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    FAQ/Walkthrough by MHamlin

    Version: 1.11 | Updated: 08/04/05 | Printable Version | Search This Guide

    Tomb Raider 2: The Dagger of Xian
    FAQ/Walkthrough
    Version 1.11 completed 8/04/05
    
    By MHamlin e-mail: cmhamlin@mchsi.com
    
    Table of Contents
    =================
    
    1. Copyright Info
    2. Version History
    3. Intro
    4. The Basics
       a. Controls
       b. Movement
       c. Combat
       d. Items and Weapons
       e. Enemy Guide
       f. Other Important Things
    5. The Walkthrough
       a. The Great Wall
       b. Venice
       c. Bartoli's Hideout
       d. Opera House
       e. Offshore Rig
       f. Diving Area
       g. 40 Fathoms
       h. Wreck of the Maria Doria
       i. Living Quarters
       j. The Deck
       k. Tibetan Foothills
       l. Barkhang Monastery
       m. Catacombs of the Talion
       n. Ice Palace
       o. Temple of Xian
       p. Floating Islands
       q. The Dragon's Lair
       r. Home Sweet Home
    6. Cheats
    7. Closing and Credits
    =================
    
    1. Copyright Info
    
    This document is protected by copyright, Mike Hamlin 2003. This FAQ is for 
    personal use only and may not be illegally reproduced or distributed in any 
    way. This FAQ may only be viewed at the following sites:
    
    gamefaqs.com
    faqs.ign.com
    
    If this FAQ is seen at a different web site, please contact me. The latest 
    version can be found at gamefaqs.com
    
    =============================================================================
    
    2. Version History
    
    v1.00 - First full version complete. 7/21/03
    
    v1.01 - Changed the Copyright Info section to include another web site this 
    FAQ may appear on. Also, after a quick revision, typos throughout the guide 
    have been fixed to provide better readability. 7/24/03
    
    v1.02 - Included a shortcut pointed out by Harry Samuel in The Deck level. 
    7/30/03
    
    v1.10 - Added some changes to the Living Quarters level, including a puzzle 
    correction and a shortcut. 1/11/04
    
    v1.11 - Added some items missing from the Catacombs of the Talion, thanks to 
    John Atkinson. 8/04/05
    
    
    =============================================================================
    
    3. Intro
    
    So, you've decided to pick up Tomb Raider 2, have you? This wonderful game is 
    probably the best installment in the series. The game play and graphics for 
    all the Tomb Raider games are held in high esteem but Tomb Raider 2 went 
    beyond the norm and raised the standards, challenging other games to reach 
    that standard. This FAQ will cover every aspect of the game. We'll start with 
    a basic explanation of Lara's world and how her movements can be used to get 
    her through the 18 levels in this game and then move on to the walkthrough 
    which will explain where to go, what to do, and how to do it in a timely and 
    not-so-tedious fashion. And be sure to check out the Enemy Guide if a 
    particular enemy is being troublesome. Above all, have fun and I hope this 
    FAQ helps.
                                                          -Mike Hamlin
    
    =============================================================================
    
    4. The Basics
    
    Whether you're familiar with Lara's worlds or you're just getting used to it, 
    Tomb Raider 2 can be a challenging game without knowledge of the basic 
    aspects of movement and combat. This section is meant to help you familiarize 
    yourself with the most powerful weapon in the game: knowledge(which is right 
    next to the M-16).
    =================
    
    a. Controls
    
    D-pad: Moves Lara about. Pressing (and holding) up will cause Lara to run 
    forward. Pressing left or right will cause Lara to face those directions and 
    pressing down will make Lara hop backwards a short distance. The D-pad is 
    also used to the control the direction of your swimming and climbing.
    
    Triangle: Draws and holsters your weapon. With your weapons drawn, you won't 
    be able to perform some of the actions you normally would, such as grabbing, 
    climbing, and manipulating objects. If you equip a new weapon, Lara 
    automatically draws the weapon. If you exhaust all of the ammo for a weapon, 
    Lara automatically draws the Pistols.
    
    Circle: Makes Lara roll forwards and finish facing the opposite direction. 
    This move is extremely handy for combat situations.
    
    X: This is the action button. It does just about everything for Lara. Use it 
    to pick up objects, manipulate switches, and use items. If you find a movable 
    block, press and hold the action button and Lara will brace herself. After 
    that, press up to the push the block and down to pull it. Lara can also grab 
    and hold ledges. As long as you have the action button down, Lara will hang 
    indefinitely.
    
    Square: Causes Lara to jump straight up. Pressing square immediately followed 
    by a directional button will make Lara jump in that direction. When jumping 
    forwards, you can press left or right to veer in that direction. Jumping 
    backwards or sideways will cause Lara to flip while in the air.
    
    R1: Holding this button will put Lara in Walk mode. With R1 down, Lara will 
    walk carefully instead of running. Not only can you move carefully but Lara 
    won't step off the edge of a platform or step onto a sliding surface while 
    walking.
    
    R2: Hold R2 and press left or right to sidestep. Sidestepping can help in 
    lining up Lara for a jump.
    
    L1: This is the look button. Hold it down and use the directional buttons to 
    turn the camera so you can better view your surroundings.
    
    L2: Press L2 and Lara will light a Flare. Press L2 again and she will throw 
    it (more on Flares in the Weapons section).
    
    Other Actions
    
    There are a number of other moves Lara can use which are essential to your 
    success.
    
    Grabbing Ledges- While in the air after a jump, press and hold action and 
    Lara will hold out her arms. If she reaches the edge of a platform she will 
    grab hold of it. Press forward to climb up or release action to drop down. 
    You an also hold right or left to shimmy along the ledge in those directions. 
    This move allows you to move to a safer part of a platform before pulling up 
    or sometimes you have to use it to move to space that is big enough for Lara 
    to pull up into.
    
    Mid-Air About Face- Press Roll immediately after a backwards or forwards jump 
    and Lara will flip in the air and land facing the opposite direction. This 
    move is your key element in combat for avoiding close-range enemies. You can 
    also use the flip by pressing down immediately after a forwards jump or up 
    immediately after a backwards jump. It is also possible to execute this move 
    from a running jump.
    
    Running Jump- The running jump allows Lara to leap even greater distances 
    than a standing jump. The only requirement is a little bit of running space 
    (see the Movement section). A grab in mid-air is also possible.
    
    Climbing- Some walls have textured surfaces that allow you to climb them. 
    Press and hold the action and forward buttons to grab hold, and then use the 
    direction buttons to climb in a any direction. If the surface is not large 
    enough for Lara to gain a foothold, she will hang from it just a like the 
    edge of platform. You can also press jump to back flip away from the wall. If 
    you want to descend quickly, release action for a split second and press it 
    again to repeatedly hang and drop. Also note that if you jump towards a 
    climbable surface, you can grab hold of it anywhere, not just the edge.
    
    Vaulting- If you are faced with a block or wall and Lara can jump high enough 
    to reach the edge above you, press and hold forward and action and Lara will 
    leap straight up and grab hold of the edge.
    
    Inching- If you need to jump up and grab a platform but you can't use the 
    vault, simply hold jump and action. Lara will jump straight up and down, 
    inching forwards with each jump until she grabs the ledge.
    
    Pushing Blocks- Some blocks can be manipulated to clear a path or reach a 
    higher ledge. See the controls section on how to manipulate them.
    
    Swimming and Wading- When Lara enters water, her skin takes a blue hue. 
    Depending on the depth, she will either wade or tread water. While wading, 
    Lara moves slowly and can jump straight up. While treading water, you can use 
    the D-pad to move in any direction. Press and hold Jump to dive down. While 
    underwater, the Jump button makes Lara swim while the D-pad controls her 
    direction. If you find a switch or item, swim near it and hold action. When 
    at the edge of a pool, hold forward and press action to climb out.
    
    Vehicles- There are two vehicles Lara can ride. The speedboat can be 
    controlled using the D-pad. Holding R1 will cause the speedboat to slow down 
    but it won't prevent you from falling over an edge. Holding X will increase 
    the speedboat's speed while moving forward. The snow mobile operates the same 
    way except that if you are riding a snow mobile armed with weapons, X will 
    fire the weapons instead, so there is no speed boost. To dismount from any 
    vehicle, hold jump and press left or right.
    
    Menu Rings- Pressing select will pause the game and bring up your menu ring. 
    Here, you can view and use/equip weapons and Medi-packs. Two other menu rings 
    can be accessed by pressing up or down. One ring contains all of the keys and 
    puzzle items you have and the other allows you to save, load, quit, or adjust 
    other options.
    
    Safety Drop- This maneuver allows you drop off of a high ledge and minimize 
    the damage taken from the fall (or eliminate it completely). Simply stand 
    with your back to the edge of the platform, tap backwards, and hold action. 
    Lara will hop and grab the ledge on the way down. You can also stand one or 
    two steps back, roll, and hold action. Lara rolls off the edge, changes 
    direction, and grabs the ledge.
    
    Swan Dive- Hold walk and do a standing jump forward to dive. Diving should be 
    done purely for style. Although you can dive onto solid ground (Lara will 
    roll), you can kill yourself if the fall is too far.
    
    Handstand- While hanging on a ledge, hold walk and press forwards to climb up 
    into a handstand. It has no practical use other than looking cool.
    
    Using items- If you find the receptacle for a key or puzzle item, stand in 
    front of it and press action to bring up your item ring, and then select the 
    appropriate item.
    =================
    
    b. Movement
    
    Understanding the way Lara moves is an important part of getting through the 
    game. In the guide, I will refer to certain movements and distances 
    differently. This section will help you familiarize yourself the way Lara 
    moves and how to use it to make your jumps work.
    
    The basic thing to remember is that the game is made up of squares. These 
    squares form the entire level. If you look down at the ground, you can see 
    that it is made up of square sections. Sometimes the square sections change 
    in color or texture to reflect that the ground looks different in other areas 
    but they are still squares. Even sloping platforms look like squares from 
    above. On the Opera House level, look at the roof, and you'll get the idea.
    
    With this in mind, you can see that Lara traverses a set number of squares or 
    segments of squares whenever she moves. Here are the distances she travels 
    with each movement:
    
    Standing jump: 2 squares (3 with a grab)
    Backwards jump: 2 squares
    Sideways jump: 2 squares
    Roll: Little less than 1 square
    Single step forward: Little less than a 1/3 of a square
    Single step backwards: Exactly 1/3 of a square
    Backwards hop: Little less than 1 square
    Running Jump: 3 squares (4 with a grab)
    
    For forwards jumping, the number of squares traversed can be +1 if you are 
    adding a grab. If you do a running jump with a grab, you can go over 3 and 
    grab the edge of the fourth square. So a standing jump with a grab will let 
    Lara reach a ledge 3 squares away while a running jump with a grab lets Lara 
    reach a ledge 4 squares away. However, this is only if the height of the 
    destination platform is not higher or lower than your platform. If the 
    destination is higher, Lara can't reach the ledge with a grab. If it is 
    lower, Lara can reach the ledge even if it is beyond her normal jumping 
    distance. If you are grabbing in the air, Lara will stop after falling a 
    certain distance. Also, if a ledge is much higher than yours but close enough 
    that is reachable, make sure you don't use a running jump, otherwise Lara 
    will smack into the ledge before she can grab it.
    
    The distance Lara needs for a running jump is a little less than 1 square. A 
    hop backwards (with no left or right adjustment) or a roll gives you this 
    EXACT distance. However, 3 steps back will give you exactly 1 square. 
    Sometimes this tiny distance can be the difference between life and death 
    when you make a tricky jump.
    
    Another aspect worth mentioning is sliding. Some platform slope so radically, 
    that stepping on them causes Lara to slide down them. While sliding, you can 
    press jump to leap in the direction you're facing. Sometimes you can use 
    multiple sliding platforms to reach high areas by rebounding off the slopes. 
    If you are sliding down backwards, you can hold action and Lara will grab the 
    edge of the platform when she slides off. Another useful tactic is pulling up 
    onto a sliding surface while holding Jump. This way, Lara will back flip away 
    from the slope rather than slipping off again.
    =================
    
    c. Combat
    
    Another aspect worth mentioning is, of course, combat. Lara has an edge over 
    all of her foes because of her mobility. She can perform any action and still 
    fire at an enemy with pin-point accuracy. Enemies can be divided into two 
    major categories: those with guns and those without. There is a huge 
    differences in tactics when dealing with each type and the lethalness of the 
    a particular enemy will influence the weapon you will employ. Here are the 
    tactics you should use when dealing with each type of enemy. The Enemy 
    section will show detailed methods for disposal of each particular enemy.
    
    Those without guns: Two words: get mobile. If an enemy has to get close to 
    Lara to inflict damage, then start moving. As long as he cannot get close to 
    you, you can fire at him constantly until he's dead. Jump, roll, back flip, 
    do whatever it takes to keep distance between you. Generally, you can simply 
    shoot an enemy as he walks towards you but it is always better to back flip 
    constantly. If you run out of room to back off, jump over the enemy and flip 
    in mid air, and then start back flipping again as he turns around. If an 
    enemy is behind you, you should roll, and start back flipping. It is easy to 
    stay away from most enemies but some are so fast, that they'll be upon you 
    very quickly, in which case you'll need heavier firepower.
    
    Those with guns: These enemies are more dangerous because they don't have to 
    get close to you, meaning that no matter how much you roll and flip, they 
    will still cause damage. However, rolling and flipping can be the key to 
    defeating them. Sideways jumping back and forth can minimize the number of 
    times you are hit by an opponent. Also, if you are in close quarters, you can 
    utilize a little trick to kill gun-toting enemies without getting hit. Run up 
    to him and roll. You will end up behind him while he has to walk a circle in 
    order to shoot at you. As soon as he is facing you, roll behind him again. 
    For those times when you encounter multiple enemies with guns, whip out the 
    heavy artillery as these situations are very dangerous.
    
    Another aspect of combat is the height advantage. For enemies with no guns, 
    you can easily kill them with the Pistols by securing a high ledge. Up there, 
    the enemies can't reach you. They may walk out of your view but as long as 
    action is held down, Lara will squeeze of shots whenever the enemy pops back 
    in her view. If you need to, draw it out by hanging from your ledge and then 
    pulling up.
    =================
    
    d. Items and Weapons
    
    The following is a description of all of the weapons and items that you can 
    equip or use:
    
    Pistols: With infinite ammo and a moderate fire rate, the Pistols are your 
    primary weapon. You can use them not only to kill lesser enemies but to 
    conserve ammo with a height advantage over melee attacking enemies. Don't 
    doubt them because they're weak; they'll be used throughout the entire game.
    
    Shotgun: An old favorite, the Shotgun packs a tremendous close-range punch. 
    Most four-legged animals die with a single blast, while humans usually go 
    down with 2 (but sometimes 1). Anything more than that and you should refrain 
    from using it. The Shotgun is just too slow to deal with anything that 
    requires more than to 2 blasts to kill. Remember to get up close and personal 
    with this weapon because that is the only way to make it effective. Lara 
    starts the game with this.
    
    Automatic Pistols: Just like the Pistols, only three times as powerful. Very 
    useful against multiple enemies.
    
    Uzis: These guns are VERY powerful. It eats up ammo fast, but enemies won't 
    last long, either. Reserve them for multiple enemies or when a particularly 
    nasty enemy is attacking you.
    
    Harpoon Gun: When underwater, you may find yourself being attacked by the 
    denizens of the deep. The Harpoon Gun is relatively weak and it requires a 
    reload after every four shots. It isn't suitable for taking on anything other 
    than Frogmen, so reserve your harpoons for those encounters.
    
    Grenade Launcher: Is an enemy making you mad? Whip out this when you're tired 
    of anything that gets in your way. This weapon must be reloaded after each 
    shot, but each grenade can take out almost anything with one hit. Keep your 
    movement to minimum when employing the Grenade Launcher, as running and 
    rolling can result in the shell hitting the ground rather than the target. 
    Also, despite what you may hear about this weapon, the shells explode 
    whenever they hit something, no matter how close it is, and you CANNOT kill 
    yourself with it.
    
    M-16: This machine gun cuts anything to pieces in seconds. It's power and 
    rapid fire result in a very short life for whoever is in your sights. Also 
    note, that Lara aims at targets farther away from her than other weapons. The 
    only down side is that the gun goes inactive if you move so you must stand 
    flat-footed while firing. However, if you perform a movement and continue 
    doing it (such as running) Lara will pause momentarily but will continue 
    firing.
    
    Flares: You can't burn anything with them but they light up the surrounding 
    area. Pop one whenever you can't see the floor or a switch. They even work 
    underwater If you want to pick up a previously discarded Flare, pick it up 
    like you would anything else.
    
    Small Medi-pack: Restores half of your life gauge.
    
    Large Medi-pack: Recovers your life gauge to 100%.
    
    Stopwatch: Shows various statistics for the level you're in, including time, 
    distance, Medi-packs used, and secrets found.
    =================
    
    e. Enemy Guide
    
    Here it is: a complete list of all enemies you will encounter and how to make 
    short of work of them. All enemies are listed in the order you encounter them 
    in.
    
    Tiger: Easy to deal with if you have some room. The Pistols are a good choice 
    but usually you'll have a height advantage over these beasts. Should the need 
    arise, a single close-range Shotgun blast can take one down.
    
    Crow: These annoying birds will fly right up above you and drop straight 
    down. Luckily, you can take down a whole flock with just your Pistols. As 
    soon as you lock on, start back flipping while firing to rid yourself of the 
    birds.
    
    Spider: Small scuttling sounds issue the arrival of one of these pests. One 
    Pistol shot will kill them, so when you hear the noise, it's time to hunt 
    them down.
    
    T-Rex: No Tomb Raider game is complete without some form of dinosaur! The T-
    Rex can easily chomp our heroine down so it's best to stay in the small 
    hallway where you encounter them. That way, you can plink away with your 
    Pistols and retreat when the T-Rex draws near.
    
    Doberman: These vicious puppies actually cause a bit of damage up close but 
    can easily be killed with the Pistols, only requiring about 6 shots. For 
    multiple Dobermans you may elect to use your Automatic Pistols if you can't 
    reach a high ledge.
    
    Gunman: Slick footsteps give away these goons. They fire fairly quickly so 
    it's important to stay mobile. The Pistols will be enough to take them down 
    but for multiple gunmen, you'll definitely want your Automatic Pistols.
    
    Thug: These guys wield bats and are not very smart. Be careful because they 
    climb certain heights (not as high as Lara can climb, though) so it's 
    difficult to get a height advantage. The Pistols or Shotgun will work 
    effectively against them.
    
    Rat: See one, shoot it with your Pistols. No other weapon is needed.
    
    Rig Worker: Deal with these enemies just like you would a Thug.
    
    Rig Guard: Deal with these enemies just like you would a Gunman.
    
    Rig Boss: The first deadly enemy you encounter, the Rig Boss carries a 
    Shotgun and tends to fire it very rapidly. Take out these enemies a fast as 
    you can with the Automatic Pistols or even the Uzis if the situation gets 
    desperate.
    
    Frogman: The divers armed with harpoon guns are your first underwater 
    enemies. If you have a Harpoon Gun, you can fight them underwater. When you 
    hear the plink of their weapons, simply dart left or right and the harpoon 
    will miss. Then, roll and fire. You can also get ashore and use your Pistols 
    but be careful as Frogmen will fire at you while treading water.
    
    Flamethrower: One of the most deadly foes you'll face, the Flamethrower can 
    set you ablaze, thus killing you in a matter of seconds. If you see one, 
    start jumping left and right to avoid the flames while unloading with your 
    Uzis. The Uzis can take down Flamethrowers very quickly, so keep them at the 
    ready if you think a Flamethrower is nearby.
    
