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Tomb Raider II
Offshore and Underwater Walkthroughs













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Below you will be able to view walkthroughs for Offshore and Underwater levels.
















Level 5: Offshore Rig
Kills: 20 Secrets: 3 Items: 26
By moving the box closest to the cell door back against the wall, you can pull out another box and push it in the same direction. Throw the switch in the hall and run for the door. Hang a left along the dock. Charge through the door and up the ramp, leaping the descending barrels. Drop off the high end of the ramp and hang a right up the stairs. Stand near the windows.

On a low ledge outside the broken window is a button on the wall. Push it and jump in the water. Swim up into the chamber beneath the plane and push the button there. Swim back to the dock near the cell, run, jump, and grab the plane's engine. From on top of the plane, drop through the trapdoor and reclaim the Pistols.

Watch your health and take care of the pair of guards. You'll find locked doors in the control room. The deceased relinquish a Large Medi Pack and the Yellow Pass Card. Apply the Yellow Pass Card to the lock across the hall from the doors. Enter the doors that you opened with the Yellow Pass Card, and hang a right at the alarm button.

Spin the wheel to open the door and hop backward into the room. Spin the wheel on the nearby portal, and stand back to chip away at the onrushing rig worker. Check the adjacent passage and chambers for a variety of weapons. In the bunk room push a button on an upper bunk near the entrance. Leave the bunk and climb to the last high bunk on the right.

Jump and grab the edge of the hallway from the upper bunk before time runs out. Follow the hallway and slide backward down the slope to grab the edge of the ledge. Climb down to the floor. To cross the burners and reach the ladder, you need to use the two movable boxes nearby. Pull out the box on the left and move it across the room. Pull out the right-hand box and get behind it to push it over near the burners.

Run and jump from the top of the repositioned box and grab the ladder. Climb up to the hallway. Kill the guard in the upper hallway, and take the Red Pass Card. Backtrack to the alarm button. This time take the stairway to the left. Be ready to dodge the barrels that roll down the broad ramp. At the top of the broad ramp is the reader for the Red Pass Card. Step through the door, but roll and head back toward the ramp. If you reverse toward the ramp as the alarm sounds, you should be able to make quick work of the arriving rig workers. Then open the portal with the Red Pass Card.

Climb up onto the platform to the left of the entrance and push the box. Loop around to the other side of the box and pull it. Now loop around again and push it to the end of the path. Jump from the area near the pool to grab the top of the box, then jump from the top of the box to grab the edge of the upper passage.

Follow the passage downward. Throw the switch on the wall in the control room below. The switch on the wall fills the closest pool with water. Backtrack and swim across. Hang a right on the other side of the pool and jump across the pipe. Jump up the slope and throw the switch on the wall. The switch opens a trapdoor in the floor of the control room. Backtrack.

Slide down the long slope from the hole in the floor to the walkway below. Dive down into the water from the open end of the walkway, and climb up onto the column footing. Swim along the wall below the upper walk and circle around the large column to the corner of the room. Climb out. Head back to the other side of the large pool, away from the gunner above. There's a ladder on the wall.

You need to jump and grab the walkway, and pull up as the bad guy opens fire with the Shotgun. Take him down quickly. When the battle is won, claim the Shotgun and follow the path to the right past the dead guy. Jump from the end of the path to the nearby walkway. Take out every enemy you can from this vantage point. Jump over to the walkway near the wall. Notice the exit passage up above.

Run and jump over to the area of the distant gunner, jumping around the pillar with a left lean. Break the glass and grab the Green Pass Card. Double back to the walkway near the wall and follow the hallway up. Drop down into the lower passage ready for trouble, and continue down that passage to the control room.

Apply the Green Pass Card to the reader and throw the switch in the control room before exiting through the opened door. Throwing the switch in the control room sends the water back to the first pool. Jump in and follow the underwater tunnel. Pull the lever to the left of the gate and make your escape through the passage beyond.

Level 6: Diving Area
Kills: 34 Secrets: 3 Items: 34
Follow the passage to the ledge above the pool. Run, jump, and grab the ladder, and climb up to the hallway. Push the button to stop the huge underwater fan. Jump into the pool and swim beneath the large, immobile fan. Collect the Grenades and double back. Pull the underwater lever to open the exit door and climb out onto the walkway.

