NEVADA PART 1:  NEVADA DESERT 

Kills: 29  Items: 25, plus the UZIS, a DETONATOR SWITCH, a KEY CARD and 3 save/power-up crystals  Secrets: 3

Be sure to find all the secrets so you can access the bonus level at the end of the game.
NOTE:  The weapon pick-ups are based on doing the three middle areas in the order I have done them (i.e., Nevada, London, South Pacific). After completing the walk-through I will go back and add alternate points for picking up the different weapons.

Objectives:  First find a way to the canyon interior. From there, go upriver to locate a dam and divert the water into a sluiceway. Find the detonator switch and the TNT and use the first to explode the second, opening the way into the last part of the level. Here you have to find a way into the compound, turn off the electric fence, open the gate and highjack the quad bike to jump into the main High Security Compound that makes up the next level.

Walk-through:  Go forward and kill 2 vultures, plus a rattlesnake lurking in the bushes. (NOTE: Don't forget to antidote the venom with a med-pack if you get bitten.)  Avoid the quicksand area to the left of the rock outcropping. Instead, go around to the right. To the right of the pool is an area with another rattlesnake guarding a rocket.

Go past the pool into the narrow canyon. Continue into the passage, climbing up the blocks. When you come to a ramp above a hole, take a running jump over it to grab the next ledge. Pull up, turn around, and drop into the pit from the back side on the left to avoid the barbed wire below.

This is SECRET #1--2 rattlesnakes guarding a save/power-up crystal, flares and a small med-pack. There's another snake near the low step on the other side of the room. Just inside the alcove is a movable block. Push it once to open up the exit. Pick up the shotgun shells.

Go to the left, up the passageway the same way you did earlier, but this time don't drop down. Instead, jump to the next ledge and continue to emerge above the area where you started. Go to the right side of the large metal structure and take a running jump to the narrow ledge on the other side of the gap. Follow the ledges around, jumping the gaps as you go, and killing a rattlesnake resting in the shade of a bush. When you reach the end of the last ledge, jump to the sloped wall, slide back and grab the edge. Traverse to the left a bit and drop down onto the flat ledge below. Follow it to the end and around the corner to find a large med-pack.

Take a running jump from the higher step near the med-pack ledge, across the quicksand, to grab the left side of the rock outcropping. Pull up and climb to the top, killing another snake on the way. Drop through the opening on the top of the metal structure into water. Follow the underwater tunnel, surface and continue along the passage to a ledge above a large pool.

POOL WITH WATERFALLS: Turn right and take a running jump using Action to shorten the arc to land on the small triangular ledge ahead. Take a standing jump to grab the next ledge. Pull up and kill a vulture. Continue along the ledges as far as you can. You'll end up on a high block across the water from a rock ladder. (The black horizontal markings are handholds.)

Before jumping across, turn to the left and jump across to the sloped ledge above the path you traveled. Get the Uzi clips. Then return to the high block.

Take a running jump across the water to grab the ladder. Climb down to the first horizontal crevice. When you reach the crevice, let go and quickly grab the lower edge. Climb down to the angled opening on the right. Position Lara's hands at the top of the point and shimmy to the right as far as possible. Let go and grab the ledge below. Pull up into the opening. This is SECRET #2. Inside you'll find Desert Eagle and MP5 clips. (NOTE: See the series of screenshots at http://tombraiders.net/stella/TR3walk/desert1.html if you're having difficulty getting to the secret. The path to the secret is marked in red.)

Jump into the water and pick up the goodies scattered around the bottom of the pool: 2 sets of Uzi clips, shotgun shells, plus flares and more shells in the niches below the waterfalls.

Climb out of the water on the low square ledge near the falls. Pull up onto the taller block next to it and take a running jump to the angled block across the water. (NOTE: Many people have had difficulty with this jump. Just to make sure you're in the right spot, check out the screenshots at http://tombraiders.net/stella/TR3walk/desert2.html. Then, make sure to do a running jump without grabbing: Walk Lara to the edge, hop back once, then press Forward and Jump. She should just make it to the edge of the angled block across the water.)

Now, jump to the next block on the right. Hop down to the flat ledge on the left to get the shotgun shells. Take a standing jump back to the ledge, then a running jump across the water to grab the ledge below the rock ladder. Climb up to the cave mouth where you entered the canyon.

