Tomb Raider II: Offshore and Underwater Levels - Walkthrough by Stella
Levels 5 thru 10


LEVEL 5: OFFSHORE RIG

Kills: 20 Items: 19 (21 and Uzis)* plus pistols, automatic pistols, harpoon gun, shotgun, 3 pass cards and 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets.)

LOCKUP: You begin this level imprisoned in a room full of crates. Check your inventory. Though they've kindly left Lara her flares and ammo, the bad guys seem to have confiscated all her weapons. Guess you'll have to get them back.

There's a wall of windows and next to them a locked door. Fortunately some of these crates move, revealing a passageway in the back left corner. Here's the switch that opens the door. It's timed, so pull the switch, press Look, then roll and run out. If you have to climb over crates, you won't make it, so be sure you've cleared a path.

POOL AND UNDERWATER PASSAGE: Alarms will start to go off and the guards will be here in a moment, so dive into the water and swim over to the other side of the airplane before surfacing. Just be careful not to venture too close to that huge propeller. Any closer than the barrels on the bottom and you'll get sucked into the blades. Yes, that's one of the secrets back there, but don't try and get it yet.

Down on the left side of the fan is a lever. If you're careful you can approach it from the side and pull it to open a door on the other side of the fan. Go around the barrels and stay close to the wall as you approach. You'll have to swim holding the right direction key to make it past the fan into the opening without getting shredded.

Follow the underwater passage until you can surface. On the wall underwater, just below the opening where you just came in, is a lever. Pull it to open a trapdoor back at the end of the tunnel near the fan. Now you can swim back, go down through it and grab SECRET #1, the Jade Dragon.

Return through the underwater passageway to the room with the lever and climb out. Follow the passageway until you emerge outside. Head to the right, jumping the gap and avoiding spending more than a moment in front of those windows. The guards may see you and attack. Drop down at the end of the walkway and push the button on the wall to open the hatch under the plane.

THE SEAPLANE: Swim underneath and climb inside. Press the button to turn off the engine. Return to the dock by the windows. This time, go to the end of the black walkway with the broken railing at the end. Run and jump off this walkway to grab the airplane wing next to the propeller. Pull up and go over the top of the plane. Fall through the trap door, which opens when you step on it. Grab the PISTOLS and head up the ladder.

YELLOW CARD AND LOCK: Now you can return to the landing where you escaped. Come in from the right behind the wall, so the guards don't see you before you see them. Pull up and head for the door on your right. Two guards, one with a club, the other a gun, rush out. Take care of them and grab a large med-pack and the YELLOW PASS CARD.

Enter the door they came from, avoiding the ramp with the barrels. They'll come rolling down if you step on the ramp. Follow the passage to a room where you can use the pass card in a YELLOW LOCK to open the door. Enter the room and press the button to turn off the alarm.

LOUNGE AND BUNKS: Follow the passage to the right. Turn the wheel to open the door. Two rig workers with clubs attack, one from behind, so take care of them. One has a small med-pack. The door at the top of the ramp closes when you approach, so use the door with the wheel to enter the bunk area. Another guy with a club comes out. Kill him and take his large med-pack. Go into the lounge and pick up 2 bundles of harpoons and 2 pairs of automatic pistol clips. (No matter how hard you try, you can't pick up the cigs or coffee...drat!)

Go into the bunk area. The guys have kindly left some goodies on their beds--AUTOMATIC PISTOLS and clips for them, a HARPOON GUN and 2 bundles of harpoons.

There's a trapdoor in the ceiling between the last two bunks that opens when you push a button in the first top bunk on the left. It's on a timer, so you'll have to rush. Push the button, then roll, run to the last bunk on the right, jump and pull up, roll, walk up to the edge, jump and grab the opening then pull up. (Tapping the Look key just after you push the door button lets you see what Lara sees, instead of the door opening, and helps give you better control.)

BURNER ROOM: Follow the passage to the slope. Slide down backwards and grab the edge. Climb down the ladder to the bottom. There are 2 movable blocks on the left. Pull out the one on the right and push it over to the other side of the room. Now pull the other block out, pull it once toward the middle of the room, then get behind it and push it up next to the platform with the burners. Do a running jump off the block and grab the ladder above the flames. Climb to the top.

RED CARD AND LOCK: Follow the hallway, killing the guy with the club who attacks, and taking his RED PASS CARD. Continue until you see a ladder on the left. Climb to the top and retrieve SECRET #2, the Stone Dragon. Climb back down and proceed up the stairs. You'll end up at the small, water-filled room where you were earlier. Go outside and re-enter the room where you used the yellow pass card, shooting out a window to get in.

Go into the next room and this time take the left passage. A rig worker with a gun and a doberman greet you. When they're dead, take the guy's Uzi clips. Start up the ramp, jumping off to the side to avoid the rolling barrels. At the top, use the card in the RED LOCK to open the door.

As you enter, 3 rig workers try and stop you, so take care of them and take a small med-pack, shotgun shells and some flares for your trouble. Alarms will start ringing, but there's nothing you can do about them, so just go on about your business. Climb on the platform to the left. Find the movable block in the corner and push it once. Go around to the opposite side and pull the block out once. Go back behind it and push it once more. Now you can do a running jump to grab the edge of the block, pull up and jump and grab the ledge above.

TWO POOLS AND GREEN LOCK: When you turn the corner a thug with a gun starts shooting at you, so kill him and take his shotgun shells. Enter the room and use the switch on the left wall to flood the first of two pools in the room outside. Notice the GREEN LOCK here. You'll be getting the key card for that soon. Go back the way you came, then swim across the pool to the area with the yellow tank. Jump over the ducts onto the metal surface. Jump up the ramp and pull the switch to open the trapdoor in the room with the green lock.

HUGE ROOM WITH WATER BELOW: Go to the trapdoor and jump in. Follow the passage, slide down the ramp and take a look around. You can't see them all from here, but there are seven bad guys in this big room. You can fight all of them at close range or only two. I imagine you can figure out the Stallone way, but here are my tips for the safer way: Head to the right end of the catwalk and look around. Draw the pistols because Lara can see the 2 scuba divers in the water better than you can. She can probably take out both from up on this catwalk.

(NOTE: If you do decide to fight the scuba divers on their own level, at least jump in the water at the left end of the catwalk so you can have a moment to get oriented before they mob you. You can also climb out on the cement footing here if you need to. If you climb on the footing on the right--the one with the gold dragon--you'll need to deal with 2 more baddies at the same time.)

