LONDON PART 1: THAMES WHARF
Kills: 26 Items: 30, plus 2 keys
Save/power-up crystals: 8 Secrets: 5*
*Note that one of the pick-ups here
will be the SHOTGUN 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.
Objectives: Make your way across the rooftops and
alleyways to the level's end in a bell tower. First you'll
need to enter the building opposite to get the key to the
flue room. There's a pair of buttons you need to press in
the right sequence in order to raise a scaffold, enabling
you to get to the flue room. Another button inside this room
opens up a path to the next area, containing three large
water tanks. Fill and empty the tanks in the proper
sequence, opening underwater hatches as you go, to reach the
last area—the roofs near the bell tower. Pick up a few
useful items there and locate the exit.
NOTE: There are several
shortcuts through this level. I will probably include them
in an updated version of this walkthrough. But, for now,
I've described the long route for readers who want to cover
everything.
You begin on a ledge high above street level. Before
jumping across to the next building, take a detour for a
secret.
ACROSS THE CRANE & BACK: At the place where the
bridge meets the ledge you're on, take a running jump over
the angled roof. (Set up this jump with one step and one hop
back from the base of the roof.) In the low area behind,
you'll find shotgun shells and a
save/power-up crystal.
Backtrack and use the corner block to climb out onto the
brown metal ledge. Cross the roof and jump onto the crane.
Walk down the arm and drop down onto the dangling gray
block. Position Lara at the middle of the block, facing the
crane body. Walk off the edge to land on the roof below,
taking a small amount of damage. Slide down the roof, grab
the edge, and let go to land in an alcove clear of
barbed wire. Walk through the
barbed wire and follow the hallway to
SECRET #1—a rocket and
small medipak guarded by
2 rats.
(Alternatively, jump from the gray
block dangling from the crane to the nearest ledge—on the
right if Lara's back is to the body of the crane. Climb down
the yellowish grating and drop to the cement ledge below.
Take a standing jump from the MIDDLE of the ledge to the
alcove below, so as not to slide into the
barbed wire.)
Exit the hallway and climb out of the barbed wire onto
the block at the left corner. Climb onto the ledge above,
then up the yellow grating ladder. Jump over to the dangling
block then climb onto the arm of the crane. Turn around and
take a running jump through the break in the railing
diagonally to the right, to land on a ledge. Jump to the
small, square ledge ahead. Pull up and slide into the area
where you found the shells and save crystal. Again, climb up
the block onto the metal ledge. Turn around and jump to grab
the top of the wall on the right. Traverse to the left until
you're behind the ledge where you started. Pull up and slide
onto that ledge.
ALLEYS AND BUILDINGS NEAR THE START OF THE LEVEL:
Go to the right end of the ledge. Hop down onto the square
grate below, then down to the angled roof. Grab the end,
pull up and back flip onto the ledge behind. Kill a
crow that makes a fuss. Throw the
switch to raise a green
trapdoor on the outside of the building across the way.
Now cross over. You're probably keen on using the zip
line, so go that way now since you won't be able to later
on. Use the overhead grating to traverse to the next ledge
where the handle is. Ride the zip line down to the roof, let
go and press Action again to grab the roof as you slide
back. Release and grab the crevice below. Traverse to the
right, pull up onto the green trapdoor, and kill the
guy with the gun. Pick up the
small medipak he drops.
Enter the room beyond. Jump to the first ledge, but watch
out for the breakaway tiles on
the far side. You may be able to kill 2
rats on the far ledge from here before taking a
running jump over to it. Follow the hallway, subdue the
man at the end and take his
FLUE ROOM KEY.
Return to the ledge with the dead rats, drop and hang
from the edge, then let go and grab the ledge below. Pull up
and press the button to open a
trapdoor near the entrance. Drop to the ledge below to get
some harpoons. Safety-drop to the
ground and pick up a small medipak
in the rubble from the broken tile, plus some
flares in one corner and a
save/power-up crystal in
another. Use the button to open
the trapdoor above the ladder and climb up. From the top
ledge, jump to grab the horizontal crevice on the left.
Traverse to the right, drop to the ledge and jump to grab
the ledge at the entrance.
Use the switch outside to
lower the green trapdoor. Drop to the ledge below. Kill the
crow. Now check out the various
small openings in the wall—two are accessible from the
ledge. Jump up to grab the opening on the right. Traverse to
the right to the second and third openings. They contain
2 boxes of shotgun shells,
SECRET #2.
