TR2 - MYSTERIES OF AUSTRALIA 1: UNFORGETABLE MOUNTAINS by DAVID RUKAWA

WALKTHROUGH BY HENK ELAND

 

You start the level in a rough mountain area. Walk to the left side of the area. In the distance you will see a closed gate. Walk towards that gate. Now look for a opening on the left side of the gate, in the green. Walk into the passage and follow it. In the room climb on the block and slide down. You need to do some jumps. Between the slopes there are spikes!. Now jump on the greater ledge. Search for the moveable block (it's the second from the right). Because you can't pull it push the block four times. Look for the switch and flip it. This will open a door but not the door we saw!. Now pull the moveable block 1 time towards you with the wall on your left side. This will reveal a new passage. Walk into this new passage and walk outside. Explore. You will find another closed door and a large slope downwards. SAVE YOUR GAME. Now you need to jump a the right moment. A short series of jumps on different slopes. The room is full with spikes! A Spikes room!. When you successfully landed on the pillar, shimmy to the right. Pull up, and climb the stairs. When reach a green corner, look up for the climbable wall and climb up. Explore the room. Pull the switch. Go back and climb downstairs. Now jump into the water. Follow the passage and take the first one up. Pull out of the water and walk the next pool again. Do not jump into it, but look left downstairs thru the opened gate. Climb down. Flip the switch. Climb up again and jump into the water to get back. Climb out of the water and follow the passage until you are standing face to face with the spikes room again. Turn around, drop down and grab the ledge. Shimmy to the left and let go when the pillar is beneath you. Turn to left, jump and shimmy to the left. Pull up. Enter the passage. Go the first one right and flip the switch (this will open the door at the outside area, where you have slide down the long slope. Return to the passage and walk around the corner, continue and then take another left. Now look out for two green rolling boulders. There are coming from your left side. Climb the blocks. At the second block you will see a green boulder coming from the ceiling. Jump over the deep pit with spikes to the other side. Climb the last blocks. Now you facing at closed door and two switches. Flip both switches. The door will open. Look, your are back at in the room with the moveable block. Walk to the left and go to the outside area. Enter now the opened door. Pickup the key (1). Now it is time to go whole the way back to the area where you begun this level. Walk thru the passage to the room with the slopes and the spikes. Now carefully jump down to an area where are no spikes.  Enter the green passage and follow it. You are now in the area where you begun. Head down to the other side of this area. If you have looked at the closed gate you'll know that you need 2 keys!. So 1 found, 1 to go. Now if you are the other side of this area, you will see a entrance go down. Follow it. You will come to a room....full of.... spikes!!! Use the pillars to get to the other site. Once on the other site, take the first passage to the right.. just before the blades. Follow the hallway... past several blades.... At the end of the passage flip the switch. Return to first hallway where you did go right instead of straight on. Now when you back again turn right, walk towards the end and flip the switch. Turn around and walk to the end of these passage. To tour left you see the spikes room and to the right a other passage. Go right. Follow the passage. You come to a crossing with four gates. Two are open and two are closed. Enter the left passage. Again chopping blades. Those legs of Lara must be worth a fortune!!! Enter the great area, and find the switch... flip it. Return to the cross point. Now enter the other passage. Here you also have... blades! At the end flip the switch and head back. Back at the cross point take the last hallway you didn't examine. Pick up the key (2). Now it is time to go the closed gate at the beginning of these level. So make your way back out. Turn around where you found the key and take the left passage. Follow it and when you come at a division take the right passage. You can see the spike room already. Be careful with the spikes. Do not damage the spikes!!! Jump from pillar to pillar and go outside. Now head for the great closed gate. On both side are key lock. Enter the correct key in it. The gate raises and you can jump into the cold water. Swim underwater and surface in a room with a golden chest......... Walk towards the chest and try to open it...do you want to see what in it? Play the game and you will find out.

