SABATU’S TOMB RAIDER 2
Levels by Sabatu
Walkthrough by José
COLORS: pickups – enemies – necessary items - secrets
LEVEL 1 – THE GREAT WALL
Opening the first door
Slide and after a couple of jumps, jump in last moment over the deadly pit. To get extra pickups you can drop into that pit (from a corner, spikes below) and get the flares near the skeleton, exit through the spiked passage, avoid the rolling boulder, climb some blocks and from the rock under the grate (trapdoor) take a running jump to the niche with the switch, pull it to open the trapdoor and jump back there, climb, pick up the small medipack and drop down to the starting area. Advance to the outside area and go to the right side, avoid the rolling boulder, pick up a small medipack in the dark corner and continue to a ledge next to the small lake; take a running jump to the block in the corner, turn right, jump to grab the crack and shimmy right until you can pull up in a niche with flares. Turn around, jump onto the ledge to your left, shoot the crow, jump to the block in the corner and pull the switch to open a door below. Make your way to go back down to the bottom of this area and find the open door near the small lake.
Opening the door of the tower
Shoot the small spiders and enter, go right and climb the rocky block near the open door, continue jumping and climbing counterclockwise until you reach the wall with the battlements.
Detour for a secret: turn left, pick up the flares on the nearby battlements to your right and continue to the dark corner at the very end (right side); light a flare and locate a ladder behind the battlements, climb down to get the SECRET #1: a sort of Golden Ring.
Back up on the wall, to get an extra pickup climb the battlements in the opposite side, light a flare and take a long running jump to the dark corner (area with the open door below), another running jump to the rock above the open door, pick up the shotgun shells, drop to the bottom and go back up to the wall as you did before. Turn right and run to the opposite side with the closed door, turn right and jump into the water, climb the lonely block and take an angled standing jump to grab the edge of the rocks above, shimmy left, pull up and quickly drop/grab the edge to avoid the rolling boulder, pull up again, advance and jump into the water at the end of the passage, look for a small underwater crawlspace in one of the walls (at the very bottom) and swim through, surface, get out of the water in a niche with a switch to open the door in the tower of the great wall, back into the water locate the nearby open door, climb, cross the spiked passage and look up to see a high ledge you can grab when jumping (save the game here because if you don’t grab the edge the fist time you’ll be impaled). Back on the wall go inside the room with the open door.
The Cave Entrance Tower Key
Shoot the small spiders and run up the stairs to the ledge with the spikes, turn left, jump to grab the crack and shimmy right until you can pull up; jump to the ledge in the corner, shoot more spiders and climb even higher, pull the switch to open the trapdoor and drop through the hole to a water room. Pick up the Cave Entrance Tower Key, get out of the water, climb some blocks to return to the initial room (drop onto the spiked ledge from the very right corner) and use the key to open the door. In this room make your way to reach the niche with the switch opposite the entrance (easy) and pull it to open the next door.
Big Lake Area
Jump into the water and swim left, near the end of the lake look for an underwater crawlspace in the left side (wall), swim through and pull a switch to raise a trapdoor near the entrance, back into the lake look for a low battlement to climb the wall; shoot several crows. Go to the side with the bars door, climb the battlement to your left and from the top of the block take a running jump to land onto the raised trapdoor, turn left and continue to an opening at the other side of the lake (open door here); slide down the rocky ramp and jump in last moment to grab the block in the corner, continue running/jumping counterclockwise to find a cave with a campfire. Run up the ramp, avoid the rolling boulder and continue counterclockwise until you find another ramp, jump and try to slide backwards to grab the edge at the end and avoid another rolling boulder, pull up and take a backflip with twist to grab the next block, advance and pull the switch to open the wooden door in the wall. Go outside, pick up the M16 ammo next to the campfire and go back there.
Detour for a secret: don’t enter yet but climb the battlement in the right side and take a diagonal standing jump to a flatter part of the rocks, another standing jump to the next flatter part and a final jump to the high grassy area; continue to the other side and from the higher rocks take a running jump to the top of the tower to get the SECRET #2: another Golden Ring. Safely drop down and go to the open door.
Crane Area
Enter, shoot the spiders and run down the steps to a hole; drop/grab the edge, drop/slide and jump with a left curve to avoid the spikes, climb shoot the crows and to get an extra item climb the battlements in the left side and look for a place where you can jump and climb to the higher land; shoot the tiger and go right to find shotgun shells. Go back to the wall. Now go to the side opposite the entrance, climb the last battlement to your left and jump around the corner to find a switch; pull it, go back to the wall and explore the area with the crane to find flares and a bit further (behind the slope) a small medipack. Back to the wall, this time climb the last battlement in the right side, turn around, drop/grab the edge, shimmy right and pull up to find the open door. Don’t forget the flares in the hole before exiting.
Big Outside Area
Drop into the big outside area and shoot several tigers. To get extra pickups go to the corner left from the entrance and locate a flatter tile in the rocks, continue clockwise running/jumping onto flatter tiles until you reach a high ledge with a small medipack and harpoons. Slide to the floor and go to the other side of the valley, shoot the crows and climb the rocks in the corner to your right so you can take a running jump to the high pentagonal opening in the wall, time the spitting disks, pick up the automatic pistols ammo, pull the switch and immediately jump back to avoid the rolling boulder. Back outside, shoot the crow and jump to grab the raised trapdoor you saw in the camera shot when pulling the switch, jump into the central structure, shoot the spiders and pull the switch to lower a trapdoor in a hole near the pentagonal opening you came from.
Rooms with many Traps
Go there, shoot a tiger and drop through the hole, pick up the large medipack near the corner, and wait for the moving spiked wall next to the slope, when the wall approaches take a diagonal running jump onto the slope to save it. Now make your way to cross the dangerous corridor with the breakable tiles, moving blades and spiked walls (not so hard as it seems); shoot some small spiders and make your best to time the rolling wheels in the next corridors, pick up the flares and take a running jump to the platform with the small medipack (low ceiling), don’t try to pick it up but quickly jump without stop onto the block with the switch. Pull the switch, shoot a bunch of small spiders and pick up the medipack; now go the way back to the corridors with the rolling wheels where a door opened in the corner with the niches. Slide down the small slope, run left to avoid the wall and left again to escape from the rolling boulders.
Movable Block
Shoot the spiders and use the slope in the right side to jump back and forth and reach the high ledges. The lonely block is movable, move it to the other side of the room so you can climb the tall block and reach the ledge with the switch; pull it to open a door somewhere and drop to ground floor.
Detour for the last secret: from the pool room go through the corridor with the moving disks to a cave with two tigers; explore this area to find flares and a large medipack. Coming from the entrance go to the left side and climb the first pillar you find jumping back and forth onto the grassy sloped rocks left from the pillar, now take a running jump to the top of the pillar in the other side and a last curved running jump to the pillar diagonally opposite to the first one; from here you can jump to a hole in the grassy wall, pull the underwater lever to open a door and continue to a room with the SECRET #3: the Golden Ring plus a large medipack and 3 X shotgun shells. A trapdoor will open so you can go back to the pool room.
Ramps with Spikes
This time take the opening in the corner and continue climbing blocks until you find the zip-line; use it and fall into the water, continue through the opening opposite the cave with the last secret and explore the next room to find a large and small medipacks; continue up the ramp with the spikes (this is very tricky): the trigger tiles for the boulders are in the fifth row, so what I did was, from the central safe tile in the fourth row, facing the bottom of the ramp take a step back from the edge near the spike tile, then take a jump back landing onto the border of the spiked tile above (losing some health) and quickly take a running jump to the bottom of the ramp. When you are success go up the ramp jumping onto the safe tiles, avoid another rolling boulder at the top and in the next ramp take standing jumps trying to land in the corners of the spiked tiles; once at the top jump into the water and explore the bottom of the lake if you want a small medipack, if not, go to the opening right from the entrance, pull the timed switch and run and jump like fool to the lake using the blocks to reach the exit opening before the fires turn on. In the last room, pick up the uzi clips near the campfire and approach to the red door to finish the level.
LEVEL 2 – VIA CARAVELLI
The Boathouse Key
Shoot the doberman, advance towards the water channel to find a familiar area, shoot the brawler and pick up his small medipack. Jump into the water and swim under the door of the boathouse, pull the switch in the corner to open a door somewhere. Back to the pier where you shot the brawler, enter the house, press the button to lower the trapdoor and climb to the first floor, shoot the rats, press the button to climb to the second floor and go outside; shoot the crow and climb the nearby opening, jump to the opening in the corner, run and jump to the flatter part of the awning, to the ledge with the plants and to the roof with the switch; pull it to raise a door somewhere.
Detour for a secret: facing the switch, turn right and take a walk running jump with a left curve to grab the edge of the next roof, shimmy left to the very end, pull up and backflip to a recess with the SECRET 4: a Golden Artifact. Safely drop to the floor and go back up to the terrace of the previous house as you did before.
Climb again the nearby opening but this time go left to a small library, shoot the rats, and go to the end of the glassed-in gallery, pull the switch, go back to the library, shoot the window, drop and take a running jump to the opposite awning, continue to a terrace and pick up the Boathouse Key. To get an extra item go out to the fenced part, jump onto the awnings to your right and to the ledge to the right side of the clock, drop/grab the edge, shimmy left and pull up to get grenades. Jump into the water, swim again under the door of the boathouse, use the key to open it (and another door outside too), mount the boat and drive to your right, through the dark passage and down the cascade; park the boat here.
Taking the Boat Outside
Climb the small ledge with the Bartoli’s sign and jump to the wide opening, shoot the rats, pick up the flares and go left, climb the block, grab the crack, shimmy left and continue to a room with falling debris and a switch; pull it to open the exit door. Back to the boat, drive up the ramp (“Ctrl” key to take some boost) and park the boat in front of the opening to your right, jump there (“Alt + right arrow” keys). Step onto the first marked tile to turn off the fires in the middle of the pit and cross to the other side, pull the switch and step onto the marked tile to turn off the fires again and cross to the entrance of the room. Now jump into the water and swim under the closed gate to a very dark area, pick up the large medipack and swim down and left to find a crawlspace with automatic pistols ammo and shotgun shells; exit the crawlspace and swim up and left to find an opening you can climb in a corner. In the room with the breakable tiles try to save some of them so you can easily get back to the entrance; pull the switch, pick up the flares and go back to the boat, mount and drive to that opening and right, up a small ramp to find the main outside area.
First Building
Drive always to your right until you find a wooden ledge blocking the way, jump onto it from the boat and drop from the other side, swim left and under a wooden pier to find an underwater opening to your left, continue and to get the next secret go right at the junction to a sunken library, light a flare and look for an opening in a corner you can climb; it seems it’s a dead end, but the opposite wall is a movable block, push it to get the SECRET #5: another Golden Artifact. Swim back to the junction and straight ahead, up the wide stairs, pick up flares in a corner, shoot the dog and continue counterclockwise to find a switch, pull it and quickly time the sword of the first warrior and jump over the balustrade into the water below so you can deal with the brawler in a better way; go up the stairs again to find the open door and in the next room shoot a killer, go through the opening to your right, slide and jump over the spikes (or better jump left to avoid the falling debris). Climb the block in the left corner and continue jumping/running/shimmying clockwise until you reach a high niche in a corner, from here take a standing jump to grab the high ledge and continue clockwise until you reach the exit opening (the last jump should be a standing jump, so you can walk between the spikes). All this route is enlivened with many small spiders, and they can push you off the ledges if you’re not careful.