    Shark: Capable of killing Lara with a single bite, the Shark is best avoided. 
    Luckily, Lara can swim faster than sharks can so as long as you have room, 
    you can out-swim them. It's pointless to try and kill them with your Harpoon 
    Gun.
    
    Barracuda: These small fish cause light damage but their numbers are 
    annoying. Again, you should simply swim past them because you'll never be 
    able to kill them all with your Harpoon Gun.
    
    Moray Eel: You can't kill these creatures so just swim by them as fast as you 
    can.
    
    Crewman: Deal with these guys the same way you would a Thug or Rig Worker.
    
    Eagle: Deal with these enemies the same way you would a Crow.
    
    Mercenary: Mercenaries can take quite a bit of damage, so the Automatic 
    Pistols or Uzis will be suitable for them. They fire their guns more rapidly 
    so it's even more important to stay mobile.
    
    Mercenary Boss: These guys can dish out TONS of damage in a very little time 
    so killing them quickly is key. The Uzis are your best friend for disposing 
    of them as they can take quite a bit of abuse in return.
    
    Snow Leopard: Deal with these enemies the same way you would a Tiger.
    
    Yeti: Mythical creatures always add a new twist to the Tomb Raider games, and 
    these certainly fit the bill. They can hit hard, they move fast, and you 
    never EVER want one near you. The M-16 is an excellent choice because it 
    takes them down quickly. If you have some distance, the M-16 can mow down a 
    whole pack with ease.
    
    Fighting Fish: Deal with these enemies the same way you would a Barracuda.
    
    Giant Spider: I hate spiders, but despite this I braved the encounter to 
    return and write about them. The noise they make (sounds like footsteps on a 
    wooden floor) gives them away, so get those Uzis out as soon as you hear it. 
    They can actually cause quite a bit of damage with their bites, so get mobile 
    and go to town. Just don't get unnerved because they're huge spiders.
    
    Warrior: Nasty enemies up close but painfully slow flyers. When you find 
    them, you can kill them with your Pistols before they can even get close. Not 
    too much trouble as long as you're careful.
    
    Xian: These hulking giants are the deadliest enemies you'll face. They move 
    really fast and cause a lot of damage. Nothing less will do: the Grenade 
    Launcher is your only way out. Sometimes you'll get stuck fighting more than 
    one so be prepared to use a Medi-pack or two.
    
    Ninja: These guys can take a lot of abuse but they don't do a whole lot of 
    damage. Their throwing stars are easy to dodge with repeated sideways 
    jumping, so unload on them with your Uzis or even the Shotgun in up close 
    encounters.
    =================
    
    f. Other Important Things
    
    Saving
    
    You can save whenever you want. Save frequently because you never know what 
    to expect. The only rule about this feature is to never save your self into a 
    corner. This means, don't save a split second before dying, otherwise it's 
    back to the beginning of the level.
    
    Secrets
    
    Each level (except for 17 and 18) hide three secrets in the form of the 
    Stone, Jade, and Gold dragons. They don't serve any purpose other than being 
    hidden extras but if you find all three secrets in a level, the third secret 
    will yield extra ammo and guns.
    
    Floor hazards
    
    You'll notice some floors that are laden with spikes or broken glass. Falling 
    on them results in instant death. Walking in them is the only safe way to 
    move about but tread carefully and DON'T save while standing in them.
    
    Dead enemies
    
    Whenever you kill a human enemy, check his body for items. Almost all human 
    enemies relinquish ammo or Medi-packs. I won't include what every enemy drops 
    so just make it a habit to search a dead body for items.
    
    Lining up jumps
    
    Some jumps are very tricky and require precise direction. If you need to see 
    the exact direction Lara is facing, simply hold the Look button.
    
    =============================================================================
    
    5. The Walkthrough
    
    a. The Great Wall
    
    (scene) Lara uses a rope and jumps down to a valley near the Great Wall of 
    China.
    
    Lara begins by sliding down some slopes and being deposited in a valley. 
    Proceed forward and Lara will look up to a distant guard house and the 
    helicopter will fly by. Keep going until you find a pool of water. Go into 
    the water and climb the ledges above the pool. A tiger will appear below so 
    kill him if you want. Run the length of the ledge to a gap. Take a diagonal 
    jump to the pillar in front of you and then take another back onto the stone 
    trail. Follow it to the end, where you can pull up to a flat ledge. Here, 
    turn around and take a running jump across the gap where you'll land on 
    another flat ledge. A tiger will appear in the valley below, so kill it if 
    you want to. Either way, you must now climb up a series blocks to the left.
    
    ----------------------------------SECRET #1----------------------------------
    
    Instead of climbing the blocks, jump over the gap opposite them and follow 
    the trail to end where the Stone Dragon lies.
    
    -----------------------------------------------------------------------------
    
    After reaching the top, take a running jump across the long sliding slope to 
    ledges on the other side. From here, you can climb up into the guard house.
    
    Upon entering, turn right and run to the corner, which will trigger a trap 
    door. You'll be deposited in a pool of water. Surface and climb out of the 
    water facing the door. Turn left and follow the steps to the end, where 
    you'll need to take a running jump with a grab to the platform with a switch. 
    Throwing the switch opens the door, so hit it and run outside.
    
    The view is quite impressive, eh? Don't let it distract you because 3 Crows 
    are flying your way. After disposing of them, slide down the slope and you'll 
    land in a pool of water. Directly to your right after landing in the water, 
    is a small alcove. Inside is a Guard House Key, so take it and surface. Climb 
    out of the water and get mobile so as to avoid getting attacked by the Tiger. 
    Look for a small mossy block next to the wall. Climb up onto to it and then 
    use the height to reach the top of the wall. Plug your Guard House Key into 
    the lock and enter.
    
    Get those Pistols out and prepare to open fire on the Spiders in the room. 
    Two will attack you from the stairs initially and the last one is at the top 
    of the ladder. Climb up, take out the Spider, and grab the Silver Key. The 
    Silver Key will grant you access to another room with a skeleton lying on the 
    ground. The door is to the right of the ladder. Upon entering, three Spiders 
    drop down in front of you and a fourth comes at you from behind. Take them 
    all out and then pick up the Large Medi-pack and Shotgun Shells from the 
    skeleton. Push the block aside and enter the hallway, where you'll slide down 
    into a pool room.
    
    Enter the water but instead of going forward, turn left and grab hold of the 
    crack in the wall. Use it to shimmy right as the blade traps beneath you 
    unload. When you reach the end, drop into the water and surface carefully to 
    avoid being hit the blades and then climb out of the water into the hallway. 
    It would be a good idea to save now.
    
    Run forwards over the collapsing tiles and turn right. Two boulders begin 
    rolling down after you, so run down the passage, keeping to the left. The 
    path narrows and a sector of spikes will be visible, so jump over them and 
    you'll land a on slope which deposits in another trap room. As soon as you 
    land, spiked walls begin closing, so head to the opening in the wall to your 
    left. If you want, you can also pick up the Automatic Pistol Clips by taking 
    a left jump as soon as you gain your footing. Immediately hit action when you 
    land to snatch up the clips and then take a standing jump with a grab to 
    reach the exit. You WILL take a small nick from the spikes.
    
    After this, you'll be faced with a hallway that has three blades swinging 
    back and forth at ankle level. You must run down the hall jumping over the 
    blades. After passing through the hall, you must zig zag left, then right 
    through a small corridor with spiked walls. You can also see the Jade Dragon 
    in here.
    
    ----------------------------------SECRET #2----------------------------------
    
    If you're feeling brave, you can make the Jade Dragon yours. After you jump 
    over the last blade, hold left and you'll come into the zig zag corridor at 
    an angle, leaving you a couple of feet in front of the Jade Dragon. Tap 
    forward once and press action to snatch it up quickly.
    
    -----------------------------------------------------------------------------
    
    After the zig zag hallway, run down the next corridor hugging the right until 
    you reach s slide, dumping you into a room with a spiked wall closing in on 
    you. After landing, turn around and run to the right-hand corner where there 
    is a collapsible tile. Stand on it and it will break, depositing you into a 
    large cavern. In here, you'll find two rolling blades in your path. Inch 
    forward carefully and scoop up the Small Medi-pack, then time your run 
    accordingly to get past the blades. Draw your Pistols and proceed to the edge 
    of a canyon. As you near the rope slider, more Spiders will attack. After 
    ridding the cavern of the Spiders, turn your attention to the rope slider.
    
    ----------------------------------SECRET #3----------------------------------
    
    The first level is the shortest but it's lengthened considerably if you want 
    the last secret. Instead of using the rope slider, hang from the edge of the 
    canyon and shimmy left until Lara is hanging over a green mossy block. Drop 
    down and then jump up and grab the crack in the canyon wall. Shimmy right and 
    pull up into the opening, where you'll find some Flares and a ladder. Descend 
    the ladder with a Flare lit because it's very dark down here. At the bottom 
    leave the hall and you'll be at the bottom of the mossy canyon. As you 
    approach the skeleton, the ground starts shaking, signaling the arrival of T-
    Rex. Dash back to the hall and use it as cover while you plink away with your 
    Pistols. When the T-Rex falls, continue along the canyon until it narrows to 
    a corridor. At the end, you'll find the Gold Dragon. If you got the previous 
    two secrets, then you'll also receive a Grenade Launcher, some ammo for it, 
    and a Small Medi-pack. Another T-Rex is now stomping around the valley, so 
    use the same tactics as before and return to the ladder. Climb all the way up 
    as far as you can, then safety drop from the ledge back to the rope slider.
    
    -----------------------------------------------------------------------------
    
    Grab the rope slider and hang on tight as you soar across the canyon. Let go 
    when you're over solid ground and get to rumble with the pair of Tigers that 
    show up. After disposing of them, continue into the next cavern which 
    contains a large red door. Step up to the door and the level ends.
    
    (scene) A monk attacks Lara, but she easily takes him down and interrogates 
    him. You need a special key to open that door and it seems that Bartoli, a 
    wealthy Italian, may know it's location.
    =================
    
    b. Venice
    
    You begin in an alley. Proceed down the path with your Pistols drawn so as to 
    dispatch the Doberman up ahead before going into a small court yard. The 
    balcony on your right upon entering has a gunman standing on it, so take him 
    out quickly before going down the next alley. Halfway down, a Doberman 
    appears and a little farther down, a thug will come out. Kill them both and 
    then enter the small shack on the right.
    
    Inside, pick up the Flares from the table and hit the button to open a trap 
    door above you. Climb up to the second level and loop around to hit another 
    button which grants you access to the roof. Up here, blow out the windows and 
    go across the small hallway. Jump out onto the red awning and then jump to 
    the balcony where the first gunman was. At his feet is a Boathouse Key. Take 
    it, and then head back to the canal in front of the shack.
    
    Swim across the canal and go under the large double doors. Here, there is a 
    speedboat. Climb out of the water and hit the button to open a door near the 
    roof of the shack and use the Boathouse Key to open the doors. We have yet to 
    open the sewer entrance so don't bother hopping into the speedboat. Swim back 
    to the shack and take out the gunman there. He drops the Automatic Pistols. 
    Climb back to the roof of the shack and enter the small corridor. Go through 
    the newly opened door, wary of the Doberman. Cross the bridge here and throw 
    a switch to open a door above the sewer entrance. Return to the previous room 
    and blow out the windows, and then use the ledge  run, jump, and grab the 
    awning across the canal. Jump across the awnings until you reach the open 
    door. Inside is a switch which opens the sewer entrance.
    
    Drive your speedboat through the open and light a Flare so you can see.
    
    ----------------------------------SECRET #1----------------------------------
    
    Upon entering the sewers, light a Flare and find the small opening just to 
    your right. Jump into the opening and you'll find the Stone Dragon and a box 
    of Flares. The ladder leads down to the main sewer room and some rats so 
    there's no need to descend it.
    
    -----------------------------------------------------------------------------
    
    Continue onwards around the turn and fly over the waterfall, where you'll 
    land in a large pool.
    
    ----------------------------------SECRET #2----------------------------------
    
    After landing in the pool, jump out of the speedboat and check the bottom the 
    of the pool near the center to find the Gold Dragon.
    
    -----------------------------------------------------------------------------
    
    Proceed through the passageway until you come into a large room with several 
    pillars. Immediately dismount and swim down to the left. At the bottom, you 
    can find a batch of well-hidden Uzi Clips. To the right is a ledge with some 
    rats and a ladder that will lead to Secret #1. Go to the opposite end of the 
    room, where you'll find a ledge and a lock. Leave the boat in the lock and 
    climb up to the ledge. Take out the rat, blow out the window, take out the 
    gunman and throw the switch inside to activate the lock, bring your speedboat 
    upwards. Before leaving, check the front door for a box of Shotgun Shells. 
    Now exit and climb the ladder where the speedboat awaits you. Jump into the 
    water and throw the switch to open the door ahead. You have two paths here 
    and each one leads to a key. You can do the paths in any order, so I'll split 
    up the walkthrough here.
    
    LEFT PATH
    
    Go left around the corner where you can smash through several gondolas before 
    dismounting on the wooden catwalk to the right. Move forward until you can 
    shoot the gunman up ahead. Get back onto your speedboat and go forward. 
    You'll probably wonder why there is a second speedboat. The answer is: we're 
    about to waste this one. The long path you can see is the exit but there are 
    several mines in the way. Charge down the path and jump out the speedboat so 
    that the speedboat takes out the mines without you getting blown up. The 
    gunman you just shot has M-16 Clips so pick them up.
    
    Return to the first wooden catwalk and climb the small block. Jump and grab 
    hold of the awning. From here, jump to the over pass but immediately jump 
    backwards to the awning. This will draw out a thug and a Doberman to you can 
    safely shoot them from a distance. When they're gone, jump back to the over 
    pass and continue into the courtyard where a gunman targets you. Kill him and 
    pick up his Steel Key. Use the key to open the door. Inside, fall through the 
    hole and throw the switch to open one of two gates needed to finish the 
    level.
    
    RIGHT PATH
    
    Alas, as you round the corner, a gunman starts shooting from a wooden 
    catwalk. Dismount and kill him quickly before moving on. Ignore the first 
    right and continue to the second. Go around the corner and jump off onto a 
    ledge with a door. The door opens and a thug comes out to play. Get rid of 
    him and enter the room. Kill the rats and throw the switch to open another 
    door elsewhere in the canal.
    
    ----------------------------------SECRET #3----------------------------------
    
    Outside the door, you can see an over pass. Jump up and grab the over pass 
    and pull up. Blow out the windows and pick up the Jade Dragon from the table. 
    If you got the previous two secrets, you'll also receive a stash of Automatic 
    Pistol ammo.
    
    -----------------------------------------------------------------------------
    
    Return to your boat and go back to that first right you ignored (or go 
    through the narrow the corridor opposite the door). This leads to an area 
    where you can see the door you just opened. Go inside and you'll fall into a 
    small pool room. The doors behind you close but you can pick up the Iron Key. 
    Climb up to the second floor and take out the thug and Doberman with extreme 
    prejudice before throwing the switch to the open the exit doors. As you jump 
    back into the canal, a gunman appears a wooden catwalk nearby so climb out 
    quickly and kill him. If you haven't completed the left path yet, do so now. 
    After you're done, continue with the next paragraph.
    
    Return to the ledge near the mines and use the Iron Key to open the door. 
    Take out the gunman that appears, and then head inside and throw the switch. 
    It will open the second flood gate so now we can finish the level. Go back to 
    the area outside of where you found the Iron Key and this time, go forward 
    into the dark part of the canal and hang a left. Here, there is a wide wooden 
    ramp to the right. Dismount from your speedboat and swim into the opening 
    next to the ramp. Surface and take out the gunman inside. The door closes 
    behind you but you can simply jump off the ramp back to your speedboat.
    
    Now, in front of the wide ramp is a narrow ramp on the left. Line up the 
    speedboat at the bottom of the narrow ramp and then back up until you hit the 
    wide ramp. Dismount and swim back into the opening. Climb up on the ledge 
    where the gunman was and push the button to open the exit doors. As the bell 
    chimes, rush off the ramp and land in your speedboat and take off. Go forward 
    with X held down so that you go up the ramp and through the over pass where 
    Secret #3 was. Continue until you come to a left turn. Right in front of you 
    as you approach this corner is a narrow path that you created by opening the 
    flood gates. Go through it and take a sharp right. Finally, charge down the 
    path as fast as you can to get through the exit doors before they close.
    =================
    
    c. Bartoli's Hideout
    
    As the level gets underway, proceed forward and the gates will open for you. 
    Pull up to the wooden platform and disembark from your speedboat. Shoot the 
    rat and run up the steps. There are more rats up here so take them out and go 
    through the corridor, mindful of the thug. Move forward, vaulting up over the 
    block and taking out more rats, and finally throwing the switch at the end. 
    The doors you saw earlier will open and another thug comes to investigate. 
    Take him down and return to the double doors.
    
    Upon entering, a gunman starts shooting from the balcony above you while 
    another gunman appears around the corner. Move under the balcony take down 
    the second gunman first. On the opposite side of the room are some windows. 
    Blow them out and kill the two Dobermans. Go through the area where the 
    Dobermans came from and search to your right to find a stash of Automatic 
    Pistol Clip, a Small Medi-pack and a box of Flares. Leave the area and turn 
    your attention to the three swordsman statues. Approach them and they start 
    hacking up the space in front of them. Light and Flare and time your run 
    accordingly to get past them. At the end of the hall is a switch which opens 
    another set doors at the end of the canal. Return to the main room look at 
    the section of the wall near the balcony with the gunman on it. Jump up and 
    grab hold of the wall (the section that look like a ladder) and climb up to 
    the opening in the ceiling.
    
    Outside, turn right and kill the gunman on the balcony. Then turn left and 
    run and jump to the awning. Lara will slide on this one, so grab the edge of 
    it and shimmy left as far as you can go. Pull up and hold jump so Lara back 
    flips onto the balcony behind her. From here, take a running jump with a grab 
    to the wooden platform followed by running jump to the next awning (Lara 
    won't slide on it). To get into the open doors, do a standing jump with grab. 
    Lara won't grab anything, but the grab action will prevent her from smacking 
    into the wall. Get those guns out immediately after landing so as to dispatch 
    the two Dobermans coming your way. Climb the stairs and enter the room at the 
    top, wary of the gunman.
    
    ----------------------------------SECRET #1----------------------------------
    
    After killing the gunman, check over in the left corner (left as you enter 
    the room) and look at the pattern on the wall. Hidden within it is a switch. 
    Throwing the switch opens a door back near the stairs. This door leads to the 
    balcony where you killed the gunman earlier and here, you'll find the Stone 
    Dragon.
    
    -----------------------------------------------------------------------------
    
    Once the gunman is gone, blow out the window and climb out onto the balcony 
    where another gunman awaits you. Dispose of him and then blast through the 
    next window. Upon entering the room, a thug appears behind you while another 
    thug and a Doberman come in through the door on your right. Take out the 
    Doberman before working on the thugs and use your Automatic Pistols. Once the 
    coast is clear, push the block in the back of the fire place forwards, to 
    reveal a secret passage.
    
    Climb up into passage and kill the rat. Proceed forward until you come to a 
    slope with two swinging blades on it. Instead of sliding the slope, position 
    yourself on the extreme right edge of the slope, take one step left and one 
    step back, and then dive into the water. Climb out of the water in front of 
    the burner trap and save. The wooden square you see will turn off the burners 
    temporarily once you step on it. Put Lara's back to the wall and run forward 
    over the wooden square, taking jump just as you get to the edge of it. While 
    in the air, take your thumb off of the forward button because the next two 
    jumps are STANDING jumps. As soon as you land, take a standing jump over to 
    the next burner and then take one more to the other end of the hall. With any 
    luck, you should clear all three burners before they ignite. If you are set 
    on fire, jump into the water to douse the flames.
    
