TR2 REVISED
Levels by Tombraider95
Walkthrough by José, revised by G&D Productions and by the author.
Mentioned Savegames are in this
Folder.
1 - Great Wall
of China
5 -
Opera House part 2
2 -
Venice Canals
6 -
Ocean Rig
3 -
Bartoli's Hideout
7 - Diving
Area
4 - Opera
House part 1
LEVEL 0 - LARA'S HOME
The Spare Room Key
Start in the training course; nothing really remarkable in this outside area
except go all the way along the training course as fast as you can, always
following the intended route and, of course, always without touching the floor
or you'll need to start again from the very beginning. So try to take running
and standing jumps without stop and if you are able to reach the final tile with
the flag in less than 2 minutes, a nearby statue will move near the N wall
revealing the SPARE ROOM KEY. Pick
it up, turn left and loop around the hedge; the door automatically opens.
Continue and press the button to open the main doors of the mansion.
First Gold Shield
Once inside turn left and use the Spare Room Key to open the door, enter and
pull the lamps-switch in the W wall to open the timed door at the other side of
the main hall (NE corner) so quickly sprint there and once inside pick up the
first GOLD SHIELD (1/5) from the pedestal
in far left corner (NE). Nothing to find under the movable crates so, press the
button twice to open the exit door and go back to the main hall.
Winston's Room Key
Run diagonally to the kitchen (SW) and go inside. There is a small
medipack inside the refrigerator and
a button at the other side to open a shortcut to the course area, but the most
important thing is to check the small table left from the entrance to get
WINSTON'S ROOM KEY.
Second Gold Shield
Nothing interesting in the dining room or in the gym except for press buttons to
hear TR2 music, so go directly to the pool room, jump into the water and open
the underwater door in the N wall; use the lever to raise a statue near the
entrance. Move it around the pillar (left) so you can climb it and use the high
lever on the E side of the pillar; pull it to open the grate at the
bottom of the pool. Swim there and pick up the second
GOLD SHIELD (2/5).
Third Gold Shield
Go back to the main hall, up the stairs and climb the crate at the top. Jump to
the nearest chandelier to the next one (from the right side, low ceiling) and to
the window sill just over the entrance door; press the button to open the door
of Lara's bedroom and go there upstairs. But don't enter yet, first walk a bit E
and open the door of Winston's room with the key you got in the kitchen, locate
the switch in the corner and pull it to open a timed door in Lara's bedroom so
pull it and sprint there to get another GOLD SHIELD
(3/5). Use the button twice to re-open the door. Open the W glass doors
on the right (W) and go outside to the terrace to get a
large medipack. In the bathroom you
can pick up the Binoculars. Check
the bedside table to pick up LARA'S NOTEBOOK (take one step back); you
can open it from the inventory and learn the new moves for Lara in this game.
Fourth Gold Shield
Go to the landing and the small door in NW corner, up the next stairs to the
attic, once inside loop around to the left (SE) and pick up
Flares, move the crates near the N
wall to find the fourth GOLDEN SHIELD
(4/5) and also some TORCHES near the NE corner. Move the crate near the
NW corner to discover a switch. This switch opens the door to the basement, but
there's still one more shield to find so, leave it for now. Pick up a torch and
it somewhere on the landing so you can ignite it in the Trophy room OR take it
with your to the Library room where we go now.
The Maze Key
Go left and open the first door you find in the N wall, enter and go left and up
the stairs to the library with the fireplace; light your torch there. To the
right of the fireplace there are a couple of lamps you can use as a switch, do
it so to open a door in the far left corner (NE) of the piano room. Go back
there and pick up the MAZE KEY. Take the torch with you, go down the
stairs and throw the torch in front of the door of the basement; remember where
it is. Go outside, left (N) and open the door to the maze.
Fifth Gold Shield
Go always to your left when possible until you find a brick wall (N) then take
the first opening to your right to find a hole; drop, run over the breakable
tiles and climb into the next room to find flares and the last
GOLD SHIELD (5/5). Turn around and pick up
the Flares on the left. Drop into
the hole and light a flare to discover a crack you can use to cross to the other
side of the pit; then go back to the mansion the way you came, go left and then
take a right all the time.
Timed Run to the Basement
Run up the stairs to the first floor and go back up to the attic, move the
crates to clear the way to the entrance, light a flare and save in front of the
timed switch (NW); pull it, roll and sprint to the entrance, down the stairs
(sprinting too), out to the first floor and jump a bit to your right over the
first and the second balustrades to land on ground floor, roll and sprint again
to the timed door.
The Holy Grail
Once you got it, press the button twice to re-open the door and recover the
torch. Go down the stairs and pick up flares at the bottom, light the wall
sconce to open the door and in the next room place the shields in the pedestals
to open the next door. Go down the next steps and to a sort of trophy-treasure
room where you can pick up the HOLY GRAIL. There's not a finish trigger
so you can exit to the title screen and choose “Start Game” to begin a new
adventure.
LEVEL 1 - THE GREAT WALL OF CHINA
Up to the First Guardhouse
After the slide, advance straight-ahead and a bit to the right (N) jump up to
pick up Flares. Go to the water and
jump into the pool, roll and look for an underwater opening (E) to find
SECRET #1:
the STONE DRAGON. Get out and swim straight ahead and climb the blocks on
the left. Tigers will appear but you don’t have to fight with them. Follow the
path up but not to the very top; go to the sandy ledge going E then up to the
rocky ledge to see an opening with a switch. Turn around and take a running jump
to the other side, turn right and jump the rocks all the way till you can climb
into the opening where the switch is. Pull it to open the door of the first
guardhouse and go there the usual way. (A second tiger appears near the lake)
Inside the first Guardhouse
Once inside do not walk over the grate but go to the far left and shoot the
vases in the SE corner to get a small
medipack. Step onto the grate in the floor and fall to the room below. From
the ledge in the SE corner, take an angled standing jump to grab the crack in
the wall (E) and shimmy all the way to the left until you reach the platform
with the switch. If you shimmy a bit more to the very NW corner you'll find
shotgun shells. Anyway pull the
switch turn around and go through the gate to the outside.
The Valley with the small Lake
Shoot a couple of ravens, beware of a rolling boulder and jump into the lake in
the valley. Light a flare and look for an underwater door Lara can open with her
hands in the corner (NW), swim inside and loop around to the left, pull the
underwater lever (*) in the corner to see a trapdoor opening somewhere. Nothing
more to do here, so go back to the lake, out of the water and shoot the tiger.
Now look for a dark crawlspace in the NW corner of the valley, go inside to find
the open trapdoor (*), pick up the
Flares straight ahead and drop into the hole. Slide down the ramp and go
through the crawlspace to the cascades area.
Cascades Area - The Guardhouse Key
Jump into the lake below and pick up the
shotgun shells in NW corner; then go SE under the cascade fighting against
the current and pull the underwater lever on the left (E) to open the door
above. Back to the previous area, climb the ladder in NW corner (only use Ctrl
to get on the ladder), up into the triangular opening from the left side and
take a running jump to grab the crack in the next rock. Shimmy left and from the
ledge in the corner take an angled running jump to grab the crack in the pillar,
shimmy right a bit, drop down and push the cage twice to throw off the ledge.
Stand on top of it and take a running jump to the opening with the open door.
Open the chest (take one step back) to get the GUARDHOUSE KEY, shoot the
small spiders and pull the switch behind the chest to open a door somewhere
(**).
Up to the Valley
Now jump into the water, swim to the cascade area and climb the other ladder (E)
to the top of the cascade, find the open door in S wall (**). Advance, climb the
ladder and beware of the rolling boulder when hoisting up (side flip right), go
straight and hop up on the left and continue to another cascade area. Go to the
right of the fall and jump over the water to a flat area (E). Jump up to the
right to find a switch and open the exit door (N wall), leading you back to the
main valley.
Back to the Battlements
Now it's time to go back up to the top of the wall. Shoot a raven and run to the
far N side of the valley, climb/jump the block attached to the N wall, jump to
grab the edge and shimmy left until you can hoist up. Now jump SW towards the
pine tree, slide/grab the edge and shimmy again to your left until you can hoist
up. From this grassy surface you can take standing or running jumps all the way
to the very SW corner of the valley using the flatter tiles and finally take a
long running jump to the rocky edge in S wall. Slide and grab to shimmy left to
the very corner, hoist up and back flip with twist to grab the edge of the
pillar attached to the tower. Finally take a last running jump around the corner
with a right curve to land onto the battlements. Open the door with your
Guardhouse Key.
Second Guardhouse Tower - The Rusty Key
Enter and shoot some small spiders, go up the steps and from the ledge with the
ladder you can take a running jump to the window sill on the right (N),
drop/grab the edge and shimmy left to the other window sill where a
Medipack is. Go back to the ledge
with the ladder, climb it, shimmy right, around the corner and climb to the very
top. Go through the crawlspace and use the switch to open a nearby door. Shoot
the spiders and go out; use the ladder again to safely go back to the ledge with
the ladder. Stand on the left and take a running jump to grab the ledge at the
wall there (S)
Hoist up and pick up the RUSTY KEY from the chest. Shoot more spiders and
go down to the bottom of the room to use the key.
In the next room shoot more spiders and drag the skeleton so you can pick up the
shotgun shells, move the block aside
to find a corridor with breakable tiles. Don't try to run to the end because the
door at the other side will close; simply stand over the first tile, wait until
it breaks and drop onto a ramp to safely slide to the bottom of the pit.
Continue to a new area with a central pool.
Three Big Buttons Area
Go right and spot a movable block with three big buttons above (behind the
pool). Use the block to press the buttons. Any of the possible combinations
(apart one) will open the door on the left (S) first, so get to it
(center-right-left works).
S Door
Once the door is open, enter and go to the far left corner. Pick up the
Explorer Note form near the
skeleton.
Climb the ladder, jump to the breakable tiles and into the N opening to reach
the balcony… OR jump to the niche on the right and from there to the other side.
There is a timed lever to the left but you need to do something else first. So
jump down into the pond and go back to the buttons and read the Note so you can
now open the door on the right (N). (“O – S” or “left – right – center”).
N Door
Jump into the water, climb into the on the right (E) and pick up the
Flares. Go back to the entrance,
stand against the door and face the slope (NE), hop with a roll onto the far
side (or turn around and back flip), don't slide too much and jump to the next
slope; keep the “jump” key pressed to jump from the second slope to the third
and from this last one a last with Ctrl jump to grab the E crack, shimmy right
and hoist up in another niche opposite the timed trapdoor. From here you must
take a running jump with a right curve to grab the edge of the slope to the
right of the trapdoor, shimmy to the very left and just when the trapdoor goes
down, wait a bit, hoist up, jump back to land onto the slope at your back, slide
a bit and jump with a hard left curve to land onto the (hopefully) raised
trapdoor. Facing W-SW; quickly turn left and take a standing jump to the S
opening OR directly take a side-jump to your left to land into that opening
(harder) (savegame.0). Pull the switch on the
right in the terrace to lower two small platforms over the pool.