The Cuban Cafe Key
Advance, cross the garden, the gallery and in the small room press the button (it seems that raises a trapdoor outside), shoot the window, drop onto the trapdoor and if you want a small medipack drop to ground floor and explore the area with the gazebos. Anyway from the raised trapdoor take a standing jump to the small awning, grab the crack in the wall and shimmy left to drop onto the third awning, from here take a running jump to a flatter tile in the bricked structure in the water and another running jump to the block next to the ladder. Climb it and pick up the flares at the other side, jump down from the part without fence onto a terrace, shoot the dogs, pick up the uzi clips in a corner and climb up the green block to get the Cuban Café Key. Jump into the water and swim back to the wooden ledge where you parked the boat time ago (you can climb it from the left side).
Raising the First Door (1/2)
Mount the boat and drive in a clockwise direction until you find a pier to your left with several posts and blue and white umbrellas; park the boat, dismount and use the key to open the door. Enter and shoot a brawler and a killer; on a table near the bookcases pick up the Cofi and Here (I found no use for it in this level). There’s an opening in a corner leading to a small storage room with rats, run up the steps, cross the bridge and jump into a room with spiders; go outside and from the ledge with vegetation take a running jump to the balcony on your left; inside this house a brawler will attack, go down the stairs to find a switch which raises a door somewhere. On your way back outside shoot a dog and a killer. For an extra pickup: when exiting go right and around the corner, from that part with the missing balustrade take a running jump with a right curve to land onto the awning and slide backwards, grab the edge, shimmy a bit left, pull up and take a running jump to the gray ledge with the small medipack. Drop into the water and mount the boat.
The Hedge Maze
Drive to the far corner and turn around: do you see the long wooden ramp? Drive up the ramp with boost and when you are almost at the top jump out to the right landing at the top of a glazed wooden platform; pick up the automatic pistols ammo and pull the switch to open a nearby gate. If you slide down the wooden ramp, the gate will be in the building to your left. Enter and turn right to find a hedge maze. If you explore the left side you’ll find 4 doors; I will number them from left to right 1-2-3-4. At the end of the maze there’s a patterned trigger tile, step onto it and go to door 1 (a brawler will attack), step onto the next trigger tile (releasing another brawler) and go to door 4, pick up the small medipack near the entrance (left) and look for the next trigger tile, step on it to open a nearby door around the corner (if you jump back onto it go always left) and release a brawler (this one will drop a small medipack) and three dogs; go to that door and finally pull a wall switch to open a door somewhere (this will release a killer who will drop shotgun shells). Exit the maze to find the open door in the building to your right.
The Bartoli’s Aviary Key
Enter and shoot a killer, pick up his M16 ammo and locate a movable block to the right of the entrance, near the corner, push it three times and then left to the end of the room so you can reach the high opening in the ceiling and climb to the first floor. Once there shoot the spiders and pick up a small medipack and the Bartoli’s Aviary Key. Go back to the main hall and to get the last secret run up the wide stairs and locate what it seems a door between two pillars: the pillar on the left is really a movable block, so move it aside and from the right side of the terrace take a curved running jump to grab the green wall and get the SECRET #6: another Golden Artifact plus the Automatic Pistols and 2 X automatic pistols ammo. Drop to the floor and exit this area.
The Aviary – Raising the Second Door (2/2)
In the water channel go left and swim to the end, climb the ledge in the right side to find the aviary building; shoot the tigers and use the key to open the door. Enter and shoot several eagles, shoot the barracudas in the water if you can and look for an underwater passage under the tree (covered by greenery), pull the underwater lever, climb the bridge, climb the block at the end and climb to the upper bridge. Advance to the other side (there is automatic pistols ammo on a ledge to your right) and from the broken part take a running jump to grab the top of the tree, continue and pull the switch to open a door in the water channel.
Timed Run
Go back to the water channel and swim to the place where the boat is, dive and look for a big underwater crack in the building to your left (before the boat), swim through and look for an underwater lever to pull behind one of the pillars; swim back to the water channel, mount the boat, turn around and drive to the bottom of the long wooden ramp to find the open door. Enter with the boat and park it pointing the wooden ramp; save your game before pulling the timed switch. Pull it, mount the boat and quickly drive with boost to the end of the channel, take the curve left as fast as you can to find the open doors and continue up the ramp before the last timed door closes to finish the level.
LEVEL 3 – VILLA DI BARTOLI
The Sewers
Swim straight ahead and to the right to find a wooden platform you can climb to get out of the water, climb the opening in the wall, advance and in the sewers shoot the killer and pick up the small medipack in the corner; jump into the water and look for an underwater lever near the end of the underwater channel to open a door somewhere. Go back to the previous room and climb the wooden platforms with angled standing jumps to find the open door.
First Secret
In the next room beware of the falling icicles, go through the openings and look up to find a ladder and climb to the upper ledges. Detour for a secret: once you climb the ladder light a flare and go through the opening to its right, from the left side (low ceiling) take a running jump to grab the edge of the dark opening in the opposite wall, pull up and in the next room pick up the SECRET #7: a Green Artifact. Go back to the top of the ladder. This time go up the ramp to an outside area.
Courtyard with the Ill Killer
Advance through the corridor to a courtyard with an ill killer, pick up the small medipack in the right side and the automatic pistols ammo in front of the killer, continue right through the pentagonal opening and down the hole in the corner, pull the switch and move the crate on the wooden ledge so you can return to the courtyard with the ill killer (don’t forget the large medipack the movable crate was hiding). When arriving to this courtyard go right and to the corner, pull the switch to open the double doors and enter into the aquarium. Shoot a brawler and advance to find a small medipack and the door you opened moments ago.
Aquarium Area – Tiger’s Den Key
In the next room jump to the opening to your left to find flares and the ducts up left. For an extra pickup: jump back and forth onto the slope near the entrance to grab the edge of a ledge above and get automatic pistols ammo and grenades. From the entrance go always right to find a balcony with a switch, pull it and from this balcony go back to the ducts and always right to find a water hole; jump into the water and explore the aquarium to get the Tiger’s Den Key. Go back to the courtyard with the ill killer.
Storage Room
Here, locate the keyhole in a corner to use the key and enter into a new area, go left and find an opening covered with greenery you can trespass, pick up a large medipack and continue to a storage room; pick up flares on the central crates. For an extra pickups climb the crates in the right side and light a flare to see a hole in the ceiling where you can jump and get a small medipack, automatic pistols ammo and shotgun shells. Back down, climb the crates in the opposite side to get access to a high duct and slide down a ramp to a room where a T-Rex awaits; kill it and a door opens in the corner.
Villa di Bartoli Key
In the next room locate the movable block in the right side and move it to the opposite wall so you can climb the high crates in the corner, go inside the duct to the room with the dead T-Rex and go right to a room where you can find the Villa di Bartoli Key (a door opens). Back in the room with the dead T-Rex shoot the killer and go diagonally to the entrance ramp where the open door is. Pick up the small medipack and climb the crate in the right hand corner to return to the courtyard with the ill killer.
On the Balconies
Shoot two killers and exit this courtyard running down the ramp; take the first left and use the key to open the door. Enter and jump into the water, locate an underwater hole under the first pier and swim through. Surface and find a very dark room with a deep pit, light a flare and from the left side take a running or standing jump to the next block, go right and around a corner to find a switch to pull (a door opens somewhere), go back the way you came, jump over the deep pit, into the water hole and continue swimming to the outside area, get out of the water in the pier to your right, shoot the killer and find the open door here. Enter and go straight ahead to the opening in the next building. Enter, shoot a dog and go left to find an opening near the corner, go through to a room with shallow waters; go always left to find a switch to pull, once you do it the waters are deadly, so jump onto the nearby block and take a running jump to grab the invisible crack in the wall with greenery, shimmy right, drop in the corner, exit and shoot the killers. Go left and look for a movable block under one of those pillars, move it out and in the direction of the exit so you can reach the high balconies. Pick up the small medipack and continue clockwise to find a button to press: the block to your left lowers. Continue to a new area and ahead to the next opening, up the ramp to the upper balconies of this room, shoot he brawler and the killers and pick up their uzi clips and automatic pistols ammo. Advance clockwise all around the balcony and enter the library.
The Library
Go right to the corner and a bit left to locate the high switch; now look for a movable block in front of the entrance and move it under the switch so you can pull it: no camera shot this time, so safely drop down to the lower library and look for another switch to pull in a corner. Shoot a killer and look for another wall switch to pull between two rooms, shoot another killer and look for one more switch to pull in this area. Run down the stairs and in the area with the breakable tiles pull a last switch to see a door opening. Go back up the stairs and locate the climbable bookcases next to the red tapestry with the Bartoli’s sign and climb to the upper balconies. Go right to find the open door with the red texture above.
Rooftop Terrace Key
Shoot the killer and pick up the automatic pistols ammo he drops, go left and safely drop through the hole in the corner; advance and go right, pull the switch to open the next door and shoot a killer and a mafioso boss, he will drop a large medipack and the Rooftop Terrace Key, go back the way you came to the previous room and look for the keyhole near the window. Once in the terrace jump to the ledge to your left, drop/grab the edge and shimmy right to get the SECRET #8: another Green Artifact. Go back to the terrace. This time take a running jump to a small ledge in the right side and to the area you saw in the camera shot, here shoot a killer and two brawlers, pick up the small medipack and the shotgun shells they drop and explore to find two more small medipacks; finally jump to the top of the golden dome and break the tiles to fall into the water below.
The Opera House
First locate a hole in the floor near the center of the room and swim through, find an underwater passage leading to a small room with the Grenade Launcher and the Electronical Activation Chip; back to the main area you can find 2 X flares in the side with the falling bags and shotgun shells and more flares in the small balconies in the corners. In the balcony with flares there’s an opening, trigger several rolling boulders and advance up the wooden ramp, shoot the killer and find yourself in the upper balconies (*). In the right side pick up automatic pistols ammo and near the entrance you can take an angled standing jump to grab a big crack in the wall and shimmy right to reach the balconies at the other side of the room. Once there pick up the flares and the large medipack near the corner, go through the nearby opening and light a flare next to the entrance to discover a hole in the ceiling with a ladder; climb it to get the SECRET #9: another Green Artifact plus a large medipack, automatic pistols ammo, 2 X shotgun shells and the Uzis (as usual, only if you got all three secrets).
Looking for Money
Drop down and if you want to create a shortcut to go back here in the future, run down the wooden ramp avoiding a rolling boulder and press the button at the end to open a door, shoot the killer and go back the way you came to the upper balcony. Now take a running jump to the nearest floating crate in the water, to the next ones and finally to the room with the blinking light in the corner; jump to grab the ladder, climb it almost to the top and shimmy to the very left, jump back onto a ledge and jump to the next opening, slide and jump in last moment to grab the edge of the beam with the first swinging bag; make your way to cross to the other side (not difficult, but beware of the falling bags), slide down the ramp backwards, grab the edge, shimmy to the very left (spikes below) and safely drop, advance a bit, jump to the crate in the corner and pick up the Italian Currency – 1000 Liras.
The Opera Control Room Key
Jump into the water and swim to the lower balcony where you got the flares time ago; under it there’s an underwater opening near the corner, swim there and in the next room pick up a small medipack in one of the corners, enter in the small room with the receptacle to use the money, shoot a brawler and a killer, pick up the automatic pistols ammo and the small medipack they drop and get the Opera Control Room Key; back to the main room of the opera, get out of the water in the nearest balcony, go up the ramp to the upper balcony and locate the keyhole in the corner (*), enter and use the chip to raise curtains somewhere.
