TR3 - TOMB RAIDER: THE WOLF 3
Author: Jesse G. (SSJ6Wolf)
Download:Here. ...........................for Mac
It had all begun when Lara met Luke outside a scavenged
temple in Egypt in part 1. He was a wolfman created by Sophia Leigh as one of
her experiments to form new life from the scion. Leigh thought that the wolfman
would forever do her bidding. However, she underestimated the intelligance of
a wolf.
In part 2, Lara and Luke found their way from Leighs desert outpost, back to
the atlantean pyramid that had shattered with Natla several years ago. It was
there that Leigh found the shattered scion pieces left in the rubble, and it
was there that she started her final experiment - to breed a more evolved, resilient
version of herself. Lara and Luke stopped this process and subdued the unfinished
beast.
In the previous part, Whiplash, Lara Croft discovered the Whip of Manipulation,
but when she breached the room, a strange creature snuck in, took the artifact
and escaped into an unusual portal. Lara of course, went ahead and entered the
portal.
Now Lara finds herself in an unfamiliar room. The portal behind her dissapears
in a flash. A glance out the window reveals that she is on some sort of ship
in outer space. Putting aside these circumstances, she guns down the alien carrying
the whip and seizes it. Suddenly an alarm goes off and several more of these
aliens appear around both corners of the hall, one of them a highly decorated
creature, perhaps the leader. Deciding that they should not possess the whip,
Lara gives it a crack and finds that it lives up to its legend - Winston appears
at her side, in a daze. Winston, guard the whip the best you can while I deal
with these guys! Winston uses his tray to fight off the aliens as he holds the
whip closely. Lara is doing her best to dispatch the aliens, but the leader
is able to jump over her gunfire and grabs hold of Winston. In a fit of panic,
he throws the whip behind him...
Ekul is seated in his cabinet, looking woefully through the nearest window at
the planet Sacco, that the modest ship is orbiting. It has been some time since
the atmospheric processor on the savage planet began to fail. As a consequence
their capital, Lupana, is falling to ruins among the surrounding areas. It seems
like they would not be able to recreate a planet to compare to the one from
which they were banished.
His thoughts are interrupted by the entrance of a guard. Sir, we have news on
the whip project. One of the Earth habitants was able to breach the holding
room of the whip, and our scout positioned in the base has successfully secured
it from her and used his only portal generator to come here. However, the human
has managed to enter the portal before it was sealed. Ekul fires orders to seize
the human and joins the guards in the persuit. The human is able to summon her
slave with the whip, though he did not appear to be very strong. As Ekul moves
to get the whip, the slave tosses it behind him, and to Ekuls dismay, it is
sucked down a nearby garbage disposal and ejected out of the ship. It is pulled
out of orbit and sucked toward the planet below...
After some casualties, their number manage to take hold of the human and her
slave. Ekul clears his throat. Lets see...human, can
you understand me? Yes, replies the human, you look very much like... Ekul cuts her off, Do not confuse me with anyone. I am
here with the Atlanteans. The original Atlanteans. Perhaps youve met those fleshy
offsprings, the result of Natlas abusive powers. You have been making things
difficult for us, human. While we were not as fond of those of your kind like
Natla or Leigh tampering with the Scion, we were at least hoping their use of
its power would provide us a gateway back into your world. You see, your atmosphere
has become rather toxic for us - way too much carbon dioxide - but the scion
would give us evolutionary powers to withstand this and create a foundation
to begin on Earth anew.
Lara considers their quest. I suppose you do not plan on sharing with the rest
of us? Of course not. We are ready to take back what rightfully belongs to us.
Natla was able to discover the scions power, and Luke joined himself with the
Scion after Leigh fumbled about with it. Thanks to you we can use that fancy
whip to bring him to our waiting hands, since we own the Scion and now him too.
Now, I will not kill the two of you, for I want you to witness the consequences
of your selfish actions and those of your species. Guards, bring them to the
holding cell up here. Then lets get someone in Lupana to summon the wolfman.
Luke is blinded by a flash, and senses he is in some sort of dream. He feels
himself split into two beings. Soon it all vanishes and he wakes up in a different
part of the Atlantean pyramid. He is now one with the Scion and instinctly knows
he has appeared in the spot where the Scion was forged.
He wonders about why there might be two of him, but is suddenly taken away,
only hearing the crack of a whip...
Walkthrough by
Phil Lambeth, with the help of copious notes provided by the builder.
Here's the portion of the builder's readme related to new moves and vehicular
controls:
4 - Luke's New
Moves
Luke can perform
moves uncommon to the TR3 engine. Note that some moves have changed from the
other "The Wolf" levels.
The name of the
move is given, along with the KEY COMBINATION required, followed by notes on
the move.
Ledge jump, Ladder
jump, Monkeyswing jump - Tap LEFT or RIGHT twice
--Can be used to
grab ledges/surfaces vertically above Luke.
