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- Index
- Układanie glazury(1), PORADNIKI, układanie płytek
- Tuning skutera, KURSY, Poradnik dla motocyklistów, Porady dla motocyklisty##
- Twój poradnik i kropka nr 1 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 3 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 5 przepisy, Przepisy kulinarne
- Twój poradnik i kropka nr 4 przepisy, Przepisy kulinarne
- Urban Dance Vol.11 (2015) - Tracklista, âşâşâŤ SKŁADANKI - Nowości klubowe i dyskotekowe [2015] - Club, Dance, Hands-Up, Pop - CODZIENNIE NOWE SKŁADANKI !!!(1)
- Varius Manx - Sonny, Teksty Piosenek
- Trylogia husycka 1 - 3 etui Andrzej Sapkowski, Powieści i opowiadania(1)
- Tylko mnie popros do tanca Anna Jantar, Teksty piosenek
- zanotowane.pl
- doc.pisz.pl
- pdf.pisz.pl
- sp6zabrze.htw.pl
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Tomb Raider The Book revised Prima Official eGuide(1), Poradniki Do Gier ! |
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[ Pobierz całość w formacie PDF ] PRIMA’S OFFICIAL STRATEGY GUIDE ® Keith M. Kolmos primagames.com ® ® Prima’s Official Strategy Guide Keith M. Kolmos Prima Games A Division of Prima Communications, Inc. Contents 3000 Lava Ridge Court Roseville, CA 95661 (916) 787-7000 www.primagames.com Introduction 2 The Prima Games logo is a registered trademark of Prima Communications, Inc., registered in the United States and other countries. Primagames.com is a registered trademark of Prima Communications, Inc., registered in the United States. Evolution 3 Gameplay Basics 7 © 2001 by Prima Games. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Games. Prima Games is a division of Prima Communications, Inc. Tomb Raider 11 Tomb Raider II 28 Tomb Raider III 46 Senior Product Manager: Sara E. Wilson Senior Project Editor: Brooke N. Hall Editorial Assistant: Michelle Pritchard Tomb Raider: The Last Revelation 66 Tomb Raider: Chronicles 84 Tomb Raider Game Boy Color 96 Fandom TOMB RAIDER is a registered trademark of Core Design Ltd. TOMB RAIDER and LARA CROFT and LARA’s IMAGE are trademarks of Core Design Ltd. EIDOS and EIDOS INTER- ACTIVE are trademarks of Eidos Interactive, Inc. All products and characters mentioned in this book are trademarks of their respective companies. 98 Important: Prima Games has made every effort to determine that the information con- tained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or complete- ness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers pro- vided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved. Real-Life Lara! 100 An Interview with Angelina Jolie 105 ISBN: 0-7615-3658-2 Library of Congress Catalog Card Number: 2001091217 Tomb Raider: The Book is truly a collaborative effort being the sum total of the hard work of a great many people. Without the ground-laying work of contributors to previous Prima strategy guides, none of this could have come together. Introduction Welcome to Tomb Raider: The Book . In this guide, we’ll explore the world of video gaming’s number-one lady—Lara Croft. We’ll give you the strategies to the six games she has starred in: Tomb Raider , Tomb Raider II , Tomb Raider III , Tomb Raider: The Last Revelation , Tomb Raider: Chronicles , and Tomb Raider for Game Boy . When the industry first saw the original Tomb Raider at the Electronic Entertainment Expo, gamers knew that something special was coming. And they were right. Since its debut in 1996 on PlayStation, Sega Saturn, and the PC, Lara has transcended the game industry. She has appeared in music videos (U2) and on magazine covers, and now she gets her very own movie—a movie that enthusiasts believe will be the first great video game-to-movie transition piece. WHO IS LARA CROFT? Lara Croft, daughter of Lord Henshingly Croft, was raised to be an aristocrat from birth. She was privately tutored from age 3 to age 11, whereupon she attended Wimbledon High School for Girls in Surrey, England. At the age of 15, she showed an interest in archaeolo- gy and was introduced to the subject by renowned adventurer, Von Croy, whom she accompanied on an expedition to Columbia. Von Croy never returned from the trip, however, and the undisclosed incident that led to his apparent demise also ended Lara’s interest in archaeology. She returned home to graduate from high school, a boarding school, and finally a Swiss finishing school, which she left at the age of 21. Lara’s marriage into wealth had seemed assured after her father arranged for her to marry the Earl