At this point you don't need to use the buttons again to open the S door,
because you can directly take a running jump from the broken fence to the wooden
ledge over the pool, and from here another running jump to the S balcony.
Timed Run
Anyway, once in the S balcony; go to the right, save the game and pull the Timed
switch to raise a couple of tall blocks on the other end (E). Quickly jump over
the broken fence to the central platform you lowered moments ago (landing onto
the left side), running jump to the next one and without stop jump to the raised
blocks to finally reach the high opening in E wall (if the block is going down,
just roll)
(savegame.1). Pull the switch there
to open the underwater door in the pool.
Moving Spiked Walls
Jump into the pool, swim to the next room, climb the ladder and slide to a new
watery room. Don't jump into the water here, the current is too strong so, jump
to grab the crack in the wall to your left, shimmy right to the very end and
drop there (no current behind the waterfall). Climb to the opening, run over the
breakable tiles, take a right and sprint for your life into the opening left
(N), here you have some time before the boulder gets to you. Jump over the
spikes and in the next room don't stop, but quickly turn left and climb to the
opening in N wall to avoid the moving spiked walls. (If you are really fast
perhaps you're able to pick up the
Automatic Pistol ammo in front of the opening, the author said it's possible
without cheating or taking damage) (savegame.2, WITH
that ammo).
Spiked Pits, Breakable Tiles and Blades
Now comes a series of corridors with a combination of breakable tiles covering
spiked pits, circular blades and horizontal blades. Not so hard, so do the tasks
the best you can (in the corridors with the horizontal blades try to jump from
the side opposite the wall torches). After the corridor with breakable tiles and
three horizontal blades and when the first spiked walls start to move you can
quickly pick up a small medipack.
Finally be fast again to escape from that series of moving spiked walls, jump
into the hole in the end and in the last room roll and look for a breakable tile
near the corner to walk on and drop into the hole (savegame.3).
At this point the spiked wall will stop; if you climb again to the upper room
(from the right side) the spiked wall will move again so quickly drop back and
when the spiked wall has gone, climb to that room and light a flare to find
SECRET #2: the JADE DRAGON.
Rolling Wheels - The Big Cave
In the room with the rolling wheels, pick up the
small medipack and time the wheels
to cross to the crawlspace in front of you and be fast so the second one doesn't
hit you. Approach to the big cave with the zip line and after the flyby shoot
some spiders. Now you can use the zip line and soon finish the level if you
want, but you'll miss the last secret, the shotgun and a good part of the
gameplay so, it's your choice.
Optional: Three Cogs for the last Secret
First shoot the spiders, then facing the zip line (N) go a couple of tiles to
the right, near the corner, turn around and drop/grab/drop and slide to a flat
ledge, jump to the broken bridge and then jump over to the other part of the
bridge. Go left, grab the crack in the wall there (W) and shimmy left and around
the corner. Get inside the crawlspace, advance and pick up the
Flares. A bit further find a pit
with ladders in both sides.
Jump and grab to the one on the left (N), go down to the bottom, drop/slide/grab
the edge of the slope, drop/slide/jump to grab the next ladder below; climb to
the very bottom and when Lara is with arms and legs extended drop to the next
ladder below and safely climb down to ground floor.
First Cog
Once at the very bottom of the big cave, notice the closed gate on the left, so
go the other way. The camera view will change; continue N and just when the
camera view is restored turn left and spot a couple of blocks with sloped tops
attached to the W wall.
Go to the N side of the last block, jump to grab the edge, hoist up, slide and
jump to grab the edge of the next block; from here jump to grab the ladder,
climb up to the top, hoist up and take a back flip with twist to grab the edge
of the ledge where you can get COG #1. Make your way to back to ground
floor.
Second Cog
Just at the other side of this pit, find an opening in E wall and go inside. Run
to the very end and turn right (S); touching the wall take back flip, jump and
grab the high crack in the wall, shimmy right and around two corners, hoist up
and take a back flip with twist to grab the edge of the slope. Shimmy to the
very left, hoist up and take another back flip with twist to grab the edge of
the ledge at the bottom of the ladder. Shoot a bat, climb the ladder but not to
the very top and take again a back flip with twist to grab the other ladder.
Shimmy right around the corner, climb to the top and shoot another bat.
Now take a running jump to the W niche where the Timed switch is and save your
game. Pull it, roll, approach to the edge and take a standing jump to grab the E
ladder, quickly drop/grab and take a backflip with twist and grab to land inside
the opening with the open door (savegame.4);
continue to a ledge overlooking the main area where you can get COG #2.
You can safety drop to ground floor from the S edge of this ledge.
Third Cog
Now continue to the N to find a skeleton with COG #3; once you pick it up
you'll alert a T-Rex so run like fool to the S side of the pit where the monster
is, try to avoid it and continue to the very S wall where you saw the closed
door time ago, when you entered into this place. Now that door is open, go
inside to find a small cave with a bat, grab the
SHOTGUN in the far left corner (SE)
near a skeleton, then place the Cogs.
The cage will raise and you can get SECRET #3:
the GOLDEN DRAGON, the GRENADE LAUNCHER and
Grenade ammo.
Back up to the Zip Line
The T-Rex is not very hard to kill so you can safely shoot it from the opening
even with pistols or simply avoid it and run diagonally to the right where exit
passage is. Climb the first ladder, walk up the steps and jump to grab the next
one, shimmy left and jump back to the ledge with the wall torch. Grab the next
ladder, shimmy left, climb up and near the top take a back flip with twist to
grab the ladder (N), climb it to the top and drop to find yourself at the top of
the big pit. Use the zip line to cross to the other side, shoot the tiger and
continue to a well-known area; approach the closed door to finish the level…
LEVEL 2 - VENICE CANALS
First Secret
Shoot the dog and continue to the canals. Open the small door to your right,
pick up the Flares and press the
button to open the trapdoor. Climb to the floor above, press another button and
climb to the top of the building. Take a running jump to grab the ladder on the
wall (E), climb up, shoot the window and enter. Pick up the
Automatic Pistol ammo from the glass
cabinet. Shoot the S window and from the balcony jump to the awnings; from the
second one, jump to the left windowsill (SW), shoot the glass and enter. Shoot
the other window, jump to the roof and pick up the
small medipack. Detour for a Secret:
To your right (look down) there is a grate, it’s breakable so run down while
shooting to break the grate. Make your way back up, through the house to the
roof, over to the other house, the awnings and this time run jump into the
opening with Ctrl to get SECRET #4: the
SILVER DRAGON. Jump back to the roof and go back to the previous room,
loop around left up the wide stairs and through the glass gallery.
Opening the Large Door
Shoot the dog and continue through the corridor to shoot more windows (notice
the closed door to your left), jump with grab to the window sill in the next
building; a bit further there is another window sill to your right with a
button, press it to open the closed door you saw moments ago so, jump back to
the previous building. Go right then jump onto the awning and to the balcony
with the switch. Pull it to open the large door in the water canal. Make your
way back so you can jump into the water.
Hall with White Balls
Swim E through the gate and go left at the junction, climb the ledge to your
right, grab the monkey-swing and move yourself to the very end. Pull the switch
to open the door in the N side of the canal. Go there, climb the ladder and open
the double doors; continue to a beautiful hall. Pick up the
Shotgun shells around the corner
left then go up the S stairs but beware of the rolling ball and continue to a
big library.
The Library
Go left (N) and move the small table aside so you can push the picture-switch to
open a trapdoor in the other side of the room. Go there, climb the ladder and
just after the camera view changes (at the balustrade) jump back with twist and
immediately jump again to grab the edge of the broken pillar in the corner. Get
down and climb up at the broken pillar, use the monkey-swing to cross to the
other side and advance through the passage. At the end of it, use the tight rope
to cross to the other side and pull the lever to rotate a bookcase somewhere in
this area.
Second Secret
For a secret: don't drop to ground floor yet, take a standing jump to the small
balcony in the corner, another jump to the alcove in N wall with the vase and a
last jump to the small balcony in the NW corner; press the button and jump over
the balustrade to the W opening where you started to walk on the tight rope, go
around the corner and on the left for a rotated bookcase; go inside to get
SECRET #5: the GOLDEN DRAGON. Go back
to the tight rope and drop/grab/drop to ground floor losing some health.
The Yellow Key
The lever rotated the bookcase in in the SW corner of this library, go inside
and in the room with the watery pit use the rope to swing to the other side and
press another picture-switch to open a door in the main hall. (If you fall into
the pit you'll be attacked by a horde of rats, but there's a block in the NW
corner you can climb/jump to go up). Use the rope again to swing back, out the
passage with the bookcase, loop around left (W) and down the stairs to the hall
and get the YELLOW KEY from
behind the gate on the left (W). Run up the other stairs (N) and use the
key to open the door. Follow through to where big doors open up.
The Boathouse Key
From the entrance first shoot that thug on the opposite balcony, jump to the
awning and safety drop to ground floor; shoot two thugs and a dog, pick up a
small medipack one of the thugs
dropped and Flares in the NE corner
on top of a bin, Shotgun
and Shotgun Shells behind one of
the fences (E flowerbed). Now move the crate all the way to the E so you can
climb to the other awning; from here jump to the E balcony, shoot the thug if
you didn’t yet and pick up the BOATHOUSE KEY. Now the long way back to
the beginning of the level comes: back to ground floor, move the crate W to
climb to the first awning, jump to the balcony (W), back to the main hall and
down the stairs on the left (E). At the end of the corridor climb down the
ladder to the sewers, jump into the water and swim around the corner to the
starting area. Dive under the boathouse doors and use the Boathouse Key to open
them, get in the boat and drive outside go to the right (E) to the junction; now
you can turn right (S) and drive over the underwater cascade to the next room.
Clearing the Way for the Boat
Jump out of the boat (“Shift + arrow left/right”) onto the pier with the ladder,
climb it and shoot the high grate in the crawlspace in SE corner. Now take a
running jump to the slope in that corner, slide and jump to the flat block. Grab
the nearby crack, shimmy right and go inside the crawlspace, climb up higher and
shoot the next grate and drop into the hole. Go out of the water in the SE
corner, climb the ladder, shoot a bat and use the pipe as a tight rope to reach
the niche with the switch. This switch opens a door high up in N wall, use the
pipe to go back to the pillar and jump into the door N. Inside, shoot a bat and
use the valve to raise the underwater doors in the area where the boat is. Go
back and jump into the water and notice that the door in W wall is open; it’s a
shortcut to the place where the boat is so climb into the boat and drive through
the W canal.
