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WALKTHROUGHS
Tomb Raider 1
Peru - The caves & City of Vilcabama
Peru - The Lost Vally & Tomb of Qualopec
ST. Francis' Folly
Colosseum
Palace Midas
The Cistern
Tomb of Tihocan
City of Khamoon
Obelisk of Khamoon
Sanctuary of the Scion
Natla's Mines
Atlantis
Tomb Raider 2
The great wall & Venice
Bartoli's Hideout
Opera house & Offshore Rig
Diving area & 40 Fathoms
Wreck of the Maria Doria
Living Quarters, The deck & Tibetan Foothills
Barckhang Monastery & Catacombs of the Talion
Ice palace
Floating Islands
The Dragons Lair
Tomb Raider 3
The Jungle & Temple Ruins
Gages River, Caves of Kaliya & Thames Wharf
Aldwych, Lud's gate & The city
Navada Desert, High Security Compound & Area 51
Coastal Village, Crash site & Madubu Gorge
Temple of Puna, Antartica & TX-Tech Mines
Lost City of Tinnos, Meteorite Cavern & All Hallows
Tomb Raider Chronicles
Streets of Rome
Trajans Markets
The Coliseum
The base & The Submarin
Deepsea dive & Sinking Submarin
Gallow's Tree
Labyrinth
Old Mill
The 13th Floor
Escape with the Iris
Red Alert!
Tomb Raider the last rev
Whole walkthrough
GAME HELP
Cheats
Tomb Raider 2
Tomb raider1
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SOUTH PACIFIC ISLANDS - Temple of Puna
205. Our visit to the South Pacific Isles concludes with a small adventure into the Temple of Puna. You will start this level already under attack by hostile natives. Kill them quickly to avoid their poison darts. If you do get hit, try to kill as many other natives as you can before using that medkit. Head to the lower area and check out the gate that leads to the final boss. Ignore it for now and make your way into the larger room with the boulder on the ramp.
206. More natives attack as you make your way up the stairs. Kill them all then when you reach the top, duck down and crawl into the next deadly room. Rolling blades cross the room making things rather difficult. Jump from the upper ledge and sprint as the blades go by over to the right corner. Turn so your back is to the corner and you are looking out into the room. When the blades go by, move over to hit the switch and return to the safety of your corner before the blades return.
207. Now you need to make a mad dash for the opposite end of the room. Line up with the axle on the blades and jump the gap between a set of blades and then sprint to the next corner. Repeat this process to flip all four switches. You may find it easier to backflip out of the corner so you are already facing the switch. This will save your precious seconds in lining up your approach to the switch and getting back to the safety of the corner.
208. The door will open after the forth button is pressed. Head to the safety of the door and then time your run back into the room to get the Save Gem as the blades roll off to the left. Roll as soon as your grab it and sprint back to the door.
209. Slide down the slope and into the next room where a spiked ceiling threatens our heroine. Three switches will stop the ceiling if you flip them fast enough, but pulling out the box will do the same thing and with a lot less to panic about. Now that the ceilng is stopped, flip the switches at your leisure to open the door. Do a safety drop down the hole and into the large chamber with the boulder trap.
210. Flip the switch to turn on the lights and seal the door. Sprint down the passage as the boulder is released and rumbles toward you. Sprint through the door and turn right making your way toward the Save Gem. Keep to the center otherwise the floor will collapse and you should finally reach safety between the two ramps. If you missed the Save Gem you can crawl back and get it now.
211. Back in the hall you will be attacked by a native on the right and two more on the left. Start up the stairs and when it reverses direction you should be able to spot an opening high above in the darkness. Jump from the steps over to the wall and shimmy to the left and into the opening to get Secret #1.
212. Finally, go through the gate and slide down the slope to enter the boss's chamber. Puna will turn as you approach. When combat begins, KEEP MOVING. He can only hit you if you are standing still. One hit and you are dead, so just keep jumping around and you will be fine. Puna never gets out of his chair, making him an easy target. Every so often he will summon some of his friends to assist him. Always kill them first before worrying about the boss. He will leave you alone as long as his help is still fighting for him. When Puna is no more, grab the Medkit from the ledge and get the relic.
213. If you have been playing the game in the same order as I wrote this solve then you should have all four relics at this time. Pack your bags and get ready for a trip to Antarctica. Brrrrrrrr........
ANTARCTICA - Antarctica
214. A brisk swim starts off the final part of your adventure. Don't stay in the water for long periods of time or hypothermia will set in. A new meter will show you how long you can stay in the icy water. Ammo is nearby if you want to take a dive to get it. Exit onto the shore and follow the coast past the locked hut. The level's final secret is in that hut, but you will need to get a key first.
215. Jump over the water near the ship then take a quick swim and pull up to the icy ledge. Another swim puts you back on land near the front of the ship where you can climb the cliff to find the monkey swing above. Cross over then drop to the ledge and look for a hole in the ship's deck to get inside. Once inside you will have to battle some angry sailors as you make your way to the mechanical room.
216. A switch on the wall to the left of the machine will open a trapdoor. Drop through and continue down the corridors killing the attacking sailors. When you reach the next junction you should spot a hole in the ceiling to the left which leads out of the ship. Remember it, but continue toward the orange pipe and kill another sailor before dropping through the trapdoor. Continue fighting off all these sailors as you head to the window where you should be able to spot a Zodiac (small motorboat) outside. Push the button to drop it into the water.
