TR2 REVISED

 

Levels by Tombraider95

 

Walkthrough by José, revised by G&D Productions and by the author.

 

Mentioned Savegames are in this Folder.

 

 Links to the separate levels:

1 - Great Wall of China 5 - Opera House part 2
2 - Venice Canals 6 - Ocean Rig
3 - Bartoli's Hideout 7 - Diving Area
4 - Opera House part 1  

 

 

 

LEVEL 0 - LARA'S HOME

 

The Spare Room Key

 

Start in the training course; nothing really remarkable in this outside area except go all the way along the training course as fast as you can, always following the intended route and, of course, always without touching the floor or you'll need to start again from the very beginning. So try to take running and standing jumps without stop and if you are able to reach the final tile with the flag in less than 2 minutes, a nearby statue will move near the N wall revealing the SPARE ROOM KEY. Pick it up, turn left and loop around the hedge; the door automatically opens. Continue and press the button to open the main doors of the mansion.

 

First Gold Shield

 

Once inside turn left and use the Spare Room Key to open the door, enter and pull the lamps-switch in the W wall to open the timed door at the other side of the main hall (NE corner) so quickly sprint there and once inside pick up the first GOLD SHIELD (1/5) from the pedestal in far left corner (NE). Nothing to find under the movable crates so, press the button twice to open the exit door and go back to the main hall.

 

Winston's Room Key

 

Run diagonally to the kitchen (SW) and go inside. There is a small medipack inside the refrigerator and a button at the other side to open a shortcut to the course area, but the most important thing is to check the small table left from the entrance to get WINSTON'S ROOM KEY.

 

Second Gold Shield

 

Nothing interesting in the dining room or in the gym except for press buttons to hear TR2 music, so go directly to the pool room, jump into the water and open the underwater door in the N wall; use the lever to raise a statue near the entrance. Move it around the pillar (left) so you can climb it and use the high lever on in the E side of the pillar; pull it to open the grate at the bottom of the pool. Swim there and pick up the second GOLD SHIELD (2/5).

 

Third Gold Shield

 

Go back to the main hall, up the stairs and climb the crate at the top. Jump to the nearest chandelier to the next one (from the right side, low ceiling) and to the window sill just over the entrance door; press the button to open the door of Lara's bedroom and go there upstairs. But don't enter yet, first walk a bit E and open the door of Winston's room with the key you got in the kitchen, locate the switch in the corner and pull it to open a timed door in Lara's bedroom so pull it and sprint there to get another GOLD SHIELD (3/5). Use the button twice to re-open the door. Open the W glass doors on the right (W) and go outside to the terrace to get a large medipack. In the bathroom you can pick up the Binoculars. Check the bedside table to pick up LARA'S NOTEBOOK (take one step back); you can open it from the inventory and learn the new moves for Lara in this game.

 

Fourth Gold Shield

 

Go to the landing and the small door in NW corner, up the next stairs to the attic, once inside loop around to the left (SE) and pick up Flares, move the crates near the N wall to find the fourth GOLDEN SHIELD (4/5) and also some TORCHES near the NE corner. Move the crate near the NW corner to discover a switch. This switch opens the door to the basement, but there's still one more shield to find so, leave it for now. Pick up a torch and it somewhere on the landing so you can ignite it in the Trophy room OR take it with your to the Library room where we go now.

 

The Maze Key

 

Go left and open the first door you find in the N wall, enter and go left and up the stairs to the library with the fireplace; light your torch there. To the right of the fireplace there are a couple of lamps you can use as a switch, do it so to open a door in the far left corner (NE) of the piano room. Go back there and pick up the MAZE KEY. Take the torch with you, go down the stairs and throw the torch in front of the door of the basement; remember where it is. Go outside, left (N) and open the door to the maze.

 

Fifth Gold Shield

 

Go always to your left when possible until you find a brick wall (N) then take the first opening to your right to find a hole; drop, run over the breakable tiles and climb into the next room to find flares and the last GOLD SHIELD (5/5). Turn around and pick up the Flares on the left. Drop into the hole and light a flare to discover a crack you can use to cross to the other side of the pit; then go back to the mansion the way you came, go left and then take a right all the time.

 

Timed Run to the Basement

 

Run up the stairs to the first floor and go back up to the attic, move the crates to clear the way to the entrance, light a flare and save in front of the timed switch (NW); pull it, roll and sprint to the entrance, down the stairs (sprinting too), out to the first floor and jump a bit to your right over the first and the second balustrades to land on ground floor, roll and sprint again to the timed door.

 

The Holy Grail

 

Once you got it, press the button twice to re-open the door and recover the torch. Go down the stairs and pick up flares at the bottom, light the wall sconce to open the door and in the next room place the shields in the pedestals to open the next door. Go down the next steps and to a sort of trophy-treasure room where you can pick up the HOLY GRAIL. There's not a finish trigger so you can exit to the title screen and choose “Start Game” to begin a new adventure.

 

 

 

LEVEL 1 - THE GREAT WALL OF CHINA

 

Up to the First Guardhouse

 

After the slide, advance straight-ahead and a bit to the right (N) jump up to pick up Flares. Go to the water and jump into the pool, roll and look for an underwater opening (E) to find SECRET #1: the STONE DRAGON. Get out and swim straight ahead and climb the blocks on the left. Tigers will appear but you don’t have to fight with them. Follow the path up but not to the very top; go to the sandy ledge going E then up to the rocky ledge to see an opening with a switch. Turn around and take a running jump to the other side, turn right and jump the rocks all the way till you can climb into the opening where the switch is. Pull it to open the door of the first guardhouse and go there the usual way. (A second tiger appears near the lake)

 

Inside the first Guardhouse

 

Once inside do not walk over the grate but go to the far left and shoot the vases in the SE corner to get a small medipack. Step onto the grate in the floor and fall to the room below. From the ledge in the SE corner, take an angled standing jump to grab the crack in the wall (E) and shimmy all the way to the left until you reach the platform with the switch. If you shimmy a bit more to the very NW corner you'll find shotgun shells. Anyway pull the switch turn around and go through the gate to the outside.

 

The Valley with the small Lake

 

Shoot a couple of ravens, beware of a rolling boulder and jump into the lake in the valley. Light a flare and look for an underwater door Lara can open with her hands in the corner (NW), swim inside and loop around to the left, pull the underwater lever (*) in the corner to see a trapdoor opening somewhere. Nothing more to do here, so go back to the lake, out of the water and shoot the tiger. Now look for a dark crawlspace in the NW corner of the valley, go inside to find the open trapdoor (*), pick up the Flares straight ahead and drop into the hole. Slide down the ramp and go through the crawlspace to the cascades area.

 

Cascades Area - The Guardhouse Key

 

Jump into the lake below and pick up the shotgun shells in NW corner; then go SE under the cascade fighting against the current and pull the underwater lever on the left (E) to open the door above. Back to the previous area, climb the ladder in NW corner (only use Ctrl to get on the ladder), up into the triangular opening from the left side and take a running jump to grab the crack in the next rock. Shimmy left and from the ledge in the corner take an angled running jump to grab the crack in the pillar, shimmy right a bit, drop down and push the cage twice to throw off the ledge. Stand on top of it and take a running jump to the opening with the open door. Open the chest (take one step back) to get the GUARDHOUSE KEY, shoot the small spiders and pull the switch behind the chest to open a door somewhere (**).

 

Up to the Valley

 

Now jump into the water, swim to the cascade area and climb the other ladder (E) to the top of the cascade, find the open door in S wall (**). Advance, climb the ladder and beware of the rolling boulder when hoisting up (side flip right), go straight and hop up on the left and continue to another cascade area. Go to the right of the fall and jump over the water to a flat area (E). Jump up to the right to find a switch and open the exit door (N wall), leading you back to the main valley.

 

Back to the Battlements

 

Now it's time to go back up to the top of the wall. Shoot a raven and run to the far N side of the valley, climb/jump the block attached to the N wall, jump to grab the edge and shimmy left until you can hoist up. Now jump SW towards the pine tree, slide/grab the edge and shimmy again to your left until you can hoist up. From this grassy surface you can take standing or running jumps all the way to the very SW corner of the valley using the flatter tiles and finally take a long running jump to the rocky edge in S wall. Slide and grab to shimmy left to the very corner, hoist up and back flip with twist to grab the edge of the pillar attached to the tower. Finally take a last running jump around the corner with a right curve to land onto the battlements. Open the door with your Guardhouse Key.

 

Second Guardhouse Tower - The Rusty Key

 

Enter and shoot some small spiders, go up the steps and from the ledge with the ladder you can take a running jump to the window sill on the right (N), drop/grab the edge and shimmy left to the other window sill where a Medipack is. Go back to the ledge with the ladder, climb it, shimmy right, around the corner and climb to the very top. Go through the crawlspace and use the switch to open a nearby door. Shoot the spiders and go out; use the ladder again to safely go back to the ledge with the ladder. Stand on the left and take a running jump to grab the ledge at the wall there (S)

Hoist up and pick up the RUSTY KEY from the chest. Shoot more spiders and go down to the bottom of the room to use the key.

 

In the next room shoot more spiders and drag the skeleton so you can pick up the shotgun shells, move the block aside to find a corridor with breakable tiles. Don't try to run to the end because the door at the other side will close; simply stand over the first tile, wait until it breaks and drop onto a ramp to safely slide to the bottom of the pit. Continue to a new area with a central pool.

 

Three Big Buttons Area

 

Go right and spot a movable block with three big buttons above (behind the pool). Use the block to press the buttons. Any of the possible combinations (apart one) will open the door on the left (S) first, so get to it (center-right-left works).

 

S Door

Once the door is open, enter and go to the far left corner. Pick up the Explorer Note form near the skeleton.

Climb the ladder, jump to the breakable tiles and into the N opening to reach the balcony… OR jump to the niche on the right and from there to the other side.

There is a timed lever to the left but you need to do something else first. So jump down into the pond and go back to the buttons and read the Note so you can now open the door on the right (N). (“O – S” or “left – right – center”).