(NOTE: If you don't already have
the SHOTGUN, you'll get it here
instead of one of the boxes of shells.) Traverse
back to the ledge.
Now crawl into the left opening. Follow the tunnel up to
a ledge high above another alley. Across the way you'll note
a painters' scaffolding. Hop across to the
button and press it to uncover
another button elsewhere.
Return via the crawlspace to the ledge below the green
trapdoor. Drop down onto the steeply angled roof at the left
side. Grab the edge and drop onto the crates. Take out the
gunman lurking across the way.
Then pick up flares,
Uzi clips and a
save/power-up crystal. Climb
the tall stack of crates. Jump to grab the block ledge.
Climb the yellow grate up the side of the building, then two
more similar ladders to reach the top. Jump over to the
ledge where you started.
Climb down to the trapdoor switch as you did earlier.
This time, take a running jump across the alley to land on
the roof with the small medipak.
Grab the crevice in the wall and traverse to the right.
Climb up and take the path to the right. This leads to a gap
near the alley with the scaffolding. Jump the gap, go around
back and kill a crow. Pick up the
large medipak and press the
button (this is the one you
uncovered earlier) to raise the scaffolding.
Return to the gap above the alley, jump to grab the other
side and pull up. From here, take a running jump to the
scaffolding. Shoot another crow.
Now jump from the scaffolding into the doorway of the FLUE
ROOM. Pick up the flares and use
the key to get in.
Take the save/power-up crystal
and use the button to turn off
a burner elsewhere and turn the fire
on in here. Time a run past the flames, climb out and take a
standing jump back onto the scaffolding. Safety-drop to the
metal ledge and return, via the crawlspace, to the other
side of the building.
Drop down and climb up the ladders to the starting ledge.
Again, jump across to the roof where you got the small
medipak and traverse to the right. This time there is a
gunman on the right-hand path.
Take care of him, then climb onto the higher ledge and
follow that path to an opening above a burner (this is the
one you turned off in the flue room). Jump over the opening
to grab the ledge, pull up and take the
shotgun shells. Go to the left, turn around and
safety-drop off the angled roof to land on a ledge with a
rocket. This is
SECRET #3. Climb the ladder, jump to the flat
spot above, then jump over the hole to the walkway below.
Now, drop down into the hole. Slide down the ramp to
emerge on a small ledge in the alley with the scaffolding.
Jump the gap (using Action to land in the doorway) and
follow the vent, picking up a
save/power-up crystal and large
medipak and killing 2 rats
on the way.
INDUSTRIAL AREA WITH THREE LARGE WATER TANKS: At
the bottom is a control room with an
armed guard on duty. When he's out of the way, take a
look around. Note the switch
and two covered buttons. Down
the long hallway are three humongous water tanks. At the
start tank #1 (closest to the button room) is half full, and
tank #2 (middle) is empty. So, you're unable to get to tank
#3, which can only be accessed by swimming across tank #2.
Use the switch to fill tanks #1 and #2. Jump into tank
#2, retrieve a small medipak and
Uzi clips, and pull the
underwater lever to open a
hatch in tank #1.
Go back to the switch and use it again to lower the water
levels. Jump into tank #1 and swim down through the hatch
you just opened. The propellers
are moving more slowly now, so you can swim past them into
the next room. (If you hadn't pulled the switch, Lara would
be shredded.) Climb out of the water, take out the
guard, and follow the hallway to
the end where you'll find a box of
shotgun shells. Kill the 2 rats
in the crawlspace and go through it, picking up a
small medipak.
In the next room you'll find a robot
with live electric cables twirling in front of it. Yes, it
is lethal. As you enter, you receive a "vision" of the
electrical panel in a nearby alcove. That's a hint. What you
must do is trick the robot into shocking the electrical
panel.
If you're playing the PS1 version, you'll probably want
to go to the far right end of the track first to get the
save/power-up crystal. (The
button there turns on the
lights, but it makes no difference whether or not you press
it.)
When the robot heads for the end of the room where the
save crystal was, go to the opposite end and pull out the
movable metal box. Make sure
you stand aside when the robot returns. If it touches the
box while Lara is touching it, she'll be electrocuted. Move
the box down the track until it is at the T intersection of
the long path and the crosswise path near the electrical
panel. When the robot comes along, it will bump into the box
then turn around and drive into the alcove, frying the
electrical panel, thus opening one of the button covers
above.