 

End of the level.
Pickups: 2
kills:  none
secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 2: OPERA NIGHT by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

You start sliding down into Venice. Before doing anything else, kill all the baddies on the catwalks to make this area safe. Go to the area with a ladder over a slope (you can't reach it from down here) and dive into the water. There's a tiny passage near the ground Lara can swim squeeze through. Surface on the other side and push the block of the right until an opening is revealed. Climb up and flip the switch behind the plant to open a niche with a button. Push it and a door near the beginning of the level will open, crash through the windows and get there. Climb up the ladder, kill the thug and jump out of the window to the pillar with a key on top of it. Pick the KEY up and slide down to ground level again. Proceed to the area with the gondolas, use the key and get in. Climb up to the right to pick up some goodies and then go to the end of the corridor to reach the rooftop. Slide backwards, so you can grab the edge, and climb down the ladder until the window to the Opera House. Break in and walk through the shattered glass. Jump to the crates, grab the edge, let go and quickly grab the lower crack. Shimmy to the left, hoist up and go downstairs into the opening. Flip the switch and slide into the ventilation shaft. As you get near to the fan, jump and grab the wall above it (unmarked climbable wall). Climb it up and left. Climb up the opening in the ceiling and drop down past another deadly fan. Pick up the CHIP in the corner and exit through the newly opened door. Get out, use the chip in the middle of the shattered glass and enter the next area. Follow up to the left and throw the lever. Get back down and enter the next room, pick up the M16 behind a curtain Lara will look at and drop in the nearby hole. Activate the switch behind the column and climb back up through the hole. Go up and throw the lever on the left. Down again and enter the corridor to the left, follow through and approach the pedestal.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 3: METROPOLIS by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

Slide into the level, drop into the ground and pull the blue block. Enter the hidden corridor and pick up the M16. Flip the switch in the middle of the corridor, get back and push that same blue block to enter the yellow door. Jump across the pit and ignore the ladder for now. In the end, jump on to the wagon to the left and climb into the alcove to flip a switch. Get down and enter the opening straight across this room to find the open door. Follow until the end and push the switch to open a trapdoor. Return to the pit area and climb down into it to drop into the trapdoor. Follow the corridors until the end, then go up and push the switch. Get down and enter the door, proceed through the passage behind the train and flip two switches before returning to the pit. Climb out of it, jump across again and now it's time to climb up the ladder that was ignored before. Enter the room and use the invisible bounce pad (it's right in the middle of the two brasses) to reach the top of the metal structure. Grab the crack on the left and shimmy to the opening. Push the switch in the end of it and climb up the ladder to pick up the Grenade Launcher. Jump back to that tall metal structure and go outside. Keep going forward until you reach an area with two suspended trains. Climb up on them and jump into the corridor to find a button: push it and return. There's another invisible bounce pad near the front-end of the train standing far from the entrance. Use it to boost you up to the opening and up through the trapdoor you just opened. Dodge the rolling blades, push the button and follow through. Push the button on the machine, enter and climb up the ladder. Flip the switch, go down and follow to the end of the corridor. Drop down into the trapdoor and slide down. Ignore the first opening left and jump on the train. Drop to the right, jump over the other train, climb the ladder and back flip at the top. Climb down the opposite ladder, get down and near the end you will find a button. Flip it and remember this location: you'll open the nearby door in a few minutes. Now get all the way back to the two trains, enter the passage you ignored and climb up the ladder. Get down into the caves, kill the knife thrower and pick up his YELLOW CARD. Use it a little further in this room to open a small room with a switch, flip it. Now get back to that yellow door closed all the way down there, enter the room and pick up the RED CARD. Doing so will open a door nearby some rolling blades: this is between the two opposite ladders. Get back there and head left, use the card on the machine. Jump and climb up the ladder to conquer the SERAPH, get back down and follow the corridor until the end and head for the horizon.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 4: SANCTUARY OF HANG by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