Circle back around the way you went earlier to get secret #2. This time jump to the rock ladder area but pull up onto the ledge instead of climbing down. Follow the ledges to the left, killing the snake behind the shrub. (NOTE: This path is marked in green in the first screenshot used in the series illustrating secret #2, above. The snake is circled.) Turn right and jump over the angled block, to land on the flat spot on the left. (Be careful not to fall into the hole next to it.)

Now, either take a standing jump over the slope, turning to the right in the air to land facing up the next slope, or a side flip onto it so Lara ends up facing uphill. Then slide back, grab the edge, traverse left and pull up. Or, on the ledge near the hole, drop back and grab the outside edge. Let go and grab the crevice below. Traverse left until you can pull up. Jump to grab the ceiling and monkey climb to the wall with the hand-holds. When Lara's chest is up against the ladder, let go of the ceiling and grab the ladder. Climb left and up, into the opening.

TNT CAVE: Here you'll find a save/power-up crystal (on the ledge outside), a small med-pack and a DETONATOR PLUNGER. Follow the wires down into the cave. Behind the box of TNT is a greenish cave. Inside are some flares. Get them and climb back up the slope to the opening. You'll need a key to use the detonator, so continue on.

Jump to the angled block on the right of the cave opening (left if you're standing outside facing the opening). Slide back and grab the edge. If Lara brings her feet up onto the rock ladder, just momentarily release and re-press the Action key so she'll let go and grab the edge with her hands only. Traverse to the left until you can pull up on a sloped ledge. (Alternately, climb down the rock ladder from the opening of the cave with the TNT. When you reach the first ledge on the left, climb to the left and drop onto the ledge. Follow the ledge the end. Then jump to grab the ladder next to the waterfall. Climb up and back flip onto the ledge behind.)

HEADING UPSTREAM: Turn to face the block between the two waterfalls. The side facing you is flat, the other side is angled. Jump and grab it, pull up and slide forward, jumping as you slide, to land on the ledge beyond. Get the small med-pack and hop back down to the ledge just below (where you landed when you slid). From here, take a standing jump to grab the horizontal crevice. Traverse to the right. Drop onto the angled block and immediately press Jump to back flip onto the ledge across the water. Turn to face upstream and take running jumps from block to block to reach the cave interior, where there's a huge water wheel.

(NOTE: If you need help with this sequence, check out the series of screenshots at http://tombraiders.net/stella/TR3walk/desert3.html. Try not to fall into the water or the current will sweep you downstream and you'll have to climb all the way back up or restart. If you do fall in and don't have a convenient saved game to reload, you can minimize the time to get back to the top by aiming for the right channel of the waterfall. If you go over there, you'll most likely land on a small square ledge about halfway down the falls. Then you can jump over to the rocks on the other side of the falls and climb up from there. Thanks to Fred in the Netherlands for this tip.)

WATER WHEEL AREA: On the left bank (when facing the wheel) is a rock pillar with a rattlesnake behind it. Crawl under the nearby rock overhang and climb the ladder for SECRET #3--the loaded UZIS (or Uzi clips if you already have the guns), guarded by another snake.

Climb back down and go around the back of the water wheel. If you need a save/power-up crystal now, go into the passageway on the left. There's a crystal on the other side of the elevator shaft. Return to the big wheel and subdue the cranky guy who tries to beat on Lara. Now climb the ladders on the side of the wheel. Follow the sluiceway to the right. Kill 2 vultures in the open area and a snake in the bushes on the left. In the back, beyond the two water slides is another snake and some grenades.

Now take a swim: Head back toward the yellow blocks near the water and jump in on the left. Pull the underwater lever to open the door opposite. Inside are pistol clips. Avoid the area downstream or you'll be swept over the falls. Instead go left back toward the two water slides. Pull the underwater lever in the corner to open the trapdoor between the two yellow footings. Swim down through it. There's another lever just inside and above. Pull it to open a trapdoor at the end of the underwater tunnel. On the way up, or after getting some air, pull the lever on the side to open another door near the trapdoor.

Go down the short hallway. Use the switch at the end to turn on the water wheel, diverting the river into the sluiceway. This also raises the elevator.

Slide down into the pool and climb out before you're swept into the sluiceway. Drop down into the now dry area where you pulled the first underwater lever. Walk along the riverbed to get a large med-pack. Then jump to grab the opposite ledge for a small med-pack. Jump down onto the square corner ledge. Take a standing jump with a slight twist to the right to land in the alcove behind the waterfall, where you can pick up a rocket. Jump back out to the corner ledge. Then jump downstream from ledge to ledge back to the river near the water wheel.