Underground Area with Many Pillars
In the room with many pillars, park the boat in the SW opening (go into the
sluice gate or lock), jump out off the boat and swim to the jetty. Shoot the
window and pull the switch in that room to trigger several events: opening the
nearby door, closing the large sluice doors outside, raise the water level in
the sluice where the boat is and release a thug, who will drop
Automatic Pistol ammo. Now go
outside, climb the ladder and use the underwater lever located under the boat to
open the exit gates.
Opening the Door for the Last Timed Run
Now drive always to the right until you eventually find a wooden ramp to your
left, park the boat and go up the ramp, shoot the rest of the windows, pick up
the Automatic Pistol ammo.
Take a running jump to grab the horizontal pole with the lantern (N), jump
to grab the next one and jump again to land onto the balcony. Shoot the window,
light a flare to discover a movable block in the bookcase, move it out to get
access to the adjacent room. Shoot the next window and from the small balcony
take a running jump to the left (NE) to the opening in the wooden building,
finally pull the switch to open the door below.
Third Secret
For a secret: from the very left side of this opening, take a running jump left
to grab the edge of the roof in front of you, shimmy left and around the corner
to a small balcony and get SECRET #6: the
JADE DRAGON, Automatic Pistol
ammo and Uzi clips
(some extra goodies too). Jump
into the water and go up the wooden ramp again.
The Blue Rose
Safety drop onto the pier at the other side (S), a door will open and a thug
attacks. Go inside the house and open the floor trapdoor, jump into the water
hole and in the room with the Medipack
first use the S underwater lever to stop the current, roll and swim to the right
(E) and pull the next one. A trapdoor in the ceiling opens; swim up there. Open
the small door straight ahead and the next one too (on the left) to go outside.
Take a side jump over the balustrade straight ahead (S) to find
Shotgun shells and
Uzi clips up in the corners, jump
back to the street. Follow through and shoot a thug; continue to the very end
and move the crate to find Flares.
Now go to the bridge above the canal and jump to the awning to your left, slide
down backwards, shimmy a bit right, hoist up and jump back with twist to grab
the edge of the opening in the other building. Go inside, shoot a dog, check the
cabinet straight ahead for a small
medipack, go right to the balcony outside, jump W to the next balcony and
finally pick up the BLUE ROSE. Nothing more to do here, so jump into the
water canal and swim towards the wooden pier you can shoot the guy there, he
will leave Shotgun shells (but first
we going to get some keys).
The Bundle of Keys
Now take the canal on the left (N) and, as you did before, swim always to your
right until you find the closed door and the receptacle to use the Blue Rose in
a house in the right side (not a long distance, just before the tunnel). Enter
and pick up the BUNDLE OF KEYS
in the middle of the room, climb the ladder in far right corner (SE) to
go up to the room above. Shoot the dog and the thug and jump back into the water
canal, but beware of the thug on the pier below. Now go back the way you came to
the first pier near the entrance where you found the first thug a long time ago
(S).
The Blue Key - Raising the First Gate.
Open the small door, climb the ladder, shoot the glass window and jump onto the
sloped roof, slide/grab the edge and shimmy right and around the corner, hoist
up and jump back to a small roof-ledge. Jump to the balcony, jump to the S
awning, to the next one and finally to the stone bridge.
Go right (N) and to the courtyard; there’s a keyhole with a closed door in the
left side but first open the double doors in N wall, shoot the thug and pick up
Grenade ammo in a corner. Go back
outside and jump into the central plant bed; drag the cross and pick up the
BLUE KEY. Use the key in the W keyhole and enter. Drop into the hole and
pull the switch to open an iron gate somewhere in the canals area. Go back up
and to the stone bridge, jump into the water to the right (W) and swim; there is
a thug near some stairs to your left you have to kill.
Clearing the Mines
Use the Bundle of Keys to open the door there and enter; go left to pick up
Uzi clips on the table and open the
small double doors right from the entrance. Enter and this will alert another
thug from the previous room so dispatch him and climb the block with the cross
to pull the chain. This will raise a block in S wall so, quickly climb it and
use the monkey-swing to cross to the opposite window, shoot the glass and jump
into the water to get rid of the wraith. Go back to the room (swim E) with the
cross and use the monkey-swing again. When in the window sill; turn around,
drop/grab the edge and shimmy right to find another window sill, shoot the
window and monkey-swing to the other side to press a button; swing again to the
previous window sill and take a running jump to the open gate in the opposite
building. Pick up the Shotgun shells
from the trash bin and move the crate to push it into the water: the mines will
explode.
Raising the Second Gate
Now take a running jump back to the window sill in the opposite building, shimmy
left to the first window sill and turn around. Take a running jump to grab the
crack in the opposite building and shimmy right to the corner, jump to the
balcony, shoot the window and pull the switch inside to raise the second iron
gate in the canal area.
Final Timed Run
Now you need to swim all the way back to the place where you parked the boat a
long time ago, near the wooden building with the wooden ramp; the shortest route
is to turn left and go through the narrow water canal with the opened iron gates
(N), a bit left at the end to continue N towards the wide grate and take the
first narrow canal before the gondolas to your right (E).
At the end, swim always to your left, until you find the long wooden ramp and
the boat. Ride in the boat, drive inside the wooden building (N) and park the
boat just in front of the button (situate the boat pointing the long wooden ramp
outside and use the sprint key when possible or you'll never get it), shoot the
thug, get some Automatic Pistol ammo
he drops and save your game. Press the button mount the boat and drive outside
(up the wide wooden ramp), drive up the next long wooden ramp attached to the
wall (use sprint to go faster) and directly S to the narrow canal with the open
iron doors, turn right at the end (W) and through the open doors under the clock
(savegame.5), get out of the boat and pull the
lever to finish the level…
LEVEL 3 - BARTOLI'S HIDEOUT
Opening the First Double Doors
Get in the boat and advance; the grate will open. Park the boat near the pier
and go up the stairs, open the small door and continue to the end of the
corridor to pull a switch and open the big double doors in the canal area. Go
back there and shoot a thug on your way. Enter and shoot a couple of bad guys;
they will drop a small medipack and
Automatic Pistol ammo. Shoot the
glass windows in S wall, go through and take a right to find
Automatic Pistol ammo, Flares and a
small medipack; alerting a dog and a thug.
Go back to the hall and left through the W corridor with the Chinese
warriors, shoot a dog at the end and pull the switch to lower a block somewhere.
Back to the hall, grab the edge of the sloped wooden block, hoist up and jump to
land onto the upper ledge. From the tile with the lowered block, take a diagonal
running jump NE to balcony with the ladders on the wall; use the ladders and
shimmy right to the opening (E).
Opening the Second Double Doors
Once on the balcony take a running jump to the opposite one and from the corner
at the other end another running jump to grab the horizontal pole with the lamp,
jump to the sloped awning and jump again to the small balcony. From this ledge
take a curved running jump to grab the next pole and from the last balcony jump
to the last awning; from here you can jump and shoot the bell with pistols to
open the big double doors below.
The Crowbar
Jump into the water and in front of the open doors is a ledge with a ladder and
an opening on the left, dive through the underwater passage to a room with pipes
and steam emitters. There is Automatic
Pistol ammo under the steam pipes, but you'll lose some health, even
crawling, so it's your choice. Anyway use the “Ctrl” key on the metal bars at
the other side to pry the CROWBAR. Go back to the canal, climb the ladder
and jump to the passage at the other side (S).
Inside the Building
Go all the way up the stairs and loop around right or left to get
Shotgun shells, go back and take a
right (S), turn left to pick up a
Medipack from the small cabinet (take one step back) and add a note to
Lara's Notebook if you check the other one.
Now shoot the window (S), go outside to the balcony, go left and shoot
another window. In this new room use the crowbar to open the brick door in the
niche on the left. Continue and hoist up on the left to a corridor with
intermittent spikes. Jump over the spikes and at the end of
the passage simply jump right into the water to avoid the ramp with the
blades. Climb the ledge and notice that if you step onto the central tile with
the wooden texture the flames stop in the corridor. But they are timed so run
and jump like fool from ledge to ledge timing the spiked one to cross to the
other side (savegame.6). In the next room shoot
a couple of thugs and a dog (way on top on the W side is another thug you
probably can’t kill yet).
First Secret
Detour for a secret: move the crate on the other side (E) to the right so you
can get access to previous rooms of the level, pull the timed switch in the wall
left from the entrance to open a door at the top of the E stairs so quickly
sprint towards the E crate, crawl under the woods (roll forward) and run and
jump up the stairs before the door closes. From the small balcony take a running
jump to the slope and jump to grab the ladder, climb up but not to the very top
and backflip to the ledge at your back. From here a long running jump down (hold
Ctrl all the way) to the ledge in the corner and a final jump to the horizontal
pole with the lamp and to the small roof to get
SECRET #7: the STONE DRAGON.
Jump into the water, swim N, passing the boat and left (W), climb the
ladder, jump to the S stairs but this time at the junction go right into the
large room where you used the timed switch.
The Way up to Move the Chandeliers
Climb the white block under the W side chandelier and grab up to that
chandelier, turn around and take a running jump W to grab the crack and shimmy
right to the window sill, quickly go
outside or shoot the thug located high up on the ledge (W). Jump to the balcony
on the other side (N) and use the poles to reach the far corner, take a curved
running jump over the slope to the flatter ledge on the right (SE) and another
jump to the window sill; break the windows and go inside.
From near the window you can take a running jump to grab the highest chandelier,
turn left and take a standing jump to the ledge E to climb even higher; shoot a
couple of bats and the thug on the W platform if you didn't do it before.
First go left (N) and get a Medipack,
then go to the other side. Run over
the breakable tiles and from the edge of the ledge you can jump up and grab the
edge of the beam above, shimmy right so you can hoist up and shoot a bat. From
here you can jump to the ledge where the baddy was and pick up
Shotgun ammo he dropped. Move the
block at the wall to the E so you can now jump to the left side of the beam,
where the chain is. Pull it to apply some changes to the chandeliers in the
room.