    At the end of the hall, a panel opens up and reveals a large ballroom. Kill 
    the gunman down below before the two Dobermans, and then drop into the room.
    
    ----------------------------------SECRET #2----------------------------------
    
    Blow out the windows immediately to your left upon entering the ballroom and 
    go through them. Jump into the water and swim through the broken windows. 
    Surface here and turn your attention to the stairs below you in the water. 
    Light a flare and dive down. Swim down the stairs and take right. Go between 
    the pillars and swim up so as to go through the small opening ahead. After 
    getting through it, swim to the floor and turn right a little bit and you'll 
    spot another opening. Swim through this one and then go forwards to your left 
    where you'll find some grenades. Directly opposite that is the Gold Dragon. 
    Pick it up and swim back the way you came. If you need air at this point, 
    pull the switch next to the dragon and swim up through the trap door and 
    you'll surface back in the burner hall.
    
    -----------------------------------------------------------------------------
    
    Climb up onto the first ramp in front of you and use it to reach the lowest 
    chandelier. From here, take a running jump with a grab to reach the next 
    chandelier. Turn right and take a running jump to the wooden platform with a 
    switch. Throwing the switch opens up a secret room behind a painting but you 
    can't get to it just yet. Return to the second chandelier and take a running 
    jump with grab to reach the highest chandelier, and then from here, climb up 
    to the rafters. Take out the rats to your right go in that direction to find 
    a rafter higher above you. Grab hold of the edge of the rafter and shimmy 
    right until you can pull up. From here, take a running jump straight ahead to 
    land on a ledge. As you approach the brick work here, a thug climbs over so 
    kill him before he knocks you off the rafters. Climb atop the brick work and 
    jump to another high rafter. Here, throw the switch, which will adjust the 
    height of the chandeliers.
    
    On the other side of the brick work, hang and drop from the ledge and you'll 
    land on the highest chandelier (the first one you jumped atop). Stand at the 
    edge of this chandelier facing the second chandelier and take a standing jump 
    forward so as to land on it. Repeat this to reach the lowest (third) 
    chandelier. Now turn left and take a running jump with a grab to reach the 
    secret room behind the painting. Here, you'll find a Library Key. Take it and 
    return to the low chandelier. Now take a running jump with a grab to get back 
    to the second chandelier. Looking to your right, you can see a ledge next to 
    some windows. Use a running jump to reach this ledge. Here, throw the switch 
    and step out onto the balcony. Walk around to the hole and safety drop into 
    the water below. Swim into the next room and surface in front of the library 
    doors. There's also a switch which opens the underwater door down there but 
    it leads to the area where you can reach Secret #2. Use your Library Key to 
    the open the doors, which will close behind you when you enter.
    
    A thug will come from the hallway directly opposite of you, so take him down 
    and head in the direction he came from. Climb the bookcases into the upper 
    room. Shoot the rats and then jump atop the bookcase so you can access the 
    switch. Throwing it opens one of the sets of double doors back in the 
    entrance and a gunman comes out. Return there and kill the gunman and then go 
    through the open doors.
    
    Climb the bookcase directly to your left and take a running jump to the ledge 
    near the windows. Climb up the other bookcase and blow out the window before 
    jumping into the pane. Slide down the awning backwards and grab the edge of 
    it. Pull up and jump backwards to the ledge behind you. From here, take a 
    running jump to the ledge in front of you. Jump to the brick ledge nearby and 
    follow it to the end. Now, you need to take a running jump with a grab to 
    reach the top of the hut. You have to aim for the right edge of it but it's a 
    tricky jump so position yourself carefully. If you mess up the jump, you'll 
    have to back track a little bit. Once atop the hut, go to the end of it with 
    the metal chimney and use a standing jump with a grab to the opening in the 
    wall. Safety drop into the room where you'll find the Uzis (and Lara says "Ah 
    ha" despite the fact that her head is completely underwater).
    
    With the Uzis in hand, drop down to the hut and enter it. Take out the gunman 
    and grab the Detonator Key (Note: You do not HAVE to take it). With the 
    Detonator Key or not, leave the hut and jump across the channel to the door, 
    which will open. Another gunman targets you, so kill him quickly and enter 
    the library by blasting the windows. Now go to only pair of double doors you 
    haven't opened yet and use the switch to do just that. Upon entering, two 
    gunman open fire form your left so return the favor, perhaps with your Uzis. 
    Once both are dead, approach the wooden door and it opens.
    
    Swim across the channel to the low wooden ledge. Kill the rat here and jump 
    up to the detonator box. Before you do anything, you have to get secret #3 
    now if you want it.
    
    ----------------------------------SECRET #3----------------------------------
    
    Before using the detonator box, go past it and climb up the brick wall. Run 
    the length of it to the house and blow out the windows. On the table, you 
    will find the Jade Dragon. However, if you used the Detonator Key beforehand, 
    the dragon will not be here. If you collected the previous two secrets, 
    you'll also receive a large stash of Shotgun Shells.
    
    -----------------------------------------------------------------------------
    
    If you skipped the Detonator Key, take the path to secret #3 (detailed above) 
    and instead of blowing out the windows, go to the left and climb up atop the 
    house.
    
    If you use the Detonator Key, the house explodes, so head over to the rubble 
    and climb up the rooms until you reach the roof. From here, head around to 
    the pit and safety drop into it. Finally, slide down the slope to finish the 
    level.
    =================
    
    d. Opera House
    
    You begin the level sliding down a ramp to wooden ledge with a box swinging 
    in front of you. Those boxes cause a lot of damage if you touch them so avoid 
    contact at all costs. To your right is a small brick ledge. Run and jump to 
    it and use the vantage point to take out the gunman on the ledge far below 
    you. Once he's disposed off, jump into the canal below. Swim around to the 
    left and surface at the ladder. Climb it to mid-point and get off to throw 
    the switch, which will open up the roof of one of the buildings. Climb the 
    ladder to the top and get off on the ledges. From here, you can use a running 
    jump to the reach the white ledge and then use a running jump with a grab to 
    reach the ledge you stood on at the beginning of the level.
    
    Face the swinging box and look towards the building in front you. Time a 
    running jump past the box to fall through the roof of that buildings. Get to 
    your feet quickly so as to avoid being injured by the thug, and then once 
    he's dead, take the Ornate Key. Climb up the steps and another thug will come 
    down. At the top of the steps is a path leading back to the ladder you 
    climbed before, so use it to back track to the starting ledge.
    
    Now, take a running jump back to the brick ledge and hang over the side of 
    it. Shimmy left until there is another brick ledge beneath and drop onto it. 
    Now hang from this platform and shimmy left until you are above a large 
    window with a ledge beneath you. Let go and immediately hold action so that 
    you grab the ledge below. Pull up and blow out the window. In here, there are 
    shards of broken glass so tread carefully amidst the debris and climb the 
    nearby ladder. At the top of the ladder is a darkened passageway where you 
    can use your Ornate Key. Proceed forward and climb the ladder. Ahead of you 
    is a series of collapsible tiles. Position yourself so that you are aligned 
    to the right row and take a standing jump forward. Once you land, keep 
    running and jump to the next series. Finally take one last jump with a grab 
    to the ledge on the other side. Screw up the jumping and death follows.
    
    Do a diagonal standing jump to stone platform and pull up into the dark path. 
    At the end, turn right and kill the gunman walking around on the large roof 
    structure. Hang from you ledge and pull back up to coax a thug and his two 
    Doberman pals out and then use the safety of your ledge to shoot them. Jump 
    to the roof and proceed to the other side where you'll be ambushed by two 
    gunman. Dispose of them and then go over to the ledge with the swinging box. 
    And yes, you can see the Gold Dragon in the pits below but I would advise you 
    to not drop into them to get it otherwise, you'll die.
    
    Use a running jump with a grab to make it to the ledge and then drop into the 
    room below. Throw the switch to open a section of the roof and a thug will 
    climb out. Return to the top of your ledge and take out the thug quickly so 
    you can train your guns on the distant gunman. After you kill them both, drop 
    through the newly opened passage. In here, throw the switch on the left and 
    the gate will open. Descend the ladder to the wooden hallway go down until 
    you see a button to push. DO NOT GO ANY FARTHER THAN THAT OR YOU WILL TRIGGER 
    A BOULDER TRAP. The button will close the gate, blocking off your entrance 
    into the control room but opening a the path into the opera hall. Climb the 
    ladder and use the climbable surface of the gate to reach the entrance.
    
    Notice the sandbag? Stepping underneath them causes them to fall, killing you 
    instantly. At first, hang from your ledge and pull back up so you can shoot 
    the gunman below. When you drop down, stay in the small ramp area to avoid 
    triggering the sandbag. First, head over to the double doors to your right. 
    They open, revealing a gunman and a Doberman. You'll want to kill them here 
    instead of later. Next, double back look ahead to the closed door. Ignore it 
    and turn right so you can look down and see the pool of water. Jump into it 
    and surface quickly because you'll be under attack. Swim to the steps 
    opposite the stage and turn around so you can rid yourself of the gunman. 
    Above you on the ledges lurks another gunman but you can't kill him just yet. 
    Move over to left facing the stage and watch out for boulder traps. Climb the 
    ledges here so you can reach the level of the gunman and kill him. Once he's 
    dead, drop back to the floor level and approach the double doors opposite 
    you. They open, letting out 2 Dobermans and a thug. Dispose of them, and then 
    approach the stage. Climb up to the stage and kill the incoming Doberman to 
    your left, and then turn around and take out the gunman behind you. Go 
    offstage to the left (which is stage right if you know theatrical jargon) and 
    enter the control room. Throw the switch, which will open a grate on the 
    opposite side of the stage. Cross to that side (stage left, right as you face 
    it) and watch out fro falling sandbags. You can enter the room on the lower 
    or upper levels. For now, go to the lower level and dispatch the two thugs. 
    Then climb to the upper level where you'll find a wooden plank blocking you 
    can some broken glass.
    
    Look towards the wall to your left and notice the crack. Use a running jump 
    with grab to reach the crack but don't aim for the lowest section, otherwise 
    a sandbag will fall and kill you. Grab the crack and shimmy left so you can 
    pull up to the switch. Throwing it will cause the plank to fall, creating a 
    bridge. Return to this bridge and cross. Take a running jump with a grab to 
    ledge to your left and then jump into the niche in the wall. Turn around and 
    kill the rat on the ledge behind you before using a running jump with a grab 
    to reach it. Time a running jump past the swinging sandbag. For the nest 
    ledge, simply aim a standing jump to the right side so the sandbag won't hit 
    you. Throw the switch here, which causes a sandbag to fall and break open a 
    section of the floor onstage, and approach the slide. Slide down backwards 
    and grab the edge. Pull up and immediately jump backwards so Lara lands right 
    in the water beneath the stage. Light a flare and wade forward until you come 
    to an area where you can dive down or go left. Go left and follow the path to 
    a room where you can climb out and throw a switch, opening a door somewhere 
    back in the opera hall.
    
    ----------------------------------SECRET #1----------------------------------
    
    Opposite this switch, jump into the water and swim down the long tunnel until 
    you find the Stone Dragon.
    
    -----------------------------------------------------------------------------
    
    Return to the fork and this time dive down underneath the wall and surface 
    near a ledge with the Relay Box. Take it and climb the ladder. At the top, 
    jump up and grab the ledge and you'll find yourself back at the entrance of 
    the hall (if you didn't kill the gunman and Doberman before, you'll face them 
    here). With your Relay Box, go back to that closed door and this time, take a 
    left. When you arrive at the hallway, kill the two Dobermans and plug your 
    Relay Box into the socket. Throw the switch and an elevator will be 
    activated. Simply step aboard before the doors close and it will take you to 
    the lower level.
    
    ----------------------------------SECRE #2-----------------------------------
    
    Notice the ladder in the elevator shaft? Throw the switch to start the 
    elevator but simply wait for it to go down. Now, step on top of it and climb 
    the ladder to the top. Here, you'll find the Gold Dragon amid some broken 
    glass. Go into the first niche on your left and throw the switch to the open 
    the exit door. Grab the Uzi Clips and leave, back tracking to the elevator. 
    Throw the switch once to call it, and then throw it again and enter to have 
    it take you to the lower level.
    
    -----------------------------------------------------------------------------
    
    Upon arriving at the lower level, go forward into the large room and two 
    gunman will attack, one approaching from the left and another from your 
    right. The Shotgun will be an effective weapon. Approach the one gunman and 
    kill him quickly and then use whatever other weapon you want for the second. 
    Heal up if needed, and then throw the switch to send the elevator back up. 
    Jump into the water below and swim forward to the metal gate. Hang a left and 
    swim up the stairs until you arrive in a watery room where you'll find the 
    Circuit Board.
    
    Swim back down the steps and take a left when you see the grate. Find the 
    switch and the grate opens, allowing you to surface in a new area. Get out of 
    the water and the kill before using a standing jump with a grab to reach the 
    ledge above you. The next ledge you can jump to has a gunman on it, so kill 
    him before making the jump. As you pull up, turn left and right so you kill 
    the rats, and then take the right path up the stairs, where a Doberman will 
    attack you. At the top of the stairs, blow out the windows and safety drop 
    into the dressing room. Go to the metal door with the button and push it to 
    access the ventilation system.
    
    Slide down the first slope and time you jump and grab so you can reach the 
    ledge with another Ornate Key on it. Climb the two blocks and do a standing 
    jump to next slope. On this slope, slide down briefly and then jump to make 
    into the opening in the wall. Follow the path, killing the rat along the way, 
    until you come to a gap with a fan in front of you. Run and jump across the 
    gap but be careful you don't run into the fan. Face away from the fan and do 
    a back flip to the ledge behind you. Repeat twice more to reach the upper 
    area.
    
    ----------------------------------SECRET #3----------------------------------
    
    After your second back flip, do a standing jump forward with a grab to reach 
    the hidden passageway in front of you. In the dark hallway, you can see the 
    Jade Dragon but there is a fan right behind it, so approach it carefully. If 
    you got the previous two secrets you'll also receive a stash of Uzi ammo. 
    Hang and drop from the passage to return.
    
    -----------------------------------------------------------------------------
    
    Pull the block away from the wall to reveal a button. Pushing it will open a 
    door that leads back to the dressing room. Push the block into the dressing 
    room and align it with the second block behind the windows. Blow out the 
    windows and push the second block on top of the first, and then jump up and 
    grab the second block to leave the dressing room. Watch out for the thug 
    above you.
    
    Go back down the stairs and go straight ahead until you come to a ledge. Do a 
    standing jump with a grab to reach it and you'll find yourself back in the 
    opera hall (a rat appears back below if you really want to kill it). On this 
    ledge, move forward until you come to a lock. Use your Ornate Key which opens 
    a wall in front of you. Run off of your ledge into the opening. Hang and drop 
    from the ledge and then pull up to trigger the boulder trap I mentioned in 
    this area before. Now, push the button to close the grate slowing you access 
    to the control room. Put the Circuit Board into the side socket and throw the 
    switch on the right. It lifts the scenery revealing a secret passage 
    backstage. Return to the button below and push it to open the grate, allowing 
    you access to the opera hall.
    
    Return to the stage and kill the gunman. As you approach the opening, a 
    sandbag will fall so quickly back up. Enter the opening and a thug and 
    Doberman attack you. Kill them both and enter backstage. Look around the 
    boxes until you find slightly smaller one. Pull it twice and go inside to 
    throw the switch, opening door in this room. Climb atop the boxes and head 
    towards the light so you can reach the opening. It leads out onto a ledge 
    high above the stage. A thug appears below but avoid the left side of this 
    ledge as a sandbag is waiting to fall there. Follow the ledge to a room with 
    a pit. Jump across the pit and grab the ledge beyond. Throw the switch to 
    open the door in the passage ahead of you. The switch will also a open a door 
    in the pit below, allowing easy access to this area and the stage. This next 
    jump is tricky. Stand on the right side of your ledge facing the swinging 
    sandbag. Take one step left and then angle yourself at 45 degrees so you're 
    facing the slope on the right. Do a standing jump forward to land on the 
    slope so you slide down on the ledge with the sandbag swinging just to your 
    left. Time your run past the sandbag, save your game, and ready your Shotgun.
    
    Safety drop into the room and get ready to rumble!
    
    BOSS: Thug with Big Guns
    
    The TBG will come by and start blasting you with two big guns. He is also 
    accompanied by two Dobermans. The Shotgun can take out the Dobermans with one 
    blast each. After that, focus your attention on the TBG. It will take 8-10 
    close-range Shotgun blasts to do him in. No other weapon will be needed. Try 
    to roll behind him so you can squeeze in Shotgun blasts while he has to turn 
    around and remember: get as close to him as you can to maximize damage.
    
    Once you've sent the TBG packing, pick up his Grenades and head towards the 
    metal door on the opposite end of the room. A gunman will appear among the 
    crates so take him out and climb the lowest crate. Up here, you need to make 
    a series of standing jumps atop the crates while avoiding swinging crates. 
    You need to reach the ledge on the side of the room you came into. Here, push 
    the button to open the door you saw earlier. One last gunman will try to stop 
    you on your way; you know what to do. Go through door and board the plane to 
    finish the level.
    
    (scene) The plane takes off with Lara listening in on a conversation between 
    Bartoli and his pilot. After a little misunderstanding, the pilot gets the 
    plane back in control and Lara attempts to the climb the ladder while they 
    talk. It seems that the Seraph is an important artifact you'll need to get 
    before these guys do. Sensing Bartoli coming, Lara jumps off the ladder and 
    points her guns up at the cockpit. But lo, a Rig Worker sneaks up from behind 
    and smacks Lara with a wrench, knocking her out.
    =================
    
    e. Offshore Rig
    
    (scene) The plane glides down to the water and enters the rig.
    
    Lara wakes up locked inside of a cell. Notice that all of your weapons have 
    been taken from you and all you have is your ammo and Medi-packs. Head to the 
    back of the room and pull the box out. In the secret hallway, you'll see a 
    switch. Throwing it will open your cell door for a limited time, so clear 
    path to cell door pushing and pulling the boxes. Once you get out of the 
    cell, an alarm goes off and a Rig Worker and Rig Guard come after you. In 
    your current state, you can't fight them, so head to the left and run past 
    them down the hall. Make sure you avoid the ramp or you'll be squashed by 
    some barrels. At the end of the hall, climb the stairs and approach the 
    windows. Run at them and roll to squeeze through them. Out here, safety drop 
    onto ledge below you and push the button. This opens a door beneath the 
    plane, so dive in the water and enter through this door. Inside, push the 
    button to turn the planes propellers off. You need to get back to that button 
    you pushed on the ledge, so return to your cell and back track there.
    
    This time, take a running jump with a grab to reach the wing of the plane. Up 
    here, run across the top until a trap door dumps into the plane again. Here, 
    you'll find your Pistols. Return to your cell once again and dispatch your 
    foes. The Rig Guard drops a Yellow Pass Card. Plug the card into slot at the 
    end of the hall and the doors open.
    
    ----------------------------------SECRET #-----------------------------------
    
    Go through the windows one more time and this time, run along the ledge 
    jumping across the gap. Follow the hall until you come to a pool room. Dive 
    down to the opening and throw the lever beneath it. Now return to the 
    surface, light a Flare, and get ready to swim. Swim down through the opening, 
    following the zig zag path. Take the right and immediately swim down through 
    the trap door. Go through until you emerge behind one of the giant fans. Swim 
    carefully as you pick up the Jade Dragon and then double back the way you 
    came.
    
