Tomb Raider II.
The Dagger of Xian. Walkthrough by Stella.
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Great Wall and Venice -Levels 1 thru 4
LEVEL 1: GREAT WALL
Kills: 23 Items: 4 (8 and grenade launcher)* plus 2 keys and 3 secrets
STARTING INVENTORY: small med-pack, large med-pack, 2 flares, pistols (unlimited ammo), shotgun with 2 shells. (*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets.)
First a movie: Lara jumps out of a helicopter and descends a rope to the ground near the Great Wall of China.
CAVE WITH POOL: The level itself begins in a cave at the base of the wall. You'll need to climb up the rocks to the tower. If you're new to Tomb Raider and are having trouble negotiating this climb, thediagram caves.gif (also online at http://tombraiders.net/stella/images/caves.gif) may help. I refer to areas marked with letters the descriptions that follow.
Cross the cavern and wade into the water (1). Climb onto the rocks at left (2 or 2a). If you like, turn and shoot at thetiger that emerges below. You don't have to kill it since you're going up, not down. And tigers are endangered, you know. ;-)
Follow the ledge to the end (3) then do a standing jump to the block ahead (4). Turn around and jump to the next ledge (5). Follow this ledge to its end (6) and climb onto the rock in front of you (7). Reverse and do a running jump to the ledge across from you (8). This ledge is short. To the right, across a small gap, is a longer ledge that spans the wall you were facing when you first entered the cave. Jump across to this ledge (from 9 to 10) and follow it to the end (11), where you'll findSECRET #1, the Stone Dragon. From up here you can kill a second tiger on the cave floor if you like.
Return across the small gap (back to 9) then climb up three blocks--two waist high (12 and 13), one taller (14). Look to the left to see the flat area you'll need to jump to next. Stand near the wall (15) and take a running jump to the flat area (16), then pull up into the building (17).
FIRST GUARDHOUSE: Stand on the trap door to drop down (safely) into the room below. Swim/wade out of the pool and go to the top of the stairs. Do a running jump and grab the ledge near theswitch. Pull up. Pull the switch to open the exit door.
POOL BELOW THE WALL: Go out onto the wall and kill3 crows who'll approach from the other building. Continue toward the second building, then take the slide to the right down into the water. You'll find the GUARDHOUSE KEY In a small underwater cave (to the right if you're facing away from the wall). Climb out of the water and kill the tiger. (NOTE: If you like, you can tread water near the left side of the pool until he runs off in that direction, then climb out and hit him with two shotgun blasts.)
SECOND GUARDHOUSE: Face the wall and climb up on the rocks to the right of the pool. Use the key to unlock the guardhouse door. Enter and kill3 spiders. Climb the ladder, kill another spider and take the RUSTY KEY, which unlocks the exit door below. Go through the exit and continue to the next room. 3 spiders will come down from the ceiling and another spider will come in behind you, so kill all of them. Take the shotgun shells and large med-pack from the skeleton. There's a large stone block in front of the exit. Move it out of the way and go through this opening. Slide down the ramp to the right and step into the water.
GAUNTLET OF TRAPS: This area is a trap in whichsharp blades are shot across the room from various holes. To clear it, go to the left wall and jump and grab the crevice above. Hang and traverse all the way to the right, and the blades will pass harmlessly below. Drop into the water, reverse underwater and swim to the corner near the door. Surface and pull up to the right side of the shooting blades.
The next few areas include a series of hazards, which you'll have to do in sequence in order to get through. Save your game here, since you'll probably need several attempts. First comes a series ofbroken floor tiles with deadly spikes below. Run over these, then keep running, cutting to the right as you enter the next room. You'll be pursued by rolling boulders, so keep running to the door on the left. Leap over the spikes to land on a slide, which will deposit you in a room with spiked walls encroaching. Unless you're really fast, skip the automatic pistol clips on the floor near the skeleton and immediately pull up into the opening. (NOTE: If you want those clips, here's how to do it: Slide down into the room and immediately press Look to get Lara's perspective back. Jump left to land right on the clips, pick them up then jump forward to the opening and pull up.) Here you can catch your breath and save your game.
(NOTE: For the double boulder trap at the beginning of this sequence, you can also run straight forward just to the middle of the slope, or all the way to the wall. Then the boulders wil roll past and you can head toward the spikes afterwards.)
Now, run down the next hallway, over thecollapsing floor with spikes below, leaping over the three slicing blades as you run. At the end of the hall, cut to the left. If you can manage to do it before the spiked walls close in, pick up SECRET#2, the Jade Dragon. Continue running down the next long hallway, keeping to the right to avoid more spiked walls moving in from the left. Slide down into the next room. Roll when you land to face the opposite direction from the spiked wall coming at you. Then run onto the collapsing floor to fall to safety below. Whew!
Ahead you'll see two hugerolling blades. In front of them is a skeleton with a small med-pack, which you can pick up safely if you don't get too close to the first blade. Now, run carefully past the blades and emerge in a cave above a huge cavern. There are 2 spiders in the area near the doorway to your right, and 3 more spiders will descend if you approach the zip line. Take care of them now so you don't have to worry about them later on.
DOWN INTO THE CAVERN: Don't take the zip line yet, or you'll miss quite a bit of action. Instead, stand at the edge of the huge cavern near the zip line and look down. You'll see a flat, square ledge with some moss growing on it to your right. Stand with your back to the cavern and hang and drop down to this ledge. Pull up to grab the crevace in front of you and traverse to the right till you can pull up into a small cave. Follow the path, picking up abox of flares on the way, until you reach a shaft with a ladder. Climb onto the small ladder, climb to the right then down the long, dark shaft to the cavern floor below. When you can't climb down any further, drop to the floor. You don't really need flares here since there's nothing to find, but go ahead and light one if you like.
Enter the cavern and advance just to the two skeletons. You'll start to hear a rumbling, so either prepare to fight theT-Rex, or run back to the tunnel opening for some cover and plug away at him from there. When Mr. Rex is dead, cross the cavern to an opening in the middle of the other short side. Here you'll need a flare to see and retrieve SECRET #3, the Gold Dragon. (If you've gotten all three secrets, you'll also receive a bonus of a small med-pack, 3 pairs of grenades and the GRENADE LAUNCHER. You'll have other chances to acquire this weapon if you miss it here.)
(A WORD OF CAUTION: I HIGHLY recommend saving all or most of your grenades for the last two levels of the game. There are a few enemies there who are quite easily dispatched using grenades and very, very hard to kill otherwise. Now, don't say I didn't warn you.)
By now you'll be hearing more stomping and roaring. That'sMrs. Rex come to mourn her poor departed husband. Put her out of her misery, then return to the tunnel by which you entered. Follow the tunnel until you come to the step. Climb up onto it, turn around and jump up to grab the ladder. Climb all the way to the top of the ladder (don't get off on the left where you climbed on) and you'll come out near the zip line.
THE EXIT: Now, grab the zip line and hold on as you slide down to the opposite side of the cavern. Try to let go before the end of the ride to drop onto the green area.Two tigers charge from the doorway opposite. Kill both, then head through the doorway. You'll emerge near a big wooden door, which should look familiar if you watched the opening movie. (NOTE: Perhaps the opening in the rocks on the left was originally intended to lead somewhere, but in the final game it's unreachable.) Approach the door to finish the level.
Next, a cut scene, in which Lara has words with a member of the Fiama Nera
cult. Now you're off to scenic Venice. . . .
LEVEL 2: VENICE
Kills: 24 Items: 19 (23)* plus automatic pistols, 3 keys and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets.)
BOATHOUSE AND VILLA: This level begins in an alley. Advance forward, taking care of adoberman that charges from the courtyard ahead. A sniper will fire at you from a balcony on the right, so take care of him too. He's carrying a key, but you'll have to come back for it later, since the balcony is too high to reach from here. Proceed down the alley on the left of where you came in. Another dog and a bat-wielding thug will try and stop you, so kill them too, then take the thug's small med-pack.
Across the dock is the large wooden door of the boathouse. Swim underneath the door and push abutton on the far wall, which opens a door in one of the buildings you passed earlier. Swim back out and climb onto the dock next to the small wooden building. Enter this building and take the flares off the table. Push the button to open the trap door and either climb the ladder or pull up to the second floor. Push another button here to open a second trap door, and climb onto the roof.
The building you're standing on abuts a larger building. Shoot out the window and go in. Adoberman is on guard in the checkerboard-tiled room to the left. Kill it, then leave this room for now and exit through the window opposite the one you came in. Jump to the red awning, then to the balcony and take the BOATHOUSE KEY from the sniper you shot earlier.
Return to the checkerboard room, go over the glassed-in walkway and throw aswitch which opens a door outside. Return to the checkerboard room, shoot out the window and jump from the windowsill to the red awning across the canal. Go left across three red awnings to the door you just opened with the switch. Go in and throw another switch to open the large door below.
Jump down into the water, swim under the boathouse door and use the key to unlock the door. This cues athug with a gun to appear on the dock by the wooden building. Swim out of the boathouse first and take care of him, relieving him of his AUTOMATIC PISTOLS. Then go back, get the boat and drive it through the door near the chain link fence, which you just opened with the switch above.
IN BETWEEN (BOAT LOCK): On the right, near this entrance is a small passage containingSECRET #1, the Stone Dragon, plus some flares. If you like, you can take the ladder down from here and kill 2 rats. Get back in the boat and continue straight. Turn right and take the boat over a waterfall. In the water below the falls is SECRET #2, the Gold Dragon. After retrieving it, take the only exit from this room into a room with many pillars. Under the water just to the left of where you enter are 2 sets of Uzi clips. On the right is the ledge with the 2 rats you may have killed earlier. On the far left is another ledge with a door, a window and a ladder going up.
There's arat on this ledge as well; kill it before continuing. The door doesn't open, so draw your guns and approach the window. Lara will aim at the thug behind the window, so shoot it out and dispatch the thug. Then take his auto pistol clips and the shotgun shells in the dark corner. Maneuver the boat into the alcove to the right of the ladder (note the lever high on the left wall). This is actually a boat lock, which will raise you up to the next area. Return to the room where you killed the bad guy and pull the switch to close the lock doors and raise the water level. Climb the ladder, jump in the water and pull the lever to open the exit doors.
CANALS: The next area is somewhat labyrinthine, so I've included amap, venice.gif (also online at http://tombraiders.net/stella/images/venice.gif). It's not to scale but more of a schematic. The orange block marked ENTER is the boat lock where you come into this area. I refer to areas marked with letters in the descriptions that follow. You can probably manage without the map, but it may help.
ROOF GARDEN: Go left at the entrance, turn the corner and ram through the three gondolas to clear a path. Before proceeding, get out at the dock at which the gondolas were parked. Climb onto the platform and jump across the canal, grabbing the red awning and pulling up onto it. Jump over to the stone bridge on your right. Adoberman and a thug with a bat rush you from the left, another baddie with a gun from the left, so take care of all three. You can jump back down to the awning or dock if you need to. The bat thug has a large med-pack, which he'll no longer need, and the gun thug has a STEEL KEY. Go into the roof garden (A) and use the steel key to unlock the door. Enter, drop through the door in the floor and flip a switch to open the first of two metal gates (B). When you return to the roof garden, a guy with a gun is waiting. Kill him and take 2 sets of automatic pistol clips.
STONE DOCK: Anotherbad guy is patrolling the stone dock down the canal on the left. You may be able to snipe him from the bridge. When he's dead, go and lift 2 sets of M-16 clips off him. There's a locked door here (E), so next you'll need to find a key. Or, you can get the key first and pick up the ammo when you return. There's also an extra motor boat.
Return to the area where you came in. Leave the boat and head right from the entrance, swim around the corner, climb on the dock and take out thethug with the gun here. Take a large med-pack and 2 boxes of shotgun shells off the body. From here, you can take the boat or swim.
Continue straight past the dock where you just were, take the second right under a white stone bridge. Ahead is a dock with 2 gondolas nearby. Ram the gondolas, since you'll need a clear path here later on. When you step out on the dock, abad guy with a bat comes through the door. Kill him and take the small med-pack he's carrying. Enter the building (C), killing 2 rats, then flip the switch that opens a door elsewhere (D).
Head through the narrow waterway across from the dock. Make a left and get out at the covered doorway. This is the door that you just opened. When you step out here, athug with a gun appears on the other dock just to the right. You can kill him now or wait and do it from above (the latter is probably easier). Enter the building (D) to find a room with shallow water and ladders on the walls. On the floor is an IRON KEY. The door you came in closes behind you, so climb up through the hole in the floor. You're met on the floor above by a thug with a bat and a dog. Kill them and take the small med-pack off the thug. Pull the switch that opens the exit door. If you didn't kill him earlier, you can shoot the thug below through the gap in the doorway.
The iron key opens the door at the stone dock (E). Head back there. Unlock the door and take out agoon with a gun who emerges, then relieve him of a small med-pack. (Don't forget to search the other corpse on the dock if you didn't earlier.) Go inside and flip a switch that opens the second metal gate (F).
THE EXIT: There are underwater mines (x x x on the diagram) in front of the exit, which is under the clock beyond the stone dock. At this point, it's a good idea to take one of your boats and set them off. Drive toward the mines and jump out at the last minute. You'll destroy the boat, but you can take the other one.
Now proceed to the room with theswitch for the exit door (G): From the stone dock, go through the narrow waterway with the iron gates you opened, continue straight under the white stone bridge, turn right down the narrow waterway, then left past the two docks and under a bridge. Now turn left and you'll end up near two doorways--one small, one large. Inside this room is the button that opens the exit, guarded by a bad guy with a gun. Kill him from outside.
Across the way is a long wooden ramp leading up to a glassed-in walkway. Go up, shoot out the windows, enter the walkway and takeSECRET #3, the Jade Dragon (plus 4 sets of automatic pistol clips if you've gotten all of the secrets).
Return to the room with the button (G). Search the corpse there for someauto pistol clips. Now comes the fun part--a run for the exit. When you push the button, the exit doors open. As soon as you go over the ramp, a timer starts and you'll need to get through the exit doors before the bell stops tolling and they close. There are two ways to do this: the James Bond way and the cheater way.
Bond: Take your time getting in your boat. Position it facing the left side of the ramp. Now gun the engine (forward + Action) and take off over the exit ramp and up the long wooden ramp. Still holding Action, sail through the glassed-in walkway and land in the canal below. Go straight under the white bridge, corner left then right, go under the metal gate, through the narrow waterway and under the other metal gate. Make a hard right then gun it through the exit. Whew!
Cheater: Park the boat outside the exit room. Go in, press the button and
swim out under the door. This way the timer never starts and you can drive your
boat or swim to the exit at your leisure. Less stressful but also less fun.
LEVEL 3: BARTOLI'S HIDEOUT
Kills: 37 Items: 18 (22)* plus Uzis, 2 keys and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that one of the regular pick-ups here will be the Automatic Pistols if you didn't get them in the previous level.)
You start this level in your boat on the other side of the doors you just squeaked through. Proceed straight ahead and the gate raises automatically. Dock your boat near the big doors on the right and get out, killing2 rats. (And now your boating days are over...sigh.)
Take the stairs up to the left. Athug with a club and 2 more rats greet you. When you've killed all three, take the thug's large med-pack. Enter the building and continue up, killing 2 more rats on the way. Flip a switch here which opens the big doors. Another bad guy with a club comes out, so go around to meet him. When he's dead, be sure and take his small med-pack before going in.
THE VILLA: As you enter,two gun-toting thugs greet you--one is on the balcony above, the other behind the pillars. Take the shotgun shells from the one at ground level. You'll have a chance to search the other in a few minutes. For now, go to the windows on the left side of the room. Shoot them out and kill the 2 dobermans who rush you from inside. On the floor in this room is a small med-pack, flares and auto pistol clips (or, if you didn't get them in the previous level, the AUTOMATIC PISTOLS).
Return to the main room and turn left. Severalmechanical guards with hacking swords block your way. Make your way carefully past them to the end of the passageway. Flip the switch here that opens some doors outside. Now, return to the main room.
Find the largest of the wooden ramps and use it to get up to the level above: Stand Lara, with her back to the ramp, one square (about three walking steps) in front of it. Then back flip onto the ramp, jump and grab the ledge ahead. Or, climb up the back of the ramp and jump and grab the ledge as you slide down the front. Find themovable block with the flowers on it and push it up against the railing (2 pushes). Stand next to the block and take a running jump to the balcony with the sniper you killed earlier. (Or, even easier, on the ground level, jump up to grab the rough wall in the left corner beyond the main entrance. Climb up and over to the left to get on the balcony.) Relieve the sniper of some auto pistol clips.
Use the climbable wall to cross to the decrepit looking window sill. Ready weapons and go out onto the balcony. Asniper is firing at you from the balcony to the right. Kill him.
THE BACK DOOR: Turn and go to the end of the balcony with no railing. Run, jump and grab the red awning. Hang and traverse left. Pull up and back flip onto the balcony behind you. Run, jump and grab the small wooden platform, pull up, then jump to the small red awning. Turn and jump into the doorway below, using the Action key to shorten the jump so Lara sails right into the opening.Two dobermans rush down the stairs, so ready weapons and take care of them.
Continue up the stairs. Abad guy with a gun comes out of the room at the top of the stairs on the right. When he's dead, go into this room and find the well hidden switch on the wall next to the entrance. Pull it to open the door at the top of the stairs. This leads to the outside balcony from which the sniper was shooting at you earlier. Take his shotgun shells and SECRET #1, the Stone Dragon.
Return to the room with the switch and the yellow wallpaper. Aguard with a gun is patrolling the balcony outside the window. Shoot out the window and take care of him. Take 2 sets of Uzi clips off him, then follow the balcony to another window. Shoot the window, then enter. Two thugs with clubs and a dog emerge when you hit the floor. Kill them.
Inside the fireplace is amovable block. Push it twice then climb into the passageway above, killing the rat. Follow the passage to a slope with blades at the top and bottom, and a fire trap and pool of water below. Jump over the two blades to land safely at the bottom. The flames are on a timer. When you step on the wooden area they go out but relight after a little bit. You can clear them using a series of standing jumps. If Lara catches fire, reload the game or drop into the water and try again.
THE BALLROOM: Once you've cleared the fire trap continue to a door, which opens automatically. In the ballroom below is aguy with a gun and 2 more dobermans. You can kill them from the doorway if you like.
Enter the ballroom and climb up on the first angled block. From the higher edge jump straight up and grab the chandelier above. Pull up. Run, jump and grab the middle chandelier and pull up. Do the same again to reach the third chandelier. Walk to the edge, jump straight up to grab the platform above, and pull up. Kill2 rats before heading to the right around the pillar to the brick-floored area. From here, drop down and throw a switch which opens a secret alcove on the opposite side of the room.
Do a running jump back to the middle chandelier and climb back up to the platform where you killed the rats. Go back around to the right, to the brick area. Walk to the edge and pull up onto the big rafter. Run and jump to the wood area on the other side. Athug with a club jumps out from behind the low brick wall, so be ready for him. Take the small med-pack he's carrying. Climb onto the wall, then jump over to the other rafter. Pull the switch here to change the height of the chandeliers. Return over the bricks to the wooden floor, then drop down to the first chandelier, which is now the highest.
Take a standing jump to the middle chandelier and another to the third chandelier. Turn and take a running jump to the alcove you opened earlier, grabbing the edge and pulling up. Grab theLIBRARY KEY then return to the third chandelier, then the middle one.
Once on the middle chandelier, turn to face the wall with the fireplace and secret alcove. Angle Lara a little to the left and take a running jump to the windowsill. Pull theswitch to open a trapdoor behind the fireplace. Shoot out the window and walk out onto the sill. At the right end is an opening in the back of the chimney. Drop down through this to land in a pool below. (NOTE: You can also drop down to the floor from the secret alcove, run to the back of the fireplace, and drop into the water below to put out the flames, but this can be tricky.)
UNDERWATER NEAR LIBRARY ENTRANCE: When you surface, the books on the landing here show you've found the library. But before entering, you'll need to do a little exploring. Pull theunderwater lever to open a door into the next room. Go into this area and surface facing the chain link fence. Take a deep breath, then head down and to the left. Go right and continue underwater, navigating around columns and through narrow passageways. Pick up 2 pairs of grenades and SECRET #2, the Gold Dragon. On the wall near the Gold Dragon is a lever that opens a trapdoor above. Pull it and surface for air. (Perhaps this is stating the obvious, but if you're running out of air, you can pull the lever first, get air, then pick up the goodies.) Return to the library entrance the way you came.
THE LIBRARY: Unlock the library door then enter with guns drawn. Athug with a club comes out of the room opposite, so take him out, then take the small med-pack he's carrying. Go into the room he came out of, climb the bookshelves on the left. Kill 2 rats lurking on top of the other shelf. Jump across, climb onto the shelf and flip the switch which opens one of the doors in the main room. A bad guy with a gun comes out, so go down to meet him.