--Note that the
ladder jump reaches higher than the ledge jump, although either could be used
on a ladder.
--The Monkeyswing
jump has Luke turn and reach up in the opposite direction.
Ladder crawlspace
- DOWN immediately followed by JUMP
--Used to enter
a crawlspace above a climbable surface.
Monkeyswing turnaround
- UP + DOWN while hanging still
--Can be used to
easily turn and face the other direction on a monkeyswing.
Crawlspace Roll
- ACTION + DOWN while crouched, facing ledge
--Used to quickly
drop out of a crawlspace forwards.
Crawlspace Jump
- keep holding ACTION during Crawlspace Roll
--Perform a small
jump forwards. Keep holding ACTION to grab any surfaces.
Sprint Jump - JUMP
while sprinting
--Used to cover
the greatest gaps. Hold ACTION to grab any surfaces.
--For a proper
setup, Walk to the edge and stop, hop back three times, then press SPRINT, FOWARD,
and JUMP together. With this setup Luke does not jump until the very edge.
Sprint Roll - WALK
+ JUMP while sprinting
--This is the same
move as from the original series (TR3 through TR5), just with a different key
combination used.
Sprint Crouch Roll
- CROUCH while sprinting
--As in TR4 and
TR5, Lara can also roll into a crouch. A quick way to enter and get through
crawlspaces.
Swimming Dash -
While swimming, release JUMP and quickly tap JUMP again. Can be repeated as
needed.
--Used to gain
extra lateral speed (not vertical speed).
--Works best when
Luke has gained some normal swimming speed.
5 - Vehicle Moves
Remember that vehicles
control differently in this game than they do in TR4-style levels.
These actions are
not "new" to the TR3 engine but are listed for convenience. Some may
not be common knowledge.
Press ACTION when
facing the vehicle to board it.
Motor Boat:
Action = Accelerate
Jump = Reverse/brake
Arrow Keys = steer
Sprint + Action
= Turbo speed
Roll + left/right
= Dismount jump from boat to the left or right
NOTE: Hold action
during dismount to grab nearby ledges.
Quadbike:
Action = Accelerate
Jump = Reverse/brake
Arrow Keys = Steer
Sprint + Arrow
Keys = Drift
Roll + left/right
= Dismount quadbike
To do a Peel-Out:
When stopped, hold SPRINT, then hold ACTION, then release SPRINT to start at
a high speed.
Level 1: Lupana City Ruins
5 secrets
Draw your pistols and dispatch the ugly lizard
with the foul green breath, then pick up the WHIP
OF MANIPULATION that it dropped (although you'll find no use for
it here). Go to the corner and pick up a small medipack and a large
medipack. Go outside onto the roof and head to your right. If you
look down to the ground, you may see another one of those foul-breathed lizards
cavorting about below. Take a sprint jump and grab the edge of the next
roof. (Hop back three times from the edge of the roof, sprint forward and hold
down the jump key.) Pull up and enter the central structure ahead for SECRET
#1. Pick up a rocket, shotgun
ammo, uzi ammo and a health crystal.
Exit the central structure. Safety drop from the
edge of the roof straight ahead to land on a slope that allows you to slide
safely to the ground. The lizard you saw earlier may by this time be trying
to dig a hole in the side of the hill just across the muddy creek. If so, it
makes a tempting and easy target. Hop onto the nearby block in the muddy creek
and take a running jump and grab to the next block in the mouth of the cave.
Crawl forward to the far edge of the block and use the crawlspace jump
to access the third block. (Press and hold the action key while pressing the
down arrow key.) Pull up and crawl forward until Luke can stand up. Jump forward
into the mud and quickly wade forward until you can pull out onto dry land.
Locate some flares on a block to your right.
There's a ladder on one side of this block. Access
the higher portion of the ladder by using the ladder jump. (Tap either
the right or the left arrow key twice in rapid succession.) When you get to
the top of the ladder, press the jump and walk keys together to transfer Luke
to the overhead monkey bars. Follow the lighter green path on the ceiling a
short distance around to your right and release to drop down onto a roof canopy.
Pick up the small medipack, then go to
the left corner of the canopy, facing the muddy creek, and take a sprint jump
angled slightly to your left to clear the lower muddy slopes. Slide down into
a new area.
You can hear the crackling of a fire off to your
right. Go around to your left and explore the alcoves one by one. In the first
one you'll find another one of those lizards.
After killing it, go inside for some uzi ammo. The next opening leads to a closed alley.
The third opening holds another lizard and a pair of moveable blocks for later. The
fourth opening leads to another closed alley. The fifth and last opening leads
to a room with that crackling fire and some shotgun ammo.
Exit this room and locate the crawl space up in
the wall ahead and slightly to your left. Jump to grab the sloped edge and pull
up into the crawl space. Hop down into the trench and pick up the uzi
ammo, the rocket, a small medipack and a health crystal
for SECRET #2. Crawl back out and return
to the room with the moveable blocks. Pull back the block on the right once,
then climb up onto it and hop down into the room. Pull back the first block
once. Go to the second block and push it once from the left into the corner.