Also note the positions of the two guys on the other catwalks. You can't shoot them from here, but you'll know what to expect. Now begin making your way more or less clockwise around the various catwalks. Start at the left end of the catwalk near the entrance. Do a running jump and grab the catwalk opposite. Take another running jump to the small platform ahead and a bit to the left. From there, jump to the small platform to the right, then to the next catwalk. Immediately take out the guy with the gun on the next platform over. Jump over to take his SHOTGUN and kill the thug shooting from the next platform over. Jump over to where his body is, take the shotgun shells and look for another thug on the catwalk beyond. You should be able to get him from here.

GREEN CARD: Do a running jump to the catwalk on the wall beyond the footings. Note the opening above. You'll be exiting here later. Run and jump diagonally to the catwalk where the last bad guy fell. He has no goodies, but in a glassed-in cabinet on the wall is the GREEN PASS CARD. Shoot out the glass and take it.

Jump down into the water (watch out for the scuba divers if you didn't kill them already.) Climb out on the footing where SECRET #3, the Gold Dragon, is. Two guys with clubs rush you, so you'll have to kill them to take the dragon (plus the UZIS and 2 sets of clips if you've found all secrets). You'll also get a small med-pack.

Swim to the footing in the far corner of the room. Climb out and jump to grab the ladder on the wall. Climb up and make your way back to the exit. (NOTE: In case you get disoriented, the exit is an opening high in the middle of one of the end walls. When facing the exit, the wall with the entrance and the alcove where you found the green card is on your right.) Climb up into this opening and follow the passageway up to a ladder. Climb it and continue until you can drop down. You're now back at the room with the GREEN LOCK, and a rig worker with a club and a small med-pack is blocking your way. Take care of him then go in, use the switch to drain the first pool and fill the second, and the green card to open the door.

Jump into the pool, swim through the opening on the far side and down a long passage. When you reach the grate, pull the lever to open it and continue until you can surface. Head up the stairs to the next level.

 

LEVEL 6: DIVING AREA

Kills: 34 Items: 27 (31)* plus the M-16, 2 pass cards, 2 machine chips and 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups here will include the Uzis, automatic pistols, shotgun and harpoon gun if you didn't get them in the previous level.)

Continue up the stairs to a large, water-filled room. Don't go in the water yet, or you'll be sucked into the huge fan. Instead do a running jump and grab the ladder on the opposite side of the room. Climb up and follow the passage to the switch that turns off the fan. Return to the water and swim behind the fan and down a tunnel to pick up 2 pairs of grenades. Return to the main pool. Find the underwater lever on the left side and pull it to open the door on the landing ahead. Climb out of the water and follow the passage.

ROOM WITH SWINGING HOOKS: When you enter the room, two thugs and a doberman charge from the left. Take care of them first, then turn your attention to the two men on the other side of the pool. Make sure you at least take out the one with the gun. The other can wait until you get there. The two on this side are carrying shotgun shells and 2 sets of Uzi clips. (NOTE: If you didn't get the UZIS in the previous level, you'll get them now along with one set of clips.)

Cross the water by jumping onto the platforms and avoiding the swinging hooks. There's a stairway that leads back to the the walkway in case you fall into the water. One way to get across: Stand at the edge of the water, facing the right block. Take a standing jump and grab the edge as the hook begins to swing away. Shimmy right and pull up out of the hook's way. Turn and when the hook moves away, do a running jump to the other platform and grab the edge. Pull up, turn and do a running jump to the other side. Kill the second guy if you haven't already, then take the small med-pack and flares.

TOXIC WASTE POOL: In the next room, slide down the long slope at the center to land in a small opening. Pick up SECRET #1, the Stone Dragon. Pull up out of the opening and slide the rest of the way down, jumping at the last moment (without grabbing) to land on the platform above the pool of toxic waste. (NOTE: This is a difficult jump, but keep trying; you'll make it.)

Follow the passage to the left to an extremely long ladder. Climb all the way to the top and continue to a room with an opening in the floor. Pick up some auto pistol clips and 2 sets of M-16 clips. Hang and drop into the opening to slide backwards down the ramp below. Grab the end, release and grab the ledge below. Pull up, kill the guy with the gun who's waiting here and take 2 sets of automatic pistol clips. (NOTE: If you didn't get the AUTOMATIC PISTOLS back in the previous level, you'll get them here in place of one set of clips.)

HUGE OPEN ROOM/BLUE CARD: Follow the catwalk to the left until you come to an opening in the railing. From here it's a running jump or a back flip from the edge to land on the small platform below. Take the BLUE PASS CARD. Jump to the floor then climb up into the opening to the left. Follow the passage up to an opening. Take a running jump to grab the ladder, then return to the catwalk the way you came before.

BLUE LOCK/LARGE SQUARE HALLWAY: This time, go to the right to the door with the BLUE LOCK. Use the card to enter. The next door opens automatically. You're now in a square hallway that goes around a large central room. Around the corner to the right are 2 dobermans. A guy with a flame-thrower and 2 more dogs lurk around the corner to the left. I found it easier to head to the right and take out the two dogs first then turn around and shoot at the dogs and flame-thrower guy as they approach. If you try and get the guy first, you may find yourself backing up into the dogs behind you.

ROOM WITH POOL AND CIRCULAR SAW: The doors to the central area don't open yet, nor do two of the doors on the outer rim of the hallway, so begin at the door farthest from where you came in. Use the wheel to open it, then head down the stairs. A thug with a club greets you, so take him out. You're now in a room with a pool that has a block and tackle above it and a whirring saw on the other side. There are 2 goons in a glassed-in office pacing like caged apes. Go on about your business; they won't come out until you open the door later on. Push the movable box to reveal an ELECTRICAL PANEL in need of a chip, which you'll find soon.

Jump in the water and head for an opening down and to the left. A scuba diver with a harpoon gun lies in wait, so either harpoon him back or swim back to the edge, climb out and take care of him from there.

Take a deep breath and head down that underwater tunnel. Here's the sequence: enter the passage, swim right, then keep going straight, hugging the bottom to avoid getting snagged by the current between the two grates. Pull the lever to open one of the grates, reverse, go to the right through the open grate, right and right again. Pull a second lever, which opens a door elsewhere. Press Look to reorient if you need to, then continue on until you can turn right and right again. This grate opens automatically as you approach. Swim through, turn left, left again, and surface where you started.