    -----------------------------------------------------------------------------
    
    Go through the doors and push the button ahead to shut off the alarm. Take 
    the right path and climb the stairs, where you'll find a door with a wheel. 
    Use the action button to spin the wheel and enter the room. Turn around and 
    kill the Rig Worker behind before going into the next room, where another Rig 
    Worker descends the ramp. The ramp leads to a section of the next level but 
    the door shuts before you can get inside. Instead take the other door at the 
    bottom of the ramp, wary of the Rig Worker. In here, pick up the Automatic 
    Pistol Clips and Harpoons from the seats and then go into the bunk bed room. 
    On the second set to your right, climb to the upper bunk and reclaim your 
    Automatic Pistols (along with some extra ammo) and then proceed to far end of 
    the room, lower bunk on the left. Here, you'll find the Harpoon Gun and some 
    extra Harpoons. Return to the first bunk on the left and climb to the upper 
    bunk. Push the button to open the trap door and run to the bunk beds beneath 
    it so you can use a standing jump with grab to reach the opening before it 
    closes.
    
    Slide down the slope backwards and grab the ladder on the way down. Climb 
    down into the room and turn your attention to the two blocks. Pull out the 
    left one and pull it past the first. Go behind the first block and push it as 
    close to the burners as you can. Climb atop this box and use a running jump 
    with a grab to clear the burners and grab the far ladder. Climb it to the top 
    and kill the Rig Worker. He carries a Red Pass Card.
    
    ----------------------------------SECRET #2----------------------------------
    
    In this hall, light a Flare and check the darkened walls for a hidden ladder. 
    Climb the ladder and you'll arrive at the very top of the rig. Pick up the 
    Stone Dragon and climb back down.
    
    -----------------------------------------------------------------------------
    
    Continue onwards until you reach a pool room. Here, you can try for the Jade 
    Dragon if you haven't gotten it already. Climb out of the water on the low 
    ledge and move through the dark hall until you emerge back near the plane. 
    Head back to the doors you opened with the Yellow Pass Card take the left. In 
    the next room ,kill the Doberman and the Rig Guard and then jump in front of 
    the ramp to start the barrels rolling. Quickly jump away to safety. Use your 
    Red Pass Card to enter the next room. When you enter, an alarm goes off and a 
    Rig Boss opens fire from the ledge to your left. Take him out first before 
    going after the two Rig Workers. Jump to the ledge the Rig Boss was standing 
    on and push the block forwards. Run around to the ledge sticking and pull the 
    block back. Go back around behind the box and push it forwards again. Now you 
    can reach the box by using a running jump with a grab from the ledge opposite 
    the box. Up here, take a diagonal standing jump with a grab to reach the 
    opening high up in the wall.
    
    Follow the path, taking care of the Rig Boss, until you reach the control 
    room. Throw the switch here and water from one tanks will be drained and put 
    into the tank closest to you. Return to where you enter the control room and 
    run off the edge so you land on the box. This way, you can get back to the 
    floor without suffering damage. Swim across the tanks and surface near the 
    pipes. Jump over the pipes to the ledge and jump up the slope so you can 
    reach the switch. Throwing it opens a trap door back in the control room, so 
    head over there.
    
    Safety drop down the door and slide down into the large water room. Below in 
    the water are two Frogmen, so kill the from here with your Pistols. Should 
    you fall off the catwalk, you can search for the pillar with a ladder on it, 
    which will let you return to the upper part of the room. When you enter, go 
    to your left and take a running jump with a grab to the distance cat walk. Do 
    the same to reach the next piece of catwalk. Now use two diagonal standing 
    jumps to traverse the next two small pieces of catwalk. A rig Guard will 
    attack you, so kill him and use a running jump to the reach is catwalk. Pick 
    up your Shotgun from his body and walk to the end of your ledge. Take a 
    running jump to the next section and dispatch the Rig Boss quickly. Another 
    will attack while you run around on this ledge, so be ready. Use a running 
    jump to reach a section of catwalk against the wall. Remember this section, 
    as it will be important later. Take a running jump to the next closest 
    section and then take a tricky diagonal jump to the last ledge. Break the 
    glass and go inside the alcove, where you'll find the Green Pass Card. Return 
    to that important section of catwalk I mentioned.
    
    ----------------------------------SECRET #3----------------------------------
    
    On the pillar directly beneath the Green Pass Card ledge, lies the Gold 
    Dragon in plain sight. When you pick it up, two Rig Workers attack, so be 
    wary. If you found the previous two secrets, you'll also receive your Uzis 
    and some extra ammo for them.
    
    -----------------------------------------------------------------------------
    
    On this important ledge, jump up and pull up into the opening in the wall. 
    Run up the slope and climb the ladder at the top. Drop down on the other side 
    and you'll find yourself back in the control room hall with a Rig Worker 
    lurking about. Go into the control and throw the switch to put the water back 
    in the other tank, and then use your Green Pass Card to open the door. You 
    can now dive into the tank and swim through the opening. Pull the lever at 
    the end to open the door, and then surface and climb the steps to finish the 
    level.
    =================
    
    f. Diving Area
    
    Climb the stairs until you come to a pool. Run and jump across the pool and 
    grab the ladder. Climb up into the hall and push the button to shut off the 
    underwater fan. Dive into the pool and swim behind the fan, all the way to 
    the back, where a stash of Grenades await you. Return to the main pool and 
    throw the underwater lever which opens the exit door. Surface and go through 
    the door, quickly retreating to the hall to deal with the Doberman and Rig 
    Guard. In this room, there are two ledges, each with a crane swinging back 
    and forth. Use a standing jump with a grab to reach the first ledge as the 
    crane swings away. Shimmy to the left and pull up. Get to either corner of 
    the ledge, facing the next one and time your hop back so you can avoid the 
    crane. Take a running jump with a grab to the reach the next ledge. Then, 
    simply do a standing jump with a grab to reach the other side. Should you 
    fall in the water, swim through the opening, surface, and climb the stairs to 
    return to the start.
    
    Two Rig Workers come after you so deal with and proceed into the next room. 
    Here, you must slide down the large slope and jump to the ledge.
    
    ----------------------------------SECRET #1----------------------------------
    
    See the hole in the slope? To get inside, face the hole and stand on the edge 
    of the slope. Take threes steps back and back flip. The Stone Dragon lies 
    inside the hole.
    
    -----------------------------------------------------------------------------
    
    Slide down towards the ledge jutting out and jump at the right time. DO NOT 
    USE A GRAB. Although it may look like you need to, the grab will lower your 
    trajectory and will result in you falling in the liquid below, which kills 
    you instantly. Proceed along the ledge until you come to HUGE ladder. Climb 
    this thing to the top and get off in the hallway. This leads to a small room 
    with some Automatic Pistol Clips in the corner. Hang and drop from the hole 
    so that you are sliding down the slope backwards. Grab the edge as you slip 
    off and then drop and grab the ledge below you. Do this quickly because the 
    Rig Guard will keep shooting at you until you kill him. Once he's dead, take 
    a left on the catwalk and stand in the gap in the fence. Do a standing jump 
    forward and aim for the flat ledge on the slope. The fall will take about 
    half of your life, so heal if necessary. Here, you'll find the Blue Pass 
    Card. Slide down the slope to the bottom of the room and go into the opening. 
    Follow it to the end where you can use a running jump and grab to get back on 
    that big ladder. Retrace your steps back the catwalk.
    
    Now, take a right and use your Blue Pass Card to open the door. Approach the 
    next door and it opens, too, but closes behind you. Two pairs of Dobermans 
    attack, one from each side and a Flamethrower shows up soon after, so get 
    your Uzis out, pronto! Once the action dies down, run around the square 
    hallway until you come to one of the two doors with wheels. One leads up a 
    staircase and another leads down a staircase. We want the one that leads 
    down. A Rig Worker attacks when you get to the bottom so kill him and jump 
    into the pool. Swim through the opening and then double back when you hear 
    the Frogman. Get out of the water and kill him and then go through the 
    opening. Swim forwards and throw the lever. Turn around and go through the 
    open door on your right. Follow the path until you come to a lever which 
    opens the door to the heli-pad. Instead of turning around, continue making 
    right turns until you come to another which opens as you approach. Go through 
    and make a left to leave the pool. Now head to the other door with the wheel.
    
    At the top of the stairs is the newly opened heli-pad. Take out the Rig 
    Worker, Rig Guard, and Rig Boss and go forward. The helicopter lifts off 
    before you can do anything so move into the next room. Here, you'll find a 
    hall with two burners and a trap door. Throw the switch on the right to turn 
    off the first burner. Go down the hall and step on the trap door which dumps 
    into a small hole. Immediately roll and then pres face-first into the wall. 
    Tap action to pick the M-16 and then pull out of the hole and get out of the 
    hall before the burner reignites. Now, throw the switch, jump left, and push 
    the button to deactivate both burners. Charge down the hall, jumping over the 
    trap door, and pick up the Machine Chip at the end. Then, roll and sprint out 
    of the hall. Take the Machine Chip back to the pool room.
    
    Push block aside and use the Machine Chip which will open the door. When you 
    enter the next pool room, a Flamethrower attack from your left, so back up 
    and kill him as he enters the hall. Be wary of the Rig Worker, also. Head 
    around to the other side of the pool and pick up the Harpoon Gun (if you 
    haven't already) and the bundle of Harpoons, and then jump into the pool.
    
    ----------------------------------SECRET #2----------------------------------
    
    You can see the Jade Dragon blocked by a grating at the bottom of the pool. 
    Run around the room, approaching the large orange tanks. A control panel 
    swings open when you approach one and reveals a button. Pushing opens the 
    grating so you can claim your prize.
    
    -----------------------------------------------------------------------------
    
    Swim through the opening in the pool and double back when you hear the two 
    Frogmen. Get out of the water and kill them, and then jump back in and swim 
    to the next pool room. You can do down and check out the submarine if you 
    want. Surface, and climb out on the low ledge. Kill the two Rig Workers on 
    the outer ledge and then climb up and throw the switch, opening the door to 
    the antechamber in the first pool room. A Frogman appears in the water, so 
    kill him before returning to the second pool room. A Rig Guard and Rig Worker 
    a running around here so kill them and enter the newly opened chamber. Throw 
    the switch and the crane will bring the white ledge above the pool closer to 
    your side. Reach the ledge with a standing jump and grab, and then take a 
    running jump to the other side of the pool. Ignore the Red Pass Card and 
    instead, climb over the boxes in the corner and go down into the hall. The 
    button here opens the heli-pad and lets a bunch of enemies out. Return to the 
    heli-pad, taking out the Rig Guard, Rig Boss, and two Dobermans along the 
    way. Descend into the heli-pad and drop down into the central room. A Rig 
    Worker attacks initially but you're biggest threat is the Flamethrower. Take 
    him quickly and then approach the doors to open them, allowing access to 
    other rooms. Before you leave, take the Machine Chip from the Rig Worker.
    
    Put the machine chip in the slot near the saw in the first pool room to 
    deactivate, allowing you to get the Red Pass Card. Take it back to the 
    central room and use it to open the door. Drop down and kill the Rig Boss and 
    then proceed down the hall until you come to the third pool room. Run around 
    the ledge to the two Rig Workers were on before and don't forget to take the 
    Harpoons next to the scuba gear. Continue down the next hall, wading through 
    the water and listening to interrogation ahead. Eventually, you'll arrive in 
    a large room. Kill the Rig Boss and Rig Guard as they climb the stairs, and 
    then descend the stairs to the bottom of the room.
    
    ----------------------------------SECRET #3----------------------------------
    
    Stay away from the body lying on the floor and enter the small room, where 
    you'll find the Gold Dragon. If you got the other two secrets, you'll also 
    receive a stash of Uzi Ammo.
    
    -----------------------------------------------------------------------------
    
    Approach the body in the middle of the floor to finish the level.
    
    (scene) The guy turns out to be a monk and explains to Lara the reasons why 
    Bartoli is going after the Seraph. As Lara changes into a skin-tight 
    underwater outfit apparently right in front of him, the monk tells you about 
    the monastery and the treasure they hold which is the key to unlocking the 
    Dagger of Xian. However, Bartoli sneaks up on a high ledge and shoots the 
    monk with a silenced pistol. Lara spins around and exchanges gunfire with him 
    as she runs out to the pool room. Lara dives in after the submarine to follow 
    it to the wreckage where the Seraph lies.
    =================
    
    g. 40 Fathoms
    
    (scene) Lara holds onto the submarine as it dives deeper and deeper. Hearing 
    the noise Lara makes, the pilot activates a robotic arm to snatch Lara. 
    However, a shark suddenly swims past the submarine. The pilot gets distracted 
    and smashes into side of a rocky cliff, leaving Lara alone in the water with 
    the shark.
    
    You're stuck underwater with a shark at the beginning, so get a move on! Roll 
    and swim forward, following the wreckage strewn across the ocean floor. 
    Ignore the shark and keep going until the reach the hull of a ship. Find the 
    small hole where an anchor is poking out and swim through it. Surface in the 
    new room, and then dive back down and go through the opening. In here, swim 
    up towards the ceiling to your left and go through the next opening. In the 
    next room, swim to the end and head through the opening to the left. Swim all 
    the way to the end and turn left to find a lever. Pull it, and a trap door 
    opens behind you. Swim through it and surface in the room with the boxes. 
    Climb out quickly.
    
    Get to the other side of the clump of boxes and find the pit hidden among 
    them. Swim down and surface in the next room. Climb and throw the switch to 
    drain the pit of water and then safety drop back into it. Climb back out in 
    the box room, and use a running jump from atop one of the boxes to reach the 
    box just beneath the opening in the wall. Climb into the opening and drop 
    into the room, where a Rig Boss awaits you. Kill him and then jump over the 
    trap door in the middle of the room. You can see it as four darker colored 
    squares.
    
    ----------------------------------SECRET #1----------------------------------
    
    The Stone Dragon lies on the other side of the trap door. Simply go over and 
    pick it up without triggering the door.
    
    -----------------------------------------------------------------------------
    
    When you jump over the door, it opens, revealing a Rig Worker and a Rig Boss. 
    Kill them from your high perch and then drop into the room. Use a running 
    jump with a grab to reach the box on the far wall and then do the same to 
    reach the opening in the corner. What follows next is a series of hallways.
    
    ----------------------------------SECRET #2----------------------------------
    
    When you enter the first hallway, look to your left for a switch. Throwing it 
    opens a timed door. Run down the hall, jumping over the beams and take the 
    left at the end. Run through the water and jump into the opening in the wall 
    before I closes. Here, jump into the water and swim out into the cave. Dodge 
    the shark and the school of barracuda while you pick up the Jade Dragon. Now 
    swim back out the way you came.
    
    -----------------------------------------------------------------------------
    
    Upon entering the first hallway, go forward, jumping over the beams and take 
    the first right. Follow this path until you reach a section of the hall with 
    a burner hall on the left and another hall on the right. Take the darkened 
    hall on the right and climb up through the ceiling to access a switch. 
    Throwing it opens a door. Return to the burner hall and continue forward 
    around the corner. You'll come to a room with a switch. Throwing the switch 
    deactivates the first two burners. Run to the burner hall go halfway down to 
    the switch. Throwing it opens another door. Exit the burner hall, taking a 
    right and keep going straight until you reach some shallow water. Run through 
    it to the open door. Throw the switch inside to deactivate the last two 
    burners. Now, return to the first switch and throw it again. All of the 
    burners should now be deactivated so run down the hall as quickly as you can. 
    Throw the switch at then end to open the door.
    
    Enter the water to bring out a barracuda so you can then climb back out and 
    kill him safely. Enter the water again and swim up through the door. Continue 
    swimming up until you reach the third chamber. Throw the switch on the wall 
    and swim back down to the bottom chamber. Enter the hall and throw the switch 
    to open the exit which is at the top chamber.
    
    ----------------------------------SECRET #3----------------------------------
    
    Right before the last switch you pull is a small niche. The Gold Dragon lies 
    here but picking it up triggers the arrival of several barracuda. You can 
    exit the water, catch your breath, and swim back down for it if your air is 
    waning. If you got the previous two secrets, you'll also receive a stash of 
    Harpoons.
    
    -----------------------------------------------------------------------------
    
    Safety drop into the next room which is full of rocks. Find the hole in the 
    floor and safety drop again into another rock-strewn room. At the end of the 
    room in front of you, pull out the box and use it to reach a switch. This 
    switch will dump the rocks from the previous room into this room. Return to 
    the other side of the room and use the rocks to climb up into the room you 
    were in before. The structure of the rocks have changed so now you can reach 
    the opening which has a switch. Throwing it will open the exit to this level.
    
    Return to the bottom room. Find the second hole in the ceiling near the first 
    and climb up into it. Here, climb the rocks and make a series of running jump 
    across the flat rocks so you can reach the switch. This floods a large room 
    with water, allowing you access to the exit.
    
    Return to the bottom room and climb up to the opening opposite the switch. 
    Follow the twisting hallway until you come to a room full of water. Dive in 
    and go through the door, taking out the Frogman along the way. When you 
    surface, quickly climb out and kill the Rig Worker and Rig Boss before they 
    cause too much damage. Pick up the bundle of Harpoons and throw the nearby 
    switch to open the door, which ends the level when you step through it.
    =================
    
    h. Wreck of the Maria Doria
    
    Run down the hall and enter the water, Harpoon Gun at the ready. Kill the 
    Frogman, take the Harpoons, and swim through the opening. Surface, and take 
    the Large Medi-pack. If you were injured, heal up and slide down the slope 
    backwards. Safety drop down to the breakable tiles and you fall a long ways 
    into the room below. Heal up again, take note of the small pool of water 
    nearby, and go along the hall way, killing the Rig Worker and Rig Guard as 
    you go. As you enter the next room, you'll see some green blocks that need to 
    be manipulated.
    
    ----------------------------------SECRET #1----------------------------------
    
    As you enter the room with the green blocks, look to your left and jump into 
    the corner with some over turned furniture. Climb up into the ceiling and 
    follow the dark path, wary of the Rig Boss. At the end, drop down and pick up 
    the Stone Dragon. Leave the way you came but watch out for the second Rig 
    Boss.
    
    -----------------------------------------------------------------------------
    
    Pull the first block out and push it down the hallway. Pull the next one out 
    and push that down the hall, too. Finally, pull the third one out of the way 
    to reveal two halls. Follow the blue colored hall. As you drop into the next 
    room, two Rig Workers and a Rig Boss attack, so get out he heavy firepower. 
    Enter the upside-down ball room and go to your right (there is a Rig Guard on 
    the ledges above you). Go through the opening and walk through the glass to 
    the other side of the pit, which has no glass. Back up from the edge, and run 
    right off of it to land in the opening below. DO NOT GRAB. Inside this 
    opening is the Restroom Key. Take a standing jump with a grab to leave the 
    hole. Now return to the two hallway junction.
    
    Take the other hall which leads to the restroom. Go behind the furniture and 
    use your Restroom Key to open a door. Push the button inside to open two 
    double doors on the opposite end of the room, where a Rig Worker attacks 
    from. Go to where he came from and push the button to open a door in the 
    ballroom. Return to the first button and push it to close the doors again.
    
    Back in the ball room, go to the opposite corner of the room from where you 
    enter and stand on the elevated part of the floor. From here, you can jump 
    and reach the ledges above. Follow the ledge to left, shimmying along the 
    platform until you get to the other end of the room. Follow it to the end and 
    take a running jump with a grab to the corner ledge, where you'll find a 
    Circuit Breaker. Return to the ledge in front of the open door and go inside.
    
