MYSTERY OF THE SUNKEN
SUBMARINES
Level by Denny
Walkthrough by
Phil Lambeth. You'll find a host of
posted videos, but many are of
the "blind leading the blind" variety that are of
little value to players looking
for the quickest
and most efficient way through a level.
Glitch-free videos have been posted
by Doggett
TV, by Saki Croft and
by Steven3517.
Begin by sliding down into a cavern. Loop around left from where
you landed to find the HARPOON GUN and 4 x harpoons. Not far away at the other
end of the ledge you'll find flares. Jump into the water
and swim away from the ledge
through the wall opening. Turn right toward one
of the titular
submarines and swim around it to your
right while being pursued by
two fish.
They won't follow you back through the wall opening
where you could pull out and shoot them, so
don't bother trying. On the back side of the
submarine is a narrow opening you can
swim into. Make a sharp right for a small medipack and an air hole. Go back and loop around
right to find an underwater lever that lowers a trap
door.
Exit the sub, swim past
a shark back around to the
other side, stay high and right and look for the
opened trap door. Swim down a long shaft, follow a short passage and go up and around
past a wall opening identified here and there as U-748. Loop around right to
find an underwater lever that opens another
trap door not far away to
your right. Swim there a bit
past the wall opening, surface
and pull out. Slide down into a room
with a giant spider and a host of baby spiders. Pull down the wall switch in an alcove to drain the room below.
Jump up the slope on the other
side of the
room, reverse roll and safety
drop to the
lower deck.
Return to the room ahead
with all those U-748 panels, but watch out for a shard glass
pit at the entrance. Jump around it to one
side and go past that underwater
lever you pulled earlier, hop over the
obstruction and slide down to find a wall switch that opens a nearby door. Go there and past a triangular opening. There's a water hole straight ahead, but for a pickup turn right and slide down into a water-filled trench where you'll find shotgun ammo. Swim back the other
way through the narrow opening,
turn right and swim up the shaft
to pull out at that water hole. Turn left toward the
water trench and stand jump
to grab the metal panel. Pull up, slide down the other side,
jump to a slope and jump again to grab a wall crack.
Shimmy left until you hit
a fixed camera, pull up and take a rolling
back flip to grab the opening in the opposite wall. Pull up, turn around and jump straight up to
grab a ledge. Pull up higher, hop over
the block and continue down to a room with some
baby spiders. There are two
pushblocks facing each other on opposite
sides of the room. Pull the one next
to the entrance
two times, go around it
to the right
and pull it two times more to
hear the sound of one
of the gates
opening behind you. Locate the
second pushblock, pull it two times,
go around to push and pull it across the room
three times, and the second gate
will open.
Go through the opening and up the steps.
Turn left at the landing and continue up to a dead
end above a glass shard pit. Take a running jump to land beyond the
shards, turn around and run down the ramp
for 3 x shotgun ammo, a large medipack and the GOLDEN DRAGON for SECRET #1. Go
back up the ramp, turn around and jump up to grab the
edge of the
pit, pull up and walk slowly through
the glass shards. Pull up and the other end and continue up the
steps until you reach a valve
wheel that opens the door
it's attached to. Enter the living
quarters and pick up 2 x harpoons
at the corner, continue around past a keyhole and open the next door
by turning the valve wheel.
Climb the
wall ladder and back flip near the
top into a passage with another valve
wheel door. In the next room
go past the
flaming tiles and grab the shotgun ammo next to the
skeleton. Pull the cage to your
left and go around it to
find a wall switch that opens
a trap door in the middle of
the room. Find another cage in the corner that
you can move
away to reveal
the AUTOMATIC PISTOLS.
Go to the opened trap doors,
run across a corner near a flaming
tile to grab the ladder surface
and climb down to some shallow water
where you'll find the RUSTY KEY next to its
deceased custodian.
Climb back out, note the inaccessible
wall switches, exit via the passage and climb down the next ladder to
the living quarters. Walk through the glass shards
and loop around while staying left until
you return to the room
with the pushblocks. Pull the one to your
left two times away from
the opened gates, get on it
and jump into the ceiling opening in the opposite corner.
Pull up higher, slide and drop into the room
with the water hole and glass shard pit. Loop around left and use the Rusty Key to open the adjacent
gate. Go just inside and
save your game for a nasty trap gauntlet.
Hop over the second tile, which
is a disguised trap door spike
pit. Hop over the fourth tile
for the same reason, and at the corner turn and walk onto the second
tile.
Turn around, hop back to trigger
the trap, grab the edge and pull up. Reverse roll and take a running jump over two more trap
doors to grab the tile at the
corner. Pull up, walk toward the
next corner and stand jump around the spike-trapped corner tile. The next few tiles are
safe, so turn the last corner and stand jump onto a tile with 2 x flares. That last trap door wasn't spike-trapped, so drop down into the water
below to engage a shark
and search the skeletons on the deck floor for harpoons and shotgun ammo. There's a high opening in the near right corner
that you can swim into
for a small medipack, 2 x automatic pistol
ammo and the STONE DRAGON for SECRET #2.