Final Fight
Go out and jump into the water, swim to the area with the falling bags and continue to the backstage, get out of the water, take a running jump to the opposite crates and jump through the broken poster in the wall, advance to a room where a killer, a brawler and two mafioso bosses will attack, they will drop a large medipack and a new Electronical Activation Chip; go to the room where they came from to get automatic pistols ammo on the high crate, use the chip to open the exit door, enter, hear the conversation, go through the corridor, climb up the ladder and advance to finish the level.
LEVEL 4 – DERELICT RIG
First Rooms
Climb down the ladder in the opposite side and shoot the doberman; to get the first secret go to the right side of the ladder, drop/grab the edge, shimmy right and pull up, pick up the SECRET #10: a Cogwheel. Back on the rig go down the steps and from the part with the missing railing opposite the block with the flares drop and run to the end of the ledge, press the button to lower a trapdoor somewhere, go back up, shoot the brawler and pick up the small medipack he drops. Run up the next steps and at the end of the path locate the opening in the corner, climb down the ladder, go to the end of the ledge, drop/grab the edge, shimmy right and pull the switch to open the door in the previous room; go back there, shoot the killer and pick up his large medipack. Continue, shoot another killer, pick up the shotgun shells he drops and run down the stairs to the very bottom (note the closed doors on your way down) to a room with two receptacles for cards and two doors you can open spinning the wheel switches.
Right Door
At the end of the path press the button to open one of the closed doors you saw when going down the metallic stairs (the one inside the tall opening in the corner). Go there, run down the steps and avoid the rolling barrels at the crossing, go right to the end of the corridor, where the barrels stopped, and climb the ladder to get a small medipack; now go to the other side of the corridor to find a huge pool room with an airplane. Jump into the water but quickly climb the ledge you came from to shoot three frog men (you still don’t have the harpoon gun); when they are dead, jump into the water and swim left into either tunnel with the big fans, locate the opening in one of the walls and fight with the current to enter, pull the underwater lever to open a door somewhere and go back to the room with the receptacles for the cards.
Left Door
Enter, pick up the flares and open the next two doors; one of them is empty (*), so go to the bedroom, shoot the dogs, pick up the uzi clips and continue up the stairs; in the next bedroom (**) pick up the M16 clips and continue through the dark ducts taking care of the pits with barbed wires until you find a button to press, go all the way back to the second bedroom, to the first bedroom and to the empty room (*) where a door is now open in a corner. Go there, up the duct and drop through the hole at the end to pull a switch which opens the door to your right (inaccessible from here). Now go back to the metallic stairs with the two closed doors and run up until you note that a part of the central metal structure is broken, drop there into a water hole below to find the door you opened with the underwater lever in the area with the airplane.
1.- Without the secret:
Swim through the underwater passage with the open door, fight with the current in the room with the big fan to reach the opening in the opposite corner and continue until you reach an exit overlooking the sea; take a running jump to the floating crate with the small medipack and a last running jump to the boat with the first Diving Crane Tower Card. Go back to the water hole the way you came. Now swim through the other underwater passage and at the end of the path you’ll find the second Diving Crane Tower Card and flares. Back to the end of the dry corridor, climb up the ladder and use the wheel-switch to open the door. Run down the stairs to the room with the receptacles for the cards.
2.- With the secret:
Don’t swim through the underwater passage with the open door, but swim through the other underwater passage; at the end of the path you’ll find the first Diving Crane Tower Card and flares. Back to the water hole, swim now through the underwater passage with the open door, fight with the current in the room with the big fan to reach the opening in the opposite corner and continue until you reach an exit overlooking the sea; take a running jump to the floating crate with the small medipack and a last running jump to the boat with the second Diving Crane Tower Card. Jump back to the floating crate and to the opening in the building, light a flare to discover a ladder to your left, next to the opening, climb it to the top and continue up a ramp to an outside area; go left to get automatic pistols ammo and go to the opposite side to climb a small crate, walk to the edge, to the left corner, turn around and a bit left so you can jump back onto the slope of the orange wall at the other side, slide/grab the edge and shimmy right to get the SECRET #11: another Cogwheel. Safely drop down and go all the way back to the room with the receptacles for the cards.
Crane Control Key Card
Use both cards to open the door, advance and go right at the junction, shoot the killers and go to the room they came from to get a small medipack and flares; now take the other corridor and press the button to open the door of the tower. Go right and up the stairs, through the opening to shoot the killers and pick up the small medipack one of them drops; look for a button in a pillar opposite the entrance and press it to open a door somewhere, now go all the way back to the second bedroom (**) (room with the red receptacles and right/right) shooting two dogs and a killer on your way to find the open door in front of that room, enter and pick up the Crane Control Key Card. Go all the way back to the tower and to the room where you pressed the last button, shoot a dog and look for the green receptacle to open the door.
The Armory and Diving Area Card
Enter and go through the corridor in the corner, jump into the water hole and swim to a room with a big fan, go through the opening to the right of the fan, try to avoid the frog man and pull the underwater lever, swim back to the room with the crates to find the open door; in the new room pull the switch and wait for three killers to shoot; pick up their goodies: automatic pistols ammo and shotgun shells. Now go out to the ledge with the metallic stairs, descend to the lower floor and turn left, take a running jump to the suspended cage to get the Armory and Diving Area Card. Jump back to the previous ledge. Now go down the stairs to the lower floor and left to the corner, note the broken railing in the corner and take a running jump to the ledge attached to the left wall, another running jump to the next one and pull the switch in the recess (no camera shot this time). Go back to the previous ledge the way you came (last running jump with grab). Now turn left and go all the way counterclockwise to the very end of this floor/ledge, through the opening to your right and into a room with movable blocks.
Movable Blocks Puzzle
Push the left block (the right one is not movable) two times against the wall and two more times to the right against the corner; then pull the nearby block to your right once, go around and push it once against the wall; now move the first block to the opposite corner forming a row of three block this way; finally move a last block out and aside to clear the way. Climb the no-movable block, the ladder and go outside; from this bridge you can jump to the top of the suspended cage, turn right and take a running jump to the ledges where you can use the card to open the door. Don’t enter yet because there’s a dead end here, go down the steps and left, take a running jump to the lowest floor of this tower (a brawler and a killer are waiting) and run up the steps in the nearby corner to the armory (the card should have opened the door of the armory in this room), enter and pick up the Shotgun, uzi clips, a small medipack and flares; press the button in the corner to open a door behind the glass wall to your right too. Now go all the way back to the top of the cage via the room with the movable blocks and to the door you opened with the last card.
Ramp with Barrels and Barbed Wires
Inside there’s a mortal trap in a ramp with barbed wires combined with rolling barrels. What I did was jump onto the safe tile in the right side, jump onto the next one in the right side (triggering the barrels), quickly turn 45 degrees right and immediately jump back onto the central safe tile (the central barrels roll further forward than the side barrels). Now you can calmly walk to the bottom of the ramp. Continue to find the door you opened with the button in the armory, advance to find a room with two pools and two dogs.
Timed Run
Go to the door in front of the entrance (a bit to your right) and pull the switch to open it, cross the corridor with the teeth doors, shoot a killer, pick up his uzi clips, go to the room he came from to get shotgun shells, time the moving cranes to reach the final ledge and save your game in front of the button (timed); press it, time the cranes, the teeth doors and go right to the room with two pools: the open door is in the wall to your left. Press one of the buttons to open an underwater door and press twice the button closest to the door to re-open it.
Underwater Business
Exit, jump into the nearby pool and swim down and right to find the door you opened after the timed run, go there and at the end of the dark passage turn right/right to discover the SECRET #12: another Cogwheel plus the M16 Gun, 2 X shotgun shells and 2 X automatic pistols ammo (After this you can go right to the starting pool to take a breath if you are out of air and repeat the same route without the secret). Exit and swim straight ahead just to the opening in front of you; after the passage swim through an opening a bit to your left and when exiting through a hole in the floor (strong currents in this areas); continue swimming through a narrow passage until you eventually find a hole in the ceiling, surface, climb the ladder and in the room with shallow waters pull the switch to open the exit door, slide down the ramp, jump into the water and swim left, straight ahead and up to find an underwater lever, pull it, turn around and swim right/right/up to find the open trapdoor; in this room pick up the Emergency Energy Breaker. To get back up simply swim to the main nearby water passage and up: you’ll surface in the second pool.
Exiting the Level
Shoot the killer who awaits and pick up his shotgun shells, go to the area with green deadly waters opposite the pools, use the circuit to stop the circular blades and cross the corridor, jump with grab to the opening in the corner and go left to get a small medipack, continue to the other side, shoot the brawler and advance until the floor opens under your feet, get out of the water and climb up the very looooong ladder to the very top. In the next room jump into the pool and locate the opening under the mini-submarine, enter and pull the switch to finish the level.
LEVEL 5 – SINGING DEPTHS
To the First Capsule
There’s no need to pull the switch, after the conversation the trapdoor automatically opens; jump into the water and swim following the only possible path (pick up the flares near the lamp) until you find a sunken ship, then up to an air hole in the ceiling. Beware of the rolling boulder, go right to the corner, drop/grab the edge and drop/fall into a water hole down below, note the closed door and get out of the water, climb the block to find a switch to open it. Continue swimming, pick up flares in the right side, avoid the shark and soon you’ll find one of those underwater yellow capsules, take a breath, pick up the flares and the small medipack, shoot the shark if you can and jump into the water.
Detour for a secret: swim back the way you came and locate a crawlspace in the rocks to your left (before the big propeller) to get the SECRET #13: a Golden Diving Helmet. Swim back to the yellow capsule to take a breath.
Long Swims
Now swim up to the place where the wire of the capsule is hanging and look for a lamp, continue swimming following the only possible path through the underwater caves until you eventually find an orange wall with an opening, swim there, pull the underwater lever and quickly swim back to the capsule. Now locate the open door in the flotsam of the sunken ship (if you want you can explore the upper parts before entering to get a large medipack) and from the capsule, take a deep breath and swim there, go right at the junction and take the first passage to your left until you find a crawlspace in a corner and another crawlspace to its left (*), swim through the crawlspace in the corner and always right until you eventually find an underwater lever, pull it and swim back out of this area, through that second crawlspace (*) and follow the path to finally find an underwater cave with an air hole in the ceiling. From here, continue swimming in the direction of a colored slope and always left to find a rectangular air hole in the ceiling where you can surface.
The Crane Key
Pick up the M16 ammo and go through the opening in the wall, straight ahead to a room with a ladder in a corner, climb it to the top and enter in a room with two closed doors; eventually one of the doors will open, releasing a killer and a brawler, pick up 2 X harpoons he drops, go to the room they came from, pick up the hard-to-see harpoons next to the keyhole and drop through the hole in the back side to find a room with three switches further on. Pull the second and the third (from left to right) to open one of the closed doors, go there and pull the switch to open the other door and enter to get the Crane Key; go back to the room with the keyhole.
The Open Sea Access Card
Use the key and the exit door closes, drop through the hole again and locate the open door near the ladder, enter, climb two ladders, follow the dark passage and drop through the hole at the end. Shoot the brawler, pick up 3 X harpoons he drops and go up the ramp to pull a switch, watch the cut scene, pick up 2 X harpoons in the corner, run down the ramp, shoot the killer and go left to exit this room; climb down the ladder and on the rocks to your right pick up the Harpoon Gun and the Open Sea Access Card. Exit this room and go right to a pool room with shotgun shells and down the ramp 2 X harpoons and grenades. Use the card to open the trapdoors in the pool.
