Level 18

Antarctica

Lost City of Tinnos

Welcome to the Lost City, found at last. Step out of the entrance airlock and have a good look about you. Then head off diagonally left, around the ramps and into a little alley in the far corner.  Climb the ladder to the second storey and follow the passage to a cross-roads with a switch. Throw the switch to open a double door directly below.

Follow the dark passage to the left of the switch to another opening in the wall. Peer out and locate the tall pillar just outside. From the right hand side of the opening, and two steps back from the edge, take a standing jump to land on the top of that pillar. Turn right and take a running jump to land on the snowy ledge where you'll find the rocket launcher and a Save Crystal.

Safety drop to the ground and head back to the ladder area. The door you opened above is just to the right - you have to jump forward over rubble and grab the edge to enter. In a nook off the short hallway, lay claim to the Uli Key. Exit the passage and head for the ornate gates on the other side of the courtyard.  Near them is a lock which your new key fits. It doesn't open the gates though - it opens the grating nearby... 

Clamber in and climb the ladder. Find the nearby switch and door (which links you back to the previous section of this upper storey, so ignore it) and check out the hole in the wall. Drop onto the ledge outside and spy another switch waiting for you to throw it.

Climb back up into the building from the ledge, and cross the hallway to a sloped passage leading downward. Throw the switch down the sloped passage and exit through the ornate double doors back into the courtyard.

Cross the courtyard, bearing left to enter a short passage leading to a room with a wide ledge and a ladder for you to climb up to it. 

There are five switches here and a conundrum that takes some solving. Each switch is surrounded by blocks with carved arrows pointing down (hence: read the pictograms from top to bottom). The pictograms represent elements in the food chain (man, deer, trees, birds, fish). You need to switch on the switches where the food chain makes sense (e.g.: the third switch, where trees don't eat deer, should be left alone).

Brain hurting, isn't it? Turn the first, second, and fifth switches on and a door will open below the ledge. The short passage here leads to a monstrous broken bridge. Expect wasps of impressive girth to appear as you cross the bridge - head for the broken area and then take a running jump/grab off the bridge to the entrance of the snow cave on the left. Haul up, roll and take out the wasps that are chasing you.

The wasps come from a hive high up in the opposite side of the cavern. You're going to head up there, so there's a few things you should know: the wasps are big, but don't hurt too much. Their worst attribute is that they almost knock Lara off her feet and will knock her off ledges. They turn up while you're on the bridge and thereabouts and will only stop coming when you are in the snow cave...

Pick up the Save Crystal and then climb the ledges to the left of the cave entrance. Jump to the top of the bridge across the chasm. Before you drop down, punish the wasps and share their secret. High above the broken area of the bridge, invisible platforms guide you toward the nest. The first is between the huge pillars. From the corner of the left hand pillar, where you are now, line yourself up with the diagonal corner of the opposite pillar. Take a running jump and close your eyes if you miss it!

Take one running step forward and then do a standing jump to the corner of the pillar. From the rear edge and left hand side of this spot, jump over the triangular peak of the pillar to land on another safe spot. Now turn towards the nest and do a standing jump to an invisible platform.

You can now run, jump, and grab to the opening of the nest. This is Secret #1 - grenades, Desert Eagle clips and a small medikit (in the entrance). Don't fall in the hole!  Throughout this exercise you'll be molested by the giant wasps - it is by far the most frustrating experience of the game...!

Backtrack from the cave entrance to the invisible platform and from there to the bridge pillar. If you land on the safe area jump to the sloping area of the pillar, slide off, grab and safety drop to the bridge deck (otherwise just slide off etc.) and head for the safety of the snow cave where you can pick off any remaining wasps.  Climb up the ledges at the entrance to the cave when you've recovered your composure and leap across to the bridge pillar.

Safety drop down the back of the pillar to the deck. At the end of the bridge, follow the tunnel to the right after grabbing the small medikit from the tunnel 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, head left at a pace to avoid unnecessary battles with wasps. Down the hallway, hit the switch and enter an arena as the gate clangs shut behind you. 

OOPS! Battle the three big, magical monsters that appear in short order. At least there's room to move in the chamber. A switch in one of the monster caves opens a crawl space in the outside area. Use the pillar near the gate to climb up to the upper ledge and locate it.

Crawl through into a huge room with assorted ledges on various levels. Your immediate task is to get past the burning trap on the platform you're standing on. At the end, turn towards the ledge where the second burner is swinging and take a running jump to it (start running when the burner is furthest to the left).