Go around behind the wheel to the passageway leading to the elevator. Kill another ill-tempered gentleman and get the DETONATOR SWITCH inside the elevator (and the save/power-up crystal if you didn't get it earlier).

BACK AT THE TNT CAVE: Return to the river and jump from rock to rock over to the small ledge between the two waterfalls. From here, jump to the ledge on the other side of the falls on the left. Climb down to the middle ledge and up the rock ladder on the right to the cave with the TNT and DETONATOR PLUNGER. (NOTE: If you fall in, just ride the river to the pool below and climb up the way you did before.) Use your switch to detonate the explosives and quickly get out of the way of the rolling boulder.

Go down into the pit and use the ledges to climb out into the next area. (NOTE: If you have any difficulty here, check out the series of screenshots at http://tombraiders.net/stella/TR3walk/desert4.html.)

OUTSIDE THE HIGH-SECURITY COMPOUND: Don't touch that electric fence! Pick up some grenades on the ground near the bushes. Then head around the fence to a hole in the rock wall. Crawl/walk through the passageway until you come to a gap. Don't drop down yet. Instead, jump and grab the opening opposite. Pull up and follow the tunnel to a pool. Pull the 2 underwater levers: The one behind the metal column opens a yellow door outside and the other opens a door in the nearby water tank, which you can't reach yet.

Return via the passageway to the electric fence area. Enter the tunnel on the left and slide down. Kill a couple of snakes and go through the door you just opened. Pull the switch to flood the water tank.
Go back up the slope (climb onto the low block and take a standing jump to the higher block) and return to the tunnel near the fence. This time drop down when you reach the gap. Follow the tunnel to the elevated water tank. Kill the 2 tough guys milling around and climb the ladder to the tank. Jump in and swim to the ledge with the open door. (Pull the lever in the underwater passage to open it if you didn't before.)

Take a running jump from the door, over the fence, to land on a block beyond. Another guy in jeans rushes in from the right. Yet another bearded guy (Are they starting to remind you of the clones in The X-Files?) shows you the gate switch then starts to beat on poor Lara. Kill him but don't touch the switch yet, or you'll get a nasty shock.

Inside the storage shed is the quad bike and 2 more Jerry Garcia clones (one comes out right away, the second when you start to explore). You'll find a small med-pack on one of the guys and Uzi clips in a corner.
Drive the quad bike up the ramp on the side of the next building over. Brake when you reach the top to avoid going over the edge. Dismount and pick up the GENERATOR ACCESS CARD. (NOTE: If you do drive off the other side of the roof you can drive around and try again, or walk to the side of the storage building, climb onto the crate and jump to grab the grate on the side of the office, which extends only after you drive the bike onto the roof. Pull up and cross the roof to get the card.) 

Climb or drive down and go into the office (the building you were just on top of). Kill the computer technician/pool shark and use the card to open the door. Take care of one more angry guy and throw the switch to turn off the electric fence.

Now you can safely use the switch on the fence to open the gate. Drive the quad bike out and down the sloped tunnel. Gun it up the rock ramp to jump the fence and end the level.

A brief cut scene follows: Lara crashes the bike and lands unconscious in a small pool. Two military police officers find her and drag her into the high security compound.



NEVADA PART 2:  HIGH SECURITY COMPOUND 

Kills: 14*  Items: 20, plus PISTOLS, DESERT EAGLE PISTOL and GRENADE LAUNCHER, 3 key cards, 4 pass keys and 3 save/power-up crystals  Secrets: 2

*The number of kills here is approximate. You don't need to kill the prisoners. If you do, your kill total will be substantially higer. Note that there are two prisoners that can't be killed even if you try: the first one you meet if you follow this walk-through and the one near where you get the second keycard. Thanks to Jason P. for pointing this out. Be sure to find all the secrets so you can access the bonus level at the end of the game.

Objectives:  You begin the level locked in a cell with only a single med-pack (or your save crystals if you're playing the PSX version) left in your possession. The guards have confiscated everything else you collected up to this point. You must escape and, in the process, get your hands on some weapons. Your fellow prisoners will make valuable allies, so don't hurt them. You'll need to find a series of 7 keys/key cards in order to access different areas of the level.

Walk-through:  CELL BLOCK [BAY C]: Climb into the window to trip the sensors and get the guard's attention. When he comes in, run out past him and open the cell next door. A burly convict will come out and make short work of the guard for you. Open the rest of the cells while you're at it, since you'll be needing some reinforcements farther along in the level. (Is it just me, or do all these guys look like clones of George Michael on steroids?)