To Another Flotsam
Jump into the pool and look for an opening next to the nearby metallic beam attached to the ceiling to get the SECRET #14: a Golden Diving Helmet. Swim through the opening in the rocks opposite the pool and follow the path marked by the lamps to eventually find another of those yellow capsules where you can take a breath and get 3 X harpoons. Jump into the water and look for an opening leading to a sunken ship, find the hole at its top next to an anchor, swim through and surface in a room with metallic crates, shoot the sharks if they have followed you here, pick up 2 X harpoons and from the highest crate take a running jump to grab the crack in the wall, shimmy left, pull up and in the next room climb the ledge to your right and pull the crate to reveal the switch which opens the door, shoot a brawler and a killer, pick up the flares and 5 X harpoons they droped and go inside the next room.
Three Underwater Levels
Go left and between the crates to discover that one of them is movable, pull it once and go around to the tile where it was, into the room in the corner, pick up a small medipack and pull the switch to open a door in the room with the floating crates, go there and swim through the new opening. Shoot the barracudas and look for three underwater levers to pull near the corners, go back to the room with the last movable crate and locate the open trapdoor in a corner.
The Engine Room
Drop down and go to the engine room of the ship, shoot the killers, pick up his automatic pistols ammo and shotgun shells; now go to the back of the room and left to a smaller room with a brawler, pick up his automatic pistols ammo and jump into the water hole in the corner. Pull the underwater lever and quickly get out of the way of the rolling ball, locate the air hole in the corner, climb up the ladder and jump to the other side, through the opening and up the next ladder; pick up the uzi clips in the corner and climb to the top of the engine room. Cross to the other side and pull the switch, drop once and take a running jump with grab to the opening in the corner, slide down the ramp and pull the switch to open the exit door. Nothing more to do here, so go all the way back out of this ship to the underwater caves.
Detour for a secret: when you reach the room with the floating crates don’t drop down into the water but light a flare, approach to the left side of the ledge and look up to see a slope, take a diagonal running jump onto it and jump back onto a ledge with the SECRET #15: a Golden Diving Helmet plus 3 X uzi clips. Continue to the underwater caves.
Timed Burners
Swim left through a pentagonal opening to a cave with several jellyfishes, swim up and look for a hole with the open door near one of the big propellers (left side); continue until it seems to be a dead end and look for a hole in the ceiling, swim up and surface. Advance and climb down the ladder but not to the very bottom, drop/grab the lower ladder and pull up to use a switch which lowers a trapdoor in the room below, go there and climb down another ladder, advance until you find a movable crate, move it to the other side of the corridor, climb it and jump to the high opening, drop into the small room and save the game in front of the wall switch (timed). Pull it and quickly go out of this room (two consecutive standing jumps to save time) and drop down into the corridor, go left to the next room and push the nearby block once onto the first burner, go back to the room with the switch and repeat the timed run one more time to push the block again under the high switch, pull it, move the other crate once back, climb it and take a standing jump to grab the edge of the opening over the lowered trapdoors.
The Captain’s Key
Continue and in the next room go to your right, jump into the water and swim through the opening in the corner, shoot the sharks, pull the underwater lever and go back to the main room; locate the open trapdoor next to the inaccessible switch, drop down, pick up 4 X harpoons and move the block under the switch, climb it and pull the switch to open a door near the window, go there and push the block once and aside to reveal another switch, pull it to open the door in the opposite side of the room (timed), pick up the M16 ammo, the automatic pistols ammo and the Captain’s Key.
Detour for extra pickups: the timed switch opens also a trapdoor in the corner near the open trapdoor where you picked up the harpoons before; if you are success you’ll get a small medipack, grenades, automatic pistols ammo and shotgun shells.
The Living Quarters Key
Anyway go to the keyhole, open the trapdoor, jump into the water and swim to the next room; here light a flare and swim up to a big hole in the ceiling, look for an underwater lever in a corner which opens a nearby door in the other corner, swim there and continue until you can surface. In this storage room approach to the closed door and it opens, releasing a couple of killers and a brawler, pick up the automatic pistols ammo, the uzi clips and the shotgun shells they drop; there are also more uzi clips on one of the crates and in the room where they came from the Living Quarters Key. Go back to the previous room, through the next opening (sharks appear here) and in the next room swim to the small opening in the right side with the moray eel, continue avoiding the giant moray eel and finally surface. Advance and open the next door with your key, enter and locate a switch in a pillar near the red curtains to finish the level.
LEVEL 6 – MARIA DORIA
First Secret
You are now in the same room where you finished the last level, the door in between the red curtains is now open, so enter and advance to find a room with balustrades and shallow waters, go down the ramp and explore the bottom to find flares and a small medipack. Now go to the opening called “Ristorante di Tombi”, advance and shoot a flamethrower, continue to the kitchen and go through the opening to your left to find a timed switch, pull it to turn off the fires so you can climb the high opening in the corner; at the end of the duct pick up the SECRET #16: a Pocket Watch. Go back to the main room. (To avoid the fires, situate Lara in the very right corner, turn left 45 degrees and take a standing jump with grab against the left wall)
The Theater – First Bullhead Door Latch
Now go to the opening called “Theater”, advance, shoot another flamethrower and in the theater pick up flares at the top of the seats, jump into the water, shoot a shark and look for an opening in the floor at the bottom of the seats. In the underwater maze swim always left when possible until you find a lever, pull it and swim back to the stage, up and right to find the open door. Shoot two brawlers and a killer and pick up the first Bullhead Door Latch (1 of 4). Go back to the main room the way you came shooting two killers and a brawler on your way (one of them will drop shotgun shells).
The Inner Pool Restaurant Key
Now go up the ramp to the first floor and through the corridor marked “The Deck”, shoot a brawler and a killer, pick up his small and large medipacks and enter the caves; at the end of the passage look for a hole in the ceiling, climb and slide to get a familiar overview. Jump into the small lake below and climb the blue crates to reach the low part of the ship, go to the edge of the pit opposite the opening with the keyholes (in the right side, behind the protruding rock), take a long running jump onto the far white slope, slide/grab the edge and shimmy left, follow the passage to find the Inner Pool Restaurant Key; go back to the main area the same way.
To the Lower and Middle Decks
Go left and look for an opening in the hull of the ship, shoot the brawler, pick up his shotgun shells and jump to the ledge in the corner to pull a switch; go outside and straight ahead to climb a pentagonal opening in the rocky wall, now follow the only possible path to find a block from where you can take a running jump to the ladder on the side of the ship, climb it and shoot three knife throwers (hard to kill!), then go left to the end of the deck and take a running jump to the flatter ledge behind the big rock, continue jumping and shimmying in the direction of the pentagonal opening to the very corner, then go left with standing jumps until you find a trapezoidal rock.
Detour for a secret: climb that rock and turn right, in the direction that you came from, take a running jump to the flat rock and another one to the sloped rock with the SECRET #17: a Pocket Watch. Jump/slide to the lower ledge in the corner and go back to the trapezoidal rock.
Now take a long running jump onto the gray lower rocks with greenery, continue to the sloped white rock, from here run and jump to the ledge with the small medipack, take a standing jump to a lower ledge behind the slope, grab the crack, shimmy left and find yourself back to the starting point. Turn left and jump over the slope, slide and jump to land onto the trapdoor you raised time ago: you are now on the middle deck.
The Elevator Fuse
Go left and shoot two flamethrowers, pull the switch next to the opening and enter; locate a button in the left side and press it to open the door, shoot two killers and explore the beds to get M16 ammo, shotgun shells, automatic pistols ammo and uzi clips; exit, go left and open the door of the next bedroom, shoot two knife throwers and pick up the Elevator Fuse; on your way back outside a flamethrower and a killer will attack, he drops uzi clips.
Upper Deck - Second Bullhead Door Latch
Exit, go right and drop down to the lower deck, advance a bit to find the door you opened time ago, shoot a flamethrower and move the crate outside and to the right so you can reach the high rocky ledge, go to the corner, climb even higher and jump onto the flatter parts of the rocks in the direction of the ship to reach the highest deck. For a secret: from the most protruding ledge, turn around and take a running jump to the ledge with the SECRET #18: another Pocket Watch plus 4 X small medipacks. Once on the deck shoot the flamethrower, pick up his small medipack and advance to get the second Bullhead Door Latch (2 of 4). At the end of the deck there is M16 ammo, and from the small slope attached to the gray cabin you can climb to its top and get grenades.
Third Bullhead Door Latch
Drop down to the middle deck and go to the corridor with the bedrooms, press the last button (at the very end of the corridor) to open the door and shoot a flamethrower, a brawler and a killer; they will drop uzi clips, a small medipack and M16 ammo. Exit and go left, continue to the room of the very beginning of the level and locate the keyhole in the right side, shoot the flamethrower, pick up the third Bullhead Door Latch (3 of 4) alerting four knife throwers.
Fourth Bullhead Door Latch
Go back to the room with shallow waters and balustrades and go down and to the opening in the right side of the theater entrance, place the elevator fuse and shoot a brawler and a killer, pick up the automatic pistols ammo the brawler dropped and press the button to lower the elevator, press the button again and enter the elevator. Once in the upper balconies shoot the flamethrowers, go to the opposite side to pick up the large medipack and from the part with the missing balustrade jump to the chandeliers to reach the high opposite ledge and get the last Bullhead Door Latch (4 of 4). Go all the way back to the deck via the bedrooms corridor, drop to the lower deck, climb down the short ladder and drop to the bottom.
The Seraph
Turn right and go to the opening in the lower part of the ship, use all four keys to open the big gate, run up the ramp and turn around to take a running jump and grab one of the ladders, climb to the top and go under the hole in the ceiling to climb another ladder, run through the corridors to find the treasure room and pick up the Seraph: the nearby trapdoor opens, so drop down, fall into the water and swim through the underwater passage to the outside area avoiding the sharks. Now all the big cave is flooded, so swim to your right and up (if the camera changes it means that you are in the right direction), look for an opening in the rocky wall and continue swimming until you reach the surface: you are now back in the derelict rig. Climb the ledge and go left to to the ladder next to the barrels, climb it to the top, jump onto the airplane and advance to its front side to finish the level.
LEVEL 7 – ICY PEAKS
First Areas
Turn around and drop through the nearby hole in the floor, go right at the junction and jump into the pool to get flares; now go to the other side, shoot a leopard and pick up the small medipack. Go back outside and left, jump over the slope in the corner to your right and to get the first secret take a diagonal running jump onto the flatter left part of the mountain and jump over the slope to your left into a hole with the SECRET #19: a Small Bear? Get out of the hole, slide and take a running jump to the opposite side of the trench, slide/grab the edge, shimmy to the very right and drop to trigger the rolling boulder, it will safely run over Lara. Climb the ledge where the boulder was and in the next room move yourself counterclockwise jumping/sliding/shimmying until you reach a high niche with flares, see the nearby opening in the wall but don’t jump there because there’s not enough time to drop/grab the edge to avoid the rolling boulder, instead situate Lara with her back pointing the opening and jump back and forth (this can take several tries to adjust the correct position of Lara).