 

N Door

Jump into the water, climb into the on the right (E) and pick up the Flares. Go back to the entrance, stand against the door and face the slope (NE), hop with a roll onto the far side (or turn around and back flip), don't slide too much and jump to the next slope; keep the “jump” key pressed to jump from the second slope to the third and from this last one a last with Ctrl jump to grab the E crack, shimmy right and hoist up in another niche opposite the timed trapdoor. From here you must take a running jump with a right curve to grab the edge of the slope to the right of the trapdoor, shimmy to the very left and just when the trapdoor goes down, wait a bit, hoist up, jump back to land onto the slope at your back, slide a bit and jump with a hard left curve to land onto the (hopefully) raised trapdoor. Facing W-SW; quickly turn left and take a standing jump to the S opening OR directly take a side-jump to your left to land into that opening (harder) (savegame.0). Pull the switch on the right in the terrace to lower two small platforms over the pool.

 

At this point you don't need to use the buttons again to open the S door, because you can directly take a running jump from the broken fence to the wooden ledge over the pool, and from here another running jump to the S balcony.

 

Timed Run

 

Anyway, once in the S balcony; go to the right, save the game and pull the Timed switch to raise a couple of tall blocks on the other end (E). Quickly jump over the broken fence to the central platform you lowered moments ago (landing onto the left side), running jump to the next one and without stop jump to the raised blocks to finally reach the high opening in E wall (if the block is going down, just roll)(savegame.1). Pull the switch there to open the underwater door in the pool.

 

Moving Spiked Walls

 

Jump into the pool, swim to the next room, climb the ladder and slide to a new watery room. Don't jump into the water here, the current is too strong so, jump to grab the crack in the wall to your left, shimmy right to the very end and drop there (no current behind the waterfall). Climb to the opening, run over the breakable tiles, take a right and sprint for your life into the opening left (N), here you have some time before the boulder gets to you. Jump over the spikes and in the next room don't stop, but quickly turn left and climb to the opening in N wall to avoid the moving spiked walls. (If you are really fast perhaps you're able to pick up the Automatic Pistol ammo in front of the opening, the author said it's possible without cheating or taking damage) (savegame.2, WITH that ammo).

 

Spiked Pits, Breakable Tiles and Blades

 

Now comes a series of corridors with a combination of breakable tiles covering spiked pits, circular blades and horizontal blades. Not so hard, so do the tasks the best you can (in the corridors with the horizontal blades try to jump from the side opposite the wall torches). After the corridor with breakable tiles and three horizontal blades and when the first spiked walls start to move you can quickly pick up a small medipack.

 

Finally be fast again to escape from that series of moving spiked walls, jump into the hole in the end and in the last room roll and look for a breakable tile near the corner to walk on and drop into the hole (savegame.3).

At this point the spiked wall will stop; if you climb again to the upper room (from the right side) the spiked wall will move again so quickly drop back and when the spiked wall has gone, climb to that room and light a flare to find SECRET #2: the JADE DRAGON.

 

Rolling Wheels - The Big Cave

 

In the room with the rolling wheels, pick up the small medipack and time the wheels to cross to the crawlspace in front of you and be fast so the second one doesn't hit you. Approach to the big cave with the zip line and after the flyby shoot some spiders. Now you can use the zip line and soon finish the level if you want, but you'll miss the last secret, the shotgun and a good part of the gameplay so, it's your choice.

 

Optional: Three Cogs for the last Secret

 

First shoot the spiders, then facing the zip line (N) go a couple of tiles to the right, near the corner, turn around and drop/grab/drop and slide to a flat ledge, jump to the broken bridge and then jump over to the other part of the bridge. Go left, grab the crack in the wall there (W) and shimmy left and around the corner. Get inside the crawlspace, advance and pick up the Flares. A bit further find a pit with ladders in both sides.

 

Jump and grab to the one on the left (N), go down to the bottom, drop/slide/grab the edge of the slope, drop/slide/jump to grab the next ladder below; climb to the very bottom and when Lara is with arms and legs extended drop to the next ladder below and safely climb down to ground floor.

 

First Cog

 

Once at the very bottom of the big cave, notice the closed gate on the left, so go the other way. The camera view will change; continue N and just when the camera view is restored turn left and spot a couple of blocks with sloped tops attached to the W wall.

Go to the N side of the last block, jump to grab the edge, hoist up, slide and jump to grab the edge of the next block; from here jump to grab the ladder, climb up to the top, hoist up and take a back flip with twist to grab the edge of the ledge where you can get COG #1. Make your way to back to ground floor.

 

Second Cog

 

Just at the other side of this pit, find an opening in E wall and go inside. Run to the very end and turn right (S); touching the wall take back flip, jump and grab the high crack in the wall, shimmy right and around two corners, hoist up and take a back flip with twist to grab the edge of the slope. Shimmy to the very left, hoist up and take another back flip with twist to grab the edge of the ledge at the bottom of the ladder. Shoot a bat, climb the ladder but not to the very top and take again a back flip with twist to grab the other ladder. Shimmy right around the corner, climb to the top and shoot another bat.

 

Now take a running jump to the W niche where the Timed switch is and save your game. Pull it, roll, approach to the edge and take a standing jump to grab the E ladder, quickly drop/grab and take a backflip with twist and grab to land inside the opening with the open door (savegame.4); continue to a ledge overlooking the main area where you can get COG #2. You can safety drop to ground floor from the S edge of this ledge.

 

Third Cog

 

Now continue to the N to find a skeleton with COG #3; once you pick it up you'll alert a T-Rex so run like fool to the S side of the pit where the monster is, try to avoid it and continue to the very S wall where you saw the closed door time ago, when you entered into this place. Now that door is open, go inside to find a small cave with a bat, grab the SHOTGUN in the far left corner (SE) near a skeleton, then place the Cogs.

The cage will raise and you can get SECRET #3: the GOLDEN DRAGON, the GRENADE LAUNCHER and Grenade ammo.

 

Back up to the Zip Line

 

The T-Rex is not very hard to kill so you can safely shoot it from the opening even with pistols or simply avoid it and run diagonally to the right where exit passage is. Climb the first ladder, walk up the steps and jump to grab the next one, shimmy left and jump back to the ledge with the wall torch. Grab the next ladder, shimmy left, climb up and near the top take a back flip with twist to grab the ladder (N), climb it to the top and drop to find yourself at the top of the big pit. Use the zip line to cross to the other side, shoot the tiger and continue to a well-known area; approach the closed door to finish the level…

 

 

 

LEVEL 2 - VENICE CANALS

 

First Secret

 

Shoot the dog and continue to the canals. Open the small door to your right, pick up the Flares and press the button to open the trapdoor. Climb to the floor above, press another button and climb to the top of the building. Take a running jump to grab the ladder on the wall (E), climb up, shoot the window and enter. Pick up the Automatic Pistol ammo from the glass cabinet. Shoot the S window and from the balcony jump to the awnings; from the second one, jump to the left windowsill (SW), shoot the glass and enter. Shoot the other window, jump to the roof and pick up the small medipack. Detour for a Secret: To your right (look down) there is a grate, it’s breakable so run down while shooting to break the grate. Make your way back up, through the house to the roof, over to the other house, the awnings and this time run jump into the opening with Ctrl to get SECRET #4: the SILVER DRAGON. Jump back to the roof and go back to the previous room, loop around left up the wide stairs and through the glass gallery.

 

Opening the Large Door

 

Shoot the dog and continue through the corridor to shoot more windows (notice the closed door to your left), jump with grab to the window sill in the next building; a bit further there is another window sill to your right with a button, press it to open the closed door you saw moments ago so, jump back to the previous building. Go right then jump onto the awning and to the balcony with the switch. Pull it to open the large door in the water canal. Make your way back so you can jump into the water.

 

Hall with White Balls

 

Swim E through the gate and go left at the junction, climb the ledge to your right, grab the monkey-swing and move yourself to the very end. Pull the switch to open the door in the N side of the canal. Go there, climb the ladder and open the double doors; continue to a beautiful hall. Pick up the Shotgun shells around the corner left then go up the S stairs but beware of the rolling ball and continue to a big library.

 

The Library

 

Go left (N) and move the small table aside so you can push the picture-switch to open a trapdoor in the other side of the room. Go there, climb the ladder and just after the camera view changes (at the balustrade) jump back with twist and immediately jump again to grab the edge of the broken pillar in the corner. Get down and climb up at the broken pillar, use the monkey-swing to cross to the other side and advance through the passage. At the end of it, use the tight rope to cross to the other side and pull the lever to rotate a bookcase somewhere in this area.

 

Second Secret

 

For a secret: don't drop to ground floor yet, take a standing jump to the small balcony in the corner, another jump to the alcove in N wall with the vase and a last jump to the small balcony in the NW corner; press the button and jump over the balustrade to the W opening where you started to walk on the tight rope, go around the corner and on the left for a rotated bookcase; go inside to get SECRET #5: the GOLDEN DRAGON. Go back to the tight rope and drop/grab/drop to ground floor losing some health.

 

The Yellow Key

 

The lever rotated the bookcase in in the SW corner of this library, go inside and in the room with the watery pit use the rope to swing to the other side and press another picture-switch to open a door in the main hall. (If you fall into the pit you'll be attacked by a horde of rats, but there's a block in the NW corner you can climb/jump to go up). Use the rope again to swing back, out the passage with the bookcase, loop around left (W) and down the stairs to the hall and get the YELLOW KEY from behind the gate on the left (W). Run up the other stairs (N) and use the key to open the door. Follow through to where big doors open up.

 

The Boathouse Key

 

From the entrance first shoot that thug on the opposite balcony, jump to the awning and safety drop to ground floor; shoot two thugs and a dog, pick up a small medipack one of the thugs dropped and Flares in the NE corner on top of a bin,  Shotgun and Shotgun Shells behind one of the fences (E flowerbed). Now move the crate all the way to the E so you can climb to the other awning; from here jump to the E balcony, shoot the thug if you didn’t yet and pick up the BOATHOUSE KEY. Now the long way back to the beginning of the level comes: back to ground floor, move the crate W to climb to the first awning, jump to the balcony (W), back to the main hall and down the stairs on the left (E). At the end of the corridor climb down the ladder to the sewers, jump into the water and swim around the corner to the starting area. Dive under the boathouse doors and use the Boathouse Key to open them, get in the boat and drive outside go to the right (E) to the junction; now you can turn right (S) and drive over the underwater cascade to the next room.