Enter the open cell diagonally opposite Lara's. Jump into the passageway above the sink. Push the movable crate once and crawl through the small opening around to the other side. Push the second movable crate once. Turn right to face the first crate (you're now on the other side of it) and push it twice, past the crawl space. Return to the second crate and pull it back twice. Crawl back under and pick up SECRET #1, a small med-pack, where the second crate was.

COMPOUND ROOF: Now climb through the opening in the ceiling to the walkway above. Take a running jump over the barbed wire in the pit to grab the other edge. Pull up and continue. Walk through the barbed wire and pull the switch to open the trapdoor. Climb onto the ledge then down the ladder into the hallway on the left. (Don't drop into the barbed wire below.)

Follow the hallway, jumping over the first trapdoor. Fall through the second trapdoor and push the button inside the office to open the bars on the CELL BLOCK. If you stay low, the guard will ignore you and the prisoners will rush out and take care of him for you. Take a small med-pack, shotgun shells and a KEY CARD from the guard once he's down. Use the card to open the gate opposite the CELL BLOCK.

LAVATORY, KITCHEN & MESS HALL [BAY D]: Inside is a roughly square area of corridors. To the right is a closed door leading to a yellow area. Ahead is the MESS HALL and KITCHEN. The LAVATORY is to the left.
Go through the LAVATORY to a storage room. Find the movable crate and pull/push it under the opening in the ceiling. Climb up, jump the purple pipe and use the switch to flood the room below. Swim down and through the other opening in the ceiling. Follow the passageway, jumping over the opening above the lit stove in the KITCHEN. Continue to an outdoor walkway.

Traverse over the barbed wire pits. Drop down at the end and go down the ramp. Use the switch to turn off the flames and the button to open the door, but return the way you came and drop down onto the stove.
Take the small med-pack on the counter. Then press the button to open the kitchen door to exit. Now open the door on the right first (leading to the MESS HALL), then the one on the left. Let the guard chase you through the MESS HALL back to the CELL BLOCK so your buddies can pummel him for you. Confiscate his small med-pack.

Return to the office near the KITCHEN, where the guard came from. Press the button here to raise the grates on the exhaust fans in the KITCHEN. Climb through the vent carefully and get the save/power-up crystal. Slide down the slope and jump to grab the crevice. Traverse to the left, drop down and immediately jump to land on the flat spot on the other side of the barbed wire. Climb into the crawlspace and follow it to a ladder. Climb up and walk along the passage to open the trapdoor above. Reverse, jump to grab the opposite edge of the opening and pull up.

GREEN RAMP [BAY E]: Say hi to your friend George and continue to the end of the hallway. Climb the grate and pick up the small med-pack at the base of the green ramp. There's a guard patrolling at the top. He won't follow you down the grate ladder, so you'll have to lead him elsewhere. Run up the ramp and turn right. Sprint through the next room, past the crate and to the left. (Don't go right or the sensors will activate a gun turret and you won't get very far.) On the far left is an opening you can jump down into. Run into the hallway ahead and press the button to let George out of his cell. He'll subdue the guard so you can take his KEY CARD.

Climb back up top and use the card to open the control room. Inside is a large med-pack and Uzi clips. Push the button to deactivate the sensors. Now you can go through that area and down the ladder. Run down the hall to the left. The guard will chase you. Again, open the cell door. When the cons are through with the officer, relieve him of his YELLOW SECURITY PASS and some flares.

OUTDOOR/HANGAR AREA: Go back up to the sandy area. Use the pass key to open the door on the far side of the hangar. Enter and follow the passage until you come to a crawlspace. Go through it, instead of down the ramp, to avoid the guard on duty below. Pass the windows and safety drop (it's quieter than jumping) into the hallway below. Crawl along to the switch and pull it to open the door to the left. The guard will freak, but he won't cross the laser trap in front of the door. So jump over it into the doorway and run down the hallway. Alternately, you can wait for the guard to approach the door. Then, just before he turns to go back, flip the switch, and he'll be fried by the laser.

SATELLITE DISH TOWER & POOL BELOW [BAY C]: Continue to a huge, open room containing a central structure with stairs going around it and a dish antenna on top. There are several ways you can accomplish the next bit of business. The following describes one way. (See the diagram compound.gif, also online at http://tombraiders.net/stella/images/compound.gif.)