To the Lake Area
The boulder breaks the icy floor, so jump into the water and at the bottom of the underwater cave look for a hole in the floor, continue swimming to a pool snowy room. Light a flare and check all four corners to find a movable block, pull it twice and go inside the passage to pull a switch; go all the way back to the trench with the first rolling boulder to find the open door (not difficult). Pick up the flares and approach to the closed door, turn right, grab the edge of the sloped rock, pull up and jump back onto a higher ledge with another closed door; from here take a running jump to the opening at the other side. In this dark cave pick up the flares and pull the switch to open the higher door outside, jump there, advance, climb up the ladder, jump into the water hole and pull the underwater lever to open that second door in the previous area. Go back there the way you came. Beware of the falling icicles, drop into the first hole to get the shotgun shells, back up and drop into the next hole to find a very large outside area with a lake.
Raising a Bridge
Safely drop down and shoot four leopards, now go to the wall opposite the icy wall where you dropped into this area to find an opening behind the rocks, climb it and pull the switch to raise the first part of a bridge; go out, left and jump into the lake, turn around and swim through an underwater passage, left and up to find a lever which opens a door somewhere; swim back to the lake and get out of the water. Advance to the area opposite the lake to find that open door, but don’t go there yet, turn left and look for a niche with a switch, pull it to raise the second part of the bridge. Now go towards the open door but beware of the rolling boulders and the leopard.
Opening a Door in the Lake Area
In the next area shoot one more leopard and go right, use the slope near the fake window to jump onto the sloped block, turn around and take a running jump to grab the not well marked ladder, climb/pull up/drop and shimmy right until you can pull up; take a curved running jump to grab the edge of the sloped block, shimmy to the very right, pull up but don’t slide (spikes), immediately jump with a right curve to land onto the part of the tile without spikes, drop/grab the edge and shimmy right. From here continue jumping/climbing counterclockwise until you find an open door, run and jump down the ramp and take a running jump at the end to your left avoiding the rolling boulder, pull the switch in the corner to open a door somewhere near the lake and make your way to go back to ground floor.
Around the Area – Up to the Hut
Exit this area and shoot a mercenary, go to the lake and to the left side, take running jumps onto the icy blocks to reach the other side of the lake (the first jump to the sloped snowy ledge is a bit tricky), turn left, run up the ramp and quickly take a running jump to the block to your left to avoid another rolling boulder, continue climbing blocks until you eventually find the open door. Advance, shoot the eagle and jump onto the flat tile to your left, now take a curved running jump to the snowy ledge and continue climbing until you reach the raised bridge. Grab it, shimmy right and jump to an area with a snowy ladder to your left; shoot the eagle and for an extra pickup you can continue to the dead end and from the corner take a running jump with a left curve over the sloped rock to get grenades, jump back the same way. Anyway climb down the ladder, pick up automatic pistols ammo in a hole in the corner and go back to the opposite side, approach to the edge with the breakable icy tiles, light a flare so you can see them better and jump over them to reach the rock with the spikes: the wooden bridge lowers so you can go back here without repeat all the movements. Go through the hole, turn around, drop/grab the edge and shimmy right, climb the next ladder and continue jumping/climbing clockwise until you reach what it seems a part of an airplane, take a running jump to the other part of the airplane, slide and jump in last moment to grab the edge of the opposite flatter rock, climb the ladder to find the high area with a hut.
The Hut Area
Shoot the mercenaries, pick up 2 X uzi clips they drop and find flares in one of the corners of the hut too. In the back side of the hut there’s a dark passage with a small medipack leading to a room with falling icicles and a spiked floor; shoot the leopard and look for a high hole in the left wall, climb and drop into a very dark room with M16 ammo and automatic pistols ammo; back into the room with the spiked floor carefully advance to the adjacent room to find a wall switch to pull in a niche: the door to get access to the Snowmobile opens, but this also alerts a mercenary; go back outside.
Detour for a secret: climb the roof of the hut and from the left corner (facing the keyhole) jump onto the sloped snowy ledge, slide and jump with a right curve to land onto a flatter rock at the other side of the way, now jump over the slope in the direction of the lake to get the SECRET #20: a Small Bear.
Frozen Lake Area
Now go to the room where the snowmobile is and mount it, drive through the pentagonal opening, look for shotgun shells on your way if you want and soon you’ll find an outside area with a frozen lake, dismount and go right to the big opening in the corner, climb, drop down and jump into the water hole, swim in the direction of the main area and even further until you can surface; pick up the small medipack and pull the switch in the niche to open a nearby door. Swim back to the main area and shoot two mercenaries, they will drop a large medipack and shotgun shells.
Locate a high opening with movable blocks, jump there from the ramp, shoot the leopard and move the blocks out of the way so you are able to jump there with the snowmobile, now mount it and drive to the opposite of that opening, with a hard maneuver you must drive up a sloped part of the wall to reach the first ramp, then jump to the second ramp and to the opening with the movable blocks.
Into the Caves
Here is the door you opened moments ago with the last switch, so continue driving up the slopes and you’ll fall into a pool at the end of the path. The snowmobile explodes, but Lara will not die; get out of the water, shoot the leopards and approach to the pit to your left.
Detour for a secret: light a flare and drop/grab the edge in the right side to discover a ladder, climb down to the bottom of the pit but immediately take a sidejump right to avoid the rolling boulder, go through the dark passage jumping and climbing ladders (beware of the spiked pits) until you eventually reach a niche with the SECRET #21: the Small Bear plus 2 X large medipack and 2 X grenades. Go all the way back to the top of the pit the way you came.
You need to cross the pit, so take a running jump to the sloped rocks to your right, shimmy left until you can no more, pull up and take a backflip with twist and a right curve in midair; now go to the back side of the tall icy block and from the very right side use “Ctrl + up arrow” to climb it, pull the switch, drop down and take a running jump (no grab) to the other side of the pit; continue taking an U-turn to your left, shoot the mercenary and if you want extra uzi clips, turn around and take a running jump to the opening in the rocky wall to your right from the top of the snowy slope you can’t walk onto (this is an easier way to “cross” the pit instead of the shimmying).
The Hut Key
Climb the opening with the open door, pick up the uzi clips and shoot the icy wall, in the next cave go left to spot a large medipack in front of a dark opening (Mmmm… suspicious, suspicious). No danger this time, so pick up the large medipack and approach to the wide ramp opposite the dark opening; slide down the ramp, draw the pistols, shoot to break the icy wall and jump as soon as you can (not in last moment) to avoid the spiked pit at the bottom and the rolling boulders, jump again over the next spiked pit and at the bottom of the ramp shoot the mercenaries taking care of the falling icicles and pick up the small medipack one of them drops. Looking from the entrance of this area go to the sloped part in the left side and climb as high as you can, turn right and take a standing jump to grab the edge of the icy block, shimmy to the very right side, pull up, slide/jump onto the next block, slide/jump and grab the edge of the block with the grenades; from here take a running jump to the last block and to the exit opening. Climb the blocks to your left and slide down the short ramp, shoot the mercenaries, go to the room where they came from (the door is open) and pick up the Hut Key; when you do it the exit door opens, so make your way to go the long way back to the hut (not difficult) shooting several mercenaries on your way (in the first and last areas).
The Drawbridge Key
Open the door of the hut and pull the switch near the entrance to alert a bunch of mercenaries, exit and go left to spot the exit door. Enter, note the closed door (*) at the top of the ramp to your right and continue to another big outside area (before this area there are flares on a block to your right). Slide down the ramp and shoot the leopard, go through the opening in the corner and shoot more leopards, light a flare and look for a switch to pull: the door (*) at the top of the ramp near the entrance opens and a couple of mercenaries are released. Go there and turn right, light a flare to discover an opening in the ceiling, climb and continue to a passage with a large medipack, automatic pistols ammo, uzi clips and shotgun shells. Back into the cave advance to the end to get the Drawbridge Key, go back to the outside area and use the key to raise the bridges, now mount the second Snowmobile and drive up the ramp and over the bridge, up the ramp to your left, fall into the water, swim through the opening in the corner and pull the underwater lever to finish the level.
LEVEL 8 – BARKHANG GATE
Getting Inside the Building
Swim until you can surface and once out of the water turn around and take a standing jump to the niche with the flares. Enter the cave and beware of the rolling boulders on your way to the outside area; once there when the mercenary falls advance a bit and climb the opening in the right hand wall covered with greenery; continue to a very dark cave. When you are in the middle of the room light a flare and turn around, take a running jump over the sloped rock near the entrance and climb the opening to get a small medipack and flares, go out and jump onto the red ledge to your right. Approach to the building and shoot the window to your left, take a running jump to grab the crack, shimmy right, enter and shoot the mercenary; in this small room go through the fake curtain in the corner to get the SECRET #22: a Bust of Buddha.
Opening the First Door
Go to the adjacent corridor and note that the square “doors” are not really doors, but movable blocks; move the left block out and aside and enter the room, now move the remaining blocks out of the way except one of them, which you must place it in the corner under the high switch, pull it to open the door in the other corner of the room, pick up the shotgun shells and go there; run up the steps and climb up the ladder to the roofs. Pick up the small medipack next to the fenced garden, jump onto the top of the smaller roof (Be careful! There are parts without blocks.), and jump to the last one in the left side, take a standing jump onto the next sloped roof above the ladder, drop/grab it and climb down to a window, press the button, go out and look down to spot a couple of tigers exiting the building, shoot the tigers from here if you can and to drop down to ground floor jump back onto the slope in the opposite side so you slide backwards, grab the edge and drop.
Inside the Building
Go up the stairs to the room the tigers came from and press the button to open the door, shoot two more tigers, enter and pull the switch to open the trapdoor in the previous room, go there and drop into the water hole. Swim to a room with a closed door and a small pool, jump into it and pull all five levers in the underwater maze, swim back up to the room and the door is open but it seems that there’s nothing inside… But there is a movable block, pull it out (*), move it under the high ladder and climb it to reach the room above, press the button to open a door in the outside area and go back there the way you came (in the room with the dead tigers press the button again to re-open the exit door). (*)For extra pickups: once the block is out, go inside the small corridor and look for another movable block in the left side, push it once to get a large medipack, grenades, automatic pistols ammo and uzi clips.
Around the Temple
Go left when exiting the building to find the open gates in the building with the fires, shoot the tigers and enter, go right, climb the accessible rock and jump onto the flatter parts of the rocks to reach the high opening in the corner; continue to the entrance courtyard of a temple. Shoot the mercenaries and pick up the large and small medipacks they drop, go left to an opening which leads you to the back side of the temple. Pick up the flares and if you climb the blocks with greenery you’ll get grenades, now drop down into the hole in the floor, what it seems to be the spiders lair; I was exploring this dark cave going always to the left and I found flares, a switch to pull (What is Lara looking at in this niche?), a large medipack and uzi clips; I didn’t found spiders, so exit and go back to the entrance courtyard to see that the trapdoor above the ladder is now open.
Preparations for a Timed Run
Climb to the top, pick up a small medipack and go back to the ladder, jump to the ledge to your right and from here take a standing jump to the opening; continue to the yellow rocks and from the other side jump onto the slope above the crack, slide/grab the edge, drop/grab the crack and shimmy left to reach the upper ledges of the temple. Shoot the windows and enter, run down the red steps and climb down the ladder. The next room seems to be an empty room (**), but there’s a ladder behind a pillar in a corner. To prepare a timed run for later, climb it and jump back near the top, advance and step onto the patterned tile to trigger a boulder and quickly run back to the ladder and climb down.
