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Fool's Gold - Enemy Snowmobilers and Cardkey 1 (Yellow Star)

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In the last section you located a CIRCUIT BOARD and used it to open this door. Enter the dark room...

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...and immediately jump/climb onto the block ahead and a little to the left to await the arrival of an armed snowmobiler (20), who approaches from the back of the room. If you need light, there's a box of flares (26) on the block just inside on the right. You can stand on that block instead as you fight the snowmobiler, but the one on the left gives you a better view of the room.

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The snowmobiler can't run over Lara when she's standing on either block, but he can still shoot. So take him out quickly. The M16 works well here.

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There are also 2 rats (21-22) scampering around on the floor. Either kill the rats right off, or get a lock on the snowmobiler and keep holding Action so Lara won't target the rats. Once you're out of danger, switch to pistols and deal with the rats.

NOTE: Remember, if you're after the "Snow March" achievement/trophy, do not ride the enemy snowmobiles.

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Afterward, scour the room for goodies. Along with the flares (26) on the box near the entrance, there's M16 ammo (27) in the near left corner (relative to the entrance)...

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...Uzi ammo (28) behind the wooden ramp in the far right corner...

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...plus a large medi pack (29) and CARDKEY 1 (30) sitting on some crates near the far left corner. (This keycard is the size of an iPad and has a YELLOW STAR on it.) When you climb onto the crate with the medi pack, a third rat (23) spawns near where you found the Uzi ammo.

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When you take the keycard, a guy with a club (24) appears down at the far end of the OUTDOOR AREA, near the door with the YELLOW-STAR LOCK.

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If you wait here on the well-lit boxes, you can shoot the human...

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...and the rat as they approach. The man drops a small medi pack (31).

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Exit the dark room the way you came in (i.e., through the door you opened with the CIRCUIT BOARD).

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As you step outside, the rusty doors in the tunnel below open, and 2 more snowmobilers (25-26) come out to play. One comes through DARK ROOM where you just were; the other circles around at ground level.

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Outside, turn right and run along the wooden ledge and over the roof to the near right corner. [If you didn't kill the enemy with the baton (19) here earlier, you'll have to deal with him now.]

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Climb onto the rusty, metal column with the concentric circles stamped into it.

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Dispatch the first snowmobiler from there. He usually drives back and forth along the far ledge, close enough to target with the M16 when he's at the left end of that circuit.

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If you don't have M16 ammo to spare, you can draw him closer by hopping down off the column, then climbing back up again.

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He'll be easier to target, but of course, he can also shoot back.

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When you've dealt with him, move to the edge of the roof to shoot the second one down below. You can use pistols if you like, but it'll take a while.

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If he loses interest, hang from the edge of the roof to get his attention, then pull up.

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If he points the front of his machine toward you, hop back from the edge so you don't get shot.

NOTE: Alternatively, if you don't want the "Snow March" achievement/trophy, you can take the snowmobile the first rider left behind and have yourself a lovely shoot-'em-up.

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DARK MODE: I plan to add optional dark mode for these pages, but my current priority is updating the walkthroughs. Meanwhile, may I suggest a reputable dark mode browser extension, such as Dark Reader? (Download only from trusted sites, like darkreader.org or your browser's official add-on/extension site.)