Crawl into the alcove here and grab Uzi clips and flares. Crawl back out and jump over to the grey ledge attached to the wall on the left. Climb up to the next ledge and crawl into the crawlspace and pull the switch here (I'll call this switch #1!).

Exit the crawlspace and take a running jump diagonally left to the next ledge. Go into the alcove and pull the switch here.

Exit the alcove and pause for a look around. Peering down into the dark on the right you can just make out a large solid ledge in the corner of the room - that's your ultimate destination, but it's too far down...

Take a running jump to the ledge near switch #1 and then make your way down this wall using the ledges that are scattered about until you are standing on the block ledge you saw from above.

Be careful not to drop down to the lower ledge here or you will start a wasp swarm from the hive above the pool in the opposite corner. Back up to the wall and take a standing jump to land on a ledge very near ground level. There's a switch nearby and just below - switch it to raise a ledge above your head.

Climb back onto the block nearby and jump/grab back to the ledge in the corner.  Take a running jump from here to the platform you just raised where there's another switch.

TRY AND KEEP OFF THE FLOOR OTHERWISE YOU GET SWARMED WITH WASPS.

Switch this one and fall through to the block below before returning to the ledge in the corner. From the left end of this ledge, jump and grab the platform above your head and pull up. Take a running jump to the grey platform in the corner and then turn around and jump to grab the step above your head and climb up to the ledge near switch #1.

Crawl through and move switch #1 into the up position before exiting and head down the couple of steps you just walked up.

Turn left and take a standing jump to the ledge in the middle of the wall on your right. Take one step away from the edge of this and do a standing jump to the ledge under the walkway ahead of you. Jump and grab the monkey swing and traverse the swing until you reach the alcove at the end. Switch the switch here to open the exit doors on the far side of the room at ground level.

When you return to the entrance of the alcove you'll notice a new ledge nearby - take a standing jump to land on it and then pull up onto the walkway.  Go to the hallway at the end of the walkway to find the last switch in this room. It is the beginning of a long run for Secret #2 (and it's tightly timed - hatch!). The secret is actually below the bridge where you killed the two major mutants ages ago, but you'll be taking a new route there and are very unlikely to make it in one go, so save the game...

Flip the switch, roll as you see the secret door opening and run/dash down the walkway until you're opposite the crack in the wall (where wasps come from if you've been unlucky!). Don't hesitate much, just run off the walkway towards the crack and grab as you sail through the air. If you've done it right you should just make it into the pool below. Roll in the water, surface and climb out.  Cross the floor of the room as rapidly as possible and dash through the double doors at the far side.

Bear right and head into a room with several shallow pools on the floor. Dash through them, bearing slightly left until you enter a smaller room with a ladder in it. Climb the ladder and come off it to the left in a dark passage. Switch the switch here (ignore the lock) to open the tall gate and then head through the gate and round to the right.

You're now in a room with a pillar of light in the centre. Don't stop to gawk - dash past the pillar of light and up the stairs on the right, then down a narrower staircase opposite.  Slow for the right turn in this staircase and then dash straight on into the next room.

When you hit the floor here, bear left and find the swinging burners you've seen before. Get past these as quickly as possible (you've time to take a little care!) and then dash across the bridge to the far end and run off the right hand side to land on a block.

Turn right and keep running as you slide down snow banks to the floor of the cavern. The door should be within sight now, so don't stop - dash in and pick up Secret #2 - a Save Crystal, Desert Eagle clips and a large medikit. Wow!

The door will probably shut while you're marvelling at your abilities. Don't panic when the nearby switch doesn't open it - just use it again!  Climb back to the bridge the same way you came down. If you didn't quite take a note of the route! It’s not too difficult to find - just look for the fairly obvious ledges in the snow bank opposite the secret door. 

When you're back on the bridge, head for the swinging burners and go through them. Go right up the stairs you just dash down and back into the pillar of light room. On this upper level 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. Each test is identified by a carving on the entrance doorway: earth, water, air and fire.

The order you do them in isn't significant.

In the Earth area, you encounter a huge area of quicksand.

Head around to the right and keep ploughing forward along that wall (including taking a couple of right turns when it does). Eventually you will come to a stop and be able to climb out onto a step. Put your back against the wall on the left and do a standing jump to the sloping block to the right of the step.

