TR2 - MYSTERIES OF
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
WALKTHROUGH BY LUCAS (TREEBLE)
You start sliding down into
End of Level.
Secrets: none
TR2 - MYSTERIES OF
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
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
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
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 vú 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
End of Level.
Secrets: none
TR2 - MYSTERIES OF
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
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
End of Level.
Secrets: none
TR2 - MYSTERIES OF
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