HELIPAD: Exit the water and go back up the stairs to the big square hallway. Head to the left to the other door with the wheel. Enter and head up the stairs. Three goons try and stop you, so take care of them and keep going. Unfortunately, you'll just miss the helicopter taking off. Search the bodies to get automatic pistol clips, shotgun shells and a large med-pack. (NOTE: If you didn't get the SHOTGUN in the previous level, you'll get it now instead of the shells.)

Cross the helipad to the control room beyond. Here are 2 burners with a trapdoor between them. The switch on the right turns off the first burner, the button on the left turns off the second. Pull the switch, run to the trapdoor and drop down. Grab the M-16 RIFLE and some clips and hurry back out. (Make two trips if necessary to get both gun and clips.) Now the full sequence: pull the switch, side flip, sidestep, press the button, side flip, run and jump over trapdoor, pick up the MACHINE CHIP at the end of the passage, roll, run and jump over the trapdoor and out.

ROOM WITH POOL AND YELLOW TANKS: Return to the room with the POOL AND SAW. Place the chip where it belongs to open the nearby door. (NOTE: You'll need to move the crate near the entrance to reveal the receptacle if you haven't already.) In the next room, take out 2 thugs--one with a club and his buddy with the flame-thrower lurking behind the big yellow tank to the left. The one carrying the club has a small med-pack and there are 2 bundles of harpoons on the floor to the left. (NOTE: If you don't already have the HARPOON GUN, you'll get it here instead of one of the bunches of harpoons.)

The silver door across from the entrance opens automatically when you approach. Go in and push the button that opens the grate at the bottom of the pool. Swim down to recover SECRET #2, the Jade Dragon.

DEEP POOL WITH SUB: An underwater tunnel leads to the left. When you enter, 2 scuba divers appear. Kill them, get some air and follow this passage until you can surface in a large room. Far below is a small submersible, which you'll be seeing again before long. There's one small ledge where you can climb out of the pool. From here, shoot the 2 goons with clubs. Climb up behind you and pull the switch to open the control room door back in the room with the POOL AND SAW.

Before you jump back in the water, look for another scuba diver. You may be able to shoot him from above. (Jumping in and climbing out again may draw him out.)

BACK AT ROOM WITH POOL AND SAW: Return to the saw room and take out the 2 guys with clubs who are now running around loose. Get their small med-pack and Uzi clips. Enter the control room and use the switch to move the block and tackle. Use the dangling cement block to leap-frog over to the area with the saw. Note the red card near the deadly spinning blade. You'll need this, but part of the circuitry that turns off the saw is missing. Have patience. Go behind the crates in the corner and press a button which raises a duct in the helipad area.

BACK AT HELIPAD/RED LOCK: Return there (up to the square hallway, turn left), taking out the 2 armed goons and 2 dogs who meet you at the stairs. Search the bodies for shotgun shells and Uzi clips. (NOTE: If for some reason you still don't have the SHOTGUN, you'll get it here instead of the shells.) Drop down into the newly opened area, go through the doorway and drop down into the room below. A guy with a flame-thrower and another with a club do not seem very happy to see Lara. When they're history, take the MACHINE CHIP. Note the door with the RED LOCK here.

POOL AND SAW AGAIN/RED CARD: Return to the saw room and use the chip to turn the saw off. Retrieve the RED PASS CARD and bring it back to the door it unlocks (see paragraph above). A thug with a shotgun awaits below. When he's dead, continue along the passage until you can drop down. Here are the guys you killed earlier from across the water. Take their small and large med-packs, along with 2 bundles of harpoons left lying on the floor. Exit through the other door.

Follow this passageway. You'll get a little audio of the evil Bartoli interrogating a monk, whom you'll meet momentarily. Enter a room, taking out the 2 guards from the catwalk. Before approaching the monk in the center of the room, enter the room to the left, where you'll find SECRET #3, the Gold Dragon (and a bonus of 4 sets of Uzi clips if you've found all three secrets). Approach the monk for a cut scene, in which Lara chats with the monk while changing into her wet suit, then makes a harrowing escape.

LEVEL 7: 40 FATHOMS

Kills: 16 Items: 7 (11)* plus 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that two of the regular pick-ups here will be the shotgun and harpoon gun if you didn't get them in previous levels.)

This level begins with a movie. Lara hitches a ride on the submersible and winds up stranded at the bottom of the sea.

UNDERWATER: You had better find some air and fast! Turn around 180 degrees and swim forward, veering a little toward the left. Following the trail of junk on the sea floor to a sunken ship, and avoid the great white shark. At the far left end of the wreck you'll see the anchor sticking out the top. Behind it is an opening. Swim inside, surface and get some air.

The shark will follow you in, along with a second shark not far behind. You can try and harpoon them or hurry to the next safe area: Go through the large underwater opening on the right. Swim up and through a small passageway on the left. In the next room at the far left is another small opening. Go through this opening and head for the back left corner. Pull the lever that opens the trapdoor. Go through the trapdoor, then into the next room where you can climb out of the water.

(Players of TR1: Note the creepy recycled Atlantis music.)

INSIDE THE SUNKEN SHIP: Swim through the opening behind the stack of crates. Pull the switch, which drains the water from the previous room. Return and use the crates to climb into the opening at the top. Drop down into the next room, taking care of the goon with the shotgun and avoiding the four center squares, which are actually a trapdoor into the room below. When the goon is dead, take his shotgun shells and SECRET #1, the Stone Dragon. (NOTE: If you didn't pick up the SHOTGUN earlier, you'll get it from this guy instead of the shells.)

Now drop through the floor, kill the 2 thugs waiting below and grab their small med-pack and harpoons. Climb the wooden blocks to get to the opening high in one corner.

TIMED DOORS AND BURNERS: The following area involves several timed doors and twisting passageways. To make it easier, I've included a diagram 40fathoms.gif (also online at http://tombraiders.net/stella/images/40fathoms.gif). I refer to areas marked with letters and numbers in the descriptions that follow. You can probably manage without the map, but it may help.

First, go for the secret in the water outside. The switch (1) on the wall to the left as you enter this area opens a door at the far end of the passage and to the left (A). It's the fairly well camouflaged door on the short side of the wet floor. The door is on a timer, so flip the switch, press Look, then roll, and run down the passage, jumping over the floor level pipes. Once you're inside the door, it'll stay open.

