Tomb Raider III
Below you will be able to view walkthroughs for Antarctica.
Level 17: Antarctica
Kills: 31 Secrets: 3 Items: 28
As the level begins, notice how the water saps Lara's health after a very short dunk. It almost makes the ammo nearby not worth the effort. Follow the coastline past the hut. That's a Secret that you can't get at for some time. Jump the channel alongside the ship. In the open area, you're going to have to get wet: climb quickly out at the low protrusion. Jump in the water once more, and climb out near the front of the ship.
Climb the cliffs, and look for the monkey swing above to guide you in the right direction. Swing to the end of the line and drop to the small ledge below. The entrance on this end of the ship is through a hole in the deck. Check it out. Down below, fight your way to the room with the machinery. To the left of the machine is a Switch on the wall. It opens the trapdoor at Lara's feet.
Drop down the trapdoor and follow the hallways, disposing of thugs along the way. Look to the right in the odd-shaped juncture. There's also a hole in the ceiling on Lara's left. In the direction of the orange pipe, whack the bad guy and drop through the trapdoor. Down below, fight your way to the small window. Outside, you can see the Boat, the last of Lara's vehicles. Push the button and it falls to the water. Double back and go up through the ceiling at the odd juncture.
Hang a right when you come out onto the deck and follow the walkway near the cliff. Jump and grab toward the opening from the edge of the deck and collect valuable prizes. Bail from the ship to the waiting Boat below, confident that you can clamber aboard before dying. Pilot the small craft around the ship, near the cliff, and down the waterway past the hut. Pull over to the ledge a short way down the tunnel, and disembark.
Slide, jump, and grab from the slope to catch a ledge above. You really need to use a Flare to see what's going on. Head to the right. Grab the Large Medi Pack, and backtrack through the crawl space. You'll drop down into the water near the Boat. Try for the ammo underwater. Guide the Boat farther along the tunnel, and it opens up into an area near a water gate. Hop ashore once more, and expect a welcoming committee. Monkey-swing along the bars, careful at each turn. At the end of the line, the path divides: go to the end of the right-hand branch and drop. Fight your way along the snowy tunnel. There are thugs and huskies in large numbers.
Past a raised structure, there's an opening in the side of a building. Proceeded with caution. In the new area, press the button on the wall and loop around the building to the left. Around the corner of the building there's a watery hole near a pipe. Drop to the water and swim quickly to the left to reach a ledge. Check the fuel valves. The water here is only knee-deep, and not harmful. Climb the ladder beyond the fuel valves to a new area.
Up top, the generator room is sealed. Opposite the generator room, head around to the left in the outside area and follow the path. The dogs are penned in for now, but you can come back and open the area when the power is flowing. Follow the path, wary of (non-lethal) pitfalls and heavy resistance. You can climb down beneath the bridge to battle for ammo.
Back in the familiar area, by-pass the watery hole to the fuel valves and enter the large cave. Defend yourself near the building. The slamming doors are deadly almost on contact. But, as any good Tomb Raider knows, Lara can roll through them in a flash from about one step away. Fight your way to the Crowbar upstairs. When you use it later on, don't just leave it lying there. Head back to the familiar area via a new route, and backtrack down the dark hallway.
Climb into the raised structure. Throw the Switch on the wall, and use the Crowbar to open the door. Drop down the hatch and study the map. In order for the generator to power the surrounding area, valves two and four(the green ones) must be opened. Head back to the generator room and throw the Switch to start the machinery. Pop the pups and enter the building. All three buttons are now active. Take the Gate Key from the desk. Time for the traditional big backtrack.
Head back to the metal monkey swing, near where you left the small Boat. In that building, the one which you open with the Crowbar, is the gate mechanism. Use the Gate Key and press the button. Be ready for trouble when you prepare for departure. Follow the waterway, making obvious stops to forage. At this landing, there's a small underwater alcove in front of the Boat and to the right. Inside is the Hut Key. If you take the Hut Key all the way back to the hut near the big ship, you'll find that a Save Crystal and some Flares are keeping company with a doggie. If you continue to follow the waterway through the gate, you eventually exit and climb to a cabin. Fight your way around the structure, toward the door, and the level ends.