(NOTE: You can get to the glassed-in control room that you see above on the right when you enter. The hallway leading to it is on the opposite side of the tower. Inside the control room are 2 buttons. One moves the satellite dish, revealing an opening at the top of the tower that will allow you to drop into the pool. The other opens the door to the hallway leading back to the tower support. However, none of this is necessary if you follow this walk-through.)

Drop down onto the support beam just below the doorway. Make sure Lara's health is at or close to 100%. Position her so her back is to the opening where you entered and the glassed-in control center is above on her right. If she drops here, she'll still lose more than half her health, but she'll take even more damage if she drops from the outer edge of the support. (See the screenshots at http://tombraiders.net/stella/TR3walk/compound2.html if you're not sure where to drop.)

After dropping, you'll be at the base of the tower supporting the dish antenna. In the center of this square room is an opening above a pool. On one outer wall is a ladder leading up. (This is the ladder labled #1 in the diagram.) On the other side of the room, there's a hallway leading to another ladder going down. (This is the ladder labled #2 in the diagram. It is behind Lara when she first drops from the support beam.)

First, climb the ladder leading up. Follow the passageway to a T intersection. There's a guard posted down the hall to the left with his back to you. Sneak to the right (walk or crawl; don't run, or the guard will notice). Climb into the crawlspace at the end of the hall, take the YELLOW SECURITY PASS and sneak back out the way you came. (NOTE: Remember this location; you'll be returning here later on to pick up a secret.)

When you reach the square room at the base of the dish antenna tower, circle around the opening in the center to the opposite side and climb down the ladder. IMPORTANT: Push the button in the alcove to the left of the ladder. When you return to this area, you will need to get through from the other side. Now enter the room to the right of the ladder and use your yellow pass key to drop a door between the propeller and the save/power-up crystal in the passageway at the bottom of the pool.

The pool has grates on all four sides. The strong current sucks Lara toward the grates, so that it's easy to become trapped and drown. Rather than fighting the current, I found an easier strategy: Climb the ladder to the right of the yellow lock. (See the screenshot at http://tombraiders.net/stella/images/compound3.jpg to get oriented.) At the top of the ladder is a dark room with bluish-purple lighting. One side is open to the pool. Drop onto the small, square burner that juts out into the pool. From here, you can step off into the water almost exactly above the opening with the save/power-up crystal. Swim through the opening, picking up the crystal, and continue along the underwater passage. Pull the lever to open the door and keep going.

Surface in the next room in one of the corners to avoid the lethal laser trap. If you didn't have time to get them on the way, go back into the passage for the flares and small med-pack. Climb out of the water, jump over the lasers and drop into the next water-filled passage. Follow it to a big room with a hook up above and a fellow escaped prisoner.

ROOM WITH CONVEYOR BELT & HOOK: Climb the crates on the left of the entrance. The room behind them holds a large med-pack, PISTOLS and a loaded DESERT EAGLE PISTOL--at last! Be careful exiting the room, as the sensors for the gun turret above have been activated. Hug the wall to the right of the door and climb up the crates.

RETURN TO SATELLITE DISH TOWER AREA: Now that you've got some weapons, return to the previous area for a secret. Swim back to the pool, follow the other underwater passage in the corner to a dark crawlspace. Crawl through to the hallway near the YELLOW LOCK ROOM. Now there's a guard on patrol here. Take him out, continue around to the right and climb the ladder.

(NOTE: If you neglected to open the door here earlier and your way is blocked, return to the pool. Climb out of the water on the small, square burner and jump from ledge to ledge clockwise around the pool to the green crawlspace. Follow this to a switch, which opens the door. Return via the pool to the hallway where you killed the guard.)

Climb back up the ladder to the square room at the base of the satellite dish antenna. Go around to the other ladder, climb up (to where you got the yellow security pass earlier), kill the second guard, and take his grenades and KEY CARD. Now use the card to open the door at the end of the hall. This is SECRET #2--the loaded GRENADE LAUNCHER.

RETURN TO ROOM WITH CONVEYOR BELT & HOOK: Make your way back, via the tunnel at the bottom of the pool, to the ROOM WITH THE SWINGING HOOK. Go up the ramp on the right, killing a guard at the first landing and 4 more MPs and a German shepherd at the top. One of them will drop a BLUE SECURITY PASS and grenades. Take them, plus a large med-pack from the small room near the gate.