The Jewel
Jump back to the movable block and go left drop from the corner to the ledge
where the chest is (nothing in it). Take a running jump to the E ledge to get
the Flares and a standing jump to
the lowered chandelier; from here a last running jump to grab the crack in the N
wall, shimmy right and hoist up to pull the switch. A picture-door opens under
the high beam. Drop to the floor,
climb the lower chandelier and take a running jump E to grab the lower edge of
the wooden ledge, go left to the windows and take a running jump to the flat
ledge outside in NW corner, from here use again the horizontal poles with lamps
(this time in the opposite direction to reach the far W balcony), then a running
jump to the window sill. Now another running jump to the now higher chandelier
and a last running jump to grab the chain under the big beam; finally turn left
and swing to the opening to pry the JEWEL
off the wall.
Still some tasks to do in this area so I jumped out right to the W window sill,
again to the N balcony outside and used one more time the poles to reach the
very left corner; this time drop and pull the jump switch below the ledge to
open the gate below.
Recovering the Boat
Now swim through the S underwater windows, swim to the back and on the right
pull the lever to open a trapdoor in the fireplace (room with chandeliers).
If you want you can explore this underwater area (down SE) with two blades to
pick up Grenades. Swim back outside,
to the left (W) and on the left side of the iron-gate is an underwater
receptacle to use your gem. Do it so to raise the door, swim back E and up a
ledge, jump through the open gate to swim to the beginning of the level to
recover the boat. Drive all the way to the new area you opened with the Jewel.
Second Secret
Dismount and go out of the water straight ahead (W), pick up a
small medipack on top of a barrel in
the SW corner, shoot the boxes near the ladder in NW corner, climb it and jump
back onto a balcony. From the side
where the flower pot is, take a running jump with a right curve to land onto the
roof on the S wall, immediately jump back to the slope behind and continue
jumping back and forth with right curves until you land onto the flat roof in
the corner. Now jump over the N slope to get SECRET
#8: the GOLD DRAGON.
The Library Keys
Jump back to the balcony and use the ladder to go down or simply jump from there
into the water-
Or; from the balcony jump to grab the roof
SE, shimmy left and at the end pull up, back flip with roll and right
curve to end up on the bridge, collect
Shotgun Shells and Uzi clips and
then jump down into the canal.
Mount the boat and drive up the N wooden ramp to the other side, get out of the
boat and climb the ladder to pick up the LIBRARY KEYS.
Slide down the ramp, jump into the water, swim left to the previous canal
and climb the ladders on the right (S) and shoot a window to get back to the
chandeliers room. Repeat the same movements to go up to the high N window sill
(the NW one; use the poles outside again), once on the ledge outside at the NW
windows, walk a bit left to find an opening; drop into the hole and surface in
front of the library doors.
The Library
From the wooden ledge you can take a curved running jump to the NE opening to
pick up Grenade ammo; this is also
the escape route in case you drop here without the keys. Open the doors and go
inside and in the room with the fountain, go left and first open the small
double doors. Check the cabinet to get the AUTOMATIC PISTOL; soon you can
give it a good use shooting the thug coming from the other room.
Outside Area
Now go out and left outside through the broken windows, left again to the canal
area with the wooden building. Jump over and go right passing a yellow keyhole.
Take a running jump to the small triangle in the corner, grab the crack and
shimmy all the way to the right and around the corners until you can hoist up.
Light a flare and look up to see a crawlspace, go inside and when you can stand
up climb up on the left to the upper
balcony. Open the double doors and inside the dark attic, pick up
Automatic Pistol ammo in the NW
corner and pull the box in NE corner
to reveal a passage. Open the small
door at the end and in the new room; shoot the windows so you can jump to the
roof of the wooden building.
You can jump to the opening in E wall to pick up
Uzi clips and
Shotgun shells from the water below.
Go back up and jump to the roof and to the far end, you can walk on the
trellis covered with flowers to the wall. From here jump to the awning, to the
small balcony, climb the ladder and use the monkey-swing to cross to the library
building. When dropping from the monkey-swing try to do it from the right side,
slide and jump with a right curve to land onto the E balcony. Shoot a bat here.
High Bookcases Area
Hop onto the sloped ledge in the corner, grab the edge and back flip onto a
lower balcony, do a running jump to grab the suspended bookcase in SW corner
(ladder), shoot a bat and climb the next bookcase on the right to pull a switch
which moves the bookcase in the other corner. Jump back to the lower balcony and
climb the moved bookcase to the top, hoist up, turn around, take a standing jump
to grab the pole and jump to grab the edge of the ledge over the slope, hoist up
and find a switch to pull. This switch will open trapdoors and a door in another
area.
The Way to the Sewers
Make your way down to ground floor, go to the hub room with the fountain and
enter the room on the left (S). Light a flare to discover the movable white
block; pull it once to discover a crawlspace, go through to find the open
trapdoors. Climb one of the bookcases and run S avoiding the first warrior’s
swords, stop in between and shoot a thug.
At the back of the room pick up a small
medipack and Flares; go back
between the warriors, turn left and light a flare to discover another of the
crowbar doors, open it and shoot a rat, go inside the crawlspace to a sort of
sewers area.
Last Big Outside Area - The Book
Slide, crawl and at the end of the passage you'll find yourself in a small
courtyard with a gazebo. Pick up the
Medipack and go left to the canal. Your goal here is to get a red book so
the easiest way to go to the room where the book is, is to jump to the right
into the water. Climb the small ledge attached to the W wall and use the swing
pole to grab the crack and shimmy right to the window sill, shoot it and go
inside. Check the small cabinet (W) inside to get the BOOK.
Third Secret
Optional, taking a long detour to get the last secret: from the pier near the
entrance, take a running jump to the S and climb to the brick wall (you can
climb this wall from the gazebo area, NW corner, next to the plant). Just from
the tile above the open door take a running jump to a flatter part of the roof
(W); now facing N-NW take another running jump with a left curve to the shorter
part of the sloped roof (very tricky jump), slide, grab the edge, shimmy right
and hoist up (savegame.7).
Turn left and jump to grab the S
balcony, now run against the S balustrade and jump over it, landing onto a
sloped part of the roof near the corner (so you slide forwards), jump again and
grab the edge of the next balcony, shoot the windows and go inside.
Check the small cabinet to get Flares,
open the small door and shoot another window to go outside, Go right and from
the corner a running jump to the horizontal pole with the lamp to swing to the
opening in the opposite building. Enter and from the broken window you can jump
out right and down to the wall, and from the corner to the windowsill. Inside
pick up Uzi clips behind the small
crate.
Shoot the other window and from the left side take a standing jump to the left
onto the small roof outside, climb to the roof above and go through the window
inside a dark room where you can get SECRET #9:
the JADE DRAGON from the bed
(some extra goodies too). There are
Flares to pick up in a corner too.
(You could have also gone for the Book now, so in one go)
Using the Book - The Gold Key and the Mine Detonator
Jump into the water and out at the jetty, go to the courtyard, through the
crawlspace behind the gazebo, to the sewers. Go straight and at the end crawl
left to the room with the warriors, left again and drop inside the library. Go N
to the hub room with the fountain and notice a bookcase in the corner on the
left with red books. Use the book there to open the nearby gate; inside pick up
the GOLD KEY from the table.
You already know where to use it: from the hub room go straight ahead to the
next room (E), to the right outside to the small courtyard and left again to the
water area with the wooden building. Inside, pick up the MINE DETONATOR
and shoot a thug.
Using the Mine Detonator
Now we have to go all the way back to the canal area where you got the Book. So
jump over the water, then go through the window on the right, left to the
fountain. Take a left again (S) and go through the crawlspace, climb up the
bookcases. Pass the first warriors and go to the right, and crawl through to the
sewer area. Go down to the bottom, crawl again and you are in the gazebo area.
Take a left to the canal and jump into the water and swim to the dark SW corner
and climb out of the water.
Use the detonator to cause an explosion in the N building.
Jump into the water and swim to the N side to the destroyed building (be
careful for debris), climb the underwater sloped ledge near the center (from the
left side) and take a running jump E with a left curve to grab the edge of the
ledge in NE corner. Hoist up, jump to a flat triangular part S and take a
standing jump to the higher ledge. If you didn't pick up items before in this
area, like flares or Uzi clips, they would be here now after the explosion.
Go to the fire but do not step on it, turn right and take a running jump to the
fake door in NW corner. Face W and backflip and jump again and grab the block
and hoist up. Turn left and grab up to the white block, turn around to climb up
(N) and follow through to the next level.
LEVEL 4 - OPERA HOUSE
(FIRST PART)
The Entrance Key
Night time…
Turn left and take a running jump to the balcony (S) and maybe turn around to
shoot the thug way down. Jump over the balustrade to the ledge on W building and
climb down the ladder, not to the very bottom but to the middle ledge. Face the
building and spot a jump lever under the balcony. Take a running jump (with
Ctrl) to pull it and see trapdoors opening somewhere. Swim left and pull up a
jetty
to shoot a thug (if you didn’t yet) who will drop
Automatic Pistol ammo.
Pull the nearby switch to raise a block in SW corner; swim there, jump from
the crate to the block and up to grab the edge at the bottom of the ladder;
climb it to the top, jump back to the balcony, to the ledge with the swinging
box and take a long running jump W to the opening in the roof; just under the
opening pick up the ENTRANCE KEY.
The Lasersight
Shoot the thug coming down the stairs and pick up the
Uzi clips he drops. Go up the
stairs, shoot another thug and pick up the
Medipack he drops; this door opens a
shortcut to the ledge with the ladder, but there's no need to climb it now. Jump
into the water and swim to the pier on the left (W) to use the Entrance Key in
the keyhole there. Go inside the new room and pick up the LASERSIGHT and
another AUTOMATIC PISTOL (So,
reach twice) at the end of the corridor, shoot a dog on your way back to
the pier.
First Secret
Detour for a secret: jump into the water and swim left (N) almost to the very
end; look in one of the plants to find SECRET
#10: the JADE DRAGON. Now swim back to the S side of the water
canal, climb the raised block and follow the same route up to the ledge with the
swinging box.
Up to the Roofs
This time, time the swinging crate and take a running jump to the sloped roof W,
below and right from the hole in the roof you jumped into before, slide/grab the
edge. Shimmy right to the corner, drop/grab the crack below and shimmy all the
way right and around the corners until you can hoist up in a windowsill. Shoot
the window and don't try to jump over the broken glass, but sprint straight to
the window (N) losing some health. Shoot the window and hang out, shimmy right
to where you can pull up at a ladder. First go inside, hop onto the table to
pick up the Medipack.
Now go out again, climb the ladder and shimmy left to a flat part of the roof,
pick up Automatic pistol ammo left.