When he's dead, head into the room where he came out. Climb up the shelves to the right of the door, turn and jump to the top of the shelves opposite, then climb up to the topmost shelf. Jump diagonally to the window, shoot out the pane and walk out onto the sill. Turn and slide backward down the awning, grabbing the edge. Pull up and back flip onto the balcony behind you. (Or, slide down the awning frontward and jump to the balcony.) Do a running jump to the tiled roof below the awning, then jump over onto the brick wall. You can see the boathouse across the canal.
THE BOATHOUSE: Walk along the brick wall to the right end, where there's a slight ramp. Stand at the highest point and run, jump and grab the boathouse roof. Pull up and go to the back of the roof. On the left side you'll see another brick wall with an opening behind it. Jump diagonally to the top of this wall, using the Action key to alter the arc of the jump so you land on the wall. Drop down behind the wall into knee-deep water. On the floor are theUZIS.
Climb out of this room and drop to the walkway below. Go around to the door, take out theguard with the gun and take his automatic pistol clips and the DETONATOR KEY from the table inside.
Cross the canal to the garden door, which opens automatically. Athug with a gun awaits you, so take him out and grab his large med-pack. Return to the main room and pull the switch here, which opens the remaining door. There are 2 thugs with guns in the garden outside. When you enter the room, you can see them through the window. Kill them and take their shotgun shells and Uzi clips.
THE ABANDONED BUILDING: In the garden where these two came from is a door that opens automatically when you approach. Go out to the canal and swim over to the far left corner, where you'll find a spot you can climb out. Kill therat, then climb up onto the brick ledge. Pass by the detonator for now and climb onto the garden wall. Follow it to the end, climb up to the roof, shoot out one of the windows and enter the room beyond to take SECRET #3, the Jade Dragon (and 4 boxes of shotgun shells if you've found all three secrets).
THE DETONATOR: Return to the detonator and use the key to set off an explosion in the building where you just found the dragon. Asniper begins firing on you from the balcony above, so take care of him before proceeding. (You can get a clear shot from the garden wall, but keep moving since you'll be vulnerable as well.)
Go to the ruined building and climb to the top. (Don't bother crossing over
to the sniper since he's not carrying any goodies.) From the top of the ruins
drop down into the brick passageway. Slide down into the next level.
LEVEL 4: OPERA HOUSE
Kills: 46 Items: 25 (29)* plus 2 keys, relay box, circuit board and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that three of the regular pick-ups here will be the Automatic Pistols, Uzis and Grenade Launcher if you didn't get them in previous levels.)
ABOVE THE CANAL: You begin the level on a platform behind ahuge wooden crate swinging back and forth on a rope. There's an armed goon on patrol on the dock below. You can try and take him out from here or wait until you get to the other side of the canal. Dive into the water below. If you've already killed the gunman, grab the auto pistol clips he's carrying. (NOTE: If you didn't get the AUTOMATIC PISTOLS in Venice, you'll get them here instead of the clips. Also, after killing the gunman, you might want to take a little detour to the dock opposite where he was patrolling. There you'll find a poster of Gianni Bartoli--famous magician/occultist and father of our villain, Marco Bartoli. I only discovered this my third time through the game. There's nothing else here, but it's a fun bit of Tomb Raider trivia.)
Swim to the far left corner of the canal (left if Lara is facing away from the entrance to the level). Climb up the ladder to the first landing. Now turn and pull up onto the ledge above. (Get that bad guy now if you didn't before.) Throw theswitch here, which opens a trapdoor not far away.
Climb the ladder to the level above. Take a running jump to the white ledge on the opposite side of the water. Do another running jump and grab the edge of the platform where you started the level. Shimmy to the right to avoid theswinging box and pull up. Take a running jump across the canal into the open trapdoor, avoiding that crate. (NOTE: I did it from the far left side of the platform, angled slightly to the right to get the proper angle.)
Two nasty fellows with clubsare posted in here, so take care of them. Then take the small med-pack from one of them, along with the ORNATE KEY they were guarding. The exit door at the top of the stairs opened automatically when the second nasty fellow entered, so go out that way. Return again to the ledge where you entered the level.
This time, take a running jump to the small flat area on the tiled roof to ahead (the swinging box and trapdoor should be on your left now). From there, jump forward onto the slanted roof, slide and grab the edge, then drop to the flat square below. Turn around and slide backward down the slope, grabbing the edge. Traverse left until you're in front of the window. Now release the Action button and quickly press it again to drop and grab the windowsill below. Pull up.
Shoot out the window and enter the room, WALKING over theglass shards. (NOTE: Glass is like spikes; if Lara runs instead of walking over it she's history.) Head to the left and climb the ladder. Unlock the door at the end of the hallway with the key you "liberated." Follow the passage beyond and climb the next ladder to the roof.
THE ROOF: The next area, what remains of adecaying roof, is similar to the collapsing tiles you've encountered before. It's a loooong way down but crossing really isn't as hard as it looks. Just remember to keep moving. Line Lara up facing the area that has a gap, three wood squares, another gap, two more wood squares and another gap. Walk to the edge, then do a standing jump to the first wood area. Immediately start running. Do a running jump off this wood area onto the next, then a running jump to grab the edge on the far side. Now pull up.
Turn right and go to the wooden square, pull up, and continue until you reach an opening on the right. There's athug with a gun below, and another baddie with a bat and 2 dobermans rush you as soon as you hit the floor. My advice for these is to kill the first guy from the doorway, jump from there onto the domed roof, then get the other guy and the dogs.
Two more guyswith guns come out when you start exploring, so get rid of them too. If you don't stay on the dome, at least be very careful not to accidentally jump into the trenches on two sides of the structure; these are lined with broken glass. Now go and pick up the booty: shotgun shells, auto pistol clips and 2 med-packs, small and large.
You'll notice thegold dragon down in one of the trenches. Ignore it for now. There'll be a safe way to get it later on. The opening in the corner to the left of where you came in is also a glass-lined trap. Avoid it.
Head for the opening in the far left corner with theswinging crate. To make the jump without getting clobbered, you'll need to set it up pretty precisely. You want to be facing the box so it's swinging toward and away from you, but you don't want to be right in front of it. Instead, stand on the edge of the dome, on the closest flat square that's just to the left of the box. Walk right up to the edge and sidestep as far left as you can. Take one hop back, then run, jump, grab the ledge and pull up next to the box. (See the screenshot at http://tombraiders.net/stella/images/operahse2.jpg for the spot to start the running jump.) Jump down into the dark area below, where you'll find a button. Push it to open the trapdoor out on the roof.
Two thugs, one with a club, one with a gun, come charging out when it opens, so climb up and shoot them from above. One has shotgun shells and flares.
THE LIGHTING BOOTH: You can now drop down into the LIGHTING BOOTH of the abandoned opera house. Here you'll find2 switches. The one on the right doesn't work because it's missing a circuit, which you'll need to find. The left one opens the gate so you can get in.
Before we go further, note that the opera house has 4 levels, not including the basement, lighting booth and roof. To keep things concise, I am calling the ground floor where the stage is Level 1, and so on up to level 4, where you'll start exploring.
LEVEL 4 (TOP): Descend and go across the dark area to the right. There's aboulder trap that is sprung when you walk down the slope. I'd set it off now, since you'll need to come back here later and by then you may have forgotten about it. Once you hear the boulders rolling, get over to the right and you'll be safe. Now push the button here to close the gate you just opened so you can get into the main auditorium. Jump up and grab the ladder, then climb up and into the doorway.
Before you jump down into the room, notice the hugesandbag dangling from the ceiling in front of you. You'll encounter a number of these. When Lara walks under them, they fall down and squish her, so take care. With that in mind, hop down and take care of the thug with the gun who comes in from the left. Take his small med-pack then head in the direction he came from. The double doors don't open yet, so follow the hallway. Kill the 2 dobermans that attack. Take note of the ELEVATOR on the right. There's a switch, but the panel nearby is missing a relay box, which you'll have to locate.
Return to where you came in, now head to the right. The double doors open and anotherthug with a gun and a doberman rush out. Kill them. From the area where they came in, turn and look across the open auditorium. You'll see a guard patrolling on level 3. You can shoot him from here.
LEVEL 3: Hang and drop through the opening to the level below. If you drop down on the edge of the opening closest to the open room, you'll hear a click as a door opens below and athug with a club and 2 more dogs enter. (If you drop down another way, they won't come out until you reach the ground level.) Shoot them from above. This could take a few minutes, but you'll conserve health and may even get to see this cult goon's nifty walking-on-water trick, so it'll be well worth it.
LEVEL 1 (GROUND): Now drop down to ground level. Take the goon'slarge med-pack. Notice the decaying brick area in the back wall. This is a boulder trap, which is set off when you pass in front of it. Again, you may want to trip them now to avoid accidents later. Don't bother going in the door where the guy and dogs came out; there's nothing in there but another nasty boulder trap.
LEVEL 2 and 3 AGAIN: Use the low steps at the back of the room to help boost Lara back up to level 2. Jump across the gaps to the right side (when facing the stage). To get from here up to level 3, walk to the edge where there's an opening above and a bit of floor above and ahead of you. Do a standing jump and grab this edge. Pull up, turn around and jump over to the area where the guard's body is (provided you killed him earlier). Take the2 sets of automatic pistol clips he's got.
You may notice the DOORS AND KEYHOLE at the back end of this level, so add one key to your "wish list." For now, go to the opening in the side wall near where you just pulled up. Jump down into the water and climb out on the first step, killing arat. Turn around and do a standing jump and grab the ledge across the water and above. Kill another rat here. Turn around again and look up. There's a guard with a gun on the floor above, along with a dog and 2 rats. (NOTE: You may be able to shoot the guard from here. You'll get a clearer shot by jumping up and down, but take care not to jump off the ledge. Also, you may have quite a long wait for him to pass by, so unless you're conserving health, you'll probably want to just get up there and get it over with.)
DRESSING ROOM: Follow the hallway to the windows. Shoot them out then hang and drop into the dressing room below. Throw theswitch to open one of the doors. Slide forward down the ventilation duct, jumping at the last minute to grab the ledge above and avoid being chopped to bits by the huge fan. Take the ORNATE KEY. Climb to the uppermost brick ledge. Stand facing the fan below. Side jump onto the sloped surface, jump forward, grab the ledge in front of you and pull up. Kill the rat before proceeding along the duct.
VENTILATION DUCTS: When you come to an intersection, jump forward taking care not to jump into themoving fan. Now turn around, walk to the edge and back flip onto the ledge above and behind. Again, walk to the edge and back flip up and you'll clear the second fan. Before continuing down the passage, take a standing jump to grab the edge of the dark alcove above. Pull up and retrieve SECRET #1, the Jade Dragon.
Return to the ledge from which you jumped and continue to a small room with amovable crate. Pull it once. Flip the switch behind it to open a door back into the dressing room. Now pull the box once away from the wall, and push it through the opening into the dressing room until it's up against the low step. Climb up to the window ledge where you'll find another crate. Shoot out the windows. Push the second crate through the broken window on top of the other crate. Now you can climb up the stacked crates to the room above. Kill the guard with the club who's waiting for you up there.
THE STAGE: Return to the main auditorium, swim across the flooded orchestra pit and use the underwater block to climb up onto the stage. Adoberman runs out from the door on the left to meet you. Take care of him and the bad guy who starts shooting at you from the audience area. Also be careful of the 2 falling sandbags. The shooter isn't carrying any goodies, but cross the water anyway. This will draw out another thug with a gun, who'll emerge from the door on the left of the stage. Kill him and cross back to the stage to take his Uzi clips.
Enter the door on the left of the stage and flip theswitch to open a gate above the right door. Note the bright object in the water below the floor. You'll get to it in a few minutes. Now, head for the door at the other end of the stage. Two goons with clubs come out when you approach. One has a large med-pack. Enter the room they came from. Along the two side walls are dangling sandbags that need to be brought down before you can proceed safely.
Now return to the doorway and pull up onto the ledge where you just opened the gate. Head for the left side of the platform, avoiding theglass shards. Turn and face the lowest point of the crevice in the brick wall. Do a running jump to grab this crack, then traverse to the left until you can pull up. Flip the switch here to lower the drawbridge and cue the ominous music. Drop to the floor, return to the doorway and pull up to the platform with the broken glass again.
This time cross the bridge you just lowered. Do a running jump and grab the wooden platform in the far left corner of the room. Pull up, then climb into the alcove above. From here you can shoot therat on the high platform across the room. When it's dead, do a running jump and grab the edge of this platform. Pull up. Now you'll need to time a jump past the swinging sandbag. One way is to stand to the left of the chain then do a running jump past the bag. Start to run just as the bag reaches its highest point on the left and you should be across the gap before it swings back.
Avoid thesecond sandbag altogether by jumping to the flat area on the right of it. Enter the passage beyond and flip the switch. This drops a sandbag on the stage which busts open the trapdoor. Slide down the ramp, jumping just before you reach the end to sail through the trapdoor and land in the water below. Or climb down carefully and jump in. (NOTE: You can't get to the white ledge above the stage yet, so don't tire Lara out jumping.)
UNDERWATER BELOW THE STAGE: Once you're in the water there face the ramp you just jumped from to get oriented. Enter the opening on your left, proceed until you can turn left again. On one side of this flooded room is aswitch. Flip it to open a door out of this area on level 3. On the opposite side of the room, just under the water, is a small opening. Swim through it and follow the narrow tunnel to SECRET #2, the Stone Dragon.
Return to the surface. From here turn left and keep going until you surface in a room with a ladder going up. Pull up out of the water and take theRELAY BOX which is lying here, then climb the ladder to the door you opened a minute ago.
THE ELEVATOR: Climb up to level 4 and use the relay box in the circuitry on the wall to repair the ELEVATOR. Pull theswitch to send it down, then jump diagonally to the ledge with the ladder on the right side of the elevator shaft. Pull up, then walk carefully over the glass shards to retrieve SECRET #3, the Gold Dragon (plus 4 sets of Uzi clips if you've found all the secrets). On the left is an alcove containing a switch; pull this to open the exit doors. Walk to the exit, retrieving additional Uzi clips on the floor before you leave. (Or, if you didn't get the UZIS in the previous level, you'll get them now.)
Return to the hallway near the elevator shaft and pull theswitch to bring the elevator back up. Pull it again, then jump aboard to ride down to the ground floor. When the doors open, run out and take out the 2 thugs with guns ready to ambush you. Take their 2 boxes of shotgun shells.
WATER BELOW THE ELEVATOR SHAFT: Now pull theswitch here to send the elevator up, and jump in the water below. Facing the ladder, swim to the left, left, and left again. Surface and grab the CIRCUIT BOARD you saw earlier through the floor in the room off the stage. Return to the elevator shaft opening to get some air, then swim to the left, then right, into a room with many short pillars. On the far right wall is a lever that opens the nearby gate. Pull it and exit. Climb out onto the yellow carpet where you killed the rat earlier.
LIGHTING BOOTH AGAIN: Climb back up to level 3. Now go to the locked doors at the back of the room and use the ornate key to open them. Jump into the doorway. Holding the Action key while jumping will keep you from bumping Lara's head. You'll find yourself in the room below the LIGHTING BOOTH. (If you didn't trip theboulder trap earlier, watch out.) Push the button to open the gate, then climb into the booth. Place the circuit board in its receptacle and use the switch on the right to raise the scrim on the stage.
(NOTE: Many people report flipping this switch and having nothing happen. If you tested it when you first entered the lighting booth, nothing happened then because the circuit board was missing. You'll need to flip it again now to get it in the correct position. You'll know you've done it when you see large Fiama Nera banners and a square doorway at the back of the stage, as in the screenshot at http://tombraiders.net/stella/images/operahse3.jpg.)
Athug with a gun will come out onto the stage to see what's going on. You can take him from up here or move in closer. Go to the stage, killing the dog and the 2 additional goons with clubs who come out when you get there. Watch out for the falling sandbag to the left of the doorway. Take the shotgun shells and small med-pack from their previous owners before going on.
BACKSTAGE: In the room behind the stage you'll see a few dozenwooden crates, one of which moves. (NOTE: To save time, walk to the base of the pile under the light and look for the slightly paler crate. It's on the right if you're facing the opening above.) Pull it out and flip the switch behind it to lower the scrim again.
Climb up the boxes, through the opening and onto the white ledge above the stage. Athug with a club comes out to patrol below, so shoot him from here, but be careful of the falling sandbag on the left side of the ledge. When he's dead, head to the right (when facing the back of the auditorium), jump over to the wood area and go down into a small room with a hole in the floor. Jump and grab the edge of the opening above the hole. Flip the switch here to open a small door below. You can use this to get back into this room if you miss the following jump.
Rather than try to jump or run past thesandbag, stand in the alcove with Lara's feet about one step back from the edge and jump diagonally to the slanted edge. You'll slide down to the flat spot out of the bag's way. From here, time a run past the bag, staying to one side.
STORAGE ROOM/EXIT: Below is another room full of crates. Rather than jump down into a melee, take a very carefully timed running jump past theswinging crate to the stacked crates on the right. From here you should be able to take out the super-tough thug with the two pistols and the 2 dobermans. Now drop down and take care of another bad guy who comes out of hiding. When the coast is clear, recover 3 pairs of grenades, a small med-pack and some Uzi clips. (If you didn't get the GRENADE LAUNCHER in the first level, you'll recieve it now in place of one of the pairs of grenades.)
Climb up on the low box at the far end of the room. Make your way over the tops of the crates, avoiding the swinging ones, back to the end where you entered. To the right of the entrance is aswitch on the wall which opens the exit door. A bad guy with a gun will come out, but you can kill him from up here if you're patient. Take his Uzi clips and head for the exit. You might take a moment to admire the view of Venice at night before sneaking aboard the seaplane and ending the level. Now comes a cut scene in which Lara overhears Marco Bartoli talking with one of his henchmen. Unfortunately, you and Lara don't get to hear the end of the conversation. Now a short video of the plane landing just before Lara returns to consciousness in the next level.
Offshore and Underwater Levels - Levels 5 thru 10
LEVEL 5: OFFSHORE RIG
Kills: 20 Items: 19 (21 and Uzis)* plus pistols, automatic pistols, harpoon gun, shotgun, 3 pass cards and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets.)
LOCKUP: You begin this level imprisoned in a room full of crates. Check your inventory. Though they've kindly left Lara her flares and ammo, the bad guys seem to have confiscated all her weapons. Guess you'll have to get them back.
There's a wall of windows and next to them a locked door. Fortunately some of these crates move, revealing a passageway in the back left corner. Here's the switch that opens the door. It's timed, so pull the switch, press Look, then roll and run out. If you have to climb over crates, you won't make it, so be sure you've cleared a path.
POOL AND UNDERWATER PASSAGE: Alarms will start to go off and the guards will be here in a moment, so dive into the water and swim over to the other side of the airplane before surfacing. Just be careful not to venture too close to that huge propeller. Any closer than the barrels on the bottom and you'll get sucked into the blades. Yes, that's one of the secrets back there, but don't try and get it yet.
Down on the left side of the fan is a lever. If you're careful you can approach it from the side and pull it to open a door on the other side of the fan. Go around the barrels and stay close to the wall as you approach. You'll have to swim holding the right direction key to make it past the fan into the opening without getting shredded.
Follow the underwater passage until you can surface. On the wall underwater, just below the opening where you just came in, is a lever. Pull it to open a trapdoor back at the end of the tunnel near the fan. Now you can swim back, go down through it and grab SECRET #1, the Jade Dragon.
Return through the underwater passageway to the room with the lever and climb out. Follow the passageway until you emerge outside. Head to the right, jumping the gap and avoiding spending more than a moment in front of those windows. The guards may see you and attack. Drop down at the end of the walkway and push the button on the wall to open the hatch under the plane.
THE SEAPLANE: Swim underneath and climb inside. Press the button to turn off the engine. Return to the dock by the windows. This time, go to the end of the black walkway with the broken railing at the end. Run and jump off this walkway to grab the airplane wing next to the propeller. Pull up and go over the top of the plane. Fall through the trap door, which opens when you step on it. Grab the PISTOLS and head up the ladder.
YELLOW CARD AND LOCK: Now you can return to the landing where you escaped. Come in from the right behind the wall, so the guards don't see you before you see them. Pull up and head for the door on your right. Two guards, one with a club, the other a gun, rush out. Take care of them and grab a large med-pack and the YELLOW PASS CARD.
Enter the door they came from, avoiding the ramp with the barrels. They'll come rolling down if you step on the ramp. Follow the passage to a room where you can use the pass card in a YELLOW LOCK to open the door. Enter the room and press the button to turn off the alarm.
LOUNGE AND BUNKS: Follow the passage to the right. Turn the wheel to open the door. Two rig workers with clubs attack, one from behind, so take care of them. One has a small med-pack. The door at the top of the ramp closes when you approach, so use the door with the wheel to enter the bunk area. Another guy with a club comes out. Kill him and take his large med-pack. Go into the lounge and pick up 2 bundles of harpoons and 2 pairs of automatic pistol clips. (No matter how hard you try, you can't pick up the cigs or coffee...drat!)