of Farrington. However, on the way home from a skiing trip with her fiancé, her chartered plane crashed deep in the heart of the Himalayas. Although Lara was the only survivor, in a way she died, too—the woman who learned to stay alive for two weeks in the hostile wilderness before emerging from her ordeal was not the same sheltered Lara Croft who had originally boarded the plane. Back in upper-class British society, Lara was unable to stand the claustrophobic and suffocating atmos- phere. She realized that the only time she had felt truly alive was when she traveled alone and depended upon her wits to survive. With her wealth and connec- tions, over the following eight years she was able to acquire an intimate knowledge of ancient civilizations across the globe. Her father, however, eventually dis- owned his prodigal daughter and cut her off from the family fortune. Lara turned to writing to fund her trips. Famed for discovering several ancient sites of profound archaeological interest, she made a name for herself by publishing travel books and detailed journals of her exploits. 2 Evolution Evolution Tomb Raider began as a small game on the Sega Saturn, Sony PlayStation, and PC. When the world saw it and the gamers played it, a franchise was born. The next installment was such a hit that Sony made it exclusive on the PlayStation for the console market. Subsequent games have steadily improved and Lara has even appeared on the Game Boy Color system, allowing her adventures to be taken on the road. Lara has appeared on magazine covers, starred in a pair of music videos, and had several books written about her. And now her fame has reached a fevered pitch in Hollywood’s blockbuster movie. In this chapter we take a look at the journey Lara traveled from the first Tomb Raider game to her current incarnation. Tomb Raider: 1996 TIMELINE 1996 Tomb Raider 1997 Tomb Raider II 1998 Tomb Raider III 1999 Tomb Raider: The Last Revelation 2000 Tomb Raider: Chronicles Tomb Raider was remarkable on a number of levels. With its story line related by means of superb FMV sequences and cutscenes using the in-game engine, its plot both entertained and enjoined further play—the temptation to get to the next plot update was always high. At the same time, the concept of using narrative asides throughout an action game was unusual. Similarly, its haunting, partly context-sensitive “classical” soundtrack gave it a true next-generation feel. With games, interaction is king—but Tomb Raider proved that judicious use of cinematic elements can make a great game truly astonishing. After a few minutes of play, the abiding genius of Tomb Raider ’s design shines through. If you’ve never played the original adventure, you should. Don’t miss this classic moment in videogame history. After the two linear, gentle opening levels, the open expanse of the “Lost Valley” was a revelation. It’s the T-Rex attack, however, that most gamers remember. Any Tomb Raider player will recall “St. Francis’ Folly.” One section, with drops of hundreds of feet, evoked a real feeling of vertigo. Only by using the dislodged hand of the Midas statue could Lara obtain the gold bars required to escape this level—and if she stood on the hand, she herself would be turned to gold. Tomb Raider II: 1997 Tomb Raider II ’s locales had a worldly, recognizable feel—from the Great Wall of China to Venice, from an offshore rig to a sunken ship. Tomb Raider II also introduced Lara’s ability to climb certain surfaces, while rope slides presented a few scary descents from particularly high places. An improved engine also facilitated better lighting effects, allowing Lara to wield Flares to illuminate dingy rooms. The most significant addition Tomb Raider II made, however, was the introduction of vehicles. In the “Venice” section, a speedboat was a central aspect of the first level. With a few enjoyable set-pieces—in particular, a death-defying leap while under fire from assailants—the speedboat was a lot of fun to control. Later in the “Tibetan Foothills,” Lara drove a snowmobile. As with the speedboat, this allowed for hair-raising stunts. It also proved handy for disposing of aggressors foolish enough to wander too close. While the original Tomb Raider evoked a marvelous sense of isolation, with occasional combat encounters to disturb it, Tomb Raider II focused more upon regular battles with assorted henchmen. Tomb Raider II was a worthy sequel. On the first “Venice” level, Lara had to figure out how to pass a waterway blocked