Get to the right side of the second block and pull it back once so that the
two blocks are now lined up with a higher block up in the wall. Pull that third
block back once, then get up onto it and hop down to your right and loop around
to your left into the alley. Vault up into the opening and push the third block
forward. Climb up onto it and take a running jump and grab to the opening in
the wall ahead.
Pull up and jump across the gap. Pick up the shotgun
ammo, then loop around to the left and take a series of jumps from
ledge to ledge until you reach the horseshoe-shaped ledge above the fire. Take
an angled jump to the ledge with the push block. Pull back the block and climb
over it to claim the small medipack.
Push the block back to its original position, climb up onto it and take a running
jump and grab to the higher ledge. Pull up and locate the zip line. Ride it
down to a small niche and you'll hear some blades start to pump. Drop down to
the ground, find the uzi ammo behind
a pillar and locate a push block in the wall ahead. Don't push it yet, but crawl
over it and drop down the other side. Push the block forward and crawl back
onto it. Drop down the other side, climb up onto the block until Luke's feet
are "set" and use the ladder jump (tap the right or
left arrow key twice) to access the ladder surface above the block. Climb to
the top of the ladder block and face the blade you heard earlier. Save your
game.
Take a running jump over the first spike pit to
land in the left corner where you'll be safe from the blade. Take another running
jump over the second spike pit and quickly run down the slope to your right
as a boulder chases you. Run off the edge to your left into the room below to
evade the boulder. Don't stop to wipe your brow, as a spiked ceiling is now
descending toward you. Reverse roll and run forward to pull down the wall switch
in the corner. Reverse roll again and run into the next room. Turn right as
a spiked wall comes at you from your left, and pull up into the alcove in the
wall to your left. When the coast is clear, hop down and, facing away from the
spiked wall, pick up the SKULL KEY and run forward through the open doorway
to safety.
Pick up the flares
in the next room, then pull back the block to reveal an opening to a dark green
alley. Pull out and shoot the lizard that comes calling. Use the nearby sloped
block to access a higher block for a small medipack.
Follow the alley into a cave and turn left to get back outside. Run forward
along the muddy river bank past the palm tree. Turn right and take a running
jump across the river. Run forward between two large structures and turn right
into a small opening. Pull up onto the tall block ahead, turn right and pull
up still higher. Turn right and jump to a higher lone pillar. Turn right and
jump to a long ledge. Turn left and take a running jump to an opening in the
next structure. Step forward, slide a short distance down the slope and jump
off to grab the monkey bars. Swing forward and release at the end. Jump immediately
upon landing with a right curve to land on a stable surface. Pick up the uzi
ammo and look around to note a crawl space high up in the wall near
the burning sconce.
Jump to the low spot near that corner and climb
the ladder to your right. Use the ladder jump previously described to
grab the overhead monkey bars. Turn around and monkey swing to the wall, then
turn left and go to the edge of the monkey bars. Use the monkeyswing jump
(same as the ladder jump) to transfer Luke to the crawl space. Pull up inside
and crawl to your right and onto the protruding ledge until you can stand up.
Grab the ceiling and money swing across to the far corner of the room. Release
and turn to your right to take a running jump and grab to the ledge in the other
corner. Pull up and run forward to jump up and grab the crack in the wall. Use
the ledge jump (same as the ladder jump) to reach the higher crack. Pull
up, turn to your left, and pull up onto the roof of this structure. Go to the
little hut and enter it to find a wall switch. Pull it down to open a gate elsewhere.
Go outside, turn to your right and safety drop to the ledge below and from there
to the ground.
A couple of wolf warriors
are waiting for you. Kill the nearer one first, then take your time with the
one across the muddy river. Jump across the river and find the open gate. Enter
and pick up the UZIS and some extra uzi
ammo, then insert the Skull Key in the keyhole to open a double gate
and summon two more wolf warriors. Kill them and look for a nearby lake. You
can see a spiked wall down in the water, beneath the suspended bell. Use the
ledges in the water to get to the large medipack.
Save your game, then jump into the water and allow the current to grab you.
As soon as it does, start swimming forward and use the swimdash (release
and tap the jump key repeatedly to give Luke extra swimming speed) to reach
the underwater lever in the far wall. After pulling it, swim around to your
right (in lieu of trying to flip turn, which causes control problems) and swim
down into the open trap door just before the spiked wall arrives.
Swim into the next room filled with odd-shaped
pillars and grab the uzi ammo on the floor in the far corner. Look for
a opening in the far wall leading to a horizontal passage.
