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Red Alert! |
Items: 21 |
Kills: 17 |
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| Red Alert! The entire building's on alert and looking for you. Here are some tips to get you through. | |||
Judicious Saving
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I've read in the alt.games.tombraider of bugs that exhibit themselves when you save your game on this level. On the one hand, I could recommend that you save judiciously, but on the other hand, this level is tricky and not saving can result in repeating of large sections of the level. I'm not sure which sections of this level are unsafe to save in, but my recommendation is save often, but place each saved game in a new savegame slot. When you run out of slots, you can start over with the first slot or exit the game and move your savegame files to a different location. If you encounter a situation where the game does not allow you to proceed, revert to an earlier saved game than the one you're currently playing from and play until you reach the point where the bug exhibits itself without saving the game. If the bug is still present, revert to a yet earlier saved game and repeat this process. | ||
Back on Track
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Now that you're out on the fire escape, you're ready to get back onto the task of getting to the roof. Yes, that means climbing up the fire escape. The helicopter firing rockets and the crumbling fire escape will make things difficult for you but get going until you can climb no higher. You can leap past certain sections, but some sections will collapse out from beneath you, but just keep your cool and you should do fine. | ||
Thus Far
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When you near the top of the fire escape, you will realize that you can climb no further. At this point you'll have to look for an alternate path. Locate the cracked wall at the last fire escape landing can be kicked open to reveal a crawlspace. | ||
Grate Expectations
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Following the crawlspace will put you in a closed pit. To get out, you'll have to locate the handle on one of the grates overhead. Giving it a yank will gain you access to the hallway above. | ||
Timing's Everything
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When you reach the bank of five lasers, you may wonder why sometimes it's easy to slip past a bank of lasers and sometimes it's hard. Zip suggests a method to view the invisible lasers, but there's a more permanent way to reveal the state of the lasers. The solution requires a single shot from your gun. Now that only solves part of the problem. Watch first bank of lasers carefully and notice that the duration that the lasers turn off are not consistent, but rather sometimes it is slightly longer. Determine the pattern, and you'll get through. | ||
Target Practice
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Take an elevator ride up to find two target ranges. If you prove yourself to be an excellent marksman in the first target range, you will gain access to the second. The second is much tougher, but totally optional, so just destroy all the targets in order to gain access to the armory. | ||
How's this Grab You?
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Most of the fancy weapons in the armory are locked away behind deadly banks of lasers. Except for one important weapon that you can pick up, but when you do it will activate more alarms and alert more enemies. | ||
Practice Makes Perfect
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Picking up the grappling gun will trap you in the armory and the storage room. The storage room will be the first occasion to practice using the grappling gun. If you need more details, read about it in our General Hints for Tomb Raider: Chronicles. The trick is to grab onto a crevice, whose existence is suggested only by the bare bricks on the wall. | ||
Side Tracked
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Obtaining the grappling gun is the whole purpose of this long side-track. Now you must make your way back to the fire escape, where you get you use your new toy again. | ||
Threading the Needle
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Back on the fire escape and armed with the grappling gun, you're ready to make some more progress. Of course it involves a little rope swinging. You just need to figure out where to swing to. | ||
So Close...
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Deal with the VCI security in the storage room, and exit to make your way to an elevator. You can ride it up to a large atrium below the helipad. Too bad you don't have the key to open the doors. Lara knows best, and as you explore the atrium, she will show you where you must go next. The trick is getting up there. Conveniently for you the VCI guards left you with a useful means to get up there. | ||
Double Trouble
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After pulling open the grates, and dealing with the some more enemies, you can follow the ventilation duct until it drops you into the restricted area of the VCI tower. The banks of lasers will herd you to a storage room where you'll encounter a VCI cyborg. No amount of ammunition can fully take out this guy, but you can cause him to short himself out by shooting him enough times to cause sparks to arc around him, but you have to flood the room with a little water. Drop into the room and take a quick look around for a means to let some water into the room, and then it's the tedious mater of damaging the cyborg. | ||
High Voltage
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If you drop into the flooded room after the cyborg falls, you will be electrocuted by the cyborg's high voltage battery. You must explore this room and find a way to turn off the water. It will involve the use of the grappling gun. With the water off, you can pick up half of the key to the helipad. Unfortunately, turning off the water seals the exit, and prevents you from exitting this room. You'll have to rectify that situation to exit. | ||
Run the Gauntlet
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With half of the key in your possession, you will have access to another area. This is a gauntlet of pits and glass windows and a helicopter firing high velocity bullets at you. A good run with well timed jumps will get you from one end of this hallway to the other. When you get to the bar beyond the lounge, you must find a button that is supposed to open a doorway to the roof, but instead, it will only release cyborg into the lounge. | ||
Run the Gauntlet II
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Unable to exit through the freaked out doors, you must run that gauntlet in reverse, except this time you will have a cyborg on your tail. Charge into the side hallway and find the lever to trap the cyborg. You can actually see the lever through the open mesh stell floor of the hallway as you run through the hallway. This conveniently provides you with a good view of the cyborg passing overhead to trap him. | ||
What a Gas!
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A little more exploration will bring you to the area where VCI is researching the effects of poison gas. The poison gas is lighter than air, so the air near the floor is breathable. The trick is to pipe the gas from the research lab into the obvservation room where you trapped the cyborg. Gassing the cyborg will take him out. You will have to pipe the gas back into the lab and then you can go collect the other half of the key. | ||
Home Free
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With both pieces of the helipad access key, you're ready to make your way back to the atrium below the helipad, and you're home free. | ||