ANTARCTICA PART 3: LOST CITY OF TINNOS
Kills: 90 Items: 24, plus 2 keys, and 4 Oceanic
Masks Save/power-up crystals: 5 Secrets: 3*
*The number of kills varies greatly
depending on how long you take to get through certain areas.
See the note on WASPS, below. Also, if you use grenades to
kill the mutants, you may get an inaccurate count on the
stats screen at the end of the level. Note that one of the
regular pick-ups here will be the ROCKET LAUNCHER if you
didn't get it in a previous level.
There are several possible routes and
sequences of doing things in this level. One possible
sequence, which will allow you to get all of the secrets, is
described here.
Objectives: Explore the courtyard of the ruined
city to find the key and switches that will let you access
the rest of the level. Cross over two bridges (one is
broken), to the next area. From here you'll need to do two
separate side "missions"—one to find a key, the other to
find four masks. You'll need all of these items to open the
level exit.
Go through the metal door into the ruins. You'll find
yourself in a COURTYARD of sorts with a tall, square pillar
and several doors, gates and hallways.
First, go to the far left corner, up the ramps to a large
alcove with a ladder. Climb up and follow the passageway to
a switch with a window-type
opening on the right of it. Pull the switch to open a door
below. Continue along the hall to the left of the switch
until you come to another opening—this one above the tall
pillar in the courtyard. Stand toward the right side of the
opening where the ceiling is higher. Then take two steps
back from the edge and a standing jump to land on top of the
pillar. Turn right and take a running jump to grab the ledge
on the right with thesave/power-up
crystal and rocket.
(NOTE: If you don't have the
ROCKET LAUNCHER yet, you'll get it
here instead of the rocket.) Safety-drop down.
Now go to the door you opened with the switch. It's at
the top of the ramps near the ladder you climbed earlier.
Take a standing jump to grab the right side of the doorsill.
Inside you'll find the FIRST ULI KEY.
Use this in the lock at the far right side of the courtyard
to open the gates there.
Go through the gates and climb the ladder. You can use
the switch nearby to open the
gate leading into the hallway where you were earlier, but
this isn't necessary. Go outside through the opening on the
left onto the ledge. Throw the switch.
(This doesn't do anything until you pull the next switch
below.) Climb back in and go forward to the end of the hall.
Slide down the ramp and use the switch
to open the carved double doors leading back into the
courtyard. (If you pulled the other switch above, this
switch will also extend a ladder in the room where you'll go
next.)
Cross the courtyard to the far left corner. Go through
the doorway into a room with 5 buttons
on a high ledge. Climb the ladder you just extended and
press the first, second and last switch from left to right.
This opens the gate below. Drop down and go through.
[NOTE: Several people have
asked if there is a solution to the 5-button puzzle other
than trial and error. The best solution I've heard comes
from Jeff Reid, who notes that the symbols on the blocks
behind each switch could represent living things in a food
chain: hunter, elk, trees, birds, fish. If you read each set
of symbols from top to bottom, all but the 3rd and 4th sets
make sense (3rd—trees don't eat elk; 4th—fish don't eat
birds). That works for me.]
BROKEN BRIDGE: High up in the cave wall on the
right is a GIANT WASP HIVE. When you walk out onto the
bridge the giant wasps begin to
swarm out. They keep coming as long as you remain on the
bridge or until you've killed about 21 of them. (See note on
WASPS, below.) You can either kill them as they emerge from
the hive, or continue along, killing the wasps as you go.
When you reach the gap in the bridge, turn left and take
a running jump to grab the opening of the snowy alcove in
the cave wall containing a
save/power-up crystal. Jump onto the top of the pile
of snow at the left side of the opening (when facing the
bridge). Grab the stone ledge above and pull up. From here,
face the bridge and look up beyond the arch on the right.
You'll be able to see the HIVE from here. If you want all
the secrets, that's where you're headed.
First, take a running jump to grab the left archway, then
pull up. (NOTE: If you don't
want the secret, you can safety-drop down from the back of
the arch and pick up the walkthrough below at the **.)
This next bit involves two invisible
platforms. A light source, such as pistol fire or a
flare will illuminate these. Once you get onto one of them,
light a flare and drop it and you'll be able to see it
clearly. This will help you to set up the next jump and keep
you from stepping off accidentally. Watch out for any stray
wasps, since they are capable of
knocking Lara off the ledges.
The first invisible platform
is between the two archways above the gap in the bridge.
