Tomb Raider the Angel of Darkness LEVEL 24: MAXIMUM CONTAINMENT AREA
Cut scene: A quick flyby of the area.
Follow the hall to a barred door, open it and go through. You'll need a keypad code to use the computer in the glassed-in office on the left. Since you don't have that code yet, you'll need to explore further.
Head down the hall to the right. Avoid the deadly pool. (I'm not sure why but if Kurtis falls into the water, he dies instantly.) To get across, face the right wall, sidestep as far to the left (toward the water) as you can. Then jump up to grab the wires on the wall. Traverse across and drop on the other side. Pick up a Boran clip and return across the pool.
Continue back to the glassed-in office and turn right. Follow the hall through two doors, one barred, one solid. Beyond the second door is another ward with closed and open cells. If you go straight ahead and then around the corner to the right, you'll come to a big metal door, which doesn't open. Entering the open cell on the left triggers the appearance of two tough mutants. I recommend avoiding them to save health and ammo. Instead, from the door where you came in, go to the right and then approach the second door on the left side of the hall.
Cut scene: Kurtis uses his farsee ability to scope out the next bit of code, printed on a mutant's back. It's 17068.
Return to the glassed-in office, go inside and enter the code on the keypad. This opens the door where you saw the code before. Return to that door, go in and get a Sanitarium Low Access Pass and Boran clip from the dead guard and a chocolate bar on the desk. Heads up, though. Another mutant comes in from the hall to tussle with Kurtis.
Exit the room and go to the left. Swipe the pass card in the card reader to raise the metal doors. Go through. (If you explore the open cell to the left, you'll encounter the two mutants from before if you didn't already kill them. Again, I suggest avoiding them to conserve ammo.) Ahead on the right is a room with a bag sitting on a cot. There's ammo in that bag. Exit that room and follow the hall to the left, down the ramp. At the bottom of the ramp, go through the doors to a new area.
(NOTE: I encountered a bug here where Kurtis wouldn't stop jumping up and down. Restarting the game cured that, though.)
SQUARE HALLWAY WITH LABORATORY and SIDE PASSAGES: Ahead, at the end of the hall, there's a soldier in the duct. Don't approach him yet, or you'll waste valuable health and ammo trying to kill him. For now, go around the corner to the right. You'll encounter two mutants. Go slowly and you can take them out one at a time. Open the lab door.
Cut scene: The Proto-Nephilim runs out past Kurtis and deals with the armed soldier in the duct.
When you enter the lab (or perhaps it's a morgue), another mutant enters behind you. (If you enter the lab right after the cut scene, all three mutants will come after you there.)
Exit the lab. There are a few closed doors and side passages leading off the main square hall. One door, near the opposite corner of the hall from where you first came in, has a door with card reader, which you'll use later to get to the final room in the level. For now, go through the duct where the Proto killed the guard.
(NOTE: I encountered what might be a bug here. I was able open the door at the end of the hall with the low-security card, bypassing the rest of this area and going directly to the boss fight. This may or may not be a good thing, since you'll miss one health item.)
At the end of the duct is a staircase leading down. Go to the bottom and follow the hallway to a barred metal door. Open it and go through to the Proto containment area, which you saw in a cut scene earlier.
PROTO-NEPHILIM CONTAINMENT AREA: Follow the walkway around to the ladder. Climb up and go along the upper walkway to the containment chamber at the center of the room. Climb on the roof of the chamber and then jump to the broken walkway on the right. Follow the walkway, jump the gap and climb into the duct above. Follow this to a vertical shaft and climb the ladder there. You emerge in a room with two dead guards. Pick up a chocolate bar and the Sanitarium Medium Access Pass. Press the button on the wall to open the exit. This leads back to the SQUARE HALLWAY where you were before.
Go to the left, then left again to reach the door with the card reader. The Medium Access Pass lets you enter here.
Cut scene: The Proto-Nephilim finally decides it has a taste for Kurtis. Not wanting to be dinner, Kurt uses his telekinetic power to bring down a heavy metal door, locking the Proto on the other side. But the mutant won't give up so easily. It finds a way in through the ducts.
KILLING THE PROTO-NEPHILIM: You'll need to bring down the Proto-Nephilim four times before it will actually be killed. There is a large health pack in one corner of the room and unlimited Boran ammo in another. You need to blast away at the Proto until it is stunned. During the lulls, when it's not moving or when it climbs up to the ceiling, you can pick up more ammo from the respawning clip on the floor. Then, when the Proto attacks again, repeat the process.
It sounds simple enough but, thanks to the atrocious controls, actually doing it is a lot harder. The trick is that you need to start with enough ammo to bring the Proto down at least once before you run out. As long as you can time your shots so you run out of ammo while the Proto is down, you can get more. After the first time you pick up the ammo, it only reappears when your gun is empty, and it's almost impossible to pick up the clip while the Proto is attacking. If you have your gun drawn, Kurtis is practically unsteerable, and when you holster the gun, pressing Action makes him punch and kick the Proto instead of picking up the clip.
When you've finally brought the Proto down for the fourth time, approach it and a cut scene will ensue.
Cut scene: Kurtis pulls out a Periapt Shard and uses it to stab the beast, putting it out of its misery.
Pick up the respawning clip if you can and then pull the lever at one end of the room.
Cut scene: Kurtis returns to the airlock where Lara is trapped. She ambushes him and, while holding him at gunpoint, fends off another sanitarium mutant. Then Lara searches Kurt and disarms him. (Turnabout is fair play, right?)
Once they've established some mutual trust, they discuss what to do next. Kurtis reiterates Eckhardt's plan to revive the Nephilim and fills in a few gaps in Lara's knowledge. We learn that Eckhardt, the "original Black Alchemist," plans to use chemically transmuted elements from his victims' bodies to help achieve his goal but that he also needs the final Obscura Painting. Kurt explains that Eckhardt can be killed using all three Periapt Shards. Kurt and Lara have two, but the third is still in Eckhard's possession. They agree that Kurt will go after Eckhardt's shard and Lara will find a way into the Vault of Trophies, locate the last painting and destroy it.
Second cut scene: Eckhardt and Karel are discussing the progress of the evil plan. Like all good villains, Eckhardt has decided to let the good guys do his dirty work. He'll let Lara find the last painting for him and then his preparations will be complete.
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