Tomb Raider II
Great Wall and Venice Walkthroughs













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Below you will have access to walkthroughs for the Great Wall and Venice.
















Level 1: Great Wall
Kills: 23 Secrets: 3 Items: 13
Keep moving straight forward as the copter leaves. Hang a right and wade into the small pool as a tiger sneaks up from behind. Round the rock on the left. Grab the top of the tall rock and pull up to the path. Cap the kitty.

Follow the upper pathway. Pull up and reverse direction, then run, jump, and grab the ledge behind to continue. There's a small gap where Lara can jump to another short section of trail as a second tiger appears below. Collect the Stone Dragon from the ledge and double back to continue climbing the rocks.

Climb as far as you can up the rocks on Lara's right before running and jumping to the ledge below the high opening. Jump and grab the ledge below the opening and enter the dark chamber. Drop through the trapdoor to the pool below. Climb out of the pool, and run, jump, and grab the ledge with the switch.

The switch opens the door to a broad section on top of the wall. Get those guns out and dispose of the three crows. Once the birds have fallen, check the broken portion of the wall. Slide into the pool below the wall and check the underwater cave. Collect the Guardhouse Key.

Climb ashore on the small greenish rock, and be ready to dispose of another tiger. You can jump back into the pool for safety. Climb the small pile of greenish rock near the wall and jump up to the tallest portion. Jump and grab the wall above. Insert the Guardhouse Key into the lock and get those guns out.

Put a dent in the local spider population, then climb the ladder when Lara runs out of targets. Up the ladder, and gather the Rusty Key. Apply it to the lock below.

Follow the tunnel. Roll and charge back down the tunnel to dispose of the sneaky spiders. Pull the block. Slide down the slope.

Below the slope is a water-filled room. Look to the left to spy a crack in the wall. Wade over and jump to the crack, then shimmy right to avoid the razor disks. Drop down into the far corner of the pool. Surface in the corner of the pool near the passageway and pull up from there to avoid the disks.

In the hallway, run forward across the collapsible flooring and hang a right in the hall. Hug the left-hand side of the tunnel as large boulders roll down from behind you. Jump to the slope, then let Lara slide and fall to the tunnel below. Immediately upon landing in the tunnel below the slope, jump once to the left. A left jump should land Lara on a pile of bones. From the skeleton, run forward and jump to grab the ledge above. Pull up into the passage as the spikes close in.

Hug the right-hand side. Turn and slide backward down the slope. Grab the ledge at the bottom of the short slope and drop straight down. Immediately jump to the right. Jumping to the right in the area below lets Lara fall through a collapsible section of floor before another wall of spikes closes in.

Run from the left-hand side of the chamber, past the rolling blades. Hang a right in the new area, and look around that corner for a pair of spiders. More spiders drop from the ceiling when you investigate near the rope slider. Before you grab the rope slider, note the crack in the wall down below. Drop down to the green rock in the corner, then jump and grab the crack. Shimmy to the right.

Pull up into the cave, and follow the passage past a pack of Flares. Pop a Flare, then climb the short section of ladder over to the longer ladder. Climb down the long ladder to the dark tunnel below. When you investigate the valley floor, a T-Rex comes out to play. Retreat to the tunnel to chip away at the monster. At the far, dark end of the valley floor waits the Gold Dragon. Another T-Rex appears behind you when you claim the prize.

Kill the second dinosaur from the area of the Gold Dragon and backtrack to the long ladder. Climb all the way up the long section of ladder and return to the ledge with the rope slider. Grab the slider contraption and span the distance. Watch for tigers on the ledge as you approach and drop off ready for action. Follow the short tunnel to a campsite. When you go near the large red portal, the level ends.

Level 2: Venice
Kills: 24 Secrets: 3 Items: 22
Whip out those Pistols, and get the attention of the Doberman up ahead. Turn to the right at the end of the alley, and jump left into the courtyard. Check the narrow exit route.

On the small dock is an open structure. Across the water is the boathouse. Swim beneath the boathouse door, and climb up onto the walkway. Push the button to open a door elsewhere. In the small dock structure, collect the Flares from the table and press the button to open the trapdoor. Climb the ladder. Backflip from the top of the ladder, and press the button. The trapdoor in the floor closes, and another opens above.

On the roof, shoot open the window, and enter the hallway. Get out the Shotgun, and head to the left in the short hall. Shoot the pooch, and check the room. Double back down the hallway before you explore this area at length. In the short hallway, check the broken window on the other side of the hall. Jump over to the top of the awning. Jump from the top of the awning to the sniper's veranda. Search his fallen form for the Boathouse Key.

Retrace your jumps back across the veranda, and check the room where you shot the pooch moments ago. Throw the switch at the end of the arched hallway, and a door opens high above the canal outside. Shoot open the window in the pooch room, and run and jump to the awning across the canal. Jump from awning to awning to reach the distant open door. Throw the switch in the short hall, and drop down into the canal.

