London: Lud's Gate

Underwater Gloom...and the Pesky UPV...

Now that you've made friends, you can let the immortals be, and they'll keep to themselves. Have a look around the opening room if you must but one of the immortals is waiting for you to follow him...

From the room with two small pools, choose the left-hand doorway. The right hand doorway leads here. At the end of the corridor light a flare and slide to the chamber below, then quickly turn and pull up to the ledge on the right to avoid being crushed by a spiked roof. Continue on into the big museum store room.

Drop to a white rock ledge and then go along to the right and drop to a brick ledge. Safety drop to the ground and walk through the barbed wire to the other end. Jump and grab the crevice and pull up into the crack. Crawl right into the dark area and Secret #1 - a large medikit and flares.

There's a hole in the ceiling to use as an exit. Climb the blocks and then make a standing jump around the corner (to the left!) to grab an edge that is difficult to see. Pull up and over to slide back down to the white rock ledge. Go back into the brick corridor that you entered this room from and press the button to open a nearby trapdoor. Climb up at the end of the corridor and start climbing the mesh.

Backflip off the mesh to a ledge and go into this tunnel to grab the Large Medi Pack. Return to the mesh and move to the left. Climb until you're at the rung in the red area and then backflip, spin and grab the ladder behind you. Climb up, then drop and grab very quickly so that Lara hangs from the ledge. From the hanging position, you can pull up to the ledge and collect Secret #2 - a rocket.

Climb back out and down to the top of the wooden slope. Backflip and spin to grab the mesh again. Continue climbing until you're just above the green opening on your left. Backflip to land in an opening and pick up a Save Crystal and some shells. Slide down the slope and grab the mesh again.

Climb up to the top of the mesh and crawl to the end of the mesh ducting. Grab the ammo and crawl back to where you can stand up. Climb into another duct and pick up a small medikit. At then end of the ducting, drop into a small room and drop the guard. Don't open the door until you've had a quick lok around as there's more guard trouble outside. In the small room, move the box to the opposite end of the track.

Head out into the corridor and take a right to enter a museum hall (Lara is pleased to find herself in the Egyptian rooms!). There is a small medikit behind the large block 'stairs' on the far side of the room. Pick it up and climb the blocks. Climb to the opening in the ladder and follow the passage. Move the box (blocking the entrance), then climb on top of it to reach the exit. Back in the large area, grab the slats in the roof from the top of the block staircase and monkey swing to two separate alcoves. In the first (around to the left) is a Save Crystal and there is a switch to use in the opposite one.

Now drop to the ground and utilize the large pillar that has moved to reach a ledge high and to the left. Enter the metal duct, climb out the other side and slide back to the corridor. Return to the small room with the first moveable block. Pull it to the central position. Back in the Egyptian room, climb the tall pillar back in the large Egyptian room, and spy a switch on the wall to the left of the ladder.

Run and jump-grab the short distance to get beneath the ledge. The switch closes the ladder door. Climb to the upper reaches of the room using the ladder. Turn around and jump-grab the platforms slightly to the left as you face the room. Jump-grab again to enter the doorway in the wall. Don't overlook the goodies in the alcove to the left but head right to a slope.

Slide and jump from the end to grab the walkway. Walk to the end and slide and do a standing jump-grab forward from the floor section that collapses beneath you. Take the embalming fluid from between the two sarcophagi, and continue in that direction. There is a short cut here (drop back through the left hand collapsing tile and grab the edge of the slope below. Shimmy left to pick up a rocket and then drop into the water to find yourself here). It avoids a lot of action and a tricky underwater cave sequence but I recommend the main path!

Dispose of the guard in the hallway, and crawl through the ducting to a small room filled with Egyptian boxes. Dispose of the guard, and open the door to get a rocket. Continue through the hole behind the boxes down to the large sphinx room. Monkey swing over to the far ledge and get the Save Crystal, then grab the swing again and head back three rungs along it. Drop down to the head of the sphinx.

Look toward the rear of the sphinx and to the left. Walk to that corner of the head and line up with the downward point of the ceiling. Step backward, and then do a standing jump forward. You land on a ledge with a small medikit. Jump from there to the nearby pillar.