Don't go that way yet. Instead, look for a hole in the ceiling to the left of
that opening and go up for air (pausing along the way for a large medipack). Pull out and run forward to pull
down a wall switch. An underwater gate opens elsewhere. Turn to your left, jump
up to grab the crack in the wall, and use the ledge jump to access a higher
crack. Pull into the crawl space and crawl forward into SECRET
#3. Pick up the rocket, the
large medipack and the health crystal, crawl back out, pick up the flares and jump into the water. Locate the nearby
underwater lever and pull it to open an underwater trap door.
Fill your lungs with air, then swim down and locate
the opened trap door ahead. Quickly swim down into the passage and make your
way along until you reach a room with a descending spike wall. Swim to safety
and ignore the small medipack in the
nearby alcove (you won't have enough air). Swim up to a higher alcove with an
underwater lever. Pull it to cause the large bell in the room beyond the bars
to drop (sealing off the current), then swim back for air and return for that
small medipack if you wish. In the larger room with the underwater pillars,
locate that opening leading to the horizontal passage that you bypassed earlier.
Go there now and follow the passage to the opened gateway and a higher passage.
Pause for the shotgun ammo if you have
enough air and continue to the bars and surface. Pull out into a familiar area
and look for the uzi ammo in a nearby
alcove.
Return to the lake and jump into the water. The
pulling current is gone, so swim down to the corner and pick up the shotgun ammo. At another corner is a hard-to-see
underwater lever that opens a double set of gates. Flip turn and look for some
uzi ammo in a depression near the wall.
If you swim through the large opening in the wall you'll simply encounter another
strong current, so pull out of the lake and return to the muddy river. Jump
across it, run between the large structures and turn right into the opening
where you've been before. Go around to the far side of this area for some shotgun
ammo, then slide down and jump into the water. Swim through the passage
through the double gates you opened earlier, turn left and continue to a dead-end
where you see another set of opened double gates. Surface, flip turn and pull
out onto a ledge. Step forward and push the button in the wall to lower the
motorized raft.
Take a standing jump into the raft and turn your
sound down as necessary. Guide the raft past the opened double gate and over
the slope to your left and land in the muddy river. Continue forward and turn
left at the wall. Navigate the river past some familiar area and into the opening.
Go to your right next to a ledge and get out of the raft (hit the end key and
either the right or the left arrow key, depending on which way you've parked),
if you wish, to explore the area for shotgun ammo
and uzi ammo. Get back into the raft and drive it in
the other direction. Line up the raft with one of the slopes and gun it over
the edge to land in a pool down below. There's a closed gate to your left, so
turn the raft around, dismount and swim down for some harpoons
from the floor before pulling up into the small tunnel underneath the slopes.
Jump into the water beyond and swim down into an enclosed area. Locate a small
opening at the far end of the room and swim through it. Straight ahead is a
small opening that you can follow around to your left for a small
medipack. Go back the way you came, turn left and swim forward into
a new area where you can see an opening ahead (and some harpoons on the floor directly in front of it).
Swim inside, avoiding the twin blades as best you can, and surface in still
another area.
Swim around and find two sets of harpoons
and some uzi ammo. You'll also find the
HARPOON GUN in an indentation on the other side
of the central column. Use the harpoon gun to shoot out the grate in the nearby
alcove (shoot from just outside the alcove, not from within it), then swim inside
and surface in a new room. Go down and retrieve two sets of harpoons, then come back and pull out into the corner
where you see vines growing on the walls. Climb the wall and transfer Luke to
the ceiling monkey bars by hitting the jump and walk keys together. Turn back
around to face the vine-covered wall and monkey swing a short distance to your
right until you're over a crawl space. Release, grab the crawl space and crawl
inside. You'll get a brief shot of the boulder hazard ahead. Use the crawl
space jump (down arrow with the action key depressed) to get over to the
facing ledge and pull up quickly as the boulder rumbles by.
Hop down into the trench, climb up onto the block
near the flaming sconce, and monkey swing to a higher alcove in the central
column. Release and push the button inside to open the gate near the spot where
you left the raft. Jump into the water and watch out for a crocodile
swimming about nearby. Go through the opening where you shot out the grate earlier
and climb the wall again. This time, after transferring Luke to the ceiling,
monkey swing to the far corner of the room until you're over another crawl space.
Release and pull up into the opening. Back Luke out of the adjacent side of
the crawl space and use the ledge jump to access the vines above. Climb
up and transfer Luke to the ceiling. Turn as necessary and monkey swing around
the corner. Face the wall and release to grab the vines. Shift left until you
run out of vines, then climb down a bit and jump off with a roll to grab the
ledge behind you. Pull up and locate the wall switch to your left. Pull it down
to open another gate (you may see another crocodile swimming lazily nearby).
Swim back to the original vine wall (there's an
opening nearby that affords a short cut). Climb up and head over toward the
crawl space at the far side of the room. This time, head in the opposite direction.
When you reach the end of the monkey bars, use the monkeyswing jump to
transfer Luke to the ladder on the other side of the monkey bars. Now use the
ladder-to-monkeyswing jump to grab the ceiling. Monkeyswing along the
ceiling track until you can turn left into an alcove. Drop down for SECRET #4 and pick up the rocket and health crystal.