Go into the bunk area. The guys have kindly left some goodies on their beds--AUTOMATIC PISTOLS and clips for them, a HARPOON GUN and 2 bundles of harpoons.
There's a trapdoor in the ceiling between the last two bunks that opens when you push a button in the first top bunk on the left. It's on a timer, so you'll have to rush. Push the button, then roll, run to the last bunk on the right, jump and pull up, roll, walk up to the edge, jump and grab the opening then pull up. (Tapping the Look key just after you push the door button lets you see what Lara sees, instead of the door opening, and helps give you better control.)
BURNER ROOM: Follow the passage to the slope. Slide down backwards and grab the edge. Climb down the ladder to the bottom. There are 2 movable blocks on the left. Pull out the one on the right and push it over to the other side of the room. Now pull the other block out, pull it once toward the middle of the room, then get behind it and push it up next to the platform with the burners. Do a running jump off the block and grab the ladder above the flames. Climb to the top.
RED CARD AND LOCK: Follow the hallway, killing the guy with the club who attacks, and taking his RED PASS CARD. Continue until you see a ladder on the left. Climb to the top and retrieve SECRET #2, the Stone Dragon. Climb back down and proceed up the stairs. You'll end up at the small, water-filled room where you were earlier. Go outside and re-enter the room where you used the yellow pass card, shooting out a window to get in.
Go into the next room and this time take the left passage. A rig worker with a gun and a doberman greet you. When they're dead, take the guy's Uzi clips. Start up the ramp, jumping off to the side to avoid the rolling barrels. At the top, use the card in the RED LOCK to open the door.
As you enter, 3 rig workers try and stop you, so take care of them and take a small med-pack, shotgun shells and some flares for your trouble. Alarms will start ringing, but there's nothing you can do about them, so just go on about your business. Climb on the platform to the left. Find the movable block in the corner and push it once. Go around to the opposite side and pull the block out once. Go back behind it and push it once more. Now you can do a running jump to grab the edge of the block, pull up and jump and grab the ledge above.
TWO POOLS AND GREEN LOCK: When you turn the corner a thug with a gun starts shooting at you, so kill him and take his shotgun shells. Enter the room and use the switch on the left wall to flood the first of two pools in the room outside. Notice the GREEN LOCK here. You'll be getting the key card for that soon. Go back the way you came, then swim across the pool to the area with the yellow tank. Jump over the ducts onto the metal surface. Jump up the ramp and pull the switch to open the trapdoor in the room with the green lock.
HUGE ROOM WITH WATER BELOW: Go to the trapdoor and jump in. Follow the passage, slide down the ramp and take a look around. You can't see them all from here, but there are seven bad guys in this big room. You can fight all of them at close range or only two. I imagine you can figure out the Stallone way, but here are my tips for the safer way: Head to the right end of the catwalk and look around. Draw the pistols because Lara can see the 2 scuba divers in the water better than you can. She can probably take out both from up on this catwalk.
(NOTE: If you do decide to fight the scuba divers on their own level, at least jump in the water at the left end of the catwalk so you can have a moment to get oriented before they mob you. You can also climb out on the cement footing here if you need to. If you climb on the footing on the right--the one with the gold dragon--you'll need to deal with 2 more baddies at the same time.)
Also note the positions of the two guys on the other catwalks. You can't shoot them from here, but you'll know what to expect. Now begin making your way more or less clockwise around the various catwalks. Start at the left end of the catwalk near the entrance. Do a running jump and grab the catwalk opposite. Take another running jump to the small platform ahead and a bit to the left. From there, jump to the small platform to the right, then to the next catwalk. Immediately take out the guy with the gun on the next platform over. Jump over to take his SHOTGUN and kill the thug shooting from the next platform over. Jump over to where his body is, take the shotgun shells and look for another thug on the catwalk beyond. You should be able to get him from here.
GREEN CARD: Do a running jump to the catwalk on the wall beyond the footings. Note the opening above. You'll be exiting here later. Run and jump diagonally to the catwalk where the last bad guy fell. He has no goodies, but in a glassed-in cabinet on the wall is the GREEN PASS CARD. Shoot out the glass and take it.
Jump down into the water (watch out for the scuba divers if you didn't kill them already.) Climb out on the footing where SECRET #3, the Gold Dragon, is. Two guys with clubs rush you, so you'll have to kill them to take the dragon (plus the UZIS and 2 sets of clips if you've found all secrets). You'll also get a small med-pack.
Swim to the footing in the far corner of the room. Climb out and jump to grab the ladder on the wall. Climb up and make your way back to the exit. (NOTE: In case you get disoriented, the exit is an opening high in the middle of one of the end walls. When facing the exit, the wall with the entrance and the alcove where you found the green card is on your right.) Climb up into this opening and follow the passageway up to a ladder. Climb it and continue until you can drop down. You're now back at the room with the GREEN LOCK, and a rig worker with a club and a small med-pack is blocking your way. Take care of him then go in, use the switch to drain the first pool and fill the second, and the green card to open the door.
Jump into the pool, swim through the opening on the far side and down a long
passage. When you reach the grate, pull the
lever to open it and continue until you
can surface. Head up the stairs to the next level.
LEVEL 6: DIVING AREA
Kills: 34 Items: 27 (31)* plus the M-16, 2 pass cards, 2 machine chips and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups here will include the Uzis, automatic pistols, shotgun and harpoon gun if you didn't get them in the previous level.)
Continue up the stairs to a large, water-filled room. Don't go in the water yet, or you'll be sucked into the huge fan. Instead do a running jump and grab the ladder on the opposite side of the room. Climb up and follow the passage to the switch that turns off the fan. Return to the water and swim behind the fan and down a tunnel to pick up 2 pairs of grenades. Return to the main pool. Find the underwater lever on the left side and pull it to open the door on the landing ahead. Climb out of the water and follow the passage.
ROOM WITH SWINGING HOOKS: When you enter the room, two thugs and a doberman charge from the left. Take care of them first, then turn your attention to the two men on the other side of the pool. Make sure you at least take out the one with the gun. The other can wait until you get there. The two on this side are carrying shotgun shells and 2 sets of Uzi clips. (NOTE: If you didn't get the UZIS in the previous level, you'll get them now along with one set of clips.)
Cross the water by jumping onto the platforms and avoiding the swinging hooks. There's a stairway that leads back to the the walkway in case you fall into the water. One way to get across: Stand at the edge of the water, facing the right block. Take a standing jump and grab the edge as the hook begins to swing away. Shimmy right and pull up out of the hook's way. Turn and when the hook moves away, do a running jump to the other platform and grab the edge. Pull up, turn and do a running jump to the other side. Kill the second guy if you haven't already, then take the small med-pack and flares.
TOXIC WASTE POOL: In the next room, slide down the long slope at the center to land in a small opening. Pick up SECRET #1, the Stone Dragon. Pull up out of the opening and slide the rest of the way down, jumping at the last moment (without grabbing) to land on the platform above the pool of toxic waste. (NOTE: This is a difficult jump, but keep trying; you'll make it.)
Follow the passage to the left to an extremely long ladder. Climb all the way to the top and continue to a room with an opening in the floor. Pick up some auto pistol clips and 2 sets of M-16 clips. Hang and drop into the opening to slide backwards down the ramp below. Grab the end, release and grab the ledge below. Pull up, kill the guy with the gun who's waiting here and take 2 sets of automatic pistol clips. (NOTE: If you didn't get the AUTOMATIC PISTOLS back in the previous level, you'll get them here in place of one set of clips.)
HUGE OPEN ROOM/BLUE CARD: Follow the catwalk to the left until you come to an opening in the railing. From here it's a running jump or a back flip from the edge to land on the small platform below. Take the BLUE PASS CARD. Jump to the floor then climb up into the opening to the left. Follow the passage up to an opening. Take a running jump to grab the ladder, then return to the catwalk the way you came before.
BLUE LOCK/LARGE SQUARE HALLWAY: This time, go to the right to the door with the BLUE LOCK. Use the card to enter. The next door opens automatically. You're now in a square hallway that goes around a large central room. Around the corner to the right are 2 dobermans. A guy with a flame-thrower and 2 more dogs lurk around the corner to the left. I found it easier to head to the right and take out the two dogs first then turn around and shoot at the dogs and flame-thrower guy as they approach. If you try and get the guy first, you may find yourself backing up into the dogs behind you.
ROOM WITH POOL AND CIRCULAR SAW: The doors to the central area don't open yet, nor do two of the doors on the outer rim of the hallway, so begin at the door farthest from where you came in. Use the wheel to open it, then head down the stairs. A thug with a club greets you, so take him out. You're now in a room with a pool that has a block and tackle above it and a whirring saw on the other side. There are 2 goons in a glassed-in office pacing like caged apes. Go on about your business; they won't come out until you open the door later on. Push the movable box to reveal an ELECTRICAL PANEL in need of a chip, which you'll find soon.
Jump in the water and head for an opening down and to the left. A scuba diver with a harpoon gun lies in wait, so either harpoon him back or swim back to the edge, climb out and take care of him from there.
Take a deep breath and head down that underwater tunnel. Here's the sequence: enter the passage, swim right, then keep going straight, hugging the bottom to avoid getting snagged by the current between the two grates. Pull the lever to open one of the grates, reverse, go to the right through the open grate, right and right again. Pull a second lever, which opens a door elsewhere. Press Look to reorient if you need to, then continue on until you can turn right and right again. This grate opens automatically as you approach. Swim through, turn left, left again, and surface where you started.
HELIPAD: Exit the water and go back up the stairs to the big square hallway. Head to the left to the other door with the wheel. Enter and head up the stairs. Three goons try and stop you, so take care of them and keep going. Unfortunately, you'll just miss the helicopter taking off. Search the bodies to get automatic pistol clips, shotgun shells and a large med-pack. (NOTE: If you didn't get the SHOTGUN in the previous level, you'll get it now instead of the shells.)
Cross the helipad to the control room beyond. Here are 2 burners with a trapdoor between them. The switch on the right turns off the first burner, the button on the left turns off the second. Pull the switch, run to the trapdoor and drop down. Grab the M-16 RIFLE and some clips and hurry back out. (Make two trips if necessary to get both gun and clips.) Now the full sequence: pull the switch, side flip, sidestep, press the button, side flip, run and jump over trapdoor, pick up the MACHINE CHIP at the end of the passage, roll, run and jump over the trapdoor and out.
ROOM WITH POOL AND YELLOW TANKS: Return to the room with the POOL AND SAW. Place the chip where it belongs to open the nearby door. (NOTE: You'll need to move the crate near the entrance to reveal the receptacle if you haven't already.) In the next room, take out 2 thugs--one with a club and his buddy with the flame-thrower lurking behind the big yellow tank to the left. The one carrying the club has a small med-pack and there are 2 bundles of harpoons on the floor to the left. (NOTE: If you don't already have the HARPOON GUN, you'll get it here instead of one of the bunches of harpoons.)
The silver door across from the entrance opens automatically when you approach. Go in and push the button that opens the grate at the bottom of the pool. Swim down to recover SECRET #2, the Jade Dragon.
DEEP POOL WITH SUB: An underwater tunnel leads to the left. When you enter, 2 scuba divers appear. Kill them, get some air and follow this passage until you can surface in a large room. Far below is a small submersible, which you'll be seeing again before long. There's one small ledge where you can climb out of the pool. From here, shoot the 2 goons with clubs. Climb up behind you and pull the switch to open the control room door back in the room with the POOL AND SAW.
Before you jump back in the water, look for another scuba diver. You may be able to shoot him from above. (Jumping in and climbing out again may draw him out.)
BACK AT ROOM WITH POOL AND SAW: Return to the saw room and take out the 2 guys with clubs who are now running around loose. Get their small med-pack and Uzi clips. Enter the control room and use the switch to move the block and tackle. Use the dangling cement block to leap-frog over to the area with the saw. Note the red card near the deadly spinning blade. You'll need this, but part of the circuitry that turns off the saw is missing. Have patience. Go behind the crates in the corner and press a button which raises a duct in the helipad area.
BACK AT HELIPAD/RED LOCK: Return there (up to the square hallway, turn left), taking out the 2 armed goons and 2 dogs who meet you at the stairs. Search the bodies for shotgun shells and Uzi clips. (NOTE: If for some reason you still don't have the SHOTGUN, you'll get it here instead of the shells.) Drop down into the newly opened area, go through the doorway and drop down into the room below. A guy with a flame-thrower and another with a club do not seem very happy to see Lara. When they're history, take the MACHINE CHIP. Note the door with the RED LOCK here.
POOL AND SAW AGAIN/RED CARD: Return to the saw room and use the chip to turn the saw off. Retrieve the RED PASS CARD and bring it back to the door it unlocks (see paragraph above). A thug with a shotgun awaits below. When he's dead, continue along the passage until you can drop down. Here are the guys you killed earlier from across the water. Take their small and large med-packs, along with 2 bundles of harpoons left lying on the floor. Exit through the other door.
Follow this passageway. You'll get a little audio of the evil Bartoli
interrogating a monk, whom you'll meet momentarily. Enter a room, taking out the
2 guards from the catwalk. Before
approaching the monk in the center of the room, enter the room to the left,
where you'll find SECRET #3, the
Gold Dragon (and a bonus of
4 sets of Uzi clips if you've found all
three secrets). Approach the monk for a cut scene, in which Lara chats with the
monk while changing into her wet suit, then makes a harrowing escape.
LEVEL 7: 40 FATHOMS
Kills: 16 Items: 7 (11)* plus 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that two of the regular pick-ups here will be the shotgun and harpoon gun if you didn't get them in previous levels.)
This level begins with a movie. Lara hitches a ride on the submersible and winds up stranded at the bottom of the sea.
UNDERWATER: You had better find some air and fast! Turn around 180 degrees and swim forward, veering a little toward the left. Following the trail of junk on the sea floor to a sunken ship, and avoid the great white shark. At the far left end of the wreck you'll see the anchor sticking out the top. Behind it is an opening. Swim inside, surface and get some air.
The shark will follow you in, along with a second shark not far behind. You can try and harpoon them or hurry to the next safe area: Go through the large underwater opening on the right. Swim up and through a small passageway on the left. In the next room at the far left is another small opening. Go through this opening and head for the back left corner. Pull the lever that opens the trapdoor. Go through the trapdoor, then into the next room where you can climb out of the water.
(Players of TR1: Note the creepy recycled Atlantis music.)
INSIDE THE SUNKEN SHIP: Swim through the opening behind the stack of crates. Pull the switch, which drains the water from the previous room. Return and use the crates to climb into the opening at the top. Drop down into the next room, taking care of the goon with the shotgun and avoiding the four center squares, which are actually a trapdoor into the room below. When the goon is dead, take his shotgun shells and SECRET #1, the Stone Dragon. (NOTE: If you didn't pick up the SHOTGUN earlier, you'll get it from this guy instead of the shells.)
Now drop through the floor, kill the 2 thugs waiting below and grab their small med-pack and harpoons. Climb the wooden blocks to get to the opening high in one corner.
TIMED DOORS AND BURNERS: The following area involves several timed doors
and twisting passageways. To make it easier, I've included a
diagram 40fathoms.gif (also online at
http://tombraiders.net/stella/images/40fathoms.gif). I refer to areas marked
with letters and numbers in the descriptions that follow. You can probably
manage without the map, but it may help.
First, go for the secret in the water outside. The switch (1) on the wall to the left as you enter this area opens a door at the far end of the passage and to the left (A). It's the fairly well camouflaged door on the short side of the wet floor. The door is on a timer, so flip the switch, press Look, then roll, and run down the passage, jumping over the floor level pipes. Once you're inside the door, it'll stay open.
At the end of this short passageway is a hole leading to the outside. Follow the underwater passage to an open area. SECRET #2, the Jade Dragon, rests on the sea floor to the left. (You can see it through the portholes in the passageway to the right of the area with water on the floor.) A shark and 3 barracudas stand guard. Theoretically, you can harpoon them, but I found it easier to just swim fast and avoid them as well as you can. When you've grabbed the dragon, return the way you came.
Now you'll need to get past the series of burners to the door beyond. This is nasty, so make sure you're well rested. First, the lay of the land for those without the diagram: Make your first right after you enter this area and continue to an opening in the ceiling. In the room above is a switch (2) which opens a door elsewhere (B). Go to this room by dropping down, heading right, then right past the corridor with the burners, then right again. At the end of this hallway is the room you just opened. Inside is another switch (3), which turns off the first two burners for a little while. Beyond the first two burners is another switch (4), which opens another door (C) just to the left of the door you entered to get the Jade Dragon. Inside this room is yet another switch (5), which turns off the second two burners. Beyond these burners is the final switch (6), which opens the exit door next to it. Simple, right?! ;-)
Now the moves: Begin at the switch in the room above the narrow hallway (2). Flip the switch and head for the room you just opened (B). Once there, flip the switch (3), look, roll, and run like mad to the burners. Flip the switch here (4), look, side flip to the left twice, then run like mad to the next door (C). Flip the switch here (5) to turn off the second set of burners, then run back to the room (B) with the switch (3) that turns off the first burners again. All the burners should be off now, so run through to the end. Now you can breathe deeply and pull the last switch (6) to exit. Whew!
My tips: Once you know where you're going, press Look as soon as you flip the switch to get Lara's perspective back. Then immediately roll and start running. Take running jumps through the low doorways rather than pulling up. Do running jumps down the straight hallways to cover more ground, and of course do a smooth series of running jumps over the pipe hurdles. Lastly, if you've run any leg of this gauntlet successfully, save your game as Lara is working the switch. Then if you flub the next run, you won't have to start all over.
(NOTE: If you just can't manage the fancy finger work, you can also try sidestepping and/or side-flipping along the wall past the burners, pulling the levers and feeding Lara med-packs as you go, until you get to the other side and can jump into the water. I find this a major waste of med-packs, but if it's the only way....)
STACKED UNDERWATER OPENINGS: The room beyond contains a pool. Take a dip to draw out a barracuda, then shoot it from above. Now comes yet another test of your patience. Swim down then up through a trapdoor. Head up through the next two openings. In the top area find the lever and pull it to open a door at the bottom (and close your escape to air). Head down into the opening you just made, and pull another lever to open the hatch at the very top. In an alcove near the lever is SECRET #3, the Gold Dragon. You can get it now, or surface for air first. Three more barracudas appear, so swim back to the top, get out of the water and take care of them. Now return and get the secret if you didn't get it at first. (NOTE: The bonus for all three secrets is 4 bundles of harpoons.)
BIG ROOMonkey swing FILLED WITH DIRT: Follow the passage from the water and drop down into a big room full of reddish dirt. Continue down through another opening into an even bigger dirt-filled room below. Find the movable crate and use it to climb into the opening above. Pull the switch here to open the trapdoor above and dump a lot of dirt from above into the larger room. Return there and look for two small openings along the left wall. Go up through the one on the left. From this room, continue up through an opening in the ceiling. Pull the switch here to flood a large room elsewhere. Return to the lowest dirt-filled room and up through the right opening of the two next to each other. Climb through this room to the one above and flip another switch to open a door in the room you just flooded.
Return to the lowest dirt-filled room and climb over to the far left wall,
beyond the open trapdoors. Enter a winding passageway and follow it to the end.
Jump in the water and head for the door. A
scuba diver lies in wait. Harpoon him or
climb out and shoot him. Go through the passageway he came from, and climb out
of the water to find yourself under attack by
2 goons with a gun and wrench. When
they're dead, lift a large med-pack and
shotgun shells, plus 2 bundles of harpoons
lying on the floor. (NOTE: If you don't already have the
HARPOON GUN, you'll get it here instead of one of the bunches of
harpoons.) Pull the switch
to open the door and exit the level.
LEVEL 8: WRECK OF THE MARIA DORIA
Kills: 32+ Items: 29 (31 plus grenade launcher)* plus 3 keys, 3 circuit breakers and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note: The "kills" total is only an estimate, since there are several places with multiple barracudas, eels, etc., where you don't need to kill any of them to get through. I've noted these in the text. Note that the regular pick-ups here will include the harpoon gun, automatic pistols, Uzis, shotgun and M-16 if you didn't get them earlier.)
Jump into the water, kill the scuba diver who emerges from the underwater doorway, then grab 2 bunches of harpoons from the bottom. (NOTE: If for some reason you don't already have the HARPOON GUN, you'll get it here instead of one of the bunches of harpoons.) Get air and follow the passage where the diver came from until you can climb out of the water.
Take the large med-pack and use it if necessary to get Lara's health up to 100%. Slide backwards down the slope and grab the edge. Then drop through the break-away tiles to the floor below.
SWIMMING POOL: You're now in what was the ship's swimming pool, only it's upside down. Two thugs, with wrench and gun, are your welcoming committee. When you've killed them, take 2 small med-packs and some automatic pistol clips. (NOTE: If you don't have the AUTOMATIC PISTOLS, you'll receive them here instead of clips.)