Level 18: R.X.-Tech Mines
Kills: 17 Secrets: 3 Items: 23
To exit the seemingly dead-end hallway, run to the right through each successive gate. When you hear the double click, reverse direction to see an open passage. In the large central chamber, three different Ore Carts are poised for a run. Hit the lights in the control room and slay the subhuman. Even as they die, they spew poison.
Climb atop the control room and drop down to shimmy along its back ledge. At the ladder, lower Lara until she hangs by her hands, then pull her up so that her heels hang off the bottom of the ladder. Jump, spin, and grab. The small chamber behind the control room holds the level's first Secret stash. The first Ore Cart you should ride is the one on the middle tier. You'll want to lean and brake only slightly on the first run. Try to conserve some momentum as you head into the turn, as a jump is forthcoming.
Hit the track switch before the car comes to a stop and survey the scene. Duck below the drills and circle to the left out back after exploring the crack in the far left wall. A new manner of beast prowls this icy wilderness. Drop the mutant, then jump to the walkway below. Hang and drop to the lower ledge. Work the shimmies like switchbacks, moving all the way to one side before dropping down and reversing direction by grabbing a lower crack.
Pull up at the extreme lower left when you notice the ledge. Be on guard as you traverse the tunnel. In the wide-open area, gather the Crowbar from the metallic ledge. Near the sub-human ambush, you can spy a small crawl space high on the wall. From the rocks to the right of the opening, jump to the cliff and shimmy along the ledge. Throw the Switch inside.
To exit the area, you have to use the slopes, running and jumping up to a passage. Head up the hallway, ducking down below the obstacles. Dodge beneath the machines, and head up the slope. At the top of the run, a sub-human waits to breathe in your face. Get back on the Ore Cart and switch the cart away from the dead end as you head back to the terminal.
Back at the terminal, use the Crowbar to pry open the door, and claim the Lead Acid Battery. If you return to the area of the first Secret, you'll see that another door has opened in the small area. Now it's time for your second cart trip. Take the lowest track and follow it to the left. You'll need some serious speed to get across the chasm. Be easy on the brake.
Follow the hallway where the cart stops. You'll take a long route back to the ride. Rid the lower hallway of mutant beasts and continue in the corridor. Don't overlook the crawl space beneath the steamy walkway. Crawl through the low area and drop into trouble. Dispose of the freak and check the outside area. Specifically, look in the bottom of the pool.
You have to be quick to dive down and get the Winch Starter from the pool below the crane. The water is deadly cold. Time for another wild ride: the upper Ore Cart calls. Where the upper Ore Cart comes to a halt, a submersible pod is held by a crane. Insert the battery in the side of the machine and use the Winch Starter nearer the controls. The submersible pod submerges. In the lowered position, you can swim down and into the pod, hopefully without taking too much damage.
From the pod, you need to reach another safe zone before heading for the surface. The trip through the frigid water might have to be supplemented with Medi Packs. Swim down through the opening between the lights and hook to the right. Be prepared to have Lara's health adversely effected on the way up the tall tunnel, if not on the way down. Up top, chat with the flamethrower.
Drop down to the ledge below the bridge. Don't get caught staring into the chasm as freaks sneak up behind you. In the chasm, jump back and forth from ledge to ledge. The final jump to the corner of the chasm ledge nets you the level's final Secret. Backtrack to below the bridge, and then jump up and grab. When you enter the small structure, the level ends.
Level 19: The Lost City of Tinnos
Kills: 90 Secrets: 3 Items: 24
Welcome to the Lost City, found at last. Climb the ladder to the second story. Throw the Switch to open a double door directly below. In you go. In a nook off the short hallway, lay claim to the Uli Key. From the second floor, you can also jump to a central pillar. From there run, jump, and grab the ledge with the Save Crystal.
Use the Uli Key near the black grating in the courtyard and another section of the structure is accessible. Drop onto the ledge outside the Switch-and-door combo, and spy another Switch. Climb back up into the building from the Switch ledge, and cross the hallway to a sloped passage leading downward. Throw the Switch down the sloped passage and the array of five Switches is yours to address. Turn the first, second, and fifth Switches on, as shown. The Switches allow you to access an area near a monstrous busted bridge. Expect wasps of impressive girth as you collect the nearby Save Crystal.