 

Clearing the Way for the Boat

 

Jump out of the boat (“Shift + arrow left/right”) onto the pier with the ladder, climb it and shoot the high grate in the crawlspace in SE corner. Now take a running jump to the slope in that corner, slide and jump to the flat block. Grab the nearby crack, shimmy right and go inside the crawlspace, climb up higher and shoot the next grate and drop into the hole. Go out of the water in the SE corner, climb the ladder, shoot a bat and use the pipe as a tight rope to reach the niche with the switch. This switch opens a door high up in N wall, use the pipe to go back to the pillar and jump into the door N. Inside, shoot a bat and use the valve to raise the underwater doors in the area where the boat is. Go back and jump into the water and notice that the door in W wall is open; it’s a shortcut to the place where the boat is so climb into the boat and drive through the W canal.

 

Underground Area with Many Pillars

 

In the room with many pillars, park the boat in the SW opening (go into the sluice gate or lock), jump out off the boat and swim to the jetty. Shoot the window and pull the switch in that room to trigger several events: opening the nearby door, closing the large sluice doors outside, raise the water level in the sluice where the boat is and release a thug, who will drop Automatic Pistol ammo. Now go outside, climb the ladder and use the underwater lever located under the boat to open the exit gates.

 

Opening the Door for the Last Timed Run

 

Now drive always to the right until you eventually find a wooden ramp to your left, park the boat and go up the ramp, shoot the rest of the windows, pick up the Automatic Pistol ammo. Take a running jump to grab the horizontal pole with the lantern (N), jump to grab the next one and jump again to land onto the balcony. Shoot the window, light a flare to discover a movable block in the bookcase, move it out to get access to the adjacent room. Shoot the next window and from the small balcony take a running jump to the left (NE) to the opening in the wooden building, finally pull the switch to open the door below.

 

Third Secret

 

For a secret: from the very left side of this opening, take a running jump left to grab the edge of the roof in front of you, shimmy left and around the corner to a small balcony and get SECRET #6: the JADE DRAGON, Automatic Pistol ammo and Uzi clips (some extra goodies too). Jump into the water and go up the wooden ramp again.

 

The Blue Rose

 

Safety drop onto the pier at the other side (S), a door will open and a thug attacks. Go inside the house and open the floor trapdoor, jump into the water hole and in the room with the Medipack first use the S underwater lever to stop the current, roll and swim to the right (E) and pull the next one. A trapdoor in the ceiling opens; swim up there. Open the small door straight ahead and the next one too (on the left) to go outside.

Take a side jump over the balustrade straight ahead (S) to find Shotgun shells and Uzi clips up in the corners, jump back to the street. Follow through and shoot a thug; continue to the very end and move the crate to find Flares.

 

Now go to the bridge above the canal and jump to the awning to your left, slide down backwards, shimmy a bit right, hoist up and jump back with twist to grab the edge of the opening in the other building. Go inside, shoot a dog, check the cabinet straight ahead for a small medipack, go right to the balcony outside, jump W to the next balcony and finally pick up the BLUE ROSE. Nothing more to do here, so jump into the water canal and swim towards the wooden pier you can shoot the guy there, he will leave Shotgun shells (but first we going to get some keys).

 

The Bundle of Keys

 

Now take the canal on the left (N) and, as you did before, swim always to your right until you find the closed door and the receptacle to use the Blue Rose in a house in the right side (not a long distance, just before the tunnel). Enter and pick up the BUNDLE OF KEYS in the middle of the room, climb the ladder in far right corner (SE) to go up to the room above. Shoot the dog and the thug and jump back into the water canal, but beware of the thug on the pier below. Now go back the way you came to the first pier near the entrance where you found the first thug a long time ago (S).

 

The Blue Key - Raising the First Gate.

 

Open the small door, climb the ladder, shoot the glass window and jump onto the sloped roof, slide/grab the edge and shimmy right and around the corner, hoist up and jump back to a small roof-ledge. Jump to the balcony, jump to the S awning, to the next one and finally to the stone bridge.

 

Go right (N) and to the courtyard; there’s a keyhole with a closed door in the left side but first open the double doors in N wall, shoot the thug and pick up Grenade ammo in a corner. Go back outside and jump into the central plant bed; drag the cross and pick up the BLUE KEY. Use the key in the W keyhole and enter. Drop into the hole and pull the switch to open an iron gate somewhere in the canals area. Go back up and to the stone bridge, jump into the water to the right (W) and swim; there is a thug near some stairs to your left you have to kill.

 

Clearing the Mines

 

Use the Bundle of Keys to open the door there and enter; go left to pick up Uzi clips on the table and open the small double doors right from the entrance. Enter and this will alert another thug from the previous room so dispatch him and climb the block with the cross to pull the chain. This will raise a block in S wall so, quickly climb it and use the monkey-swing to cross to the opposite window, shoot the glass and jump into the water to get rid of the wraith. Go back to the room (swim E) with the cross and use the monkey-swing again. When in the window sill; turn around, drop/grab the edge and shimmy right to find another window sill, shoot the window and monkey-swing to the other side to press a button; swing again to the previous window sill and take a running jump to the open gate in the opposite building. Pick up the Shotgun shells from the trash bin and move the crate to push it into the water: the mines will explode.

 

Raising the Second Gate

 

Now take a running jump back to the window sill in the opposite building, shimmy left to the first window sill and turn around. Take a running jump to grab the crack in the opposite building and shimmy right to the corner, jump to the balcony, shoot the window and pull the switch inside to raise the second iron gate in the canal area.

 

Final Timed Run

 

Now you need to swim all the way back to the place where you parked the boat a long time ago, near the wooden building with the wooden ramp; the shortest route is to turn left and go through the narrow water canal with the opened iron gates (N), a bit left at the end to continue N towards the wide grate and take the first narrow canal before the gondolas to your right (E).

At the end, swim always to your left, until you find the long wooden ramp and the boat. Ride in the boat, drive inside the wooden building (N) and park the boat just in front of the button (situate the boat pointing the long wooden ramp outside and use the sprint key when possible or you'll never get it), shoot the thug, get some Automatic Pistol ammo he drops and save your game. Press the button mount the boat and drive outside (up the wide wooden ramp), drive up the next long wooden ramp attached to the wall (use sprint to go faster) and directly S to the narrow canal with the open iron doors, turn right at the end (W) and through the open doors under the clock (savegame.5), get out of the boat and pull the lever to finish the level…

 

 

 

LEVEL 3 - BARTOLI'S HIDEOUT

 

Opening the First Double Doors

 

Get in the boat and advance; the grate will open. Park the boat near the pier and go up the stairs, open the small door and continue to the end of the corridor to pull a switch and open the big double doors in the canal area. Go back there and shoot a thug on your way. Enter and shoot a couple of bad guys; they will drop a small medipack and Automatic Pistol ammo. Shoot the glass windows in S wall, go through and take a right to find Automatic Pistol ammo, Flares and a small medipack; alerting a dog and a thug. Go back to the hall and left through the W corridor with the Chinese warriors, shoot a dog at the end and pull the switch to lower a block somewhere. Back to the hall, grab the edge of the sloped wooden block, hoist up and jump to land onto the upper ledge. From the tile with the lowered block, take a diagonal running jump NE to balcony with the ladders on the wall; use the ladders and shimmy right to the opening (E).

 

Opening the Second Double Doors

 

Once on the balcony take a running jump to the opposite one and from the corner at the other end another running jump to grab the horizontal pole with the lamp, jump to the sloped awning and jump again to the small balcony. From this ledge take a curved running jump to grab the next pole and from the last balcony jump to the last awning; from here you can jump and shoot the bell with pistols to open the big double doors below.

 

The Crowbar

 

Jump into the water and in front of the open doors is a ledge with a ladder and an opening on the left, dive through the underwater passage to a room with pipes and steam emitters. There is Automatic Pistol ammo under the steam pipes, but you'll lose some health, even crawling, so it's your choice. Anyway use the “Ctrl” key on the metal bars at the other side to pry the CROWBAR. Go back to the canal, climb the ladder and jump to the passage at the other side (S).

 

Inside the Building

 

Go all the way up the stairs and loop around right or left to get Shotgun shells, go back and take a right (S), turn left to pick up a Medipack from the small cabinet (take one step back) and add a note to Lara's Notebook if you check the other one. Now shoot the window (S), go outside to the balcony, go left and shoot another window. In this new room use the crowbar to open the brick door in the niche on the left. Continue and hoist up on the left to a corridor with intermittent spikes. Jump over the spikes and at the end of the passage simply jump right into the water to avoid the ramp with the blades. Climb the ledge and notice that if you step onto the central tile with the wooden texture the flames stop in the corridor. But they are timed so run and jump like fool from ledge to ledge timing the spiked one to cross to the other side (savegame.6). In the next room shoot a couple of thugs and a dog (way on top on the W side is another thug you probably can’t kill yet).

 

First Secret

 

Detour for a secret: move the crate on the other side (E) to the right so you can get access to previous rooms of the level, pull the timed switch in the wall left from the entrance to open a door at the top of the E stairs so quickly sprint towards the E crate, crawl under the woods (roll forward) and run and jump up the stairs before the door closes. From the small balcony take a running jump to the slope and jump to grab the ladder, climb up but not to the very top and backflip to the ledge at your back. From here a long running jump down (hold Ctrl all the way) to the ledge in the corner and a final jump to the horizontal pole with the lamp and to the small roof to get SECRET #7: the STONE DRAGON. Jump into the water, swim N, passing the boat and left (W), climb the ladder, jump to the S stairs but this time at the junction go right into the large room where you used the timed switch.

 

The Way up to Move the Chandeliers

 

Climb the white block under the W side chandelier and grab up to that chandelier, turn around and take a running jump W to grab the crack and shimmy right to the window sill, quickly go outside or shoot the thug located high up on the ledge (W). Jump to the balcony on the other side (N) and use the poles to reach the far corner, take a curved running jump over the slope to the flatter ledge on the right (SE) and another jump to the window sill; break the windows and go inside.

 

From near the window you can take a running jump to grab the highest chandelier, turn left and take a standing jump to the ledge E to climb even higher; shoot a couple of bats and the thug on the W platform if you didn't do it before.

First go left (N) and get a Medipack, then go to the other side.  Run over the breakable tiles and from the edge of the ledge you can jump up and grab the edge of the beam above, shimmy right so you can hoist up and shoot a bat. From here you can jump to the ledge where the baddy was and pick up Shotgun ammo he dropped. Move the block at the wall to the E so you can now jump to the left side of the beam, where the chain is. Pull it to apply some changes to the chandeliers in the room.