    Inside, you'll find a hallway lined with doors. Go to the second door with a 
    wheel and safety drop into the room. Pull the block out and position next to 
    the ledge. Throw the switch to open the door and pull out the next block to 
    reach that door. Follow the hallway to end (wary of the Rig Worker) where 
    you'll find another room with a block. Pull the block towards the switch 
    which reveals a Rusty Key. Throw the switch to return to the door-lined hall 
    and use your Rusty Key on the locked door. Inside is another block puzzle.
    
    Pull the block away from the wall and push it into position next to the 
    ledge. Pull out the next block up here and go into the opening where there is 
    another block. Push this one in and move through the hall until you come to 
    an area with some collapsing tiles. Run across the tiles and double back to 
    trigger the barrel trap. Now, just jump over the pit.
    
    ----------------------------------SECRET #2----------------------------------
    
    In the area where the barrels rolled from, climb up into the hallway. This 
    triggers another barrel trap, so safety drop down and side flip to your left. 
    Then climb back up and grab the Jade Dragon.
    
    -----------------------------------------------------------------------------
    
    As you come to the next room, kill the Rig Boss before pulling up into it. Go 
    down into the hole and jump in the water. Search the water near the boat for 
    a lever. Climb back out of the hole and jump into the now opened door in the 
    wall. Ignore the switch and slide down the slope. As soon as you start 
    sliding, hold jump so Lara bounced back and forth on the two slopes. 
    Eventually, the trap door will close and cover the broken glass. Now climb up 
    into the next hall and throw the switch. To leave, jump back up the first 
    slope and throw the switch you ignored earlier to open door.
    
    Now climb up through the other opening which leads to a large room. Shoot the 
    Rig Worker and two Rig Guards in this room and then head over to the button 
    the left. You could push the button to help you get down to the lower level 
    but you can simply back off the ledge in front of the button and hold action 
    and Lara will land safely on the lower level. Push the button down here to 
    drain that pool room (where the boat was) of water and then head over the 
    second Circuit Breaker. When you step on the square it lies on, a trap door 
    opens so pick up the Circuit Breaker and run for it before it closes.
    
    Return to the pool but safety drop into to minimize damage. Open the door and 
    follow the path to fork. Go forward and drop into the small room. If you 
    close the doors earlier, then you can just pick up the Circuit Breaker. If 
    not, push the button to open a trap door which leads back into the restroom. 
    At the fork, take the other path and turn right to return to the Restroom so 
    you can close the doors. Further ahead on the path is also a trap door 
    leading back to the ballroom. Once you have the third Circuit Breaker, return 
    to the small pool of water you saw earlier (where you took that long fall).
    
    Jump in the water, pick up the Small Medi-pack, and swim through the winding 
    passage, throwing the lever as you go. Surface and prepare to deal with a Rig 
    Worker, Rig Guard, and Rig Boss in the next room. Kill them all and the turn 
    your attention to the burners. Insert your Circuit Breakers to turn off the 
    burners, and then pull the block out so you can use it to reach the room high 
    above. Kill the Rig Worker in here and then throw the switch. From the 
    doorway, make a series of running jumps with grab across the ledges above the 
    room until you come to a pit. Jump in and you fall a long ways into the 
    water. Get out of the water and then move forward to another flooded area. 
    Kill the barracuda and go right to pick up the Harpoons and then go left and 
    climb up into the hallway. Take out the Rig Worker and proceed into the next 
    room. Head for the open door and throw the switch inside. This opens a door 
    on the opposite side of the room so get in there before it closes. Here, pick 
    up the Flares and push the box into the wall, which reveals another switch. 
    Throwing this opens a trap door.
    
    Run to the other corner of the room and follow the path, picking up the 
    Automatic Pistol Clips. As you enter the next room, make a left and go to the 
    end of passage where you'll find the trap door you just opened. Take a deep 
    breath and jump in the water. There are two sharks and school of barracuda so 
    swim for your life. Swim along the path until you can take a right towards 
    the large central rock.
    
    ----------------------------------SECRET #3----------------------------------
    
    Instead of taking a right, you can swim straight ahead into the rocky cavern 
    and swim up through the hole in the corner. Surface to find the Gold Dragon. 
    If you got the previous two secrets, you'll also receive your Grenade 
    Launcher as well as some ammo for it.
    
    -----------------------------------------------------------------------------
    
    Swim around the rock and pick up the Cabin Key from the other side. Continue 
    swimming around the rock and then make a break back to the hole you entered 
    this area from. Back on the bridge, take the Cabin Key to lock you saw 
    earlier (where you killed the Rig Worker) and use it to open the door. The 
    switch here, opens another trap door, allowing to push the block in the pit 
    underneath he switch. Throwing this witch opens a door in the cabin, so climb 
    up into it.
    
    The door leads to another large room with a Rig Guard and Rig Boss on the 
    lower level. Kill them both and then drop down to the lower level via the 
    small notches in the corners of the upper level. Shoot the two Frogmen in the 
    water and then explore the lower level for a moment. On one side of the room 
    is another room with a stash of M16 ammo. Now dive into the water, light a 
    Flare and swim towards the barrels in the corner. Swim down the tight rocky 
    passages, dodging the moray eels and barracudas the best you can. Eventually 
    you'll come into a large cavern with a big orange metal structure in front of 
    you. Swim towards it to finish the level.
    =================
    
    i. Living Quarters
    
    Swim forwards and loop around the orange structure to your left to find a 
    lever. Pulling opens a door at the far end of the passage so swim there and 
    climb out. Jump along beams, killing the Crewman along the way. The door 
    leads to a large room with several pistons. Turn left and climb over the 
    structure. As you do, Lara looks up to a ledge with a switch. We need to get 
    to that ledge. Climb down the other side and enter the hallway. Drop into the 
    pit and kill the Rig Worker and Rig Boss. As you move into the next hall, 
    barrels roll down from the left so back off and prepare to deal with the 
    Crewman that appears. As you enter the room, more barrels roll down the 
    slope, but you'll be fine as long as you stick to the left.
    
    Run up to the top of the slope and use a running jump with a grab over to the 
    crack in the wall above the burners. Shimmy right over these burners and drop 
    down next to the switch. Throwing it will shut the burners off. Now climb up 
    into the next room and then vault up into another hallway. Follow it to 
    another room with a switch, which, when thrown, will change the height of the 
    pistons back in the engine room. Safety drop down the hole to return there.
    
    Climb up onto the structure to your right and use a standing jump with a grab 
    to reach the first piston. Do it again for the next piston. For the third 
    one, stand at the edge of your piston, take two steps back, and then take a 
    standing jump forwards. Use one more standing jump with a grab to reach the 
    last piston and watch out for the Rig Boss who may be shooting at you from 
    the hallway in front of you. Use a running jump to reach it.
    
    ----------------------------------SECRET #1----------------------------------
    
    While standing on the last piston, look to your right to spot a ledge with 
    the Stone Dragon on it. Use a running jump to reach it. From here, use a 
    diagonal running jump with a grab to reach the hallway you need to go to 
    next.
    
    -----------------------------------------------------------------------------
    
    Inside the hallway, follow it to the end to find two boxes of Shotgun Shells. 
    Loop around the corridor and push the block forward. Safety drop into the 
    room below which is the room with the switch that manipulates the pistons. 
    Throw it and then jump back up to the hallway above.
    
    (NOTE: There are actually two versions of this puzzle. Some versions of the 
    game have two blocks. If you find two blocks, then here's how to negotiate 
    the puzzle: Push the first block forward three times. Loop around the hallway 
    and push the second block forward. Jump over the hole and pull the first 
    block out twice. Jump back over the hole and take the Shotgun Shells from 
    where the first block was. Now you can drop into the hole and throw the 
    switch.)
    
    Return to the pistons and make your way to the last one. Now you can reach 
    that ledge with the switch on the right. Use a running jump with a grab to 
    reach it and then throw the switch to flood the burner room with water. To 
    get down from the ledge, you can try a tricky running jump with a grab back 
    to the piston, or you can use a running jump down to the structure you 
    climbed over, though you will take some damage.
    
    Return to the burner room and jump in the water. Throw the lever on the wall 
    immediately to your right as you enter to open the door, and then swim 
    through and do battle with the frogman. Once he's dead, swim out in to the 
    cavern and surface in the other opening for some air. Once your breath is 
    full, dive back down and go through the rocky passageway. There's a giant 
    moray eel guarding the lever and one bite from him takes about half of your 
    life. Carefully swim around to the left hugging the wall to reach the lever. 
    Pulling it opens another trap door surrounded by some seaweed. Make your way 
    to the opening and surface.
    
    Upon getting out of the water, run forward and jump on the central catwalk of 
    the room so you can shoot the Rig Boss on the blue ledges above you. Turn 
    right and throw the switch to open the door behind you. In this room, throw 
    the right switch, and then jump left and throw the other switch. Roll and use 
    a running jump with a grab to reach the platform you created b throwing the 
    switches. Shimmy right along the platforms quickly. If they drop, you'll land 
    in a pit with broken glass. Once you clear the ledges, pull up and throw the 
    switch. Now leave the room by standing on the elevated section of the floor 
    and pulling up to the starting platform.
    
    Return to the previous room and go to the corner with two slopes. Put Lara's 
    back to the tall slope facing the small one. Jump forwards while holding jump 
    so that Lara bounces off the slope, back flips to the other one and bounces 
    back towards the ledge, use a grab to reach the ledge. The sequence is like: 
    Jump forwards, jump, jump, grab. Once up here, run along the blue ledges 
    until you come to a block.
    
    (NOTE: It has come to my attention that there is a small shortcut you can 
    take here. Simply stand on the central catwalk from below and face the lowest 
    and nearest blue ledge above and in front of you with another blue ledge 
    directly over your head. You can just barely make it up there with a standing 
    jump forward and a grab. This allows you to completely skip the business with 
    the room with two switches and the jump sequence on the slopes.)
    
    Pull it out from the side and then jump around it to reach the crack. Shimmy 
    along the crack and pull up. Behind is a passageway, so use a standing jump 
    with a grab to reach it and then follow to the end where you'll slide down to 
    another blue ledge. Follow this one to the end and use a running jump to 
    reach the hallway. Follow this hallway until a Rig Worker emerges from the 
    path to the right. Kill him, and then go left.
    
    ----------------------------------SECRET #2----------------------------------
    
    Go down the path the Rig Worker came from and take a look at the pit. Use a 
    standing forward jump with a grab to reach the hidden ledge above and then 
    let the tile collapse. Safety drop down behind the glass so you can pick up 
    the Gold Dragon. Walk through the glass and use the vaulting action to get 
    back out.
    
    -----------------------------------------------------------------------------
    
    Continue along the hall, sliding down the slope quickly to avoid the glass 
    underneath the breakable tiles, until you come to a pool. Cross it and enter 
    the sloped room.
    
    ----------------------------------SECRET #3----------------------------------
    
    In the pool, stand on the breakable tile and swim through the path it 
    creates. Dodge the barracuda and swim out into the cavern to pick up the Jade 
    Dragon. If you found the previous two secrets, you'll also get a stash of M16 
    ammo.
    
    -----------------------------------------------------------------------------
    
    Move forward in the slope room and jump to the gap in front of the first 
    slope. You land on a breakable tile. Let it break, and then jump out the gap 
    to other side of the slope. Stand on the ledge next to the slope and use a 
    standing jump to land on the slope. While sliding, use another forward jump 
    with a grab to reach the crack. Shimmy along it and pull up, and then go 
    forwards and safety drop into hall.
    
    Follow the hall to the room and shoot the Rig Boss as he descends the stairs. 
    Go up those stairs and kill the Rig Boss from your balcony before proceeding 
    forward until you come to a block. Pull it, and then return to the balcony 
    and jump down to the lower level. Go around the corner and kill the Rig Boss. 
    Approach the pit to draw out a Crewman. Kill him and then descend into the 
    pit. Pull out the block, which reveals a Theater Key. A Rig Boss appears up 
    above you, so kill him and then go down the hall near the block. Follow the 
    hall until you come to set of double doors. Use your Theater Key to open 
    them. If you want to kill a Crewman, go up the stairs nearby.
    
    Upon entering the theater, go left and run down the slope, killing the 
    Crewman as you go. Jump up onto the seats and go to the opposite side of the 
    room, where a Rig Boss lurks on a balcony. Kill him and then jump up to the 
    balcony, wary of the Crewman. Throw the switch to open the curtain onstage. 
    Attract the Rig Worker's attention behind the curtain and kill him and then 
    go backstage. Light a Flare and pull the box out so you can reach the 
    opening. Climb up into it and drop down into the next room. Jump over the pit 
    and throw the switch which floods the pit you saw earlier with water (the one 
    with the Theater Key in it). Return to the that pit, killing the Rig Boss 
    along the way, and swim across to the doorway. Climb out and move forward, 
    and the level ends.
    =================
    
    j. The Deck
    
    Turn right and head around the corner with your Uzis ready; a Rig Worker and 
    Flamethrower attack you here. Once they're dead, continue around and check 
    the corners for a Grenade Launcher. If you already have it, then you'll find 
    some extra ammo. Head back to the start go left to ledges. Dive into the 
    water and climb out at the low rock. Make a series of standing jumps around 
    the rocky ledges until you spot the Stern Key. Slide down the slope and pick 
    up the key, and then dive back into the water. Swim through the passageway, 
    dodging the barracuda, until you surface in a large orange structure. Take 
    out the Rig Worker before heading around the huge orange slope going left. 
    Run past the propeller and jump up the slopes. To your left, take note of the 
    storage room. Continue going around until you come to some boxes. Beyond them 
    is another orange structure and a Flamethrower. Kill him and then manipulate 
    the boxes. Push the stray box next to the others, and then jump on top and 
    push the box forward. Pull the lower boxes back out to reveal the stern. Pick 
    up the Flares and use your Stern Key to get inside.
    
    ==================================SHORTCUT===================================
    
    Alert player Harry Samuel has discovered a nifty shortcut that allows you to 
    skip a section of the level:
    
    "What you do is you arrange the crates which you're meant to move out of
    the way of the stern door in the the following position, as seen from
    the front: 
     
                            _____
                            l        l 
                            l  *-->  l 
     _____   _____  l_____l
    l         l l         l  l         l
    l         l l         l  l         l
    l ____ l l_____l  l_____l
     
    Then you jump onto the crate marked with an asterisk and face the
    direction the arrow is pointing. From there it is possible to make a
    running jump onto a ledge in the side of the big orange structure, and
    then you can jump into the cave on the right, follow that up, and reach
    the roof of the top deck, without having to go through the stern etc.
    Then you can go down the tunnel on the other side of the top deck and
    turn left at the bottom to drop down onto that raft where the cabin key
    is. After that the route connects with the 'conventional' one."
    
    ==================================END SHORTCUT===============================
    
    In here, jump into the water and swim around the corner. Right on the corner 
    is a lever which opens a trap door. Leave the stern and go to the metal 
    structure the Flamethrower was at, which is now occupied by a Rig Boss. 
    Approach the trap door and it opens. Fall in, and then climb up the ladder to 
    reach a switch, which drains the water in the stern. Climb out of the hole 
    and return to the stern. Let yourself down carefully from the right an run to 
    the end of the passage. Pull out the box and run down the next passage, 
    pulling up at the end. You'll find yourself on the other side of the 
    propeller you saw earlier.
    
    Continue along the passage until you come to a lake with a life raft in the 
    center. Kill the two Frogmen in the water and surface to the left. Kill the 
    Rig Worker and take the Uzi Clips from the behind the boxes. Jump back in the 
    water and swim forwards, taking the left.
    
    ----------------------------------SECRET #1----------------------------------
    
    At the bottom of the lake in front of the raft, is a section of seaweed. 
    Amidst the seaweed is the Stone Dragon.
    
    -----------------------------------------------------------------------------
    
    Swim along until you come to a small opening. Dodge the barracuda and climb 
    out in the cave. Follow the cave until you can take a right. Dispatch the Rig 
    Boss and jump up the slope, ignoring the path to the left. At the end, is a 
    Large Medi-pack and hole. Heal yourself to full life and then hang and drop 
    from the lowest edge of the hole. Lara falls a long way and nearly dies in 
    the landing atop the boat. Pick up the Cabin Key and Harpoons, and then shoot 
    the sharks in the lake. Once you've killed as many as you can, dive in and 
    back track to that cave, wary of any other sharks you might have missed.
    
    Take that left path you ignored earlier and climb up the ledges to the top. 
    From here, you can jump to the upper deck, where a Rig Boss attack from the 
    left. Go forward down the narrow path and kill the Rig Worker that comes out 
    of the pit. Turn left and go to the next pit, which hides some Grenades. Hang 
    and drop off the edge and get ready to do battle with the Rig Worker and 
    Flamethrower. Enter the pool (killing the barracuda first), and another Rig 
    Worker and Flamethrower appear, so get out quick and go to town.
    
    ----------------------------------SECRET #2----------------------------------
    
    In the pool, approach the corners until one of them opens up. Kill the 
    Frogman and swim down the secret passage to the Gold Dragon.
    
    -----------------------------------------------------------------------------
    
    Head around the pool and pull out the box so you can get the M16 ammo. Look 
    down on the next level of the deck and kill the Rig Boss. Safety drop down to 
    the next level of the deck on the RIGHT SIDE OF THE POOL, NOT THE LEFT. Here, 
    you can use a running jump to reach the platform on the lowest section of the 
    deck, and then you can use a running jump with a grab to reach the grey ledge 
    ahead. To the right, you can see secret 3, but I can't advise getting it now, 
    otherwise, you're in for a huge back track.
    
    Take a running jump to the large orange slope. Run down the right side of the 
    slope to the flat ledge. Hang from the edge and shimmy left over the crack. 
    Let go and grab the crack below, and then continue shimmying long, pulling up 
    at the end. Use a running jump to reach the cave in front of you. Follow the 
    cave to the end to reach a huge slide. Climb the slide by using the flat 
    ledges. Once you reach the top, two Rig Workers attack, so kill them before 
    proceeding along the tunnel until you reach the end. Here, use a running jump 
    with a grab to reach the roof of the deck. Go to the other side and jump 
    across the gap to the breakable tile. Fall in and dispatch the Rig Worker and 
    move through the room, picking up the Automatic Pistols Clips, until you come 
    to a door. The door opens for you but first, pull out the block so you can 
    throw the switch, which opens the lone door you saw earlier. Kill the Rig 
    Boss on the way there.
    
    Inside, use your Cabin Key to gain access to the next room. Run down one row 
    of breakable tiles to reach button. Pushing it opens the other door you saw 
    in the narrow path. Run down the remaining row of breakable tiles to get 
    back. A rig Worker will attack as you  come out of the cabin. Head back to 
    that door and follow the hallway, jumping up the blocks until you reach a 
    cave. Follow the cave to the end and use a standing jump with a grab to reach 
    the ledge behind you. From here, you can use a running jump to get over the 
    wall. Safety drop down to the top of the large orange structure and pick up 
    the Storage Key. Now it's time to head back to the storage room you saw 
    earlier. Head down to the lower deck where you began the level but first, you 
    may want to stop for the last secret.
    
    ----------------------------------SECRET #3----------------------------------
    
    While standing on the grey ledge on the lower deck level, use a running jump 
    with a grab to reach the crack next to the opening. Shimmy over and pull up 
    to reach the Jade Dragon. If you got the previous two secrets, you'll also 
    receive a stash of Grenades. Hang and drop from the ledge to get back down.
    