For two pickups: From this part of the roof, you can jump E to land onto the
opposite roof, climb down right and pick up a small medipack, climb back
up and hop backwards from the other (N) side drop onto a ledge with
Grenade ammo. Hop back into the
window with Ctrl and shimmy right to the ladder again. Go up and left to the
roof where the automatic pistol ammo was, combine the automatic pistol with the
sight and shoot the bell above the closed door on top of the ladder to open it.
Jump into the opening but quickly roll and run back out onto the flat roof
rolling ball will miss Lara, get back in, run up the stairs and climb the ladder
at the end. Jump onto the breakable tiles to cross to the other side and try to
avoid the rolling ball when hoisting up;
climb the block on the right (W) and continue through the dark passage to the
roof of the opera area.
Roof of the Opera
Once you go inside this room you'll have to fight with three thugs and several
dogs so I recommend you directly jump to the top of the roof to avoid the dogs
to attack and only drop down once all the thugs die. They will drop a
small medipack and
Uzi clips. Once the calm is
restored, from the roof of the opera take a running jump to the SW ledge with
the swinging box, open the floor trapdoor and drop down; use the lever to open a
trapdoor outside. Optional, but recommended, you can jump to the NW ledge with
the other swinging box, open the small double doors, shoot the boxes inside and
pick up 2x Uzi clips and the UZIS.
When you go out, one more thug appears at the top of the roof; kill him to get a
Medipack.
Inside the Opera
Now look for the open trapdoor at the N side of the roof and drop down, pull the
left switch to open the door and notice the receptacle on the right for an
electric piece. Jump down to the
stairs, go down a bit and press the button in the electric panel to your right
to close the previous door. You can trigger the rolling boulders if you go to
the bottom of the stairs but it's not necessary. Now go upstairs, turn around
and jump to grab the ladder, climb over the closed gate and shimmy to the left
opening.
The Torch
Drop down to the third stage and shoot a dog coming from your left. Better use
the revolver + sight to shoot the bad guy down on the main stage so he don't
hurt you soon. Go to the right (W)
and around the corner, take a running jump to the chandelier and from here turn
right and jump to the rope (S). Turn right and swing to the W small balcony;
pick up Flares, press the button to
open doors at the other side of the iron door (near the ledge you jumped to the
chandelier, for later *) to get access to some TORCHES later. Jump into
the water below, pick up a Medipack,
go out N (beware of the rolling boulders at the wall) and shoot the dogs. From
one of the sides, jump to the main stage, beware of the falling sand bags and
pick up the Uzi clips the guy
dropped when you killed him. Go into
the left backstage (E), pull the timed switch, roll and sprint straight across
to the timed door of the W backstage.
West Backstage
Once inside climb the part of the wooden bridge with the broken glass and pull
the switch in NE corner to lower the bridge. In the water area pick up a
Medipack in NW corner and
Shotgun shells in SW corner. Jump
onto the bridge at the wall turn left: take a running jump to the ledge (S),
turn around, a running jump to the pole and swing to grab a crack in N wall,
shimmy right and around two corners until you can hoist up on the ledge; beware
of the falling bag and jump to grab the crack in E wall, shimmy right and around
two corners, hoist up and jump back to land onto the small ledge attached to the
wall, turn around and climb the high ledge.
Shoot a bat, time the swinging bag to cross to the N side and shoot another bat;
grab the monkey swing and follow the obvious ceiling path to cross to the other
side of the room, drop/slide/grab the edge and shimmy left to the corner.
Advance and pick up the Pistol ammo
(wrong ammo, we have plenty of that…),
shoot the rope of the hanging bag (middle of the rope and a bit left, or use
the Grenade Launcher, in my game it was already down…) so it falls onto the
stage and opens a trapdoor. A running jump straight down will get you into the
open trapdoor.
The Elevator Relay Box
Swim through and take the first opening on the left (S), pass the blade and swim
through the crawlspace to a room where you can get the ELEVATOR RELAY BOX
on the left, get back to the room under the stage, go left and climb the
ledge under the ladder (N), climb it almost to the top and jump back with twist
to land onto the slope at your back; slide/grab the edge, shimmy right and hoist
up to pull a switch. The door at the top of the ladder opens so take a running
jump there and find yourself back on the second floor of the opera. Drop to the
first floor and shoot the wooden box to get a
Medipack.
Elevator Area
Jump back up to the second and then to the third floor; the double doors opened
near the NW corner when you used the button before *, go inside and find some
TORCHES and alerting a thug.
Pick up one of the torches and throw it to the ground floor in a place you can
find it later.
Now go to the E side and through the far left passage (NE), use a couple of
wooden beams as tight ropes to reach a room with the elevator pit; use the
elevator relay box to bring up the elevator. Don’t go inside the dark corridor
(S) you'll need to shoot a dog. Shoot the crate right and push the button to
open the shortcut door.
The Stage Circuit Board
Enter the elevator and use the "1" button in the keypad (select and “enter”) to
go down to bottom floor. In the room with blinking light (lower part of the room
with the wooden beams), shoot a thug and pick up the
Automatic Pistol ammo he drops. Now
move the pushable scaffold (S) under the nearest beam (4 tiles to the N), go
inside the elevator and press the "2" button to go up and from the open door
with the beam drop onto the movable block losing some health and to ground
floor, go to the place where the elevator was.
Jump into the water and N into the room and then loop around to the left and
swim up over the steps. When you can breathe again go to the right corner (SW);
pick up the STAGE CIRCUIT BOARD. Now swim back and this time through the
opening straight ahead (N), loop right around to surface.
Go out of the water, turn around and jump and grab up (W) and turn around
again and grab the next one.
The First Floor Key
Go into the corridor and shoot the wooden box to your right and pick up the
Shotgun shells, continue up the
stairs and at the end of the corridor shoot the windows on the right to get
access to a dressing room. From the corner on the right you can take a running
jump to the alcove with the Flares,
drop to ground floor and look for a button on E wall to open the door on the
right (S). Slide down the ramp and jump in last moment to a flat ledge where you
can pick up the 1ST FLOOR KEY.
The Ducts
Climb the blocks right and pull the jump switch to open the door in NE corner.
Jump to the N slope, slide and jump in last moment (no grab) to that opening.
Shoot a rat, advance a bit to another junction and take a running jump to the
opening straight ahead (N). Take a couple of standing jumps (maybe diagonal)
to an upper passage where you can open a ceiling trapdoor. It's a trap, so open
it and remember it for later, but for now turn around and jump up to the next
duct (S).
Pool Room with Currents
Advance crawling through the ducts, drop into a hole with a fan and climb the up
at the other side; follow the only possible way until you find a hole with a
ladder. Climb down the ladder to the very bottom, shimmy to the right, drop into
the water below and quickly swim hard to the right and pick up the
Uzi clips in the corner. Turn around
and get out of the water (N ledge), go to the other end and take a running jump
over to the next ledge. Grab the crack and shimmy to the right around two
corners and drop.
Shoot a bat and turn the valve, this stops the steam in the room above the
ceiling trapdoor you opened a while ago.
Go right to that pipe and jump in the water close to the wall and use the
underwater lever there. Roll and climb out, then go to the block at the other
side and shimmy left. From that ledge, jump to the raised block and up to the
ladder (N one).
Going Up
Climb until the camera view changes (at the grate left and you can see the slope
behind you), jump back with twist, slide and grab the edge of the slope, hoist
up and jump back and forth to grab the ladder above. Climb to the top and into
the crawlspace, follow the ducts back to a fan on your left where you can stand
again. Go to the end of this passage
and jump down with Ctrl and go straight to the trapdoor you opened a while ago.
Get up and a door on the left opens, you are back at the dressing room.
Back to the Opera
Climb the ledge with the broken windows on the right and move the crate, pull it
twice and then push it down into the dressing room you came from (S) so you can
take a running jump to grab the S trapdoor. Turn around and run jump onto the
triangular ledge N, hop up to the windowsill.
Make your way back left, shoot a thug for
Uzi clips and come to the elevator
shaft with water below (left at the end of the corridor), take a standing jump
to grab the edge of the W ledge, hoist up, press the button right to open the
doors and climb up to the second stage of the opera to find the golden keyhole
in the far right (NW) corner.
Opening the Stage Curtains
Use your 1st Floor Key to open the double doors and beware of the rolling
boulders if you didn't trigger them before, this is the passage where we
started. Take a right and run up the stairs; turn around and jump to the small
ladder, climb and use the Stage circuit board in its receptacle to open the
stage curtains. Go back to the stairs
and back to ground floor through the double doors left you just came through.
Hop out right to the ledge and drop to the ground floor.
The W doors at the bottom will be open and you can pick up
Grenades and a
small medipack. Pick up the torch
you threw down before. (If you can't remember where it was you can always go
back up to the third floor and pick up another one behind the NW doors.)
The Main Backstage
Go to the stage (S), drop the torch for a bit head and through the S opening,
shoot a thug and a dog; move one of the crates on the left to get
Shotgun shells
(this will alert another thug). Anyway go with the torch to this backstage,
climb the crates in NE corner and ignite it.
Second Secret
Detour for a secret: before you use the torch on the floor (or get a new one),
take your torch to the other side of the opera (N), climb the couple of steps
and jump to the first stage; run to the E wall and around the corner onto that
platform.
Jump onto the platform and into the high niche (S) if you want to pick up the
small medipack there. Back onto the
platform, from the platform take a
standing jump N to the second stage. Go left to the yellow keyhole and from the
W edge take a long running jump to a lower ledge attached to the W wall, from
here a running jump left to the wooden platform.
Take a standing jump to the high ledge (S) and from the sloped tile a final
standing jump E to the third stage. There's a closed gate in the wall all the
way on the other side (E), light the wall torch to open the gate and go inside
to get SECRET #11: the GOLD
DRAGON from under a crate.
Make your way back down to the backstage with your torch.
Finishing the Level
Throw the torch on the wooden floor and once the wooden floor has burned, drop
into the room below, first pick up Uzi
clips near the S wall and then pull the lever E to open a door in the N wall
of the room above. Quickly go back up there (N side of the broken ceiling)
because the horde of small rats attack, climb the crates and go through the open
door to a balcony. Walk to the right over the wooden ledge and drop down the
passage on the right, open the trapdoor
only as a shortcut to the stage if you need to go back to get the Secret.
Jump to the opening right of the trapdoor; time the swinging bag to cross to the
opening behind the bags. Slide down the ramp to finish the level.
LEVEL 5 - OPERA HOUSE 2 (Backstage)
Up to the Higher Crates
After the slide Lara finds herself in a storage room. Advance a bit and see the
Boss approaching. You can't kill him with your weapons so don't waste ammo.