 

The Jewel

 

Jump back to the movable block and go left drop from the corner to the ledge where the chest is (nothing in it). Take a running jump to the E ledge to get the Flares and a standing jump to the lowered chandelier; from here a last running jump to grab the crack in the N wall, shimmy right and hoist up to pull the switch. A picture-door opens under the high beam. Drop to the floor, climb the lower chandelier and take a running jump E to grab the lower edge of the wooden ledge, go left to the windows and take a running jump to the flat ledge outside in NW corner, from here use again the horizontal poles with lamps (this time in the opposite direction to reach the far W balcony), then a running jump to the window sill. Now another running jump to the now higher chandelier and a last running jump to grab the chain under the big beam; finally turn left and swing to the opening to pry the JEWEL off the wall.

 

Still some tasks to do in this area so I jumped out right to the W window sill, again to the N balcony outside and used one more time the poles to reach the very left corner; this time drop and pull the jump switch below the ledge to open the gate below.

 

Recovering the Boat

 

Now swim through the S underwater windows, swim to the back and on the right pull the lever to open a trapdoor in the fireplace (room with chandeliers). If you want you can explore this underwater area (down SE) with two blades to pick up Grenades. Swim back outside, to the left (W) and on the left side of the iron-gate is an underwater receptacle to use your gem. Do it so to raise the door, swim back E and up a ledge, jump through the open gate to swim to the beginning of the level to recover the boat. Drive all the way to the new area you opened with the Jewel.

 

Second Secret

 

Dismount and go out of the water straight ahead (W), pick up a small medipack on top of a barrel in the SW corner, shoot the boxes near the ladder in NW corner, climb it and jump back onto a balcony. From the side where the flower pot is, take a running jump with a right curve to land onto the roof on the S wall, immediately jump back to the slope behind and continue jumping back and forth with right curves until you land onto the flat roof in the corner. Now jump over the N slope to get SECRET #8: the GOLD DRAGON.

 

The Library Keys

 

Jump back to the balcony and use the ladder to go down or simply jump from there into the water-

 

Or; from the balcony jump to grab the roof  SE, shimmy left and at the end pull up, back flip with roll and right curve to end up on the bridge, collect Shotgun Shells and Uzi clips and then jump down into the canal.

 

Mount the boat and drive up the N wooden ramp to the other side, get out of the boat and climb the ladder to pick up the LIBRARY KEYS. Slide down the ramp, jump into the water, swim left to the previous canal and climb the ladders on the right (S) and shoot a window to get back to the chandeliers room. Repeat the same movements to go up to the high N window sill (the NW one; use the poles outside again), once on the ledge outside at the NW windows, walk a bit left to find an opening; drop into the hole and surface in front of the library doors.

 

The Library

 

From the wooden ledge you can take a curved running jump to the NE opening to pick up Grenade ammo; this is also the escape route in case you drop here without the keys. Open the doors and go inside and in the room with the fountain, go left and first open the small double doors. Check the cabinet to get the AUTOMATIC PISTOL; soon you can give it a good use shooting the thug coming from the other room.

 

Outside Area

 

Now go out and left outside through the broken windows, left again to the canal area with the wooden building. Jump over and go right passing a yellow keyhole. Take a running jump to the small triangle in the corner, grab the crack and shimmy all the way to the right and around the corners until you can hoist up. Light a flare and look up to see a crawlspace, go inside and when you can stand up climb up on the left to the upper balcony. Open the double doors and inside the dark attic, pick up Automatic Pistol ammo in the NW corner and pull the box in NE corner to reveal a passage. Open the small door at the end and in the new room; shoot the windows so you can jump to the roof of the wooden building.

 

You can jump to the opening in E wall to pick up Uzi clips and Shotgun shells from the water below. Go back up and jump to the roof and to the far end, you can walk on the trellis covered with flowers to the wall. From here jump to the awning, to the small balcony, climb the ladder and use the monkey-swing to cross to the library building. When dropping from the monkey-swing try to do it from the right side, slide and jump with a right curve to land onto the E balcony. Shoot a bat here.

 

High Bookcases Area

 

Hop onto the sloped ledge in the corner, grab the edge and back flip onto a lower balcony, do a running jump to grab the suspended bookcase in SW corner (ladder), shoot a bat and climb the next bookcase on the right to pull a switch which moves the bookcase in the other corner. Jump back to the lower balcony and climb the moved bookcase to the top, hoist up, turn around, take a standing jump to grab the pole and jump to grab the edge of the ledge over the slope, hoist up and find a switch to pull. This switch will open trapdoors and a door in another area.

 

The Way to the Sewers

 

Make your way down to ground floor, go to the hub room with the fountain and enter the room on the left (S). Light a flare to discover the movable white block; pull it once to discover a crawlspace, go through to find the open trapdoors. Climb one of the bookcases and run S avoiding the first warrior’s swords, stop in between and shoot a thug.

At the back of the room pick up a small medipack and Flares; go back between the warriors, turn left and light a flare to discover another of the crowbar doors, open it and shoot a rat, go inside the crawlspace to a sort of sewers area.

 

Last Big Outside Area - The Book

 

Slide, crawl and at the end of the passage you'll find yourself in a small courtyard with a gazebo. Pick up the Medipack and go left to the canal. Your goal here is to get a red book so the easiest way to go to the room where the book is, is to jump to the right into the water. Climb the small ledge attached to the W wall and use the swing pole to grab the crack and shimmy right to the window sill, shoot it and go inside. Check the small cabinet (W) inside to get the BOOK.

 

Third Secret

 

Optional, taking a long detour to get the last secret: from the pier near the entrance, take a running jump to the S and climb to the brick wall (you can climb this wall from the gazebo area, NW corner, next to the plant). Just from the tile above the open door take a running jump to a flatter part of the roof (W); now facing N-NW take another running jump with a left curve to the shorter part of the sloped roof (very tricky jump), slide, grab the edge, shimmy right and hoist up (savegame.7).  Turn left and jump to grab the S balcony, now run against the S balustrade and jump over it, landing onto a sloped part of the roof near the corner (so you slide forwards), jump again and grab the edge of the next balcony, shoot the windows and go inside.

 

Check the small cabinet to get Flares, open the small door and shoot another window to go outside, Go right and from the corner a running jump to the horizontal pole with the lamp to swing to the opening in the opposite building. Enter and from the broken window you can jump out right and down to the wall, and from the corner to the windowsill. Inside pick up Uzi clips behind the small crate.

 

Shoot the other window and from the left side take a standing jump to the left onto the small roof outside, climb to the roof above and go through the window inside a dark room where you can get SECRET #9: the JADE DRAGON from the bed (some extra goodies too). There are Flares to pick up in a corner too. (You could have also gone for the Book now, so in one go)

 

Using the Book - The Gold Key and the Mine Detonator

 

Jump into the water and out at the jetty, go to the courtyard, through the crawlspace behind the gazebo, to the sewers. Go straight and at the end crawl left to the room with the warriors, left again and drop inside the library. Go N to the hub room with the fountain and notice a bookcase in the corner on the left with red books. Use the book there to open the nearby gate; inside pick up the GOLD KEY from the table. You already know where to use it: from the hub room go straight ahead to the next room (E), to the right outside to the small courtyard and left again to the water area with the wooden building. Inside, pick up the MINE DETONATOR and shoot a thug.

 

Using the Mine Detonator

 

Now we have to go all the way back to the canal area where you got the Book. So jump over the water, then go through the window on the right, left to the fountain. Take a left again (S) and go through the crawlspace, climb up the bookcases. Pass the first warriors and go to the right, and crawl through to the sewer area. Go down to the bottom, crawl again and you are in the gazebo area. Take a left to the canal and jump into the water and swim to the dark SW corner and climb out of the water.

Use the detonator to cause an explosion in the N building. Jump into the water and swim to the N side to the destroyed building (be careful for debris), climb the underwater sloped ledge near the center (from the left side) and take a running jump E with a left curve to grab the edge of the ledge in NE corner. Hoist up, jump to a flat triangular part S and take a standing jump to the higher ledge. If you didn't pick up items before in this area, like flares or Uzi clips, they would be here now after the explosion.

 

Go to the fire but do not step on it, turn right and take a running jump to the fake door in NW corner. Face W and backflip and jump again and grab the block and hoist up. Turn left and grab up to the white block, turn around to climb up (N) and follow through to the next level. 

 

 

 

LEVEL 4 - OPERA HOUSE (FIRST PART)

 

The Entrance Key

 

Night time…

Turn left and take a running jump to the balcony (S) and maybe turn around to shoot the thug way down. Jump over the balustrade to the ledge on W building and climb down the ladder, not to the very bottom but to the middle ledge. Face the building and spot a jump lever under the balcony. Take a running jump (with Ctrl) to pull it and see trapdoors opening somewhere. Swim left and pull up a jetty

to shoot a thug (if you didn’t yet) who will drop Automatic Pistol ammo. Pull the nearby switch to raise a block in SW corner; swim there, jump from the crate to the block and up to grab the edge at the bottom of the ladder; climb it to the top, jump back to the balcony, to the ledge with the swinging box and take a long running jump W to the opening in the roof; just under the opening pick up the ENTRANCE KEY.

 

The Lasersight

 

Shoot the thug coming down the stairs and pick up the Uzi clips he drops. Go up the stairs, shoot another thug and pick up the Medipack he drops; this door opens a shortcut to the ledge with the ladder, but there's no need to climb it now. Jump into the water and swim to the pier on the left (W) to use the Entrance Key in the keyhole there. Go inside the new room and pick up the LASERSIGHT and another AUTOMATIC PISTOL (So, reach twice) at the end of the corridor, shoot a dog on your way back to the pier.

 

First Secret

 

Detour for a secret: jump into the water and swim left (N) almost to the very end; look in one of the plants to find SECRET #10: the JADE DRAGON. Now swim back to the S side of the water canal, climb the raised block and follow the same route up to the ledge with the swinging box.

 

Up to the Roofs

 

This time, time the swinging crate and take a running jump to the sloped roof W, below and right from the hole in the roof you jumped into before, slide/grab the edge. Shimmy right to the corner, drop/grab the crack below and shimmy all the way right and around the corners until you can hoist up in a windowsill. Shoot the window and don't try to jump over the broken glass, but sprint straight to the window (N) losing some health. Shoot the window and hang out, shimmy right to where you can pull up at a ladder. First go inside, hop onto the table to pick up the Medipack.

Now go out again, climb the ladder and shimmy left to a flat part of the roof, pick up Automatic pistol ammo left.

