NARCOBASE

 

TR2 Levels by alan

Walkthrough by Treeble

 

LEVEL 1: A WAY OUT

 

You begin unarmed, behind bars. Climb up the opening on your left side and drop on the other side of the bars. Get the shells from the ledge and pull up on the right hand side of the railing above the slanted floor to find a button. It opens the door across the room, get in there and quickly jump to the right hand side to avoid barrels rolling down the slope. Pull up one level higher for another button and the door near the first button opens, drop down and climb back up there, get the small medipack and save your game before sliding down.

 

An alarm will sound and a very bothersome thug with a bat will be following you around until we find a way to dispatch him. Drop into the water and find the lower ledge above the propeller to climb out (there's no current, just steer away from the blades as you would). You will randomly hear a thug dying, but that's not the one guy we want to get rid of. Step on the green tile and the propeller stops, swim behind it and to the right —there's a very narrow passage near the top, that's where the dead thug is, if you're curious —to find an underwater lever. Swim back to the open trapdoor near the propeller to find a second underwater lever and then through the remaining passage to find an open trapdoor at the end.

 

Climb out of water and go up a couple of steps. Climb up the huge steps to the top and stand on the computer tile in the alcove to the right, doing so disarms one of the flames on the trench below, get down there and pull the block once to reach a switch on the wall. It opens the door at the top, just snatch the small medipack on the alcove to the left hand side before moving on.

 

Jump to the beam in the middle and get the uzi clips right in front of the opening on the opposite wall, then jump inside. Reclaim your trusty PISTOLS and press the button in the corner to lower a double trapdoor, revealing a ladder that will lead you right back to that thug —good riddance. He leaves behind the RED PASS CARD, then pull up into the opening by the ladder, mind the barrels and go to the end of the passage. Use the keycard and pull up through the open trapdoor, handle the goon and loot his body for cursed ammo. Press the nearby button to silence the alarm, pull up over the slanted floor, get some harpoons, and hop over the gap in the corner. The corridor in the back hides a trapdoor in the middle, so stay vigilant as you get to the button in the back end. Before dropping back down to the lower floor, return to the trapdoor you've just cleared and look down: the JADE DRAGON (SECRET #1) awaits, carefully drop down and pick it up without being set ablaze (suffering some proximity damage), then immediately jump straight up to grab the trapdoors and climb back out.

 

Go down through either the opening you came from or the ladder on the higher ledge and find two tiers of the pushable blocks. If you look towards the ceiling, you'll spot a switch high up, what you need to do is move the lower block so that it's in front of the ledge, then drag the upper block on top of it. Get the large medipack from the alcove near the blocks and then go throw that switch to open a tall door in the near corner. Climb the ladder to the top, slide down safely along random barrels, then press the button at the bottom. Climb the next ladder to the trapdoor you've just raised, but bear in mind you can shoot (and be shot!) right through it, so before pulling up onto it you might want to gun down the goon waiting for you at the top. Loot his body for shells and carefully look over the edge to find a lower ledge with a shiny (ok, perhaps rusty?) SHOTGUN.

 

Jump across to the other side and pull up on the left hand corner into a room with a few oversized bunks. Grab the AUTOMATIC PISTOLS and ammo on the lower beds, then climb the ladder. The supplied executable has that weird TR2 issue where you can't backflip close to the ceiling, so mind the height here: climb to the very top and move down four times; when you backflip, you'll still hit the ceiling but you'll get where you need to be. Gather the clips and the HARPOON GUN on the upper beds, then spot a ledge above the entrance. Do an angled jump there and save your game.

 

This short timed run can be a bit tricky because of the camera. After throwing the switch, roll and do angled jumps to the other end of the room and use the raised trapdoor to pull up to the passage above at the end. Pick up the small medipack and open the bulkhead door to find a dog and a thug inside. Loot their bodies (yes, even the dog) for a small medipack and grenades, then throw the switch at the end. The room you came from is now completely flooded, so head back there, climbing down to the upper beds and dropping to the floor at the small cost of health.

 

Drop into the now flooded room and swim around. In one of the corners you'll find the SILVER DRAGON (SECRET #2), then swim across to the exact opposite corner through the opening in the ceiling you couldn't reach before. As you climb into the next room, ready weapons to dispatch a couple of thugs running around the floor, then retrieve ammo from one of them and a large medipack in the back corner. Climb to the top of the pushblock in the corner and gun down a dog and a thug on the central platform, then get more goodies from their (yes) bodies, plus a pack of flares for good measure. Drop back down to the floor and let's get to that pushblock puzzle.

 

Move the block in the lowest tier towards the middle tier block, so that you can push the second block below the button you see. The button opens the nearby door and you get another block (and harpoons); slot this block right beside the other one, completing a bridge for you to drag the middle block all the way to the wall. Finally, move the highest tier block below the higher button and press it, a trapdoor opens. Hop to the central platform and from the small ledge you can jump to an opening high in the corner. Drop through the open trapdoor, retrieve the YELLOW PASS CARD, then jump back to the platform and use it to open the door. Grab the flares and drop into the water below.

 

Ready your harpoon gun. There are three frogmen swimming by, I suggest luring them towards to the corridor you drop in as there are less obstacles, each frogmen takes about five harpoons before they're done for. Afterwards, fill your lungs and dive in to explore calmly the area beyond: several goodies are scattered around, but more importantly there are three (easy to find) underwater levers, which open the doors barring your way out. With a full oxygen bar you can do everything in one run, but if necessary go back for air.