Fortunately he can't climb the crates so turn left and run to the far left
corner of the room (look out for glass pits) and where the dog comes from, you
can find a lower box so you can climb to the top of the higher boxes. Another
thug will be able to climb up, so shoot him and get out of sight, because that
Boss will shoot you whenever he gets the chance. Just around the corner where
you climbed up are Flares on the top
crates (SW).
Raising a Trapdoor
Running all around the room you'll trigger some mortal enemies: bats, dogs and
thugs, you can shoot and kill them; you can also find a
large and a
small medipacks in the W and E sides
of the room on top of the crates. Once you've explored the room go to the
central high wooden pillar and locate a button in the N side. Use it and turn
left, jump from crate to crate to the row of the NE crates, grab the edge,
shimmy left or crawl over the top and drop onto the raised trapdoor over the
glass pit, roll and jump to the N ledge.
Defeating the Boss - The Backstage Keys
Now climb the boxes to the W, skip picking up the
small medipack for now and when you
are on the highest crate, use the switch to drop a bag on the Boss. Once the
calm is restored, pick up that small
medipack and drop to ground floor, shoot the remaining enemies and pick up
the BACKSTAGE KEYS the Boss dropped.
The Secret
From the entrance of the store room, facing S, go into the right hand passage,
and at the pit with the glass turn right and light a flare to discover a crowbar
door in the last crate, open it to get SECRET #12:
the STONE DRAGON and 3 x
Shotgun shells.
Exiting the level
Now go to the SW corner of the room to open the doors with the Backstage Keys,
but beware because the boss is strong and he has recovered himself, so quickly
run down the steps and enter the seaplane to finish the level.
LEVEL 6 - OCEAN RIG
Exiting from the Cell, The Crowbar
Well,
that didn’t go as planned…captured.
We need a Crowbar here...
There are a couple of crates in the NE corner, move them to reveal a passage. Go
in and open the ceiling trapdoor. Go inside the ducts (on the right) and open a
floor trapdoor. In the next room search the closet to get a
small medipack. Open the door
with the valve wheel and exit. Go right and carefully take the first opening to
your right (there's a thug at the bottom of the stairs but you are disarmed, so
do not alarm him). If you want a Medipack, push the first shelf (left) twice to
the back and pick up that Medipack,
now move the remaining shelves to the back too (except the one right of the
entrance), to clear the way to the SW. Continue up the steps, through the next
opening and open the door just in front of you with the valve wheel.
Check the closet left for Flares and
from the S side of the metallic pillar you can pull off a CROWBAR. Now go
all the way back, W through the doors, right through the room with the shelves
and left up the stairs, left into the room with the cabinets and up through the
duct.
Back in the room where we started, open the door (SW) with the crowbar; an alarm
starts to sound but fortunately there is nobody near.
Open the door to your left with the wheel, avoid the thug and the rolling
barrels and continue to the end, right up the stairs and to the right just
around the corner in the room with the blinking red light pull the switch to
open the next door. Continue (thug
doesn’t follow) and at the junction press the button to deactivate the alarm. Go
up the steps to your right (S), open the next door and in this room there is a
thug blocking the way to your right.
Walk slowly to push the opposite door open and step into the room with the pool,
go right and out to the corridor through the other entrance and notice the thug
has turned the other way so you can calmly open the wheel door in the corridor
to go inside the Dormitory. Follow through right to where the bunks are.
The Dormitory
Look up left to locate the jump switch on the pillar, climb onto the upper bed
right from the entrance, pick up
automatic pistol ammo and take an angled jump to pull the switch; the door
on the right (W) opens. Inside the toilets pick up
Uzi clips from the shower; you can
pull a shelf (4x) out to the dormitory, climb it and open a ceiling trapdoor; go
up left and continue timing the teeth doors. Well, that doesn’t look too healthy
down there…
Fiery Room
Slide down the ramp backwards and climb down the ladder, drop and go through the
crawlspace. From the balcony time the fire emitter and jump to the next ledge,
you might need to release Ctrl for a millisecond and hit it again so Lara will
pull up faster. Quickly take a step forward or roll.
Now run and jump against the fence to grab the pole and swing to the next ledge,
take a running jump to the right to another metal ledge and go inside the N
corridor crawling under the drills to press a button. Go back to the fiery room,
climb the block and take a running jump to the ledge on the left (E), finally
grab the monkey swing to reach the door left (S) you can open with your crowbar.
The Blue Key Card
Run through the corridor to the very end and climb a long ladder to an outside
area, pick up the Medipack and go
back down the ladder to the corridor. Take the passage on the left (W) you
ignored earlier to find a thug in the next room; walk slowly to the right side
(N) where the big barrel is. Climb the ledge and push the barrel down the ramp
to kill the thug and get his BLUE KEY CARD to open the door he was
guarding. Use the Card on the door W.
Out of Breath, going to the S Balcony
At the top of the stairs jump into the water and pull the underwater lever (N,
creating a shortcut to the hangar with the seaplane). Go up for air and then
swim through the underwater passage W, keep right, time the teeth doors on your
way and continue to the back side of the big fan, pull the underwater lever to
stop it (and the current) and quickly swim back (keep left) to the pool you came
from before running out of air (savegame.8).
Climb out into the passage in the W wall and go through the passage to find
yourself on the S balcony of the hangar.
Mmmmm... the armory! A pity that you don’t have the card, but everything will
fall into place later.
The Red Key Card, a Plug
Jump to the wing of the seaplane and drop into the hole in the fuselage; pull
the switch to open an underwater trapdoor.
Climb outside, jump into the water and locate the trapdoor to find the
RED KEY CARD in a cabinet; back
into the water swim to the corner where the big fan is (SW) and look for a small
PLUG on the floor just in front of it. Now swim to the opposite corner of
the hangar and climb out onto the NE ledge, run up the steps and jump onto the
balcony. Take a running jump to the pole and swing to the next balcony;
This jump to the pole I was never able to do so I went
to the ledge in front of the turning engine and did a run jump to the right of
the propeller grabbing the wing, stay well clear of that engine and go over the
wing to the S balcony and the Armory (Dutchy).
If you did manage to get to the pole, go through the shortcut corridor left to
the room with the small pool and take
the W
opening
again to get back to the S
balcony of the hangar.
Go to the armory and open the door, pick up the HARPOON GUN,
3x harpoons and the
pistols in one of the closets, the
other one is empty. Before you leave, use the switch right of the door and see a
door open somewhere
(x).
First Secret.
Go outside and take a left, continue to a
door left you can open with the plug and get SECRET
#13: the JADE DRAGON on
a barrel left and Grenades from the
floor, get out of the room. Shoot
the nasty thug that appears.
Second Secret.
Now jump
into the water and swim to the ledge in NW corner, right into the door where the
barrels came from shoot the thug and
left of that ramp are windows you can now shoot. You are
back on the wide stairs, remember that there was a thug at the bottom of those
stairs..? Now you can kill him and pick up the Yellow Key Card he drops,
use it
on the nearby door at the bottom of the stairs to get SECRET
#14:
the STONE DRAGON from the closet. Return the way you just came to the
hangar area (up the stairs, straight through the windows,
thanks for the tip Chel).
The Shotgun Men Room
Go left, continue up the stairs and at the top left through the door. At
the junction where you went right before, take the left stairs (N) to find an
open door
(x) at the end (opened in the Armory). Lure the dogs to the corridor and
dispose of them. Go back to the room with the gunmen and if you want you can
ignore them (they might not pay much attention to you) and run up the ramp, jump
over the rolling barrels and they will do the work for you. Go back down the
ramp and pick up a small medipack
and Uzi clips from under their
corpses.
Two Pools Area
Back up the ramp, open the next door and shoot another thug; another shotgun man
may attack from behind. Up and to the right is an empty pool; you can do nothing
there at this moment so locate the movable crate (ground floor) on the ledges on
the left (W) with the pipes hiding a ceiling trapdoor, move it and open the
trapdoor; go up to a control room. In the S side pick up the
Shotgun shells, in the N side shoot
a grate and go inside a crawlspace. Go straight at the junction and shoot
another grate at the end, kill another thug and pull the switch on the N wall to
flood the pool in the previous area (and drain another one behind you). You can
move the E shelves to reveal a receptacle for an item you don’t have yet, there
is also a Green card reader in the opposite corner. So go back through the
crawlspace to the previous area, down the trapdoor and climb the E ledge, jump
into the now filled pool to cross over to the other side.
The First Plug
Once out of the water go right (S), jump over the pipes, up the small slope and
left to drop into a hole; pick up the PLUG and go outside. Nothing more
to do here at this moment so go back to the trapdoor, again through the
crawlspace and to the control room where you used the last switch. If you didn’t
yet, move the shelves straight ahead so you can use the plug to open the
trapdoor; drop, slide down the ramp and watch the flyby.
The Huge Water Area
In this new watery area go right to pick up the
Harpoons,
jump into the water and kill a frogmen approaching from the E and maybe
another one from the S, they might have been shooting you already.
Third Secret
Detour for a secret: swim towards the NW niche with the switch and get out, pull
it, roll and take a running jump with a right curve to grab the edge of the
timed block protruding from the W wall, hoist up and take another running jump
to the next block and from here a last running jump E-SE to grab the rope before
the block retracts; turn left in a NE direction to the block next to the
metallic pillar and swing there (very tricky because of the low ceiling, aim
Lara at the middle of that metal pillar) to get
SECRET #15: the GOLD DRAGON,
3x Uzi clips and
harpoons.
Opening a door in the Central Building
Now we go for the important tasks, be careful with your ammo. Behind the fat
pillars in the four corners of the pool, are four underwater levers, near the
bottom. Swim all around this huge room and pull all of them to open an
underwater trapdoor in the E side of the room releasing one or two frogmen while
you’re at it. Go to the E side, save
at the surface, facing W and swim in there, time the teeth doors (this first
time you can just swim through going full speed) and in the underwater room with
the big pipes (bottom level of the
Central Building) pull the lever in the SE corner to open a door
somewhere (we’ll be back here shortly);
quickly swim back for air and possibly kill another frog man. The open door
is located in the W side of the central building (close to the bottom), so swim
there and pick up 3x Harpoons on the
underwater ledges, surface and kill two thugs; they will drop
Shotgun shells and the SHOTGUN.
(I stood behind that control panel W to shoot them).
Movable Puzzle
Pull the movable shelf in SW corner once to the E, climb on and from the NW
corner you can jump and grab a jump switch opening an underwater door in the
room with the big pipes where you pulled the last underwater lever.