Hop down into the water and swim all the way around
to the open gateway. Get back into the raft and drive it through the waterways
you've already explored on foot. Go over the ramp into the next area past the
suspended chess piece. Get out onto the lower green ledge and shoot the last
crocodile if you haven't already done
so. You can use the harpoon gun to shoot the grate in the wall and dive in for
some uzi ammo if you wish. If so, get
back onto the raft and from there get back onto the lower green ledge. Take
a curved running jump (otherwise, you risk falling back into the raft if you
parked it on the right side of the ledge) and grab to the higher green ledge,
pull up and enter the opened gateway. The gate closes behind you as you enter
the gray passage. Turn left and take a sprint jump over the spike pit
to land safely on the other side. Turn around, walk through the spike field
and access the floor crawl space to your left. Crawl forward and turn left.
Without stopping, continue crawling past the triangular opening until you can
stand up.
Step forward, jump up to grab the higher ledge
and pull up. Turn around and pull up still higher into a crawl space. Pick up
the large medipack, then crawl back out and use the
ledge jump to access the higher ledge. Pull up and crawl forward to stand up
on a bamboo ledge in front of a button. Save your game, then push the button
to drop the ledge beneath you. As soon as you land, sprint forward as a boulder
gives chase. When you slide down the slope, make a hairpin turn to the right
and continue sprinting as a second boulder is released behind you. The camera
angle is fixed here, which makes your timing more difficult, but take a sprint
jump over the field of spikes and jump up to grab the vines in the wall.
Climb up to safety before the boulder reaches you.
Transfer Luke to the vine-covered ceiling and monkey
swing around to your right past the opened gateway. Drop down and hop past the
blade trap. Get on the zip line and kick aside that giant chess piece. Drop
down into the water and climb out into the opening that was formerly blocked
by the chess piece. Follow the passage to a shallow canal and hop down into
the water. Wade forward and trigger a panoramic view of the area beyond. When
you reach the edge, hop down onto the stone ledge to your left. From the far
edge of this ledge, take a sprint jump forward and land in a small pool
for SECRET #5. Pick up the rocket,
the shotgun ammo and the health crystal, then pull the underwater lever to
open the exit gate and trigger the secret chimes.
Swim out and note the timed gate ahead. Turn to
your left and locate the underwater lever in the opposite wall. Save your game,
pull the lever, flip turn and use the swimdash to boost Luke past the
timed gate before it closes. Follow the passage, ignoring the bend to your left.
When you enter the larger open area, quickly swim down into the hole in the
floor ahead to avoid being squashed by an approaching yellow contrivance. Swim
back up and locate the parked vessel at the far end of the passage. Swim there,
pull up into the hole in the bottom and locate the button. When you push it,
the level ends and you'll see the statistics screen. Push enter and you'll see
a spinning globe that defaults to "Select Nevada Dot." If you select
this option you'll restart the first level. Instead, hit the right arrow key
to bring up the "Select This Dot" option. Push enter and you'll be
taken to the next level.
Level 2: The Strabo Starship
3 secrets
Step forward and push the button to open the exit
door. Turn around at the entrance and jump up to grab the roof. Pull up and
step forward to claim the uzi ammo. Turn
right and take a running jump to the companion structure. Pull up to the top
of it, turn right and take a sprint jump and grab to the metal ledge
across the room. Pull up, run forward and pull down the wall switch to disable
some lasers down below. Drop down and get some flares on the ledge at floor level. Cross the room
and push the button on the wall to the right to open the door of the structure
above you. Go to the ledge where you got the flares and use the ledge jump
to access the thin catwalk above it. Pull up, turn around and take a running
jump and grab to the first structure you entered earlier. Jump across to the
second structure and enter through the opened door.
Pick up the uzi ammo
to your left (or the UZIS themselves, if you happened not to get them
in the first level) to sound an alarm and bring a wolf
warrior running into the room to join you. After he's dead he drops
a SECURITY PASS. Pick up the ROCKET
LAUNCHER and exit this structure. Drop down to the floor and engage
two more wolf warriors. Go to the receptacle
in the far wall and insert the Security Pass to open the door to your right.
Explore the next room, in the area to your left, for some flares
and a small medipack.
Go to the right side of the room and locate a lone
moveable block. Move it away from the slope and next to the two similar blocks.
Go around to the rear of the room and find the companion moveable block. Move
it next to those similar blocks, opposite the first one you moved. Climb up
and push the higher block aside (to the front of the room) to reveal a switch
in the column. Pull it down to neutralize some lasers and summon a pair of wolf
warriors. Shoot them from this comparative position of safety and
take a running jump and grab to the crate against the rear wall. Pull up, turn
to your left and jump to the crawlspace gap. Pull up inside, turn to your left
and take a crawlspace jump to reach the next ledge. Pull up and shoot
two panels ahead.
