Tesla Shield

Frustrating: Tomb Raider: Legends- Kazakstan… :[?
Okay, has anyone ever had a mission so frustrating that no matter how hard they tried to beat it, no matter how accurate every movement was, they still can’t beat it. WELL. That’s what’s happening to me. So, I’m currently trieing to beat Kazakstan, the end of it at least where Lara has to push those four orbs to weaken the shield on the sword fragment. WELL. I tried beating that part at least 6 times. 6 TIMES! I’ve done everything completely perfect but when I have to get off that Tesla gun to retrieve the sword fragment with my grapple hook, it won’t go through. Like the grapple won’t attach to the fragment. I’m basically like cursing and screaming right now because this one part of the game really sets off my anger. SO yeah, I’d REALLY appreciate it if someone could offer me some advice.
Yeah and also, the damn monster keeps knocking me off the Tesla gun…
Why, of all Tomb Raider games, Eidos had to make this mission so damn hard?
Take a deep breath:
This is a walkthrough that i have. Do have a read just in case if it varies from yours. Maybe there is something u might have missed. All the best and relax, the game is supposed to make u happy. So smile
and cheers..
LARGE ROOM WITH TESLA GUN AND TOWER: CHECKPOINT 18 is just inside the room. Zip is practically drooling into his headset with excitement over the apparatus. Unfortunately the Tesla gun needs more power to be fully operational. You’ll have to see to that. For now, leave the explosive barrels alone. You may want to use them when you return to this area later.
First move to the edge of the balcony near the broken catwalk and shoot the mercenary on the opposite walkway. You can take him out with pistols if you stay behind the railing and move from side to side while shooting. Then look down. You should be able to get a clear shot at the soldier below on the right using pistols and manual aim. (The targeting reticule won’t turn red, but if you shift position a few times, you can hit him anyway.) When he’s dead, slide down the broken catwalk and pick up his rifle ammo, grenade and health pack.
NOTE: The first two times I played this level, the soldier on the walkway never appeared. The third time he did. Several other walkthroughs refer to 3 mercenaries “below”, but I’m not sure what that’s about. Just keep your eyes open and deal with whoever does appear.
There’s a soldier in riot gear at the base of the tower. His shield makes him difficult to hit, but if you advance slowly you may be able to shoot him from behind (using the rifle with manual aim) before he notices Lara. If not, try hitting him with a running jump—i.e., run toward him while holding down the fire button and jump twice when you get close. Lara will spring into the air in Trinity-style slow-mo, finishing her opponent with a few well-placed shots. This soldier drops a grenade, health pack and SMG415 SUBMACHINE GUN (or ammo if you have the gun).
Zip advises climbing to the top to find the power source. Good idea, but first go around to the right side of the tower to find a bronze reward (5/5). Return around the tower to the vertical pole with the electric charge. Wait for the spark to move above Lara and then grab on. Climb the pole, following the spark but taking care not to touch it. When the spark skips back down to the bottom, climb to the top and jump onto the ledge ahead.
Cross CHECKPOINT 19 and climb onto the higher ledge. Turn around and jump to grab the horizontal pole. Swing and jump to grab the dangling rope, turn left and then swing and jump to grab the vertical pipe. Climb almost to the top. Ahead are more electrified vertical poles. When the spark on the nearest pole is at the very top, about to jump to the bottom, jump to grab the pole. Climb up and jump to the top of the metal cage before the spark reaches Lara.
Cross the cage to the left and drop down near another dead scientist. Pick up the health pack and note he dropped. The note reveals a little more info about the project the researchers were working on.
To get the silver reward (3/3) inside the cage, face the cage door then back up into the corner. Use the pistols with manual aim to shoot the explosive barrel through the hole in the cage. As long as Lara backs up all the way into the corner, she won’t be hurt. (Alternately, stand way back and toss a grenade at the cage door.) Once the wall of the cage has been destroyed, go in and get the reward.
NOTE: It’s possible to open the door to the Tesla tower and go inside, but this results in Lara’s death. If you want to try it anyway, stand to the left of the door with the high voltage symbol. Use the magnetic grapple to slide the door open, then quickly release the grapple and run/roll through the door before it closes.