Swim back under the boathouse door, and insert the Boathouse Key into the lock. Exit the boathouse in style, and enter the dark tunnel. Follow the dark canal, which turns right and ends at a low waterfall. Stop in the chamber below the falls, and jump overboard. The Gold Dragon sits on the floor of the large chamber below the falls. Clamber back into the boat and follow the passage. Look left in the area with the pillars, and spy a small landing.

Pull past the small landing into the chamber with the switch on the wall. Hop out of the boat, and return to the small landing. Blast the rat on the small landing, and blow open the window. When you venture into the dark room, a thug comes out to play. Inside the room are Shotgun shells and a switch to throw. Exit the small room, and climb the ladder on the wall. Pull the underwater lever, and the double doors to the boat chamber open. Get back into your boat.

Follow the canal around to the left, making a right to discover several lovely boats near a small dock. Disembark. Climb the dock box and jump over to the awning across the canal. Jump from the awning to the upper walkway, then backflip to return to the awning as enemies arrive. Blast 'em. On the far side of the walkway, a sniper patrols near a second speedboat. Take him out.

Follow the upper walkway, ready for armed resistance. Take the Steel Key, and open the nearby door. In the small room, drop down to the area below and throw the switch. A gate is raised at one end of a narrow canal. Back upstairs, blast the bad guy, then return to your speedboat. Smash through the line of gondolas and lean on the accelerator, veering slightly to the right.

As the speedboat passes the second watercraft and enters the broad, dead-end canal, leap overboard. The dead-end canal is heavily mined. The speedboat is destroyed, but the passage is cleared. Fleece the sniper near the Iron Key Door, and take the second speedboat. Motor back past the chamber where you first entered the large outdoor series of canals. There's big trouble around the corner to the left.

Expect to come under fire as you climb from the boat to the landing. Cap the criminal and gather his stash before returning to the speedboat. Follow the canal straight past the criminal's long landing, and you'll reach a dead end near a closed door.

Go through the door and throw the switch. Return to the speedboat. Pilot the craft down the narrow canal across from the small dock. Bear left when the canal widens once more, and continue on. On the right-hand side of the canal, you'll discover two small landings, one of which has an open door. Take the Iron Key from the shallow pool, and climb the ladder, ready for trouble.

Up the ladder, take out the thug and his canine cohort. Throw the switch. Backflip from the upper ledge, and let loose a grenade on the bad guy below. Backtrack to the Iron Key Door, where you acquired the second speedboat. Open the door and cap the criminal. Throw the switch inside.

Get back in the boat, and check the canals past the hanging laundry. Follow the waterways until you spy some openings ahead on the right. Pull up short. Bail overboard and swim into the dark chamber. Stick close to the wall on the right. In the dark chamber, Lara can stand near the right-hand wall and draw her guns. Use them liberally.

Return to the speedboat, and back it into position facing the long ramp, flush with the wall, as shown. In the dark chamber is a small button on the wall that opens the exit doors. Leap in the boat and gun the engine, shooting up the long ramp as a distant bell begins tolling. Crash through the bedroom where you found the Jade Dragon, and get some serious air.

Zig left, then quickly to the right, into the narrow canal. Hang a right out of the narrow canal, and gun the engine toward the exit.

Level 3: Bartoli's Hideout
Kills: 37 Secrets: 3 Items: 22
Disembark at the dock and kill the vermin near the double doors. Head to the left. There are more rats on the stairs, and a larger variety around the corner to the right. Blast the thug in the narrow hallway, then cap a few more rats and hit the switch. The switch opens the double doors. Inside, look to the right and blast the enemies high and low.

Stick to the right-hand side of the hallway and avoid the bladed statues. The switch beyond the statues opens a doorway off of the canal outside. Backflip to the slope below, then jump and grab the upper ledge. Pull the box that blocks the walkway above, then return to the floor. Grab the ledge where the box sat and pull up. Climb the exposed wall to the opening on the right.

Run and jump to the top of the nearby awning. Lara will slide, so grab the edge before you fall. Shimmy left to the far end of the awning. Stand and immediately jump from that end of the awning; Lara will backflip to another veranda above the canal. Run, jump, and grab the small wooden ledge, then run and jump to the awning further down the canal.

From the edge of the awning, stand and jump toward the open portal. Head up the stairs to the left. Just inside the room, on the left, there's a switch barely visible because of the wallpaper. Throw it and blow open the window. You may have to go out onto the walk to take care of business. Shoot out the distant window and be ready for action inside that room.