You need to cross the pillars below the cranes to reach the far side of the pool. Run and jump from the walkway to the pillar, and grab its edge. You can pull yourself up and stand safely in the corner. When the crane moves away, run, jump, and grab the edge of the distant pillar. Run and jump from the top of the second pillar to the walkway across the pool. Follow the walkway to the adjacent chamber.

Slide forward. Just jump, don't use forward action- from the bottom of the slope, and Lara reaches the walkway. Follow the passage, and climb the (very) tall ladder. Drop in the hole in the floor so that Lara slides backward. Slide down the slope and grab the edge before Lara slips off. Drop and grab the ledge below and pull up.

Dispose of the guard on the elevated walkway and look to the left at the intersection. Through an opening in the railing, you can run and jump to the slope far above the niche. Slide down and grab the edge of the slope. Drop down and grab the Blue Pass Card. Backtrack up the passage near the Blue Pass Card niche and slam on the brakes when you round the corner to the left. Run, jump, and grab the tall ladder.

Return to the elevated walkway and take the right-hand turn at the intersection. Apply the Blue Pass Card to the reader and head to the right in the passage beyond. Enter the perimeter hallway and head to the right. Check the two portals that you can open. Take the passage where the stairway leads downward.

Jump in the water and get a good breath before going inside. Follow the passage to its end and pull the lever. Reverse direction and swim through the gate that has opened. Follow the underwater tunnel and look for a lever to pull on the left. Pull it and continue onward. Follow the passage to a gate that opens as you approach. Hang a left in the passage and return to the pool.

The second underwater switch opened a door at the top of the stairs- through the second door off the perimeter hallway. Charge into the area where the helicopter is making a getaway. In the chamber adjacent to where the copter takes its leave, there's a burner hallway flanked by a switch and a button. The first time down the hall, you need to throw only the switch on the right.

Run down the hallway and let Lara fall through the trapdoor. Quickly search the bottom of the small area. In the small hole halfway down the burner hallway waits the M-16. Hustle back out of the hallway. Now throw the switch, then jump left and press the button. Charge down the hallway, leaping over the trapdoor pit. Take the Machine Chip and back out of the hallway.

Backtrack through the perimeter hallway to the pool room and push the box near the door. Insert the Machine Chip into the panel and the door opens. Run down the hallway and pass by the pool on Lara's left. Keep running into that corner of the room. From the corner of the pool, turn and dispose of the sneaky flamethrower near the entrance.

In that corner of the room, approach the control panel to the right of the orange tank and it opens. Push the button inside. Hop into the pool and follow the underwater tunnel to a large chamber. Surface in the area above the mini sub and climb to the ledge. On the upper ledge is a switch to throw. Return through the underwater tunnel and climb out of the pool. Head up the hallway. The control room near the pool is open.

Throw the switch inside and the plank suspended over the pool changes position. Jump and grab the edge of the plank above the pool, then run and jump from its top to the area near the Red Pass Card. You'll have to stop the saw to claim the card. Push the button in the hallway behind the nearby boxes. Backtrack through the perimeter hallway. Drop down and follow the passage.

Drop through the hole in the floor at the end of the passage. Take out the flamethrower to your right and the rig worker to your left. The rig worker coughs up a second Machine Chip upon his demise. Nearby is a door and beside it is the Red Pass Card reader. Head back to the Red Pass Card and the guardian buzz saw. Place the second Machine Chip into the panel near the saw and the blade desists. Claim the Red Pass Card and double back to the door with the reader.

Use the Red Pass Card to open the nearby door and drop into the hole. Follow the passage. Follow the long path through long corridors and watery passages. From the upper walkway, punish the heathens abusing the friendly monk. Go downstairs, checking on the monk's fallen form.

Level 7: 40 Fathoms
Kills: 16 Secrets: 3 Items: 10
As the mini sub crashes to the ocean floor, turn around and look for scattered debris- boxes and such. Follow that trail. With the shark in pursuit, head for the corner of the area where the anchor broke a hole in the overturned ship. Swim down. Swim down through the hole below, hooking back to the right. In the second chamber, the opening is high and to the left. Keep moving. In the next chamber, the opening is at the end of the left-hand wall.

In the next large chamber, swim along the wall to the left and look for a low lever behind the last huge girder. Pull the lever, then reverse direction and swim through the trapdoor that opens in the floor behind you. Follow the passage and swim up through the hole in the ceiling. Swim down below the boxes on the right, and you'll find a short hallway. Throw the switch and the water empties from the room.