From the pillar, run and jump and grab the edge of the slope. Pull up, and slide and jump to the ledge where you could see the Save Crystal. This is Secret #3 - go for it! Don't forget to pick up the two rockets. Get down to the ground using the sphinx as a landing pad. Go around the other side of it and take out a guard on the stairs. A colleague will come to help him out. When the coast is clear look in the alcoves near the staircase for some shells.

Climb the stairs and look up at the top to locate a concrete ledge with strip lighting. Jump-grab it and climb up. Turn around and you can just see (on the right) a blue opening. Jump and grab it to find Secret #4 - a rocket and a large medikit. Drop down to the ground and climb back to the well lit concrete ledge.

The boxes here must be repositioned. Pull the movable block on the left. Drop back and grab the edge of the ledge. Shimmy left and use the block and grating above as a ladder to climb up to the alcove on the right. Climb into the passageway above and follow it around to drop down on the other side of the movable block. Push it again and then pull a second block twice. Climb back up the first block and grating to the alcove on the right. Follow the passage again and this time you should drop out back in the Immortal's lair, in the room with two pools.

Make good your promise to the Immortals by using the embalming fluid at the ceremonial niche in the first room of the level. A passage opens nearby with a long drop into a pool. Swim down and grab the UPV. Bank to the right in the large chamber to spy an opening with a box over it. There is an air bubble in there inside a concrete block in the ceiling - but first you have to take out the crocodile. Gather the goodies from around the large area, returning to the small chamber to get air.

In all there are: a Save Crystal and 2 bunches of harpoons in the room opposite the air hole, a large medikit and 2 more bunches of harpoons in the room next to that and Uzi clips in the room next to the air hole room. Lastly, pick up the harpoons on the concrete block on the floor of the cavern over to the right and take out the second crocodile which appears. There is a small medikit on the floor beyond the concrete block and then the only way out is by following the lights in the roof and going up the brick passage.

Surface for a brief rest. There is a bug (certainly on the PC but possibly deliberate!) that means that you should avoid saving your game until the next sequence is complete. So save it now...

Climb out and pick up the harpoons on the wall. Dive back in the other pool and follow the underwater tunnel. Through the glass at the end you can spy another UPV and some goodies. Pull the lever on the wall to the right to open up a trapdoor back in the roof of the tunnel. Swim through this to the surface and climb out. Climb up to a window sill (where you are treated to a panoramic view of yourself!) and press the button to open another secret door.

Drop back into the water and swim a little way along the passage to find the new tunnel (on the left). This leads to the room where you've already seen a frogman and a guard on duty. These two keep a careful lookout and you must avoid raising their suspicions if you want to complete this section to the full! When the area opens up, continue underwater sticking close to the left wall until you've swum across a line of sunken boxes. You can now surface if you keep close to the edge.

Below the waterline are two small openings. The one on the left contains Secret #5 - two Desert Eagle clips at the bottom of a deepish room. The one on the right is a slightly trickier swim but contains a small medikit and a switch that you need to pull. Surprisingly, the two guards don't notice when you use flares...! When the switch is pulled, swim back - underwater -around the edge towards the entrance tunnel. Turn right into a narrow passage and continue to the end. On the right is a ledge. Climb out, climb the block, and keep low.



Crawl to the end and drop into the small pool. Pick up the Save Crystal and climb out of the other trapdoor, still crawling. Stay down until you're behind the white rocks - then stand up to take a breather. You have to stop the frogman from closing the doors to the UPV area you saw through the underwater window earlier (it's Secret #6). Here's one of several strategies:

Ready your harpoon gun. Go across the back of the white rocks towards a passage heading right. Jump a slight slope and then climb up into a dark passage way where a guard will see you. Ignore him for now and rush past him to the end of the passage to jump into the water filled passage beyond and below. The frogman is in there with you and you must take him out. Another diver may turn up too but don't worry if he doesn't - you'll meet him soon enough!