Climb the ledges near the Save Crystal cave and jump to the top of the bridge across the chasm. Before you drop down, punish the wasps and share their Secret. High above the surface of the broken bridge, invisible platforms guide you toward the nest. From the closest unseen platform, you can run, jump, and grab to the opening of the nest. Don't fall in the hole. Backtrack across the invisible platforms and dropdown across the break in the bridge. Follow the tunnel to the right after grabbing the Small Medi Pack on the left. Defend yourself against the monsters as you enter their territory. Hop side to side to get in some licks before they close the distance.
Pass by the lovely swinging bowls of coals. If one touches you in the slightest, combustion occurs. In the next area, duck under the ledge to the left to draw the wasps down into range. Head in that direction. Down the hallway, hit the Switch and battle the three big, magical monsters that appear in short order. At least there's room to move in the chamber. A Switch down a short hallway from the major monster battle room opens a crawl space in the outside area. Use the pillar near the gate and duck the traps en route to a large new area. In the large chamber, Lara must change the height of certain platforms by manipulating the many Switches.
Drop to the walkway and head to the left along the wall. The Switch to the right is a timed Switch leading to a Secret. You need to open the exit to the room before throwing it. One of the final keys to manipulating the Switches and ledges properly is to realize that you can monkey-swing along the underside of the walkway. When you succeed in opening the exit to the large chamber, it's time to test the Secret Switch. Save your game first. Throw the Switch and run back down the hallway. Off the walkway on the left is a ledge you can drop to. Hang and drop from there to the floor. Throw the Switch in the hallway and hustle through to the room with the pillar of light.
Hook to the right of the light and head up the stairs. Continue into the narrow hallway. Down the hallway, hang a left back through the bowls of coals. Cross the bridge and bail off the right side near the cliff face. Don't stop to think, just rumble down the slopes and pillars to the bottom of the gorge. Up above the pillar of light room are the four tests of the elements that will net Lara four Oceanic Masks. Those masks work in the statues below to take Lara to the big boss.
In the Earth area, you encounter a thick mire. Head around to the right and keep plowing forward along that wall. Exit the quicksand to the right, past the rune on the wall. You have to hop some of these nearby low ledges so that you can get a Secret later on. The Oceanic Mask waits up the walkway and out of the muck. When you take the prize, the roof begins to fall, and the landscape becomes much less friendly. Walk patiently out of the area. There are some risky jumps ahead, so you don't need to get whacked by boulders en route. The worst of the exit jumps is around a tight corner to a slanted ledge. Stick the landing.
If you threw the Switch in the Earth puzzle area, you can now climb atop a large block near the bowls of coals. Time your run carefully.
The Wind area is a merciless maze of strangely intersecting corridors. Head to the right at this juncture. Once more, head to the right and follow the long hallway. Jump back and forth from ledge to ledge to induce the spiked logs to roll down. At the top of the trap is another of the Oceanic Masks.
The clock-like piece is the center of the underwater puzzle. Do you suppose there's going to be some marathon swims? The long swim sessions end in a shallow tunnel. It's about time, by then. The fire puzzles are high on drama, but not too tough. You'll see a map to the area if you stand on the block near the entrance. Use the map to help you pick your way through the hot spots.
The dragon heads are puffing on invisible platforms. You need to move quickly across them to keep from getting singed. Hanging from the sides of the platforms is safe, though you need to be quick and have good timing to pull up and get to the next block. Jump off to the right to throw the Switch. When you place all four masks, you need only get the second Uli Key from the denizens of the pool room. The Uli Key sits on a ledge off the larger pool room. Use it on the lock in the hall near the pillar of light, and then Lara can jump down to the Meteorite Cavern.
Level 20: Meteorite Cavern
Kills: 7 Secrets: 0 Items: 2
The big boss is one mean, king freak. The area you have to fight in isn't very hospitable either. If you're lucky, the boss will only try and shove you to an inglorious demise. If the boss gets off one shot, Lara is toast. Sprint the straightaways and slow through the turns. You should be able to keep your distance.