Go into the hallway where you entered and climb the
grating to get back into the button room. Press the
button you just uncovered to
fill tank #3. Then kill the guard
who arrives on the scene. Use the switch again to refill
tank #2 and swim across it to the doorway leading to tank
#3.
Swim across tank #3 to the far ledge. Another
guard comes out, so you'll have
to take care of him. (Try to ignore the alarms. There
doesn't seem to be a way to turn them off.) Go inside and
use the button to raise the
cover on the second button back in the other room. You'll
also find this drains tank #3.
(** NOTE: It is possible,
using a carefully angled running jump, to land Lara in the
small, square, water-filled opening at the bottom of tank
#3. However, you won't be able to finish the level. When you
reach the next area, the exit will be too far above the
water level to reach. Make sure you follow the instructions
below instead.)
Exit the room where the guard came out, climb onto the
walkway to the left and go to about the middle. Above you'll
see grates on the ceiling that you can use to traverse
across the empty pool. Drop to the ledge, kill
2 rats, and get the
small medipak and
save/power-up crystal. Follow
the passageway, pick up a large medipak
and drop into tank #2. Swim to the door. Take out
another guard in the hallway and
go push that last button, on the right above the raised
cement area. This opens a hatch in the bottom of tank #3.
Swim down through it. Take the harpoons
and follow the underwater passage to a lovely flooded
edifice.
LOVELY FLOODED EDIFICE: In two of the corners
underwater you'll find shotgun shells
and a small medipak. Get them and
climb out into the doorway. (NOTE:
If you find you can't climb out because the water level is
too low, you'll need to go back to an earlier save, or
restart the level. Next time, be sure to flood the third
water tank, which also raises the water level in this area.
See the note on this above at the **.)
Kill the thug and take his
small medipak, plus the
save/power-up crystal in the
alcove. Jump over the barbed wire
to grab the grating. Climb up, walk through more
barbed wire and jump to grab the
small platform on the side of the crane. Pull up. Turn right
and take a running jump to grab the ledge topped with still
more barbed wire. Pull up and
walk carefully to the right where you can jump up to a flat
spot.
CATHEDRAL ROOF & BELL TOWER: Cross the roof and
climb up on the other side. Don't go all the way up to the
walkway yet. Instead, head to the right. Cross over the peak
of the low roof and slide down the back on the right.
There's a trench filled with barbed
wire, but you'll find a safe spot at the right end
where you can safety-drop down. Walk through the wire to
pick up some Desert Eagle clips
and return the way you came.
When you come around the ledge outside the bell tower
area, you'll encounter 2 gunmen
you'll need to take out. Now find the
movable block at the center (where the four paths
converge) and pull it twice. Use it to climb to the shingled
ledge above. In a depression behind the ledge, there's a
large medipak. Get it, climb out
and take a running jump across the gap to a similar
depression where you'll find SECRET #4—the
CATHEDRAL KEY.
(NOTE: You won't actually
use this key, and it will disappear from your inventory, but
it counts as a secret toward the bonus level. If you're
having difficulty locating it, look at this screenshot. It
shows Lara on the ledge above the movable block. The arrow
indicates the path of the running jump to where the key is.
When you do this jump, be sure to set it up so Lara jumps
right at the edge. Her feet will nick the top of the roof on
the other side, but holding the Forward key through the
entire jump will keep her from sliding back.)

Go back to the walkway outside. In the front corner
farthest from the crane, there is a ladder leading down.
Climb down, drop down several ledges, and you'll find
SECRET #5—a crawlspace
containing a large medipak. Climb
up the way you came. Follow the walkway to the left and jump
down at the break in the railing to end the level.
A cut scene follows: Lara
subdues a sniper in the bell tower. When she interrogates
him, he says he works for a woman named Sophia Leigh. Lara
wants to know who she is and what she does, but the man
pleads ignorance. He says he merely kills people for her, as
his father and grandfather did before him. Lara asks how old
this woman is. The thug says she's in her late 20's or early
30's. Lara is understandably skeptical. Then the guy tells
Lara he gets a bonus for some special targets, such as
herself.
"I could even retire from you," he
says.
"Then you might want to mind. . .
the bell," Lara replies, as the ringing bell knocks the man
off the tower. She wishes him a "happy retirement," then
slides into Aldwych station.

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