Notice the Stone Dragon underneath one of the changing room doors. Too bad you're too stiff from your fall to crawl under and take it. ;-) You'll have to take the long way: Go through the doorway opposite into a tiled room with columns and a bunch of overturned furniture. In one corner, behind a couple of chairs is an opening in the ceiling. Climb up into the dark passageway above and take out the bad guy with the shotgun. Continue until you can drop down and pick up the Stone Dragon--SECRET #1. Immediately look up into the opening because another thug is lurking up there waiting to shoot you. You can kill him from here, jumping straight up and down to get a better shot if necessary. Go back to the tiled room the way you came.
In the corner are several movable blocks. Pull the block on the right out once, push once, then go around and push it twice into the alcove. Go back to the corner and pull the left block out. Pull it to the side to reveal an opening behind. This leads into the RESTROOM area. Pull the remaining block out twice to access another passage--this one to the BALLROOM.
BALLROOM: Head for the ballroom first. Kill the 3 thugs on the ground, taking care not to run over the broken glass. Then take out their buddy on the balcony. The ones below have flares and a large med-pack. Before going up to the balcony, go behind the wall to the left (when you're facing the door where you came in). Walk carefully over the glass shards to an opening in the floor. Turn around to face the way you came, drop and hang, then release the Action key and press it again to grab the ledge below. Pull up into a short passageway to get the REST ROOM KEY. Do a standing jump from the passageway to grab the opposite edge of the opening and pull up.
RESTROOM: Return to the RESTROOM and use the key in the lock in the far right corner. Enter the door on the left that you just unlocked and push the button, which opens the GLASS DOUBLE DOORS on the other side of the room. A thug with a wrench rushes out. Once he's down, go through the doors he came out and press the button there to open the small, high door in the ballroom. Use the restroom button again to close the glass doors.
(NOTE: It's very important that you take the time to do this. Notice the other circuit breaker behind the left window. Closing the glass doors allows you to reach it from behind later.)
Return to the ballroom and go to a low ramp on the right at the far end. (There are two angled bits of floor here; you want the second one.) Walk to the highest point then jump up and grab the balcony. Go to the right near the wall, drop and hang from the edge then traverse left. Pull up and take the auto pistol clips from the sniper you killed earlier. Continue to the far end near the glass on the floor. Run, jump and grab the edge of the balcony opposite. Pull up and take the first CIRCUIT BREAKER of three.
AREA BEHIND THE BALLROOM: Head back across the balcony level to the door you opened a few minutes ago. In this passageway are 5 doors: a locked door (A) on the right, opposite a door with a wheel (B) on the left, and beyond these another door with a wheel (C) on the right opposite a sealed door (D) on the left. At the far end is another sealed door (E). You can go into B if you like, but it's empty. Use the wheel to open door C. Inside is a small room with 2 movable boxes, a switch and a high door. Move the lower block under the switch and pull it to open the door above. Pull the second box under the door to climb out. Follow this passage as far as you can, shooting the guy with the wrench who tries to stop you. In the room at the end, slide the movable box under the switch, which opens the door (E). Pick up the RUSTY KEY from the floor.
Use the key to open the locked door (A). Drop into the room. Pull the movable block in the corner next to the metal step. Pull the other block out from the wall, so you can get behind it. Push the block you find there twice to open up a passageway. Proceed to a room with broken tiles on the floor. There are lit burners below and rolling barrels in the area beyond. Step onto the tiles at the left side then hop back. This triggers the barrels, so you can then run over the tiles on the right to get across safely.
At the top of the slope where the barrels came from is an opening. More barrels will roll down when you enter, so back flip then either side flip out of their way or move forward to the wall so they roll overhead. At the end of this passage is SECRET #2, the Jade Dragon.
FLOODED ROOM WITH FLOATING PLATFORM: Go to the doorway to the right of where the barrels landed. You may be able to kill the gunman inside before climbing in. Once inside, drop down to the floating platform below. Find the underwater lever and pull it to open the side door above. This is on a timer, so climb up quickly. The door closes behind you, but the switch inside opens it again. The other door opens automatically when you approach but closes behind you after you pass. Beyond is an angled floor with a trapdoor. Slide down backwards and grab the edge. Pull up and the trapdoor closes and locks behind you. Now you can stand on it and pull up into the opening. Pull the switch here to open a blue panel nearby.
GLASS-FLOOR ROOM WITH POOL: Return to the room with the floating platform. Go through the other doorway to the blue panel you just opened. Three thugs with guns await in the next room. One is just inside the doorway. The other two are on the level below. Below, what was once a domed glass ceiling is now an opening to the shark-infested waters. Kill all 3 gunmen from the upper level. Press the button to open the timed trapdoor to the right. You can run all the way around the perimeter then do a running jump through the opening. But first try this: Stand at the edge of the walkway facing the button, and attempt to drop back and grab the ledge. Instead of grabbing, Lara may land on the floor below. (Perhaps this is a glitch in the game, but it worked for me several times and saved a lot of running.)
Collect the second CIRCUIT BREAKER, plus a small med-pack from one of the bodies, and press the button on the wall to drain the water from the ROOM WITH THE FLOATING PLATFORM above. When you step on the corner floor tile near where you picked up the circuit breaker, another timed trapdoor opens on the far side of the room. Run to it and pull up.
BACK AT THE RESTROOM: Return to the now drained room and drop down. Open the door with the wheel, head up the ramp and pull up into a passageway. Go straight, then drop down into the glassed-in passageway in the RESTROOM, where you were earlier. Take the third CIRCUIT BREAKER.
(NOTE: If you have reached this point and the circuit breaker is inacessible because the glass doors are still open, you'll have to go back to the RESTROOM and press the button in the alcove near the keyhole again to close them. Follow the directions in the next paragraph to get back there.)
Once you have the third circuit breaker, walk back along the hallway to the button and press it to open a trapdoor in the passageway above. Go back up into the passageway, and enter the RESTROOM through this trapdoor. Take care of the 2 thugs, grab their Uzi clips and 2 bundles of harpoons. (NOTE: If you didn't get the UZIS earlier, you'll get them now instead of clips.)
THREE CIRCUITS AND BURNERS: Return to the SWIMMING POOL area where you entered the level. Go into the water-filled passage in the corner. Grab the small med-pack in the water and follow the passage to a lever. Pull it to open the trap door above, and surface under fire. When you've dispatched all 3 thugs, take their large med-pack, 2 boxes of shotgun shells and some Uzi clips. (NOTE: If you don't already have the SHOTGUN, you'll receive it here with one box of shells.) Replace the 3 missing circuit breakers to turn off the burners. Now you can pull the movable block under the opening and climb up.
Kill the guy with the wrench. Pull the switch to flood a room on the other side of the one below and flip over the ducts in the large room so you can climb across them. (NOTE: If you forget to pull the switch or pull it twice by mistake, you'll slide off the first duct when you jump to it. Pull the switch again so the rust-colored side is up.) Take a running jump from the opening to the duct opposite, then two run-jump-grab combos across the next two ducts and a standing jump to the opening. Swim down and forward, and surface in a room with flickering lights. Wade into the water ahead to draw out a barracuda, which you can then kill with pistols. Wade back into the water and go to the right to find an alcove with 2 bundles of harpoons.
SHIP'S BRIDGE/CABIN: Swim to either of the two openings on the left, climb out, kill the goon with the wrench and take his small med-pack. You're now on the BRIDGE. If you look carefully out the windows, you'll notice a key on the sea bottom. In the passageway behind the cabin (room with 4 rectangular windows) are 2 sets of automatic pistol clips. Go through the door that opens with a wheel. Use the switch to open another door at the opposite end of the bridge. In this room are some flares and a movable block. Push the block to access another switch. This opens a trapdoor to the left of the room with the wheel door.
Now you can jump in the water and swim out to retrieve the CABIN KEY. To find it, swim straight from the trap door, turn right through a stone opening, then right again around the hull. You can try and kill the 2 sharks and 3 barracudas that get in your way, or just out-swim them. The key is on the bottom near some small plants. If necessary, return to the trapdoor to get air.
(NOTE: An alternative method for this area is to wait to open the trapdoor. While it's still closed stand above it and use the pistols to shoot the sharks and barracudas through the closed door. It takes a little time but makes for a much more relaxed swim. Just be sure not to stand on the trapdoor when sharks are directly underneath. They can bite Lara through the door!)
In addition to the key, you can find the SECRET #3, the Gold Dragon nearby. There is a cave opposite the trapdoor opening. To get to it, swim across and up. Inside you'll find the statue (plus 2 pairs of grenades and the GRENADE LAUNCHER if you've found all the secrets).
(A WORD OF CAUTION: I HIGHLY recommend saving all or most of your grenades for the last two levels of the game. There are a few enemies there who are quite easily dispatched using grenades and very hard to kill otherwise. Now, don't say I didn't warn you.)
Return to the BRIDGE and use the key to open the CABIN door. Pull the switch inside the CABIN to open a trapdoor in the floor outside. Now you can push the movable block there under the nearby switch. This switch opens the trapdoor back in the CABIN.
GLASS CEILING THAT'S NOW A POOL: Follow the passageway above to a large room. There are 2 bad guys with guns on the level below and 2 scuba divers in the water below. You should be able to shoot the guys with guns from above. When they're dead, drop down through the open floor to the flat block at the corner of the opening to the water. Take the M-16 clips and small med-pack from the goons, and retrieve 3 sets of M-16 clips from the dark alcove. (NOTE: If you didn't pick up the M-16 RIFLE earlier, you'll get it now instead of one set of clips.)
You can kill the divers from above if you like, though you may have to jump
into the water and climb out to draw them out. (NOTE: Make sure you WALK over
the glass shards.) When the water is safe,
dive in and go through a passage hidden behind the barrels on the sea floor.
barracudas if you like, or just avoid them along with the
eels in the passageway. Follow the cavern
to a metal opening. This is the end of the level.
LEVEL 9: LIVING QUARTERS
Kills: 21 Items: 8 (12)* plus 1 key and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups for this level include the harpoon gun, automatic pistols, shotgun and Uzis if you didn't get them earlier.)
UNDERWATER/ENGINE ROOM: You begin underwater where you left off a moment ago. Swim through the metal arch and around to the left. A lever here opens a trapdoor in the hull on the opposite side of this area. Enter and shoot the guy with the club who comes out to meet you. Take his small med-pack then go through the doorway he came from. You're now in the Maria Doria's engine room. The tall pillars are the engine pistons (I think).
BURNER ROOM: Go to the doorway at the opposite corner of the room and follow the passageway, killing 2 thugs on the way and taking their auto pistol clips and harpoons. (NOTE: If you've been asleep at the controls and don't already have the AUTOMATIC PISTOLS and HARPOON GUN, you'll get them here instead of ammo.) Turn left, jump over the barrels that come rolling toward you, and kill another bad guy. Note the lever high on the wall next to where you came in. This opens the door at the top of the ramp, but you can't get to it yet. For now, go to the top of the ramp and face the burners. Take a running jump to grab the crevice, then traverse to the right over all the burners. Drop down and pull the switch here to turn off the flames.
Go through the opening above and to the left. Continue until you reach a room with a switch. Pull it to change the positions of the pistons. Drop down through the opening in the floor to return to the engine room. Climb up at the right and do the jump-grab routine across the pistons. A guy with a gun is waiting in the room at the end, and you may be able to take him from here. Before jumping to this doorway, do a running jump to the ledge on the right to recover SECRET #1, the Stone Dragon. From there, run, jump and grab the sill of the doorway. Kill the bad guy if you haven't already and take his automatic pistol clips.
HALLWAY WITH MOVABLE BLOCKS: Follow the passageway until you come to a movable block. Push it as far as it goes (three times). You'll reveal an opening on the left leading down into the room below and a second opening, also on the left, a little farther on. Enter the second opening, where you'll find another movable block. Push this block once. Return to the first block, and pull it out twice. Jump the gap into the hallway near the second block, and go to the right. In the area behind the first block you'll find 2 boxes of shotgun shells. (NOTE: If you don't yet have the SHOTGUN, you'll find it here.) Drop down to the room below and use that switch again to move the pistons back as they were.
Pull up into the hallway where you moved the blocks. Turn around, jump the gap and return along the hallway to the doorway above the engine room. Jump across the pistons again to the other side. Do a running jump and grab the edge of the alcove to the right. Pull up and throw the switch to flood the burner room.
FLOODED BURNER ROOM: Now that it's underwater, you can swim to that lever and pull it to open the door at the top of the ramp. Swim through this door then down through an opening in the floor. Kill the scuba diver and swim up into a small air-filled opening next to the one through which you came in. (NOTE: If you're low on harpoons, you can also head for this opening right away and shoot at the diver from here.)
SEA BOTTOM: Swim through the blue opening with the seaweed growing in it. Hug the left wall to avoid the hungry eel and you won't have to waste harpoons killing it. Pull the lever to open the trapdoor in the ceiling just outside this cave. Re-enter the ship there.
ROOM WITH RAISED DUCTS: A thug with a gun is lurking on the duct above, so kill him before proceeding. A simple shortcut may enable you to skip over the next bit of business. Take a standing jump up onto the raised walkway running along the middle of the room. Position Lara on the square made of silver grating three squares from the wall with the switch. Face the switch, then turn right and walk to the edge. Sidestep to the right side of the square. (See the screenshot at http://tombraiders.net/stella/images/lqscreen.gif if you're not sure where to stand.) Take a standing jump from that spot to grab the blue duct ahead. Pull up. Follow the duct up to the end. Take a running jump to the doorway with the wood paneling. (If this works, you can skip down to the section on PASSENGER AREAS.)
If you're unable to grab the duct, use this longer method: Take a standing jump up onto the raised walkway running along the middle of the room. Pull the switch at one end of the walkway to open the door at the opposite end. Just inside this door on the right are 2 switches. These raise a pair of hinged platforms on the opposite side of the room, above a pit lined with broken glass. They are timed, but it's a fairly slow timer, so there's no need to panic. Pull the switch nearer to the door, press Look, side flip to the left, pull the second switch, press Look again, then Roll. Take a running jump to grab one of the hinged platforms. Traverse to the right to a solid ledge where you can pull up.
Here you'll find another switch. Pull it to lower another hinged ledge back in the room with the ducts. Drop to the floor, cross the room to the low ramp, pull up there and return to the other room. Cross to the far left side. Now that you've lowered the ledge here, you can use the angled metal blocks for a boost to the shelf above: Stand facing the lower angled block in the corner. Step back. Press and hold the Jump and Action keys. Lara will jump onto the lowered block, bounce back to the higher block, then jump and grab the high ledge ahead. Pull up, turn around, and take a running jump over the gap where the hinged ledge was.
Walk along the duct to the top, where you'll find a movable box. Pull the box to the right (as in the screenshot at http://tombraiders.net/stella/images/lqscreen2.gif) so you can hop around behind it to the left side. Drop and hang from the duct where the box was, traverse left and pull up. Turn around and do a standing jump to grab the ledge ahead. Follow the dark hallway to the end, slide down the ramp on the right and proceed along the duct until you can jump across to a doorway with the wood paneling.
PASSENGER AREAS: Follow the passage until you come to a room. Kill the guy with the wrench, then take the first right. Here you'll find SECRET #2, the Gold Dragon, in a glass-lined pit. Stand at the edge of the opening facing the dragon and press Action + Roll to jump in past the glass. Now retrieve your prize, climb up and go around the corner. Slide down the slope, jumping at the last minute to sail over the broken floor with glass shards below. Notice the music...notice the Jade Dragon on the sea bottom outside the window.
Continue to a wet place on the floor. There are 2 barracudas here. One you should be able to kill right off with pistols. The other you may have to entice closer or simply out-swim. One of the floor tiles under the water will break away when you step on it, opening up an underwater passage. Swim out and get SECRET #3, the Jade Dragon (along with 4 sets of M-16 clips if you've found all secrets).
Return to the ship and continue on. When you come to an angled block, jump to the break-away floor below it. There's nothing nasty beneath this time. Now jump out on the other side. Across from the angled block is a wall you can grab. Stand on the step next to the slide, facing the wall. Take 3 side steps to the right. Side flip onto the angled block, slide, jump and grab the top of the wall. Traverse to the right until you can pull up and jump down on the other side of the wall.
Go through the door and kill the goon on the landing to your right. Head up the ramp to the next room, and take out the guy with the gun below and to the left. Don't go over the railing yet. First go to the back of this room and pull a movable block to open up a hallway below.
Now jump down to the tiled area and kill the 2 thugs that emerge. Continue to the far end of the room, where you can drop down into a depression with another movable box. Pull it out, then climb on top to shoot a thug with a gun who emerges. When he's dead, go behind the box and pick up the THEATRE KEY.
THE THEATRE: Return to the hallway you un-blocked earlier and follow it to the end. Kill the guy with the club who comes down the stairs, then go back and unlock the theatre doors. Inside is one baddie on the floor and 2 more thugs in box seats up on the right. You can shoot one of the guys in the box from below. Jump over and kill the other, take some Uzi clips (or the UZIS if you don't already have them) and use the switch to open the curtain on the stage. A guy with a wrench is waiting behind the curtain, so take him out, then pull the movable crate under the opening to climb up. Drop down into the room behind and go to the far end, avoiding the pit with glass shards. Push the button to flood the pit where you found the theatre key.
Return there, killing the guy with the gun
who tries to stop you and taking his
shotgun shells. Swim across the flooded
area to the doorway and finish the level.
LEVEL 10: THE DECK
Kills: 30 Items: 24 (28)* plus 3 keys, the Seraph and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups here will include the grenade launcher, shotgun, Uzis, Automatic Pistols and the M-16 if you didn't get them earlier.)
NOTE: The main section of this level involves the decks of the sunken ship Maria Doria. This has four levels. To help clarify the directions I call the lowest (and largest) of these the MAIN DECK. This is where you begin the level. Above that is the LOWER-MIDDLE DECK. (This is actually two half-decks, one on each side, that don't connenct. There are movable crates on each side for climbing if you need them). The next higher is the UPPER-MIDDLE DECK (with the swimming pool), and above that, the TOP DECK.
MAIN DECK AND POOL ALONGSIDE: Go to the right and take out the 2 bad guys with wrench and flame-thrower. Pick up the small med-pack one was carrying, then go around to the other side of the deck to grab 2 pairs of grenades (or one pair and the GRENADE LAUNCHER, if you don't have it already) left lying on the ground. Return to where you came in, climb up into one of the windows and dive into the water below. There are 2 barracudas in the water so, harpoon them or look for a flat place to climb out on the left, then use your pistols.
Climb the rocks around the perimeter of the water to get the STERN KEY. Jump in the water, go through the underwater tunnel and follow the passage until you can surface. A goon with a wrench is waiting, so take care of him. Head down and to the right, taking out the flame-thrower guy in the next alcove from a distance. Note the trapdoor here, but for now continue around the hull to the left. Here you'll find some movable crates. Push the left crate against the others. Climb on top of it and push the upper crate on top of the rightmost crate. Pull the left crate out again then push it as far as it goes. Pull the remaining crate once to reveal the stern door. Take the flares on the ground and unlock the door.
THE STERN: Jump into the water, swim down and forward, then make a sharp U-turn to the right. You'll see a lever on the wall. Pull it to open a trapdoor elsewhere. Return to the rusty ledge where you just killed the guy with the flame-thrower. Another live thug awaits. Kill him and take his shotgun shells before dropping down through the trapdoor. (NOTE: If you opened the trapdoor previously, he'll be walking around near the opening; otherwise, he'll be lurking below. And, if you don't have the SHOTGUN already, you'll get it from him instead of shells.)
Follow the passage to a ladder. (Above is the door you opened with the underwater lever.) Climb up and pull the switch to drain the water from the stern area. Go back there and find the movable crate. Pull it out to reveal an opening. Follow this passage past the propeller until you come to a large underground lake.
(BUG WARNING: Some people have reported a problem here in which pulling the switch shows the propeller moving when, in actuality, it does not move. Then when they get down into the drained stern, they can't go any farther. This seems to be a bug and may be confined to certain CD's distributed in parts of Asia. So far I haven't found any way around it short of using the cheat code to skip the rest of the level or proceeding using a saved game at that spot. If anyone has tips, please let me know. And, if you want a saved game, you can download it .)
CAVERN WITH LAKE: In the middle is an INFLATABLE RAFT with some crates on it guarded by 2 scuba divers. You can kill them with harpoons or swim past them and head for a landing on the left. Pull up here, kill the guy with the wrench, then shoot the divers from dry land.
You can't climb into the raft from the water, so even if you've killed the divers in the water, head for the ledge now. Take 2 sets of Uzi clips (or the UZIS and one set of clips) from behind the crates here. Then climb over the rocks on the other side of the landing until you come to a rock bridge. Look down in the water to the right and you'll see something shiny amid the seaweed. Dive down to find SECRET #1, the Stone Dragon. There's a small opening in the rocks under the stone bridge that you can swim through to get back on the shore. Be careful of the barracuda lurking nearby.