From the corner where you're standing, angle Lara to face
the left corner of the opposite arch. Take a running jump to
land on the invisible block. Take a standing jump from the
edge of the invisible block to the corner of the arch. Back
up to the edge (the hive is on your left) and take a
standing jump-grab over the peak to the other triangular
flat spot. Turn left toward the hive opening. Take a
standing jump from the edge to the next
invisible platform. Take a
final running jump into the hive opening.
Pull up, and go inside for SECRET
#1 . The goodies include a
small medipak, Desert Eagle clips
and grenades. Watch out for the
deep pit and, if you didn't kill
them all yet, more wasps. Follow
the same path back to the archway on the far side of the
bridge. Safety-drop down off the back.
(**) SECOND BRIDGE: Continue to the far wall. Pick
up the small medipak in the narrow
cave on the left. Then head through the tunnel on the right.
When you walk out onto the bridge in the next area,
2 extremely big and scary mutants
come running out of the building on the other side. They
shoot balls of energy, so keep
moving! To dispose of them quickly and easily, hit each one
with a couple of grenades while side flipping from left to
right. You'll need to be careful not to accidentally fall
off the edge, but there is a nice, fairly safe ledge below
the bridge on the left near the end where you enter.
Once they're dead, cross the bridge. Before entering the
building, take a look over the left side of the bridge.
Below you'll see a square, gray door. This is the location
of SECRET #3. You'll be back a bit later on to get it.
ROOM WITH SWINGING BURNERS IN THE DOORWAY: Now go
into the building and carefully run past the
swinging burners. Don't loiter
in the next room. There's a small room above, which is
SECRET #2, but you can't reach the ladder to get to it yet.
About 6 wasps will emerge from
the crack at the top of the room. You can stop to kill them,
or continue to the right and up the stairs to the next area.
(Or, if you like, you can go down the
stairs on the left and do the ROOM WITH FOUR GATES and the
ROOM WITH HINGED LEDGES now, but I have included it near the
end. See below.)
ROOM WITH PILLAR OF LIGHT: Here you'll find a
cross-shaped walkway with a PILLAR OF LIGHT at the
intersection. Do not step into the light, or Lara will fall
through the opening and burn to death.
There are four doors—one at the end of each walkway—flanked
by carved blocks depicting one of the four ancient elements:
earth, air, fire and water. You can enter these areas in any
order you choose. I'll describe them in order clockwise. The
two stairways flanking the EARTH walkway lead down to the
base of the PILLAR OF LIGHT. There are four receptacles
here—one for each of the OCEANIC MASKS you'll find in the
four elemental areas. There's also a small, square gate,
where you'll re-enter this room later, and a tall, silver
gate which you'll get to near the end.
THE EARTH ELEMENT AREA: Enter and walk into the
quicksand. Stay to the right and
keep moving, and you'll be fine. As you go along,
5 wasps fly in from above. You'll
probably need to turn around to shoot at them, but you can
keep walking backwards as you do. When you come to an alcove
on the right with steps leading up, climb out of the
quicksand. Turn around and take a standing jump from the
left edge of the lowest step to the sloped block on the
right of the step.
Take a standing jump over the quicksand to the rock pile.
Now turn left and look for an opening in the left cave wall
just below the rock bridge. Take a standing jump back over
the quicksand to the triangular ledge at the far corner of
the rock pile, just below that opening. Climb into the
opening. Take the small medipak
and throw the switch. This
drops a block from the ceiling of the first room after the
swinging burners that will enable you to get SECRET #2.
Climb out and return to the steps out of the quicksand.
(BUG NOTE:
Be sure to pull the switch only once. See the note
under SECRET #2, below at the ***.)
Climb the steps and follow the path. Go right at the fork
(along the path with the torch), and kill the
wasp. This will save you some
trouble when you return this way later. Continue along the
path, cross the bridge and take the first
OCEANIC MASK from the pedestal.
This will start an earthquake
that continues until you leave the area. WALK back along the
path. If you go slowly and carefully, the
falling rocks should land in
front of Lara, instead of on her. When you reach the
fork, go left (past the torch) and take a running jump
across the gap with lava below.
Go forward and to the right, down the steps to where the
quicksand used to be. Now it's a deep
chasm. Take a running jump from the bottom step over
the chasm. When you land, immediately hop back and grab the
edge to avoid more falling rocks.