Going Up
Enter the main room of the temple and shoot the mercenaries, pick up the uzi clips, shotgun shells and M16 ammo they drop. Looking from the entrance go right through the opening marked with “I”, run up the stairs and in the high ledges shoot a couple of mercenaries, pick up the shotgun shells one of them drops and continue to the opening near the corner, enter and go to the small room in the left side, move the crates so you can pull the switch behind the pillar, there is automatic pistols ammo to pick up too if you move all the crates. Exit and the door at the other side of the corridor is now open, enter, pick up the flares and press the button near the big grate to raise a nearby trapdoor outside; go there and use it to reach the upper hanging ledges with vegetation; on one of the smaller ledges attached to a pillar you can pick up automatic pistols ammo. Finally jump to the fenced ledge opposite the big statue (note the keyhole here), go left to get a small medipack and pull a switch to lower a trapdoor creating a shortcut so you can go back here later from the lower ledges.
To the Treasure Room – First Gemstones
In the new room (opening right from the switch) pick up the Treasury Key in front of the fireplace, climb the table to get the small medipack and exit, go left, climb down the ladder and go back to the bottom of the room. Locate the yellow keyhole in the corner to the left of the big statue and open the door, shoot the mercenaries attacking from your back, pick up 2 X shotgun shells and automatic pistols ammo they drop, enter, climb down the ladder, take a sidejump left to avoid the rolling boulder and continue to a room with rolling wheels. You already know what to do here: try to avoid the rolling wheels the best you can and press all four buttons to open two doors in the wall opposite the entrance.
To get the next secret: don’t drop onto the floor from the ladder, but from its bottom take a jump back (the boulder is not triggered), go to the room with the rolling wheels and note that a door is open in the wall opposite the entrance, run there avoiding the rolling wheels, jump into the water hole and swim to the end to get the SECRET #23: a Bust of Buddha. A trapdoor opens so you can go back to the starting corridor.
Anyway climb either opening and slide to a new room; the button in the pillar is timed, so press it and quickly take standing jumps onto the ledges where the fires were, avoiding the rolling wheels to cross to the other side before the fires turn on (I did it missing some health being touched by two wheels and using medipacks). Climb down the ladder in the treasure room and pick up the first Gemstones (1 of 5), the Reservoir Key, the Gardens Key and the Rooftops Key. The exit door opens, run through the corridor, avoid the pit, pick up the flares and from this ledge take an angled standing jump to grab the part of the ladder above the moving blade, climb almost to the top and take a backflip with roll to grab the ladder at your back, climb down and shimmy right all what you can, drop, walk to the corner, light a flare and take a standing jump to the dark opening in the corner, go around the pillar avoiding the teeth doors and time the next blade to jump and grab the ladder, climb and you’re back in the starting corridor; climb the ladder to the main room.
Timed Run – Second Gemstones
Shoot two mercenaries and pick up his automatic pistols ammo, climb the ledge with the big statue and go to the back side, over the slope and climb the opening with the switch; save your game (it’s timed). Pull it and two doors open high up near the hands of the statue, quickly go around, to the entrance of this area and to the “empty” room (**), left, climb the ladder behind the pillar and run through the corridor to find one of the open doors at the top of the ramp; from the edge, take an angled standing jump a bit right to grab the hand of the statue, pull up and run and jump (no grab) to cross to the other side before the second door closes. Pick up the second Gemstones (2 of 5) and make you way to drop to ground floor (perhaps the fire in the hand has started; in that case you’ll have to take an angled running jump to land onto the lower ledge (the elbow).
The Gardens (First Time) – Three Switches
Now go to the red keyhole (next to the opening marked with the “I” sign) and use the gardens key to open a nearby door around the corner, shoot the mercenaries attacking from your back, pick up his uzi clips and grenades and enter the gardens. Go right, to the corner and climb the blocks to pull a switch in a niche (1 of 3), go to the opposite corner (to the right of the tree) and pull another switch (2 of 3), then go right to the back side of the tree and from the highest part of his base jump to grab the high branch (facing in the direction of the corner you came from), turn around, jump to the block in the corner and to the niche, pull the switch (3 of 3) and a door opens somewhere. Drop down to ground floor.
The Underwater Maze – Third Gemstone
It’s time to use another key, so exit to the main room and go straight ahead to the opposite side to find the red and blue keyhole, use the reservoir key to open a trapdoor in the pool and swim there; at the end of the passage you’ll find an underwater maze. From the entrance swim always left and after a while (a bit further from the corner) look up to see an air hole in the ceiling, get out of the water here to find the door you opened with the three switches in the gardens area; jump into the pool and pull the lever to flood a hole in the gardens, back into the underwater maze, swim to the nearby corner and always left when possible until you find the third Gemstones (3 of 5). Swim back to the small pool in the main room the way you came (the exit passage is in the area with blue bricks). When you surface a couple of mercenaries will attack, shoot them and pick up the shotgun shells one of them drops.
The Gardens (Second Time) – Fourth Gemstones
Go back to the gardens and to get the last secret jump into the hole with water you saw in the camera shot when you pulled the underwater lever, explore this small area to get the SECRET #24: a Bust of Buddha plus 4 X large medipacks.
Climb the big tree as you did before, jump to the branch at the other side and note that now you can climb the upper branches; on one of the branches there is automatic pistols ammo, from another branch you can take a running jump to the rocky wall to get uzi clips and a small medipack (jump back to the tree) and from the very end of the longest branch take a running jump to the top of the black block in the corner, drop down and from here take a standing jump to the opening with the patterned tile to open the door below, drop and get the fourth Gemstones (4 of 5). Shoot a couple of mercenaries, pick up the uzi clips one of them drops and go out of the gardens.
The Rooftops – Fifth Gemstones
Finally go again up the nearby stairs to the ledges of the first floor and climb the ladder (shortcut you created time ago) to the ledges of the second floor, use the last key to open the door and climb up the ladder to the roofs, advance, shoot a couple of mercenaries and if you jump over the roof near the corner you’ll find M16 ammo and a small medipack. Continue to a corridor trapped with fires and moving blades, time the blades to jump over the fires and check the walls of the opening to find a movable block, push it once and go back to the safe corridor avoiding the traps again, turn right and pull the block twice, climb it, turn around and take a curved running jump to grab the top of the black block in the right side, jump to the roof to your left, drop through the hole, pick up the last Gemstones (5 of 5) and go all the way back to the main room the way you came shooting a couple of mercenaries on your way.
Exiting the Level
Approach to the platform with the big statue and go down the stairs left or right to find the room where you must place the gemstones; in the next room place the seraph in the receptacle to finish the level.
LEVEL 9 – FROZEN GROTTO
The Rusty Key
Advance either opening to the cave, pick up the flares and go left to a pit, drop down and continue to an outside area. Turn left and pick up the flares next to the metallic bars, back in the lake area jump onto the crate to get M16 ammo. Jump into the lake below and swim to the very bottom, go through a pentagonal opening and right to find an underwater lever to open a door in the next opening of this building, swim there, pick up the automatic pistols ammo and continue until you can surface. Advance to find a frozen lake with flares, in the opening there’s a switch to open doors in the previous room; go there and shoot the yetis.
For a secret: go to the empty room where the yetis came from and light a flare to discover a movable block in a corner, pull it twice to clear the way and in the next room look to the blue tiles in the ceiling to know where you can jump (invisible ledges in the left and right sides) to cross the pit and get the SECRET #25: a Golden Buddha. Go back to the room with the other pit.
Climb down the ladder to the bottom of the pit and climb the block in the dark corner to get shotgun shells, jump over the pits in the corridor and in the next area pick up the Rusty Key, shoot the yetis and go to the cave they came from to shoot two more yetis and get M16 ammo if you want. Go all the way back to the starting area with the floating wooden crate. (At the bottom of the pit there’s a movable block with grenades below you must move under the ladder so you can reach it).
Timed Run
Jump onto the wooden crate and to the building with the keyhole, open the door and beware of the rolling icy-ball, enter and save your game in front of the timed switch, pull it, go outside and don’t jump onto the floating crate but directly jump to the block attached to the wall, turn left and jump to grab the ladder, climb to the top, turn left and jump onto the next block; drop/grab the edge and shimmy left to the niche in the corner, from here jump onto the ledge in the right side and onto the wooden ledge at the top of the building where the timed door is; if you are fast enough you can pick up the flares too.
Deep Pits Area
Go to the right side of the deep pit, slide down the slope backwards and climb down the ladder to the bottom, jump back landing onto a safe rock; for the next secret take a running jump to the snowy area in the corner, go around clockwise and take a tricky standing jump over the sloped rocks to your left to the hole in the corner, climb the block to your left to get the SECRET #26: a Golden Buddha.
Climb down the blocks and from the hole take a standing jump over the lower part of the sloped rocks to finally land in a place below with a closed door, jump through the “V” opening and continue to find a niche with a switch, pull it and quickly (it’s timed) approach to the very right side of the edge, jump onto the slopes forth/back and forth with a right curve to land onto a flat floor, turn around and take an angled running jump to the flatter part at the top of the slope and through the “V” opening to find the open door. Pull the switch and go back to the pit where the timed switch is to find the open door; enter and jump forth and back to avoid the icy-ball, continue up the ramp and climb up the ladder: at middle way you can jump back to a niche with a large medipack, shotgun shells and grenades; climb the remaining part of the ladder to the very top and jump back onto a safe block. In the next pit simply jump into the water below but to the right side (shallow waters in the left). Swim, surface and climb the ladder almost to the very top, jump back with twist to grab the ladder at your back and climb to find a very huge outside area.
On the Roofs
Advance and climb the blocks attached to the building to your left to get flares, continue in the direction of the building with two keyholes and pick up the flares behind the wooden crate opposite one of the keyholes, shoot the mercenaries, they will drop M16 ammo, uzi clips and shotgun shells; now go right, to the icy cave in the right side of the frozen cataract and climb the opening in the right side (with a small triangular opening below), jump to grab the opening to your right, pull up, slide and jump in last moment to grab the edge of the niche with the large medipack; go to the opposite side of the cave and climb the icy ladder, roll, take a running jump to grab the edge of the opposite ramp, pull up, go left, jump to grab the next ladder, climb, shimmy left and drop onto a safe ledge. From here turn left and take a curved running jump to the ledge in the corner and another running jump to the opening in the next corner, continue jumping onto the ledges to your left until you reach the roof of the building with the wall switches in the chimney (go to the right side of this roof to get grenades on a lower ledge in the right side). Look at the top of the chimney to know the safe switch you must pull, climb this block and take a running jump to the previous rocky bridge you came from; from the last snowy tile in the very right side take a curved running jump to a triangular opening behind the sloped rocks, advance through the dark passage and slide at the end onto the roof of the building with two keyholes, climb the block and jump up to your left to a high snowy area; explore it to find a small medipack in a pit and drop down from the right side to find a cave with a flamethrower.
Detour for a secret: don’t drop down to the roof to your right with the cave, but advance in the direction of the next building, jump onto the snowy roof, cross to the other side and go right to find an opening, climb down the ladder to get the SECRET #27: a Golden Buddha plus 2 X large medipack, 2 X automatic pistols ammo, M16 ammo and 3 X shotgun shells. Go back the way you came to the roof of the building with two keyholes with the cave entrance.