Take a running jump to clear the gap to the next
passage. Climb the ladder to your left and pull up onto a higher ledge. Loop
around and locate the wall switch. Pull it down to set some nearby machinery
into motion (while at the same time opening the exit door). Pull up to the opening
at the end of the passage and time a jump past the moving crane to the crate
against the far wall. Turn left, jump to the higher ledge and use the ledge
jump to access the room above. As you pull up, the trap door closes behind
you.
Turn around to your right and save your game in
front of the button. Pushing the button initiates a timed sequence. Go ahead
to the right side of the block, hang from the edge and use the ledge jump
to grab the timed platform above you. Pull up and take a running jump to the
platforms lined up against the wall ahead. Turn left and take a sprint jump
to clear the lasers ahead.
There are two rows of blocks in front of you. There's
a block perched on the center of the second row against the wall. Pull up onto
the middle block in the first row and take a running jump and grab to the block.
Pull up and turn to your left, facing the wall button. Crouch down and lower
Luke from the edge as if you were in a crawl space. Release and you'll be safe
from the flame blower. Wait for the flames behind you to subside, then push
the block forward, climb up onto it and push the wall button to open the passage
to your left. Hop down into the opening and go left into the mess hall. Vault
up onto the nearest table and jump to grab the pillar near the opening. Pull
up for some uzi ammo, then jump up to grab the ceiling.
Monkey swing around the perimeter of the room (you
can take the long way or the short way; it makes no difference) until you're
over a crawl space in the wall. Release to grab the edge of the crawl space,
then pull up inside and take the ENGINE ROOM KEY.
Crawl back and drop back down to the floor of the mess hall. Turn right and
exit the mess hall. Pick up the flares to your right and note a series of buttons
in the far wall. Open the first door on the left and go inside to kill a wolf
warrior. Pick up the SHOTGUN
he drops, then open the next door, enter and crawl into the adjacent room for
a small medipack. Push the final button
and enter the next room for some uzi ammo.
There's a closed door in the far wall (for later), so go back the way you came,
cross the mess hall and enter the green-tinted passage leading to an observation
deck. Grab the small medipack
from the alcove, then use the Engine Room Key to open the double doors in the
far wall.
Enter the next room and locate the crawl space
beyond the ledge to your right. Climb down the ladder on the other side and
safety drop onto a block in the engine room. Hop down to the floor and push
the block aside to reveal a button. Push it to raise a platform beneath a switch
in the next room. Get up onto the other block, jump up to grab the ceiling and
monkey swing ahead to a dead end. Use the monkeyswing jump to transfer
Luke to the ladder on the other side. Climb up and use the ladder-to-monkeyswing
maneuver to grab the ceiling. Monkey swing over to the far wall, drop down and
pull the wall switch to open a set of double doors in front of the Quad Bike.
Return to the previous room, kill the wolf
warrior and get back on the block at the opening dividing the two
rooms. Grab the monkey bars above, facing away from the Quad Bike switch, and
transfer Luke to the ladder on the other side. Climb up and use the crawl space
to get back to the upper room. You can see the Quad Bike in the next room dead
ahead, but first turn left and go back past the observation deck and the mess
hall to the laser-trapped room with the flame blowers. Get back onto the row
with the block and follow the same directions as you used earlier to move the
block to the other end of the row. Get up onto the block, hang from the far
edge and use the ledge jump to reach an upper alcove. Stand in front
of the timed wall switch and save your game.
Pull down the wall switch and hit the look key
to kill the cut scene. Turn to your left and hop back down to the floor. Run
between the two rows of blocks into the mess hall and turn right into the observation
deck. Sprint through to the next room and quickly lower Luke down the crawl
space to your right. Instead of dropping down, wait until Luke's feet get "set"
and take two ladder jumps in quick succession and pull up into the upper room.
Ignore the wolf warrior for the moment and take two running jumps down to your
right toward the timed door and roll when you hit the floor following the second
jump to get through the opening before the door closes. Kill the pesky wolf warrior who has followed you inside, then pick
up the rocket, the shotgun ammo, the Health
Crystal and the large medipack
for SECRET #1 before leaving. Pause
for the uzi ammo
dropped by the wolf warrior and get the shotgun
ammo on the other side of the ramp.
Go back down and through the crawl space to return
to the opened doorway leading to the Quad Bike. Remember that closed door in
the last room of the living quarters? The nearby button opens that door, but
only for a short time. Save your game in front of the button, then push it,
reverse roll and quickly mount the Quad Bike. Drive into the hall and turn right.
From here it's a fairly straight shot to the living quarters (you can drive
right through the table in the mess hall). Turn left into the last doorway and
gun it past the timed doors. Dismount and push the nearby button to open the
air lock.