Pull up and take a standing jump from the right side of the
block to the next flat ledge around the corner. Walk to the
end of the ledge. Then take another running jump to the
ledge at the far right. (Watch out for the overhanging rocks
on the right.) Immediately run into the hallway on the right
so Lara doesn't get squashed by still
more falling rocks.
Once inside the hallway, jump to grab the ladder on the
right. Climb down and follow the passage to some
swinging burners. Carefully pick
up the Desert Eagle clips in the
alcove on the right, then run past the burners to a
switch. Pull it to open the
trapdoor above the ladder on the left. The trapdoor is on a
slow timer, but you shouldn't have any trouble getting
through before it closes. When it does, go through the
small, square gate (it opens as you approach) and return to
the room with the PILLAR OF LIGHT. (NOTE:
There may be a stray wasp or two
waiting for you if you left the room below without killing
all of them, so keep your eyes open. Also, you can get
SECRET #2 now if you like. I have included it
later on, to save a trip downstairs. See below at the ***.)
THE AIR ELEMENT AREA: This is basically a big
maze. I have included the diagram below to help you
navigate. The shortest route is marked in red, but if you
explore a bit, you can pick up five items—2
small medipaks, flares,
Uzi clips,
shotgun shells and grenades.
The only danger is a single wasp
at the far left corner in the area with the
movable block. If you get lost,
just keep on in a consistent direction—e.g., always keep the
wall at your right hand and turn only when you reach a dead
end.

The goal is the ramp at the far right corner. This leads
up to a room with three other ramps rigged with
spiked wooden cylinders. Avoid
the center ramp, which leads down to a
lava pit. Walk up one of the side ramps. When the
cylinder starts to roll, side flip to the other ramp. Then
quickly side flip back to the first. Keep going and repeat
the side-flip-back-and-forth for the next set of cylinders.
Continue to the top. Take the OCEANIC
MASK from the pedestal and run through the door on
the right (behind the statue). It's timed to close quickly
once you step off the pedestal, but getting back on the
pedestal will open it again.
Stand in the corner and let the door close behind you. Go
down the ramp, jump into the pool and swim back to the
hallway behind the PILLAR OF LIGHT room. Go through the
small, square gate to return there. Now, choose another
door.
THE FIRE ELEMENT AREA: The passage from the
entrance widens into a large cave with a pool of that
weird, yellow lava (or whatever
it is). There are a number of square pillars standing in the
pool. Some of these have burners
on top, which ignite when Lara stands on or jumps over them.
The diagram below shows a safe path across.
(NOTE: There's also a map carved
into the ceiling of the cave. If you climb on the block and
light a flare, the "safe" blocks on the map will glow.)

Start on the left side and take a running jump to the
closest block on the left (#1). From there, take another
running jump over the next pillar to land on the pillar
against the far wall and a little to the right (#2). Turn
right and take a running jump to grab the next pillar (#3),
which is also against the left wall. Pull up and turn to the
right. Take a running jump to land on the block with the
large medipak and
shotgun shells on top (#4).
This block will ignite after a
moment, so grab the items and quickly back flip onto the
previous block (#3). Now take a running jump back to the
pillar where you got the goodies, and another running jump
to the ledge near the exit. If you aim the jump onto the
pillar so you land at the right side, you can turn, run and
jump, without having to set it up first.
The carved tile just inside the doorway is a trapdoor.
There's a large medipak beyond but
it's impossible to get it without being flattened by the
rolling spiked cylinder.
(NOTE: I had originally
thought it impossible to get this item, but several people
wrote to tell me how. It can be done by exploiting a bug in
the game. First trigger the cylinder and jump to safety.
Then face the cylinder, move as far to the left and as close
to it as possible. Turn 180 degrees. Jump backward a number
of times and Lara will gradually slide into the cylinder.
When you have reached the centerline of the cylinder, turn
90 degrees to the left and do forward jumps. Once Lara is
over the medipak, pick it up. Use the same technique to get
out of the cylinder again.)
Fall through the trapdoor and slide down the chute into
the next room. Here there are 4
fire-breathing mechanical statues above a
pool of lava. Between the two
statues on the right is a ledge with a
switch. At the opposite end of the room is the exit
gate. To get to it, you'll need to jump across a series of
3 invisible platforms without
getting barbecued. Here's one way: Take a standing jump from
the walkway to grab the first invisible platform. DON'T PULL
UP IMMEDIATELY. Watch the flame on/flame off sequence. Just
BEFORE the flame goes out, begin to pull up. By the time
Lara is standing, the flame will be out. Take a standing
jump to grab the next invisible platform. (You don't need to
walk to the far edge first.) Repeat this sequence to get to
the third block. While hanging, traverse to the left corner.