Unless the pit is in between Lara and the boss, Sprinting through the tuns is risky, as the slopes of the outer edge are an invitation to disaster. If the boss has you in his sights, you might as well unload some ammo: maybe you can stun him before he takes the shot. Closing the gap is not advised.
Ideally, you want to fire the first salvo of your attack as the boss passes in front of an alcove where you have yet to claim the artifact. When the boss crumples momentarily, it's time to grab an artifact. Hustle to the closest alcove, as long as there's still an artifact there and you're not actually going toward the boss. You've only got a few seconds to sprint into the alcove, snatch up the prize, and get back to a position across the hole from the boss. Even if the boss sits stunned, you have to make sure that he's across the pit and in a direct line.
If he comes to and has a clear line of fire, he can strike anywhere. The boss almost always circles from Lara's right to her left, so you'll want to break to the right when coming back from an alcove. Keep stunning and running until you collect all four of the artifacts. When the last of the four relics is in Lara's possession, the meteor sinks from the ceiling to the central pool. The boss is now vulnerable. Bring that bad boy down.
Climb the ladder to the very top. Continue past the face into the highest corner, than back down one notch.
Backflip to the hand of one of the huge statues. Jump from there to the central ledge. Follow the tunnel off to the left. You emerge high above the cavern. Monkey-swing to a central large ledge.
From the ledge, jump to the central rocky platform. Climb up the rocks. Slide down the slope and turn to the right.
Dispose of any lingering rabble. Push the button on the wall. Go through the open gate. The helicopter swoops in low. Go through the gate toward the helicopter for the finishing cut scene.
Bonus Level: All Hallows
Kills: 2 Secrets: 0 Items: 14
The tidy little trip to All Hallows is your reward for finding all of the Secrets in the game. If you notched them all, you can save your game when the Meteorite Cavern is behind you and load up All Hallows from there. Though there are several cool things to do, this is just for grins. There are only two enemies at the very end, and Lara's cupboard is bare. Be sure not to lose any health at all before you crash through cathedral dome. Lara needs full health to survive the plunge.
Climb the metallic ledges. Make your way around the ledges toward the central construct. Run and jump up the slope to the ledge with some Flares.
Jump from the Flares to the central platform. Monkey-swing about a meter and drop. Lara crashes through the cathedral ceiling. Lara just barely survives the fall if she has full health. Luckily, there's a Large Medi Pack on the landing.
Collect the Flares from the purplish platform and head around the room to the walkway above the bookshelf. Up above the bookcase is an alcove with a Switch. Throw it.
Use the small section to hang and drop down to floor level. Jump to the central structure. Run, jump, and grab, and then shimmy left.
Throw the Switch in the upper alcove and a dim hallway opens at ground level. Run across the collapsing flooring. Throw the Switch at the end of the hall. Monkey-swing above the spikes back to the main room. Jump from the ledge above the bookcases to the monkey swing. Head to the left.
Drop and grab from the end of the monkey swing, and pull up into the small area. Climb up past the rope slider. Collect the Vault Key. When Lara hits the lights, it's about time to let go. From the ledge where Lara lands, grab the nearby pillar and pull up into the small space.
Hang off the other side of the pillar, and a door opens. Lara will take a flaming monkey swing. Just be sure to drop off into the saving pool of water. Time your swim past the piston. Push the button. On the upper ledge to the right as you face the button is a Small Medi Pack.
Up above the ladder, roll and grab the ledge to defeat the trapdoor. Jump forward over the gap. The trapdoor that opened is very near where you exit to the outside area. Open the vault and shoot through the two gratings nearby. Drop into the water hole in the vault. Surface to find a guard and his dog: the level's only two kills. When you explore the area, the level ends.
Major items picked up:
Crowbar, 2 Keys and 4 Save/Power-up Crystals in Antarctica
Crowbar, Battery, Winch Starter and 5 Save/Power-up Crystal in R.X. Tech Mines
2 Keys, 4 Oceanic Masks and 5 Save/Power-up Crystals in Lost City of Tinnos
4 Artifacts in Meteorite Cavern
1 Key and 3 Save/Power-up Crystals in All Hallows
Thank You for viewing my walkthroughs.