Just beyond the dead scientist, cross CHECKPOINT 20. The door with the red light on the other side of the room doesn’t open yet. So follow the track on the floor through the door with the green light.
HALLWAY WITH DANGLING SOCKETS AND TOXIC GAS: The dangling wires aren’t live (yet). Follow the hall until you reach the poisonous gas. Climb onto the metal ledge and take a running jump to grab the horizontal pipe ahead. Swing and jump to the ledge ahead. From here you can see activity in the next room. Take a running jump to grab the horizontal bar in the opening. Either drop down or swing and jump into the room.
ROOM WITH TRACK AND ELECTRIC CAGE: CHECKPOINT 21 is just inside the room. There are 5 soldiers in all, three clustered on the right side of the room, one in the middle and one on the far left, also several explosive barrels and a little sparse cover. I found it easiest to jump in and run to the left, take out the soldier there, then turn and deal with the rest. Gather any dropped rifle ammo, grenades and health packs you need.
Zip suggests turning on the power in the control room above. Lara will have to do some acrobatics to get there. First, go to the end of the track on the floor and use the magnetic grapple to pull the rolling cage along until it runs up against a bit of debris blocking the track. Climb onto the cage and jump to grab the ladder. Climb up and jump to the right to the broken metal ledge.
Amanda cuts in over the headset to quiz Lara on her knowledge of Arthurian lore. (This short cinematic is called “Headset Highjack”.)
Take a running jump to grab the horizontal pole. Swing around and jump to the next ledge. Turn right to face out over the room. Take a running jump to grab the dangling rope. Swing and jump to grab the contraption with the big ball hanging from the ceiling. Climb around to the far side of the contraption. Jump back to grab the horizontal pipe. Swing around and jump to the ledge against the far wall. Turn right and take a running jump to grab the ladder against the wall. The ladder extends to the floor, so if you fall after this, you can climb up here. Climb the ladder now and jump to the ledge on the right.
Shoot the fuel barrel behind the barred window to break the bars. Then take a running jump to grab the dangling rope. Turn to face the opening and, if necessary, climb up the rope a bit. If you swing while hanging too low on the rope, Lara bangs into the ledge behind her and falls. Swing and jump into the control room.
Retrieve the note and health pack dropped by the dead scientist. Lara learns a bit more about the fateful experiments from the note. Cross CHECKPOINT 22 near the middle of the room and pull the lever to turn on the power.
In a brief cut scene, electricity arcs between the various bits of machinery down below, blowing away some of the junk blocking the track.
Climb down to the floor on either side of the control room. Take Zip’s suggestion and use the magnetic grapple to move the electrified cage further along the track. Grapple, tug and release, then get out of the way of the electrical explosions. After one or two such pulls, the cage will move between the huge electrode thingies on the ceiling causing current to arc between the various parts. Grapple and pull the cage once more to send it sliding toward the door. It blasts aside the remaining debris and moves on through. Follow it past CHECKPOINT 23 and into the hallway, keeping a safe distance.
HALLWAY WITH DANGLING SOCKETS AND TOXIC GAS (AGAIN): To avoid the poisonous gas, once again climb onto the ledge, jump to grab the horizontal pipe and swing to the next ledge. Drop down and continue along the track to the corner, where you cross CHECKPOINT 24. This time when you reach the dangling sockets, they’re crackling with current. To get past, stand to one side of the hallway, squarely facing the socket ahead. Use the magnetic grapple to hook the socket, pull it toward Lara and release. While the socket is swinging, the spark goes out and it’s safe to run or roll under it. Do that quickly before it charges up again. Repeat the process with the next socket. When you round the corner, you need to deal with 2 sockets side by side. To get past them, grapple one socket, pull and quickly release to start it swinging. Immediately grapple the other, pull and release. With good timing, you can get both swinging—and no longer live—at the same time. Quickly run or roll underneath. Repeat the same process with the final pair of sockets.
If the cage gets stuck at the end of the hall just before the door, move into the gap between the cage and the wall, hugging the wall so Lara doesn’t touch the electrified cage. This should open the door. Then the cage will pass through along the track. CHECKPOINT 25 is just ahead.