Use the rocks to your right to jump over the gate. Go down the alley, kill the goons and head to the left side of the area. There's a lever hidden behind a crate, throw it to open a door on the far right side. Go down the steps, dodging the discs along the way. When you reach a wider area, run to a trapdoor in the far left corner, when you're nearing it, roll and grab the edge to safely climb down, avoiding the spike walls just above you. Literally on the bottom of the pit, push the block twice, then push the block on its left twice. Pick up the large medipack and just on the entrance of this newly revealed passage, push the other block until the end. Push the lever to open the gates in the main yard. Return to the first block, right by the "pit", but this time, push the block standing on its right side twice, thus revealing an exit. Climb up the crate-wall and drop in the hole (don't be curious, touching the grey walls will kill you). Head back up the steps to return to the yard. Enter the flower path you just opened and head through the left passage. RUN. A boulder will roll from the alcove on the right and the floor ahead of you will break away. Midway through it, enter the alcove on the left wall to push a lever. Get back and run across the remains of the path. Head left and climb up the crate to push a lever. Now get back down and proceed to the now open door. Pick up the KEY on the end of the corridor and use it. Enter and follow through the opposite door. Jump over the deadly knives and dodge the boulders. When you stumble on a column in the middle of a chamber, climb up to the opening on the left side. Run around the boxes and get into them in the end. Push the block to your right until the end, then get back inside and pull the other block once. Jump out of the boxes and pull that same block out of the way. Get back in and push the lever that was hidden behind it. Get out of the crates and through the open door. Dive into the labyrinth. Squeeze through the tiny passage, then head to the left and swim through an opening near the ceiling. Surface on the other side and beat Larson On Steroids. Pick up a KEY on his body and throw the lever on the crates. This opens up a secret door in this room, get through it, climb up and push another lever at the top. Get back down to Larson's room and look for the ceiling trapdoor you just opened. Climb up to it and use the key. Near the door there's a block Lara can push. Push it all the way until it stops, then head back for the first niche to find a lever: throw it. On the second niche, pick up the RUSTY KEY and the door will open. Slide down, dodge the boulder and proceed through the alley. You'll have returned to the area near the column chamber. Drop into the hole, throw a lever and head right, then right again. Push the lever and climb up, jump across the knifes, drop down and head left. Use the rusty key and pick up the SERAPH (and have a look at Willard's gravestone, in the alcove, if you fancy that).

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 5: THE CATACOMBS by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

Slide into the level and head right. Jump across the pit using the columns and kill the leopard in the next room. Walk slowly through the spikes and throw the lever to open a door in the beginning of the level. Pick up the goodies behind the door and head back to the afore mentioned door. Go up the ramp and drop into the water. Surface and push the lever, then dive and swim back. Head back to the ramp area and cross through the now open door. Go to the left and pull the first block out of the way. Enter the hidden corridor and ignore the next block you come across, but in the end of the corridor push the block to reveal the opening to the main hall. First, go to the left side and fall into the passage. Climb up in the opposite end to collect the first RUSTY KEY. Return to the main hall. Now enter the opening straight across the room, drop into the water and swim upward. Climb out of the water, throw the lever and collect the second RUSTY KEY. Return to the main hall. Now take the remaining passage, use both keys and cross the passage. Run down the corridor to reach the end.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 6: CITY OF DOLDAMBA by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

You start exactly where the previous level ended. Head left and drop into the hole, then slide down. In the corridor, push the ice block twice, get in and push the far block inside the alcove to the left. Then push the block nearby to the spot previously occupied by the block that now rests in the alcove and then, finally, pull the very first block you pushed to get into this room. All of this will reveal a switch, throw it and proceed to the door in the corridor to pick up the KEY. Go to the end of the corridor and climb up the ladder to return to the initial area. Now go to the right and use the key. Enter and ride the snowmobile to go up that ice slope. On the top you'll have to leave the snowmobile behind, though, and go on foot until the leopard pit. There are three paths to follow. Let's start with the one to the left. Go up the ramp and push the block twice, then a second block will be revealed. Push it twice, work your way around (ignore the ladder) and in the end of the corridor, push the farthest block to find a switch. Throw it and return to the previously ignored ladder. Climb it up, kill the goon and pick up his KEY. Return to the leopard pit. Now enter the other opening on the upper area. Go all the way up and dive, then swim until the bottom of the pond to find a hidden passage. Swim through and surface on the other side to throw the switch. Get back to the leopard pit. This time, drop into the pit and head through the last passage. Go down and you'll be sweeped with a deja feeling... a shrunk Tomb Of Qualopec! Anyway, head right and dive. Swim through the opening and surface on the other end. Jump to the icy block and push it three times, return to the first alcove and throw the switch, then follow the corridors behind the block to find a second switch. Return to the entrance and jump across the water pit. Run through the glasses on the corridor to the left and, carefully, jump to the ramp over the deadly spinning blades. Throw the lever and return to the "Qualopec-alike" room. Use the key on the door and, in the alcove, pull the block three times, jump over it and throw the concealed lever. Push the block out of your way and go up the new corridor. Kill Pierre and pick up from his cold body the SERAPH and the AUTOMATIC PISTOLS. Crash through the windows and follow the horizon.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 7: AUSTRALIAN FOOTHILLS by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