Go to the other side of the room (N), pick up the
Harpoons on the NE block. The shelf
here was part of the puzzle to get to the jump switch, but not needed here.
Before jumping into the water, kill a frog man, swim out of there and swim to
the other side (E), down the trapdoor and through the teeth doors to pull
another underwater behind the N side open door.
Flooding the Area
This lever floods the room you came from and opens another door; also lowers the
water level outside the central building and expand a block near the control
room. So, go back to take a breath,
swim to the W side of the central building, pick up some
Harpoons from the bottom (on the
yellow line) and swim to the S wall, to the platform with the railing.
Climb it and go E; to cross the tight rope, walk a bit and when the flame
goes down; use the new move (“Alt” to roll twice) and you won’t have problems.
Climb the ladder behind the fat pillar, go right and jump up to the ledge around
the corner and monkey swing to the small platform, pick up the
small medipack. Grab the monkey
swing again and go forwards and drop onto a platform attached to the central
control room (W).
All Around the Room
Now take a running jump to grab the ladder on the right (N), shimmy right and
around the corner and from the bottom take a jump back to land onto the base of
the NE pillar. Run around to the other side and climb the ladder. When the
camera angle changes, jump back to a platform. Take a running jump to grab the
pole (do some steps back) and swing to the next (entrance) platform.
From this platform hop left through the opening in the railings to land down
onto the block against the central building you expanded with the underwater
lever some time ago (S). Take a running jump NW to the sloped ledge, slide, jump
to grab the first pole, swing to the second one and swing to the ledge in the
corner (Third Secret switch) (savegame.9).
Timed Run
First part is the same as for the Secret, save in front of the timed switch,
pull it, roll and take a running jump with a right curve to grab the edge of the
timed block protruding from the wall (W), hoist up and take another running jump
to the next block and from here a last running jump a bit to the left (SE) to
grab the rope before the block retracts; timed part is over.. turn right in a S
direction and swing to grab the edge of the broken part of the SW fat pillar,
shimmy around two corners, hoist up, jump back, slide/jump to grab the pole and
swing to the safe walkway (savegame.10).
Inside the Central Building - The Green Key Card
From here you can take a running jump to the N ledge in the central building, go
inside, shoot the thug and pick up the GREEN KEY CARD from the small
table; there is also a Medipack in
one of the closets. Pull the switch in SE corner to open underwater trapdoors,
jump into the water and locate that trapdoor next to the NW fat pillar.
Area with the Big Fan
Dive through the underwater passage and shoot the frogman; in the niche to your
right there are Harpoons and when
turning left a Medipack in a niche
in the corner. Swim back for air and take a deep breath; you'll need it. Dive in
again and continue to a room with a big fan; the current is too strong here to
cross to the other side so draw the harpoon gun and shoot the grate opposite of
the fan (left), then take the first right and shoot another grate and again
right to shoot a last grate. Swim further next to the fan and use the underwater
lever to stop it; quickly swim to the fan and up to get some air (savegame.11).
Going Up
Now if you want you can dive back down to the fan area to pick up some
Harpoons in front of the fan and
swim again through the crawlspace and all around like you did before to shoot
another grate left and pick up Automatic
Pistol ammo.
Anyway, once on the surface climb the ladder in NE corner, jump diagonally to
the SW alcove from here a shimmy left around along the edge to get to the ledge
with the ladder. Climb it to the top, hoist up and drop/grab the edge, while
Lara is with legs and arms extended, shimmy a bit left to the very edge; from
this position hoist up, jump back and forth with a left curve to grab the pole,
swing to land onto the N slope. Slide/grab the edge and shimmy right around the
corner to a flat ledge where you'll find some
Flares.
From the edge of this ledge face S-SE, back flip onto the N slope, slide a bit
(don't jump from the top of the slope) until you are almost at the bottom and
jump to grab the higher pole, swing to grab the edge of the S ledge with the
pipe and climb the block in the corner. Now jump N to the top of the duct,
another jump N to grab the wide ladder, climb almost to the top and take a
backflip with twist to grab the S ladder, continue climbing and go inside the
crawlspace; open the floor trapdoor at the end, drop and turn left (E) crawling
back into the Control room where you can now use the Green Key Card in the SW
corner.
Area With Two Pools
The exit door opens up, but first and pull the switch behind you (N) to flood
the left pool again (E). Go outside and shoot a thug, pick up the
Shotgun shells he dropped. Jump into
the pool; pull the lever in the passage straight ahead (E) and down a bit to
open the door and dive through, surfacing in a room with two big fans.
Area With Two Big Fans - The Plug
Climb the ladder (W) and crawl inside the crawlspace, take a left to the
catwalk, use the tight rope to cross to the N one and take a running jump to the
ladder above the fan. Climb losing some health. Turn around and shoot the
window, take a running jump there and inside the room pick up the PLUG
from the small table, Automatic Pistol
ammo from the closet and pull the switch in the SW corner to flood the room
below.
Exiting the Level
Jump into the water, but don't get too close to the fans or you're doomed. Use
the plug in the wall W (to the right of the ladder; underwater receptacle) to
open the door in wall behind you, swim there and pull the underwater lever to
open the next door; run up the stairs to finish the level.
LEVEL 7 - DIVING AREA
Stopping the Fan - The Plug
Run up the stairs and take a running jump straight ahead, go down the stairs to
find a closed door, turn right and take a running jump over to the niche with
the Medipack (mind the low ceiling),
another running jump to the ladder to get back. Loop around to the left and move
the shelf to the wall under the high grate, climb, shoot it and go inside the
crawlspace. There are Shotgun shells
to the right, and to the left a corridor with drills you'll have to time.
Shoot the electric box at the end and pull the switch to stop the fan, get
back through the drills, go outside and jump into the water to get the PLUG.
If you want you can swim behind the fan (losing quite some health) to get
Grenades. Climb the ladder to go
back up and use the plug to open the door N.
Room with the Cranes
In the next room shoot a dog and a flamethrower guy coming from your left;
Shoot a grate (W), get in and follow through, drop down and turn right, shoot
the grate there. Go through and drop in the water. Swim to the opening (E) and
in the next room get the
Harpoons
near the middle of the room. Pull the underwater lever behind the last pillar to
lower a block above. Now swim back through the opening behind the W pillar, loop
around to the right and climb the sloped ledge (NE), jump back, jump again to
grab the ladder (in case you didn’t shoot the grate before, you’ll have to draw
pistols and shoot it during the jump). Crawl inside the crawlspace, (shoot the
grate at the end if needed) and drop down.
From the entrance of this room take a running jump to the sloped pillar, slide
and jump in last moment to grab the edge of the central one, shimmy left and
when the crane starts to go to the right, hoist up and take a running jump to
the next pillar; the same here but in this case take a curved running jump right
to the ledge (savegame.12). Advance, shoot a
thug and pick up the Flares he
drops.
Area with the Big Slope
First Secret
In the room with the big slope slide backwards from the very right side and grab
the edge at the end, hoist up and hit Ctrl when Lara's hands surpassed the edge
to land in the opening below. At the end of the corridor pick up
SECRET #16: the STONE DRAGON. Use the
monkey swing to cross the deadly pit, climb up the ladder and open the floor
trapdoor to finally get back at the top of the big slope.
All the holes in the slope are traps so avoid them; slide down backwards near
the middle, grab the edge and shimmy to the middle (under the hole with the
trap), pull up and just back flip to land onto the bridge, turn around and
quickly start shooting a flamethrower guy coming from the right. Go where he
came from, open the door right with the wheel switch and pick up the
Uzis from the table and
Uzi clips from the corner. Back in
the corridor and to the right you can open the next door with the crowbar.
S Passage
In the room with the shelves you can pick up a
small medipack from one of them
(left); pull out the wider shelf (right), shoot the grate down there and go
inside the crawlspace. In the room with the chain, go up that chain and back
flip to the ledge, jump and grab up to the central ledge with the smoke.
Now grab the next chain and climb even higher, backflip almost at the top, shoot
an electric box and pull the switch to open the door below. Go back down to the
ledge with the smoke and turn around and jump into the passage (W). Climb down
the ladder at the end, go through the crawlspace, shoot the grate and climb over
the shelves to find a new room. Pull the jump switch to open double doors
somewhere (*). Now go all the way back, over the shelves, up the ladder, safety
drop down into the room with the chains and down the lower chain. Go out E
through the crawlspace and in the room with the shelves left out of the door.
You’ll get to the room with the slope where you killed the flamethrower guy some
time ago and this time go straight (N) to find those open doors (*).
N Passage
A short flyby will show you where to go…
Climb the ladder and jump back to the ledge in the corner, jump to the ledge (N)
and press the button to activate the 3 trapdoors above.
Jump to the ledge with the chain and climb with Lara’s head on the white
line so you can back flip onto the trapdoor when it's up, hop back and quickly
take a running jump SE to grab the ledge with the ladder. Climb it, go inside
the crawlspace, drop/grab the edge and shimmy right to reach the niche in SW
corner; from here take a running jump N with a left curve timing the next
trapdoor, turn right and jump to grab the edge of the sloped ledge,
shimmy to the very right and time the upper trapdoor to hoist up, back flip,
turn a bit right and side flip left into the niche in the N wall to get a
small medipack. Take a running jump
to the ledge left of the breakable tiles on the other side (savegame.13).
Don’t go to the ladder yet but turn around, jump up into the opening on the
right (E) and open the crowbar door. Time the drills; roll through and at the
other side pull the switch to lower a trapdoor on top of the ladder in the
previous room. Go back there and now climb the ladder and take a backflip near
the top to land onto a catwalk; use the valve to open the next door, pick up
Automatic Pistol ammo straight ahead
and open the trapdoor in the floor.
Deadly Pool Area
Be sure you are at full health and run off the edge from the left side so you
can slide down the ramp backwards and near the left edge; don't try to grab the
edge at the end, but simply drop, slide again and jump with a left curve to the
safe ledge in the goo. Take a running jump to the right (S) to the next safe
ledge and a last diagonal jump to the ledge attached to the wall, SE (no grab).
Now run and jump NE to a flatter ledge in the slope next to the grate, shoot it,
go through the crawlspace and shoot the next one. When out, turn around,
grab the crack in wall and shimmy left to a flat ledge in the corner,
Slide, grab the chain, turn around and jump back to the next flat ledge near
the surface. Face W and take a standing jump to the flatter ledge in the corner,
take a side flip onto the slope and grab the monkey swing
(maybe slide a bit before you jump and grab); continue all the way to the
other side of the room, go through the crawlspace turn around and climb to the
upper catwalks.