Watch the flames and pull up just before they go out. Turn
to the right and take a running jump over to the ledge with
the switch. Pull it to turn off
the statue nearest the exit. Turn around and, when the
flames go out, take a standing jump to grab that third block
again. Traverse to the left, wait, pull up, turn right and
take a final running jump to the ledge by the exit.
DON'T RUSH IN. There's a swinging
burner just inside. Go around it, climb onto the
platform from the side and get the
OCEANIC MASK. Exit through the door on the right
(behind the statue). It's timed to close quickly once you
step off the pedestal, but getting back on the pedestal will
open it again.
Stand in the corner and let the door close behind you.
Follow the passage to the gate on the left. This opens
automatically, bringing you back to the room with the PILLAR
OF LIGHT. Now, go upstairs and choose another door.
THE WATER ELEMENT AREA: Enter and approach the
first pool. Below are two rotating wheels, each with three
scythe-shaped blades on it.
Safety-drop into the water between the blades. Roll and swim
up to the ledge in the center. Pull up onto the ledge and
immediately crouch to avoid the blades. Crawl forward into
the passageway. At the bottom of the water-filled shaft
beyond is a large medipak.
Crawl back out to the ledge and safety-drop into the
water. Roll and carefully swim down past the lower blade
wheel. Go through the opening at the bottom center and
follow the tunnel to a room with FOUR SQUARE OPENINGS and a
rotating blade wheel.
Swim into the LEFT OPENING to get air. Pull the
lever, which opens a door
inside the rightmost opening of the four. This door is
timed, so roll after pulling the lever and don't hesitate
too long at the blades.
Once inside the RIGHT OPENING, swim up to the top for
air. Below, on each side, is a blade
wheel, then a ledge, then
another wheel. The outer wheels start to spin when
you approach. Get the Desert Eagle
clips from the one ledge if you like. Get the
Uzi clips on the other and
continue past the second blade wheel on that side to an
alcove with a lever. (It's at
the top right if you're facing that wall.) Pull the lever to
open the gate at the bottom center of the same wall. Swim
down through it, climb out of the water and get the
OCEANIC MASK.
Use the switch in the alcove
to the side of the mask platform to open a door down in the
room with the FOUR SQUARE OPENINGS (and get the
save/power-up crystal). Swim
back to the previous room and keep going forward, hugging
the bottom to take the least damage from the blades. Go
through the opening straight across the room at the bottom
center. Follow the underwater tunnel to the right, then
down. Pull the lever on the
left to open a gate ahead, roll, and continue on through the
narrow crevice on the left. Pick up the
MP5 clips on the bottom, and swim forward then right.
Now you're back in the room with the FOUR SQUARE OPENINGS.
Go through the one on the BOTTOM. (NOTE:
You can stop and get air in the top opening, but if you're
fast you won't need to.) Continue along the
underwater passage (the current will sweep you along) until
you can surface in knee-deep water.
Wade forward, go into the water on the other side. Then
swim down and forward, through a small opening and up a long
shaft to an alcove with a switch.
Pull it to fall through the trapdoor below into a hallway.
Head to the left, through the gate on the left, which opens
automatically. Now you're back in the room with the PILLAR
OF LIGHT.
WHEN YOU HAVE ALL FOUR OCEANIC MASKS: You can
place them in the receptacles around the base of the pillar
of light. Or, wait until you get the SECOND ULI KEY as well.
(***) From the PILLAR OF LIGHT ROOM, go down the stairs
where you entered (next to the Earth gate). If you pulled
the switch in the Earth area, there is now a
movable block in the middle of
the floor. Kill any leftover wasps
as you climb onto the block and jump to grab the ladder.
Climb up to the opening and enter the room. Jump past the
swinging burner and crawl into
the alcove to get SECRET #2,
a large medipak and
save/power-up crystal. Climb
out the way you came.
(BUG NOTE:
It's possible to come to this point and find that the block
you need to climb on to reach the ladder is not solid. As
far as I've been able to tell, this is a bug triggered by
pulling the switch in the EARTH ELEMENT AREA more than once.
An alternative to loading an earlier save or restarting the
level is to try using the corner bug to obtain the secret.)