At the end of this short passageway is a hole leading to the outside. Follow the underwater passage to an open area. SECRET #2, the Jade Dragon, rests on the sea floor to the left. (You can see it through the portholes in the passageway to the right of the area with water on the floor.) A shark and 3 barracudas stand guard. Theoretically, you can harpoon them, but I found it easier to just swim fast and avoid them as well as you can. When you've grabbed the dragon, return the way you came.

Now you'll need to get past the series of burners to the door beyond. This is nasty, so make sure you're well rested. First, the lay of the land for those without the diagram: Make your first right after you enter this area and continue to an opening in the ceiling. In the room above is a switch (2) which opens a door elsewhere (B). Go to this room by dropping down, heading right, then right past the corridor with the burners, then right again. At the end of this hallway is the room you just opened. Inside is another switch (3), which turns off the first two burners for a little while. Beyond the first two burners is another switch (4), which opens another door (C) just to the left of the door you entered to get the Jade Dragon. Inside this room is yet another switch (5), which turns off the second two burners. Beyond these burners is the final switch (6), which opens the exit door next to it. Simple, right?! ;-)

Now the moves: Begin at the switch in the room above the narrow hallway (2). Flip the switch and head for the room you just opened (B). Once there, flip the switch (3), look, roll, and run like mad to the burners. Flip the switch here (4), look, side flip to the left twice, then run like mad to the next door (C). Flip the switch here (5) to turn off the second set of burners, then run back to the room (B) with the switch (3) that turns off the first burners again. All the burners should be off now, so run through to the end. Now you can breathe deeply and pull the last switch (6) to exit. Whew!

My tips: Once you know where you're going, press Look as soon as you flip the switch to get Lara's perspective back. Then immediately roll and start running. Take running jumps through the low doorways rather than pulling up. Do running jumps down the straight hallways to cover more ground, and of course do a smooth series of running jumps over the pipe hurdles. Lastly, if you've run any leg of this gauntlet successfully, save your game as Lara is working the switch. Then if you flub the next run, you won't have to start all over.

(NOTE: If you just can't manage the fancy finger work, you can also try sidestepping and/or side-flipping along the wall past the burners, pulling the levers and feeding Lara med-packs as you go, until you get to the other side and can jump into the water. I find this a major waste of med-packs, but if it's the only way....)

STACKED UNDERWATER OPENINGS: The room beyond contains a pool. Take a dip to draw out a barracuda, then shoot it from above. Now comes yet another test of your patience. Swim down then up through a trapdoor. Head up through the next two openings. In the top area find the lever and pull it to open a door at the bottom (and close your escape to air). Head down into the opening you just made, and pull another lever to open the hatch at the very top. In an alcove near the lever is SECRET #3, the Gold Dragon. You can get it now, or surface for air first. Three more barracudas appear, so swim back to the top, get out of the water and take care of them. Now return and get the secret if you didn't get it at first. (NOTE: The bonus for all three secrets is 4 bundles of harpoons.)

BIG ROOMS FILLED WITH DIRT: Follow the passage from the water and drop down into a big room full of reddish dirt. Continue down through another opening into an even bigger dirt-filled room below. Find the movable crate and use it to climb into the opening above. Pull the switch here to open the trapdoor above and dump a lot of dirt from above into the larger room. Return there and look for two small openings along the left wall. Go up through the one on the left. From this room, continue up through an opening in the ceiling. Pull the switch here to flood a large room elsewhere. Return to the lowest dirt-filled room and up through the right opening of the two next to each other. Climb through this room to the one above and flip another switch to open a door in the room you just flooded.

Return to the lowest dirt-filled room and climb over to the far left wall, beyond the open trapdoors. Enter a winding passageway and follow it to the end. Jump in the water and head for the door. A scuba diver lies in wait. Harpoon him or climb out and shoot him. Go through the passageway he came from, and climb out of the water to find yourself under attack by 2 goons with a gun and wrench. When they're dead, lift a large med-pack and shotgun shells, plus 2 bundles of harpoons lying on the floor. (NOTE: If you don't already have the HARPOON GUN, you'll get it here instead of one of the bunches of harpoons.) Pull the switch to open the door and exit the level.

 

LEVEL 8: WRECK OF THE MARIA DORIA

Kills: 32+ Items: 29 (31 plus grenade launcher)* plus 3 keys, 3 circuit breakers and 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note: The "kills" total is only an estimate, since there are several places with multiple barracudas, eels, etc., where you don't need to kill any of them to get through. I've noted these in the text. Note that the regular pick-ups here will include the harpoon gun, automatic pistols, Uzis, shotgun and M-16 if you didn't get them earlier.)

Jump into the water, kill the scuba diver who emerges from the underwater doorway, then grab 2 bunches of harpoons from the bottom. (NOTE: If for some reason you don't already have the HARPOON GUN, you'll get it here instead of one of the bunches of harpoons.) Get air and follow the passage where the diver came from until you can climb out of the water.

Take the large med-pack and use it if necessary to get Lara's health up to 100%. Slide backwards down the slope and grab the edge. Then drop through the break-away tiles to the floor below.

SWIMMING POOL: You're now in what was the ship's swimming pool, only it's upside down. Two thugs, with wrench and gun, are your welcoming committee. When you've killed them, take 2 small med-packs and some automatic pistol clips. (NOTE: If you don't have the AUTOMATIC PISTOLS, you'll receive them here instead of clips.)

Notice the Stone Dragon underneath one of the changing room doors. Too bad you're too stiff from your fall to crawl under and take it. ;-) You'll have to take the long way: Go through the doorway opposite into a tiled room with columns and a bunch of overturned furniture. In one corner, behind a couple of chairs is an opening in the ceiling. Climb up into the dark passageway above and take out the bad guy with the shotgun. Continue until you can drop down and pick up the Stone Dragon--SECRET #1. Immediately look up into the opening because another thug is lurking up there waiting to shoot you. You can kill him from here, jumping straight up and down to get a better shot if necessary. Go back to the tiled room the way you came.

In the corner are several movable blocks. Pull the block on the right out once, push once, then go around and push it twice into the alcove. Go back to the corner and pull the left block out. Pull it to the side to reveal an opening behind. This leads into the RESTROOM area. Pull the remaining block out twice to access another passage--this one to the BALLROOM.

BALLROOM: Head for the ballroom first. Kill the 3 thugs on the ground, taking care not to run over the broken glass. Then take out their buddy on the balcony. The ones below have flares and a large med-pack. Before going up to the balcony, go behind the wall to the left (when you're facing the door where you came in). Walk carefully over the glass shards to an opening in the floor. Turn around to face the way you came, drop and hang, then release the Action key and press it again to grab the ledge below. Pull up into a short passageway to get the REST ROOM KEY. Do a standing jump from the passageway to grab the opposite edge of the opening and pull up.