With the water drained, you can climb the boxes and reach the high ledge. Drop down to the area below, careful not to fall through the huge trapdoors, and dispose of the lurking goon. You can run and jump over the trapdoor to open it. Run, jump, and grab from the central boxes to the tall wood pillar near the wall. From the top of the wooden pillar near the wall, run, jump, and grab the edge of the passage nearby.

Just inside the passage, look to Lara's left and you'll spy a switch on the wall. It opens a door on a timer. Throw the switch and head down the hallway, leaping the low impediments to the far end of the passage. At the end of the passage, check the short, dark, central hallway. Jump and grab the ledge in the shadows, then throw the switch.

The switch in the high, dark chamber opens a portal off of the steel corridor, past a hallway with a row of burners. Check around this corner. In the opened chamber is another switch to throw. That switch shuts off the first two burners for a short time. Race back to the burner hallway and throw the switch that is now accessible.

The switch halfway down the burner hallway opens another portal. Inside is another switch. When you throw the switch in the second chamber, the two burners go out farther down the hall, but only for a short time. Race back through the steel corridors to the first chamber. Throw the switch in the first chamber once more and beat feet for the burner hall. Past the burners, which reignite, throw the switch on the wall to open the nearby door. Wade into the pool.

Swim through the opening above the small pool, then up through the tall chamber. Just as you enter the upper chamber, look for a lever low on the wall. Pull it and a door opens in the lowest chamber. Swim down to the lowest chamber and pull the lever at the end of the short passage. Swim back to the upper chamber and get a breath through the trapdoor that opened when you pulled the switch far below.

Follow the passage, then drop down into the dirt- and rock-filled hold. There's a hole in the floor leading to a lower large chamber. In the lowest large chamber, look for the wide ledge at one end of the area. Below the wide ledge is a box Lara can move to reach the opening. Throw the switch on the high ledge and the trapdoors above the lowest chamber open, depositing rock and dirt from above.

There are two openings above one wall in the lowest chamber. Stand and jump from the highest point to grab the floor above. In the left-hand chamber, head along the wall to the left, then climb up to the ledge. Throw the switch. The first switch opens a door in a chamber you have yet to visit. That chamber is accessible from a hallway off the lowest large area.

Drop down into the lowest chamber once more, and climb through the nearby opening- the right-hand one of the pair. To climb the pile of rocks in the second chamber, you have to begin to the right, then jump across the pile to a flat spot on the left. Jump from the flat spot to the rocks below the ledge and climb up. Throw the switch. That fills the unvisited chamber with water.

Head back down to the lowest chamber and look for the opening to a passageway. It's on the opposite end of the chamber from the switch ledge. At the end of the hallway is the large chamber that the previous switch flooded. Go for a swim. Notice the low, opened portal. Max out Lara's health and follow the passage. Climb quickly through the hole in the ceiling to the dry chamber, and whip out those Uzis. Collect the goodies and throw the switch to open the level exit.

Level 8: Wreck of the Maria Doria
Kills: 32+ Secrets: 3 Items: 30
Follow the passage to the large, water-filled chamber. Collect the Harpoons from the floor and follow the passage. Slide down the slope, hang, and drop to the collapsible floor below. This is gonna hurt a bit. Get health and dispense ammo on the foes that emerge from the opening. Through the opening, look to the left-hand corner of the room. Pop a Flare and climb through the hole in the ceiling.

In the chamber adjacent to the overturned pool are several movable boxes. Pull out the first and push it to the end of the nearby hall. Behind the first box are two more that Lara must push and pull to reveal two passageways. Choose the right-hand path. Enemies come from the left, and one also appears in the hall behind you.

Head to the right and turn to severely punish the crowd. Keep those guns out as you enter the adjacent ballroom. Beyond the broken glass is a hole in the floor. Circle around to the left, to the far side of the hole. Step back as far as possible and run into the hole from the non-hazardous side.

In the dark hallway below sits the Rest Room Key. To exit the hall, stand at the edge and jump forward to grab the ledge above. Double back to where you moved the three boxes previously, and check the left-hand hallway. Around the corner to the right is the lock you seek. The Rest Room Key opens the glass doors nearby. Press the button behind the doors. Cross the room to press another button behind the opened doors. That opens a door back in the ballroom. Before you leave, press the first button again.

