Tomb Raider the Angel of Darkness LEVEL 23: THE SANITARIUM

Controls for Kurtis Trent: These are basically the same as controlling Lara.  The only differences are he cannot sprint, use stealth mode or get strength upgrades, and his movement is a bit clunkier, if that's possible.  Kurtis's only weapon is the Boran X, which he has at the start.

IMPORTANT: You'll need quite a lot of ammunition for the boss battle at the end of the next level.  I recommend making sure to get every pick-up and conserve ammo.  (This may not be a factor in the PlayStataion game.  From what I've heard, Kurtis starts with a lot more ammo.) Keep in mind that the weaker mutants can be avoided, fought hand-to-hand or taken down with fewer bullets at close range.  Some of the tough mutants can also be avoided.  I've noted this in the Maximum Containment Area walkthrough.

ELEVATOR SHAFT: Pick up the Boran clip on the floor to the right and make your way down the shaft.  You can either hang from the opening inside the shaft, tap Action to let go and then quickly tap it again to re-grab on the level below, or make your way down the ledges where there are no railings.  The first way is pretty straightforward.  Just don't forget to pull up on the levels where there are pick-ups on the ledges.

Alternately, to get down via the various ledges, first safety drop off the top ledge near where you found the clip.  Pick up another clip below.  Jump to the yellow ledge and climb down the ladder.  To right, turn around and then jump to grab the end of the walkway surrounding the central shaft.  Pull up.  Safety drop to the walkway below and pick up health pills.  Go to the end without the railing and drop down again.

Enter the lift shaft and safety drop.  Open the trapdoor and drop through.

Exit the lift, go left, climb down a short ladder then a long one.  It's too far to drop to the ground.  Instead jump to grab the walkway above near where it connects to the lift shaft.  Pull up.  Go through the door on the left.

SANITARIUM WARDS: Kill the mutant zombie thing ahead and go through the barred area into the hall beyond.  Approach the dead guard.

Cut scene: A mutant drags a soldier's body into a duct.

Pick up the Boran clip near the guard and continue to the open door at the end of the hall.  There's another mutant running around out there.  Kill it and go down the hall to the right.  Enter the open cell near the dead guard's body.  There's a man sitting on the cot inside.

Dialogue Truck Driver: This poor guy has just about lost his mind.  After transporting the Sleeper from Turkey, he and his comrades were locked up.  He's been hiding out here, but his comrades were fed to Boaz's creation, the Proto-Nephilim.

Exit the cell and press Action to examine the door with the keypad.  Kurtis uses his farsee ability to locate the door code: 06289.  It is recorded in the Items section of your inventory.  Use the code to open the door.  Go past the glassed-in office, shoot the next mutant inmate through the barred door and then go through.

(NOTE: I was unable to figure out how to get into the office to get the delicious chocolate bar.  Please let me know if you did it.)

Go through the next short hallway and out through the barred door at the end.  Kill another mutant in the next hallway and go through the green doors.

DINING HALL: Go down the ramp.  Now you're in a curved hallway that passes by an open dining area.  There are two mutants here.  The inmate in the red PJ's isn't dangerous.  Search the open cell on the right to find a chocolate bar.  A third mutant appears when you emerge.  You'll also find chocolate and a Boran clip on the floor of the dining room itself.  Continue along the curved hallway, killing another mutant.  Go up the ramp at the end of the hall and through the green doors.

(NOTE: There are several areas with missing textures in this level.  I also experienced a bug where upon entering a new area the scenery textures didn't load and Kurtis was moving around in total blackness.  I had to quit the game and restart but the problem was gone after that.)

LABORATORY: Go past the dismembered soldier into the lab at the end of the hall.  Get the ammo on the floor on the left and the scientist's Strahov Assistant's Pass.  Return to the dining room the way you came.

DINING HALL (again): Make a mental note of the plaque next to the door opposite the dining area: 38471.  You'll need this five-digit code later.

Go to the back right corner of the room behind the fat, round column.  Use the assistant's pass to open the door.  Kill the mutant in the kitchen and then climb the stairs.  Go right and pick up a large health pack.  Now continue along the walkway in the other direction.  Take a running jump across the gap.  Go to the computer and enter the code you saw on the wall below.  This opens the door near the number plaque.  Return to the gap in the walkway, drop down and go through the dining hall to the door you just opened.  Go upstairs and through the next set of doors.

SECOND LAB/VENTILATION DUCTS: Go to the right and look into the lab.

Cut scene: A scientist is hard at work when he hears strange noises coming from the ventilation duct.  The Proto-Nephilim springs out and attacks him.

When the cut scene ends, another mutant attacks.  Kill it and continue along the hallway to a vent.  Pry it open and scooch through.  (Kurtis doesn't exactly crawl.) Climb up into the higher duct and follow that to the lab.  Cross the room, pry open another duct and go through.  Again, climb into a higher duct and keep going.

Cut scene: From the opening Kurtis sees the Proto-Nephilim feasting on another soldier.  Perhaps sensing Kurtis's presence, the beast flees through an opening in the ceiling.

Hop down and pick up the Boran clip.  You can't go through the moving fan and you can't climb the broken ladder.  So shoot one of the yellow tanks to destroy the broken ladder.  (Don't waste ammo shooting the others.) Climb up where the ladder was.  Throw the switch to turn off the fan then duck under it.  Go through the duct at floor level on the left.  Follow the hall to the right to finish the level.

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