The Rusty Keys
Enter the cave, shoot the flamethrower and go left to pick up the Rusty Key; exit, drop down to the floor and go to the nearby building (left, if you are facing the keyholes) to find the door you opened time ago. Shoot a bunch of yetis and go left when possible until you find a high opening in a wall to your left, climb and pull the switch, roll, drop down and go left to find the open door; jump into the water hole and swim to the end of the cave to find the second Rusty Key, swim back to the main cave, shoot the yetis and find flares to pick up; go back to the main outside area.
Building with 2 Keyholes – The Gong Hammer
Time to use the keys to enter the building with two keyholes (a bit further and to your left), drop into the pool at the bottom and get out of the water, run around to find the not marked bounce pad in the wooden floor, when you know where it is, jump to the high ledge (another bounce pad here) and jump again to a high niche in the corner (keep the up arrow pressed); drop/grab the edge and shimmy right (invisible crack) to the niche in the other corner. In the next room pick up the Gong Hammer and the exit door opens. Shoot the mercenary and a couple of flamethrowers, they will drop 2 X shotgun shells and grenades.
Cave with the Big Head of Buddha
Now climb the roof of the building you came from, shoot a couple of flamethrowers, pick up the uzi clips one of them drops and continue to a huge cave with a big head of Buddha. (*) Jump into the lake and swim to the cascade under the big head: you can go through the cascade to get a large and small medipacks. Now exit and jump onto the rocks to your left, take a standing jump to grab the edge of the next rock and a running jump to the blocks with greenery attached to the wall behind the head; climb and when you reach the corner turn right and jump over the sloped rock, slide and jump onto a ledge with uzi clips; take a running jump to the opening to your left and go up and left, use the sloped part of the ramp to jump back and forth and grab the edge of the high block, climb the blocks and take a running jump to the big head and to the opposite bridge, once in the platform with the keyholes pull both switches to open doors left and right from the entrance of this cave.
The First Silver Key
Jump to the head and take a running jump to the opposite ledge you came from (climbable), don’t go through the opening, but turn right and jump to the rocks, take an angled standing jump to grab the crack and shimmy right to a niche in the corner, jump to the next rocky ledge, to the roof and take a last running jump (with grab) to the flat rock to the left of the open door. Jump there and advance through the corridor to find a room with two openings in the left wall and a third opening in a corner. The first opening leads to a room which seems to be empty, but there’s a movable block in the right hand corner, pull it all the way out of the room and go to the back of the room to pull a switch and open the door in the other wall. In the second room there are grenades and in the opening in the corner take a diagonal running jump to get a large medipack and flares. Enter the room with the fires and look for a dark hole in the ceiling near a corner, climb up the ladder and in the next room jump into the water; locate a hole in the floor and swim fighting with the current to the back side of the next room and right, there’s a crawlspace with shotgun shells in the nearby opening and further on you can surface and get the first Silver Key; a trapdoor opens in the first pool room so you can go back to the main room with the Buddha’s head.
The Second Silver key
Jump into the water and swim in the direction of the opposite open door, right, near the corner there’s a ledge you can climb, climb the next block and take a standing jump to the platform under the open door. The opening is too high, but there’s a movable block in the corner you can move to get there (there is M16 ammo in the niche where the block was); once up draw pistols and jump to shoot the patterned tiles in the crawlspaces, you’ll hear sounds of bells and the door opens releasing a couple of yetis, enter to get the second Silver Key. Now go all the way back up to the top of the head and to the platform with the keyholes as you did before (*).
The First Gold Key
Enter and shoot a horde of yetis, pick up the Gold Key, light a flare and explore the dark passages the yetis came from to find three switches and an opening with a closed door in the corners, pull the switches to open the door and go back to the main room. Jump into the water and go back to the platform with the movable block where you got the second silver key, from the top of the block (if it’s at the end of the ledge) take a running jump to a flat part of the big rock in the center of the lake, take some steps right and jump over the slope to the other side, drop onto a flatter part to your left and take a running jump to the rocks under the exit opening, climb and go back to the main outside area.
The Second Gold Key
Don’t go too far, near the exit, in the area with the dead flamethrowers there is a movable block to your left, pull/push it all the way in the direction of the entrance of this huge outside area to the very end, climb it and take a running jump to the opening in the building to your left, shoot the yetis and pick up the second Gold Key. Go to the room where the yetis came from, light a flare and slide down backwards either slope, shimmy left or right and pull up, note the red mark in the floor to know the switch you must pull to open the exit doors and go back outside. Don’t forget the uzi clips in one of the openings.
Exiting the Level – The P2
It’s time to explore the area to the left of the central building, I found automatic pistols ammo in an opening, further on I jumped over a snowy slope (tricky jump) to find a small medipack and on the wooden crates more automatic pistols ammo. From the top of this crates you can jump to an opening in the nearby building to find the room with the yellow keyholes. Pick up the shotgun shells and use the keys to open the door, enter, jump into the water below (left side) and pull the underwater lever to open a door at the top of the room near the entrance, go back up, climb up the icy ladder, run up the ramp and beware of the rolling boulders, climb down the next ladder and use the gong hammer to ring the gong and break some ice somewhere. Take the passage to the right side of the gong and drop into the water below, locate the raised trapdoors and climb to the top of the central structure, take a standing jump over the slope and pick up an artifact called P2. Exit and a bunch of yetis and the Guardian of the Talion will attack; shoot them all and when the big monster dies the level finishes.
LEVEL 10 – EMPEROR’S TOMB
Dangerous Pit
Advance and beware of the rolling ball in the narrow corridor, drop down to the cave and go diagonally to the other corner, climb the block and pull the switch to open the door to your right, go to the opposite wall, grab the crack, shimmy left and pull up into the niche; take an angled standing jump to the lower rock (no grab), climb the next block and take a last standing jump to grab the edge of the green ledge; drop through the hole to get back into the narrow passage with the open door. In the room with the dangerous pit the floor will open under your feet, slide down the ramp from the left or right sides so, after the opening, you can jump onto the left or right slopes and take jumps back and forth to avoid the rolling boulder, continue sliding and jump in last moment to grab the edge of the next opening, pull up and drop/grab the edge again to avoid another rolling boulder.
Lake Area
In the next corridor avoid another rolling boulder and go to the end (where the boulder came from), turn around, jump to grab the upper ledge, time the moving blade and pull the switch to open a door in the corridor below. Go back there, slide down the slop backwards, drop/slide and jump to the ledge with the large medipack, drop and continue sliding (this time forward) and grab the edge at the end, shimmy left and pull up in the niche but I found nothing there. Jump into the water and climb the wide ledge with the ladders, pick up flares next to the skeleton and continue left through the pentagonal opening. This is a sort of “hub cave” and there are three levels (upper, middle and lower) you can explore in any order. In my case I went up-middle-down.
Upper Level – First Dragon Seal
Go straight ahead to the wall and from the sandy tiles turn right and jump to grab the edge of the yellow ledge above. Detour for an extra pickup: jump to the opening above the entrance, to the roof in the left side and over the sloped parts to the niche in the corner to get grenades; go back to the yellow ledge the way you came. Jump to the next yellow ledge and to the rocks with the cobweb, advance a bit, get the flares to your right and the grenades after the red opening (right side), continue through the opening in the corner and shoot the big spiders.
[Note:] I found a bug here; I shot the spiders from the opening, a door closed behind me, they pushed me through the closed door and I couldn’t continue playing. (Reload a savegame) [End note]
Explore this area to find a niche with a large medipack, flares and uzi clips (and another big spider). Go to the back of the room and locate a pillar with a sloped top, jump back and forth onto the nearby sloped rock to land onto its top and jump to grab the crack, shimmy right, pull up and from the niche take a running jump to the taller pillar (with a sloped top too), slide and jump onto the ledge with the switches. Shoot the big spiders, pull both switches and jump to grab the raised trapdoor, climb the ledge above and jump to the ledge with the next switches, shoot more big spiders, pull both switches, pick up the small medipack next to the skeleton and locate a movable block (same texture of the doors) attached to the wall; move it next to the skeleton so you can take a running jump to the top of the red block at the other side of the pit, step onto it and the door to your left opens.
Drop there and advance through the dark passage, beware of the rolling boulder and climb the opening to your left, time the teeth doors, slide down the ramp to a room with the first Dragon Seal and save your game. When you pick it up a lot of big spiders will fall from the ceiling, shoot them all, exit and go right to the main “hub cave”.
Middle level – Second Dragon Seal
From the ledge with the cobweb run off the edge of the ledge to your right, pick up the shotgun shells and go straight and left, again to the wall with the same sandy tiles. This time turn right and locate the hole in the corner, climb down the ladder and continue to the opening with the patterned tile above, turn left and look for another ladder, climb up to the top and continue counterclockwise to a roof with an opening, enter, pull the switch and drop down to the floor to find the open door. Enter the building, pick up the flares and go right dodging the rolling boulders; continue through the passage to your left, jump over the pits, pick up more flares and in the next area watch for several giant spiders. From the entrance go left, jump over a pit and continue left to find a switch to pull (1 of 5) and a small medipack; I continued always to the left when possible, all around clockwise, shooting more giant spiders and I found three more switches to pull (2, 3 and 4 of 5) (note the big double gates in a corner too) before reaching again the entrance of this area, then I went to the central zone (opposite the entrance) jumping over a pit to find the last switch (4 of 5): the double gates are open now.
Detour for a secret: from this last switch go back to the pit you jumped over seconds ago and throw a flare to spot an opening in one of the walls; take a standing jump with grab there to land inside (not from the very edge, but take a couple of steps back) and continue to a room with the SECRET #28: a Blue Potion; exit and go right to find the open gates near the far corner.
Enter, go left and avoid a rolling boulder at the junction, continue left and in the corridor with the flares avoid another rolling boulder; I went always left and left when possible avoiding all the rolling boulders and I found a small medipack and, eventually, the second Dragon Seal: the exit door opens. Perhaps there are more pickups in this maze, but the dark mazes never were for my taste, so I abandoned the exploration here with my prize. Climb the blocks, pull the switch and slide down the ramp to the entrance of the building.
Lower Level – Third Dragon Seal
Go left to the pit and advance until you find a ladder to your right, climb down to the bottom, pick up the nearby uzi clips and slide down the ramp to an opening; time the teeth doors in the narrow passage, climb up the ladder, time the moving blades and in the final room jump into the water pillar. Swim up, surface, climb up another ladder and continue climbing blocks to the very top; now slide down several ramps and jump over the hole at the bottom (to get extra automatic pistols ammo jump from the second ramp to a rocky ledge just in front of it). Go left and find a dangerous and tricky situation: you must run diagonally to the left over the breakable tiles and take a running jump with twist in last moment, landing onto the sloped rock to your left and immediately jump to grab the edge of the high opening in the corner; when you are success and, to get an extra pickup, slide down backwards the next ramp, grab the edge at the bottom, shimmy left and pull up to pick up a large medipack, get out of the hole, take a running jump to the small slope in the corner and slide/jump onto the wooden ledge.
Climb down the ladder but not to the very bottom, jump back over the spikes and approach to the dark abyss. Light a flare and take a standing jump to a flatter part of the rock in the right side, from here take another standing jump with grab against the wall so you slide the next slope as close to the wall as you can, this way you’ll slide down the left side of the next ramp and jump with a left curve at the end to avoid the spikes in the water. Swim through the hole at the bottom of the lake but don’t go too far, go left to find a passage to swim up and get out of the water, slide down (yes, again) the next slope and jump over the spikes at the bottom, jump to the rock in the corner and…
To get the next secret jump onto the next slope and shimmy left to the very corner, drop down onto the top of the sloped block below, slide and jump with twist and a right curve to reach a hole with the SECRET #29: a Blue Potion and 2 X small medipack. To get out of here: turn around and situate Lara at the bottom of the slope in the very right side, jump back and forth, slide and jump with a right curve, landing onto the flat tile with the flares and the small medipack.