Backtrack to the ballroom and look for a protruding section of floor that allows Lara to jump and grab the ledge above. Shimmy all the way past the high ledge with the opened door, to the ledge on the far side of the room. Follow the upper ledge to its end and a break in the railing. Run, jump, and grab across the gap to the ledge beyond and take the first of the Circuit Breakers. Backtrack to the opened door on the high central ledge.

Follow the passage. At the first pair of doors, one chamber requires the Rusty Key. At the end of the hallway is a door. Open it and drop down to the floor. Pull the box out of its nook and push it to the far left corner of the room. Climb atop the box and throw the switch. Before you go through the nearby door, pull out the upper box.

Follow the opened passageway across an empty room and into a hallway sloping slightly upward. Continue down the hallway to another chamber. In the new chamber, you'll have to move the box beneath the switch to throw it and open the exit. When you move the box, be sure to grab the Rusty Key it was sitting on. Exit back to a familiar hallway. Apply the Rusty Key to the lock, hang, and drop to the floor far below. Pull the movable box out toward the center of the floor.

Push the box over to the end of the short pathway. Pull out the upper box, revealing another movable box beyond. Push the second movable box. Reveal a hallway. Run along one wall and loop back before you reach the far side of the pit. Run, jump, and grab across the open pit, then look to the right in the intersection. Pull up into the passage to the right and drop immediately back to the floor below. Grab the ledge briefly as you drop to stay close to the wall, as a barrel rolls overhead.

Back in the wide hallway, hop up and peg the goon above the pool. Below the waterline is a lever to pull. Climb quickly up onto the boat to jump and grab the floor, then hustle to the opened door. Slide a short way down the slope, and start jumping. Jump back and forth from slope to slope above the dangerous trapdoor. When the trapdoor closes, you can stand on it and grab the ledge. Throw the switch to open a door back in the boat room.

Jump up over the slope and throw the switch to exit the trapdoor area. In an upper area off of the boat room is the portal that opened.

Go through the opened portal with Uzis for the initial confrontation, then snipe the goons below with the M-16. Look to the left to spy a button. Press the button, then race all the way around the upper walkway to the other side of the rock obstruction. Make a running jump through the opened trapdoor to the walkway below. Down below you'll notice the second of the Circuit Breakers.

On the same walkway as the second Circuit Breaker is a button that drains the boat room. When you pick up the second Circuit Breaker, the exit trapdoor opens briefly. Backtrack to the drained boat room, then hang and drop to the floor. Open the portal and follow the passage. When the hallway branches, head to the right. To the left is a pair of exit routes. As long as you closed the double doors in the Rest Room, the third Circuit Breaker is accessible.

Head back toward the room where Lara crashed through the ceiling so long ago. A lever on the wall opens the trapdoor up above. In the hallway above the trapdoor waits a serious assault force. Uzi them into submission and enter the large chamber. Insert the three Circuit Breakers in the fixtures near the burners and the flames are extinguished. Lara can pull the movable box beneath the entryway. In the small upper chamber, throw the switch.

Run, jump, and grab from the small switch chamber across the tops of the huge metal pipes. Drop into the pool far below. Climb out of the pool and follow the passage. There are Harpoons around the corner to the right. In the opposite direction from the Harpoons is a dark passage where a rig worker patrols near the Cabin Key Door.

In the dark adjacent area, there's a door that Lara can open to the left. Throw the switch you find in the small chamber. Loop to the right, around the pit. In the second small chamber, push the block and throw the switch to open a trapdoor in a broad hallway. If you backflip through the trapdoor, Lara hits the water pointed in the right direction. Swim down the passage and past the windows on the right.

As you near the end of the row of windows, look low and left for the Cabin Key. Now swim back to the trapdoor, turning to climb from the water when you surface. Double back and apply the Cabin Key to the lock in the hallway. Throw the switch inside. The switch in the cabin drops a trapdoor in the adjacent dark area, which allows Lara to reposition a box and reach another switch.

The second switch opens an upper hallway back in the cabin, which leads to a large chamber. Ready your M-16. When the battle's won, you can run into this small gap in the walkway- running toward the entrance to the room- and drop to a safe spot near the pool below. Slide into the pool, wary of lurking frogmen.