LARGE ROOM WITH TESLA GUN AND TOWER (AGAIN): The cage moves along the track until it reaches the tower. Then it stops. Stand to the left of the door with the high voltage symbol. Use the magnetic grapple to slide the door open. The cage rolls inside, completing some circuit, and the main power comes on.
The doors on the far side of the room (i.e., to the right when facing the tower) are now unlocked but going haywire with the power overload. To avoid a nasty shock, stand facing the electrified doors and run through just as they start to open.
Approaching the shield on the table triggers a cut scene (“Shields and Maps”). In it Lara and friends speculate on the shield’s significance. Could it have been Lancelot’s?
Nearby is another dead scientist with a health pack and a note describing his research. Like Takamoto, this man believed the sword to be much older than 10th century. Cross CHECKPOINT 26 and go carefully through the next set of electrified doors.
NOTE: Do not return through both sets of electrified doors after this. You can duck into the shield room to get the health pack if you need it, but avoid going through the other set of doors to checkpoint 25. If you cross that checkpoint and Lara subsequently dies, after reloading you will not be able to get back through the electrified doors and will have to revert to an earlier save or replay the level.
Three soldiers in riot gear emerge onto the ledge across the room. You can take them out using the Tesla gun, which is now fully operational. Using the gun effectively may take a little practice, though. It works as a powerful electromagnet. When the gun is pointed at an object that can be manipulated, the targeting reticule turns red. Press the draw weapons/combat lock key (G/L1/LT) to pull/pick up objects and the fire button (left mouse/R1/RT) to push/throw them.
To use the gun against the soldiers, pick up an object, such as one of the explosive barrels and hold the combat lock key to keep the object suspended. Then swing the gun around toward the soldiers and press fire to throw the object. For heavier objects, like the metal boxes, it helps to aim high, since these projectiles tend to arc downward due to gravity. This isn’t necessary with the barrels, though. Aiming straight at the soldier you want to hit should do it. You can also use the metal boxes set into the wall above the ledge where the soldiers are standing. A brief tug with the gun should pull each crate out of the wall and drop it onto the soldier below. There are more small metal boxes above the duct to the right of the gun. (They’re shown in this screenshot. You need to remove them anyway to get the reward, and they make handy projectiles.)
NOTE: Do not use the crate on the cement ledge to the right as a projectile. You’ll need it to get the gold reward.
If you’ve run out of things to throw, use regular weapons to kill any remaining soldiers. Grenades can be very effective, but you need to move right up to the railing and aim as high as possible, otherwise the grenades fall short of the ledge. To use pistols, move up to the railing and aim. The targeting reticule won’t turn red, but you can still hit. Move left and right periodically; shooting from different angles helps get past the riot shields. Duck when the soldiers shoot back. The railing protects Lara as though it were a solid wall. Watch out for the gap in the railing where the walkway was. The broken walkway is gone and it’s now a long fall. Also, the soldiers can easily hit Lara if she’s standing there. CHECKPOINT 27 is just in front of that gap in the railing.
GOLD REWARD: (Refer to these screenshots if necessary.) If you haven’t already done so, use the Tesla gun to remove the 4 small metal boxes set into the wall above the grate above and to the right of the gap in the railing. Later you will climb along this ledge.
Next, use the gun to move the hanging platform along the track on the ceiling to the right. Notice how the track curves down, runs along level and then slopes back up at the right end. That upward slope makes it difficult to slide the platform all the way to the right. To do it, aim the gun so the targeting reticule is over the metal coupling just below the track. Then use the gun to pull the platform to the right just until the track begins to slope upward. Quickly switch to push (fire button) and tap the button repeatedly to nudge the platform up the track and all the way to the right. Once you get the platform moving from left to right, it’s to keep it going; otherwise it won’t have sufficient momentum to make it up the slope. If this doesn’t work the first time, pull the platform back to the left and try again.
NOTE: If you’re replaying the level and don’t need the reward, such as in Time Trial mode, just move the platform to the gap in the railing. That’s far enough to get across to the exit.