Climb the ladder at the top of the ramp and use the pass key to open the next door. Kill the guard who rushes out. Inside you'll find 2 buttons. Press the one on the right to turn on the conveyor belt, dumping a crate at the bottom. The left button only opens the gate, letting in another guard and his dog. So unless you want all the kills, don't bother pushing it.

Climb back down, go down the ramp and use the crate to climb to the ledge above. Grab the duct above and monkey swing across to the ledge with the small med-pack. Return to the middle then go left, past the hook, to the stairs. (See the screenshot at http://tombraiders.net/stella/images/compound4.jpg if you're having any trouble here.) Climb up and kill the guard so you can borrow his YELLOW SECURITY PASS. Carefully jump over the laser trap and get the save/power-up crystal. Return to the ground.

LOADING DOCK: Use the key to open the gate to BAY X. ;-) Head up the ramp to the loading dock, killing one MP on duty outside and another in the warehouse. Pick up some Desert Eagle clips and a small med-pack in a depression at the top of the stacked crates. Go to the back right, where you'll find one movable crate. Behind it is an alcove containing Uzi clips and grenades. Get on the truck to end the level.

Another short cut scene follows: Lara hides behind some crates as the truck doors are closed. She pops open a soda and takes a much-needed break as she rides on to Area 51.



NEVADA PART 3:  AREA 51

Kills: 25  Items: 29, plus the MP5 and SHOTGUN, 2 Code Disks, 1 Key, 1 Code Card, the ORA DAGGER (or ELEMENT 115**) and 4 save/power-up crystals  Secrets: 3*

*Number of kills is approximate. The number of soldiers that appear in certain areas depends on your actions. Note that one of the regular pick-ups here will be the GRENADE LAUNCHER if you didn't get it in the previous level. Be sure to find all the secrets so you can access the bonus level at the end of the game.
Note that the PSX DEMO is substantially different from the full level in the game. I don't have a PlayStation, but if any of you PSX people out there want to send me detailed notes on this demo, I'll gladly post them.

Objectives:  Locate the Ora Dagger artifact somewhere inside this military installation.** To do this, you'll need to find various code disks, keys and passes necessary to open doors and move obstacles in your path. First, get the code disk and hangar access key, which will enable you to get to the train tracks and, from there, to the hangar. There you'll need to locate the switches that open the UFO room, where you'll find the launch code pass. Launch the big missile so you can get into the area above. Here you'll find the code disk that will get you into the flying saucer (and some other nearby rooms). This area is where you'll find the dagger.

Walk-through:  Grab the small med-pack behind the crates on the left. Run forward and take out the sentry before he reaches the end of the hall and turns on the lasers. If the coast is clear, go into the room near the red rifle sign and pick up the MP5 ASSAULT RIFLE and 2 sets of clips for it. Otherwise, restart the level and try again or go on without the rifle for now.

Don't pull the switch (it turns on the lasers). Instead, push the button in the hallway to open the crawlspace. Enter, take the large med-pack and crawl into the next opening. Watch out for the rolling laser trap beyond. Crawl under it and to the left, as it goes to the right, to get another large med-pack. Follow the lasers back to the low spot. When the lasers pass overhead going in the other direction, stand, run forward to the ladder and climb up.

Advance halfway into the crawlspace. You can now see the guard in the hallway, but he can't see Lara. When he passes going to the right, crawl out and shoot him before he can reach the far end of the hallway and activate the lasers. If he manages to do this, you can either reload a saved game or crawl under the first laser to reach a second crawlspace just beyond.

Before going through the second crawlspace, use the switch on the wall opposite the first crawlspace (where you just came out) to open the door and free another convict. Again, DON'T KILL HIM. You may want his friend's help later on. Inside his cell, behind the door is a small med-pack.

The ramp at the other end of the hall is protected by green sensors rigged to a gun turret. (As in the last level, don't shoot the turrets unless you want to lose a lot of health unnecessarily.) To avoid this trap, go through the crawlspace before the ramp, picking up some flares on the way. Kill the guard if you didn't do so earlier.

Advance into the glassed-in hallway. Run forward and kill the MP before he can reach the alarm. Then enter the storage room for a rocket, grenades and harpoons. (NOTE: Some people have had difficulty locating this storage room. The door, which will be open if you kill the MP in time, is between the alarm panel and the crate marked "M-12." It's shown in the screenshot at http://tombraiders.net/stella/images/area51a.jpg.) 