The Oceanic Mask waits up the path. Go right at the fork and kill the wasp that pops out.

Before you cross the bridge go to the left side facing the wall and do a standing jump over the quicksand to a sloping rock, grab and shimmy right to pull up on a flat area just below a opening.

tinnos 1Climb in and pick up the small medikit and throw the switch to drop a block elsewhere. Climb out and return to the step where you exit the quicksand.

Re-trace your steps up the slope and cross the rock bridge and take the mask from it's pedestal.

This starts an earthquake that just won't stop.

Even though the roof is falling in it's safest to walk back.

Cross over the bridge, watching out for falling rocks, go around to the right and slide down the slope backwards the ledge level with exit.

 


Tinnos 2Picture shows the place to slide before the earthquake.

 

 

 

 

 

 



Tinnos 3With your back to the wall, look left to see the exit.

The next jump is slightly around the corner to a ledge you could see properly if the landscape would just stop jiggling about...

 

 

 

 

 

 

Walk to the end of this ledge and then take a running jump to the next ledge.

When you land, immediately head right to avoid the last section of roof landing on your head. Inside the hallway, jump to the ladder in the alcove and climb down. Follow the passage to a couple of swinging burners. Pick up the Desert Eagle clips from the right hand alcove of the first burner (it's safe near the wall) and then run past the second burner to a switch.

Pull the switch to open a trapdoor above and climb the ladder nearby. The trapdoor will close after a short while, enabling you to go through the small square gate (it will open as you approach) back into the pillar of light room.

Climb up the stairs to the upper level and then head down the narrow stairs to the right of the Earth gate (which is now barred). 

The block you dropped in the Earth chamber is lying on the floor in this room. Climb onto it and jump for the ladder. Climb up the ladder and enter the room.

Jump past the swinging burner and pick up Secret #3 - a large medikit and Save Crystal. Exit and return to the pillar of light room where you need to choose another door... 

The Wind element room is basically a maze.

See map below.

AirmapMap of the Air Element Maze Copyright (c) 1998-99 - Stellalune (e-mail stella@tombraiders.net). Used with permission.

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

 

 

 

 

 

 

 

 

I strongly advise you taking the time to seek out the goodies unless you have good stocks of ammo. You need to push the moveable block when you get to it (and don't forget that wasp!). When you reach the bottom of the exit slope, take a breather.  Climb the slope to where it opens out. The mask is on the platform at the top, protected by several spiked barrels. Climb onto the left hand slope and start up it to trigger the first barrel.

Side-flip to the right hand slope before it's too late and then side-flip back almost straight away. A couple more steps will trigger the second barrel on the left hand slope, which you avoid the same way.  You may not trigger the fourth barrel at all, which isn't a problem!

Take the Oceanic Mask from the pedestal, which will open the nearby door. The door is timed when you get off the pedestal, but it isn't a problem (and if you miss it, just climb onto the pedestal again). 

Go through the door, let it close and head down the ramp. Think about the freezing water for a moment at the bottom and then close your eyes and jump in... It’s safe! Swim back to the hallway near the pillar of light room and go through the small gate to choose another door...

The passage to the Fire element room widens out to a cavern filled with lava and a series of blocks. The exit is over the lava pool to the right, but before you make the easy series of jumps that lead to it, you should consider the block with the flames on top...  Climb the single block nearby and grab an eyeful of the map of the lava lake.

Lighting a flare reveals the safe path across. Useful isn't it? Try this interpretation: From the left hand side of the cavern, take a running jump to the nearest block straight ahead. From here another running jump slightly to the right lands you on a block up against the far wall. Take a running jump/grab along the wall to the next safe block.

Pull up and look around.

The block in the middle of the lava pool and slightly closer to the exit that yours has a medikit and shotgun shells on top of it. Is it a trap?  Well, sort of. The burners on this block have trouble igniting, giving you a few important seconds before combustion. Take a running jump to land in the middle of the block and pick up the goodies. Now back flip to the previous block and compose yourself.

Change your angle slightly to land on the block near the edge opposite the exit ledge. Make the running jump again, turn to the left and take a running jump to the exit ledge. Two steps in front of you is a patterned block that is a trapdoor. Jump over it. In a dip a little further up the passage is a large medikit.