Head left and, in the pit, grab the edge and drop to grab the lower entrance. Get in and throw the lever. Climb all the way down, then climb onto an icy column and enter through a passage to the right. Kill the Xian statue and ride the snowmobile back to the grounds outside, then up into the cavern slopes. Climb up the wall and follow the only path through the corridor. Take notice of a door and lock near the end of the tunnel. Go to the right passage and push the block, then head to the other block and push it all the way to reveal a hidden (closed) door. We'll get back to this door later. Enter the alcove and throw a switch. Return and take the other path now. Pick up a GOLDEN PLATE to the right and, on the left side, pull the block out of your way. Use the plate and enter the hall of statues. Dive and swim into the passage forward (ignore the other passage) to find an underwater lever, then swim back and return to the corridor with the two blocks. Enter the now open door and pick up a second GOLDEN PLATE, use it on the door you took notice just in the end of the tunnel. Enter, jump across the spike pits and slide down. Just by the slope there's a lever, throw it and head through the alley. Jump over the knives and climb up the wall ladder. You're back at the two-block corridor. Return to the hall of statues and dive, but this time, swim to the opening on the right. Surface and cross the door. Follow the corridors and push the lever in the end. Enter the door and just keep going forward. Jump over the knives and soon enough you'll hit the finish trigger.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 8: HAUNTED CATHEDRAL by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

Slide down and jump into the water. Swim over the slope to find a pit, swim downward and pick up the GOLDEN PLATE. Swim back to the beginning and use it. Climb up to the column on the left and jump across to find some goodies, then jump onto the central blue structure. Drop into the hole and work your way down. Fall into the water to pick up a GOLDEN PLATE in the air pocket. Return and use it on the wall niche. A door will open and reveal the GOLDEN PLATE. Run around the room to find the double gates and the receptacle to this plate. Ignore Pierre's body for now and push the button on the right. Slide down, push another button and get in. Pick up the GOLDEN PLATE #1 among the bonfires and run through the door, jump over the knives to reach a statues chamber. Squeeze past the last one, dodge the boulder avalanche in the next room and enter the niche on the left. Go up the slope and collect the GOLDEN PLATE #2. You're back at Pierre's, pick up from his cold body a GOLDEN PLATE and use it on the next double doors. Push the lever, get in and pick up the AUTOMATIC PISTOLS to the left. Drop and run through the hole to reach Yakasato. After the slaughter, pick from his body the GOLDEN PLATE #3 and use all the three plates to open the doors. Climb up the step pyramid and throw the lever behind the statue at the top. Head down to the open gate and enter to face Yakasato again. Throw the lever and enter: climb up the wall, jump over the knives and pick up a last GOLDEN PLATE, return and use it on the other double doors. Enter and pick up, from the altar, the worshipped SERAPH.

End of Level.
Secrets: none

 

TR2 - MYSTERIES OF AUSTRALIA 9: NIGHTMARE IN AUSTRALIA by DAVID RUKAWA

WALKTHROUGH BY LUCAS (TREEBLE)

 

You start in your K' room. Push the button to the left and go down the stairs. Get to the bar and throw the switch, wait a few seconds until the elevator arrives and then, quickly throw the switch again and jump into the elevator. It will take you to the roof, get out and drop through the entrance on the left side. Slide into the water, swim to the other side and surface. Pick up some goodies and throw the switch to open another bedroom. Jump over the water to return to the bar and head back upstairs. Enter the bedroom and kill the Hang soldiers. One of them holds a KEY. Pick it up and use it on the corridor. The central structure can be clambered. Climb down and back flip to the next lower level. Break out the windows and push a button to open a trapdoor elsewhere. Climb down another level and enter the passage, drop through the trapdoor and pull the block to find a concealed KEY. Climb all the way back to the top and go up the ramps under the "Three Kings Convention" sign. Use the key on the door, work around the catwalk and pull the block to reveal a switch. Push it to open a door in the Hang guys room. Get there and pick up the FUSE, then climb down the golden structure one level and use it on the door. Time your jump between the dual swinging crates. Push the button, return and now climb down all the way to the ground floor. Dive into the pool, swim across push the button to open the trapdoor. Get up and head to the zebra floored stage. Enter the backstage and pick up a CHIP beneath one of the blocks. Return to the trapdoor room and use it to open the entrance doors. In the end of the alleys, climb up into an opening on the building and push a button. Get down and go to the left of the T-Rex heads door to find a little room where you can pick up the Uzis and push a button to open the afore mentioned door. Run through the corridor and, near the door, climb up to an opening on the wall, then climb down and push the button. Return, go up the ramp and then slide down to the final showdown. A GOLDEN BIRD will appear to even the scores. As the Merovingian would say. "kill him".

End of Level.
Secrets: none