Take a standing jump forward to the first ledge
and turn right. Go to the end of the ledge and line up for a sprint jump
over to the next ledge. Locate the nearby hole in the floor and safety drop
to the lower area. Pick up the uzi ammo,
the shotgun ammo and the rocket
arranged in a pile at your feet. Then step over toward the Health Crystal for SECRET
#2 and crouch down to get it. Jump up to grab the crack in the shaft
and use the ledge jump to grab the upper edge of the ledge. Pull up and
back flip to safety (with little margin for error). Turn around and take a curved
running jump and grab back to the previous ledge. Pull up and jump over to the
Quad Bike.
Mount the Quad Bike and ride it over the gap to the first ledge. Turn sharply
to the left and hit the brakes by pressing the jump key. Turn the Quad Bike
to your left and prepare yourself for a grueling course. A walkthrough is not
of much help here, but what you need to do is guide the Quad Bike from ledge
to ledge in a clockwise direction until you drop down onto a lower ledge where
you dismount and proceed. The builder offers this additional bit of advice
for handling the Quad Bike: In both of these parts [described below] it might
be helpful to drift - you do this by pushing the sprint button while turning.
Drifting will make the vehicle turn more sharply, and if you add the brakes
to the drift, it will be easier to stop the vehicle on the sharp turns.
Start by backing up a bit (again, by pressing the jump key), then gun it over
the ramp to the next ledge. Swerve sharply to the right and brake to avoid dropping
off into oblivion, then loop around to the right to face the next ramp. Jump
the ramp to reach a long ledge. It's easy to lose control here, but the best
strategy is simply to keep your finger on the action key and drive straight
forward. Jump to the next long ledge, and here you have to brake while turning
a bit to your left (no easy task) to avoid driving off into a hole. If you make
it this far, the rest is fairly easy. Bring the Quad Bike around to the right
and drive forward until you reach that lower ledge mentioned earlier.
Dismount and shoot out the grate in the wall. By
this time you can probably hear the sound of frantic footsteps. Lower Luke into
the crawl space and drop down into a room partially filled with water. A wolf
warrior will soon start shooting at you, but you can find shelter behind the
various structures in the water. You might want to use this time to explore
the underwater area for some shotgun ammo and a small
medipack, as you won't be able to get these pickups later. Look around
and locate the ladder against the same wall where you can see the agitated wolf
warrior. Pull out of the water there and climb the ladder to the top, transfer
Luke to the ceiling, and monkey swing over to the platform against the wall.
Press the button to raise a trap door down at water level.
Jump into the water, swim across the room and pull
up onto the raised trap door. Save your game for another tight timed swim. Pull
down the wall switch, whereupon the trap door drops you back down into the water.
Immediately flip turn and swim for dear life across the room, using the swimdash
for an extra burst of speed, and pull up onto the ledge before the water turns
toxic. Save your game again after you've accomplished this.
Climb the nearby ladder and get into the crawl
space. If you draw weapons before crawling forward, you can target the wolf warrior below and eliminate him with no risk
to you. Then use the crawlspace jump to reach the crate in the water
below. Jump forward onto the ledge formerly occupied by the wolf warrior and
pick up the CRANE REMOTE CONTROL he dropped.
Turn around and take a running jump and grab back to the crate. Pull up, turn
right and take a running jump and grab to the lone block. Pull up onto the surface
that reads "stand here." Since you're now doing that, take three steps
forward into the small rectangle and use the Crane Remote Control from your
inventory. The crane apparatus ahead starts swinging back and forth. Turn around,
take a running jump and grab to the crate, pull up, turn left and jump to the
ledge where you shot the wolf warrior.
Climb the ladder and transfer Luke to the ceiling.
Monkey swing across the room past the swinging apparatus and drop down in front
of another ladder against the wall. Reverse roll and take a slightly angled
(to the right) running jump and grab to the crate below the swinging apparatus.
Pull up, step forward and jump up when the apparatus swings away to grab the
platform above. Quickly pull up into the crawl space and lower Luke down the
other side. Shimmy to your right along the crack and use the ledge jump
to grab the ceiling. Turn around and monkey swing to the far wall. Release and
pick up the uzi ammo. Jump back up to grab the monkey bars and
face the corner. Use the monkeyswing jump (same as the ledge jump) to
transfer Luke to the outside ladder. Climb up to the top, pull up and slide
down into a new room.
There are two wolf warriors
patrolling the high ledge up to your right. You can target them from down here
if you wish and dispose of them before proceeding. Note the receptacle off to
your left, and the nearby rocket ship. Head for the middle of the room and locate
two push blocks. Move them until they line up with a stack of crates (the higher
of which is similar to the push blocks) directly opposite the rocket ship. Get
up onto the blocks you moved and pull the higher crate back once toward the
rocket ship. Go to the other side of it, pick up the shotgun
ammo and push the block forward, then turn around and pull the next
block back once. This frees up another push block on the floor, so hop down
and move that block away from the rocket ship and underneath the tall ledge
next to the far wall. You can now use the block to access that ledge.