If you haven't got all four OCEANIC MASKS yet, return
upstairs and choose another door. If you have, proceed
downstairs to the ROOM WITH FOUR GATES. (These stairs are on
the opposite side of the room from the stairs leading up to
the element areas.) Pull the switch
to open the gate and enter cautiously.
ROOM WITH FOUR GATES: Three of
those huge mutants are waiting for you inside. One
comes out of the gate opposite as you enter. Two more emerge
from the side gates when you reach the center of the room.
You can devise your own strategy, or try this: Kill the
first with your weapon of choice, while jumping up and down
to avoid the fireballs. Then go to the middle of the room to
release the other two. Quickly retreat to the entrance and
climb the ladder on the left (when facing the entrance
gate). Once up on the ledges you can crouch near the wall
and shoot the mutants from relative safety. When the coast
is clear, climb down.
Alternately, after killing the first mutant, you can go
into one of the side alcoves, which will release the mutant
on the opposite side. Kill it, then go to the other alcove
side to release the last one.
Pull the switch in the left
alcove. This raises a platform above and to the left of the
gray stone block in the mutant room. Climb onto the block,
jump to grab the ledge and pull up. Follow the upper ledges
around to the right to a small opening. Crawl through to the
next room.
ROOM WITH HINGED LEDGES: The diagram below may
help clarify my descriptions of this room. The switches are
numbered in the order you use them. The square, hinged
ledges are indicated by letters A-F.

Approach the first swinging burner.
Stand to either side and jump or crawl past it. Turn to the
left and take a running jump to the ledge behind the
second swinging burner. (Start
to run when the burner is farthest to the left.) Crawl into
the alcove and pick up Uzi clips
and flares. Crawl out and take a
running jump back to the first walkway with the swinging
burner. From here, take another running jump to the ledge
ahead. Crawl in and pull switch #1.
Along with switch #2, which you'll get to in a moment, this
raises the two ledges below switch #2—labeled B and C in the
diagram.
Crawl out of the alcove and take a running jump to the
ledge ahead on the right (opposite the one where you
entered). Go into the alcove and pull
switch #2. This lowers ledge A, below the long ledge
with two statues. And, if you already pulled switch #1, it
raises ledges B and C. Exit the alcove, turn right and hop
down the steps to the corner ledge (B). Turn around and take
a running jump to the next ledge (C) and a standing jump
down to the rectangular pinkish stone ledge in the corner.
Turn right, back up to the wall and take a standing jump to
land on the raised block next to
switch #3.
Be careful not to drop down onto the lower pinkish ledge
or the walkway near the carved double doors (the areas
colored ORANGE in the diagram).
If you do, giant wasps will swarm
out of the hive above the pool. (See note on
WASPS, below.)
Use switch #3 to raise ledge
D (just above in front of the switch). Climb back onto the
block at the left of switch #3. Take a standing jump to grab
the pinkish rectangular ledge. Pull up, turn around and take
another standing jump to grab ledge D, near
switch #4 (above the switch you
just used). Pull up, throw the switch and either side flip
quickly to the left to land on the rectangular ledge, or
fall onto the block below as the ledge drops and jump back
to the rectangular ledge. Switch #4 also raises ledge E
below the end of the walkway spanning the room.
To get there, you'll first have to raise ledge A again.
Jump and grab ledge C (below switch #2) and pull up. Then
take a running jump to the corner ledge (B). Turn around and
jump up to grab the step. Pull up and climb up to switch #2.
Use it again (put it in the up position) to raise ledge A
(below the ledge with two statues). This also lowers the two
ledges below (B and C), but you don't need them anymore.
Crawl out and go down the two steps on the right. Turn
left and take a standing jump to ledge A. Take one step back
from the edge and then a standing jump to land on ledge E
(under the walkway). Jump up to grab the handholds on the
underside of the walkway. Traverse across to the alcove with
switch #5. Pull it to open the
exit doors and raise the ledge (F) just outside this alcove.
Take a standing jump to land on that ledge, then pull up
onto the walkway. Now you're ready to go for the THIRD
SECRET.
(NOTE: If you're not
interested in getting the secret, don't bother pulling the
last switch. Just climb down and exit to the room with
shallow pools, where you'll get the SECOND ULI KEY. Pick up
the walkthrough below at the ****.)
Go into the hall at the end of the walkway. There you'll
find switch #6. This opens the
door below the bridge way back where you killed the first
two giant mutants. The door is timed, so you have to hustle.
Even if you jump over the pink walkway near the door, you'll
encounter giant wasps throughout
this run. (See note on WASPS, below.)
