AREA 51

Exit the truck and pillage the boxes on the left, then give chase to the guard. You can't let him reach the distant alarm. As long as the guard doesn't reach the alarm pad, the MP5 is within your reach. Leave the switch alone. Use the nearby button to open the grating and crawl through. Take the Large Medi Pack. As you enter the dangerous crawl space, crouch and crawl to the left. You have to time it just right, but it's worth another Large Medi Pack. Crawl back into the laser tunnel as the trap moves away. When it passes overhead, stand and run to the ledge, using the Action and Forward buttons to climb up quickly. Wait for the guard to pass on your right, and crawl quickly out of the crawl space. You have to stop the guard before he gets to the alarm pad. Try the Desert Eagle. Expect more trouble when you open the room nearby. Crawl through the hole in the wall to avoid the laser-trigger turret up ahead. Follow the hallway. Take out the guard in the long hallway. Round the corner to the switch above the obvious trapdoor. Throw the switch and let Lara fall. There's no need to be too tricky. From where Lara lands, turn to the left and go around to the right of the pillar. When you step around the pillar, look to the left. A guard will be going for an alarm pad. If he makes it, he seals off a Secret and let's loose some doggies. Go with the Eagle. Once you've collected the Grenades, drop down to the wire mesh floor and pull the switch. A trapdoor drops you to the area below. Kill the guard on duty. If you stopped the sniper upstairs, the grating is open. As long as the sniper in the upper area was killed before reaching the alarm pad, the small crawl space is open. Collect the ammo and drop through the trapdoor mesh to the hallway below. Deal with the guard and investigate the near corner. When you open the small cell with the switch in the hall, the prisoner you let loose takes on the arriving MP. Crawl in and get the Large Medi Pak. In the long hallway, bypass the laser traps in favor of the crawl space. Kill the MP. The buttons on the large panels are monitors for the trap up ahead. When you go for the door in the chamber, bad guys arrive from either side. A switch in one badguy's alcove opens the crawl space in the other. Trip the green alarm beams and shoot the guard. Continue up the corridor. When the corridor branches, head to the right. Use the cover of the wall to take down the sniper near the rocket. Take the Code Clearance Disk from the ledge and return to the hallway through which you arrived. At the other end of the hallway, the left turn from the steep corridor, is the console which requires the disk. Hop over the intersecting alarm beams. With the missile lifted, you can reach the ammo on the ledge. Run and jump to the ladder between the two missiles. Backflip from the top of the climb. Peg the sniper in the far corner of the upper area with the Desert Eagle. Leap to the sniper's ledge, using the gap in the beams above, and take the Hangar Access Key. At the other end of the sniper's ledge, drop down to the platform on the other side of the winch. Shoot the funky grating on the wall near the winch and climb into the tunnel. Follow the corridor for a prize. Head back to the rocket room. There's a hallway at floor level. Step past the hole in the floor. That's launch control. Continue in the upper hallway and apply the Hangar Access Key to the lock. Kill the guard on the train platform and drop carefully into the area near the electrified rail. Climb the mesh and push the button. The train arrives far down the track when you push the button. From the nearby ledge, stand and jump to the corner of the car. From the end of the train, jump up and grab the edge of the hallway above. Jump up and use the monkey swing above the second set of gratings. You'll have to follow the laser trap for a short distance, then turn and drop to solid ground when the trap approaches. Run and jump to the platform and whip out that Shotgun to deal with the fleeing figure. If he makes it off up the hallway, many more enemies will lie in wait. Follow the hallway around the UFO. Be careful not to trip any of the green electric eyes, or the gun turrets make you pay. Climb the boxes to the opposite hall, mindful of another guard up ahead. He breaks left to right in the large room, going for an alarm down the short hallway. The first time you push each of the buttons on the upper walk, a sniper appears in the hallway below. Take care of them before trying the puzzle for real. As you face the buttons, push the left one first, then the right. Use the white top of the console to move quickly from one ledge to the other, and also to cushion your jump to the floor. Relieve the guard and flip the switches. Try the two on the right end, then try the switch that's one in from the left-hand side. When activated simultaneously, the UFO becomes accessible. Back near the UFO, push the button and climb the ladder. Backflip from the top of the ladder to the rafters. Run and jump around the rafters. You can step down to a walkway above the saucer. Later on, you'll have to repeat the rafter walk to get the nearby Secret. Backtrack. The Launch Code from the top of the saucer goes in a key reader down the hole in the floor. Now you're at Launch Control, back near the big rocket room. The key from the top of the saucer makes the button accessible. When you push the button, jump left, roll, and run into a full sprint. Keep running straight while the cinematic plays. Climb high up in the area where the rocket was launched. Kill the guard and open the nearby corridor. It'll seal behind you. Past the laser trap, plug the sniper. Rid the general area of villains and collect the key which accesses the saucer. Throw the switch downstairs to open the trapdoor. Backtrack to the saucer area. Take the goodies from the area and climb back into the rafters. Past the walkway leading out to the saucer, run, jump, and grab to the open doorway. From the upper rafters, you can enter a hallway connecting to the huge aquarium. Take the Save Crystal and don't fool around for too long. It's tough to get back out of the tank, and a long drop to the floor. The last few goons wait inside the saucer, which seals on your entry. When you take the relic from the upper chamber, Nevada is history.

NEXT LEVEL