Return for air, then locate
six underwater levers on the columns
opposite the water hole. Counting from left to
right, pull all but lever
5. A cut scene will show closed gates
to your left
after each pull. After you
pull lever 1 the gates will open, but before going there flip
turn and swim across to an opening where
you can surface
and pull out. Jump up to
grab the ledge above the water
level and shimmy left to the
corner. Pull up for a large medipack,
drop back down into the water and swim
past the opened gates. Go down for a small medipack, then swim up
to surface and pull out onto a ledge. Hop up into an opening
and grab the nearby shotgun ammo.
The marked blocks are all pushblocks, so move them as necessary
to clear a path to the
back left corner where you'll find the CABINS KEY. Push
the button on the opposite side
of the room
to open the gate to a passage
leading to a glass shard pit.
Take a running jump diagonally
to your left
to clear the pit. Go through
the gateway opened up earlier
and through the triangular opening. Turn right, jump to grab the slope, slide
and jump twice to grab the wall crack,
shimmy left to the corner,
pull up and take a rolling back flip to grab the opening.
Pull up and make your way back to
the living quarters, following the same route described above.
Use the Cabins Key in the receptacle you noted earlier and the door to
your left will open. Enter the dark room
and deal with the giant spider. Find automatic pistol ammo
next to the
skeleton, walk through the glass
shards and stand facing the entrance with
your back to the floor hole. Unfortunately, since you can't shimmy
around corners in TR2 you can't take
advantage of the glass-free corner. You'll just have to hop
back and grab the edge, suffering minor health loss in the process.
Release, grab again and pull up
in front of a wall switch that opens a gate.
Go back to the opening, face the
glass-free corner and stand
jump to grab it. Pull up, walk through the
shards and greet two baby spiders.
Exit the living quarters down to the room
with two pushblocks, loop around left to find the
gate you just now opened and slide down into a short passage. Hop up to the
next passage and follow to the corner
next to a trench filled with
glass shards. Jump to grab the wall
crack and shimmy right until you
can pull up into an alcove. Turn around and jump to grab the crack in the
opposite wall, shimmy left to the
corner alcove and hop over the
trench with grab into the opposite
alcove for uzi ammo. Jump to grab the wall
ladder and climb to an upper deck.
A remote camera
warns of deadly water down below, so look out to see blocks
of varying heights. Some are
flame-trapped, so to avoid those follow these instructions closely. From the
left corner jump to grab the tall
block. Pull up and jump onto the lower
block next to the left
wall. Turn around and line up carefully for
a standing jump down to the lowest block
near the surface. Turn to face the deck and take a running jump to grab the ladder
surface. Release, grab and pull up
onto the low block. Reverse roll, take a running jump back to the previous
block and stand jump to
grab the taller block diagonally to your right.
Pull up, and the door in the opposite
wall should open.
Jump over there, hop up
the slope and pick up the
CIRCUIT BREAKER. Another
gate opens in the previous room,
so slide back down and take
a running jump diagonally to your left
onto a taller block, hop left
with grab through the new opening
and follow the passage to a floor hole. Run off twice to land
down in the room with two pushblocks.
Go across past the twin gates
and backtrack once more to the
living quarters. Loop around right, walk
through the glass shards as
before, climb the wall ladder
and back flip to the upper passage.
Follow to the room with
the flame-protected wall switches, go around
the opened trap doors and place the Circuit Breaker in the receptacle in the far wall. The flames go out, so pull both wall switches to open a door and climb down past the opened trap
doors. When you're slightly above the shallow
water, back flip onto a ledge and follow past the opened
door. Jump into the water, swim
down and pick up automatic pistol ammo
next to the
opening. Follow the passage around to the open ocean,
pull out somewhere and shoot the
fish.
Jump back into
the water and grab the flares
from a shelf just below the surface,
swim over to where you
can wade up an ice ramp where
you can see
glass shards off to your left.
Turn right and follow the ledge to the
corner. Look left and hop up the
slope onto a flat spot. Turn right and take a running jump over the ridge
to slide down near a cage. Pull it one time to
reveal a wall switch that opens a door and releases three hydrophobic yetis.
You can either
shoot them or lure them into
the water where they will quickly die.
Run toward a corner of this
cavernous area just past an opening with a spinning fan. Jump into the water
and follow the passage to an intersection. If you keep
swimming forward you'll wind up at a large medipack. Swim back the other
way, keep right at all turns and you'll come to
a shaft where you can surface
and pull out. Look in a nearby alcove
for 2 x flares, then follow the passage to
a larger room where you'll meet up
with two yetis. Jump the blocks in zigzag
fashion until you reach the
top of the
slope. Turn around and take a running jump into the darkness
to grab a climbable surface in the ceiling hole.
Shift left as necessary to
pull up into a passage guarded by a yeti. Turn left at the crossing,
jump up the slope, slide down to another crossing,
turn left at follow to the M16. Go back to the crossing
and continue past it to an opening
that overlooks the cavernous area.