Climb out of the water, enter the cave opening and follow the passage. A guy with a shotgun tries to stop you, so kill him and take his shells. Bypass the opening on the left for now. This leads to the TOP DECK. Continue straight ahead until you come to an opening in the floor with a large med-pack nearby. Get that health meter up to 100% then hang and drop through the opening onto the raft below. Take the CABIN KEY and 2 bunches of harpoons.
Two sharkshave come out of hiding and will begin to circle in the water below. You can take them out with pistols from here or do it the hard way with harpoons. A third shark will come out if you swim toward the stone bridge. You can kill him as well, or avoid the issue by climbing over the rocks. Return to the cave, follow the passage and take the left fork this time to emerge near the TOP DECK.
TOP AND UPPER-MIDDLE DECKS:Two baddies will come out when you start exploring. Kill them and take their flares. Also take 2 pairs of grenades left in a depression at the far side of the deck from where you came in.
If you go down the steps ahead, you may be able to kill one of the2 thugs with wrenches on the UPPER-MIDDLE DECK (the level just below). Also on the deck below is a guy with a flame-thrower patrolling near the SWIMMING POOL. Take him out from up here if possible before descending. (You can probably get a good shot from the left side of the deck.)
When all is clear, head for the swimming pool. Kill thebarracuda then jump in and approach the tiled door in the corner. A scuba diver emerges. Climb out and shoot him from the edge of the pool, then swim into the opening to find SECRET #2, the Gold Dragon. Before moving on, locate some Uzi clips in an alcove beyond the pool and 2 sets of M-16 clips behind a movable crate on the other side of the deck.
Head for the left side of the deck and try to shoot thethug with the gun on the LOWER-MIDDLE DECK (the level just below). Then cross to the right side and jump down to the LOWER-MIDDLE DECK there. From here, do a running jump to the flat rock with wood on top, and a running jump to grab the metal duct ahead. (Notice the Jade Dragon off to the right, but don't go there yet.) Take a running jump from the highest part of this duct across the gap to the overturned hull. Cross the hull to the propeller then turn so Lara's back faces out (the propeller is on her right). Drop and hang from the edge, then release and grab the crevice below. Traverse to the left until you can pull up.
BLUE CAVE WITH STEPPED BLOCKS: Take a running jump into the cave opposite. Follow the passage to a large cave where you can hop up a steep slope using a series of flat blocks. Take care of the2 bad guys with wrenches at the top. One has a large med-pack.
TOP DECK: Continue to the top of the cave where you can do a running jump to grab a roof on the TOP DECK and pull up. Cross the roof to the right where you'll see a trapdoor on the roof opposite. Jump over and drop through this door. Kill thethug with the wrench and retrieve 2 sets of automatic pistol clips from the floor. (NOTE: If you didn't get the AUTOMATIC PISTOLS earlier, you'll get them now along with one set of clips.) Go around to the exit, which opens automatically. Before leaving, pull the crate nearby to reveal a switch. Flip it to open a door at the other end of this deck.
Aguy with a gun is lurking outside. Kill him, take 2 sets of automatic pistol clips off the body, then go around to the right to find the door you just opened. Here you'll find 2 sets of M-16 clips on the floor and a locked door. (NOTE: If you didn't get the M-16 RIFLE earlier, you'll get it now along with one set of clips.) Use the cabin key to open the door. In the cabin are some break-away tiles concealing glass shards below. Run across them, keeping to one side, to reach the one solid bit of floor. Press the button to open a door at the back of the deck (opposite the room where you moved the crate and pulled the switch). Run back across the remaining break-away tiles. Kill the wrench thug as you exit, and head for the door you just opened.
CAVE LEADING TO UPPER HULL: Enter and go up the stairs. Climb up the two higher metal blocks and go into the cave on the left. Follow the cave to a high wall with an opening at the top, a low step and a high rectangular stone block. Stand on the low step and jump to grab the block. Turn around and take a running jump to the opening. From here you can safety-drop down onto the hull and find theSTORAGE KEY.
Make your way down to the UPPER-MIDDLE DECK (the level with the swimming pool). Go to the right side, drop down to the LOWER-MIDDLE DECK and repeat the series of jumps to the metal duct. From here you should be able to dust off2 goons with flame-throwers milling about near the crates below. (NOTE: If Lara won't target them with the pistols, try the M-16.) Now you can go for that Jade Dragon. Take a running jump and grab the crevice to the left of the broken glass. Traverse to the right, pull up and walk carefully over to take SECRET #3 (with a bonus of 4 pairs of grenades if you've found the other two secrets).
STORAGE SHED: Make your way down to the floor of the cavern (either via the pool where you found the stern key or by jumping across to the overturned hull and sliding down). Behind the overturned hull, you'll find the storage shed door, where you can use your newly acquired key. Enter and take theSERAPH to end the level.
Tibet - Levels 11 thru 14
(NOTE: I've also done a walk-through without using snowmobiles. "Tibet on Foot: A Walking Tour" is at http://tombraiders.net/stella/TR2walk/tibet.html.)
Kills: 33 Items: 22 (26)* plus 2 keys and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets.)
The level begins with a movie: Now that she's got the Seraph, Lara uses a floatation device to return to the surface, then steals Bartoli's seaplane and high-tails it to Tibet. (Notice Lara's expression as she spies the cozy leather bomber jacket on the co-pilot's seat. IMO, this look alone is worth the price of the game!) Unfortunately, technical difficulties prevent her from landing at the front door of the Barkhang monastery and she crashes in the Himalayan foothills nearby.
CANYON AND LAKE: Kill the bird then jump up to the opening on the right. Below is a long ramp with snowballs at the top. Slide down, run and jump over the first wave of snow, then duck into an alcove to the left to avoid the second wave. When the coast is clear, leave the alcove and head down to the right toward where the boulders landed. Note the semi-transparent ice wall. Shoot it out like a window, kill the leopard lurking inside and go into the opening to find 2 sets of automatic pistol clips. Now continue up the hill to where the snowballs originated and pull up into a cave.
Ahead is another wall of ice. Run up the ramp and jump through the ice. You'll start to slide, so jump and grab the wall ahead. (NOTE: Take a look at the texture of the wall. There are a number of these ice ladders coming up. You can identify them by this texture.) Climb to the top right and traverse until you're over the doorway. Drop down and follow this passage to emerge above a small lake. Note the hut and snowmobile in the distance. This is where you're headed, but first....
Keep an eye (and ear) out for 2 birds, which will attack at various points in your exploration of this area. Turn around then drop and hang from the ledge. Drop to the ledge below, slide back, grab the edge and drop again to a ledge with a doorway.
(NOTE: You can take a shortcut here if you like, which will get you to the hut much more quickly without missing any items. When you first emerge above the lake facing the hut, turn around and safety drop to the sloped ledge below. Slide back and grab the edge, but don't drop. Instead, traverse to the right and pull up. Turn so the lake is on your right and the cliff on your left. Take a standing jump over the sloped snow to land on the protruding snow ledge ahead. Now walk about halfway along this ledge, turn right and look down. See the ledge with the large med-pack way down there across the water? Take a carefully angled running jump to land on the rocks just to the left of the med-pack. Grab it and pick up the walk-through below at the **.)
(If at any time you fall in the water and don't want to re-start, there's a small snowy ledge you can climb to from the water. An ice ladder there will get you back up to the ledge below the entrance. From there, you can either try the big jump for the shortcut or safety drop to the doorway below and take the long way around.)
Follow the passageway to a gap with icicles on the ceiling opposite. Jump into the water and pull up, letting the icicles fall before going on. When you reach another opening over the water, head to the right and climb over the rocks into a passageway. You'll come to a fork. Going forward brings you to a dead end at a closed gate. (NOTE: you can see the first secret beyond, but you'll get it later from the other side.) For now, go down through the opening on the left. Slide down a slope to a room with a pond and more icicles. Stay close to the left wall and walk forward slowly so the icicles fall in front of Lara. Continue until you come out on another ledge above the water.
Make your way over to the large med-pack: Take a running jump to the far side of the angled block between the ledge you're on and the one with the med-pack (the near side slopes down too steeply to stand on). From there, take another running jump to grab the ledge where the med-pack is. Another bird will try and interfere at some point.
(**) After picking up the med-pack, turn to face the cliff wall, then jump diagonally to the snowy ledge ahead and to the left. Climb up the snow to the top of the canyon. (NOTE: If you need help with this sequence, check out the screenshot at http://tombraiders.net/stella/images/tibetscrn1.gif.)
HUT AND SNOWMOBILE: Head for the hut and take out the 2 guys with guns who try and stop you. Take their large med-pack and 2 sets of automatic pistol clips. Go up to the smaller of two gates on the right and take SECRET #1, the Stone Dragon. Now steal the SNOWMOBILE and head into the cave that has no gate. (NOTE: The snowmobile controls are virtually identical to those for the motor boat. You'll need the turbo/Action key for extra power to get over larger gaps.) A gunman gets in your way, so run him over. Pick up his shotgun shells before moving on.
OPEN AREA WITH RAMPS AND LEDGES: Continue to a large room with a number of ramps. At the far end is a cave opening barred by two large blocks of ice. You'll have an easier time going on if you move those first. Enter the cave through a smaller opening on the left (jump from the raised ledge to reach it). Kill the 2 leopards lurking there, then move the blocks out of the opening.
Return to the snowmobile and get it into position to jump into the cave by following the series of ramps: Go to the center of the room, then through an opening between two walls on the right. Turn left to get to the bottom of the first ramp. From here, follow the ramps and walls around perimeter of the room counter-clockwise until you're able to jump the snowmobile into the big cave opening.
(SOME TIPS: You may need to hold down Walk at times to make the snowmobile gow slower and Action to make it go faster. You can press reverse (Back/Down Arrow) briefly to stop from sliding off an edge from momentum. I also recommend saving each time you make a successful jump, since the maneuvering is a bit tricky and you'll have to start all over if you miss a jump. There are additional tips and shortcuts for this section at http://www.tombraiders.com/tr2/.)
THROUGH CAVES AND OVER A NARROW BRIDGE: Continue on, jumping the next large gap using the ramps on the left. Follow the left passage until you come to a chasm with two openings ahead, separated by a stone pillar. Get off the snowmobile and follow the right wall on foot. (You can do this on the snowmobile, but it's easier walking.) Pick up 2 pairs of grenades lying on the ground near an ice ladder. Climb up the ladder and pull the switch to open a gate ahead. Two bad guys come out, so climb down and take care of them. Take their small med-pack and M-16 clips before getting back on your snowmobile.
Drive on, following the left wall, across the gap and through the gate you just opened. Cross the high, narrow bridge, mowing down the bad guy who stands in your way and his 2 buddies in the next area. Continue to the next big gap above a deep crevasse.
THE BIG GAP: SECRET #2, the Jade Dragon, is on a ledge on the right, just beyond the mouth of the cave. Take a running jump to land on that ledge. When you grab the dragon, 2 leopards appear on the ramp opposite. Kill them from the safety of this ledge.
Down at the bottom of the canyon below the ledge, are 2 pairs of grenades in a shallow pit. If you like, you can climb down the ice ladder to get them, or wait to do this on the return trip. Three more leopards start prowling the cavern floor when you go into the pit, so quickly jump back up to the snowy ledge above and shoot them from here. Climb back up to the top of the ice ladder, take a running jump back to the ramp and get back on the snowmobile. The big gap with the two ramps is very wide; you'll definitely need turbo (Action) to jump it.
DRAWBRIDGE KEY: When you get to the other side, climb off the snowmobile and proceed on foot. Walk out toward the right side of the next chasm to trigger the avalanche. Jump to the white area of the sloped floor, slide down and grab the edge, then drop and grab the cave opening below. Pull up into the cave and take the DRAWBRIDGE KEY. Drop down into the passage below and continue to a wall of ice. Shoot the thug on the other side. Go into the next room, trip the icicle trap, then pull the switch to open the gate above.
Enter the cavern ahead. (Above is the wide gap you jumped earlier.) If you didn't get the grenades in the pit on the other side of the canyon floor, do this now, and kill the leopards that emerge. Climb back up the ice ladder next to the wooden gate where you entered to reach your snowmobile.
Drive across the cave, using turbo to help hug the sloped area along the right side of the pit and taking care to avoid any remaining snowballs. Continue to the next large cave.
DRAWBRIDGE AND HUT KEY: Use the key you found to raise the DRAWBRIDGE. Then go across it either on foot or by snowmobile. Run/jump across the flat area to the right, avoiding the avalanche. You'll hear a huge rumbling as the snowy wall gives way in the previous area, blocking the way you came. Continue ahead and to the left to a deep chasm. Jump to the ledge on the left, slide and grab the edge, then traverse across the chasm to the other side. Continue to emerge again in the room with the bridge.
(NOTE: You can also do the previous sequence with the drawbridge and avalanche on the snowmobile if you prefer.)
At the foot of the huge snow bank is the HUT KEY. As you approach it, a baddie on a snowmobile comes in through the opening between the drawbridge supports. Shoot him, while dodging like mad. Or, you can climb up on the snow to the right of the key and shoot at him from there. Just be sure to stand toward the front of the block. He can drive over the snow behind Lara, but he can't turn sharply enough to run her over. (The screenshot at http://tombraiders.net/stella/images/tibet6.jpg shows this "safe" spot.) When he's finally dead, take the RED snowmobile (his is very cool with its guns and all, but it doesn't have the turbo feature) and head back to the hut.
(Sharon, one of the alt.games.tombraider regulars, suggests parking the snowmobile near the key, facing the exit, then picking up the key, jumping on your ride and speeding out before the nasty guy can get a lock on Lara. Keep going until you get past the big jump over the canyon. He can't follow on his heavy machine.)
BACK TO THE HUT: You'll have to stop at the snowy barrier just past the cave with all the ramps and walk the rest of the way. Go cautiously as there are 2 leopards waiting above. Back at the hut, unlock the door and take the 2 small med-packs, 2 sets of Uzi clips and 2 sets of M-16 clips lying on the floor before pulling the switch. This opens the cave gate, and 3 thugs with guns rush out. When you've killed them, take their large med-pack, Uzi clips and auto pistol clips, and head into the cave.
CAVE WITH SNOWMOBILER: Continue to a large open area where you'll meet another guy on a snowmobile. You can shoot him while dodging or run immediately to the back of the snowy block, where you can climb up to relative safety. Once the bad guy is dead, walk or take his snowmobile and ride on until you come to a deep chasm. From the top you can see the Gold Dragon down in a small opening. Either, get up some speed on the snowmobile and drive across on the left side of the gap, or go on foot: Jump and grab the left ledge, traverse across. Now climb down the ice ladder down. As soon as you drop to the ground, jump to the side to avoid the rolling snowballs. Repeat for a second wave of snow, then take the dragon, SECRET #3 (along with 4 sets of Uzi clips if you've found all three secrets). Climb back up and keep going on foot.
OPEN AREA WITH SNOWMOBILERS: When you reach the next large opening, 2 guys on snowmobiles will be waiting below. Immediately climb on the rock wall to the right and shoot them from there before climbing down. (The M-16 works nicely for targeting, but you can also take your time and use the pistols.) Or, bring in the other black snowmobile from the previous area and use that.
CAVE WITH POOL AND EXIT TUNNEL: Proceed down the hill to the wall, where you'll find a movable block. Push it twice to enter a cave where 2 more thugs are waiting. Another bad guy lurks in the cavern below, on a ledge to the right. Take him out before descending.
(If you aren't bent on getting all the kills, you can use a little trick when entering this room. When you push the block twice then jump on top of the block or to the right, 3 bad guys are waiting beyond. But, if you jump to the left of the block, no bad guys! Pretty nifty. Thanks to Richard from the alt.games.tombraider newsgroup for this tip.)
To get down to the bottom, you can take several routes. The easiest are: (1)
Drive one of the snowmobiles over the edge and Lara will jump off, landing
safely in the water. (2) Walk over to the right side of the cliff edge. Turn
around, drop back and grab the edge, and traverse all the way to the wall on the
left. Safety drop to the snow below. Lara will slide to a stop on the ice ledge.
(The sniper isn't carrying anything, so you needn't bother going over to the
cave.) Turn around (so Lara's back is to the pool) and safety drop again, or
take a running jump off the corner of the ice ledge to land in the water.
(NOTE: There are screenshots for this sequence on the second "Tibet on Foot"
Swim across the pool to the far left side. Enter a small tunnel in the corner.
Follow this to the next level.
LEVEL 12: BARKHANG MONASTERY
Kills: 34* Items: 26 (30)** plus 4 keys, 2 gemstones, 5 prayer wheels and 3 secrets
(*The kills total is the maximum number of henchmen and crows--the only two enemies here. However, your total will probably be substantially less. Here's why: It is VERY IMPORTANT that you never harm any of the monks. If you act respectfully, they will not interfere with your exploration and will even help you fight Bartoli's henchmen. However, if you shoot a monk, accidentally or on purpose, the entire brotherhood will dog you throughout the level, making your job much more difficult than it has to be. If you find yourself in the middle of a fight between the cult members and the monks, be very careful whom you're aiming at. Or, back off until the fight is over. Then, if there are any cult guys left, you can take care of them and grab any goodies left over.)
(**Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that one of the regular pick-ups here will be the Uzis if you didn't get them earlier.)
MONASTERY ENTRANCE: Follow the tunnel to the steps in front of the monastery. You'll arrive to see 2 thugs in a melee with several monks. In this case, when the monks have dispatched the baddies, you can pick up a small med-pack, auto pistol clips and 2 sets of Uzi clips. (Who says there's no free lunch?)
The main doors to the monastery are locked, but you can get in through a window. Climb the ladder opposite the steps, killing a crow when you get to the top. Jump diagonally to a ledge to the right of the ladder, then jump across to another ledge. Cross the stone ledge to the rock wall. Kill 2 more crows that try and mess up Lara's hairdo. On the other side of the rocks, turn so the monastery window is on your left and jump to the angled block above the crevice. Slide and grab, release and grab the crevice below. Traverse left until you can pull up. Shoot out a window and enter a library.
MAIN HALL KEY: Go through the library to a hallway. At the far end are the main hall doors, which are locked. On the right is a room with rolling blades. Skip these for now. Instead enter the door on the left. Cross the room and climb the ladder to a walkway above the MAIN HALL. Follow the walkway to retrieve the MAIN HALL KEY. Retrace your steps to the walkway around the perimeter of the room, then continue to the right and around the corner. Step down into a small room. Move to the doorway, then side flip to avoid a rolling boulder. Follow the ramp up to a "T." Step into the hallway, then immediately step back to avoid another boulder. Pick up the flares and head up and to the left.
POOL WITH STRONG CURRENT: When you come to the room with a pool, SAVE YOUR GAME, dive in and swim along the right wall, then the far wall, to avoid the strong current that sucks Lara down to the grate at the bottom. (Try not to swim too close to either the surface or the bottom. You may need to hold the Alt (swim) and Right keys to keep Lara swimming into the wall. If you get sucked down, restart.) Head for a small opening on the far wall where you can surface. From here, drop into a deep well. Follow the dark passageway, timing runs through the 3 clamping metal doors. Climb the ladder to emerge in a room where you'll meet 2 more thugs. The monk may kill one of them for you, but you'll probably have to finish the job.
When the coast is clear, take a small med-pack from one of the bodies, then jump up the tiered altar to get the first PRAYER WHEEL of five. When you take it, the burners will light. If you stand above and between any two of the burners, you can do two standing jumps to the bottom without catching fire. Return to the next room, where you entered, and find a pair of movable blocks. Pull the first out of the way. Pull the second out of the wall, then go around the side and pull it once more to reveal a passageway out. Follow the passageway to a ladder which leads up to the area above the main hall. (You'll notice a thug lying dead near the intersection of the main walkway and the walkway out to where you found the main hall key. If the monks AREN'T on your side, this guy will be alive and kicking.) Climb down the first ladder you came up, go into the hallway and head left. Unlock the main hall doors with the key you found and enter.
MAIN HALL/STRONG ROOM KEY: As you cross the main hall, 3 thugs enter behind you. The monks will take care of them. When they're dead, take small and large med-packs plus some auto pistol clips. Enter the first door on the right, which is a reading room. A hallway leads out the other side. Jump over the first of three swinging blades and enter the door on the left. Take the STRONG ROOM KEY and return to the reading room, then the MAIN HALL. (The room past the other two blades gives you a glimpse of the gemstones you'll need to get later, but is actually a dead-end.)
STRONG ROOM/ROOFTOPS KEY: Exit the main hall by the doors you came in and follow the hallway to the end. On the right is the library entrance. Turn left into a storage room. As you enter, one of Bartoli's thugs will shoot out the window and a monk will run past to engage him. Another thug will enter through the window as you approach. The monks may kill both of the bad guys, but you can assist if necessary. When they're dead, take some automatic pistol clips, a small med-pack and Uzi clips. (If you didn't get the UZIS earlier, you'll get them now instead of clips.) Also pick up the grenades on the balcony outside.
