Navigate

Back
Contents
Level 15
Guide
Hints
Walkthrough
Level 16
Guide

Forward
Level 16
Walkthrough
Level 17
Guide
Hints
Walkthrough

Antarctica
Items: 38
Kills: 30
Antarctica is not a difficult to get through. If you have trouble with this level, here are some hints to get you started.
Water's Cold!
The water's real cold. It's no longer a matter of how long you can hold your breath, but rather how long before you freeze to death. Before jumping into the water, make sure you have a destination picked out.
All Aboard
First order of business is getting onto the RX Explorer. The way onto the ship is near the stern (back end) of the ship. A couple of dips in the icy water will be required.
Stem to Stern
Once aboard and inside the ship, you need to make your way from the stern to the bow (front) of the ship so that you can drop the small inflatable "zodiac" boat into the water. That's just a matter of a bunch of buttons or levers, a couple of doors, and a couple of guards.
Boat Ride
You won't actually spend very much time in the boat. It's merely meant to be used as a means of transportation in this level. It would a good idea when getting into and out of the boat, to try to jump right into it from or to dry land. This avoids dangerous swims in cold waters. The boat will gain you access to the RX Tech compound.
Swingin' Minus Fifty's
There's nothing you can do at or around the shack at this point, but you can use all those girders to swing across to the next part of the compound. However, notice that the door to the shack is locked with a beam and a padlock. Well, you know how it goes, if you don't have a key, the next best thing would be a bolt cutter. No bolt cutter to be found? Maybe something to pry the thing open.
Don't Mean to Pry
Well, actually you do. Although you could just do some random guessing to continue, but what will really help is some instructions for operating the generators. Well, in order to get to those instructions and also to get into the shack you passed earlier, you need to find the crow bar. It's in one of the buildings, and as it is, there's really only one building you can actually get into.
Color Blind
After obtaining the crowbar, you can climb into the tower and pull the lever to open a trapdoor in the roof of the adjacent building. Now you get to use the crowbar. Lara drops it after using it, but you're going to need it elsewhere, so pick it up again. Once you swing over to the building and drop inside, you need to find the instructions for how to pump fuel up to the generators. There's a diagram on one of the walls. So long as you're not red-green color blind, you'll do fine.
Power Up
For the diagram to mean anything you need to note which end is connected to the fuel tank and which end is connected to the generator, then off you go to find the valves. When you get there, note which end is closer to the tank and which end is closer to the generators. With the valves set, then it's time to fire up the generators.
Nice Doggie
After providing power to the compound, various lights and things will suddenly start to work. Now you can use the buttons on the kennel fences to open the gates. You're looking to get into the building in order to pick up a certain key.
What a Mess
Before you head out of the RX Tech compound, check out the mess hall. It's the one that has a radio tuned to static. Be sure to note the dead guy in the corner... we'll he's almost dead. It's just worth a look to get a preview of what's to come.
Open Says Me
With the gate control key in hand you're ready to head back to the shack just past the metal girders that you used to swing over into the compound. The key will unlock the button on the left. With all this stuff working, you will be able to open the gate that blocks your boat's path.
Cabin Fever
At the end of the waterway, a little climbing will get you up to a cabin. You'll have to run around a bit to get to the front door, but watch for the mine shaft, because it's a long way down. Once you get to the cabin you will meet up with your old friend, Willard.