Going to the “Hub Room”
Loop around left to pick up the AUTOMATIC PISTOL from the scaffold. Roll,
loop around left again to pull the timed jump switch there, roll and sprint to
the right to the other side of the room, take a running jump to grab the timed
trapdoor near the SE corner, hoist up and quickly climb to the high opening (savegame.14).
Take a running jump to grab the chain, turn right and swing to grab the next
chain, finally swing a bit to the right (NE) to the short catwalk with the
crowbar switch. Pull the crowbar switch; take a running jump W over the pipes to
land onto the catwalk below and go S to the open door.
The Hub Room
In this area (I'll call it the HUB ROOM from now) go all around the
central building to shoot three dogs, a thug and a flamethrower. Open the door
with the valve in the corridor in the back (S) and arrive in the room with the
empty pool. Up straight ahead is the Control room *.
Go through the passage on the left (E), run down the stairs and sprint to
the other side of the next room and roll so you can shoot the flamethrower guy
from the distance. Pull the switch on the E wall there to open underwater doors
in the pool behind you, swim in there (N) and in the next room try to shoot a
couple of frog men.
Opening the Door of the Control Room
Go out of the water on the right (E) and safely shoot the thugs from here if you
want, don't enter the armory yet, but using one of the slopes left or right from
the entrance take a jump back and forth to grab the small platform above, grab
the monkey swing (standing jump over the fence) and use the jump switch to open
the door of the Control room *.
The Blue Key Card
Back out of the water (E) and now enter the armory and search the closet for the
BLUE KEY CARD, pick up a small
medipack from the table and go back to the room with the empty pool (swim
back left (S), get out and leave W); from here we need to go further back to use
the Blue card. Take a right and up the stairs (N) back to the hub room and
through the N opening back to the room with the catwalks. Sprint to the opposite
side and open the door with your Blue Key Card. In this corridor is a
flamethrower guy, just before going around the corner, roll and sprint back to
the catwalk from where you can shoot him when he leaves the corridor.
Go back in, pick up a Medipack
from the niche left.
Follow through and around the corner climb up, pick up Automatic Pistol ammo
in the corner to your right and then go to the left.
Toxic Pools Rooms
In the room with the toxic pool you don't need to use the central ledge, because
you can simply take a running jump to the opposite opening because of the
updraft.
At the next room, just hop and get carried away by the updraft to the second
tile in the deadly goo. Stand in the middle of the tile and hop forwards and
you’ll land in the opening, or can at least grab the edge.
Once there shoot the thug and pull the floor lever to open a door somewhere.
Going back just hop forwards and you’ll get straight away to the next opening,
then a running jump will do the rest.
Go right and down, follow through to the catwalks and straight to the Hub room
(S).
The Helipad Area
Take a right and follow back through the room with the cat walks to the hub
room. Right around the corner in the hub room is a door you can open with your
crowbar (W wall), open it and run up the stairs to the helipad area.
Unfortunately the helicopter takes off, and a thug, a flamethrower and several
dogs come to welcome you. Once the calm is restored pick up
Grenades behind the crates in NW
corner, pick up a Medipack in the SE
corner and press a button in NE corner to raise a nearby platform (and also the
elevator platform near the entrance).
The Valve
Go to the elevator platform near the entrance, jump on and take a running jump
over the red railings when it's at the highest position; then use the crowbar to
pry the VALVE off the pipe.
Get down and go to the other side.
More Toxic Pools
Use either chain to climb up and back flip to the static platform; there's a
barrier in the opening but you can shoot it and go through. Shoot the thug and
shoot the windows in the N triangular opening too, run up the ramp and jump into
the pit. Swim E to find another toxic pool room.
From the part of the edge without railing, turn around/drop/grab/ drop/grab the
crack below and shimmy right and around the corner at the end up into an
opening. Go into that room and push the lever to raise a block near the entrance
and slopes on the other blocks over the goo. Go back there and take a running
jump out left onto that block and climb back up to the balcony again.
Go to the opening in the railing, time the elevator at the end of the slopes and
when it's in the lowest position take a running jump to the first slope (left
side), slide and jump to the second with a left curve and to the third to
finally land onto the moving platform. When it's in the highest position jump to
grab the monkey swing, time the fire emitter and drop at the end over a slope.
Drop and slide jump onto the conveyor belt, turn right and run timing the next
elevator until you see you can turn left and jump there.
When the elevator is at a high position take a standing jump to the next
one, a running jump to grab the chain and finally swing to the safe ledge (Saves-2-savegame.0).
Use the crowbar switch to open a trapdoor in the ceiling above the last elevator
so jump back to grab the chain, swing to the elevator and when it's at the
highest position Turn around and take a standing jump facing S to grab the edge
of the opening. Once you're up, open the ceiling trapdoor, grab up W to go up to
the ducts, time the teeth doors, climb the ladder and use the chain to jump back
onto the small ledge attached to the N wall (stay on the edge so you won’t get
burned). Then jump W to the opening
with the pipe, shimmy left, turn around, jump to grab the edge of the trapdoor
and climb to the top of the room.
Timed Sequence
Left and right of the corridor W there are a button and a switch. You can
imagine: yes, they are timed. The button stops the fires at the start and at the
end of the passage, and the switch stops the fire in the middle tile. So, start
by pulling the switch first (the one on the right), take two of side jumps left
and press the button, side jump right and quickly take a running jump without
stop over the first pit to grab the central ledge, hoist up and take a last
running jump over the second pit (don't try to grab the edge here or you'll
never get it) (Saves-2-savegame.1).
The Laser sight, the First Plug
Pick up the LASERSIGHT from the closet on the right. Go into the other
side of the room to pick up Automatic
Pistol ammo left and see an important item protected by fire on the other
side. Shoot the S windows and use the automatic pistol + laser sight to shoot
the valve in the left pipes (look up), this will turn off the fire and you can
pick up the first PLUG.
Now go back into the other room and use the switch next to the closet to open
the trapdoor behind you. Drop through the opening to find yourself back where
you shot the thug. (You can use the shelf to go back up in case you missed the
plug). Drop to ground floor of the
Helipad and go W back to the hub room.
The Search for the Second Plug
Go to the right (S) and back down the stairs to the room with the empty pool, up
the stairs straight ahead to the control room, the door is already opened (jump
switch you used some time ago *). Shoot the thug, pick up the
Medipack and place the valve on the
pipe on the left (E) to flood the pool. Go outside, jump into the water, pick up
Harpoons at the bottom of the pool
and use the underwater lever (S) to open the door; shoot the frog man and pick
up more Harpoons, take a breath in
the air hole in the ceiling and swim in right (W). Pick up even more
Harpoons and pull the underwater
ceiling switch on the ceiling of the room. Swim back to the air hole, take a
deep breath and save.
Underwater Room with Big Fans - The Fuse
Now swim through the underwater passage (E) to a room with big fans, fight
against the current to cross to the other side and look for another ceiling
switch to pull at the back of the room on the left. After pulling it, one of the
fans stops (middle N) so, swim back (the fan is on the right) and down below its
left side, up and through the opening near the ceiling to a room where you can
take a breath (Saves-2-savegame.2). Explore
this room to get Shotgun shells and
the Fuse; now swim back out and to the right (W), follow through and at
the air hole take a right to the pool the way you came and get out of the water
from the far right corner (NE).
Crates Puzzle
Use the fuse in the control room (S) to move the crane so you can jump to the
platform under it and cross to the other side of the room. Move the crates on
ground floor to create a bridge so you can move the crate above once to the S
and climb it to reach the high catwalk with the railings. In the room on the
left (W) is an item you can't pick up yet, so go to the right (E), shoot the
grates and press the button at the other side of the crawlspace to apply changes
in the helipad room.
Back to the Helipad Area, the Machine Chip
To go back there: Hop into the pool under the catwalk, get out NE, go left up
the stairs (N) to the hub room and left/left through the opening in W side up
the next stairs. The platform for the helicopter went up.
- Another Secret
Detour for a secret: from the crate in N side (or from the elevator near the
entrance) jump to the top of the raised platform, climb to the top of the three
crates pile (N) and even higher to the ledge with the railings. Now jump over
the slopes clockwise to the other side of this roof to get
SECRET #17: the JADE DRAGON. Now hop
onto one of the sloped roofs there and just slide down onto the platform, get
down to the ground floor the way you came and drop into the pit under the big
raised platform.
- The Machine Chip
Side-flip over the railing and open the floor trapdoor in W side and drop
inside. DO NOT touch the important item on the small table yet or you're damned.
Pick up 3x Uzi clips and
Shotgun shells in the corners of the
room and move the shelf at wall behind the pillar so you can press a button to
open a trapdoor in the SE corner of the room as a way to escape. Now it's time
to pick up the MACHINE CHIP from the small table and quickly roll and run
to the SE corner to avoid the attack of the lethal flamethrower guys and drop
through the hole. (The author said that it's possible to kill both before
dropping down the trapdoor without getting hit by the flames, just for crazy
players) (Saves-2-savegame.3).
Central part of the Hub Room - The Second Plug
In the room below, if you want you can move the shelf under the open trapdoor,
climb it and safely kill the flamethrower guys by doing jumps and shoot; once
both are dead, climb back up, pick up the
Uzi clips one of them dropped.
Go back down and you can open the small double doors on all 4 sides of this
room, creating shortcuts to the hub room. Go through the S opening down the
stairs to the room with the flooded pool, cross over the platform under the
crane to the other side, climb the blocks up to the high catwalk again and this
time go to the room on the left to use the Machine Chip in the receptacle and
activate the conveyor belt. Now you can pick up the second
PLUG.
Go down, through the pool and up the stairs left back to the hub room,
inside the central building and use the plugs at the other side of the central
shaft) to open the trapdoor.
Exiting the Level - Last Secret
Drop down, shoot a couple of grates and run down the stairs to find yourself in
a pool room you've already visited some time ago (for that jump switch). Kill
the thugs if you didn't do it before. In the NE and SE corners you can pick up
3x Harpoons from corners. Go through
the N passage down the stairs and open the small double doors on the left, drop
into the hole, time the drills (you may lose some health). Climb up on the other
side and listen to the talk…
Go through the crawlspace shooting some grates, take a left and monkey swing
over the goo. In the next room run down the stairs and shoot a dog, a
flamethrower guy and a thug, don’t go near that wounded man yet. Near the bottom
of the stairs, climb up into the niche E with the metal beam inside and pull the
switch behind the beam to open a nearby door; go to the bottom of the stairs and
the door on the left (S) is open now. Inside find the
SECRET #18: the GOLD DRAGON,
2x Grenades and a
Medipack. Go outside and approach to
the injured man to finish the first part of this adventure….