ROLLING BLADES/ROOFTOPS: Use your key to unlock the strongroom door. Inside is the ROOFTOPS KEY. Take this and head for the next room on the right--the one with the rolling blades. Time a run past them and use the key to unlock the door to the roof. Go up the stairs and to the right through the arch with the golden animals. At the end of this corridor is a switch to turn off the burners between this area and the next. The switch is on a timer but it's not particularly fast, so pull it, hurry to the burners, then do a series of standing jumps over them.
Make a left down into a courtyard with several golden trapdoors. As you enter 2 cult thugs will emerge behind you and start fighting with the monks. Finish them off if the monks fail, and take a small med-pack and some Uzi clips. Climb the ladder on the right side of the courtyard to retrieve some M-16 clips. Return to the courtyard and pull the switch to open two of the trapdoors. Drop into the room below, shoot out a window and take the 2 GEMonkey swingTONES. On the other side of this room is another switch, which opens the other trapdoor so you can climb out.
Now head up the steps and to the left to a room with a large golden door shaped like a star. There's a niche in the wall between two gold animal statues. Place one of the GEMonkey swingTONES in this niche to open the star door. Go behind the star and pull out the movable block to get the second PRAYER WHEEL.
STORAGE ROOM WITH MOVABLE CRATES: Return to the main hall, cross to the far right corner near the base of the huge Buddha, and go down the stairs. Enter the hallway on the right and go into the first door on the right. This is a storage room with several movable crates. Find the first movable crate on the left side of the stack. Go around the left side of it and pull it once. Go behind it on the left (where the barrels are) and push it next to the doorway. Go back to the stack and pull the second crate out to where the first was originally. Now, pull the first crate once to block the door. Pick up some automatic pistol clips from the floor. Climb on the crates and pull the top left one on top of the one you moved. Underneath are 2 bunches of harpoons--just what you need now that you're 500 miles from the nearest ocean. ;-)
EXERCISE YARD AND TOWER: Continue to the room beyond the storage room. Jump over the gold trapdoor--there's nothing down there--and continue to a "T" in the passage. Go left and continue to a stairway on the left. As you go up, 4 thugs with guns appear in the area below. If you've been good, you don't have to fight them alone. Shoot out the window and jump down into the exercise yard below. Use the switch there to open the door and let the monks in to fight the bad guys. Finish the job if necessary and grab the leftovers: small and large med-packs, plus some shotgun shells.
Cross the exercise yard and climb a series of ladders to the top of the tower, where you'll find the third PRAYER WHEEL.
Return to the storage room, move the crate blocking the door so you can exit, and follow the hallway to the end. As you cross the room at the end of the hall, you'll hear gunfire behind you. The monks are fighting with 2 thugs. Assist if necessary, then take the bad guys' Uzi clips and grenades.
GAUNTLET OF TRAPS/TRAPDOOR KEY: Return to the end of the hall, then go left into a room with a series of traps: burners, swinging spiked balls and rolling blades. It looks awful, but you can take it in parts, saving between each. First, stand on one side of the opening or the other so you'll only have to deal with one of the spiked balls at a time. Approach the flame. It will go out, giving you a moment to time a run into the pit below the swinging spikes. Go underneath as far as you can, then turn around and pull up on the ledge. Stay close to the edge to avoid the swinging spikes. When the rolling blade passes moving left, jump to the burner, which will go out just long enough for you to do a careful run into the pit to avoid the next set of spikes. Continue underneath as far as you can then turn and pull up on the right. Now you're facing the second rolling blade and the doorway beyond.
Before going into the next room, take a little detour to grab a secret. Make a series of runs past the rolling blade into the passageway to the left. There are alcoves you can duck into to avoid the blade. At the end of the passageway on the left is a doorway. Beyond this are 2 sets of clamping doors, and beyond these, SECRET #1, the Jade Dragon. Return past the clamping doors and rolling blade to the room on the left. Take the TRAPDOOR KEY. Follow the hallway up and to the left, then slide down the slope, into a large pool.
LARGE POOL FULL OF WATER: Go for a swim. In the far wall, near the left corner, is a small underwater passageway hiding SECRET #2, the Stone Dragon. Climb out of the water, and find the exit back to the hallway. Turn right and proceed back to the main hall.
TRAPDOOR/PATH TO OUTBUILDING: On the far side of the big open area is a gold trapdoor. Use your key to open it and drop down. Follow the passage and climb out in a courtyard. Go to the right and follow the canyon to a large pillar. On the far side of it is an opening with a ladder. Climb up to the landing and go to the right until you come to a wooden bridge. A crow gets in your way on this side and a thug with a gun shoots from across the bridge. Kill them both, cross the bridge, take the thug's M-16 clips and continue on.
Two more crowsattack when you reach a small building. Take care of them, then climb up the rocks on the right. Do a running jump to grab the stone ledge, then another running jump from there to grab the roof of the building. Drop down into the room below to get the fourth PRAYER WHEEL. Pull the switch to open the door. As you exit, you'll see a monk in combat with another thug. When the thug is dead, take his shotgun shells and return to the monastery the same way you came. You'll meet 2 more bad guys on the way, whom you'll probably need to kill yourself.
ON TOP OF THE BUDDHA: Back at the courtyard, use theswitch to open the big doors back into the main hall. Two more of Bartolli's henchmen have invaded and are fighting the monks inside. Once they're out of the way, cross the hall and enter the second door on the right side (facing the statue). Climb the ladder and follow the hallway to an opening above the Buddha. Do a running jump to grab the statue's elbow. Pull up and climb onto the hand. From there, do a running jump to grab the head. Cross the head, then jump to the other hand and from there, do a standing jump to grab the alcove above. Place the second GEMonkey swingTONE in the niche to open a trapdoor in the room underneath the statue.
Jump back to the hand, drop down to the shoulder, drop and hang from the chest and finally drop into the Buddha's lap. Before going down to the floor, go around to the back of the statue where you'll find a small alcove concealingSECRET #3, the Gold Dragon (and 4 sets of M-16 clips if you've located all secrets).
DRAINING THE LARGE POOL: Go to the bottom front of the statue, enter the low-ceilinged room and drop through the trapdoor. Follow the passage to a room with pipes and bamboo-barred windows. Flip theswitch near the bamboo pipes to open the door with the face on it. Enter the room beyond and push the movable block in front of the water to prevent the pool below from refilling. Return to the pipe room, then slide down the sluice backwards, hang and drop into the now-dry pool below. Find the movable block in the raised alcove and push it aside to reveal the fifth PRAYER WHEEL. Climb the ladder and return to the main hall.
Take your finds to the room to the left and behind the Buddha. Place the 5
PRAYER WHEELS where they belong to open the big doors. Enter and put the Seraph
in place to open the secret entrance to the Catacombs.
LEVEL 13: CATACOMBS OF THE TALION
Kills: 33 Items: 29 (33)* plus 2 Tibetan masks and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups here will include the Uzis, Grenade Launcher and Automatic Pistols if you don't have them already.)
Jump down on either side of the stairs and walk to the opening to avoid thefalling icicles. In the next room, along the left wall, is a crevice. Grab it and traverse to the right until you can pull up. Drop down behind the wall to find some flares and SECRET #1, the Stone Dragon. Return the way you came. Turn and slide down the slope backwards, grab the edge, pull up and back flip onto the platform behind. From here you can kill the Yeti lurking below. Carefully trip the icicles above the stairs to your right now, note the door at the bottom, then return to the top of the stairs. Drop down into the pit where the dead Yeti is. Pull the switch to open the door above and let a leopard in. Return to the top via the ladder. Repeat the slide/back flip to the platform, kill the leopard and proceed down the stairs.
ROOM WITH POOL AND CAGE: As you go down the stairs into the large room,2 thugs with guns will emerge at the top of the stairs behind you. Kill them and take their large med-pack, automatic pistol clips and 2 sets of Uzi clips. (NOTE: If you don't already have them, you'll get the UZIS here instead of one of the clips.) Cross the room and approach the small doorway on the far right, beyond the pool. Immediately roll and take out the 2 leopards that charge you from behind. Go through the small door and down the ramp to get a glimpse through the bars of what lies ahead, as well as a small med-pack, before returning to the big room.
Above is a long ramp withsnowballs at the top. Climb the first flight of stairs and jump to the base of the ramp. Run up the ramp to trip the snowballs, then side flip into the pool. Climb out of the water and go to the rocks near the small opening where you killed the leopards. Go around the back to climb up. Do a running jump to the snow-covered platform opposite, then walk to the broken tiles with spikes below. Run across the tiles and press Action to grab the ladder as the floor falls away below. Climb to the top of the ladder and back flip to land on the platform behind you. Jump to the top of the ramp and pull the switch to raise the cage opposite. Slide down the ramp. Climb up to the cage and take the TIBETAN MASK. Doing this causes the trapdoor at the bottom of the pool to open.
Climb down, drop into the pool, then through the trapdoor. Follow the passageway, jumping over the trench withspikes. Beyond is a gate, which you can open using the MASK.
BUILDINGS WITH RAMP AND ROPE BRIDGE: At the top of the hill beyond the gate are a bunch of those peskysnowballs. To complicate things, a pack of 4 leopards will attack as soon as you enter the area. Ready weapons. (I like the shotgun for leopards, but take your pick.) Then run up the ramp and side jump to the right to avoid the snowballs and kill the leopards. If you like, trigger the avalanche, run back toward the gate and climb onto one of the blocks on either side of the gate to kill the leopards from safety.
FROZEN POND WITH FIREPOT: The main doors at the top of the ramp (where the snowballs came from) are locked. Go up the ramp and jump to grab the opening in the left wall. Beyond the opening is a room with a frozen pond and a firepot high above. (Note the door with the face at the top of the stairs on the right of the cave opening. You'll return here a bit later on.) Now, prepare for another leopard-fest. When you drop down,2 leopards charge you. Four more leopards--2 from ahead, 2 from behind--emerge when you approach the doorway on the right. You won't have to fight them all at once if you go cautiously. Kill the first pair of leopards before approaching the opening to the next area. Then, either run into the next area and immediately climb onto the rock outcropping just inside on the left; or go in slowly, drawing out the leopards two at a time.
OPEN AREA WITH WALL OF ICE: Once the leopards are out of the way climb onto the rock outcropping just inside the opening between the FROZEN POND and ICE WALL areas. (You'll already be in the right place if you killed the leopards from here.) On the other side of these rocks is a small cave with a pool of water. Swim down and pick up a secondTIBETAN MASK. (NOTE: Through a grate under the water you can see a bright object. You can also see it under the ice in the next room. This is a GONG HAMMER, which you won't be able to get until the next level.)
When you climb back up,2 thugs will be waiting. Kill them from the rocks if you can, then take their small med-pack, Uzi clips and 2 sets of automatic pistol clips.
Return to the main area with the buildings and rope bridge and go around the back of the building with the red trim. Climb the ladder at the back and retrieve2 pairs of grenades from the ledge. Descend and use the MASK to open the door below.
PITCH-DARK ROOM WITH YETIS: There are4 Yetis in this very dark room. Fortunately they're in cages and can't get out until you free them. Enter the room and head to the far left corner. Jump across the gaps to the center platform where there's a burner and a switch. When you pull the switch, the lights go on, the Yeti cages open and grates appear in the gaps between the platforms (i.e., they can get to you). You can try and run for the exit, or just tough it out and shoot them in here. If you haven't killed all as they charge up, jump down to the ground and get them as they stupidly take the stairs down. When they're all dead, claim your reward: Downstairs in the cages you'll find 2 large med-packs, 2 pairs of grenades and 2 sets of Uzi clips.
Go back to the top of the stairs and pull/push themovable block into the first of the small doorways with the gates above. There's a pair of grenades on the floor in one of the other doorways. (This will be the GRENADE LAUNCHER if you've somehow missed it thus far.) In the room beyond is a switch. Pull it to open the door with the face in the cave opening near the FROZEN POND AND FIREPOT area. This switch also closes the four gates, which is why you need to move that block.
DOOR WITH FACE AND WOODEN BRIDGE: Head back outside to the ramp, then up to the door you just opened. On the way, you'll run into3 bad guys who would try to stop you. If you're low on health or ammo, you can run back to the doorway to the yeti room and shoot them from relative safety. They're carrying 2 boxes of shotgun shells, 2 sets of automatic pistol clips, Uzi clips and small med-pack. (If you don't yet have the AUTOMATIC PISTOLS, you'll get them here instead of clips.)
When you get to the door above the opening in the rocks, run up the wooden bridge and duck to the left beyond the doorway to avoid therolling snowballs. Continue to the end of the bridge, turn right and take a running jump to catch the ladder. Climb up to a room with an opening over water.
SERIES OF ICY POOLS: Drop through into the pool, climb out of the water quickly and kill the3 fish that would try to nibble on Lara. Swim through the next cave. (Don't bother getting out on the icy bank, since there's nothing there but falling icicles.) Climb out on the rocky ledge on the right side of the opening into the third cave. Turn around and you'll see a ladder above you. Jump up to grab it, climb to the top, then do a back flip off the ladder to land on the platform behind you. Here you'll find SECRET #2, the Jade Dragon. Run and jump to grab the ladder and descend.
Continue into the last cave. The large doors are closed. Climb up on the block in front of them. Do a running jump to grab the bottom of the ladder hanging from the cave ceiling. Climb up and back flip to land on a ledge behind you. Here is theswitch that opens the doors below.
Enter the room and kill the chargingleopard. Then pull another switch to open the main doors back at the BUILDINGS AND RAMP. To get down, go to the platform on the right of the firepot. Take a running jump to land on the slanted blocks below and slide to the ground.
MAIN DOORS AT THE TOP OF THE RAMP: Return to the main doors at the top of the ramp. The gap in the floor leads to a room below, where3 leopards lurk. You can ignore them, or try and shoot them through the opening (dangling from the edge may draw them out). Or, if you're feeling brave, ready guns and jump. When they're dead, retrieve some grenades, a large med-pack, and 3 sets of M-16 clips scattered around the room. Flip the switch to open the side doors and release a fourth leopard.
Return to the top of the ramp, go through the doors and jump across the pit. Note thesnowballs perched on the hilltops ahead and to the left. You'll need to bring these down in order to proceed. First, jump up the ramp on the left to set the snow rolling. Slide back down, then immediately side flip to the right. This will trigger the other avalanche. Slide down and either jump over the snowballs as they roll past or run a few steps forward (you'll be facing the pit now) and side flip to the left. (You can also jump into the pit below through the openings on the sides, but you'll lose a bit of health--quite a bit if you haven't taken care of those leopards first.)
SPIKE ROOM AND EXIT DOORS: Enter the room opposite the first ramp, where the snowball ended up. Here you'll see two floor tiles that don't match the others. These arepressure pads that open the doors. First, step on the pad to the left to open the door in front of it. Enter the room, and look to the left. Notice the ledge above and the area of wall that looks different from the rest. You can climb up this wall like a ladder to get SECRET #3, the Gold Dragon (and a bonus of 2 pairs of grenades and 2 sets of M-16 clips if this is your third secret). Descend and walk carefully through the spikes to the door on the right.
The remaining door in this room leads to the level exit, so you'll need to get through it. The "how" is a bit complicated: The pad on the left opens the door in front of it. You've been through it already. The second door, leading back to the pad room, opens when you approach it. The other pad (near the snowballs) opens the exit door (inside the spike room beyond the second door). The first and last doors are on timers, so walking through the spikes is too slow. There are several different ways to get the job done. Quick but dangerous: Face the two doors and the snowball. Run over the pad near the snowball (to open the exit door), veer left and run across the other pad (to open the left door), jump into the left doorway, veer to the right, taking a running jump over the spikes and dash through the exit door.
Less daring but still requiring some coordination: Stand in the spike room just behind the door leading back into the pressure pad room. (It won't close until you step on the floor in front of it.) Take a running jump to the raised bit of floor just in front of the snowballs. Immediately take a standing jump over the snow onto the pad (which also serves to open the door), roll, then take a running jump back over the snowballs, and another running jump into the doorway (pulling up is too slow). Then run through the exit door.
Or, perhaps the easiest: Stand in the spike room just behind the door leading back into the pressure pad room. Take a standing jump, pressing Action, to land on the barred window ledge on the left. Walk to the end and position Lara so she's facing the wall with the doors and the pressure pad near the snowballs is just below on the left. Side flip onto the pressure pad, take a standing jump over the snowballs and a running jump into the doorway. Then run through the exit door.
Do a running jump to the ladder, climb down and follow the passage to the end
of the level.
LEVEL 14: THE ICE PALACE
Kills: 22 Items: 23 (27)* plus Tibetan Mask, Gong Hammer, Talion and 3 secrets
(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that one of the regular pick-ups here will be the Grenade Launcher if you don't have it already.)
YETI CAGE AND SPRINGBOARDS: Shoot thebell to open the door. In the next room are two cages--an empty one on the right and another high on the left that holds 3 yetis. The odd looking floor tiles are springboards, which will launch Lara up into the air if she steps on them. Many people have difficulty with these springboards at first. For the ones in this level, the trick is to stand behind them, facing the direction you want to go, then run onto the board. Lara will then sail up in the direction she's headed, to land on or grab a ledge high above. If you jump onto the springboard, Lara will just ping-pong up and down until she eventually crashes to the ground.
Stand in front of either of the2 adjacent springboards, facing the archway with the gates beyond. Run onto the springboard to launch Lara upwards, then grab the angled ledge above. Climb up and go to the left to find 2 sets of Uzi clips on the floor and a switch. Flip the switch to raise the empty cage and lower the yetis' cage, freeing them. Jump down to the floor below on the right side of the switch and kill the yetis as they come up the steps.
Cross the room and retrieve alarge med-pack in the far right corner (behind the now raised cage). Go into the cage above and behind the yeti cage, where you'll find another large med-pack. Another yeti charges as you approach the stairs at the back. Kill it then go up the stairs and pull the switch there to raise a platform beyond the bars.
Go back down the stairs and find themovable block at the back of this cage (across from the opening above the yeti cage). Pull it out to gain access to a large room. SECRET #1, the Gold Dragon, stands on a high platform at the other end of the room. To get across requires a "leap of faith" ŕ la Indiana Jones. Line Lara up with the platform and step out. There's an invisible bridge, which will take you across to the dragon and back.
Return to the main room and go to thespringboard opposite the yeti cage on the far left. Above is another bell. Draw pistols, run onto the springboard, shoot the bell at the peak of the jump and slide down the sloped wall ahead. Shooting this bell opens the first of the 2 black gates.
Go to the corridor where the gates are. Face the ledge you just lowered and run onto thespringboard to sail up onto the ledge. Turn around and you'll see another bell. Stand facing it and jump in place to shoot it. This will open the second black gate below. Jump down to the angled block on the left, slide, grab and drop to the ground.
Go through the gates you just opened, turn and right and run onto thespringboard. As Lara sails up, grab the angled ledge above. Traverse to the right and drop down onto a flat ledge. There's another bell above and sloped ledges ahead and behind. Targeting this last bell is a bit complicated: Face the bell and grab the ledge in front of you. Pull up, back flip to the slope behind and at the same time draw your pistols. Shoot the bell and slide down to the flat ledge. This last bell opens the gate above and to the left.
Grab the sloped ledge below the bell again and traverse to the left. Pull up, back flip onto the slope behind you, then side flip left to land on the flat ledge. Climb the ladder to the ledge above. Climb into the opening and jump across the gap to the floor. Kill theyeti that charges through the other opening, then take the flares.
DARK CAVES: Note theStone Dragon behind the barred window. To get it, climb through the opening where the yeti came in. Head down the passageway, killing the tiger you meet. When you reach an opening on the right, enter then climb into the dark opening above and continue until you reach the dragon. This is SECRET #2. Exit this tunnel and take a running jump across the gap to a ledge. Off to the right is a small med-pack.
Return to the path below. This time, continue straight then to the left. When you reach the room,3 tigers will charge. After you've killed them, take the TIBETAN MASK from the pedestal and go back the way you came. Turn around and this time, go up the ramp to the right. Follow this passageway past a barred window that overlooks the buildings you encountered in the previous level. At the end of the passage, ready weapons, jump down into the room below and kill a yeti.
SPIKE ROOM WITH YETIS: Light a flare and throw it into the dark room below. You should be able to see and kill thesecond yeti lurking below. When it's dead, cross the room to pick up a large med-pack then drop down at the middle of the opening nearest the med-pack to avoid the spikes below. Take the 2 sets of automatic pistol clips from the floor in the far right corner. Climb onto the ledge with the red columns. There's a small med-pack at one end and a switch, which opens the exit door, at the other end.
ROPE BRIDGE AND FIREPOT (ABOVE CATACOMBS AREA): When you step out onto the bridge, you'll notice that you're now above the area you explored in the previous level. At the beginning of the bridge, turn to the left then take a running jump to the ledge opposite to get someflares. Jump back to the bridge then go across, turn left and go through an opening in the snow. Jump across the rocks to the left to find a switch. Pull it to spill hot oil from the firepot onto the ice below, melting it so you can get into the water. Jump down via the angled blocks below and to the right of the switch. Kill the 2 tigers that charge in from the cave with the ice wall. Go into that area to pick up 2 boxes of shotgun shells. Then climb over the rocks near the opening and jump into the water (where you found the Tibetan Mask in the previous level). Now there are 2 sets of Uzi clips down there.