For two pickups: From this part of the roof, you can jump E to land onto the opposite roof, climb down right and pick up a small medipack, climb back up and hop backwards from the other (N) side drop onto a ledge with Grenade ammo. Hop back into the window with Ctrl and shimmy right to the ladder again. Go up and left to the roof where the automatic pistol ammo was, combine the automatic pistol with the sight and shoot the bell above the closed door on top of the ladder to open it.

 

Jump into the opening but quickly roll and run back out onto the flat roof rolling ball will miss Lara, get back in, run up the stairs and climb the ladder at the end. Jump onto the breakable tiles to cross to the other side and try to avoid the rolling ball when hoisting up; climb the block on the right (W) and continue through the dark passage to the roof of the opera area.

 

Roof of the Opera

 

Once you go inside this room you'll have to fight with three thugs and several dogs so I recommend you directly jump to the top of the roof to avoid the dogs to attack and only drop down once all the thugs die. They will drop a small medipack and Uzi clips. Once the calm is restored, from the roof of the opera take a running jump to the SW ledge with the swinging box, open the floor trapdoor and drop down; use the lever to open a trapdoor outside. Optional, but recommended, you can jump to the NW ledge with the other swinging box, open the small double doors, shoot the boxes inside and pick up 2x Uzi clips and the UZIS. When you go out, one more thug appears at the top of the roof; kill him to get a Medipack.

 

Inside the Opera

 

Now look for the open trapdoor at the N side of the roof and drop down, pull the left switch to open the door and notice the receptacle on the right for an electric piece. Jump down to the stairs, go down a bit and press the button in the electric panel to your right to close the previous door. You can trigger the rolling boulders if you go to the bottom of the stairs but it's not necessary. Now go upstairs, turn around and jump to grab the ladder, climb over the closed gate and shimmy to the left opening.

 

The Torch

 

Drop down to the third stage and shoot a dog coming from your left. Better use the revolver + sight to shoot the bad guy down on the main stage so he don't hurt you soon. Go to the right (W) and around the corner, take a running jump to the chandelier and from here turn right and jump to the rope (S). Turn right and swing to the W small balcony; pick up Flares, press the button to open doors at the other side of the iron door (near the ledge you jumped to the chandelier, for later *) to get access to some TORCHES later. Jump into the water below, pick up a Medipack, go out N (beware of the rolling boulders at the wall) and shoot the dogs. From one of the sides, jump to the main stage, beware of the falling sand bags and pick up the Uzi clips the guy dropped when you killed him. Go into the left backstage (E), pull the timed switch, roll and sprint straight across to the timed door of the W backstage.

 

West Backstage

 

Once inside climb the part of the wooden bridge with the broken glass and pull the switch in NE corner to lower the bridge. In the water area pick up a Medipack in NW corner and Shotgun shells in SW corner. Jump onto the bridge at the wall turn left: take a running jump to the ledge (S), turn around, a running jump to the pole and swing to grab a crack in N wall, shimmy right and around two corners until you can hoist up on the ledge; beware of the falling bag and jump to grab the crack in E wall, shimmy right and around two corners, hoist up and jump back to land onto the small ledge attached to the wall, turn around and climb the high ledge.

 

Shoot a bat, time the swinging bag to cross to the N side and shoot another bat; grab the monkey swing and follow the obvious ceiling path to cross to the other side of the room, drop/slide/grab the edge and shimmy left to the corner. Advance and pick up the Pistol ammo (wrong ammo, we have plenty of that…), shoot the rope of the hanging bag (middle of the rope and a bit left, or use the Grenade Launcher, in my game it was already down…) so it falls onto the stage and opens a trapdoor. A running jump straight down will get you into the open trapdoor.

 

The Elevator Relay Box

 

Swim through and take the first opening on the left (S), pass the blade and swim through the crawlspace to a room where you can get the ELEVATOR RELAY BOX on the left, get back to the room under the stage, go left and climb the ledge under the ladder (N), climb it almost to the top and jump back with twist to land onto the slope at your back; slide/grab the edge, shimmy right and hoist up to pull a switch. The door at the top of the ladder opens so take a running jump there and find yourself back on the second floor of the opera. Drop to the first floor and shoot the wooden box to get a Medipack.

 

Elevator Area

 

Jump back up to the second and then to the third floor; the double doors opened near the NW corner when you used the button before *, go inside and find some TORCHES and alerting a thug. Pick up one of the torches and throw it to the ground floor in a place you can find it later.

 

Now go to the E side and through the far left passage (NE), use a couple of wooden beams as tight ropes to reach a room with the elevator pit; use the elevator relay box to bring up the elevator. Don’t go inside the dark corridor (S) you'll need to shoot a dog. Shoot the crate right and push the button to open the shortcut door.

 

The Stage Circuit Board

 

Enter the elevator and use the "1" button in the keypad (select and “enter”) to go down to bottom floor. In the room with blinking light (lower part of the room with the wooden beams), shoot a thug and pick up the Automatic Pistol ammo he drops. Now move the pushable scaffold (S) under the nearest beam (4 tiles to the N), go inside the elevator and press the "2" button to go up and from the open door with the beam drop onto the movable block losing some health and to ground floor, go to the place where the elevator was.

Jump into the water and N into the room and then loop around to the left and swim up over the steps. When you can breathe again go to the right corner (SW); pick up the STAGE CIRCUIT BOARD. Now swim back and this time through the opening straight ahead (N), loop right around to surface. Go out of the water, turn around and jump and grab up (W) and turn around again and grab the next one.

 

The First Floor Key

 

Go into the corridor and shoot the wooden box to your right and pick up the Shotgun shells, continue up the stairs and at the end of the corridor shoot the windows on the right to get access to a dressing room. From the corner on the right you can take a running jump to the alcove with the Flares, drop to ground floor and look for a button on E wall to open the door on the right (S). Slide down the ramp and jump in last moment to a flat ledge where you can pick up the 1ST FLOOR KEY.

 

The Ducts

 

Climb the blocks right and pull the jump switch to open the door in NE corner. Jump to the N slope, slide and jump in last moment (no grab) to that opening. Shoot a rat, advance a bit to another junction and take a running jump to the opening straight ahead (N). Take a couple of standing jumps (maybe diagonal) to an upper passage where you can open a ceiling trapdoor. It's a trap, so open it and remember it for later, but for now turn around and jump up to the next duct (S).

 

Pool Room with Currents

 

Advance crawling through the ducts, drop into a hole with a fan and climb the up at the other side; follow the only possible way until you find a hole with a ladder. Climb down the ladder to the very bottom, shimmy to the right, drop into the water below and quickly swim hard to the right and pick up the Uzi clips in the corner. Turn around and get out of the water (N ledge), go to the other end and take a running jump over to the next ledge. Grab the crack and shimmy to the right around two corners and drop.

Shoot a bat and turn the valve, this stops the steam in the room above the ceiling trapdoor you opened a while ago.

Go right to that pipe and jump in the water close to the wall and use the underwater lever there. Roll and climb out, then go to the block at the other side and shimmy left. From that ledge, jump to the raised block and up to the ladder (N one).

 

Going Up

 

Climb until the camera view changes (at the grate left and you can see the slope behind you), jump back with twist, slide and grab the edge of the slope, hoist up and jump back and forth to grab the ladder above. Climb to the top and into the crawlspace, follow the ducts back to a fan on your left where you can stand again. Go to the end of this passage and jump down with Ctrl and go straight to the trapdoor you opened a while ago. Get up and a door on the left opens, you are back at the dressing room.

 

Back to the Opera

 

Climb the ledge with the broken windows on the right and move the crate, pull it twice and then push it down into the dressing room you came from (S) so you can take a running jump to grab the S trapdoor. Turn around and run jump onto the triangular ledge N, hop up to the windowsill. Make your way back left, shoot a thug for Uzi clips and come to the elevator shaft with water below (left at the end of the corridor), take a standing jump to grab the edge of the W ledge, hoist up, press the button right to open the doors and climb up to the second stage of the opera to find the golden keyhole in the far right (NW) corner.

 

Opening the Stage Curtains

 

Use your 1st Floor Key to open the double doors and beware of the rolling boulders if you didn't trigger them before, this is the passage where we started. Take a right and run up the stairs; turn around and jump to the small ladder, climb and use the Stage circuit board in its receptacle to open the stage curtains. Go back to the stairs and back to ground floor through the double doors left you just came through. Hop out right to the ledge and drop to the ground floor.

 

The W doors at the bottom will be open and you can pick up Grenades and a small medipack. Pick up the torch you threw down before. (If you can't remember where it was you can always go back up to the third floor and pick up another one behind the NW doors.)

 

The Main Backstage

 

Go to the stage (S), drop the torch for a bit head and through the S opening, shoot a thug and a dog; move one of the crates on the left to get Shotgun shells (this will alert another thug). Anyway go with the torch to this backstage, climb the crates in NE corner and ignite it.

 

Second Secret

 

Detour for a secret: before you use the torch on the floor (or get a new one), take your torch to the other side of the opera (N), climb the couple of steps and jump to the first stage; run to the E wall and around the corner onto that platform.

 

Jump onto the platform and into the high niche (S) if you want to pick up the small medipack there. Back onto the platform, from the platform take a standing jump N to the second stage. Go left to the yellow keyhole and from the W edge take a long running jump to a lower ledge attached to the W wall, from here a running jump left to the wooden platform. Take a standing jump to the high ledge (S) and from the sloped tile a final standing jump E to the third stage. There's a closed gate in the wall all the way on the other side (E), light the wall torch to open the gate and go inside to get SECRET #11: the GOLD DRAGON from under a crate. Make your way back down to the backstage with your torch.

 

Finishing the Level

 

Throw the torch on the wooden floor and once the wooden floor has burned, drop into the room below, first pick up Uzi clips near the S wall and then pull the lever E to open a door in the N wall of the room above. Quickly go back up there (N side of the broken ceiling) because the horde of small rats attack, climb the crates and go through the open door to a balcony. Walk to the right over the wooden ledge and drop down the passage on the right, open the trapdoor only as a shortcut to the stage if you need to go back to get the Secret. Jump to the opening right of the trapdoor; time the swinging bag to cross to the opening behind the bags. Slide down the ramp to finish the level.