RESTROOM: Return to the RESTROOM and use the key in the lock in the far right corner. Enter the door on the left that you just unlocked and push the button, which opens the GLASS DOUBLE DOORS on the other side of the room. A thug with a wrench rushes out. Once he's down, go through the doors he came out and press the button there to open the small, high door in the ballroom. Use the restroom button again to close the glass doors.

(NOTE: It's very important that you take the time to do this. Notice the other circuit breaker behind the left window. Closing the glass doors allows you to reach it from behind later.)

Return to the ballroom and go to a low ramp on the right at the far end. (There are two angled bits of floor here; you want the second one.) Walk to the highest point then jump up and grab the balcony. Go to the right near the wall, drop and hang from the edge then traverse left. Pull up and take the auto pistol clips from the sniper you killed earlier. Continue to the far end near the glass on the floor. Run, jump and grab the edge of the balcony opposite. Pull up and take the first CIRCUIT BREAKER of three.

AREA BEHIND THE BALLROOM: Head back across the balcony level to the door you opened a few minutes ago. In this passageway are 5 doors: a locked door (A) on the right, opposite a door with a wheel (B) on the left, and beyond these another door with a wheel (C) on the right opposite a sealed door (D) on the left. At the far end is another sealed door (E). You can go into B if you like, but it's empty. Use the wheel to open door C. Inside is a small room with 2 movable boxes, a switch and a high door. Move the lower block under the switch and pull it to open the door above. Pull the second box under the door to climb out. Follow this passage as far as you can, shooting the guy with the wrench who tries to stop you. In the room at the end, slide the movable box under the switch, which opens the door (E). Pick up the RUSTY KEY from the floor.

Use the key to open the locked door (A). Drop into the room. Pull the movable block in the corner next to the metal step. Pull the other block out from the wall, so you can get behind it. Push the block you find there twice to open up a passageway. Proceed to a room with broken tiles on the floor. There are lit burners below and rolling barrels in the area beyond. Step onto the tiles at the left side then hop back. This triggers the barrels, so you can then run over the tiles on the right to get across safely.

At the top of the slope where the barrels came from is an opening. More barrels will roll down when you enter, so back flip then either side flip out of their way or move forward to the wall so they roll overhead. At the end of this passage is SECRET #2, the Jade Dragon.

FLOODED ROOM WITH FLOATING PLATFORM: Go to the doorway to the right of where the barrels landed. You may be able to kill the gunman inside before climbing in. Once inside, drop down to the floating platform below. Find the underwater lever and pull it to open the side door above. This is on a timer, so climb up quickly. The door closes behind you, but the switch inside opens it again. The other door opens automatically when you approach but closes behind you after you pass. Beyond is an angled floor with a trapdoor. Slide down backwards and grab the edge. Pull up and the trapdoor closes and locks behind you. Now you can stand on it and pull up into the opening. Pull the switch here to open a blue panel nearby.

GLASS-FLOOR ROOM WITH POOL: Return to the room with the floating platform. Go through the other doorway to the blue panel you just opened. Three thugs with guns await in the next room. One is just inside the doorway. The other two are on the level below. Below, what was once a domed glass ceiling is now an opening to the shark-infested waters. Kill all 3 gunmen from the upper level. Press the button to open the timed trapdoor to the right. You can run all the way around the perimeter then do a running jump through the opening. But first try this: Stand at the edge of the walkway facing the button, and attempt to drop back and grab the ledge. Instead of grabbing, Lara may land on the floor below. (Perhaps this is a glitch in the game, but it worked for me several times and saved a lot of running.)

Collect the second CIRCUIT BREAKER, plus a small med-pack from one of the bodies, and press the button on the wall to drain the water from the ROOM WITH THE FLOATING PLATFORM above. When you step on the corner floor tile near where you picked up the circuit breaker, another timed trapdoor opens on the far side of the room. Run to it and pull up.

BACK AT THE RESTROOM: Return to the now drained room and drop down. Open the door with the wheel, head up the ramp and pull up into a passageway. Go straight, then drop down into the glassed-in passageway in the RESTROOM, where you were earlier. Take the third CIRCUIT BREAKER.

(NOTE: If you have reached this point and the circuit breaker is inacessible because the glass doors are still open, you'll have to go back to the RESTROOM and press the button in the alcove near the keyhole again to close them. Follow the directions in the next paragraph to get back there.)

Once you have the third circuit breaker, walk back along the hallway to the button and press it to open a trapdoor in the passageway above. Go back up into the passageway, and enter the RESTROOM through this trapdoor. Take care of the 2 thugs, grab their Uzi clips and 2 bundles of harpoons. (NOTE: If you didn't get the UZIS earlier, you'll get them now instead of clips.)

THREE CIRCUITS AND BURNERS: Return to the SWIMMING POOL area where you entered the level. Go into the water-filled passage in the corner. Grab the small med-pack in the water and follow the passage to a lever. Pull it to open the trap door above, and surface under fire. When you've dispatched all 3 thugs, take their large med-pack, 2 boxes of shotgun shells and some Uzi clips. (NOTE: If you don't already have the SHOTGUN, you'll receive it here with one box of shells.) Replace the 3 missing circuit breakers to turn off the burners. Now you can pull the movable block under the opening and climb up.

Kill the guy with the wrench. Pull the switch to flood a room on the other side of the one below and flip over the ducts in the large room so you can climb across them. (NOTE: If you forget to pull the switch or pull it twice by mistake, you'll slide off the first duct when you jump to it. Pull the switch again so the rust-colored side is up.) Take a running jump from the opening to the duct opposite, then two run-jump-grab combos across the next two ducts and a standing jump to the opening. Swim down and forward, and surface in a room with flickering lights. Wade into the water ahead to draw out a barracuda, which you can then kill with pistols. Wade back into the water and go to the right to find an alcove with 2 bundles of harpoons.

SHIP'S BRIDGE/CABIN: Swim to either of the two openings on the left, climb out, kill the goon with the wrench and take his small med-pack. You're now on the BRIDGE. If you look carefully out the windows, you'll notice a key on the sea bottom. In the passageway behind the cabin (room with 4 rectangular windows) are 2 sets of automatic pistol clips. Go through the door that opens with a wheel. Use the switch to open another door at the opposite end of the bridge. In this room are some flares and a movable block. Push the block to access another switch. This opens a trapdoor to the left of the room with the wheel door.