Once the platform is in position, leave the gun and go to the right to the cement ledge with the large crate on it. Slide the crate to the left end of the ledge. (If you accidentally tossed the crate, it’s OK, as long as you still have at least one of the other large crates. Use the Tesla gun to move it onto the cement ledge. Then push it to the left end.) Climb on top of the crate and jump to grab the ledge you revealed by pulling out the 4 metal boxes. Jump to grab the ledge above and then traverse around the corner to the left. When Lara is above the metal ledge, let go to land on it. Turn around and jump down onto the hanging platform. Walk to the right side and jump to grab the metal ledge above. Pull up and turn right , cross CHECKPOINT 28 and turn right. Take a running jump to grab the horizontal bar. Swing around and jump into the alcove with the gold reward (1/1).
To get to the exit, jump back to the horizontal bar, swing around it and jump to the ledge against the wall. Go to the far end and take a running jump to the ledge near the exit. The soldiers here dropped SMG clips (or the SUBMACHINE GUN itself), health and grenades. As long as you haven’t reloaded since killing them, these items will still be lying on the ledge. Go through the door to CHECKPOINT 29.
HALLWAY WITH TOXIC GAS & ELECTRIFIED PIPES: Climb onto the metal ledge to avoid the poisonous vapor. Shoot the broken pipes ahead to get them out of the way. Use the magnetic grapple to hook one of the light fixtures ahead. Tug on the cable then release it as the sliding ledge on which Lara is standing moves along its tracks. At the corner, jump onto the next sliding ledge. Again, use the grapple to start the ledge moving. Quickly release the grapple and duck under the electrified pipe as the ledge slides under it, crossing CHECKPOINT 30. Jump onto the next sliding ledge. Once more, shoot the broken pipes to clear the way and then use the grapple to start the ledge moving. Quickly release the cable and jump over the next electrified pipe. Here it helps to do a running jump. Hop down to the floor and go to the right, since the left hallway is blocked by debris. Pass CHECKPOINT 31 before entering the next room.
In the following cinematic (“Amanda’s Pet”) Lara catches up with her former friend in the lab’s main control room. As Amanda explains her “relationship” with the monster they discovered in Paraíso, she fondles the stone from the ruins at her throat. Uninterested in Lara’s apologies, she sics the beast on Lara.
LARA VS. THE CREATURE: It does no good to fight the monster directly. Just try and stay out of its way and avoid the flaming spots on the floor, which indicate where the monster’s fireball attacks will land next. Run around the perimeter of the room, jumping or rolling if necessary to move faster and avoid the monster’s attacks. As you go, activate each of the 4 breaker boxes by pressing Interact. When a box has been turned on, the light on it glows green and a mechanical arm on the ceiling extends.
When all four breakers have been used, another cut scene shows four large electrodes (or whatever they are) descending from the ceiling. Amanda’s sword fragment is held in some kind of force field at the center.
Run to the Tesla gun in the middle of the room and press Interact to get on. Then target the large, dangling electrodes. Tap the fire button to push each electrode away until it makes a connection with two of the live electrodes against the wall. When that happens, electricity arcs between the electrode you are pushing and the neighboring electrodes (as shown in this screenshot). Repeat the process with the other three electrodes. You must do this quickly for all four to be activated at the same time. Then the forcefield around the sword fragment is removed (as shown in this screenshot). Get off the gun and use the magnetic grapple to grab the sword fragment hanging directly above the gun.
A few additional tips that may make things easier:
•When using the Tesla gun to push the electrodes, try making one quick round, pushing each electrode just once to start it swinging. Then on the second pass, push each electrode again a couple of times to move it into position.
•This may not be necessary if you deal with the electrodes quickly, but you can also use the Tesla gun to get the monster out of the way temporarily. First use ‘pull’ (G/L1/LT) to drag the creature into position between two of the live electrodes against the wall. Then ‘push’ (left mouse/R1/RT) to force it into the arcing electric current. When you do this, the monster will disappear for a few moments.
As soon as Lara grapples the sword fragment, a cut scene kicks in, in which Lara takes the fragment and the machine begins to overload. Amanda sneaks off as the device blasts a big hole in the floor. Lara drops down into a tunnel beneath the floor and crawls away. Soon Zip and Alister make contact over the headset. They inform Lara that her next destination is Cornwall—practically next door. (This cinematic is titled “Prize Obtained”.)
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