Push in the block in the fireplace, then climb into the passage. Follow the passage. Stand in the right-hand side of the opening above the slope and take one step backward. Jump forward and to the right to hit the water below. Climb out of the water and onto the platform below the slope. Check the trap.

The triple burners will extinguish when you step onto the wood panel. Step just far enough onto the wood to shut off the flames. Run and jump forward over the first burner, then stop and do two standing forward jumps to make it past the trap. Don't hesitate. Angling slightly to the left, step toward the door. Welcome to the ballroom. The idea is to climb the chandeliers to reach the room's upper ledges.

Climb the low block, and jump and grab the lowest chandelier. Run, jump, and grab to the next light fixture. From the second chandelier, look to the right. Run and jump over, and throw that switch. The switch opens a portrait on the wall below, revealing a chamber with the Library Key. You must reposition the chandeliers to reach the prize.

Return to the chandeliers and continue to the ledge above the last fixture in line. Round the pillar to the right. Jump and grab the beam and shimmy to the right. Pull up when the arc of the roof allows. Run and jump to the ledge on the far side of the beam. On the new ledge, approach the brick wall and be ready for the thug who climbs over.

From the top of the brick wall, jump forward to the nearby beam. The switch there reconfigures the chandeliers. With the positions of the chandeliers reversed, the Library Key is accessible. Drop down to the highest chandelier. Jump forward from the edge of each chandelier to the next lowest fixture. From the lowest chandelier, run, jump, and grab the edge of the small chamber behind the portrait.

Return to the central chandelier and jump to the ledge near the door through which you entered the ballroom. Throw the switch, then shoot out the windows and check the ledge outside. Hang and drop into the deep hole. The switch you threw moments ago opened the trapdoor below. Pull the lever in the small pool. That's the Library Door nearby. Apply the Library Key to the lock.

To the right is a switch on the wall, but leave it alone for now. Check the open portal straight ahead. In the open room, climb the bookshelves to the ledges above. Jump over and throw the switch. The switch opens another door back in the foyer. Drop back to the floor. Check the opened door. Climb the shelves on the left just inside the door.

Run and jump from the top of the first shelf to the ledge across the room. Climb the shelves there to the upper window. Blow open the window, then slide backward down the small landing to grab its edge. Hanging from the end of the small awning, drop and then jump immediately. Lara backflips and lands on a small ledge. Run and jump from there to the awning across the small courtyard.

Jump to the top of the brick wall. Notice the small raised section at the far end. Run, jump, and grab from the raised end of the brick wall and Lara can just reach the edge of the rooftop across the canal. Cross the rooftop to the small, irregular opening. Stand back from the wall, then jump forward to grab the ledge. Pull up. Inside the small structure, relieve the guard and take the Detonator Key from the tabletop.

You can run and jump from the low area of the dock outside the hut to land standing in the exit. The door opens, and a criminal opens fire from close range. Blow open the courtyard windows and return to the Library foyer. Throw the switch, which opens the nearby door. Enter it. The door to the small courtyard opens upon Lara's approach. Hop in the water and swim to the left.

Climb to the brick walkway. There you will find the Detonator box. Use the Detonator Key at the small box to demolish the structure nearby. Follow the top of the brick wall to the ruined building and jump inside. Climb up through the building's shell to the hole in the ceiling to reach the roof. Jump back across the hole in the roof and follow the passage to make your exit.

Level 4: Opera House
Kills: 46 Secerts: 3 Items: 28
On the platform near the swinging box, stand like this and whip out that Grenade Launcher. Jump backward. You should hit the slope across the canal and slide in the direction of the criminal down below. At one end of the short section of the canal is a ladder for Lara to climb.

From the landing at the top of the first section of ladder, jump and grab the ledge above. Pull up and throw the switch. Continue to the top of the ladders, then run and jump back across the canal to the white ledge. Run, jump, and grab your way back to the platform near the swinging box. Run and jump across the canal through the opening in the roof. You hit the floor near the Ornate Key.

Upstairs from where you acquire the Ornate Key, backtrack up the ladder and across the ledges to the platform with the swinging box. Stand near the entrance to the level and jump to the sloped roof. Catch the edge and shimmy left. Drop to the flat spot. Jump from the flat spot to the sloped roof above the window and catch the ledge. Drop and grab the window ledge, then pull up.

Blow open the window and walk off the ledge and to the left. Climb the ladder and use the Ornate Key on the lock. Follow the passage and climb a second short ladder. Stand back from the edge of the ledge facing the collapsible roof sections, like this, then jump forward and start running. You'll have to jump one gap, then jump again and grab the edge of the distant ledge. Follow the passageway. Jump to the dome at the closest corner and cross its top to get the drop on more foes. Check all the bodies and the box.

Stand at the corner so that you can run, jump, and grab the ledge to the left of the swinging box. Behind and below the box is a button. Push it and the nearby flat section of the dome opens. Drop through the open trapdoor. In the small room below are a pair of switches. Throw the switch on the left.