UNDER THE ICE/GONG HAMMER: Return to the hole you just made in the ice and jump into the water. Grab theGONG HAMMER and climb out to shoot the 2 biting fish. Once you've taken care of them, jump back in the water and swim under the ice through an opening into the next cavern.
Wade out of the water, avoiding thefalling icicles, and kill the 3 yetis waiting here. (NOTE: You can do this from the safety of the water if you have any harpoons left. Thanks to Joe C. for this tip.)
When the coast is clear, head for the openings opposite the water. Enter the one on the left, taking care to avoid theicicles. When you approach the low ice wall, another yeti charges. Kill it, then go behind the wall and collect 4 pairs of grenades. (NOTE: One of these will be the GRENADE LAUNCHER if you somehow managed to get this far without picking it up.) Return to the cave with the pool and go through the door on the right. As you enter, 2 yetis attack--one from behind and another from the top of the ice steps. Kill both, then take the small med-pack lying on the ground.
AVALANCHE AREA AND ICE CHASMonkey swing: Continue to a large, sloped cave withmany snowballs at the top of the hill. Walk a few steps into the room to trigger the first wave of snow, and back flip to the safe spot in the doorway. Do this again for a second bunch of snowballs. For the remaining avalanches, you'll need to go farther down the slope to set them off, but you can run to the left wall for safety.
GONG AND TALION: Jump over the snowballs into the doorway. To cross thefirst deep chasm, slide backwards down the slope, traverse left, then pull up and back flip into the doorway behind. To cross the next chasm, do a running jump from the doorway to grab the ice ladder opposite. Climb to the opening at the top. Slide backwards down the next icy slope, grab the edge then drop to the ground in front of a huge gong.
Before striking the gong, climb down the ice structure and cross to the far left corner. Do a standing jump to grab the ladder. Climb to the bottom, then drop down on the left. Flip theswitch to open the door to the small stone building above. Climb back up, back flipping from the ladder across the gap. Go to the stone building and take SECRET #3, the Jade Dragon (with a bonus of 4 pairs of grenades for finding all 3 secrets).
Climb up to the gong and use the hammer to strike it. This will break the ice windows on either side of the structure below so you can enter and take theTALION. Climb down to the floor for the final battle of the level. When you hit the ground, a huge, wingless bird monster, the Guardian of the Talion, emerges from the ice doorway on the right.
If you want all the pick-ups, you'll need to do some fast running. Inside the monster's cave on the right side of the flat area with the pillars are2 sets of Uzi clips and a large med-pack. Here are a few tips: Hit the ground on the side farthest from the Guardian's cave entrance, then run/jump into the cave, while the monster goes the long way around the pillar to get to Lara. Pick up one item, then roll and jump past the monster who should be just reaching the cave entrance. Run around the pillars (counter-clockwise) and back into the cave. The guardian will pursue and you'll have a chance to grab the second item. Jump out past the beast again and get ready to fight.
Now kill the Guardian. You can tough it out and try not to fall down the deep crevasses on the sides of the platform, or head for one of the safe spots: on the ice blocks at the left side of the building (left if you're facing the gong), inside the hut where you got the secret, or in the depression in the corner near the ladder. Once the guardian is dead, the level ends.
In the movie following, Lara emerges from the caves and steals a Jeep from the bad guys' camp. A slippery, snowy car chase ensues, with the pasty Marco Bartoli and his henchmen in hot pursuit of our heroine. Of course she makes a clean getaway and soon returns to the doors of the Xian temple. She uses the Talion to open the puzzle-lock door, and the next level begins.
China - Levels 15 thru 17 and Home Sweet Home
LEVEL 15: TEMPLE OF XIAN
Kills: 37 Items: 24 (32)* plus the Dragon Seal, 3 keys and 3 secrets
THE DAGGER...ALMOST: Go through the antechamber toward the pedestal at the center of the large room. There it is: the Dagger! But of course it's not that easy. As you approach, the floor gives way and you slide down a series of chutes until you're spit out into a pool at the end. Here's the sequence: When the floor drops away, land below, slide and grab the edge. Drop and slide, jump over theblade and continue sliding. The boulder will pass overhead. When you get to the wet, gray slide, press Jump and Roll so you're facing up the slide and can grab the edge at the end. Traverse left and pull up into an alcove where you'll find SECRET #1, the Gold Dragon.
Dive into the water, go over the falls and climb out on the platform on the other side of the lower pool. Shoot the2 fish. Note the nearby keyhole, the gate on the left and the ladder on the right leading up to a closed trapdoor. There are two underwater openings across the pool. Find the one on the right. Within this opening, branching off to the right, is a narrow, underwater tunnel, down which you'll find a small med pack (and a glimpse of a key you can't reach yet). Return to the wider passageway then swim up into the temple area.
TEMPLE ENTRANCE (TWO BUILDINGS): Exit the water on the rocks at the left side and pick up someshotgun shells. Ready that gun; as you approach the temple doors, 2 tigers emerge—one from the left behind the stairs, the other from the right side at the top of the stairs. After killing them, go around the left side of the building. Run onto the springboard and bounce up to land on the roof. Cross the roof and throw the switch, which opens the trapdoor you saw earlier. Kill the bird that flies in from the far side of the cavern. Then drop down, swim back through the underwater opening and return to the ladder that leads up to the trapdoor.
LAVA AND SPIKES ROOMonkey swing: Climb up, kill aspider, and continue to a ledge above a room with a large wooden pillar in the center and lava below. Turn around, drop off the ledge and grab the edge. Climb down the ladder all the way to the bottom, then drop and grab the ledge below. Pull up and drop back again if Lara wants to climb the ladder instead of hanging to traverse. Traverse to the left, hanging onto the crevice, until you can pull up. Walk to the left, descend the next ladder to the bottom and again drop and grab the ledge below. Pull up then walk to the right, drop and hang, traverse to the right and pull up into an opening where you'll find SECRET #2, the Stone Dragon. Return to the previous landing (just above the lava) the way you came. Head to the left and kill a spider. Jump and grab the ladder on the pillar. Climb up and follow the passage to a room with ladders and spikes below.
Climb the ladder to the crevice, traverse to the right (to avoid thespikes above), back flip to the ledge behind, then jump forward to the flat spot above where you just were. In the next area, run across the broken tiles and stop on the last one. You'll fall to the pedestal below, where you can pick up some shotgun shells.
Do a running jump over thelava to the opening, slide down and jump over the spikes to land on the angled block ahead. Immediately jump again over a second set of spikes to grab a ledge. Pull up, then slide down the angled block to safely pick up the grenades on the ground. Climb up until you reach a switch. Pull it to open the main doors to the FIRST TEMPLE.
INSIDE THE FIRST TEMPLE: Jump down into the water and swim back to the TEMPLE ENTRANCE. Enter through the doors you just opened and go to the rear, avoiding therobot guards. You'll see some M-16 clips lying on the floor. Approach them from the back to avoid being sliced by the robot guard's sword. Go through the right doorway in the rear wall and climb up until you reach a room with many angled rocks and lava below.
ROOM WITH ANGLED BLOCKS ABOVE LAVA: You'll need to make a complicated series of jumps to get through here. To make it easier, I've included adiagram, temple.gif (also online at http://tombraiders.net/stella/images/temple.gif). I refer to areas marked with letters the descriptions that follow. You may be able to manage without the map, but a visual aid can help.
The basic idea is to jump so Lara lands on each angled surface facing downhill. (Remember, you can pivot her in the air using left/right keys.) When she starts to slide down a slope facing forward, jumping will propel her forward to the next slope. If she lands facing up a slope, try again. Here's the sequence: From the doorway (A), take a running jump straight across to the long block that slopes down to the right (B). As you start to slide, jump forward to the next angled block ahead (C). (C slopes down and toward the entrance.) Slide then press and HOLD the Jump key. Lara will jump forward to land on a small angled block (D), then immediately jump to a fourth sloped block (E), and from there to the final block (F) on the far side of the lava pit. Release Jump and climb up to the top of the rocks (G). From here take a running jump to grab the ledge above and opposite the entrance (H). Then climb to the next area.
SPIKED WALL TRAP ROOM: Theswitch opposite is a decoy. No matter how you approach it, the floor collapses and you slide into the room below. Upon landing, run/jump to the far side of the room, flip the real switch to open the exit, which is just below the opening where you slid in. Roll and rush through it to avoid the encroaching spiked walls.
Grabbing thesmall med-pack on the ground and getting out alive is a challenge, but it's possible. Slide down the ramp. When you land, you should should be positioned in the middle of the walkway with the med-pack and the skeletons. Jump forward and press action, Lara should pick up the med-pack. Jump forward again, run to the switch and throw it. Now jump backward with a mid-air twist (Jump + Back + Roll in rapid succession). Now Lara should be facing the exit. Take a running jump, then keep running through the door and the spikes don't get you.
ROOM WITH RAMPS AND METAL BALLS: Continue to the next room. Head up the ramp, then quickly back and side flip to get out of the way of therolling metal ball. At the top another ramp slopes down to the right. A second ball comes from the top left. You can trip it by running up the ramp and into the depression at the left side. Climb up the step and run over the ramp to trigger yet another metal boulder. If you just keep running, you'll land safely below on the first ramp. Climb back to the top and follow the ladders up.
DARK ROOM, LADDERS WITH BLADES: Drop into the dark room. Cross to the far right and trip theswitch, which opens a gate above and to the left, and also frees a tiger which charges from behind you. Once you've killed it, go through the opening to a ladder rigged with slicing blades.
Light a flare before jumping and grabbing the ladder. Climb down until Lara's feet are just above the blade. As the blade begins to open, release Action to drop past it. Quickly press Action again to grab the ladder below. Repeat the process with the second blade, then drop/slide into the room below. Here you'll findtwo perpendicular rolling blades. It's probably easiest to take them one at a time. Once you've passed both, you'll emerge in the anteroom above the robot guards. Kill the 2 birds before proceeding.
(**) TIMED RUN OVER THE RAFTERS: On the wall at the right side is abutton that opens the door on the far wall. It's timed but not horribly difficult once you know what's required. Press the button, press Look to get Lara's perspective back, roll, then do a series of running jumps across the beams: the first two can be taken at a smooth run, the third needs an extra step beforehand. (That is, hold Forward and Jump for the first two running jumps, then release the Jump key to let Lara take another step before pressing Jump again. She'll then take 3 steps, instead of the usual 2, before taking off.) Keep running through the door before it closes.
Beyond this doorway is a room with a narrow walkway overlava. Four spiked balls swing from the ceiling. Stand to one side of the walkway and run past each ball in turn. The shadows on the floor can help to gauge each ball's position. Also, each ball only has spikes on one side, so you can stand a little closer to the un-spiked side.
TWO BUTTONS AND BROKEN TILE RUN: Next comes a doorway withbuttons on each side and a lava-filled hallway with break-away floor tiles beyond. The button on the right raises a grate between the solid floor and the tiles; the one on the left opens the gate beyond. Press the right button, side flip, press the left button, and run through the doorway. When you reach the end of the tiles, a boulder rolls down from above and behind. You can try and outrun it, jumping at the end of the bridge to grab the ledge opposite. However, I found it easier to cross the broken tiles, stop immediately on the first solid block and safety drop backwards, grabbing the edge of the floor. This way the boulder sails past and you can pull up and continue at a leisurely pace.
LAVA POOL ROOM WITH DRAGON SEAL: At the end of the walkway, take a running jump over thelava to grab the platform on the other side. Pull up and take the DRAGON SEAL. Then take a running jump to the flat ledge on the right of the dragon. Climb up to the room at the rear. Grab the automatic pistol clips on the step near the door. Then enter, kill the 2 spiders and get 2 more sets of automatic pistol clips. Use the switch to raise blocks in the lava out in the main room. Go down toward the lava on the right side (the opposite from where you came up). Run and jump to the low, brown block near the wall, and again to the next block. Run and jump to the short angled block near the stone pillar holding up the bridge, jump to grab the edge of the taller angled block. Pull up, then slide down the front, jumping to land on the flat, high block. Take a running jump and grab the higher block on the right, then another running jump to the lower block below.
You should now be facing the sloped wall where you first entered this area. The ornate block in the lava below, which was a burner when you entered, is actually aspringboard. Stand at the edge of the block facing the springboard. Hop back, then do a standing jump to the board. Hold down Action + Forward to jump from the springboard onto the ledge above. Immediately safety drop backwards, grabbing the ledge to avoid a rolling boulder from above. Run and jump to the flat area ahead and to the right. Jump to the bricks on the right to avoid another boulder. Now hopscotch across the flat brick areas to the top right. You'll need to kill a bird on the way. When you've made it to the highest brick block on the right side, slide down the ramp to the springboard at the bottom. As you slide, press Forward and Lara will spring up to land on her feet on the platform high above.
Take a running jump to grab the edge of the platform on the opposite side of the room. Pull up and take possession ofSECRET #3, the Jade Dragon (with a bonus of 8 sets of Uzi clips for finding all secrets). Below on the left is a sloped wall with a number of flat brick platforms set in it. Take a running jump down down to the first brick platform on the left side of the slope. Use the flat brick platforms to climb up to the room at the top left, taking care to avoid the spikes hidden in the sloped floor.
Pull or push themovable block and go through the opening into the small room behind. Use the switch to open the trapdoor. There's a ramp below with a metal boulder set to roll. Run down ahead of the boulder and head to the left at the bottom of the slope. Slide down the next ramp to emerge again in the rafters above the robot guards. Now there are 2 tigers lurking below. Kill them before climbing down.
ABOVE THE SPIKED BALL ROOM: Now, if you must have all the kills, you'll need to make a detour back through the timed door. Do that the same way you did before (see above at the **). Beyond the door, head to the left and you'll see this area has changed. Climb up into the rafters above the swinging spiked balls. Here you'll meet anothertiger. When you've killed it, continue forward to emerge in the DRAGON SEAL ROOM. Use the flat brick platforms to climb back up to the room at the top left of the slope. Go through the trapdoor and down the slopes to the rafters of the room with the robot guards. (If you haven't already killed the tigers below, do that now. Then drop down to the floor.)
ROOM WITH SPIKED CEILING AND MANY SWITCHES: Use the Dragon Seal to open the gate at the back of the room. Enter and follow the passage to arolling blade. Run down the hallway, ducking into the alcoves to avoid the blade. The last alcove is actually a doorway with a slide leading down to a room knee-deep in water. The spiked ceiling descends and you need to flip all three switches to open the exit door. (There are also a number of decoy switches but if you look carefully, these aren't realistic enough to really trip you up.) There is also a small med-pack on the floor near the skeleton. You may have time to pick it up if you move quickly.
POOL WITH SIDE TUNNELS AND LEVERS: Exit to a room with a waterfall. Jump from the lower block to grab the higher one. Climb up and take a dip in the pool to draw out the2 biting fish. Kill them before proceeding. This next section has a complex series of underwater levers and gates. Here's the drill: On one side of the pool is an underwater opening with a strong current that prevents you from swimming through. Opposite is a closed gate and a lever which raises the water level and turns off the current. After pulling this lever, head to the right and up to get air and pick up a large med-pack and some grenades.
Take a deep breath and swim down and to the left, through the tunnel, which slopes up then down. Bypass thelever on the left. (Use this lever only if Lara is running out of air and you don't want to restart the game. It lowers the water level, sweeping Lara back to the big pool.) Instead, take the passage to the right. Swim forward, pick up the small med-pack, then go back for air. (There's another opening in the ceiling of the big pool where Lara can breathe.) Return to where you got the med-pack and pull the lever on the left to open the door opposite. Roll, swim forward and pull another lever at the end of this short passage. This opens a gate out in the big pool. Swim out for air then go back under through the gate you just opened. (It's in the big pool next to the first lever you pulled). There's yet another lever on the right side of this passage. Pull it to open the gate above the center of the big pool. Swim up to it and climb out. (If you pulled the lever to lower the water level earlier, you'll need to pull the first lever again to raise it in order to reach this opening.)
ANOTHER SPIKED WALL AND THE GOLD KEY: You're now in the room below the one with the encroaching spiked walls. Kill afish in the water before retrieving 2 boxes of shotgun shells under the water and some M-16 clips on the pedestal. In the next room, a spiked wall comes from the right, and the switch on the far left wall opens a trapdoor nearby. Get down through it as quickly as possible. You'll slide into the water and the current will carry you to the GOLD KEY, which you saw at the beginning of the level behind a gate. This gate opens as you approach, and you can swim through to end up are back near the TEMPLE ENTRANCE.
UNDERWATER AREA BEHIND GATE: Return to the platform below the falls where you began the level and use the gold key in that keyhole. This opens the gate to the left. Go through, then swim underwater to the right, right again and into an underwater room with closely spaced pillars. There's asmall med-pack on the floor and pesky fish following Lara around. The door closes behind you. A lever on the back of the first pillar opens the other door next to the first. Kill the fish with the harpoon if you want. Or, pull the lever, exit, swim out and up for air, then return to the platform with the keyhole to kill the fish.
Pulling that last lever also opened a trapdoor farther down the underwater passage. If you're in the pillar room, swim straight ahead to reach it. If you're on the platform, swim through the gates, forward, then to the left. Swim up through the trapdoor you just opened, upward some more, and climb out of the water on a wooden platform to kill anotherfish.
SPIDER CAVE: Enter the spider-web spangled cave with guns drawn. (Lara can probably spot those spiders better than you can.) There'll be2 small spiders to start. Turn left and approach the flares on the ground. Two more spiders drop from the ceiling. Kill them and take the flares. You can go through the webs on the left to get some Uzi clips. A giant spider and a small spider attack, so take care of those, then cross to the other side of the room. There's another alcove and 2 more small spiders within. Kill those and continue on to the doorway of a large room with a glowing egg sac suspended in the middle. Near the doorway another giant spider emerges, and as you enter 2 more giant spiders drop from the web.
Once the coast is clear, cross to the far side of the room (opposite the entrance) and climb on the one stone block you can reach. Turn around. Run, jump and grab the higher block opposite. Turn around again (you're now facing the first block you climbed on) and take a standing jump to grab the ledge above. (You should now be level with the egg sac.) Proceed from ledge to ledge clockwise around the perimeter of the chamber (i.e., keep the egg sac on your right and the wall on your left): First take a running jump to the small square ledge ahead. From the corner of this ledge, take a standing jump to the next ledge, which is left-shaped. Agiant spider will drop in front of you here. (If you like, put some distance between Lara and the spider by jumping to the ledge to draw it out then immediately back flipping to the previous ledge.) Walk to the middle of the left-shaped ledge, then take a running jump to the angled, square pillar at the center of the cavern (directly under the egg sac). From there, take another running jump to grab the pillar below the doorway. Take a final standing jump from the edge of this pillar to grab the door sill. Pull up.
Go through this room to the opening over the water. Run, jump over the water and grab the rocks. Climb up and take theSILVER KEY. Return via the water to the cave with the two temples. Use the silver key to open the door to the SECOND TEMPLE, on the right.
INSIDE THE SECOND TEMPLE: Enter and climb on the lowest block. Jump and grab the next higher block, pull up, jumping to the side to avoid arolling metal boulder, and back again to avoid another boulder. Continue to the top and pick up some automatic pistol clips on the floor where the boulders originated. Cross the bridge, killing a tiger and a bird, then a second tiger in the room beyond. Continue to a room with a blade rolling back and forth and an open doorway to the left just before it.
(NOTE: If you're not in great need of Uzi clips, you can skip this next bit.) Jump through this doorway diagonally, so as to land on the slope. Slide back and grab the edge. Climb down, let go and catch the ledge below. Pick up theUzi clips then continue down the hallway. Drop down into the water outside the temple.
ROPE BRIDGE AND ROLLING BLADE: Retrace your steps into the temple and up to therolling blade. Stand on the slightly sloped floor facing the blade but angled a bit to the right. Take two standing jumps, timing them to avoid the blade, and landing on the top tier. Enter the room with the motionless blade and pick up 2 sets of Uzi clips and a large med-pack. Cross the bridge. The blade doesn't start rolling until you do. Push the button to open doors back in the temple. Kill another bird, then time a run back across the bridge, veering left into the room at the end. If you run after the blade as it rolls away, you'll have just enough time. (Or, if you're not feeling brave, you can dive into the water and go back the long way.)
(To the far left of the bridge, when facing the room where the rolling blade came from, you may notice another ladder on the rock wall. There is a room at the top with a large med-pack inside. However, there is no way to get there, short of patching a savegame to put Lara at the top of the ladder. Jeff Reid has done this. You can download his save with Lara at that spot from http://www.tr2.tombraiders.com/JeffsGames/JeffsSavedGames.htm.)