 

 

LEVEL 5 - OPERA HOUSE 2 (Backstage)

 

Up to the Higher Crates

 

After the slide Lara finds herself in a storage room. Advance a bit and see the Boss approaching. You can't kill him with your weapons so don't waste ammo. Fortunately he can't climb the crates so turn left and run to the far left corner of the room (look out for glass pits) and where the dog comes from, you can find a lower box so you can climb to the top of the higher boxes. Another thug will be able to climb up, so shoot him and get out of sight, because that Boss will shoot you whenever he gets the chance. Just around the corner where you climbed up are Flares on the top crates (SW).

 

Raising a Trapdoor

 

Running all around the room you'll trigger some mortal enemies: bats, dogs and thugs, you can shoot and kill them; you can also find a large and a small medipacks in the W and E sides of the room on top of the crates. Once you've explored the room go to the central high wooden pillar and locate a button in the N side. Use it and turn left, jump from crate to crate to the row of the NE crates, grab the edge, shimmy left or crawl over the top and drop onto the raised trapdoor over the glass pit, roll and jump to the N ledge.

 

Defeating the Boss - The Backstage Keys

 

Now climb the boxes to the W, skip picking up the small medipack for now and when you are on the highest crate, use the switch to drop a bag on the Boss. Once the calm is restored, pick up that small medipack and drop to ground floor, shoot the remaining enemies and pick up the BACKSTAGE KEYS the Boss dropped.

 

The Secret

 

From the entrance of the store room, facing S, go into the right hand passage, and at the pit with the glass turn right and light a flare to discover a crowbar door in the last crate, open it to get SECRET #12: the STONE DRAGON and 3 x Shotgun shells.

 

Exiting the level

 

Now go to the SW corner of the room to open the doors with the Backstage Keys, but beware because the boss is strong and he has recovered himself, so quickly run down the steps and enter the seaplane to finish the level.

 

 

LEVEL 6 - OCEAN RIG

 

Exiting from the Cell, The Crowbar

 

Well, that didn’t go as planned…captured.

We need a Crowbar here...

There are a couple of crates in the NE corner, move them to reveal a passage. Go in and open the ceiling trapdoor. Go inside the ducts (on the right) and open a floor trapdoor. In the next room search the closet to get a small medipack. Open the door with the valve wheel and exit. Go right and carefully take the first opening to your right (there's a thug at the bottom of the stairs but you are disarmed, so do not alarm him). If you want a Medipack, push the first shelf (left) twice to the back and pick up that Medipack, now move the remaining shelves to the back too (except the one right of the entrance), to clear the way to the SW. Continue up the steps, through the next opening and open the door just in front of you with the valve wheel.

 

Check the closet left for Flares and from the S side of the metallic pillar you can pull off a CROWBAR. Now go all the way back, W through the doors, right through the room with the shelves and left up the stairs, left into the room with the cabinets and up through the duct.

Back in the room where we started, open the door (SW) with the crowbar; an alarm starts to sound but fortunately there is nobody near. Open the door to your left with the wheel, avoid the thug and the rolling barrels and continue to the end, right up the stairs and to the right just around the corner in the room with the blinking red light pull the switch to open the next door. Continue (thug doesn’t follow) and at the junction press the button to deactivate the alarm. Go up the steps to your right (S), open the next door and in this room there is a thug blocking the way to your right.

 

Walk slowly to push the opposite door open and step into the room with the pool, go right and out to the corridor through the other entrance and notice the thug has turned the other way so you can calmly open the wheel door in the corridor to go inside the Dormitory. Follow through right to where the bunks are.

 

The Dormitory

 

Look up left to locate the jump switch on the pillar, climb onto the upper bed right from the entrance, pick up automatic pistol ammo and take an angled jump to pull the switch; the door on the right (W) opens. Inside the toilets pick up Uzi clips from the shower; you can pull a shelf (4x) out to the dormitory, climb it and open a ceiling trapdoor; go up left and continue timing the teeth doors. Well, that doesn’t look too healthy down there…

           

Fiery Room

 

Slide down the ramp backwards and climb down the ladder, drop and go through the crawlspace. From the balcony time the fire emitter and jump to the next ledge, you might need to release Ctrl for a millisecond and hit it again so Lara will pull up faster. Quickly take a step forward or roll.

 

Now run and jump against the fence to grab the pole and swing to the next ledge, take a running jump to the right to another metal ledge and go inside the N corridor crawling under the drills to press a button. Go back to the fiery room, climb the block and take a running jump to the ledge on the left (E), finally grab the monkey swing to reach the door left (S) you can open with your crowbar.

 

The Blue Key Card

 

Run through the corridor to the very end and climb a long ladder to an outside area, pick up the Medipack and go back down the ladder to the corridor. Take the passage on the left (W) you ignored earlier to find a thug in the next room; walk slowly to the right side (N) where the big barrel is. Climb the ledge and push the barrel down the ramp to kill the thug and get his BLUE KEY CARD to open the door he was guarding. Use the Card on the door W.

 

Out of Breath, going to the S Balcony

 

At the top of the stairs jump into the water and pull the underwater lever (N, creating a shortcut to the hangar with the seaplane). Go up for air and then swim through the underwater passage W, keep right, time the teeth doors on your way and continue to the back side of the big fan, pull the underwater lever to stop it (and the current) and quickly swim back (keep left) to the pool you came from before running out of air (savegame.8). Climb out into the passage in the W wall and go through the passage to find yourself on the S balcony of the hangar.

 

Mmmmm... the armory! A pity that you don’t have the card, but everything will fall into place later.

 

The Red Key Card, a Plug

 

Jump to the wing of the seaplane and drop into the hole in the fuselage; pull the switch to open an underwater trapdoor. Climb outside, jump into the water and locate the trapdoor to find the RED KEY CARD in a cabinet; back into the water swim to the corner where the big fan is (SW) and look for a small PLUG on the floor just in front of it. Now swim to the opposite corner of the hangar and climb out onto the NE ledge, run up the steps and jump onto the balcony. Take a running jump to the pole and swing to the next balcony; This jump to the pole I was never able to do so I went to the ledge in front of the turning engine and did a run jump to the right of the propeller grabbing the wing, stay well clear of that engine and go over the wing to the S balcony and the Armory (Dutchy).

If you did manage to get to the pole, go through the shortcut corridor left to the room with the small pool and take again the W opening to get back to the S balcony of the hangar.

Go to the armory and open the door, pick up the HARPOON GUN, 3x harpoons and the pistols in one of the closets, the other one is empty. Before you leave, use the switch right of the door and see a door open somewhere.

 

First Secret

 

Go outside and take a left, continue to a door left you can open with the plug and get SECRET #13: the JADE DRAGON on a barrel left and grenades fro. Shoot the nasty thug that appears.

 

Second Secret

 

Now jump into the water and swim to the ledge in NW corner, inside the start room (NW), again through the ducts behind the crates and to the wide stairs (S and right). Remember that at the bottom there was a thug, now you can kill him and pick up the Yellow Key Card he drops, use it in the nearby door at the bottom of the stairs and left to get SECRET #14: the STONE DRAGON from the closet. Return the way you just came to the hangar area (through the ducts and crates room).

 

The Shotgun Men Room

 

Don't jump into the water, but go left to the area with the rolling barrels and kill the thug; continue up the stairs and at the top left through the door. At the junction where you went right before, take the left stairs (N) to find an open door at the end (opened in the Armory). Lure the dogs to the corridor and dispose of them. Go back to the room with the gunmen and if you want you can ignore them (they might not pay much attention to you) and run up the ramp, jump over the rolling barrels and they will do the work for you. Go back down the ramp and pick up a small medipack and Uzi clips from under their corpses.

 

Two Pools Area

 

Back up the ramp, open the next door and shoot another thug; another shotgun man may attack from behind. Up and to the right is an empty pool; you can do nothing there at this moment so locate the movable crate (ground floor) on the ledges on the left (W) with the pipes hiding a ceiling trapdoor, move it and open the trapdoor; go up to a control room. In the S side pick up the Shotgun shells, in the N side shoot a grate and go inside a crawlspace. Go straight at the junction and shoot another grate at the end, kill another thug and pull the switch on the N wall to flood the pool in the previous area (and drain another one behind you). You can move the E shelves to reveal a receptacle for an item you don’t have yet, there is also a Green card reader in the opposite corner. So go back through the crawlspace to the previous area, down the trapdoor and climb the E ledge, jump into the now filled pool to cross over to the other side.

 

 

The First Plug

 

Once out of the water go right (S), jump over the pipes, up the small slope and left to drop into a hole; pick up the PLUG and go outside. Nothing more to do here at this moment so go back to the trapdoor, again through the crawlspace and to the control room where you used the last switch. If you didn’t yet, move the shelves straight ahead so you can use the plug to open the trapdoor; drop, slide down the ramp and watch the flyby.

 

The Huge Water Area

 

In this new watery area go right to pick up the Harpoons,  jump into the water and kill a frogmen approaching from the E and maybe another one from the S, they might have been shooting you already.

 

Third Secret

 

Detour for a secret: swim towards the NW niche with the switch and get out, pull it, roll and take a running jump with a right curve to grab the edge of the timed block protruding from the W wall, hoist up and take another running jump to the next block and from here a last running jump E-SE to grab the rope before the block retracts; turn left in a NE direction to the block next to the metallic pillar and swing there (very tricky because of the low ceiling, aim Lara at the middle of that metal pillar) to get SECRET #15: the GOLD DRAGON, 3x Uzi clips and harpoons.

 

Opening a door in the Central Building

 

Now we go for the important tasks, be careful with your ammo. Behind the fat pillars in the four corners of the pool, are four underwater levers, near the bottom. Swim all around this huge room and pull all of them to open an underwater trapdoor in the E side of the room releasing one or two frogmen while you’re at it. Go to the E side, save at the surface, facing W and swim in there, time the teeth doors (this first time you can just swim through going full speed) and in the underwater room with the big pipes (bottom level of the Central Building) pull the lever in the SE corner to open a door somewhere (we’ll be back here shortly); quickly swim back for air and possibly kill another frog man. The open door is located in the W side of the central building (close to the bottom), so swim there and pick up 3x Harpoons on the underwater ledges, surface and kill two thugs; they will drop Shotgun shells and the SHOTGUN. (I stood behind that control panel W to shoot them).

 

Movable Puzzle

 

Pull the movable shelf in SW corner once to the E, climb on and from the NW corner you can jump and grab a jump switch opening an underwater door in the room with the big pipes where you pulled the last underwater lever.

Go to the other side of the room (N), pick up the Harpoons on the NE block. The shelf here was part of the puzzle to get to the jump switch, but not needed here.