OUTDOOR AREA AND TRAPDOOR INTO NEXT BUILDING: Go to the gate at the other end of the hall. Pull the switch and fall through the trapdoor. Hurry around to the right and kill the guard before he hits the alarm. (NOTE: If he manages to do this, you won't be able to get the first secret. You'll have to reload a saved game and try again if you want it. You'll know he's pressed the button if 2 dogs come out. If there are no dogs, you're in business.)

Crawl into the tunnel to the left of the alarm panel for some grenades. (NOTE: If you don't already have the GRENADE LAUNCHER, you'll get it here.) Get the shotgun shells in the right corner. Then hop down into the pit. Pull the switch to raise a gate below. Walk around the grating to the trapdoor. Fall through, kill another guard and go into the crawlspace with the save/power-up crystal--that's SECRET #1.

Now go through the other crawlspace. Get some Desert Eagle and MP5 clips in the alcoves before falling through the trapdoor. Kill the guard below and take his small med-pack.

Go to the end of the hall away from the glass floor. Open the cell door and let your prisoner friend go out and kill a couple more MPs for you. Crawl into the prisoner's half-dug escape tunnel for a large med-pack. Now go to the other end of the hallway, over the glass floor. The hall ends in a T and there are gun turrets at each end. Avoid this area. Instead, go through the crawlspace on the left. Here you'll find a large med-pack and the SHOTGUN.

Run down the ramp and around the corner. Kill the guard at the end of the hallway. In the middle of the hall are two facing doors. Enter this area and take out the 2 armed soldiers who emerge. One is carrying a small med-pack. Use the switch in the left room to raise the gate in the right one. (If the first guard tripped the alarm, you can turn off the laser trap in the right room using the button at the right end of the hall.) Go through the crawlspace to the next room and walk into the green sensors. Kill the guard who comes down the ramp.

MISSILE SILO AREA: Go up the ramp and to the right to the missile silo. Kill the soldier on the scaffolding. Drop down to the floor and climb up to take his CODE CLEARANCE DISK.

Go back through the door where you entered and go straight down the ramps to a room with missiles and conveyor belts. Drop down, taking care to avoid the laser traps crisscrossing the floor. In the dark area behind the left conveyor belt, you'll find a small med-pack. In the opposite corner is a computer where you can use your code disk to raise the missiles. Climb onto the platform with the swinging hook. Shoot out the purplish vent on the right. Behind it is SECRET #2. (NOTE: It is possible to pass through the vent without breaking it first, but make sure you do this, otherwise you'll get stuck on the other side.) Follow the duct down to a save/power-up crystal. Return the way you came.

Carefully run past the hook and pick up the shotgun shells. Take a running jump from the conveyor belt to grab the ladder above the cement footing (as shown in the screenshot at http://tombraiders.net/stella/images/area51b.jpg). Climb up. Kill the armed soldier hiding in the corner and take his HANGAR ACCESS KEY. Drop down to the platform, climb out of this room and return to the missile silo the way you came.

ELECTRIC TRAIN TRACK: Drop down and go past the missile through the doorway at ground level. Avoid the hole in the next room and continue to a lock where you can use your new key. Enter and kill a guard. Hop down to the area below the track. Don't step on the electrified track! Go to the left end, climb the ladder and push the button to summon the train. Go back down the tunnel, crawl under the track and pull up into an alcove. Pick up the shotgun shells. (NOTE: If you don't already have the SHOTGUN, you'll get it here instead of the shells.) Then take a running jump to the top of the train car.

Climb into the passage above. Walk over the first set of grates, but use the ceiling grates to traverse over the second; otherwise you'll fall onto the track. To keep Lara from getting fried by the laser trap, monkey-swing as close to it as you can. Wait until it moves away and follow it until you can drop onto solid ground. Continue forward.

Drop down near the ladder, take a running jump across the track and, if you can, kill the guard before he takes off up the ramp. If he gets away, you'll need to kill him plus another guard at the top. At some point, pick up the shotgun shells below the track.

SAUCER ROOM: At the top of the long hallway is a locked room housing a UFO. Gun turrets are mounted in two corners, with three sensors along the first corridor. Jump the first two and crawl under the third. Climb over the crates in the back. Kill the guard in the next room before he goes down the hall to the right and trips the alarm. (This activates the gun turret in here and calls another soldier.)