Pull up, turn to the right and take a sprint
jump to the hole in the corner of the room. Push the button. Although
there's no visual clue, doing this raises two smaller rockets that are now blocking
an essential crawlspace. Hop back and jump forward to slide back down into
the room. Go to the far corner of the room, next to the receptacle, and run
up the ramp. Vault up onto the purplish ledge ahead and note the crawl space
to your right. You can see and hear a wolf warrior
patrolling the room beyond (and if you're lucky, he'll be standing invitingly
just on the other side of the crawl space). If you step right up to the crawl
space you'll alert him, he'll run to close the secret door, and you'll be screwed
out of the last secret in this level. Therefore, draw your rocket launcher and
blow him into eternity before getting into the crawl space.
In the next room, turn left and enter the first
room on your left and stop just inside as the door closes behind you. A wolf warrior
steps forward, so shoot him from where you're standing. If you step forward
and cross the hard-to-see green lasers, you'll be riddled with bullets from
the sentry gun in the far left corner of the room. Therefore, gird up your loins
and dash forward and to your left as the sentry gun blasts away. Push the button
in the wall, then quickly reverse roll and run down the dark passage to pull
down the wall switch. The sentry gun is now disabled, so go back to pick up
the uzi ammo dropped by the wolf warrior,
as well as a small medipack in the middle
of the floor.
The exit door is open once again, so return to
the previous hallway and turn left to enter the last room for SECRET
#3. Enjoy the view a bit, then pick up the uzi
ammo, the rocket, the small medipack and the Health Crystal. Exit this room, turn right and run all the way
to the far wall. Enter the now-accessible crawl space and use the crawlspace
jump to reach the platform ahead. Pull up, jump up to grab the ceiling and
monkey swing forward. Pause to allow the laser ahead to complete its cycle,
then drop down onto the top of the column. Turn right and take a standing jump
to the left slope ahead, slide ever so slightly and jump off to grab the edge
of the platform. Pull up and take the STORAGE KEY from the wolf warrior you killed earlier.
Don't try to jump across to the facing platform, as a laser bars your way.
Safety drop to the floor below and find the receptacle
you noted earlier (just to the right of the ramp). Insert the Storage Key to
open the door to your right. Go inside to find another Quad Bike. Get on it
and drive it up the ramp to your right. You really have to gun it to clear the
flat space at the top. Loop around to the right, back up as far as you can and
use the ramp ahead to access the platform with the other dead wolf warrior.
Dismount and pick up the MANUAL ROCKET KEY from the inert body. Your work
with the Quad Bike is done, so safety drop from here and enter the large hallway
to the left of the rocket ship. Save your game, then insert the Manual Rocket
Key in the receptacle. Quickly turn left and jump forward to safety as the rocket's
engines ignite. Go to the opened doors, turn around, drop down and hang from
the edge until the flames subside. Pull up and run back down the hallway. Turn
left and run up the ramp in the corner.
Take a standing jump and grab to the nearest pillar
to your right. Pull up and note the hole in the ceiling created by the ascending
rocket. Jump up to grab the ceiling and monkey swing to the edge of the hole.
Use the monkeyswing jump to bring Luke to the upper level. Go through
the nearest doorway and the door closes behind you. Continue forward toward
the throne. The Boss Man swivels around
to face you, and two wolf warriors also
begin firing at you from the wings. After dealing with them, the throne explodes
to reveal the CODE CLEARANCE DISK. Picking it up opens the exit
door and summons two more wolf warriors.
Kill them and pick up the shotgun ammo dropped by one of them, then explore
the room at leisure for two stashes of uzi ammo.
Exit this room and turn to your right. Locate the
receptacle and insert the Code Clearance Disk. A door opens in the hallway to
your left. Go there, enter the room and observe Lara taking a nap. There's also
a presently inoperable "stand here" tile. Grab the shotgun
ammo and exit to the hallway. Turn right and continue to the next
room. Take the uzi ammo from the ledge,
then hop down and locate the hole in the ceiling. Jump up to grab the ladder
and climb up. Pull up to an outside area and kill the wolf warrior. Loop around to the right and pull down
the wall switch to open a door down below. Climb back down the ladder. Pull
back the block, kill the wolf warrior and pick up the rocket he drops.
Exit this room and turn right. Sprint forward as the door closes behind you and flames erupt from the wall to your right. In the next room, turn to your right to trigger a cut scene of your final boss, a Sophia look-alike fondly known as EKUL. Avoid the flame blowers as you head down the hallway in preparation for mortal combat. Pick up the shotgun ammo along the way if you wish. In the next room, avoid the flame balls tossed by Ekul as you fill him with lead. When he expires, step forward and push the button in the wall. Pick up the PORTAL GENERATOR in the far corner of the room and return to the room where Lara was taking a nap. Stand in the indicated red rectangle and use the Portal Generator to create a spiral above Luke. After a few seconds an explanatory epilogue will roll across your screen, followed by credits and your final statistics.