Without the secret: jump onto the next slope and shimmy left to the corner, drop down onto the top of the sloped block below, slide and jump back, slide again and jump to the ledge with the flares and the small medipack or simply let you fall into the water hole.
Anyway, drop into the water hole and swim down and right through another hole in the floor, then swim left and up until you can surface. From the top of the red ramp, jump back and forth with curve onto the marked tile to trigger the rolling ball in the niche, opposite the red ramp there are ledges where you can go out of the water, go right and jump onto the flatter tiles until you reach a block next to the closed doors; from the flatter tile before that block take a standing jump to the nearby slope between the lava holes, slide/ jump to the next rock and take a final running jump to the niche where the boulder was, pull the switch to open the doors and jump into the lake. Go up again using the flatter tiles as you did before and this time jump onto the block next to the (now open) doors, continue clockwise: jump to grab the crack, shimmy right, pull up, jump to the next ledge, jump to grab the edge of the high rock, shimmy right a bit, pull up and jump to the rocks where the wall switch is, pull it, roll, go near the pillar, turn left and jump onto the slope attached to the wall, slide/jump to the ledge with the shotgun shells, turn right, jump over the slope and drop through the hole with the open trapdoor to get the Gold Key. Drop to ground floor and go up to the building with the open doors as you did before.
Open the next door with the key, advance and shoot all the knife throwers, one of them will drop the Silver Key and the third Dragon Seal; don’t forget the M16 ammo too, use the key to open the trapdoor, drop down, time the teeth doors in the dark passage and find yourself at the bottom of the cave you already know. Climb the ladders to reach the upper ledges and go back to the lake.
First Lava Room
This time jump to the ledge with the ladders and climb up to find a new lake area, go left and jump/climb the sandy blocks; in the lava room don’t drop onto the small ledge below but take a curved running jump to the opening in the next wall (beware of the low ceiling), now from the right side slide and jump with a right curve onto the next rocks, take a running jump to grab the crack, shimmy left and pull the switch to open an underwater door somewhere. To go back to the entrance, roll, approach to the left corner, drop/slide and jump right and left with curves onto the sloped rocks until you reach the small ledge under the entrance.
Second Lake Area (First Time)
Jump into the lake and swim left, at the back of the red underwater pillar pick up uzi clips, swim up and get out of the water, run up the sandy floor, turn left and jump/running jump onto the flatter tiles to reach the next opening (pick up the automatic pistols ammo), jump into the next lake to find the door you opened in the lava room. Swim and continue to another lava room. For an extra pickup: turn around, take a running jump to the flatter rocks in the left side and another running jump at the other side of the water to get uzi clips and shotgun ammo.
Second Lava Room
Facing the lava room turn right and take a running jump to grab the crack in the right hand wall (left side of the crack), shimmy left until you can pull up.
To get the last secret: roll and take a running jump with a left curve to grab the edge of a ledge attached to the central pillar, pull up, turn left to the corner, light a flare and take a running jump to a dark opening in the rocks to get the SECRET #30: the Blue Potion plus 3 X large medipacks and 7 X grenades. Climb up to the rocks overlooking the lava room, take a running jump to the small ledge attached to the central pillar and a last running jump to the right side, to the block above the sandy floor.
From here take a tricky running jump with a right curve to the next flat ledge, jump to the other side of the broken bridge and take a running jump to the sloped rock to your right, slide, land onto the next ledge and quickly drop/grab the edge to avoid the rolling boulder. From this tile take a curved running jump to your left to the next flat rock (tricky) and from here another running jump to the green ledge; climb to the roof, pick up the M16 ammo and go to the other side to step onto the marked trigger tile and open a door somewhere (*); go to the other side of the roof and take a running jump to the opening in the wall, slide to the bottom of the ramp where the rolling boulder tried to smash you; again, roll and take a curved running jump to your left to the next flat rock (tricky) and from here run diagonally off the edge to slide/jump and land onto the starting opening. For an extra pickup: take running/standing jumps onto the small rocks in the lava to get a small medipack, shotgun shells and automatic pistols ammo; jump back the way you came to the entrance of this cave.
Second Lake Area (Second Time)
Jump into the water and swim to the previous lake, surface, get out of the water and when you are facing the next lake turn right to spot items on the nearby rocks; from the corner take a running jump over the sloped rocks, slide a little bit and jump with a left curve to grab the edge of the rock where the items are: uzi clips and grenades. Now turn left, jump into the lake, get out of the water in the sandy ledge opposite the entrance of this area, turn right, take a running jump to grab the edge of the brown rock, shimmy right and pull up: this is the door you opened time ago (*) when stepping onto the marked trigger tile.
Placing the Seals
Enter and explore this area to pick up shotgun shells and see that there are openings leading to another areas: left, right and forward opposite the entrance. Into the pool there’s only a closed door. You can do the tasks here in any order.
Right Opening
Slide down the slope and quickly take a running jump to the breakable tile in the right had wall, continue jumping counterclockwise to the next breakable tiles until you reach the safe ledge under the ladder; climb up to the top and place the first dragon seal to finally open the underwater door in the pool below. Go back down picking up automatic pistols ammo on your way.
Left Opening
Climb the block and in the next room go left and pull the switch to open doors to the right of the entrance, quickly go back there, climb the ledge and when the moving spiked wall approaches take a jump back and forth onto the slope to go over the spiked wall before the moving spiked ceiling takes to your death; quickly go left and climb up the ladder to avoid another moving spiked wall, from the top, pull up and drop to avoid the rolling boulder, pull up again ad go left to place the second dragon seal.
Front Opening
Approach to the edge in the right side of the pit and take standing jumps without stop onto the sloped pillars to finally grab a ladder (very tricky jumps), climb up to the top and a trapdoor will raise to your right, shimmy left to that trapdoor, pull up and place the third dragon seal. Drop down to the floor.
Exiting the Level
Jump into the pool, locate the underwater passage and swim there to pull a switch which dries the room in the previous lake. Exit this area and go back to the previous room, climb the red rocks in the center to the top, climb up the ladder and from this room try to choose the right ladder or you’ll be doomed (try all four options), climb up the next ladder, take a backflip with twist to grab the ladder at your back and climb up to the top. Go right and run and jump like fool down the ramp with the rolling boulder following you behind and in the next room take a running jump to the safe opening in the left side; now take a running jump with grab onto the first bounce pad, don’t release the “Ctrl” key and jump with grab and the “up arrow” pressed onto the next bounce pads to reach the high opening. Finally take a running jump to the platform with the receptacle for the dagger, turn left and run against the opening with the green moving texture to finish the level.
LEVEL 11 – SHANGRI - LA
Floating Islands
Advance to an outside area and go right, look to the wall with signs (clues for later) and pick up the Paper with the message: Remember...Bers!!!.I..Not...Return, continue to the abyss and take a running jump to grab the island with the red tree (central part), go left and jump to the island with the green wall (no grab), turn left and jump to the small red islands, from the second one look down and jump onto a red slope under the big island with the wall above, slide, grab the edge, shimmy right and when you can pull up take a curved running jump with grab around the corner to the lower ledge, go left, jump to the ledge with the ladder and pull the switch; climb down the ladder and from the bottom jump back to land onto a small island, turn right, jump to the next one and to the island with the wooden ledge.
First Dragon Seal
Now jump to the island next to the ladder, avoid the rolling boulder and jump onto the small island to your left, from here you must jump from island to island until you reach the last one with the first Dragon Seal. Go back to the island next to the ladder the way you came. Climb up the ladder and pull the switch over the spiked tile to raise a door in a pool near the beginning of the level, to get back there retrace your steps to the island with the first switch and jump to the ledge in the opposite side with the open trapdoor, climb and shoot a Xian warrior.
Symbols Puzzle
Jump into the pool next to the wall with the signs and swim to a room with two switches, pick up shotgun shells, uzi clips and flares in the corner with the skeleton, pull the switches, shoot the warrior and advance to the next room. In the room to your right shoot up to five knife throwers, they will drop automatic pistols ammo, grenades, 2 X uzi clips and 3 X shotgun shells, approach to the niche with the spikes and throw a flare to see a number: 28. Exit this room, go to the niche with the switch and save your game for a timed run. If necessary, go back to the outside area and check the signs in the wall again to know what tiles you can jump onto in this room, if you step onto a wrong tile the first door closes and you must step onto the red tile near the entrance to re-open it, so look for the signs corresponding to the numbers “2” and “8” and take a try to cross before the timed run; when you are ready, pull the switch and cross the room jumping only onto the right tiles and cross the corridor before the second door closes (the tile in the right side third row; and the central tile in the fifth row).
Second Dragon Seal
In the next room pick up the large medipack and automatic pistols ammo in the corners behind the warriors, climb down the ladder in the pit (central part) and from the bottom take a backflip with twist to grab the edge of the red slope at your back, drop onto the safe block in the lava river (doors open in the room above). There’s a ladder in a side of the red structure, so from the corner of the block jump back and forth onto the rocky slope to grab it, climb up, slide, grab the wide ladder and climb to the floor with the warriors. There are four passages, but only two are safe: the ones with the skeletons; pull both switches, shoot the warriors and pick up the second Dragon Seal. Go all the way back to the outside area.
Bridge Area
Approach to the abyss but this time go to the right side and easily jump from rock to rock to the platform with the temple doors, use the seals to open them and enter. Drop down onto the bridge below and approach to the red part to spot a couple of floating blocks below, run off the edge in the direction of the doors to land onto one of them, take a running jump with a left curve to the flatter ledge around the corner, shoot the warrior and pull the switch he was guarding; go back up to the bridge the same way (this time use the ladder next to the other floating block; tricky jump with a hard left curve) and enter the building.
The Dragon’s Lair
Run and jump to escape from the rolling boulders and in the lava room jump from pillar to pillar to cross, climb up the ladder and pick up all the items: a large medipack, 2 X grenades and 2 X uzi clips. Again the number 28 under the skeleton, so you know what to do to cross this room. Continue jumping onto the floating islands until you reach the dragon’s lair. You know what to do here: shoot the warriors and the dragon, and when the beast collapses approach to the chest, look for the red mark and try to pick up the Dagger (in the game called Dragon Seal). This was really hard for me because Lara refused to pick it up and I had to try it a lot of times. When the dragon dies, the remaining warriors awaken, shoot them all and note that big trapdoors raised in a side of the platform, climb the ledge with the flares and advance through the green opening.
The Escape
Slide from the right side and take running jumps onto the breakable tiles to reach the next opening, don’t stop (boulders) but slide down the slopes and jump with left and right curves to reach the back of the room; still don’t stop (more boulders), run and jump like fool down the ramp and to the right side; don’t stop and run down the next ramp this time to the left side to drop into a water hole. Swim right to the corner and left to the next corner to find a hole in the ceiling, get out of the water and look for the green column to find yourself translated into a new room, continue through the green opening and in the lava room jump onto the safe rocks to cross to the other side. In the next lava room, from the block to your right take a standing jump in the direction of the hole in the ceiling to land onto the first rock, jump to the next one and to the exit opening; in the next lava room, from the block to your right take a running jump to the exit opening and run outside to finish this incredible adventure.
September – 26 – 2024