by gondolas and a decided- ly tourist-unfriendly patch of mines. The solution? Smashing through the former in a speedboat, before bailing out in time to avoid the explosion of the latter. In the “Tibetan Foothills” level, there were a number of exceedingly difficult jumps to make while driving the snowmobile. The above example, accentuated by cinematic camerawork, was a favorite of many. The “Floating Islands” level was packed with perilous ledges. One misplaced foot could lead to a deadly fall for Lara—and there were various floating warriors to contend with, too. 3 Tomb Raider III: 1998 Compared to its predecessors, Tomb Raider III was hard, and very large. While hardcore fans of the series loved the challenge it presented, some gamers found it a bit too difficult. Tomb Raider III introduced some new moves. Lara could now crawl through low gaps and monkey-swing across ceilings that featured requisite hand-holds. Lara also learned to sprint and dive forward—an essential skill for avoiding many fiendish traps. Dual Shock support was implemented, allowing players to look around while running. Departing from the linear format of its predecessors, Tomb Raider III allowed players to choose their own route through its middle section. After Lara’s excursion to India, there was a choice between a visit to London, the South Pacific, or Nevada. Of these, the South Pacific section was by far the most enjoyable, with Lara kayaking through fast currents and past stunning scenery. Tomb Raider III had a special reward. If you collected every Secret, you received a secret level—”All Hallows”—as a reward. Another bonus was a secret racetrack at Lara’s house, discovered after exploring her none-too-humble abode. MUSIC Through the years, Lara has collaborated with the band U2. The first came in 1997’s PopMart tour, where she appeared on a huge screen during “Hold Me, Kill Me, Kiss Me, Thrill Me.” Her latest adventure into the land of music television occurred In June 2001. U2 performed on the movie’s sound- track and Lara makes an appear- ance in the video. The India section contained massive animated statues that resembled the multi-limbed god Shiva. These assailants carried six swords, which they could use to deflect Lara’s attacks. In a none-too-subtle set-piece, Lara infiltrated “Area 51” by leaping across an electrified fence on a Quad Bike. In true Tomb Raider tradition, this led to her confinement and confiscation of her weaponry. The kayaking section in Mudubu Gorge remains one of the finest moments in any Tomb Raider game. Fighting the current was immensely challenging and consistently enjoyable—the replay value of this section remains high to this day. Tomb Raider: The Last Revelation—1999 With a radical overhaul of the Tomb Raider engine, The Last Revelation was a delight to behold (especially on the PlayStation, where it pushed the hardware to the limit). Lara’s moves were enhanced—she could climb around corners and her crawling skills were improved. She also acquired one of her most spectacular proficiencies: swinging across chasms on handily placed ropes. Tomb Raider: The Last Revelation also expanded upon Lara’s previous history. Replacing the much loved (but, by then, increasingly familiar) expanses of the Croft mansion as a training section, players took part in a previous episode of Lara’s life—a trip through ruins in Cambodia with the eminent archaeologist, Werner Von Croy. For hardcore Tomb Raider veterans, this otherwise easy-to-complete area could be played via a more difficult route. Tomb Raider: The Last Revelation featured more taxing puzzles, and a new menu system allowed items to be combined. Combat encounters were enhanced, both in terms of enemy AI and the nature of the monsters. Such improvements, and with some superb level design, made The Last Revelation arguably the most enjoyable Tomb Raider since the first. Beating Von Croy to the globe after taking the “difficult” route through the second training level (opened by col- lecting eight Golden Skulls in the first level) led to an alternate cutscene and an immense feeling of satisfaction. Midway through “Tomb of Semerkhet,” Lara had to play Senet, an old Egyptian game, against a resident deity. Her success or failure determined the route taken for the rest of the level. The “Desert Railroad” section, although brief, was an eye-opener. In this section of the game, Lara battled assassins while attempting to sabotage a moving train. 4
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