 

Before jumping into the water, kill a frog man, swim out of there and swim to the other side (E), down the trapdoor and through the teeth doors to pull another underwater behind the N side open door.

 

Flooding the Area

 

This lever floods the room you came from and opens another door; also lowers the water level outside the central building and expand a block near the control room. So, go back to take a breath, swim to the W side of the central building, pick up some Harpoons from the bottom (on the yellow line) and swim to the S wall, to the platform with the railing. Climb it and go E; to cross the tight rope, walk a bit and when the flame goes down; use the new move (“Alt” to roll twice) and you won’t have problems. Climb the ladder behind the fat pillar, go right and jump up to the ledge around the corner and monkey swing to the small platform, pick up the small medipack. Grab the monkey swing again and go forwards and drop onto a platform attached to the central control room (W).

 

All Around the Room

 

Now take a running jump to grab the ladder on the right (N), shimmy right and around the corner and from the bottom take a jump back to land onto the base of the NE pillar. Run around to the other side and climb the ladder. When the camera angle changes, jump back to a platform. Take a running jump to grab the pole (do some steps back) and swing to the next (entrance) platform.

 

From this platform hop left through the opening in the railings to land down onto the block against the central building you expanded with the underwater lever some time ago (S). Take a running jump NW to the sloped ledge, slide, jump to grab the first pole, swing to the second one and swing to the ledge in the corner (Third Secret switch) (savegame.9).

 

Timed Run

 

First part is the same as for the Secret, save in front of the timed switch, pull it, roll and take a running jump with a right curve to grab the edge of the timed block protruding from the wall (W), hoist up and take another running jump to the next block and from here a last running jump a bit to the left (SE) to grab the rope before the block retracts; timed part is over.. turn right in a S direction and swing to grab the edge of the broken part of the SW fat pillar, shimmy around two corners, hoist up, jump back, slide/jump to grab the pole and swing to the safe walkway (savegame.10).

 

Inside the Central Building - The Green Key Card

 

From here you can take a running jump to the N ledge in the central building, go inside, shoot the thug and pick up the GREEN KEY CARD from the small table; there is also a Medipack in one of the closets. Pull the switch in SE corner to open underwater trapdoors, jump into the water and locate that trapdoor next to the NW fat pillar.

 

Area with the Big Fan

 

Dive through the underwater passage and shoot the frogman; in the niche to your right there are Harpoons and when turning left a Medipack in a niche in the corner. Swim back for air and take a deep breath; you'll need it. Dive in again and continue to a room with a big fan; the current is too strong here to cross to the other side so draw the harpoon gun and shoot the grate opposite of the fan (left), then take the first right and shoot another grate and again right to shoot a last grate. Swim further next to the fan and use the underwater lever to stop it; quickly swim to the fan and up to get some air (savegame.11).

 

Going Up

 

Now if you want you can dive back down to the fan area to pick up some Harpoons in front of the fan and swim again through the crawlspace and all around like you did before to shoot another grate left and pick up Automatic Pistol ammo.

Anyway, once on the surface climb the ladder in NE corner, jump diagonally to the SW alcove from here a shimmy left around along the edge to get to the ledge with the ladder. Climb it to the top, hoist up and drop/grab the edge, while Lara is with legs and arms extended, shimmy a bit left to the very edge; from this position hoist up, jump back and forth with a left curve to grab the pole, swing to land onto the N slope. Slide/grab the edge and shimmy right around the corner to a flat ledge where you'll find some Flares.

 

From the edge of this ledge face S-SE, back flip onto the N slope, slide a bit (don't jump from the top of the slope) until you are almost at the bottom and jump to grab the higher pole, swing to grab the edge of the S ledge with the pipe and climb the block in the corner. Now jump N to the top of the duct, another jump N to grab the wide ladder, climb almost to the top and take a backflip with twist to grab the S ladder, continue climbing and go inside the crawlspace; open the floor trapdoor at the end, drop and turn left (E) crawling back into the Control room where you can now use the Green Key Card in the SW corner.

 

Area With Two Pools

 

The exit door opens up, but first and pull the switch behind you (N) to flood the left pool again (E). Go outside and shoot a thug, pick up the Shotgun shells he dropped. Jump into the pool; pull the lever in the passage straight ahead (E) and down a bit to open the door and dive through, surfacing in a room with two big fans.

 

Area With Two Big Fans - The Plug

 

Climb the ladder (W) and crawl inside the crawlspace, take a left to the catwalk, use the tight rope to cross to the N one and take a running jump to the ladder above the fan. Climb losing some health. Turn around and shoot the window, take a running jump there and inside the room pick up the PLUG from the small table, Automatic Pistol ammo from the closet and pull the switch in the SW corner to flood the room below.

 

Exiting the Level

 

Jump into the water, but don't get too close to the fans or you're doomed. Use the plug in the wall W (to the right of the ladder; underwater receptacle) to open the door in wall behind you, swim there and pull the underwater lever to open the next door; run up the stairs to finish the level.

 

 

 

LEVEL 7 - DIVING AREA

 

Stopping the Fan - The Plug

 

Run up the stairs and take a running jump straight ahead, go down the stairs to find a closed door, turn right and take a running jump over to the niche with the Medipack (mind the low ceiling), another running jump to the ladder to get back. Loop around to the left and move the shelf to the wall under the high grate, climb, shoot it and go inside the crawlspace. There are Shotgun shells to the right, and to the left a corridor with drills you'll have to time. Shoot the electric box at the end and pull the switch to stop the fan, get back through the drills, go outside and jump into the water to get the PLUG. If you want you can swim behind the fan (losing quite some health) to get Grenades. Climb the ladder to go back up and use the plug to open the door N.

 

Room with the Cranes

 

In the next room shoot a dog and a flamethrower guy coming from your left;

Shoot a grate (W), get in and follow through, drop down and turn right, shoot the grate there. Go through and drop in the water. Swim to the opening (E) and in the next room get the

Harpoons near the middle of the room. Pull the underwater lever behind the last pillar to lower a block above. Now swim back through the opening behind the W pillar, loop around to the right and climb the sloped ledge (NE), jump back, jump again to grab the ladder (in case you didn’t shoot the grate before, you’ll have to draw pistols and shoot it during the jump). Crawl inside the crawlspace, (shoot the grate at the end if needed) and drop down.

 

From the entrance of this room take a running jump to the sloped pillar, slide and jump in last moment to grab the edge of the central one, shimmy left and when the crane starts to go to the right, hoist up and take a running jump to the next pillar; the same here but in this case take a curved running jump right to the ledge (savegame.12). Advance, shoot a thug and pick up the Flares he drops.

 

Area with the Big Slope

 

First Secret

 

In the room with the big slope slide backwards from the very right side and grab the edge at the end, hoist up and hit Ctrl when Lara's hands surpassed the edge to land in the opening below. At the end of the corridor pick up SECRET #16: the STONE DRAGON. Use the monkey swing to cross the deadly pit, climb up the ladder and open the floor trapdoor to finally get back at the top of the big slope.

 

All the holes in the slope are traps so avoid them; slide down backwards near the middle, grab the edge and shimmy to the middle (under the hole with the trap), pull up and just back flip to land onto the bridge, turn around and quickly start shooting a flamethrower guy coming from the right. Go where he came from, open the door right with the wheel switch and pick up the Uzis from the table and Uzi clips from the corner. Back in the corridor and to the right you can open the next door with the crowbar.

 

S Passage

 

In the room with the shelves you can pick up a small medipack from one of them (left); pull out the wider shelf (right), shoot the grate down there and go inside the crawlspace. In the room with the chain, go up that chain and back flip to the ledge, jump and grab up to the central ledge with the smoke.

 

Now grab the next chain and climb even higher, backflip almost at the top, shoot an electric box and pull the switch to open the door below. Go back down to the ledge with the smoke and turn around and jump into the passage (W). Climb down the ladder at the end, go through the crawlspace, shoot the grate and climb over the shelves to find a new room. Pull the jump switch to open double doors somewhere (*). Now go all the way back, over the shelves, up the ladder, safety drop down into the room with the chains and down the lower chain. Go out E through the crawlspace and in the room with the shelves left out of the door.

You’ll get to the room with the slope where you killed the flamethrower guy some time ago and this time go straight (N) to find those open doors (*).

                                                             

N Passage

 

A short flyby will show you where to go…

Climb the ladder and jump back to the ledge in the corner, jump to the ledge (N) and press the button to activate the 3 trapdoors above. Jump to the ledge with the chain and climb with Lara’s head on the white line so you can back flip onto the trapdoor when it's up, hop back and quickly take a running jump SE to grab the ledge with the ladder. Climb it, go inside the crawlspace, drop/grab the edge and shimmy right to reach the niche in SW corner; from here take a running jump N with a left curve timing the next trapdoor, turn right and jump to grab the edge of the sloped ledge, shimmy to the very right and time the upper trapdoor to hoist up, back flip, turn a bit right and side flip left into the niche in the N wall to get a small medipack. Take a running jump to the ledge left of the breakable tiles on the other side (savegame.13).

 

Don’t go to the ladder yet but turn around, jump up into the opening on the right (E) and open the crowbar door. Time the drills; roll through and at the other side pull the switch to lower a trapdoor on top of the ladder in the previous room. Go back there and now climb the ladder and take a backflip near the top to land onto a catwalk; use the valve to open the next door, pick up Automatic Pistol ammo straight ahead and open the trapdoor in the floor.

 

Deadly Pool Area

 

Be sure you are at full health and run off the edge from the left side so you can slide down the ramp backwards and near the left edge; don't try to grab the edge at the end, but simply drop, slide again and jump with a left curve to the safe ledge in the goo. Take a running jump to the right (S) to the next safe ledge and a last diagonal jump to the ledge attached to the wall, SE (no grab). Now run and jump NE to a flatter ledge in the slope next to the grate, shoot it, go through the crawlspace and shoot the next one. When out, turn around, grab the crack in wall and shimmy left to a flat ledge in the corner, Slide, grab the chain, turn around and jump back to the next flat ledge near the surface. Face W and take a standing jump to the flatter ledge in the corner, take a side flip onto the slope and grab the monkey swing (maybe slide a bit before you jump and grab); continue all the way to the other side of the room, go through the crawlspace turn around and climb to the upper catwalks.