    -----------------------------------------------------------------------------
    
    Back on the lower deck level, retrace your steps to the area where you first 
    saw the propeller. There are now two Flamethrowers running around, so be 
    careful. Head for the storage room and use your Storage Key to enter it. 
    Inside, in the corner, you'll find the fabled Seraph! Pick it up to end the 
    level.
    
    (scene) Lara uses balloon number 12 to float back to the rig. She enters the 
    plane and ditches her underwater water outfit for her original clothes. Lara 
    starts up the plane and leaves the rig, heading for Tibet. With her brand new 
    bomber jacket on, she flies low over the snow fields. However, a sudden fuel 
    loss causes Lara to crash land. She'll have to make it the rest of the way on 
    foot.
    =================
    
    k. Tibetan Foothills
    
    Lara slides down a slope and you'll immediately get attack by an eagle. Kill 
    him and proceed forward. Jump up the slope and slide down the far side. When 
    you do, an avalanche starts. Run forwards and jump over the snow. As you get 
    closer to the ledge, more snow falls, so jump left into the niche to avoid 
    it. Then climb up into the ledge. Here, stand on the ledge protruding out 
    into the pit and use a running jump to smash through the ice wall. You land a 
    slope sliding towards another pit but as long as you hold action, Lara will 
    grab hold of an ice ladder. Climb up and drop off next to the passageway. As 
    you head out into the canyon, two eagles attack from above. Once they're 
    dead, safety drop off of your ledge and slide down to ledge to beneath you, 
    where you can enter the next path. Should you fall off into the water below, 
    simply climb out onto the low ledge and climb the ladder back up here to 
    start over.
    
    Lara looks up icicles on the ceiling. The icicles kill you when they fall, so 
    jump into pit and climb the ice ladder. When you pull up, immediately back 
    off to avoid the ice. Then climb up and proceed. You will emerge on one end 
    of the canyon. Run around the ledges and enter another cave. Here, you can 
    climb up and check out the hut, snowmobile, and the Stone Dragon but for now, 
    you should slide down the slope into the lake. Carefully tread across the 
    lake to avoid the icicles. Once you've gotten past it, run out into the open 
    again. Look for the ledge with Large Medi-pack on it. Just in front of it is 
    a rock with two slopes. Use a standing jump to the rock to land on the far 
    side, where you won't slide. Then use a running a jump with a grab to reach 
    the ledge with the Large Medi-pack. Take care of the Eagle, and then climb up 
    the snowy banks to reach the hut. Two Mercenaries await you here. Once you've 
    taken care of business, climb on board the snowmobile.
    
    ----------------------------------SECRET #1----------------------------------
    
    Over near the corner to the right of the hut, you can pick up the Stone 
    Dragon in front of the grate.
    
    -----------------------------------------------------------------------------
    
    Do down the tunnel to the left of the hut and run over the Mercenary. 
    Continue onwards until you come to a series of ramps. Go up the first ramp 
    you see and you'll fly over a ledge with several smaller ramps. Turn left and 
    go up the next ramp (make sure you use X for a speed boost). Turn left and 
    jump another ramp. Here, you need to turn left and ramp again, the ledge is a 
    sloped platform, so take care not to slide off. After making that jump, go 
    down the narrow ledge, carefully going over the small ramps until you're 
    ready for your last jump. Take the jump aiming for the left of the stone 
    wall. If you hit the wall, death follows.
    
    Inside, run down the snow leopards and jump over the next gap. Dismount from 
    your snowmobile and head won the path on foot. Take the right path when you 
    come to tunnel the pit and move forward until you come to a ladder. Take the 
    Grenades, climb the ladder, and throw the switch. This opens a door on the 
    other side of the pit. Return to your snowmobile, wary of the two Mercenaries 
    and ride it down the left. Jump the gap go to the end. Ride down the slope 
    carefully and then move up along the narrow path, running over the Mercenary 
    as you go. When you enter the tunnel, two more Mercenaries are asking to be 
    road-kill, as well. Ride out in the open a prepare to take a huge jump.
    
    ----------------------------------SECRET #2----------------------------------
    
    The Jade Dragon awaits you on the ledge just to your right as you ride onto 
    the big ramp. Use a running jump to reach it. When you return to the ramp, 
    two leopards appear, so make haste back to your snowmobile.
    
    -----------------------------------------------------------------------------
    
    Back up and take the jump going full speed. Make sure you go straight ahead 
    with no left or right adjustment at all. After clearing the gap, pull up into 
    the ice cave and dismount. Approach the sliding slope to cause some snow to 
    fall. Jump onto slope and slide down backwards, grabbing the ladder below to 
    cause more snow to fall off. Climb down the ladder and enter the room. Pick 
    up the Drawbridge Key and jump in the pit. Kill the Mercenary on the other 
    side of the ice and then proceed forward. Approach the switch to set off the 
    icicle trap and then throw it to open the nearby door. Go through the door 
    and you'll find yourself at the bottom of the large jump you made earlier. Go 
    to the other side and jump in the pit for some Grenades, which also triggers 
    the arrival of three leopards. Kill them all, and then return to where you 
    entered the valley and climb up the ice ladder so you can return to your 
    snowmobile.
    
    Get on and race along the icy slope, avoiding the last bout of falling snow. 
    Ride through the cave until you come into an open area covered by ice. Use 
    your Drawbridge Key on the lock just to your left to raise the bridge. Ride 
    your Snowmobile across. Take note of the avalanche warning sign and move 
    forward carefully, drawing out each avalanche so you can safely cross the 
    snow field. When you enter the cave, there is an explosion outside and the 
    cave entrance seals behind you. Jump the gap and proceed out the other end 
    which deposits you back near the drawbridge. You'll find that the ice is 
    gone, so examine the ground underneath the snowy ledge where you triggered 
    the avalanches and you should find the Hut Key. Upon picking it up, a 
    Mercenary on a snowmobile attack you. His guns cause a lot of damage but even 
    worse is that fact the he can run down. Stay and fight with your M16, or you 
    can hop on your own snowmobile and escape. If you kill him, you can use his 
    snowmobile, but you can't get anywhere with it. You need to head back to the 
    hut but watch out on your way back. You cannot take the huge jump with the 
    armed snowmobile and you cannot take the jump back near the stone wall, even 
    with your original snowmobile. To get across, you need to go to the left and 
    use a running jump to low ledge on the other side. In the tunnel leading back 
    to the hut, are two leopards also.
    
    Back at the hut, use your key and go inside. Here, you'll find two Small 
    Medi-packs and some Uzi Clips. Throw the switch to open the door and two 
    Mercenaries and a Mercenary Boss arrive. Get your Uzis out and go to town. I 
    would advise leaving the hut, taking a right around the corner and jumping to 
    the roof of the hut. This will afford you some cover and allow you to take on 
    the Mercenaries one at a time. Once the action dies down, head for the open 
    door. Follow the tunnel and jump into the next room, where another Mercenary 
    on a snowmobile appears. Take him out quickly and move onto to another jump. 
    The snowmobile can't get over this one, either, so jump to the slope on the 
    right, and grab the edge. Shimmy right to get across the pit.
    
    ----------------------------------SECRET #3----------------------------------
    
    Once you get across the pit, climb down the ladder on the right and drop in 
    front of the Gold Dragon. Jump left to avoid the two avalanches. When the 
    coast is clear, pick the dragon, and climb back up. If you got the previous 
    two secrets, you'll also receive a stash of Uzi ammo.
    
    -----------------------------------------------------------------------------
    
    Go up the slope and you emerge in another valley. Immediately head right and 
    jump atop the wall. Here, you'll be safe from the two Mercenaries on 
    snowmobiles, so take them down with your Pistols. Take one of their 
    snowmobiles down to the bottom of the valley. Get off and push the block in 
    to reveal another room with two Mercenaries in it. Jump on your snowmobile 
    and run them down or kill them with the guns. Get off and go to the edge of 
    the ledge so you can kill the Mercenary on the platform below and to the 
    right. Once he's dead, get back on your snowmobile and ride over the edge. If 
    you're going fast enough, you'll land in the water. Dismount and climb out of 
    the water, going down the tunnel. Safety drop into the next tunnel and run 
    forwards to end the level.
    =================
    
    l. Barkhang Monastery
    
    Run down the hall and you'll come to the front of the place. Two Mercenaries 
    are here, fighting the monks who inhabit the monastery. The monks are your 
    friends, and will attack Mercenaries whenever they show up. You should use 
    your Pistols to help out, but make sure you don't accidentally shoot a monk. 
    Doing that will turn the entire monastery against you. In the confusion of a 
    battle, it's okay if you hit a monk once or twice but doing it repeatedly 
    could be dangerous. Once the action dies down, climb up the ladder nearby and 
    kill the crow up here. Jump to the ledge behind you and then use a standing 
    jump with a grab to reach the next one. On this ledge, jump to the rocky 
    platform and kill the two crows. Jump over the rock to your right and land on 
    the slope so that you slide backwards. Catch the ledge as you go over, and 
    then drop and hang to the crack beneath you. Shimmy left and pull up to the 
    windows. Blow them out and proceed inside the monastery.
    
    THE FIRST PRAYER WHEEL
    
    Go down the hall until you come to a junction where you can go left or 
    straight. Go straight and kill the Mercenary who comes out the window, and 
    then take note of the locked Strong room. Go outside through the window for 
    some Grenades, and then head back to the hall. Go down the hall towards the 
    double doors and take a left. As you do, a Mercenary Boss appears behind you 
    but the monks here can handle him. Climb the ladder.
    
    At the top, you'll find yourself in the main hall. Run along the ledge until 
    it juts out into the room. Follow this to the end for the Main Hall Key. 
    Return to the path you were on and follow it until you come to a room. Run in 
    front of the hall to draw out the boulder trap. Follow the hall it came from 
    until you come to a junction. Run out into the junction, and then back off to 
    spring another boulder trap. Take the left path. Follow it up to the pool 
    room. Jump into the water and stay near the wall to your right. The current 
    will suck you into the bottom of the pool until you drown, so you have to 
    stay next to the wall and work your way around towards the opening. Once 
    inside, climb out and fall down the hole, where you land in some more water. 
    Light a flare and move down the hallway.
    
    The hallway is populated with three bladed doors. To get past them, step up 
    close to them and roll when they open. Get past all three and climb the 
    ladder. Up here, two Mercenaries attack the lone monk so help him out and 
    then go into the darkened room. Jump up past the unlit burners and you'll 
    find the first Prayer Wheel sitting on the wooden platform.
    
    THE SECOND PRAYER WHEEL
    
    Picking up the first Prayer Wheel activates the burners. Use standing jumps 
    to get over them. Back in the previous room, pull out the two boxes and go 
    down the hallway, taking a right. Climb the ladder and you'll arrive back in 
    the boulder trap hallway. Return to the hallway where you first entered the 
    monastery, and use your Main Hall Key to open the double doors.
    
    When you enter the main hall, you can see the giant statue here. Don't linger 
    on it's impressive design for too long; a pack a of Mercenaries enter the 
    hall, as well. Once you help kill them, go through the door to the very right 
    just after entering. In here, go down the hall and jump over the blade trap. 
    There are more blades traps down this hall but we don't need to negotiate 
    those. Enter the room and take the Strong Room Key, and then return to that 
    strong room you saw earlier (and yes, the monk can somehow walk through the 
    blades without getting hurt). Inside the strong room is a Rooftops Key that 
    we'll need to use here very soon. In the hall that leads to the main hall, 
    turn right and go into the room with the two rolling blades. Time your run 
    past them and use the Rooftops Key to open the door.
    
    Follow the steps up to the roof and go around to the right to find a switch. 
    Throwing the switch shuts off the burners for a limited time, so hurry and 
    jump over them down the corridor. Turn left and you'll come to an area with 
    some trap doors. Take care of the Mercenary and climb the ladder to claim the 
    M16 Clips before throwing the switch, which opens two of the three trap 
    doors. Either one deposits you into a room with two Gemstones. Blow the out 
    the windows to get them, and then loop around and throw the switch, which 
    opens the third trap door, allowing you to return to the roof.
    
    Continue down the hall until you come to a large ornate structure. Use one of 
    your Gemstones on the socket to move the structure out of the way. Go past it 
    and pull the box out twice. Behind it lies the second Prayer Wheel. Return to 
    the main hall.
    
    THE THIRD PRAYER WHEEL
    
    Go closer to the statue and take the door on the right wall (it's to the left 
    of the previous door you went in). Climb the ladder and follow the hall until 
    you come to the side of the statue. Use a running jump with a grab to reach 
    the hand. Climb up on the block and use another running jump with a grab to 
    reach the head. Climb down the far side and the climb up the other hand. 
    Here, use a standing jump with a grab to reach the small alcove. Plug in your 
    remaining Gemstone to open a set of doors beneath the statue. Return to 
    ground level and go down the steps to the right of the statue. Fall into the 
    pit nearby and run around until you come to an opening. Here are the two trap 
    doors you opened earlier, so safety drop in and follow the hallway to the 
    end. Climb out and throw the switch to open the nearby door.
    
    ----------------------------------SECRET #1----------------------------------
    
    Slide down the slope into the pool room. When you go underwater, turn right 
    and search the corner for an opening. Swim through and pick up the Stone 
    Dragon. Surface, and exit the room, taking a right when you come to the 
    hallway. Follow it back to the statue room. If you drain the pool before 
    getting this secret, you won't be able to reach it.
    
    -----------------------------------------------------------------------------
    
    Go through the door and go to the left of the block. Push it over the stream, 
    which will drain the pool room. Slide down the slope backwards and safety 
    drop into the room. Turn around and head for the ledge right in front of you. 
    Push the block aside to reveal the third Prayer Wheel.
    
    THE FOURTH PRAYER WHEEL
    
    Exit the pool via the ladder, and go into the hallway. Take a left and as you 
    come to another hallway, two Mercenaries attack behind you. The corridor 
    you're about to enter has a lot of traps in it. For the first one, there is a 
    burner and a hole, covered by two spiked hemi-spheres. Get to one side of the 
    corridor and approach the burner to turn it off. Now, as the hemi-sphere in 
    front of you swings towards you and stops to go back, dive into the hole 
    (Lara won't die at that distance). Climb out of the hole in front of you, but 
    grab the edge of the hole behind you. Now, you have the same thing, except 
    you have to jump over a hole with a blade rolling back and forth. Again, set 
    up the same way you did last time, and wait for the blade to roll left. Take 
    a standing jump forward. This shuts off the burner. Now time your dive into 
    the next hole and do it at the first opportunity. Wait too long, and the 
    blade comes back and mows you down. In the hole, climb out the other end and 
    run past the blade.
    
    ----------------------------------SECRET #2----------------------------------
    
    When you come to the last rolling blade, light a Flare and make your way down 
    the hall to the left. You'll have to duck into the niches in order to avoid 
    the blade. Round the corner and roll past two sets of bladed doors to acquire 
    the Jade Dragon. Then, simply exit the way you came in (easier said than 
    done).
    
    -----------------------------------------------------------------------------
    
    In the next room, you'll find a Trapdoor Key. Follow the hallway up and slide 
    down the slope backwards, so you can safety drop into the pool room. Now 
    return to the main hall.
    
    In the main hall, head over to the left (left as you are facing the statue) 
    and use your Trapdoor Key to open the trap door behind you. Follow the 
    corridor and climb out, taking a left. Throw the switch to open the doors 
    back to the main hall, which is under attack by some more Mercenaries. After 
    dealing with them, head back outside and run along the stone trail until you 
    come to a ladder. Climb it and dismount to the left. Run along the cliffs 
    until you come to a bridge. Take out the crow and the Mercenary Boss before 
    crossing the bridge and arriving at a small stone building. Kill the two 
    crows, careful to avoid shooting the monk, and go to the right of the 
    building. Jump up over the slope and land on the sloped block. From here, you 
    can reach the top of the building and safety drop through the hole. Jump up 
    onto the box and claim the fourth Prayer Wheel. Throw the switch to open the 
    door back outside and then return to the main hall, killing any Mercenaries 
    you encounter along the way.
    
    THE FIFTH PRAYER WHEEL
    
    Back in the main hall, go down the other hall to the right of the statue. 
    Take the first right in this hallway. If you want some extra Automatic Pistol 
    ammo and Harpoons, you need to manipulate these boxes. Pull the box on the 
    very left out once. Go around it and push it forwards towards the entrance 
    from the barrels. Pull the second box out the same direction once to uncover 
    the Automatic Pistols Clips. Now, go back to the other side of the first box 
    and pull it so that it is aligned with the second. Jump atop the boxes and 
    pull the box on the top to reveal the Harpoons. Now continue down the hall.
    
    You'll notice a trap door here. Run over it holding action. It opens, dumping 
    you into a pit, but Lara will grab the ladder. Continue onwards and round the 
    corner. Ignore the stairs to the right and go up the stairs to the left. The 
    corridor behind you gets packed with 4 Mercenaries. DO NOT FIGHT THEM. Blow 
    out the window ahead and fall out to the courtyard below. Throw the switch to 
    open the door and the three monks will take care of them (but they usually 
    don't win). Close the door behind them and climb the ladder. This is a series 
    of vertical chambers. Light a Flare and climb the ladders until you reach the 
    top, where you can lay hands on the fifth and final Prayer Wheel. Now, safety 
    drop down the chambers. Go through the door you opened earlier and take out 
    any Mercenaries the monks might have failed to kill. Climb the stairs and 
    return to the main hall.
    
    Go down into the pit in front of the statue and follow it around behind until 
    you reach the prayer room.
    
    ----------------------------------SECRET #3----------------------------------
    
    To the right of the entrance to the prayer room, climb up the ledge and jump 
    up the slope to the platform behind the statue. Climb up into the alcove for 
    the Gold Dragon. If you got the other two secrets, then you'll also get a 
    stash of M16 ammo.
    
    -----------------------------------------------------------------------------
    
    Insert your five Prayer Wheels in the empty sockets to open the door. Use the 
    Seraph from level 10 on the socket, which opens the exit door. Run down the 
    corridor to finish the level.
    =================
    
    m. Catacombs of the Talion
    
    Right at the beginning, it's fairly obvious that you shouldn't use the 
    stairs, so drop off to the left and run forward to the next room. Here, jump 
    forwards and grab the ladder. When you do, you can hear your first Yeti down 
    below, so get your M16 ready.
    
    ----------------------------------SECRET #1----------------------------------
    
    Opposite the ladder is a crack in the wall. Shimmy along it and pull up to 
    find the Stone Dragon and a box of Flares.
    
    -----------------------------------------------------------------------------
    
    Climb down the ladder and back flip away from it, drawing your M16 in the 
    air. When you land, start pumping the Yeti full of lead. Fortunately, it only 
    take 10 or so shots to kill them. Throw the switch down here to open a door 
    above. Climb back up and slide down the slope, jumping with a grab to reach 
    the platform in front of you. Pull up and take out the leopard quickly. 
    Again, drop off your platform and move forward without using the stairs to 
    reach the next room.
    
    Run down the steps and a Mercenary and a Mercenary Boss come down after you. 
    Take care of them, and then drop down next to the pool. Approach the other 
    side to draw out two leopards before proceeding into the opening nearby. Pick 
    up the Small Medi-pack in this room as well as a glimpse of the ice palace. 
    Return to the pool room and climb the steps until you reach the sloped 
    platform. Jump onto it and run up the slope. As soon as Lara stops, an 
    avalanche is triggered, so jump backwards to ledge behind you in order to 
    avoid being be squashed. Take a running jump to platform jutting out over the 
    room and run across the collapsing tiles, quickly grabbing hold of the 
    ladder. Climb it to the top and back flip to the ledge behind you. Jump up 
    the slope and throw the switch, to make the Tibetan Mask accessible. Picking 
    it up drains the pool.
    