Don't stop to kill them or you won't make it in time. Either
shoot as you go or just out-run them.
The sequence with hints: SAVE YOUR GAME. Pull the switch.
Press Look and Roll. Run along the walkway and cut to the
left toward the wasp hive (the crack in the wall). Press
Action as you run off the ledge so Lara lands in the pool of
water below. Roll underwater and climb out of the pool.
Run/jump to the double doors.
(NOTE: if you're having
trouble angling the run off the walkway so that Lara lands
in the pool, try this: First raise ledge D again. Make your way back up to
switch #2, pull it to raise ledges B and C. Then use these
to get back down to switch #3 and pull it. Climb/jump up to
ledge D, take a running jump to grab ledge F, pull up, then
pull up onto the walkway. Save your game and pull switch #6.
Run out of the hallway, side flip to the right to land on
ledge D below, side flip to the right again to land on the
stone ledge, then jump forward to the ground near the doors.
Lara will take a little damage.)
Run/sprint into the next room (where there are many
shallow pools) and along the left wall. At the far left
corner is a small room with a ladder. Climb up, dismount on
the left side and pull the switch
to open the gate.
Run through the PILLAR OF LIGHT room and sprint up the
stairs. Go through the doorway on the right of the Earth
gate. After the first turn in the stairs, sprint down
through the room with the movable block (if you dropped it
to get the second secret) and to the left. Run carefully
past the 2 swinging burners. (If
you've done well and not run into anything yet, you'll have
time to hesitate a little here.) Run/sprint to the far end
of the bridge and run off the right side to land on the
block below. Turn right and run/jump/slide down the snowbank
and dash through the door (which I hope is still open).
Unless you're brilliant, you'll make some mistakes and
hesitations the first time through. Even so, don't reload
yet. Continue to the switch that opens the gate to the
PILLAR OF LIGHT room. Then you won't have to do it again the
next time through, saving precious seconds. Climb back down,
killing wasps as you go.
(NOTE: You can also skip down to
the section on the ROOM WITH SHALLOW POOLS/SECOND ULI KEY
below and get it now if you like.)
To get back up to the switch that opens the secret door,
pull the lowest switch (#3), climb/jump to the platform it
raises (D), take a running jump to grab the ledge below the
walkway (F), and pull up. Now save your game and try again.
The second time through, you might also want to save your
game at the pillar of light room if you've made good time.
When you make the timed run successfully, you can claim
SECRET #3—the last of the
game—a save/power-up crystal,
Desert Eagle clips and a
large medipak. If the door closes,
use the switch twice to reopen
it. Return via the pillar of light room to the room with
many pools.
(****) ROOM WITH SHALLOW POOLS/SECOND ULI KEY: A
number of giant wasps will be
swarming around, so just deal with them as best you can.
(See note on WASPS, below.) The
SECOND ULI KEY is on a shelf in
the room in the left corner (when facing the door leading
back to the ROOM WITH HINGED LEDGES). The room next to that
(left side, near deeper pool) and the room in the right
corner each have a giant mutant
lurking inside. You can draw them out one at a time or avoid
them. Once you have the key, climb the ladder to the PILLAR
OF LIGHT ROOM.
Use the Uli key in the lock near the silver gate. (If you
didn't get the third secret, you'll also need to use the
switch to open the silver gate
so you can get in.) If you have already put the four masks
in their proper places, using the Uli key will turn off the
PILLAR OF LIGHT, revealing an opening below. Drop into the
opening and slide down the ramp to end the level.
A cut scene follows: Willard
uses the artifacts to raise the meteor from its crater. Then
he falls into the pit and begins to change. Get ready for
the final battle....
NOTE ON WASP RESPAWN:
In several areas, the wasps are cued to keep emerging from
their hives until you leave the area, up to a certain number
at a time (broken bridge, 21 wasps; room with swinging
burners in the doorway, about 6; room with shallow pools,
first time, up to about 18 from the ceiling and 8 from the
hive in the corner near the pool, succeeding times about 25
from the ceiling only. In these three areas, they will
respawn if you enter the area again. (The trigger point for
the swinging burner room is the doorway leading to the
burners.) In some areas, the wasps will only spawn once if
you pass over a specific trigger point (as in the room with
hinged ledges, where 14 wasps will emerge when triggered the
first time, but no more after that). Thanks to Brian C. from
Tomb Raiders Traveler's Guide and Tim Morrow for their help
on the wasp issue.

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