Turn around, hop back and
grab the edge. Shimmy right along a wall crack as the
camera changes to a remote view. Release at the end and slide down to a ledge. Turn right and go to
the other end, hop back, take another step back and then take a running
jump to land on a slope. Slide and jump onto a flat
block. Jump to a ledge around the
corner and from there to the
next block. Finally, take a running jump to grab the next block,
pull up and stand jump slightly
right to grab a crack in the facing
wall. Shimmy right until you can pull up
in front of an opening.
Enter the passage on the higher right side
and pull up into a room with a swinging
crate. Grab the nearby M16 ammo
and go around the crate to
find a valve wheel. Open the door, note
the receptacle and buzz saw to
your left, weave your way
past the swinging crates in the next room
and pull down a wall switch to open a trap door somewhere. Get past the
previous crate to the wall
opening and run off onto a metal structure.
Turn around, save your game
and run into the water hole where a strong current will grab you. Fight your way against the
current to the far wall, turn right or left
when you're over a catwalk and swim into the
narrow niche to find an underwater lever. Pull it for a cut scene
of a spinning fan.
Swim along
the niche to the opposite
wall and pull the underwater
lever to shut off the fan. Swim past the
blades and a key into the passage, pull a final underwater lever to open the gate
to your left,
go inside and surface for air.
Return for the RUSTY KEY and go back past the opened
gate to wade out into a familiar cavern. Remember that flat spot in the corner to
your right? That's where the
trap door opened, so go there
and hop into the opening to
land inside a passage. Follow to a floor hole and drop down to a lower room
you explored earlier. Enter the passage opposite the water hole and follow to the cavern
with the steep block-riddled
slope.
Make your
way to the
top as you did earlier, jump to grab the climbing
surface and pull up into the opening.
Follow the passage to the crossing
and keep going straight to slide
down to another crossing. Grab the small medipack at the opening to
your left (remote camera view) but go to the
opposite opening, jump up the slope
and hop over a floor hole ahead for 2 x uzi
ammo. Return to the opening where
you got the
small medipack and take a curved running
jump to land on a ledge on your right.
Turn right and pull up for flares,
get back down and follow the
ledge to the other end for
automatic pistol ammo
near a water hole.
Go back the other way along
the ledge and jump down left into the
water on that side. Swim into
the wall opening, loop around left and pull out onto a corner ledge, shoot the fish
and jump across to the alcove in the
opposite corner for M16 ammo.
Return to the previous ledge and pull down the timed wall switch to raise three
platforms. Turn around, take a running jump to grab the first
platform on the left side, pull up, turn right and take a running jump to grab the next
platform on the left side. Pull up, turn right again and take a running jump to land on the final
platform. Hop or pull up onto the
ledge and use the Rusty Key to open the gate.
Step inside,
take a running jump to grab the column
in the pit and pull up to find the
BLUE KEY CARD. Turn around,
jump down into the deeper water, wade out at the corner and climb up to
a familiar ledge. Slide
down left, hop into the nearby
trap door opening and make a third trip back to the steep
block-riddled slope. Get back up, jump to the
climbing surface and follow
the upper passage to the
crossing. This time turn left,
jump up the slope, slide down right, go right
and around to the opening and hang from the edge.
Shimmy right, drop to the ledge
and make your way clockwise around
the cavern as you did
earlier.
Use the shimmy crack to
reach that narrow opening, follow to the room
with the swinging crates and place the Blue Key Card in the receptacle you noted earlier.
The buzz saw retracts and turns off, allowing you to
step around and pick up the
GEAR. Get back
down to the underground passage, and when you reach
the far end turn left and jump to a block you haven't
yet used. Continue with a running jump curving left onto the
icy slope. Slide, grab and shimmy right to
a flat spot in the corner where you
can pull up. Turn right and take a running jump through a fixed camera to
grab a climbing surface.
Climb up
a bit, take a rolling back flip to grab the wall
behind you, shift or shimmy left
to the corner,
take another rolling back flip to grab another section of the
wall, shift or shimmy right and climb up a shaft
where you can pull out onto a ledge overlooking a deep pit. Walk forward, slide and jump to the other
side, slide and grab and shimmy right to
a break in the fence where you can
pull out to engage a giant spider and two baby spiders. The tile in the back corner is a trap
door that drops you down into a short passage
where you'll find a large medipack, 2 x M16 ammo and the JADE DRAGON for SECRET #3.
Pull back out, go
to the other
end and locate the floor hole. Climb down the ladder to
find a receptacle for the Gear. A trap door opens in the
previous room, so climb back up, drop down where the trap door
opened and pull down the wall switch to turn off a spinning fan. Return to the break in the
fence, hang from the edge and shimmy
left as far
as you can
to drop down into some deeper
water. Surface, wade out and slide
down right. Go clockwise around the water
to find an opening to your left
where the fan was shut off. Go past the blades, turn left and pull
down the wall switch to open a gate in the cage behind
you. Go there and pick up THE LOST ABNORMAL MASK. Exit to
the lake area and do battle with a chicken monster. When it dies the
level ends unceremoniously.