    Safety drop into the pool and then safety drop into the room below. Jump the 
    gap and put your Tibetan Mask into the socket. This opens the gates in 
    addition to triggering another avalanche. Run a few steps up the slope and 
    then vault up to the left. Immediately climb atop the block to your left so 
    you can safely shoot the four leopards. Now, run up the slope and turn left. 
    Use a standing jump with a grab to reach the opening, and then safety drop 
    down the other side. Four leopards attack, two from the front and two from 
    behind, when you enter this room, so make sure you've got some heavier 
    firepower at the ready. Once they're dead, run into the next room and kill 
    two more leopards before climbing up to the ledge and safety dropping down to 
    the pool. Jump in and grab the Tibetan Mask. Return to where you triggered 
    that avalanche earlier, wary of the Mercenary and Mercenary Boss.
    
    Run around the corner of the building and ignore the door for a moment, so as 
    to climb the ladder and claim the Grenades from the ledge above. Use your 
    Tibetan Mask and the door opens, leading you to a room full of Yeti. The four 
    Yeti are caged up and don't present any threat... yet. Light a Flare and run 
    around the edge of the room until you come to several gaps. Jump the gaps to 
    the switch. Throwing it causes ledges to pull up and close the gaps, nearby 
    gates to open, and it also frees the Yeti. Roll with M16 in hand and gun them 
    all down before they can reach you. Once they're dead, pull the block out and 
    push it underneath one of the gates to prevent it from closing. Go beyond the 
    gates and throw the switch, which opens a door elsewhere. Don't forget to 
    pick the Grenades in the gate to the very right (right as you look at them 
    from the inside). Before leaving, you can go into the cages the Yeti came 
    from to get 2 Large Medi-Packs, 2 sets of Grenades, and 2 sets of Uzi Clips.
    
    Back outside, two Mercenaries and a Mercenary Boss are just waiting to be 
    killed. Grant their wish and go back to the opening in the wall. Here, go 
    through the now open door and run up the bridge, ducking on the ledge to the 
    left to avoid the avalanche. After it passes, take a running jump with a grab 
    to the distant ladder and climb it to the top. Here, jump into the hole and 
    you'll land is some water. Climb out and shoot the barracuda and then swim 
    into the next room. Get out of the water and run along icy banks, careful to 
    avoid the falling icicles. The river bends left and then right. Follow it to 
    the end.
    
    ----------------------------------SECRET #2----------------------------------
    
    On the side of the river, where it bends left, look up and try to find the 
    ladder hidden on the opposite side of a rock that juts down slightly from the 
    ceiling. Climb the ladder and dismount on the right. Hold jump and Lara 
    bounce on some slopes until she is rebounding back and forth with the Jade 
    Dragon in sight. Hold right while jumping and Lara will inch over to the flat 
    ledge the dragon lies on. Grab it, and then slide down the slope towards the 
    ladder, jumping with a grab to reacquire it.
    
    -----------------------------------------------------------------------------
    
    At the end of the river, is a set of double doors. Climb the block and use a 
    running jump with a grab to reach the ladder. Climb the ladder to the top, 
    and then climb down one notch. Back flip to land on a bridge behind you with 
    a switch. Throwing the switch opens the doors below. As you enter the room, a 
    leopard attacks, so kill him and throw the next switch. This opens the double 
    doors back at the main room, so head there now.
    
    Going through the doors, you can drop down into the pit and kill the three 
    leopards for a stash of goodies. Throw the switch to open the exit but be 
    wary of the fourth leopard. Back through the double doors again, use a 
    running jump to the reach the ledge and then approach the slope to your left. 
    Jump up the slope to trigger an avalanche. Hold jump to rebound off the slope 
    and then take a standing jump forwards to clear the snow. The snow will crash 
    the ice behind you, revealing a room with two pressure pads. Step on the one 
    to the left to open the left door. Climb up into it and you will be in a room 
    with spikes.
    
    ----------------------------------SECRET #3----------------------------------
    
    Upon entering the room, climb up the wall to the left (it looks like a 
    regular wall but it is climbable). Up here, you can grab the Gold Dragon. If 
    you got the other two secrets, then you'll also get some ammo for the Grenade 
    Launcher and M16.
    
    -----------------------------------------------------------------------------
    
    Walk through the spikes. The door on the left is the exit. Approach the right 
    door and it opens. Stand at the edge of the opening and take a standing jump 
    forwards. As soon as you land, jump forwards again, using a roll in mid-air, 
    so that you land on the pressure pad behind the snow, facing the door you 
    just came out of. Now jump back over the snow and jump through the door. 
    Continue running forwards towards the now open exit, and then jump and grab 
    hold of the ladder once you get through. Climb down the ladder and run 
    through the corridor to finish the level.
    =================
    
    n. Ice Palace
    
    Draw your Pistols and shoot the bell to open the door. When you enter the 
    next room, you can hear 3 Yeti, but they're caged up right now. Also take 
    note of the spring boards. Stepping on one improperly could send you to 
    certain death, so I'll try to be descriptive as to where, when, and how to 
    step on them. First, loop around behind the set of double spring boards. 
    Here, you'll find a spring board to the left and to the right. Step on the 
    right in going any direction but make sure you hold forward. Lara flies up 
    the hole and lands next to a Large Medi-pack. Hang drop down to the floor and 
    try the other spring board. Step on it going toward the slope with your 
    Pistols drawn. As you go up, shoot the bell. Lara will land on the slope and 
    slide safely back to the floor. Now go behind the double spring boards, 
    facing the gates ahead. Hold action as you step on these, and Lara flies up 
    to a high ledge. Here, pick up the Uzi Clips and throw the switch, which 
    releases the Yeti.
    
    Stand on the slightly sloped platform and safety drop to the ledge below. 
    Roll, and pick off the Yeti with your M16 as they try to climb up to your 
    ledge. Once they're gone, run to the right where the Yeti cage was and jump 
    into the caged corridor.
    
    ----------------------------------SECRET #1----------------------------------
    
    You may notice that a section of the wall here is a little discolored. This 
    section is actually a block, so pull out to reveal a large room. The Gold 
    Dragon waits on a distant ledge. Simply jump out into the air towards the 
    ledge, and Lara lands on an invisible platform. Grab the dragon, and return 
    the way you came.
    
    -----------------------------------------------------------------------------
    
    Pick up the Large Medi-pack and kill the Yeti coming down the stairs. Go up 
    to where he came from and throw the switch to make a platform. Now return to 
    the ground level.
    
    Go back to those double spring boards, and go past them to the next spring 
    board. Run onto it facing the left wall and hold action. You'll land on the 
    ledge you created earlier. Shoot the bell and then drop onto the slope to you 
    can slide back to the floor. Go onto to the next spring board and step on 
    this one facing the right wall. Hold action and Lara will grab the ledge 
    above. Pull up and hold jump so that Lara bounces back forth on the slopes. 
    Edge to the right and shoot the bell, and then edge back to the left. Climb 
    up the ladder and you'll arrive in another room with several openings in the 
    floor. Run and jump into the room and kill the Yeti before picking up the 
    Flares on the block and going through the opening the Yeti came from. In this 
    cave, jump up to the left and get the Small Medi-pack. Go into the next room 
    and kill the white tigers. One attacks initially, the other two attack when 
    you approach the Tibetan Mask on the pedestal. Grab and return to the cave, 
    jumping onto the ledges to your left. Go into the darkened hallway to the 
    left.
    
    ----------------------------------SECRET #2----------------------------------
    
    There's another dark hallway here. Look for it on the rocky wall and jump 
    over the slope to get into it. Jump up the slope and grab the Stone Dragon.
    
    -----------------------------------------------------------------------------
    
    Run along the hall, drop onto the ledge, and then safety drop into the next 
    room, quickly taking out the Yeti. There's another Yeti in the pit below you, 
    so kill him and then traverse the room to the other side to pick up a Large 
    Medi-pack. You need to safety drop into the pit in the right spot. Hang from 
    the ledge that has the bronze colored wall beneath it (there's also a pot on 
    this ledge). Shimmy to the center of the ledge and drop down. Light a Flare 
    and search the corners of the room for some Automatic Pistol Clips.  Pull up 
    onto the ledge and use your Tibetan Mask to open the door. Directly opposite 
    the socket is a Small Medi-pack. Take it, and then return to the spike room, 
    pulling up to the now open door. You'll arrive on the bridge over the last 
    level. Run and jump to the ledge to your left to claim a box of Flares before 
    running the length of the bridge.
    
    Go through the door and tread carefully among the ledges. Throwing the switch 
    causes the pot hanging in the air to dump it's scalding hot contents onto the 
    ice, creating an opening there. Safety drop down to the ice, kill the two 
    tigers and jump in the water. Pick up the Gong Hammer and swim past the 
    barracuda. Surface on the left side of the room and get ready to deal with 
    the three Yeti here. Use your M16 and watch for falling icicles as you exit 
    the pool. Take the left path and kill the Yeti who comes running out. Watch 
    out for the icicles as you enter the room. Go towards, the icy pit and kill 
    the Yeti who climbs out of it. Go down there and get the Grenade Launcher and 
    ammo. If you already have the Grenade Launcher, then you'll get some extra 
    grenades. Return to the pool and take the right path. Before picking up the 
    Small Medi-pack, kill the Yeti that comes jumping down the steps. Climb up 
    those steps.
    
    In this tunnel, move forwards trigger a few small avalanches. Once they pass, 
    sprint down the tunnel, aiming for the icy ledge to the right. While running, 
    the camera will shift to an awkward position, so you can keep a weapon drawn 
    to prevent this. In the next room, slide down the slope backwards and grab 
    the edge. Shimmy left and pull up, and then quickly back flip to the ledge 
    behind you. Here, jump and grab the wall and climb up to the top. Slide down 
    the slope and safety drop down next to the gong (the fall take more than half 
    of your life, so heal up if necessary). Use your Gong Hammer to open up the 
    Ice Palace.
    
    Safety drop in front of the palace and head around to the left.
    
    ----------------------------------SECRET #3----------------------------------
    
    Opposite the palace, go to the corner with a ladder nearby. Climb down the 
    ladder, light a Flare and drop off the ledges to your left. Throw the switch 
    to open a door up above. Climb back up and go to open door to the right of 
    the palace. Inside is the Jade Dragon. If you got the other two secrets, then 
    you'll get a welcome cache of Grenades.
    
    -----------------------------------------------------------------------------
    
    To the left of the palace is a series of icy ledges and slopes. Jump over the 
    slopes to the ledge that serves as an entrance. Jump to the stone platform 
    and claim the Talion before the jumping to the next ledge ahead to exit the 
    palace. You did it! You have the key to the Dagger of Xian! But someone else 
    thinks otherwise.
    
    BOSS: The Guardian of the Talion
    
    Set foot on the ice after leaving the palace and this freak stomps his way 
    towards you. You may have noticed the icy wall before. He came out of there 
    and if you're feeling brave (or a little reckless), you can grab the Large 
    Medi-pack and Uzi Clips from inside there. When you see him initially, you'll 
    have plenty of distance, so plink away with your M16. Once he starts getting 
    close, get out your Grenade Launcher. It takes around 4 grenades at this 
    point to kill him. If you don't use your M16 at all, it will take about 10 
    grenades. STAY MOBILE. The guardian is quick and his punch attack can hack 
    off a third of your life bar. Make sure you try to stay near the center of 
    the ice field and use the pillars as means to impede his movement. This way, 
    you can avoid the drop on the edges on the field and you can ambush him 
    whenever he loops around one of the pillars. Once the Guardian falls, the 
    level ends.
    =================
    
    o. Temple of Xian
    
    (scene) Lara comes out of a cave and enters a Mercenary camp. Stealing a 
    jeep, she drives off, pursued by another jeep and a truck. The jeep blows out 
    one of Lara's tires but Lara retaliates with a shot to the driver of the 
    enemy jeep. It crashes and explodes. However, the truck comes out of a 
    shortcut and chases Lara to a chasm. Lara guns it and jumps over the canyon, 
    leaving the truck behind. Lara arrives back at the door from level 1 and 
    opens it with the Talion.
    
    The levels get much harder from here on out. Save your ammo, save your Medi-
    packs, and save your game frequently. This will help you avoid doing tricky 
    sections of game play more than once (and there are quite a few of them).
    
    Run up the hallway and you'll arrive in the main room, with the Dagger of 
    Xian awaiting you. But before you can lay hands on it, a trap door opens and 
    dumps you onto a slope with a boulder chasing you. The initial fall hurts 
    quite a bit, as will the blade if you don't jump to avoid it. After that, you 
    land on a watery slope headed for a waterfall outside.
    
    ----------------------------------SECRET #1----------------------------------
    
    While sliding down the watery slope, jump and use a roll to change directions 
    in mid air. Grab the edge of the slope as you go over and shimmy left to find 
    the Gold Dragon in an alcove.
    
    -----------------------------------------------------------------------------
    
    The current of the water carriers you over the falls. Climb out on the red 
    ledge and shoot the two fighting fish in the water. Jump back and swim under 
    the rocks until you can surface in front of a temple. To your left, are some 
    ledges with some Shotgun Shells. Proceed forward, and a Tiger attacks from 
    the left. Nearer to the door, another Tiger comes from the right. Kill them 
    both, and then go around to the left of the door. Stand behind the spring 
    board, facing the temple and step on it, holding action, to fly up to the 
    roof. Run around the roof and throw the switch before killing the Eagle. 
    Safety drop off the right edge to avoid taking too much damage. Return to the 
    red ledge.
    
    Climb the ladder to the top and kill the spider. Hang from the edge of the 
    platform and climb down the ladder. Drop and grab the ledge below you, and 
    then shimmy left and pull up. Climb down this ladder, drop, and grab the 
    ledge. Pull up and go left, wary of the spider behind you.
    
    ----------------------------------SECRET #1----------------------------------
    
    Go right and hang from the edge. Shimmy right and pull up to the alcove where 
    the Stone Dragon lies.
    
    -----------------------------------------------------------------------------
    
    Jump forwards and grab the ladder. Climb this one and the next one to the top 
    and run into the next room. Grab hold of the climbable wall, climb up as high 
    as you can go, and shimmy right as far as possible. Back flip away from the 
    ladder, jump off the slope behind you, and you land on a flat ledge. Run out 
    onto the breakable tiles and stand on the last one. You'll fall onto a ledge 
    with some Shotgun Shells. SAVE YOUR GAME.
    
    Run and jump into the opening ahead and slide down towards the spikes. Jump 
    off the slope and you land on another one. Jump off of this one and grab the 
    ledge ahead of you to avoid getting impaled below. Now you can slide down the 
    slope to your right and grab the Grenades from the spike pit. Pull up on the 
    block, grab the crack, shimmy left, and pull up to the switch. Throwing it 
    opens the temple doors. Now run down the hall and jump back into the 
    waterfall so you can return to the temple.
    
    Enter the temple and go into the main room. Approach the statues holding 
    swords and they start swinging them. Carefully pick up the M16 from one of 
    these statues and go into the right hand door. Climb up into the lava room. 
    Run and jump to the first slope. Slide down and jump to the next. Repeat this 
    pattern for the next three slopes and make sure to grab on your final jump to 
    reach the ledge. Here, pull up and take a running jump with a grab to reach 
    the platform. SAVE YOUR GAME. Run down the hall and floor breaks, leaving you 
    in a room with two spiked walls closing in. Run forwards, throw the switch, 
    roll, and run for the open door. DO NOT PICK UP THE SMALL MEDI-PACK. Continue 
    into the next room. Run up the slope and a boulder starts to roll down. Duck 
    into the niche to your right. Continue up but don't step on the next slope. 
    Turn left and drop into the small pit. Climb up on the ledge and run forwards 
    to trigger the boulder, and veer off and fall to the first slope. Go back up 
    and climb the ladder.
    
    Light a Flare as you drop into the room. Check the corners for a switch. When 
    you throw it, it opens the door but also causes a Tiger to show up. Kill it, 
    and then pull up into the door. Here, save your game and stand on the very 
    right side of your ledge. Safety drop down the hole instead climb down to 
    avoid the blades. In this new room, wait for the blades to roll away from the 
    door before trying to get in. Once you get through the doors, you'll be in 
    the rafters of the main room. Kill the two Eagles and push the button on the 
    ledge to the left. Roll, and use a series of running jumps to cross the 
    rafters and make it through the door before it closes.
    
    In the next room, you have to time your run past three swinging spike blocks. 
    Stand on one side of the platform and run when it's safe. SAVE YOUR GAME. The 
    button on the right brings up a trap door and the button on the left opens 
    the door at the end of the next hall. Push the right button, jump left, and 
    push the left button. Then run down the hall quickly before the trap door 
    drops or the door closes. Run over the breakable tiles and a boulder rolls 
    down behind you. Keep running on the ledge and jump at the very end, using a 
    grab to reach a ledge with the Dragon Seal. Pick it up and take a running 
    jump to the ledges to your right.
    
    Climb up here, grab the Automatic Pistols Clips, and go into the dark room. 
    Light a Flare so you can get some more Automatic Pistols ammo and so you can 
    throw a switch, which raises several platforms in the lava below. Go around 
    to the next opening, wary of the 2 spiders behind you, and safety drop down a 
    series of blocks and a slope. Take a running jump along the next two ledges. 
    Now, turn towards the sloped ledge to your left. Take a running jump to it, 
    aiming for the end of it. As soon as you land, jump and grab the ledge in 
    front of you. Pull up, slide down the slope, and jump atop the next ledge. 
    Turn right, take a running jump with a grab to reach the next block, and then 
    turn right again. Use a running jump to reach the low ledge ahead of you. 
    More spring boards dot the huge slope.
    
    
    Stand at the edge of your platform, take two steps back, and jump forward 
    onto the spring board, without holding action. You fly up and land on a slope 
    with a boulder rolling down after you. Back off the ledge and hang to avoid 
    it. Now turn right and jump onto the flat ledge on the slope. Another boulder 
    rolls down so back flip to your previous ledge. Jump up the next to flat 
    platforms.
    
    ----------------------------------SECRET #3----------------------------------
    
    When you reach the third platform, jump up the slope and change directions in 
    mid air so that you slide down facing forwards. Hold action, and you fly up 
    to a rafter. Here, take a running jump with a grab to reach the other rafter 
    to your right, where you will find the Jade Dragon. If you got the other two 
    secrets, you'll also get a HUGE stash of Uzi ammo. From here, you can run and 
    jump back to the large slope.
    
    -----------------------------------------------------------------------------
    
    Continue jumping up the flat platforms, stopping to kill the Eagle. Use a 
    diagonal standing jump with a grab to reach the last platform, and from 
    there, use a running jump to reach the exit to this place.
    
    Pull the block out and go into the next room. Throw the switch and safety 
    drop next to the boulder. SAVE YOUR GAME. Run down the hall and dart left 
    into the opening before the boulder rolls over you. Slide down the slope and 
    you arrive back in the main room. Drop down, kill the two Tigers, and use 
    your Dragon Seal in the socket. Enter the hallway and dodge the rolling blade 
    by ducking into the niches. At the end, slide down into the next room.
    