217. Now return to the hole in the ceiling and climb up and head to the rear of the ship. Head right when you reach the deck and follow the cliff. You should spot an opening in the cliff you can jump into to get Secret #1. Then make your way to the rear of the ship and jump into the Zodiac. This boat is even nicer than your speedboat from Venice. Maneuver the craft around the ship, past the cliff and down the channel past the hut then get out when you reach the ledge inside the tunnel.
218. Light a flare and then slide, jump and grab onto the ledge to check out the crawlspace. Head to the right to get Secret #2; a Medkit then follow the crawlspace back and drop into the water. While you are wet you may as well get the ammo beneath you before climbing back into the boat.
219. Pilot the Zodiac deeper into the tunnel until it opens up and you arrive at a gate. Exit to the short and take care of the resistance you encounter. Monkey swing across the bars and head right at the junction before dropping down when the path ends. Continue down the passage killing the guards and guard dogs until you reach a building with an opening in the side. Press the button on the wall before moving off to the left and circle around the building.
220. Around the corner is a hole that you need to drop down into. Swim to the left and get out quickly near the fuel valves. Wade through the water (you won't take damage) over to the ladder and climb up to the generator room. The room is locked up so head outside and follow the path around to the left. Continue past the kennels and follow the path where you will meet a small army of goons and some annoying pit traps. Grab the ammo under the bridge by climbing down and exchanging a bit of gunfire. Then head back to the hole you originally dropped down to reach the fuel valves.
221. Enter the nearby cave and kill more guards as you make your way to the doors which will slam shut and try to kill you. Do a quick roll to get through the doors and continue killing the bad buys as you head upstairs to get the Crowbar. Return to the area with the hole leading to the valves and backtrack down the dark passage. Climb up into the raised building and flip the switch then pry open the door with the crowbar. Drop down and check out the map which shows which valves need to be adjusted to continue.
222. Return to the Generator Room and flip the switch to start the machines, then return to the kennels and take care of the dogs before entering the building. Press all three buttons and get the Gate Key from the desk then return all the way back to the monkey swing where you parked the Zodiac. Go to the building you opened with the crowbar and use the Gate Key and press the button. More guards will arrive as you leave the building, so be ready for them.
223. Get back in the boat and continue down the passage. You should spot a landing to the left. Park the boat and look for a hidden alcove below and to the right that contains the Hut Key. Hop back in the Zodiac and retrace your route all the way back to the beginning of the level where the hut is. Use the key to get Secret #3; Flares and a Save Gem.
224. Now head all the way back through the waterway, through the gate, and exit to shore when you spot the cabin. Fight the guards as you make your way to the top. When you reach the cabin door you will exit this level.
ANTARCTICA - RX-Tech Mines
225. Proceed down the hall and go right running through each of the gates until you hear a second clicking noise. Turn around to find an open passage and head out to meet your first flamethrower guy. They aren't openly hostile unless you attack first, so don't fire on them unless they fire on you FIRST.
226. Head to the first room where three mine carts and turn on the lights in the control room. Kill the mutant and watch out for their poison even after their death. Climb to the top of the control room and drop off the back to shimmy over to the ladder. Climb down the ladder so your feet are on the bottom rung and backflip with a twist to grab on behind you. Enter the small room to get Secret #1.
227. Head back to the previous room and get in the middle mine cart and take your first spin around the tracks. Try to keep your speed up for the approaching jump by leaning into the turns and keeping off the brake. Hit the track switch as you go by and exit the cart when it finally stops.
228. Crawl under the drills and search the crack over in the left wall then head out and around to the left. Kill a new species of mutant then drop down to the walkway before doing another safety drop to the next lower ledge. Shimmy along each of the cracks as far as you can go before dropping to the next one and reversing direction. When you reach the left side of the lowest crack you can pull up into a passage and move forward. More enemies await in the passage to be careful as you make your way to the large open area.
229. A new Crowbar rests on the metal ledge and more mutants are lurking about this area. Find the crawlspace in the wall near the mutants and investigate. Go to the rocks on the right, then jump over to the cliff and shimmy over to the crawlspace and flip the switch inside. This opens up the door to the next secret that you can get in a few minutes.
230. Now proceed up the snowy slopes, finding all the flat areas so you can make your way out of this area. Enter the passage and duck to avoid the obstacles and machines, then head up the slope and kill the mutant waiting for you at the top. Return to the mine cart and flip the track switch so you can return to the main room with the other carts. Use the crowbar to open the stuck door and get the Lead Acid Battery.
231. Make a quick side-trip back to the area where you got the first secret. A new door is now open in that same area and leads to Secret #2. Return to the main room and get ready for your next ride.
232. Get on the lower mine cart and head left building up lots of speed for the big jump coming up. Make sure duck under the various obstacles that threaten to decapitate our heroine. When the cart comes to a halt, you can hop out and head down the passage to the lower hall. Kill all the attacking mutants before continuing and make sure to search the crawlspace under the walkway with the steam. Crawl through and kill the mutant and search the pool by the crane. The Winch Starter is on the bottom and you need to swim fast to survive the freezing water.
233. Return to the central mine cart room and take the final ride on the top mine cart. When the ride is over you should be at a crane that is holding a mini-sub. Stick the battery in the appropriate slot and use the Winch Starter on the controls to lower the sub into the water. Dive in and get into the sub. You need to reach the surface of the next safe area and continue down between the lights and around to the right. Use Medkits when needed as your health will certainly be affected before you reach dry land.
234. Do not attack the flamethrower guy. Ignore him and drop to the ledge below the bridge and watch for mutants who are sneaking up behind you. In the chasm, keep jumping back between the ledges until you reach the corner of the lower ledge which also triggers Secret #3. Retrace your steps back to the bridge and jump up and grab and pull up to enter the small building and end this level. |
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