Climb down the ladder to the hallway below. Go to the bottom of the slope and loop back before pushing the button. Climb onto the gate and through the opening on the left. Drop down to the floor. There's an onrushing goon and a dangerous overhead sandbag. In the opposite direction from the previous goon's hallway, approach the doors. Reverse direction down the goon's hallway. There you'll find an inoperative elevator and more friends.

Backtrack to the Opera House proper. Utilize the ledges on the far side of the room to descend to the floor. Watch for rolling boulders as you cross the floor. Head for center stage and deplete the actor's guild en route. Climb the underwater box to reach the stage. Look left as you climb onstage and drop the Doberman. Now turn around and snuff the punk shooting you in the back.

Check the Doberman's room. Throw the switch. Check the opposite side of the stage. From the floor of the room, go over and coax down the sandbag above the crack. Jump and grab from the edge of the stage to the platform. Walk through the glass, then run and jump to grab the low end of the crack. Shimmy left.

Throw the switch in the upper nook to lower the plank. Run and jump back to the platform just shy of the glass.

Past the plank, run and jump to grab the ledge in the wall, then climb to the nook above that. Run and jump from there to the upper walkway. Walk forward, carefully, near the swinging bag. Standing off to one side, Lara can jump past the bag as it swings away. Jump off to the flat spot on the right. Throw the switch on the wall to release a sandbag above the stage.

In the corridor beyond the switch, turn and slide backward down the slope and grab the edge. Hanging from the slope beyond the switch, stand and immediately jump. Lara should backflip to a pool below the stage. Circle left and look for a low opening. Through the low opening is a small, dark chamber.

Wade to the low ledge. Throw the switch before backtracking toward the trapdoor area. Besides the hallway off of the trapdoor area, there's a low, underwater passageway. Swim down and up to another chamber. Take the Relay Box and climb the tall ladder. Backtrack across the upper walkway of the Opera House, down the goon's hallway. Insert the Relay Box into the wall panel near the switch. Throw the switch, but don't get inside the elevator.

If you let the elevator go down without Lara inside, you'll spy a ladder on the wall. Jump from the ledge to grab the ladder, then climb up. In the first alcove on the left is a switch that opens the exit door in the second alcove. Recall the elevator and throw the switch again to head downstairs.

Throw the switch to send the elevator back upstairs. When the elevator rises, you'll see that there's a pool below. Jump in. Follow the underwater stairway around to the left and swim up to a waste-deep chamber. In the water is the Circuit Board. Take it and backtrack down the underwater stairs. Circle around to the left of the underwater cage and pull the lever to open the nearby grating. Climb the rat-infested ledges, then jump to the hallway.

Follow the hallway and blow out the windows to the white room. Throw the switch to open the door. Slide down the slope, then jump and grab from the bottom to catch the ledge. Pull up and take the Ornate Key. Climb the ledges, then jump forward to the slope. Jump and grab from there to catch the edge of a rat-infested hallway. From the edge, jump forward across the gap in the corridor.

To reach the higher hallways above the spinning fans, stand with Lara's back to a fan, her toes on the edge of the ledge, and backflip. In the small room, pull the box and push the button. Pull the box over in front of the door, then push it outside. Stand on the box and shoot the window. In the small area is another movable box. Push it out so that it stacks atop the first one. From the lower window ledge, jump at an angle and grab the edge of the upper box.

Atop the box, blast the newly arrived bad guy and backtrack down the hall. Climb the ledges back to the second-highest tier in the Opera House. Apply the Ornate Key to the lock. Jump to the hallway and press the button. Climb back to the switch room above and insert the Circuit Board in the wall fixture. Throw the right-hand switch.

Now head back to the stage. The switch has reconfigured the backdrop, opening a passage and releasing more waiters. Backstage, pull out the box and throw the switch beyond. Wary of sandbags, climb the boxes to the ledge above the stage.

Jump over to the platform near the ledge and descend down to the floor via the ledges on the left. Blast the bothersome thug and climb the ledges back up. Throw the switch on the wall and stand at an angle toward the swinging bag. Jump off to the slope so that Lara slides onto the flat ledge just shy of the bag. Rush past the swinging bag and drop down to the floor.

There are more criminals hiding in the boxes, and they're heavily armed. Climb the boxes, wary of the bags, and head back to the right of the entrance. The button above the boxes opens the level exit at the far end of the room.
















Major items picked up:
1 Grenade Launcher and 2 keys in Great Wall
1 set of Automatic Pistols and 3 keys in Venice
1 set of Uzis and 2 keys in Bartoli's Hideout
2 key, Relay Box and Circuit Board in Opera House


The next part of the game is Offshore and Underwater Levels.