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.