again and
traverse to the wall near the waterfall. Drop to grab the
small opening, pull up and crawl through. Use the boiler
room key here to open the door. Get the
save/power-up crystal and press
the button to open a door back
down in the underwater area.
BACK THROUGH THE LARGE UNDERWATER ROOM WITH
DIAMOND-SHAPED OPENINGS: Climb out, drop into the water
and drive the UPV back down to the bottom. There's another
crocodile waiting down there, but
you can hurry past it much more easily than you could kill
it. Also, your previous air pocket is now gone, so you don't
want to waste any time. Drive directly across from the blue
opening into the purple one. Head to the left through the
door you just opened, and continue up a long, vertical
passage until you can surface.
MACHINE ROOM & LONG SHAFT: Climb out of the water
on the ledge with the large medipak.
Then cross back to the other ledge. Walk to the edge facing
the left side of the platform with the
swinging steel gizmo. Take two steps back then do a
standing jump to grab the platform. Shimmy to the left
(against the wall) and pull up. Walk across the platform to
the other edge. (Or, if you're having trouble walking past
the machines without taking damage, stand near the wall and
roll.) Take another standing jump to grab the next platform.
Again, pull up next to the wall where it's safe. Walk to the
far edge and take another standing jump to grab the last
platform. Jump from there to the doorway.
Follow the passage around the corner and kill the
guard. Now backtrack to an
opening in the ceiling near the machine room. Climb up and
follow the duct to an opening above the
very deep, very wide shaft. Take a running jump to
grab the small, rectangular opening across the way. Drop and
grab the opening below. Crawl through the duct to a brick
ledge above the open shaft. Again, take a running jump to
grab the opening opposite. Crawl through the ducts to the
end of the level.
A cut scene ensues: Lara
confronts Sophia Leigh in her office. Sophia is unwilling to
part with her artifact and flees. Lara, naturally, won't
take "No" for an answer.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
3
Back to Top