Walk into the dip and immediately back out to avoid being crushed by a spiked barrel. That's torn it for the medikit!  If you really want it, you can actually get it due to a bug in the game: go up to the left side of the barrel and jump forwards. You'll slowly disappear into the barrel itself! After a few jumps, turn right and keep jumping until Lara can pick up the medikit. Doing this will probably place her on the wrong side of the barrel so repeat the procedure to 'go through' the barrel back to the trapdoor. 

Drop down the trapdoor opening to a slope and slide into the next room. The 'dragons' are actually machines, but quite spectacular for all that..! Walk to the end of the platform and turn right. You should be able to see that there are three invisible blocks being lit up by the flames of the dragon machines. Take a standing jump from the edge of the walkway to the first block, grabbing on and holding.

Start hauling onto the top of the block just as the flames start to go out and it'll be safe when you make it. Jump for the next block without pausing and again grab the edge and hold it. Haul up when the flames are going out as before and jump for the third block.  When you've grabbed this one, shimmy left as far as you can and prepare to turn right and make a running jump when you're on the top. Ready? Go for it...

On the ledge there's a switch which puts the two outside dragons out of action. Jump back to the third invisible block when the flames have died down (don't jump into them!) and shimmy to the left. Go back to your strategy of hauling up just as the flames above go out, turn right at the top and take a final running jump for the exit. 

Don't run in without noting the swinging burner trap just ahead.  It's easy to get around and you can approach the pedestal from the side to claim the third mask. Head out through the door nearby, as before, and follow the passage to the small gate which leads back to the pillar of light room. One door to go...

The hardest section is always left to the last! It's the Water element passage. Go to the edge of the pool and take a look down.  There's two blades rotating above the water and a third below the surface. Safety drop into the water when you feel it's safe, roll and swim to the central platform.

Climb onto it and crouch immediately as the blades are rotating just overhead. Crawl forward into the crawlspace to retrieve a large medikit and then return (still crawling...!) to the pool.

Safety drop into the water and swim into the corner to take your bearings.

You're heading into a hole below the underwater blade in the centre of the pool.

It's not too difficult to miss this blade and the underwater passageway is safe. It opens out into an underwater cavern with another blade guarding four caves entrances in the opposite wall. 

There is air in the left hand cave, and a lever.  Pull the lever, roll and head out of the cave. Circle quickly around to the left and enter the right hand cave (the door here is on a timer, but it's not too bad). Swim up to the roof of the next chamber to find an air pocket.

Grab the chance to look around. On either side of the room are two blades. The innermost ones are turning. The others will start as you get near. On the platforms between the blades are goodies. Pick up the Desert Eagle clips first and return to the air pocket.

Now get the Uzi clips from the other ledge and continue past the second set of blades to an alcove at the top right of that wall. Pull the switch in here to open a gate in an alcove at the bottom centre of the same wall.

Head out of the switch alcove and swim into the lower passage. Climb out and retrieve the fourth Oceanic mask. Use the switch near the pedestal to open a door back in the room with the four caves and pick up the Save Crystal. Swim back to the previous room, hugging the floor to minimise any damage from the blades, and head across the room to go through an opening at the bottom of the opposite wall.

Follow the tunnel as it heads right and down, to a switch in the wall. Use the switch and swim into an angled crevice, which you need to follow downwards.

Pick up the MP5 clips at the lowest section of the tunnel and keep going forward. You'll come out in the room with four caves and will probably have to call in the cave on the right for air. When you're fit to continue, exit the air cave and swim through the cave at the bottom of the wall.

You'll get picked up by a fast moving current and will eventually surface in shallow water.  Climb up the earthen bank and get wet again on the other side. Swim down and forward, through a small opening and up a long shaft to an alcove with a switch.

Using the switch makes the trapdoor you're standing on fall away and you're deposited into a hallway. Head left and through the small gate on the left to return to the pillar of light room.  Install the four masks in their rightful places to reveal a secret mechanism.

Nothing much happens after that, so it's time to go exploring again...! Head out of the pillar of light room through the high barred gate. At the hole with the ladder, jump for the ladder and descend to the floor. You're now back in the room of many pools that you sprinted through a lifetime ago.

Cross the room diagonally, heading for the room in the opposite corner. There are two dangerous monsters lurking in side caves, but they don't have any treasure and it's not worth waking them up. In the corner room, the second Uli key is lying on a ledge.

Pick it up and then return to the ladder, climb up and use the key in the lock near the high gate.

That'll switch the pillar of light off and let you jump through the hole and head down the slope to catch up with Willard...