Now you can jump in the water and swim out to retrieve the CABIN KEY. To find it, swim straight from the trap door, turn right through a stone opening, then right again around the hull. You can try and kill the 2 sharks and 3 barracudas that get in your way, or just out-swim them. The key is on the bottom near some small plants. If necessary, return to the trapdoor to get air.

(NOTE: An alternative method for this area is to wait to open the trapdoor. While it's still closed stand above it and use the pistols to shoot the sharks and barracudas through the closed door. It takes a little time but makes for a much more relaxed swim. Just be sure not to stand on the trapdoor when sharks are directly underneath. They can bite Lara through the door!)

In addition to the key, you can find the SECRET #3, the Gold Dragon nearby. There is a cave opposite the trapdoor opening. To get to it, swim across and up. Inside you'll find the statue (plus 2 pairs of grenades and the GRENADE LAUNCHER if you've found all the secrets).

(A WORD OF CAUTION: I HIGHLY recommend saving all or most of your grenades for the last two levels of the game. There are a few enemies there who are quite easily dispatched using grenades and very hard to kill otherwise. Now, don't say I didn't warn you.)

Return to the BRIDGE and use the key to open the CABIN door. Pull the switch inside the CABIN to open a trapdoor in the floor outside. Now you can push the movable block there under the nearby switch. This switch opens the trapdoor back in the CABIN.

GLASS CEILING THAT'S NOW A POOL: Follow the passageway above to a large room. There are 2 bad guys with guns on the level below and 2 scuba divers in the water below. You should be able to shoot the guys with guns from above. When they're dead, drop down through the open floor to the flat block at the corner of the opening to the water. Take the M-16 clips and small med-pack from the goons, and retrieve 3 sets of M-16 clips from the dark alcove. (NOTE: If you didn't pick up the M-16 RIFLE earlier, you'll get it now instead of one set of clips.)

You can kill the divers from above if you like, though you may have to jump into the water and climb out to draw them out. (NOTE: Make sure you WALK over the glass shards.) When the water is safe, dive in and go through a passage hidden behind the barrels on the sea floor. Kill the barracudas if you like, or just avoid them along with the eels in the passageway. Follow the cavern to a metal opening. This is the end of the level.


LEVEL 9: LIVING QUARTERS

Kills: 21 Items: 8 (12)* plus 1 key and 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups for this level include the harpoon gun, automatic pistols, shotgun and Uzis if you didn't get them earlier.)

UNDERWATER/ENGINE ROOM: You begin underwater where you left off a moment ago. Swim through the metal arch and around to the left. A lever here opens a trapdoor in the hull on the opposite side of this area. Enter and shoot the guy with the club who comes out to meet you. Take his small med-pack then go through the doorway he came from. You're now in the Maria Doria's engine room. The tall pillars are the engine pistons (I think).

BURNER ROOM: Go to the doorway at the opposite corner of the room and follow the passageway, killing 2 thugs on the way and taking their auto pistol clips and harpoons. (NOTE: If you've been asleep at the controls and don't already have the AUTOMATIC PISTOLS and HARPOON GUN, you'll get them here instead of ammo.) Turn left, jump over the barrels that come rolling toward you, and kill another bad guy. Note the lever high on the wall next to where you came in. This opens the door at the top of the ramp, but you can't get to it yet. For now, go to the top of the ramp and face the burners. Take a running jump to grab the crevice, then traverse to the right over all the burners. Drop down and pull the switch here to turn off the flames.

Go through the opening above and to the left. Continue until you reach a room with a switch. Pull it to change the positions of the pistons. Drop down through the opening in the floor to return to the engine room. Climb up at the right and do the jump-grab routine across the pistons. A guy with a gun is waiting in the room at the end, and you may be able to take him from here. Before jumping to this doorway, do a running jump to the ledge on the right to recover SECRET #1, the Stone Dragon. From there, run, jump and grab the sill of the doorway. Kill the bad guy if you haven't already and take his automatic pistol clips.

HALLWAY WITH MOVABLE BLOCKS: Follow the passageway until you come to a movable block. Push it as far as it goes (three times). You'll reveal an opening on the left leading down into the room below and a second opening, also on the left, a little farther on. Enter the second opening, where you'll find another movable block. Push this block once. Return to the first block, and pull it out twice. Jump the gap into the hallway near the second block, and go to the right. In the area behind the first block you'll find 2 boxes of shotgun shells. (NOTE: If you don't yet have the SHOTGUN, you'll find it here.) Drop down to the room below and use that switch again to move the pistons back as they were.

Pull up into the hallway where you moved the blocks. Turn around, jump the gap and return along the hallway to the doorway above the engine room. Jump across the pistons again to the other side. Do a running jump and grab the edge of the alcove to the right. Pull up and throw the switch to flood the burner room.

FLOODED BURNER ROOM: Now that it's underwater, you can swim to that lever and pull it to open the door at the top of the ramp. Swim through this door then down through an opening in the floor. Kill the scuba diver and swim up into a small air-filled opening next to the one through which you came in. (NOTE: If you're low on harpoons, you can also head for this opening right away and shoot at the diver from here.)

SEA BOTTOM: Swim through the blue opening with the seaweed growing in it. Hug the left wall to avoid the hungry eel and you won't have to waste harpoons killing it. Pull the lever to open the trapdoor in the ceiling just outside this cave. Re-enter the ship there.

ROOM WITH RAISED DUCTS: A thug with a gun is lurking on the duct above, so kill him before proceeding. A simple shortcut may enable you to skip over the next bit of business. Take a standing jump up onto the raised walkway running along the middle of the room. Position Lara on the square made of silver grating three squares from the wall with the switch. Face the switch, then turn right and walk to the edge. Sidestep to the right side of the square. (See the screenshot at http://tombraiders.net/stella/images/lqscreen.gif if you're not sure where to stand.) Take a standing jump from that spot to grab the blue duct ahead. Pull up. Follow the duct up to the end. Take a running jump to the doorway with the wood paneling. (If this works, you can skip down to the section on PASSENGER AREAS.)

If you're unable to grab the duct, use this longer method: Take a standing jump up onto the raised walkway running along the middle of the room. Pull the switch at one end of the walkway to open the door at the opposite end. Just inside this door on the right are 2 switches. These raise a pair of hinged platforms on the opposite side of the room, above a pit lined with broken glass. They are timed, but it's a fairly slow timer, so there's no need to panic. Pull the switch nearer to the door, press Look, side flip to the left, pull the second switch, press Look again, then Roll. Take a running jump to grab one of the hinged platforms. Traverse to the right to a solid ledge where you can pull up.