Behind the barrel at the bottom of the pool is a tunnel. When the twisting tunnel opens into the larger area, check the air supply. There's a chamber above, and Lara exits the level when she approaches the distant metal wall.

Level 9: Living Quarters
Kills: 21 Secrets: 3 Items: 13
Head straight forward as the level begins and look to the left through the opening. Pull the lever on the metallic wall and surface through the opened trapdoor above. Continue into the adjacent area. This is the piston room, complete with a sniper high and to the right. Hug the left-hand wall to the far end of the chamber.

Climb up at the far end of the piston row and note the switch high on the wall. Drop over to the floor on the other side of the pistons. Enter the small area off the piston room and follow the passage to a lower hallway. Drop down near the end of the lower hallway. Venture forward, then hop back to avoid rolling barrels and another onrushing foe.

Hug the left-hand side of the ramp to avoid another barrel as you enter the chamber. Note the high, dry lever on the wall. Run, jump, and grab from the top of the slope to grab the crack. Shimmy all the way to the right and throw the switch. The switch at the end of the burners extinguishes the flames. Nearby is the entrance to an upper passageway.

Follow the passage all the way to a small room with a switch. Throw it and drop through the hole in the floor. The switch has reconfigured the pistons, allowing Lara to cross on top of them. To hit the lower piston, stand in the center of the adjacent piston and jump forward. Dispose of the sniper before making a run for the Stone Dragon off to the right. Run, jump, and grab toward the lower ledge and collect the Stone Dragon.

From the Stone Dragon ledge, you can run, jump, and grab the side of the sniper's perch. Follow the hall. At the end of the passage is a movable box. Push it as far as it will go. When the first box stops, hang a left and push the second box past the ledge on the left. Drop down off that ledge. Back in the small chamber, throw the switch once more to reconfigure the pistons. Backtrack up the ledge where you moved the second box moments ago. By backtracking through the hallway to the sniper's perch, you can make your way back across the reconfigured pistons.

Run, jump, and grab along the tops of the piston array. Head for the farthest piston. Run, jump, and grab to the ledge with the switch; throw it. Run and jump from the switch ledge to the low platform beside the last piston. Return to the burner room, now flooded, and pull the lever on the wall. The door behind Lara opens.

In the new area swim up through the hole in the ceiling to take a breath. Swim back down into the watery chamber and hug the left-hand side of the cave far below as you enter. Stick to the opposite wall, and pull the lever. Exit the cave carefully. Just above the entrance to the cave, a trapdoor has opened. Up you go.

Throw the switch at one end of the walkway to open the door at the opposite end. In the chamber are two switches near the entrance and another switch in an alcove across the room. Throw the right-hand switch, then jump left and pull the second switch. Roll, run, jump, and grab the ledge that has elevated. The two sections that elevate allow Lara to shimmy right, but the two switches are on a timer. At the far end of the shimmy, pull up and throw the switch. Drop down to the floor and return to the larger chamber outside.

Stand like this. Jump forward, jump, jump, and grab. Lara should reach a ledge adjacent to the upper walkway. Move along the top of the duct to the movable box. Pull the box once, then jump back to the duct walkway. Jump from there to the place where the box sat. Drop and grab the ledge, then shimmy left until Lara can pull up. Jump and grab the edge of the upper passage, and follow it to the ductwork on the other side of the room. Follow the duct pathway to its end, then run and jump to the opening high on the wall.

Head down the hallway and take a right. At the end of that hall, follow the passage and jump past the end of the slope to the small square section. The small section of floor at the foot of the slope is collapsible. In order to reach the crack above, you have to leap before you fall.

Shimmy to the right and stand up when the crack widens. Check behind the pillar on the right for a passage. Drop down. When the passage widens, look to the right and peg the bad guy. Head upstairs. From the upper area, whack the goon below. Continue on the upper level. Pull the box once, then return to jump over the railing to the area below. Round the corner to the left, ready for heavy resistance.

Down in the goon's pit, pull the box and take the Theatre Key. Use the box to climb back out of the hole. Battle your way back to the area below the upper ledge, and look to the left. Follow the lower hallway. Apply the Theatre Key to the lock, then head to the right once you're inside. Dispose of the criminals on the ledge and throw the switch to open the stage curtain. Then head backstage.