 

Going to the “Hub Room”

 

Loop around left to pick up the AUTOMATIC PISTOL from the scaffold. Roll, loop around left again to pull the timed jump switch there, roll and sprint to the right to the other side of the room, take a running jump to grab the timed trapdoor near the SE corner, hoist up and quickly climb to the high opening (savegame.14). Take a running jump to grab the chain, turn right and swing to grab the next chain, finally swing a bit to the right (NE) to the short catwalk with the crowbar switch. Pull the crowbar switch; take a running jump W over the pipes to land onto the catwalk below and go S to the open door.

 

The Hub Room

 

In this area (I'll call it the HUB ROOM from now) go all around the central building to shoot three dogs, a thug and a flamethrower. Open the door with the valve in the corridor in the back (S) and arrive in the room with the empty pool. Up straight ahead is the Control room *. Go through the passage on the left (E), run down the stairs and sprint to the other side of the next room and roll so you can shoot the flamethrower guy from the distance. Pull the switch on the E wall there to open underwater doors in the pool behind you, swim in there (N) and in the next room try to shoot a couple of frog men.

 

Opening the Door of the Control Room

 

Go out of the water on the right (E) and safely shoot the thugs from here if you want, don't enter the armory yet, but using one of the slopes left or right from the entrance take a jump back and forth to grab the small platform above, grab the monkey swing (standing jump over the fence) and use the jump switch to open the door of the Control room *.

 

The Blue Key Card

 

Back out of the water (E) and now enter the armory and search the closet for the BLUE KEY CARD, pick up a small medipack from the table and go back to the room with the empty pool (swim back left (S), get out and leave W); from here we need to go further back to use the Blue card. Take a right and up the stairs (N) back to the hub room and through the N opening back to the room with the catwalks. Sprint to the opposite side and open the door with your Blue Key Card. In this corridor is a flamethrower guy, just before going around the corner, roll and sprint back to the catwalk from where you can shoot him when he leaves the corridor. Go back in, pick up a Medipack from the niche left.

Follow through and around the corner climb up, pick up Automatic Pistol ammo in the corner to your right and then go to the left.

 

Toxic Pools Rooms

 

In the room with the toxic pool you don't need to use the central ledge, because you can simply take a running jump to the opposite opening because of the updraft.

At the next room, just hop and get carried away by the updraft to the second tile in the deadly goo. Stand in the middle of the tile and hop forwards and you’ll land in the opening, or can at least grab the edge.

Once there shoot the thug and pull the floor lever to open a door somewhere. Going back just hop forwards and you’ll get straight away to the next opening, then a running jump will do the rest.

Go right and down, follow through to the catwalks and straight to the Hub room (S).

 

The Helipad Area

 

Take a right and follow back through the room with the cat walks to the hub room. Right around the corner in the hub room is a door you can open with your crowbar (W wall), open it and run up the stairs to the helipad area. Unfortunately the helicopter takes off, and a thug, a flamethrower and several dogs come to welcome you. Once the calm is restored pick up Grenades behind the crates in NW corner, pick up a Medipack in the SE corner and press a button in NE corner to raise a nearby platform (and also the elevator platform near the entrance).

 

The Valve

 

Go to the elevator platform near the entrance, jump on and take a running jump over the red railings when it's at the highest position; then use the crowbar to pry the VALVE off the pipe. Get down and go to the other side.

 

More Toxic Pools

 

Use either chain to climb up and back flip to the static platform; there's a barrier in the opening but you can shoot it and go through. Shoot the thug and shoot the windows in the N triangular opening too, run up the ramp and jump into the pit. Swim E to find another toxic pool room.

 

From the part of the edge without railing, turn around/drop/grab/ drop/grab the crack below and shimmy right and around the corner at the end up into an opening. Go into that room and push the lever to raise a block near the entrance and slopes on the other blocks over the goo. Go back there and take a running jump out left onto that block and climb back up to the balcony again.

 

Go to the opening in the railing, time the elevator at the end of the slopes and when it's in the lowest position take a running jump to the first slope (left side), slide and jump to the second with a left curve and to the third to finally land onto the moving platform. When it's in the highest position jump to grab the monkey swing, time the fire emitter and drop at the end over a slope. Drop and slide jump onto the conveyor belt, turn right and run timing the next elevator until you see you can turn left and jump there. When the elevator is at a high position take a standing jump to the next one, a running jump to grab the chain and finally swing to the safe ledge (Saves-2-savegame.0).

 

Use the crowbar switch to open a trapdoor in the ceiling above the last elevator so jump back to grab the chain, swing to the elevator and when it's at the highest position Turn around and take a standing jump facing S to grab the edge of the opening. Once you're up, open the ceiling trapdoor, grab up W to go up to the ducts, time the teeth doors, climb the ladder and use the chain to jump back onto the small ledge attached to the N wall (stay on the edge so you won’t get burned). Then jump W to the opening with the pipe, shimmy left, turn around, jump to grab the edge of the trapdoor and climb to the top of the room.

 

Timed Sequence

 

Left and right of the corridor W there are a button and a switch. You can imagine: yes, they are timed. The button stops the fires at the start and at the end of the passage, and the switch stops the fire in the middle tile. So, start by pulling the switch first (the one on the right), take two of side jumps left and press the button, side jump right and quickly take a running jump without stop over the first pit to grab the central ledge, hoist up and take a last running jump over the second pit (don't try to grab the edge here or you'll never get it) (Saves-2-savegame.1).

 

The Laser sight, the First Plug

 

Pick up the LASERSIGHT from the closet on the right. Go into the other side of the room to pick up Automatic Pistol ammo left and see an important item protected by fire on the other side. Shoot the S windows and use the automatic pistol + laser sight to shoot the valve in the left pipes (look up), this will turn off the fire and you can pick up the first PLUG.

Now go back into the other room and use the switch next to the closet to open the trapdoor behind you. Drop through the opening to find yourself back where you shot the thug. (You can use the shelf to go back up in case you missed the plug). Drop to ground floor of the Helipad and go W back to the hub room.

 

The Search for the Second Plug

 

Go to the right (S) and back down the stairs to the room with the empty pool, up the stairs straight ahead to the control room, the door is already opened (jump switch you used some time ago *). Shoot the thug, pick up the Medipack and place the valve on the pipe on the left (E) to flood the pool. Go outside, jump into the water, pick up Harpoons at the bottom of the pool and use the underwater lever (S) to open the door; shoot the frog man and pick up more Harpoons, take a breath in the air hole in the ceiling and swim in right (W). Pick up even more Harpoons and pull the underwater ceiling switch on the ceiling of the room. Swim back to the air hole, take a deep breath and save.

 

Underwater Room with Big Fans - The Fuse                     

 

Now swim through the underwater passage (E) to a room with big fans, fight against the current to cross to the other side and look for another ceiling switch to pull at the back of the room on the left. After pulling it, one of the fans stops (middle N) so, swim back (the fan is on the right) and down below its left side, up and through the opening near the ceiling to a room where you can take a breath (Saves-2-savegame.2). Explore this room to get Shotgun shells and the Fuse; now swim back out and to the right (W), follow through and at the air hole take a right to the pool the way you came and get out of the water from the far right corner (NE).

 

Crates Puzzle

 

Use the fuse in the control room (S) to move the crane so you can jump to the platform under it and cross to the other side of the room. Move the crates on ground floor to create a bridge so you can move the crate above once to the S and climb it to reach the high catwalk with the railings. In the room on the left (W) is an item you can't pick up yet, so go to the right (E), shoot the grates and press the button at the other side of the crawlspace to apply changes in the helipad room.

 

Back to the Helipad Area, the Machine Chip

 

To go back there: Hop into the pool under the catwalk, get out NE, go left up the stairs (N) to the hub room and left/left through the opening in W side up the next stairs. The platform for the helicopter went up.

 

- Another Secret

 

Detour for a secret: from the crate in N side (or from the elevator near the entrance) jump to the top of the raised platform, climb to the top of the three crates pile (N) and even higher to the ledge with the railings. Now jump over the slopes clockwise to the other side of this roof to get SECRET #17: the JADE DRAGON. Now hop onto one of the sloped roofs there and just slide down onto the platform, get down to the ground floor the way you came and drop into the pit under the big raised platform.

 

- The Machine Chip

 

Side-flip over the railing and open the floor trapdoor in W side and drop inside. DO NOT touch the important item on the small table yet or you're damned. Pick up 3x Uzi clips and Shotgun shells in the corners of the room and move the shelf at wall behind the pillar so you can press a button to open a trapdoor in the SE corner of the room as a way to escape. Now it's time to pick up the MACHINE CHIP from the small table and quickly roll and run to the SE corner to avoid the attack of the lethal flamethrower guys and drop through the hole. (The author said that it's possible to kill both before dropping down the trapdoor without getting hit by the flames, just for crazy players) (Saves-2-savegame.3).

 

Central part of the Hub Room - The Second Plug

 

In the room below, if you want you can move the shelf under the open trapdoor, climb it and safely kill the flamethrower guys by doing jumps and shoot; once both are dead, climb back up, pick up the Uzi clips one of them dropped. Go back down and you can open the small double doors on all 4 sides of this room, creating shortcuts to the hub room. Go through the S opening down the stairs to the room with the flooded pool, cross over the platform under the crane to the other side, climb the blocks up to the high catwalk again and this time go to the room on the left to use the Machine Chip in the receptacle and activate the conveyor belt. Now you can pick up the second PLUG. Go down, through the pool and up the stairs left back to the hub room, inside the central building and use the plugs at the other side of the central shaft) to open the trapdoor.

 

Exiting the Level - Last Secret

 

Drop down, shoot a couple of grates and run down the stairs to find yourself in a pool room you've already visited some time ago (for that jump switch). Kill the thugs if you didn't do it before. In the NE and SE corners you can pick up 3x Harpoons from corners. Go through the N passage down the stairs and open the small double doors on the left, drop into the hole, time the drills (you may lose some health). Climb up on the other side and listen to the talk…

 

Go through the crawlspace shooting some grates, take a left and monkey swing over the goo. In the next room run down the stairs and shoot a dog, a flamethrower guy and a thug, don’t go near that wounded man yet. Near the bottom of the stairs, climb up into the niche E with the metal beam inside and pull the switch behind the beam to open a nearby door; go to the bottom of the stairs and the door on the left (S) is open now. Inside find the SECRET #18: the GOLD DRAGON, 2x Grenades and a Medipack. Go outside and approach to the injured man to finish the first part of this adventure….