 

In this small outdoor area there are a thug and a dog coming from the right, and two armed goons from the other side of the ramp, get the supplies they leave behind and open the bulkhead door to a room filled with small propellers. They're dangerous, so steer clear from them: go around left to the back and pull up on the opening on the wall. Turn around and jump over the pillars to get to the GREEN PASS CARD. You're not done here yet, go through the opening in the wall to the back of the room. There is a row of eight buttons; counting from the left press buttons no.3, no.5 and no.7 —a trapdoor opens in the center of the room. Before going there, use the opening again as a stepping stone but this time hop over the pillars on the other side of the room to find the UZIS. Safely drop to the floor and through the trapdoor to get the GOLD DRAGON (SECRET #3), plus clips if you've collected all three secrets in this level.

 

Climb back and out and use your wits to disarm the barrel trap at the top, then make your way up there to find a receptacle for the keycard. Drop at the end of the passage to finish this level.

 

LEVEL 2: DEAD END

 

Our goal in this level is to climb to the very top of the central structure. Kill the two dogs roaming free and then collect the two ammo pick-ups (for the one in the slope, have Lara land right on top of it while pressing the Action button). Head to the only open doorway but don't rush in! Save your game, then roll and grab the edge and immediately pull back up. The  flamethrower should miss you by mere centimeters, but now he's exposed and you can dispatch him safely from here. Get many harpoons near his body and dive into the water to an opening near the bottom.

 

Swim through the passage always sticking to the left hand wall, you should find a small medipack and an underwater lever shortly after. A frogman is also swimming by, you can harpoon him down or simply outswim him, he won't bother you for long. Swim back out and go press the button behind the door you've just opened (on the same side of the room where the flamethrower used to be), then hop back to the main room.

 

Climb the ladder to a room with a shallow water pit. Don't be so hasty to get to that stack of supplies as the barrels above are waiting for the right moment. Hop over the ramp to the top to press a button there, then return down to the bottom of the main room and go through the open door on the opposite end to a bright room.

 

Kill the two armed goons before anything else, then loot the bodies for flares and ammo. If you look up you'll spot a floating dragon, we'll get to that later. In one of the corners, where there's an L-shaped hole with burners, there's a switch below. Drop in and throw it, then climb back up and find the open trapdoor nearby (between this and the entrance). Look down and you'll spot the SILVER DRAGON (SECRET #4) in a corner, carefully drop on top of it, get it and back out quickly without being set ablaze. Then throw that switch near the entrance and a trapdoor behind the pillar lowers; get there to find another lever and we can finally move one floor up! Back to the main room, up the ladder and loop immediately right to pull up through the door you've just opened.

 

Hop to the right, gather more cursed ammo if you feel like it, then enter the side room. Gun down two baddies, loot their bodies for goodies, then go to the back end where you'll find several of the sawblades they might have intended to use on Lara. Squeeze around the back to the left end of the room to find a pool, dive and find a narrow opening close to the surface level, swim to the bottom, minding an underwater sawblade, and pull the underwater lever behind it. Return to the room above and go to the opposite side of the room, again squeezing behind the blades to avoid any accidental dismembering (ignore the ammo, it's a trap). On the other side, pull up onto the raised trapdoor, be careful with the hook swinging straight through the wall, and take the RED PASS CARD. We're done here, back to the central room and jump to the next bridge counterclockwise.

 

Save your game. Open the doors with the keycard, gather the uzi clips and slowly enter the next side room where a flamethrower will show up in the very middle. The flames shouldn't reach you here, so quickly gun him down before he has a second chance. Get the stack of ammo from the orange platform and then spot a floating BLUE PASS CARD nearby: you need to drag that pushblock from the opposite corner all the way beneath it to get it. The green dragon? Not yet. Go back to the central room and to the last bridge.

 

Use the keycard, get the large medipack and go up the slope. A dog and a thug will meet you halfway, relieve them of a small medipack and proceed to the top as you hear someone pacing around frantically. Throw the switch and hop over the ramp for the stack of goodies. If you look right, you'll see a poor monk on fire. If you look left, you'll spot another stack of supplies, but be careful as the non-stop pacing you hear is a flamethrower in that very pit. If you stand close to the edge you, too, will face the same grim fate as the monk. The switch has actually raised that trapdoor in the room where you got the blue keycard, so drop down to the ramp and jump to the bridge on the left to finally lay hands on the JADE DRAGON (SECRET #5). Return to the ramp, and this time go all the way to the top.

 

Get the large medipack near the idle hook and pull up to the next floor. We're almost at the top! On either side of the central tower with the idling helicopter, you can get a silly amount of large medipacks and, on the other, the GRENADE LAUNCHER (plus a silly amount of grenades). With all of that stashed away in your transversal backpack, go up the ladder and save your game.

 

With your weapon of choice, approach the top end of the ramp. A small room filled with shallow water, and several flamethrowers, each on top of a small block. Dispatch each of them in turn (if necessary, you can always roll around the water to douse the flames on Lara's highly flammable body). In the corners of the room you'll find ammo and medipacks in the water, then in the opposite corner of the room you'll find a MACHINE CHIP left behind by one of the dead guys, and, still on the far end from the entrance, there's also a button on one of the blocks, make sure to press it.

 

Return to the main room, use the chip on the wall and pull the block from the open alcove. Use it as a stepping stone to reach the helicopter, get flares and go through the doorway in the other side. Safety drop to a computer room and loop around to the left to find an open alcove with the GOLD DRAGON (SECRET #6), plus clips if you've gotten all three secrets in this level. Turn around and spot the button in the center of the wall there, it opens a trapdoor in the corner of the room. Drop to the dark chamber below, where you get locked in... approach the opposite corner of the room to end this adventure.