Move the box and use it to cross over the wall. A Flare might help you see the dangerous floor pit. Jump across and push the button. Backtrack to the pit where you found the Theatre Key, ready to feed a few final shells to an arriving rig boss. Swim across the flooded pit and climb into the hallway to leave the Living Quarters.

Level 10: The Deck
Kills: 30 Secrets: 3 Items: 26
Look sharp as the level gets underway: there's a flamethrower sneaking up from Lara's right. Dive to the water far below. Climb out of the water and follow the pathway to the left, leaping over the sloped part. Slide down the slope near the wall and climb up to claim the Stern Key. Jump back in the water and look for an opening in the rock wall, low and to the left.

Follow the underwater passage to the metallic hull and surface through the small opening above. Whip out the APs to deal with the onrushing goon. Continue in the direction the goon came from and peg the flamethrower from a distance. Nearby are several movable boxes. Begin by pushing the closest box near the others. Next, push the upper box. Move aside the two left-hand lower boxes, revealing a door. Apply the Stern Key to the lock.

Swim down into the chamber and look high on the wall as you round the corner to the right. Pull the lever. Back outside, go investigate that flamethrower's ledge. Drop through the trapdoor to the hallway below. Climb to the upper ledge and throw the switch. Return to the previously water-filled room and drop to the dry area below.

Pull out the box and follow the tunnel, climbing up to a new passageway. In the large pool floats a raft. To reach it, drop through a hole in the ceiling high above. Swim close to the surface, to the left of the raft. When you climb ashore, dispose of the resident goon and gather the Uzi clips from behind his boxes.

Pop a Flare and swim down below. Swim through the low opening in the rock wall and up past the fish to the shore. Follow the bluish tunnel. Jump up over the slope and into the white rock tunnel. Continue straight down the tunnel. At the end of the tunnel is a hole in the floor above the raft. Max out Lara's health, then hang and drop to the raft below.

Collect the Cabin Key and Harpoons from the raft, then shoot the pair of sharks before hitting the water to backtrack. Backtrack to the white rock tunnel and look to the left. Follow the passage.

From where the passage terminates, jump over to the deck and case the joint. Drop down to the level of the small pool. Now, drop down to the deck below the pool, then run and jump from the corner of that level to the top of the rock pile below. From there, run and jump to the nearby walkway. Run, jump, and grab from the end of the white wall nearest the Jade Dragon off to the right. Then Lara can reach the top of the huge orange construct.

Cross the orange metal, then hang from the far edge. Drop and grab the crack, then shimmy left until Lara can pull up. Run, jump, and grab from the side of the orange construct to the opening in the rock wall across the way. Follow the passage. Up the passage is a chamber with several stubby pillars dotting a slope. Cautiously run and jump up the pillars to the top of the slope.

Look sharp when you reach the top of the stubby pillar slope, because bad guys will try to knock Lara back down again. Continue past the battle scene. The tunnel terminates back above the ship's uppermost deck. Run, jump, and grab from here to the closest corner. Cross the upper area and look to the left. Jump across the small gap of the walkway below. Drop through the trapdoor. Follow the hallway.

Pull out the box, then pull it aside. Throw the switch and exit back to the upper deck through the opened door. Watch your back in the narrow walkway. Hang a right past door and follow the deck around in that direction. On that same level of the deck is an opened door. Inside is the lock requiring the Cabin Key. Inside the room opened by the Cabin Key, choose one side of the chamber to approach the stable section of floor, then use the other side for a safe return.

The switch in the room with the mostly unstable floor opens another door on the same deck level. Head back toward the narrow passage where you exited the room a few minutes ago. The door across the passage is the one that just opened. Hang a left at the top of the stairs and follow the cave. Look for the tall pillar behind you at the apparent dead end. Jump and grab it. At the end of the tunnel, you can look down to the orange metal surface and spy the Storage Key. Drop down and get it. Now, you head for the Storage Room. Apply the key and claim the Seraph inside to exit the level.
















Major items picked up:
Uzis, Pistols, Automatic Pistols, Harpoon Gun, Shotgun and 3 Pass Cards in Offshore Rig
M-16, 2 Pass Cards and 2 Machine Clips in Diving Area
Grenade Launcher, 3 Keys and 3 Circuit Breakers in Wreak of the Maria Doria
1 Key in Living Quarters
3 Keys and the Seraph in The Deck


The next part of the game is in Tibet and China levels.