Here you'll find another switch. Pull it to lower another hinged ledge back in the room with the ducts. Drop to the floor, cross the room to the low ramp, pull up there and return to the other room. Cross to the far left side. Now that you've lowered the ledge here, you can use the angled metal blocks for a boost to the shelf above: Stand facing the lower angled block in the corner. Step back. Press and hold the Jump and Action keys. Lara will jump onto the lowered block, bounce back to the higher block, then jump and grab the high ledge ahead. Pull up, turn around, and take a running jump over the gap where the hinged ledge was.

Walk along the duct to the top, where you'll find a movable box. Pull the box to the right (as in the screenshot at http://tombraiders.net/stella/images/lqscreen2.gif) so you can hop around behind it to the left side. Drop and hang from the duct where the box was, traverse left and pull up. Turn around and do a standing jump to grab the ledge ahead. Follow the dark hallway to the end, slide down the ramp on the right and proceed along the duct until you can jump across to a doorway with the wood paneling.

PASSENGER AREAS: Follow the passage until you come to a room. Kill the guy with the wrench, then take the first right. Here you'll find SECRET #2, the Gold Dragon, in a glass-lined pit. Stand at the edge of the opening facing the dragon and press Action + Roll to jump in past the glass. Now retrieve your prize, climb up and go around the corner. Slide down the slope, jumping at the last minute to sail over the broken floor with glass shards below. Notice the music...notice the Jade Dragon on the sea bottom outside the window.

Continue to a wet place on the floor. There are 2 barracudas here. One you should be able to kill right off with pistols. The other you may have to entice closer or simply out-swim. One of the floor tiles under the water will break away when you step on it, opening up an underwater passage. Swim out and get SECRET #3, the Jade Dragon (along with 4 sets of M-16 clips if you've found all secrets).

Return to the ship and continue on. When you come to an angled block, jump to the break-away floor below it. There's nothing nasty beneath this time. Now jump out on the other side. Across from the angled block is a wall you can grab. Stand on the step next to the slide, facing the wall. Take 3 side steps to the right. Side flip onto the angled block, slide, jump and grab the top of the wall. Traverse to the right until you can pull up and jump down on the other side of the wall.

Go through the door and kill the goon on the landing to your right. Head up the ramp to the next room, and take out the guy with the gun below and to the left. Don't go over the railing yet. First go to the back of this room and pull a movable block to open up a hallway below.

Now jump down to the tiled area and kill the 2 thugs that emerge. Continue to the far end of the room, where you can drop down into a depression with another movable box. Pull it out, then climb on top to shoot a thug with a gun who emerges. When he's dead, go behind the box and pick up the THEATRE KEY.

THE THEATRE: Return to the hallway you un-blocked earlier and follow it to the end. Kill the guy with the club who comes down the stairs, then go back and unlock the theatre doors. Inside is one baddie on the floor and 2 more thugs in box seats up on the right. You can shoot one of the guys in the box from below. Jump over and kill the other, take some Uzi clips (or the UZIS if you don't already have them) and use the switch to open the curtain on the stage. A guy with a wrench is waiting behind the curtain, so take him out, then pull the movable crate under the opening to climb up. Drop down into the room behind and go to the far end, avoiding the pit with glass shards. Push the button to flood the pit where you found the theatre key.

Return there, killing the guy with the gun who tries to stop you and taking his shotgun shells. Swim across the flooded area to the doorway and finish the level.

LEVEL 10: THE DECK

Kills: 30 Items: 24 (28)* plus 3 keys, the Seraph and 3 secrets

(*Under found items, the number in parentheses shows total including extra items granted for finding all three secrets. Note that the regular pick-ups here will include the grenade launcher, shotgun, Uzis, Automatic Pistols and the M-16 if you didn't get them earlier.)

NOTE: The main section of this level involves the decks of the sunken ship Maria Doria. This has four levels. To help clarify the directions I call the lowest (and largest) of these the MAIN DECK. This is where you begin the level. Above that is the LOWER-MIDDLE DECK. (This is actually two half-decks, one on each side, that don't connenct. There are movable crates on each side for climbing if you need them). The next higher is the UPPER-MIDDLE DECK (with the swimming pool), and above that, the TOP DECK.

MAIN DECK AND POOL ALONGSIDE: Go to the right and take out the 2 bad guys with wrench and flame-thrower. Pick up the small med-pack one was carrying, then go around to the other side of the deck to grab 2 pairs of grenades (or one pair and the GRENADE LAUNCHER, if you don't have it already) left lying on the ground. Return to where you came in, climb up into one of the windows and dive into the water below. There are 2 barracudas in the water so, harpoon them or look for a flat place to climb out on the left, then use your pistols.

Climb the rocks around the perimeter of the water to get the STERN KEY. Jump in the water, go through the underwater tunnel and follow the passage until you can surface. A goon with a wrench is waiting, so take care of him. Head down and to the right, taking out the flame-thrower guy in the next alcove from a distance. Note the trapdoor here, but for now continue around the hull to the left. Here you'll find some movable crates. Push the left crate against the others. Climb on top of it and push the upper crate on top of the rightmost crate. Pull the left crate out again then push it as far as it goes. Pull the remaining crate once to reveal the stern door. Take the flares on the ground and unlock the door.

THE STERN: Jump into the water, swim down and forward, then make a sharp U-turn to the right. You'll see a lever on the wall. Pull it to open a trapdoor elsewhere. Return to the rusty ledge where you just killed the guy with the flame-thrower. Another live thug awaits. Kill him and take his shotgun shells before dropping down through the trapdoor. (NOTE: If you opened the trapdoor previously, he'll be walking around near the opening; otherwise, he'll be lurking below. And, if you don't have the SHOTGUN already, you'll get it from him instead of shells.)

Follow the passage to a ladder. (Above is the door you opened with the underwater lever.) Climb up and pull the switch to drain the water from the stern area. Go back there and find the movable crate. Pull it out to reveal an opening. Follow this passage past the propeller until you come to a large underground lake.