Press each of the 2 buttons on the catwalks in turn to call in a pair of guards. Now get ready for a timed-door run. The right button (when facing them) opens the inner doors and raises the trapdoor in between the two sets of doors. The left button opens the outer doors. Press the right button first, press Look to get Lara's perspective back, backflip off of the catwalk, roll and take a running jump to land on the bank of computers in the middle of the room. Run across it, jumping at the end to grab the other catwalk. Pull up, run to the button. Press it, Look, backflip off the catwalk, roll and run through the open doors.

Once in the next room, kill the soldier lurking behind the bank of five switches. Pull the second from left and the two rightmost switches to open the room with the flying saucer. (NOTE: These are the ones that give you "visions" of the saucer room door. If you do this quickly, you can run out before the soldier emerges from behind the switches. Thanks to Jeff Reid for this tip.)

Go back to the saucer room via the small door on the left. Push the button near the ladder to open the trapdoor above. Climb up and back flip onto the ledge. Pick up the shotgun shells. Take a running jump to the catwalk above the saucer, drop down and take the LAUNCH CODE PASS. Slide down to the floor.

BACK TO MISSILE SILO: Go back to the missile silo area the way you came. This time, drop through the opening in the floor (in the room just past the lock where you used the hangar access key). Use the switch to open the door. Use the card to uncover the launch button. Press the button and immediately roll, side flip and sprint down the hall to avoid being toasted as the missile is launched. (You've gotta wonder what Lara just blew up.)

Climb back up to the silo and scale the scaffolding to the top, picking up a large med-pack on one of the platforms on the way. You may be able to kill the guard at the top from there. If not, take care of him when you get up there. Use the switch to open the gate. To get past this next laser trap, crawl after it as it moves away, stand, jump over it, run forward and crawl out. Get the grenades on the other side. Follow the passageway and climb up and out.

OUTDOOR AREA WITH SNIPER TOWER: Shoot the sniper and the MP with the club. Go down the ramp to the right, take out another soldier and relieve him of his CODE CLEARANCE DISK. Pull the switch to open the trapdoor outside. Go back up the ramp, climb the sniper's tower and take his MP5 clips. Now go down through the trapdoor and follow the passageway. Run down the ramp after the laser trap and duck to avoid it. Continue, climbing down the grating, to emerge in the hallway near the UFO room.

BACK AT THE SAUCER ROOM: Go up the ramp to the saucer room, pass those sensors again, and dash into the saucer room to avoid the second gun turret, which is now activated.

Go around the saucer and down the ramp. Use the disk in the computer to open several nearby doors. Enter the alien observation room behind you to get a small med-pack and a save/power-up crystal. Now cross the hall to another room with an orca tank, plus flares and pistol clips in the corner.

ORCA TANK: Return to the saucer room and once again climb the ladder and back flip onto the walkway. Turn around, walk out onto the sloping support on the left and face the opposite side of the room (the UFO is below and to the right, the ladder behind on the left). Take a running jump to grab the support ahead--not the closest one on the left, which is too steeply sloped, but the one straight ahead that slopes down toward you. Pull up, turn left and you'll see a doorway below. Take a running jump, pressing Action, to land inside. This is SECRET #3.

There are two stacked laser traps in the hallway beyond. When the upper one moves away, take a running jump from the ledge to sail over the lower one, which will be heading toward you. Run forward to the doorway. Drop into the orca tank to claim another save/power-up crystal. Climb back out. To come back through the laser trap, follow the lower one as it moves away from you. Duck just before you reach the ledge. As the armature with the lasers turns over, it will miss Lara. Pull up and continue. Safety drop from the doorway to the floor. (Use a med-pack if you need to beforehand, as you'll lose some health.)

Enter the saucer through the hatch underneath. Climb through the various openings to the top level, killing 3 guards in all--one on the middle level and two more at the top. Don't get too close to the one light panel that blinks yellow, or Lara will take damage. Take the ORA DAGGER from the platform in the center to end the level.

(**NOTE: In some versions of the game, this will be the ELEMENT 115 artifact; you'll get the Ora Dagger in the last South Pacific level.)


Copyright  1998-99 - Stellalune (e-mail ). Special thanks are given to the participants in the alt.games.tombraider newsgroup, without whom some parts of this walk-through couldn't have been written. Thanks also to Helena, Martin, Simon, Barbara, Domino, Fred H., Josh C., James C., Paul and Kasumbu, who helped with the Nevada levels. Feel free to copy, distribute and quote this walk-through, but please include this credit line so people can send me their corrections, comments and suggestions. Also, if you'd like to offer this on your own web site, kindly ask permission first.

Stella's Tomb Raider Site -- http://tombraiders.net/stella/