With the diver out of the way swim around the corner and check you have access to the UPV room. Pick up the goodies (4 bunches of harpoons, a large medikit, a Save Crystal and the UPV). Keep the UPV somewhere safe and climb out onto dry land. Take out the guard (switching weapons is a good idea!) and scour the huge area for more goodies (the Boiler Room key from the dead guard, harpoons behind the crates near the window, harpoons on the boxe where the frogman was keeping watch from, harpoons on the white rock just behind that and more harpoons on the ledge above the flashing red light, a large medikit in a hole behind the crates on the opposite side of the room to where the frogman was keeping watch and finally (phew) a small medikit in a hole near the dark passage where you met the second guard.

The last is reached by climbing up a box near the dark passage entrance, crawling under an overhanging box and dropping into a hole. Now you can take care of the guard in the dark passage (I hadn't forgotton him!) and when he's expired double check the passage with a flare to find a crawlspace containing a Save Crystal and flares.

Remember the save game bug? It's safe to save again now... Return to the UPV and zoom off down an underwater tunnel nearby. If you haven't met the second diver by now, you'll meet him here. At the end of the tunnel you'll also meet a crocodile kill him quickly because you need time to conentrate in the next area...

You come out of the tunnel in a large underwater cavern with holes in four sides. You need to head for the top left hand hole in the wall to your right - where ther'es air. I struggled with the UPV and left it in the main cavern. For a couple of the swims you don't need it. After topping up on air you need to leave the air hole and swim into a hole on the same side of the room but to the right and below for a large medikit. Return to the air hole. Next, exit the air hole and cross the cavern to enter the bottom left hole on the wall opposite where there's a Save Crystal. Return for air.

Exit the air hole, turn left to face a purple coloured hole. Swim into the hole below this, turn right and pull a lever you find here. Return for air. Now for the trickiest journey.: exit the air hole and grab the UPV. Zoom into the Yellow hole (top right on the left wall, next to the purple one) and turn left when the tunnel bends and then down a narrow hole at the end to find an open door. Ditch the UPV and swim through the door to pick up a small medikit. Pull the switch and return to the UPV. Hightail it out of the tunnel for air. I never managed to make this journey and was relieved to discover that you can use medikits to top up your lifeforce once you have run out of oxygen...

Recover in the air hole for a moment. Then swim out and over to the red hole opposite the air hole (UPV is optional) It's a long swim but you pick up a Save Crystal and go through a small door to find a lever to pull. Return for air, trying to avoid the two divers who don't seem too friendly. Having fixed the air problem, take out the divers and pick up the UPV. Head through the blue hole (turn right outside the air hole) and up a long vertical passage to surface near the boiler room.

Climb out and drop into the water beneath the flaming ledges to find the lever which de-activates the trap. Pick up some more harpoons while you're here and then climb out. Jump across the metal ledges, picking up a large medikit and Uzi clips near the second one. Jump to the doorway and go around a couple of corners. Dodge past the pistons, and climb up to the ledge. Do a running jump to grab the celing grates and monkey swing to the other side. Explore the metal ducting if you must but the real reason for being here is to pick up the Desert Eagle clips and flares from the iron walkway nearby.

Grab the ceiling grates again and monkey swing to the opening in the waterfall. Drop and grab to enter and use the Boiler Room key to open the door. Pick up the Save Crystal and press the button to open an underwater door. Drop back into the water and grab the UPV. Head for the bottom of the passage and return to the underwater room. If you pass a crocodile it's best avoided as your air pocket has given out. Exit the blue hole and zoom straight across the room into the purple one. Turn left and head through the door and up another long vertical passage to the surface.

Climb out of the water and grab the large medikit. Then cross to the side with the swinging gears. It's safe to cross these platforms if you stick to the left hand wall. The jumps are all standing ones where you grab the edge of the next platform. There's a guard in the corridor past the machinery. After he's dealt with backtrack to near the entrance and jump up to grab a crawlspace. Follow the ducting to a deep, wide lift shaft. Take a running jump across the shaft to grab a small opening. Drop and grab the next one down and crawl in.

Continue until you reach the lift shaft again. Run and jump over the gap to the purple crawlspace and crawl in and go left. It's time to make an uninvited appearance before Sophia Lee...


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