(BUG WARNING: Some people have reported a problem here in which pulling the switch shows the propeller moving when, in actuality, it does not move. Then when they get down into the drained stern, they can't go any farther. This seems to be a bug and may be confined to certain CD's distributed in parts of Asia. So far I haven't found any way around it short of using the cheat code to skip the rest of the level or proceeding using a saved game at that spot. If anyone has tips, please let me know. And, if you want a saved game, you can download it .)

CAVERN WITH LAKE: In the middle is an INFLATABLE RAFT with some crates on it guarded by 2 scuba divers. You can kill them with harpoons or swim past them and head for a landing on the left. Pull up here, kill the guy with the wrench, then shoot the divers from dry land.

You can't climb into the raft from the water, so even if you've killed the divers in the water, head for the ledge now. Take 2 sets of Uzi clips (or the UZIS and one set of clips) from behind the crates here. Then climb over the rocks on the other side of the landing until you come to a rock bridge. Look down in the water to the right and you'll see something shiny amid the seaweed. Dive down to find SECRET #1, the Stone Dragon. There's a small opening in the rocks under the stone bridge that you can swim through to get back on the shore. Be careful of the barracuda lurking nearby.

Climb out of the water, enter the cave opening and follow the passage. A guy with a shotgun tries to stop you, so kill him and take his shells. Bypass the opening on the left for now. This leads to the TOP DECK. Continue straight ahead until you come to an opening in the floor with a large med-pack nearby. Get that health meter up to 100% then hang and drop through the opening onto the raft below. Take the CABIN KEY and 2 bunches of harpoons.

Two sharks have come out of hiding and will begin to circle in the water below. You can take them out with pistols from here or do it the hard way with harpoons. A third shark will come out if you swim toward the stone bridge. You can kill him as well, or avoid the issue by climbing over the rocks. Return to the cave, follow the passage and take the left fork this time to emerge near the TOP DECK.

TOP AND UPPER-MIDDLE DECKS: Two baddies will come out when you start exploring. Kill them and take their flares. Also take 2 pairs of grenades left in a depression at the far side of the deck from where you came in.

If you go down the steps ahead, you may be able to kill one of the 2 thugs with wrenches on the UPPER-MIDDLE DECK (the level just below). Also on the deck below is a guy with a flame-thrower patrolling near the SWIMMING POOL. Take him out from up here if possible before descending. (You can probably get a good shot from the left side of the deck.)

When all is clear, head for the swimming pool. Kill the barracuda then jump in and approach the tiled door in the corner. A scuba diver emerges. Climb out and shoot him from the edge of the pool, then swim into the opening to find SECRET #2, the Gold Dragon. Before moving on, locate some Uzi clips in an alcove beyond the pool and 2 sets of M-16 clips behind a movable crate on the other side of the deck.

Head for the left side of the deck and try to shoot the thug with the gun on the LOWER-MIDDLE DECK (the level just below). Then cross to the right side and jump down to the LOWER-MIDDLE DECK there. From here, do a running jump to the flat rock with wood on top, and a running jump to grab the metal duct ahead. (Notice the Jade Dragon off to the right, but don't go there yet.) Take a running jump from the highest part of this duct across the gap to the overturned hull. Cross the hull to the propeller then turn so Lara's back faces out (the propeller is on her right). Drop and hang from the edge, then release and grab the crevice below. Traverse to the left until you can pull up.

BLUE CAVE WITH STEPPED BLOCKS: Take a running jump into the cave opposite. Follow the passage to a large cave where you can hop up a steep slope using a series of flat blocks. Take care of the 2 bad guys with wrenches at the top. One has a large med-pack.

TOP DECK: Continue to the top of the cave where you can do a running jump to grab a roof on the TOP DECK and pull up. Cross the roof to the right where you'll see a trapdoor on the roof opposite. Jump over and drop through this door. Kill the thug with the wrench and retrieve 2 sets of automatic pistol clips from the floor. (NOTE: If you didn't get the AUTOMATIC PISTOLS earlier, you'll get them now along with one set of clips.) Go around to the exit, which opens automatically. Before leaving, pull the crate nearby to reveal a switch. Flip it to open a door at the other end of this deck.

A guy with a gun is lurking outside. Kill him, take 2 sets of automatic pistol clips off the body, then go around to the right to find the door you just opened. Here you'll find 2 sets of M-16 clips on the floor and a locked door. (NOTE: If you didn't get the M-16 RIFLE earlier, you'll get it now along with one set of clips.) Use the cabin key to open the door. In the cabin are some break-away tiles concealing glass shards below. Run across them, keeping to one side, to reach the one solid bit of floor. Press the button to open a door at the back of the deck (opposite the room where you moved the crate and pulled the switch). Run back across the remaining break-away tiles. Kill the wrench thug as you exit, and head for the door you just opened.

CAVE LEADING TO UPPER HULL: Enter and go up the stairs. Climb up the two higher metal blocks and go into the cave on the left. Follow the cave to a high wall with an opening at the top, a low step and a high rectangular stone block. Stand on the low step and jump to grab the block. Turn around and take a running jump to the opening. From here you can safety-drop down onto the hull and find the STORAGE KEY.

Make your way down to the UPPER-MIDDLE DECK (the level with the swimming pool). Go to the right side, drop down to the LOWER-MIDDLE DECK and repeat the series of jumps to the metal duct. From here you should be able to dust off 2 goons with flame-throwers milling about near the crates below. (NOTE: If Lara won't target them with the pistols, try the M-16.) Now you can go for that Jade Dragon. Take a running jump and grab the crevice to the left of the broken glass. Traverse to the right, pull up and walk carefully over to take SECRET #3 (with a bonus of 4 pairs of grenades if you've found the other two secrets).

STORAGE SHED: Make your way down to the floor of the cavern (either via the pool where you found the stern key or by jumping across to the overturned hull and sliding down). Behind the overturned hull, you'll find the storage shed door, where you can use your newly acquired key. Enter and take the SERAPH to end the level.

To Levels 11 thru 14 Tibet

Back to Levels 1 thru 4 The Great Wall and Venice Levels

Copyright 1998-99 - Stellalune (e-mail stella@tombraiders.net). Special thanks are given to the participants in the alt.games.tombraider newsgroup, without whom some parts of this walk-through couldn't have been written. Thanks also to Jeff Reid, Damien Connellan, Mr. Cairo and Adrian C. for their help on these levels. Feel free to copy, distribute and quote this walk-through, but please include this credit line so people can send me their corrections, comments and suggestions. Also, if you'd like to offer this on your own web site, kindly ask permission first.

Stella's Tomb Raider Site: http://tombraiders.net/stella/

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