    Here, a spiked ceiling is coming down, and you need to throw three switches 
    to get out. The first switch is right in front of you. Roll and run to the 
    left corner for the second. Roll again and run to opposite side of the room 
    and throw the switch that is second from the left. After that, roll and make 
    your escape. There IS enough time to grab the Small Medi-pack if you got the 
    three switches fast enough. In the next room, climb the block and use a 
    running jump with a grab to reach the next ledge. Climb atop the platform and 
    jump in the water to coax a Fighting Fish out in the open. Kill him from 
    ashore, and then dive down and throw the lever, which cuts off the current 
    and raises the water level. Swim up to the surface on your right and claim 
    the Large Medi-pack and Grenades. Dive back down and enter the tunnel, 
    swimming through the opening on the left at the end. Throw the lever, roll, 
    go through the gate, and throw the next lever. DO NOT TRY FOR THE SMALL MEDI-
    PACK. You come back to it after you surface. Now a gate is open back in the 
    initial pool. Swim inside and throw the lever to open the exit which is right 
    above you as you exit the gate.
    
    In this watery hallway, kill the fighting fish, get the M16 Clips from the 
    block, and then swim down and grab the Shotgun Shells from the skeleton. 
    Surface and save your game. Run down the hall while the spike wall closes in 
    and throw the switch. Continue running down the hall, aiming for the left and 
    fall in the hole, which dumps into some water. The current pulls you towards 
    the Gold Key and a Small Medi-pack. Take both and swim onwards and you arrive 
    back at the falls. Stand on the red ledge and use the Gold Key to open the 
    gate. Swim through and take a full breath of air. Swim down the passage 
    taking a right. Go through the opening. Loop around the first pillar you see 
    and throw the lever (just ignore the fighting fish). After that, swim left 
    around the pillar and go straight ahead, swimming up through the gate you 
    just opened. Surface and climb out into the webby hallway (you can kill the 
    fighting fish if you want). By looking at this hallway, you can probably 
    guess what's coming next.
    
    Keep your Uzis drawn as you make your way through the tunnel. Small spiders 
    occasionally appear from the webs near the floor. Follow the tunnel and pick 
    up the box of Flares. Soon, the tunnel narrows. As you go past the gigantic 
    web, a giant spider drops down in front of you. Plink away with your Uzis 
    before going over and collecting the Uzi Clips. Turn the corner and you can 
    see the cavern and a huge egg sac, which is emanating a strange glow. Be on 
    your guard as you traverse into the cavern; a giant spider drops down behind 
    you, while another appears in the cavern. Jump into the cavern and take out 
    the one in front. There is a small drop into the cavern, so the spider behind 
    you won't be able to follow. As you approach a ledge that you can climb on 
    the cavern wall, another giant spider drops from the webbing above. Quickly 
    climb up and take it out. Use a running jump with a grab to reach the next 
    ledge, and then turn around use a standing jump with a grab to reach the thin 
    platform. Turning to your left, you can see a small ledge. Run and jump to 
    it. Then, use a standing jump to the next ledge. When you land on it, one 
    last giant spider comes down, so back flip to your previous ledge for safety. 
    Once the spider is dead, return to the ledge and take a running jump to the 
    nearest pillar. Now, use a running jump with a grab to the next pillar, and 
    finally, a standing jump with a grab to reach the tunnel above. Follow the 
    tunnel to the end and use a running jump with a grab to reach the rocks 
    outside. Here, you'll find the Silver Key. Now return to the temple doors.
    
    Back at the doors, go to the right and open the door with the Silver Key. Go 
    inside and climb the first ledge. Jump and grab the second ledge and when you 
    pull up, back down and hang to avoid the boulder. Do the same for the next 
    ledge. At the top, grab the Automatic Pistol Clips and run out onto the 
    bridge. A Tiger and an Eagle attack, so kill them and proceed forward into 
    the room where another Tiger attacks from the left. Stand facing the sloped 
    platform, jump, and grab the edge. Pull up and back flip to the pillar behind 
    you. Here, you can go left or right. Go left first.
    
    In this room, put your back to the wall, and time two standing jumps up the 
    blocks to avoid the blade. If you go down the ladder, you can drop and hang 
    to get some Uzi Clips, but you have to back track here again. Climb the ledge 
    and pick up the Large Medi-pack in front of the blade. Cross the bridge and 
    blade starts rolling, so make haste and get to the button. Pushing it opens a 
    set of double doors and causes an Eagle to swoop down. Back track to the 
    junction.
    
    Taking the right path, you have some more spring boards to deal with. Put 
    Lara's face into the block in front of the first board. Back flip, and then 
    hold forward and action, and Lara will bound up by landing on a series of 
    spring boards, finally reaching a ledge. Kill the Eagle, and then jump and 
    grab the ledge. In this big room, go forward and jump to the ledge to your 
    right, where there is a keyhole. Go past it and jump to the next ledge, 
    running along it quickly and jumping to the ladder to avoid the spiked wall. 
    Climb the ladder and jump into the next room.
    
    Run down the hall towards the ladder and jump at the end to reach it while 
    the spiked wall chases you. Climb the ladder into the hallway. Here, turn 
    around and go to the switch. Throw it and move back the other direction. Go 
    through the open gate and you arrive in the big room but on a high ledge. Use 
    a running jump with a grab to the ledge to your left, and then a standing 
    jump to the next one. Jump and grab the pillar and get the Main Hall Key 
    before dropping down on the black surface of the dragon statue. Slide the 
    down the surface and jump to reach the blocks down below. From here, you can 
    back track to the keyhole. Put the Main Hall Key in to open the exit and 
    raise a nearby platform. Run, jump, and grab the platform and then jump to 
    the ladder. Climb the ladder, dismounting on the right, and then jump over 
    the spikes and climb the next ladder.
    
    You will find yourself back in the upper hallway. Return to where you entered 
    the big room for the Main Hall Key, and you find that the other gate is open. 
    The rooms look almost exactly alike except for one difference. Look closely 
    at the pillar where the Main Hall Key was. The room you need to go into is 
    the one where the pillar extends all the way up to the ceiling (this is hard 
    to discern because the pattern of the pillar blends in with the wall pattern 
    in the wrong room). Use a running jump with a grab to reach the ledge to the 
    left. Now, use a running jump to hit the slope, and then immediately jump to 
    land on the dragon statue. Climb the ladder. When you get underneath the 
    blade, take a step down and back flip to the slope behind you. Jump from the 
    is slope and grab the next ladder. Climb up underneath the blade and go down 
    two steps. Back flip and change directions in mid air, and then grab to get 
    the ladder the behind you. Climb up and right to find a hallway. Dismount 
    from the ladder and run down the hall to finish the level.
    
    (scene) You've made it back to the dagger, but it's too late. Bartoli has the 
    dagger now! He plunges it into his chest and his goons carry him off. Lara 
    jumps down and follows them to the Floating Islands.
    =================
    
    p. Floating Islands
    
    Run forwards and look to your right. A Warrior will be flying towards you, so 
    kill him with your Pistols before collecting the Small Medi-pack from the 
    ledge to the left. Run to the end of the steps and face the green slope. Take 
    two steps back and jump forwards. Jump from the slope to land on another 
    slope, and then jump and grab the edge of the lattice structure. Pull up and 
    throw the switch. Follow the corridor and slide down, jumping over the gap, 
    and you'll wind up near a hut, with two Xian activating. Run to the right and 
    jump to the small green island so you can safely shoot the two Xian. Return 
    to the hut and turn your attention to third Xian. You can weaken these beasts 
    while they're still frozen. Fire three grenades into their frozen forms and 
    they will die very easily once awakened.
    
    ----------------------------------SECRET #1----------------------------------
    
    Climb up to the ledge next to the tree and use it to reach the top of the 
    hut, where the Jade Dragon awaits you.
    
    -----------------------------------------------------------------------------
    
    Climb up into the trap door and grab the Uzi Clips, Large Medi-pack, Flares, 
    and the first Mystic Plaque. When you do, the last Xian below will activate. 
    Safety drop off the right edge of the hut island and drop and grab the edge 
    beneath you. Throw the switch to open the gate and use a running jump to 
    reach it. Walk out to the edge of the gate and use a running jump to reach 
    the green island ahead. Jump up the slope and use a running jump with a grab 
    to reach the next island. Jump up another slope, go down the blocks, and take 
    another running jump with a grab to reach a small platform. From here, use 
    one more running jump with a grab to reach the next island. Climb the blocks 
    and take a running jump to reach the stepped island. Run up the steps to the 
    top of the lattice structure and the two Warriors you saw earlier will 
    awaken. Kill them, and then head over to that first slope you jumped to at 
    the beginning of the level. Take running jump over to it, slide down, and 
    grab the ledge. Drop down to the ledge beneath you, and then take a running 
    jump with a grab to reach the ledge ahead, which holds the second Mystic 
    Plaque. From here, use a running jump with a grab to reach the island in 
    front of the hut. Now back track to that stepped island.
    
    Instead of climbing up to the top of the lattice structure, use a running 
    jump with a grab to reach the two double doors. Pick up the Uzi Clips and use 
    the two Mystic Plaques to open the doors. Go inside and take out the Warrior.
    
    ----------------------------------SECRET #2----------------------------------
    
    To the right after the entering the area is a hole hidden by a tree. Jump up 
    the slope to reach it and follow it to the end to find the Stone Dragon. Jump 
    back over the slope to return.
    
    -----------------------------------------------------------------------------
    
    Head to the left and jump up the slope to the green boulder. Put your back to 
    it and back flip in front of it, so that you slide down. After sliding, back 
    off the ledge and hang to avoid the boulder, and then pull up and jump to the 
    next ledge. Here, turn right and use a running jump with a grab to reach a 
    rope slider. Grab hold and let go of it when you are over the bridge. Go 
    inside the next room, where three Xian guard a switch. The first one awakens, 
    when you go near, the two other thaw out when you throw the switch. Kill them 
    all, and then head over to the other rope slider. Grab it, and let it hit the 
    wall, where you will grab a ladder. Climb the ladder and dismount to the 
    right. Here, hang from the edge and shimmy left, and then drop down. If you 
    want, you can go left down to the white platform to get a Small Medi-pack, 
    but you'll have to face a Warrior. Either way, jump up to the green pillar 
    and then jump up and grab the roof. Pull up and climb over the rocks in front 
    you and will be back near the double doors. Return to the rope slider. This 
    time, ride it all the through the door and you will fly into a room. Keep 
    holding action, you will eventually drop into a small corridor.
    
    Turn around and use a running jump to ledge to your right. Here, face the 
    wall of lava and wait for the Warrior to come out. Once he's dead, push the 
    block up against the wall with the blade shooter and climb up. Jump forwards, 
    hit the slope and back flip to the ledge above. Throw the switch and return 
    to ground level. Look down in the lava pit. Safety drop down to the flat 
    ledge and throw the switch, which opens a set of doors in another lava pit. 
    Use either sloped ledge to get back up to the floor. Climb up the block and 
    jump to the upper ledge again. Climb up over the ledge to the left, pick up 
    the M16 Clips, and take a running jump with a grab into the doors in the lava 
    pit. Lara won't grab anything, but the grab changes your trajectory and 
    allows you to slip into the doors. Swim down and grab the Shotgun Shells 
    before surfacing and throwing the switch.
    
    Swim back down and got through the opening, leading to a hall full of blade 
    traps. Surface and throw the switch on the ledge to deactivate the traps and 
    then go down the hall, climbing up to the corridor you arrived in. Return to 
    block and push it towards the opening you came out of. Climb atop the block 
    and stand at the edge facing the upper doorway. Take two steps back, and then 
    one step forward. From here, use a standing jump with a grab to get inside 
    the door. Follow the corridor to the end and use a standing jump with a grab 
    to acquire the crack in the wall. Shimmy right and pull up to throw a switch, 
    which opens the gate you saw earlier. Use a running jump with a grab to get 
    back to the hall.
    
    Go inside and safety drop down the pit, sliding into a cage. There are four 
    ninjas here. Throw the switch to open the cage, and then turn around and 
    climb up to a ledge behind you. Here, you can pick off the ninja one by one 
    with your Pistols. Now, approach each of the four frozen Xian and repeat the 
    same tactic. Throw both switches and go up the stairs, killing the ninja and 
    taking the Grenades along the way. At the top, throw the switch to open the 
    doors, which will awaken the two Xian. You could slug it out with them, or 
    you can simply throw the switch again to the close doors and then shoot the 
    Xian through the doors. Once the coast is clear, head over to the other set 
    of open doors and grab the ladder. Climb up as far as you can go and then 
    climb down three notches. Back flip away, roll in mid air, and grab the 
    ladder behind. Climb this one up as high as possible and then repeat the jump 
    tactic.
    
    At the top of this ladder, climb up and hold jump so that Lara bounces back 
    and forth between the two slopes. Edge over to the left to get to flat ground 
    and do it quickly because a ninja will attack you constantly. Avoid the 
    blades and pull out the block. Climb atop it and ride the rope slider down to 
    the level's end.
    
    ----------------------------------SECRET #3----------------------------------
    
    Instead of riding the rope slider, go to the other side of the block and take 
    a running jump to the rocks on the left. Follow them around and jump to the 
    flat ledge on the other side of the lava river. From here, turn around and 
    use a running jump to reach the dark hallway. Follow it to end, emerge 
    outside, and grab the Gold Dragon. If you got the other two secrets, then 
    you'll also receive a horrendous stash of Grenades. To return, go back to the 
    lava river, and use a running jump back to that flat ledge. Face the slope to 
    the left and put Lara in the back corner. Jump forwards to the slope, and 
    then immediately jump off towards the ledge jutting out over the lava. Aim to 
    the right while in the air and grab at the last possible moment to acquire 
    the ledge. Now, you can simply jump into the opening to finish the level or 
    you can go back around to the ledge under the rope slider and use a running 
    jump with a grab to reach it.
    
    -----------------------------------------------------------------------------
    =================
    
    q. The Dragon's Lair
    
    You've still got a little ways to go until the big showdown. Pick up the 
    Large Medi-pack and the Uzi Clips and proceed into the next chamber. Draw 
    your M16 and open fire on the Xian who awakens on the other side. You can 
    throw the switch he was guarding but it only awakens the initial Xian you 
    saw. The switch you want is on the side of the pillar you entered the room 
    from. It opens the door and wakes up the other two Xian. Going through the 
    door, take out the group of ninjas. There are 8 of them (but you don't have 
    to fight them all at once). One of the ninjas will drop a Mystic Plaque. Put 
    in the socket to open the door and then slide down into the huge room. 
    Proceed forward and Bartoli's corpse will morph into a dragon!
    
    BOSS: The Dragon
    
    The dragon has two attacks. The fire it breathes hurts quite a bit if you 
    don't douse the flames quickly and if you get too close, he'll do an instant-
    kill stomp, so keep your distance. If you do catch fire, you can jump into 
    the pools of water. Down here, you'll also find a bunch of Uzi Clips and 
    Large Medi-packs. The Uzis will be your weapon in this fight. Initially, back 
    off and go to town with your guns. Side jump to avoid any flames he breathes 
    at you, and when you run out of room to back up, turn and run in a 
    perpendicular direction. Roll to face him, and then start backing off again. 
    You can also use the pillars to block the flames and to prevent him from 
    pivoting. He can't turn around too easily, so stay behind a pillar, pass him, 
    roll, and then start backing up. It will take a while for him to turn around 
    and give chase, so use that time wisely. If you are underwater, swim around 
    first before surfacing; don't swim very long lengths, otherwise he will set 
    you on fire once you surface.
    
    Another tactic is to use the pillars. Stay on one side of a pillar and he 
    will stand and breathe fire on it over and over. After he breathes a stream 
    of fire, side jump out from behind the pillar, shoot him, and jump back 
    behind cover. Repeat for a fail-proof way of dropping him.
    
    Once you hit him enough times, he will fall over. You need to run and take 
    the dagger. The dagger in is between his front and hind legs, look for the 
    red wound. Use action to take it and finish him for good. If you fail to get 
    it in time, he will get back up. If it looks like you don't have enough time 
    to get the dagger, just run away and get out your M16. Shoot him from afar, 
    and he will fall much faster.
    
    (scene) Lara extracts the dagger and the dragon is reduced to a skeleton.
    
    The place is falling apart so go through the newly opened doors, dodging any 
    falling debris. Run down the long hallway non-stop to avoid the falling rocks 
    until the level comes to an end.
    
    (scene) Lara runs down the path and literally explodes out in the open. She 
    is knocked out as the entire section of the great wall explodes. Sometime 
    later, she wakes up and goes home.
    =================
    
    r. Home Sweet Home
    
    (scene) Lara, sitting on her bed, examines her newly found prize. She doesn't 
    have time to enjoy it, however, because a group of Bartoli's thugs show up to 
    take the dagger back.
    
    You only have a limited time before your house is swarming with gunman, 
    thugs, and Dobermans. Use your Gun Cupboard Key on the door next to your bed 
    and pick up the Shotgun, 74 Shotgun Shells, two boxes of Flares, one Small 
    Medi-pack, and two Large Medi-packs. With these supplies, wait for the first 
    two thugs to show up. After that, take care of the two gunman in your room. 
    As you approach the main hall, a Doberman attacks, followed by a gunman.
    
    Head out to the front yard, and kill the gunman  near the vans as well as any 
    other enemies who show up. Throw some Flares around the perimeter and kill 
    anything that moves. Expect more gunman than anything else but stay on your 
    guard for thugs and Dobermans. Don't forget to pick up extra Shotgun Shells 
    and Small Medi-packs from your dead enemies. After fighting for a few 
    minutes, a familiar face shows up.
    
    BOSS: Thug with Big Guns
    
    It's your old friend, the TBG. Just like before, however, you have a Shotgun, 
    so take him down with extreme prejudice. After he dies, the level ends.
    
    (scene) Lara puts her Shotgun down and prepares to remove her robe. Just as 
    she is about to, she rightfully asks if you've seen enough. She then picks up 
    her shotgun and shoots you. The credits appear with some cool music and your 
    final game statistics are displayed. After that, you can save your game so 
    you can replay any level you want.
    
    CONGRATUALTIONS!!!
    
    YOU JUST BEAT TOMB RAIDER 2!!!
    
    =============================================================================
    
    6. Cheats
    
    If you want, you can activate these cheats anytime and anywhere you are.
    
    PC Version Cheats
    =================
    
    All items - Light a Flare, step forwards, step backwards, turn around 3
    times, and then back flip.
    
    Level skip - Light a Flare, step forwards, step backwards, turn around 3
    times, and then back flip.
    
    PSX Version Cheats
    ==================
    
    All items - Sidestep left, sidestep right, sidestep left, step
    backwards, step forwards, turn around 3 times, and then back flip and roll in 
    mid air.
    
    Level skip - Sidestep left, sidestep right, sidestep left, step backwards, 
    step forwards, turn around 3 times, and then jump forward and roll in mid 
    air.
    
    Suicide - Sidestep left, sidestep right, sidestep left, step forwards, step 
    backwards, turn around 3 times, and then  back flip and roll in mid air.
    
    =============================================================================
    
    7. Closing and Credits
    
    What a ride! To me, Tomb Raider 2 is the best in the series, even more so 
    than the recently released Tomb Raider: The Angel of Darkness. The level 
    design, combat, and challenge all blend together harmoniously to create a 
    wonderful game. I hope you had fun playing Tomb Raider 2 and I hope my FAQ 
    was useful to you. If you have any questions, comments, or if you would like 
    to report any mistakes in the FAQ, please contact me.
    
    The following have my thanks:
    
    -The creators of the Tomb Raider series- For obvious reasons.
    -Jeff "CJayC" Veasey- For maintaining gamefaqs.com.
    -Harry Samuel- Submitted a shortcut for The Deck level.
    -John Atkinson- Pointed out some missing items in Catacombs of the Talion.
    -You- For reading my FAQ.
    
    Until we meet again.
    
    ==EOF==