From the room where you killed the tigers, climb to the gray stones. Here you'll find a series oftiered springboards. Stand with Lara's back to the lowest springboard. Walk 3 steps forward, then back flip onto the springboard behind her. This should cause Lara to bounce up the slope using all four springboards. (You can use the arrow keys to adjust her trajectory, but you don't need to press any other keys.) Press Action before landing on the last springboard and hold it to make Lara grab the ledge above it after takeoff. Kill the bird that dive bombs you at the top. Then jump to grab the door sill of the room above. (These are the doors you just opened by pressing the button on the far side of the BRIDGE WITH THE ROLLING BLADE.)
MAIN CHAMBER: Enter this large, lava-filled room. Go to the end of the walkway you're on, and jump diagonally to the right to land on small platform near a keyhole. (You'll be getting the key shortly.) From here, jump to a large, flat area to the right. Run to the ladder on the far side and jump/climb up before thespiked wall arrives. Dismount on the ledge above. Climb up to the next room and run to the right, jumping the gap over the spikes and grabbing the ladder opposite. More spikes close in, so you'll need to be quick about it.
Climb up and follow the passageway past two gates looking out over two huge dragon statues, one on each side. Continue forward then to the right, where you'll find aswitch. Pull this to open one of the two gates you just passed. Return to this gate, enter and take a running jump to grab the platform on the left. Jump to the next platform, then jump and grab the next platform, pull up and pick up the MAIN CHAMBER KEY. Drop down to the dragon's neck. Slide down its back to land on a flat block below. Hop down to the lowest step and from there take a running jump to the walkway where you came in. (This seems like a difficult jump, but if you angle Lara precisely before jumping, she'll land just to the right of the open door.)
Again, go to the end of the walkway, jump across to the keyhole and use your newly acquired key in it. This raises a grate on the stone pillar behind you. Jump back to the walkway by the door, then take a running jump to grab the grate. Pull up and jump from the grate to the block below the ladder. Climb up to the platform on the right. Turn around and jump over thespikes to grab another ladder. Climb again until you reach the small hallway with the two gates where you were earlier. Now the second gate is open. (NOTE: In case you're disoriented, the dragon you're going for this time is the one that has the central pillar extending all the way to the ceiling.)
Jump from platform to platform clockwise around the room until you're facing a block that slopes down toward the dragon. Jump to it and immediately jump again to land on the flat area on the dragon's neck. Climb the ladder until you reach ablade. Position Lara's hands two rungs below the blade, then back flip onto the angled block behind. Jump and grab as you slide to catch hold of the next ladder. Climb to the next blade, position Lara's hands two rungs below it and press the Jump and Roll keys, then Action, to make Lara leap from the ladder, twist in the air, then grab the ladder behind. Continue up until you can get off the ladder on the right. Enter this corridor to finish the level.
Here you get another cut scene: Lara emerges above the chamber where the
Dagger of Xian rests, only to find that Marco Bartoli has beaten her to it. She
watches from the shadows as Bartoli plunges the dagger into his heart. He
collapses and his henchmen carry him out on their shoulders. Naturally, Lara
LEVEL 16: FLOATING ISLANDS
Kills: 26 Items: 26 (34)* plus 2 Mystic Plaques and 3 secrets
BEGINNING OF LEVEL/GOLD LATTICE BUILDING: Move forward to the end of the walkway and take a look around: ahead and below is a Mystic Plaque on one of the small, green "floating islands." Off to the right on the roof of a building, is the Jade Dragon. You'll get to these soon. As you stand there, aflying warrior approaches very slowly from the right. You'll meet a number of these guards during this and the next level. They are deadly at close range, but you can often take them out from a distance. This one can be killed as it moves through the air toward you. You can even do it with pistols if you start firing as soon as Lara gets a lock on it. When it explodes, turn around and head back toward the level's entrance and to the right. On the ground is a small med-pack.
Now, return to the end of the flat walkway so you're facing a green island shaped like a double ramp or an upside-down "V." Jump to the left side of the ramp, slide forward and jump to the angled green block ahead, then from there jump to grab the edge of the gold latticework building.If you miss this grab, Lara will slide down to the stone ledge below. Apetrified guard will come to life on the next island over. (Listen to the sounds it makes when this happens so you'll be alerted next time.) Kill it while it's in the air and cross over to the island. Use the rocks on the right of the guard's alcove to climb back to the top to try that jump again.
Once inside the latticework building, throw theswitch, which opens a trapdoor on the underside of the building where you saw the Jade Dragon, as well as a gate at the end of the building you're in now. (NOTE: You can now go through this gate and slide down to the island with the Jade Dragon, but I don't recommend it, since it will take longer to complete your objectives.)
SMALL ISLAND AND FIRST MYSTIC PLAQUE: Return to the ledge where you entered this building and drop down to the slope below. (If you made the jump to the gold building perfecly and the petrified guard below didn't awaken, he will do so now and you'll need to kill him.) Climb up the rocks to the right of the guard's alcove to the top near the double ramp where you started. This time, jump to the left side, facing backwards, to slide down the ramp and grab the edge. Drop to the ledge below, then jump across to the small island and take theMYSTIC PLAQUE.
LARGER ISLAND WITH ELEVATED BUILDING AND THREE GUARDS: Jump across the green rocks to the island with the building on it. This will awakenone of the 3 stone guards. You can jump back to the green rocks, and he won't be able to get Lara as you shoot him. When he's dead, jump back across to the building.
(**) Now, here's the TRICK FOR DEALING WITH THE PETRIFIED GUARDS (suggested by Guillaume Cormier on the alt.games.tombraider newsgroup): Fire 3 grenades at each of the stone guards on the platform. This will weaken them considerably, so that when they do awaken, it will only take a single grenade (or far fewer bullets than normal) to kill each one. This works for all of the guards you'll encounter during this and the next level. Also, be careful to use only 3 grenades, not 4, as the extra one seems to cause the game to crash--at least in the PC version. Apparently this trick doesn't work on every system, but it's certainly worth trying.
Pull up through the trapdoor into the room above. Here you'll find some2 sets of Uzi clips, flares, a large med-pack and a second MYSTIC PLAQUE. Taking the plaque awakens another of the guards below. Use the pistols to shoot him through the opening or drop down and finish him off.
Climb up on the rocks to the left of the guard platform, near the small tree. From here you can jump and grab the edge of the roof. Pull up and cross to the other side to pick upSECRET #1, the Jade Dragon. Drop back down to the ground.
If you want all the kills, you'll need to revive the remainingstone guard. This guard is set to awaken when you come down the stone slide from the GOLD LATTICE BUILDING. So if you've gone the other way (as I suggested) you'll need to jump onto the slide to activate the guard. Head to the right side of the island (the right when Lara's back is to the guard platform) and locate this stone ramp. Draw weapons and backflip onto the ramp, so Lara will slide down facing forward. The guard will awaken and you can quickly dispatch it. If the grenade trick (described above at the **) isn't working for you, awaken the guard, then run to the right and jump over to the green island to kill it from safety.
(NOTE: If you slid down the ramp to reach this island, you should retrieve the other Mystic Plaque from the small island before going on. You'll need both to unlock a gate ahead.)
LARGER ISLAND, LOWER LEVEL: Now face the guard platform and head toward the right side of the island. Drop and hang from the edge, then let go and grab the green ledge below. Pull up, go to the left and pull theswitch to lower the gate in the opening opposite so you can walk on it.
SMALLER GREEN ISLANDS LEADING UP TO MYSTIC PLAQUE GATE: From there, take a running jump to the green island ahead. Jump to the flat area at the top and from there to the next island on the left. Follow its "left" shape to the end, then take a running jump to grab the small, square island beyond. From here, leap across to grab the lowest step of the 4-tiered island beyond. (NOTE: If you don't want all the kills, you can skip the next paragraph and instead jump directly from the bottom step to the large island with the gate flanked by 2 petrified guards. They will not awaken.)
To get all the kills, climb to the top of the 4-tiered island then walk across to the roof of the GOLD LATTICE BUILDING. One of the2 petrified guards on the island opposite (with the big doors and ornate carved base) will awaken when you reach the top green step. The other will awaken when you step on the gold roof. Activate them one at a time and they'll be easier to shoot as they approach. Once the guards have exploded, go back down to the bottom of the green steps and jump across to the island where they were.
MYSTIC PLAQUE GATE AND GARDEN BEYOND: Pick up2 sets of Uzi clips and use the plaques in the receptacles to open the gate. Shortly after you enter, a flying guard rises up from below the bridge on the left. You'll have time to kill him in the air if you're waiting for him. After he's dead, pick up 2 sets of automatic pistol clips on the ground to the right.
Climb up the rocks behind the small tree next to where you found the clips. Here you'll see an opening at the top of a slope. Turn around, back up to the base of the slope and back flip to land inside the opening. Follow the passage toSECRET #2, the Stone Dragon. To get back, turn around and take a diagonal standing jump into the tunnel opening. Then follow the tunnel back to the little tree.
Cross to the opposite side of the courtyard and climb/jump up to the green boulder. Position Lara's back to the boulder and back flip over it. Slide down the slope ahead of therolling boulder, then hop back and grab the ledge as the boulder sails overhead. Keep hanging as a second boulder falls down behind you. Only then pull up. Turn and jump across the gap. Then go to the flat area near the top of the ramp. Take a running jump to the island with the zip line handle. When you land, slide back and grab the edge, traverse right and pull up. (NOTE: There's no need to grenade the guard on the left. You'll have time to kill him before he reaches you later on.) Now ride the zip line, dropping off on the lower bridge.
LOWER BRIDGE/ROOM BELOW GARDEN: Enter the room and kill the first of3 stone guards, who animates as you arrive. If you like, give the others the 3-grenade treatment (described above at the **). Then pull the switch between them. This awakens them. It also resets the zip line and raises the gate at the bottom of it. When the guards are dead, go through the other door to the left of the entrance. There you'll find a second zip line. Ride it down, keeping the Action key pressed, to grab the lattice on the opposite side. Climb to the top of the lattice, then up a second lattice and over to the right side, where you can dismount.
At the green doorway, hang and drop, traverse left, then drop to the ground. Drop down through the opening to the floor below. Kill theguard who awakens above near the top of the zip line. Take the small med-pack lying on the ground, then return up through the opening. Climb the green block and pull up onto the roof, then jump over the slanted roof to land on the green slide where the boulder trap was.
LAVA ROOM AT THE BOTTOM OF THE ZIP LINE: Return to the top of thefirst zip line. This time, ride it all the way to the end. When you land, turn around. Jump to the flat area on the right side of the gap with lava below. Mind the shooting blade traps as you explore this room. A flying guard sails in from the left (through the opening in the flames). A second guard follows if you cross the gap to the other side, but you don't have to do this. After you've killed the guard(s), arrange the movable block so you can climb to the platform above. Or, pull up on the angled wall to the right of the opening where the cable comes in and backflip onto the platform.
Pull theswitch on the column to drop a block into the gap below, making a bridge. (BUG WARNING: Some people have experienced a bug in which pulling the switch more than once causes Lara to get stuck inside the block/bridge when she lands on it. Be sure to pull the switch only once.)
Climb down and safety drop into the gap onto the block/bridge. Flip theswitch to open a trapdoor in the lava above. Climb up out of the pit by jumping from the block/bridge, over the lava, to grab the block to the left. Pull up and climb out of the pit, taking care to avoid the shooting blades. Climb back up to the switch platform and from there onto the wall, where you'll find 2 sets of M-16 clips. From here, take a running jump, pressing Action while in the air, to sail through the opening in the lava and land in the water below. (NOTE: You can also use a running swan dive here: Set up the running jump as usual, then run forward and tap Walk just before jumping. This is a bit more difficult than the running jump-grab, but it's fun to watch.)
Pick up someshotgun shells from under the water. Cross the room and pull a switch, which raises a gate above the lower end of the zip line. Return to the deeper water, then swim down and to the left, through a narrow passage. Surface, then climb into the dark alcove above to pull another switch, which turns off the slashing blades. Climb to the top of the tiered wall, again taking care to avoid the shooting blades.
Head to the right, then jump back to the flat area on the right. Move thegreen carved block into the corner near the opening you just came from. Jump from the top of the block into the opening above the zip line handle, using Action to lower Lara's trajectory if necessary. Follow the passage, past a black gate, to a room with a spiked floor. Take a running jump and grab the crevice in the opposite wall. Traverse to the right, pull up and flip the switch to open the black gate. Take a running jump from this alcove back to the upper opening in the opposite wall (again hold Action to get the arc right).
Walk forward to the gate you just opened. (There are2 petrified guards in this room. They don't animate until you return to this area later. But, this is your chance to give them the 3-grenade treatment, as described above at the **.)
THE CAGE: Slide backwards down the slope through the opening in the floor. Grab the end of the slide and drop into the cage below. There are4 knife-throwing cult members and 4 stone guards in the area beyond the cage. Here's one way of taking care of them all fairly easily:
Flip theswitch to raise the cage, roll, then run to the wall and pull up. The cultists are pretty relentless, but they will not climb up after you. You can use the column for cover and snipe at them until all are dead. Once the human foes are out of the way, take out the stone guards one at a time. First, if it works for you, blast each from a distance using 3 grenades (as described above at the **). Then approach each one in turn to awaken it, and finish it off. If the grenade trick doesn't work or you're short on grenades, awaken them one at a time and climb back on the wall to kill them from safety.
When the coast is clear, recover some goodies from the bodies:3 sets of Uzi clips, 3 boxes of shotgun shells, and one of each size med-pack. Then flip the 2 switches in the alcoves where the guards were. One opens the exit gate, the other a door in the room above. Go up the stairs, killing the cult thug who tries to stop you, and taking his large med-pack and automatic pistol clips. There are also 2 pairs of grenades on the stairs.
At the top of the stairs is theswitch that opens the doors and awakens the 2 stone guards beyond. If you've grenaded them earlier, they'll be fairly easy to pop off. If you have no grenades and you're desperate, you can run past them and jump through the opening in the floor that leads back down to the cage. Slide down the ramp and climb up onto the wall again. The guards will come down the stairs after you. You may have to jump down to the floor once or twice to get their attention, but this is much safer than fighting both of them at once. When they're dead return to the room at the top of the stairs.
LADDERS ABOVE SPIKES AND LAVA: Enter the room with the lattice walls and thelava/spike floor. Climb up the lattice. Position Lara's feet on the rung with no filigree above (6th from the top). Jump off and twist in the air, then grab the lattice behind (Jump + Roll...Action). Climb to the left, then up to the red-and-green area of the lattice. Position Lara's feet on the bottom of the red area. Again, jump off, twist and catch the lattice behind. Climb to the top, and get as far to the left as possible. Pull up and back flip, then immediately side flip to the left to land on the flat area. Avoid the shooting blade trap and immediately draw weapons to kill the cult goon who's waiting here. Take his shotgun shells.
Position themovable block below the zip line and in the way of the shooting blades and jump to the rocks on the left. Walk to the far end, then jump across the gap to the lower flat area. Take a running jump back across the gap to the opening below the spot from which you just jumped. Follow this passage to SECRET #3, the Gold Dragon. (This is the last secret of the game and carries a bonus of 8 pairs of grenades if you've found all three secrets in this level.) Return to the opening above the lava. Run and jump straight across the gap to grab the angled block next to the flat area. Pull up and back flip onto the ledge behind. From here, jump into the doorway to finish the level. (Or if you prefer the Indiana Jones approach, climb back to the top and ride the zip line in.)
LEVEL 17: THE DRAGON'S LAIR
Kills: 11 Items: 23 plus 1 Mystic Plaque and the Dagger of Xian (no secrets)
Pick up alarge med-pack and 2 sets of Uzi clips from the ground. The petrified guard will not awaken if you follow these instructions, so he can be ignored. Just slip by into the next room. (If you want all the kills, you can use the grenade trick to soften him up. See the Level 16 walk-through at the **. However, I recommend saving about 15 grenades for the dragon itself.)
Thestone guard on the opposite side of the room awakens as you enter, so take care of him. If you have grenades to spare, use the grenade trick on the remaining two as well. Ignore the switch on the far side of the room unless you want all kills. This awakens the first guard without opening any doors. Do pull the switch on the side of the door through which you entered. This animates the 2 guards on the sides and opens the exit door.
After you've killed the guards, advance carefully into the next room. It's dark and there are many pillars in here.Six cult members are lurking in the shadows. You can draw them out one or two at a time by advancing slowly into the room, weapons drawn, then backing out as they emerge from hiding. When all 6 are dead, recover their stuff: large and small med-packs, 6 sets of Uzi clips and a MYSTIC PLAQUE. Use the Plaque to open the door and enter the Dragon's Lair.
Bartoli's body lies on a low platform at the center of this huge room. When you step within the area marked off by the pillars, he magically transforms into a hugedragon. You need to bring it down, then pull the DAGGER from its belly. If you don't get the dagger in time, the dragon revives and the whole ordeal starts again.
There are a number of holes in the floor leading to a water-filled room below. Down here are10 sets of Uzi clips and 2 large med-packs in case you need backup. If you're really short on ammo, I'd recommend going into the water through one of the holes at the edge before the dragon appears, then picking up only the stuff at the perimeter of the underwater room. If you get too close to the center, you'll see a flash of light as Bartoli transforms.
There are many ways of killing the dragon. My favorite (i.e., the easiest and least dangerous) is to approach the center of the room from the left, keeping behind the pillar. When the dragon rouses, edge toward the right until you're able to target it from behind the pillar. Use your weapon of choice. I prefer the grenade launcher. It will take about a dozen grenades to bring it down, and it won't come around the pillar if you're positioned correctly. (As far as I know, this was first suggested by "dafiske" on the alt.games.tombraider newsgroup, though I've seen it elsewhere as well.) If you're having difficulty locating the "safe" spot, check out the screenshot at http://tombraiders.net/stella/images/dragon.jpg.
If you want to go head-to-head with the beast, I'd recommend using the Uzis. Keep firing, dodging the dragon's fiery breath and stomping feet the best you can, while trying to avoid falling into the holes. Staying behind the dragon is a good way not to get set on fire, but it makes it more difficult to get in front of it to grab the dagger.
If you do get lit up, either restart or drop into one of the pools. It's hard to climb back out of the water without getting toasted. To do this, surface then immediately swim under to the opposite side of the room to climb out. The dragon may not be able to get there as fast as Lara can.
Once the dragon is down, run to its belly and use the Action key to pull out the dagger. If you're having trouble doing this, try sidestepping so Lara's right arm is directly in front of the red spot where the dagger is. Or, jump straight up to land a little closer to the dragon and try again. Also, you can try saving your game as soon as the beast goes down. That way, if he revives, you can reload and try for the dagger again.
When you've got the dagger, the exit door opens and the place starts to collapse. If you like, you can now go into the water underneath and pick up all the goodies. They won't be of any use to you, since you begin the next level without them, but if you're after a perfect item score, it's possible. Now, run through the exit door and down the passageway to end the level.
Next, there's a movie sequence in which Lara runs from the exploding Wall and is knocked to the ground. She awakens some time later and presumably heads for home.
EPILOGUE: HOME SWEET HOME
Kills: 16 Items: 34 plus the shotgun (no secrets)
This short level begins with Lara at home again admiring her new prize. The alarms go off as two vans full of Fiama Nera goons bust into the estate. Hurry to the other side of the bed and unlock the gun closet. (The key is already in Lara's possession, but there are no weapons or ammo yet.) Inside is theshotgun (in the far left corner along with some shells). There are more shells on the same shelf in the closet--27 boxes of shells in all--along with 2 bunches of flares and 1 small and 2 large med-packs. You may not have time to pick them all up at first, so go for the gun and initial shells.
Two thugsand a dog will enter the bedroom first from the door on the left. To keep the fight simple, stay in the closet and wait, shooting them as they approach. Then gather any stuff you weren't able to get at first. When you go out into the bedroom, another goon enters via the balcony on the right. He has a box of shells.
Head down the stairs. Depending on how long you took in the bedroom,2 more bad guys may have come up the stairs. If not you'll meet them at the door. Two more dogs and 4 more men are waiting outside. You can draw them out by stepping through the door then retreating into the house. One of these guys has a small med-pack. Two more men and a dog come out of hiding when you approach the low hedges to the left of the door. Follow the path toward the assault course. About halfway down roll and start backing up. The final enemy, a thug with 2 big guns, will follow. He's hard to kill but when he falls, that's the end of the game. Off to the showers to clean up and unwind.
Congratulations! You did it
Copyright © 1998-99 - Stellalune (e-mail firstname.lastname@example.org). Special thanks are given to the participants in the alt.games.tombraider newsgroup, without whom some parts of this walk-through couldn't have been written. Thanks also to Matthias for help getting the med-pack in the room with the spiked walls in the Temple of Xian. Someone was kind enough to send me a note about the tiger in the room above the spiked balls, also in level 15. Unforutnately I lost that e-mail, so I can't thank him/her. If this was you, please let me know. Feel free to copy, distribute and quote this walk-through, but please include this credit line so people can send me their corrections, comments and suggestions. Also, if you'd like to offer this on your own web site, kindly ask permission first.
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