Tomb Raider II
Tibet and China Walkthroughs
Below you will be able to view walkthroughs for Tibet and China levels.
Level 11: Tibetan Foothills
Kills: 33 Secrets: 3 Items: 21
Follow the path and jump over the slope to spy a narrow valley below. Down in the valley, a barrage of snow boulders comes tumbling down. Running slightly left of center, you can jump to the right and avoid a pileup. Duck back to the niche on the left and the second wave of snowballs rolls harmlessly past. Climb to the cave and follow the passage. Run and jump through the right-hand side of the ice wall, leaning to the right in midair.
Jump to the right extreme and then lean right through the ice wall to deposit Lara on a safe ledge. Follow the path. Enter the large outside area. Across the gorge, a shiny snowmobile waits outside a low hut. Hang from the edge of the cliff and drop to the ledge below. Hang and drop down to another lower ledge and head through the opening.
In the cave, run into the pit and grab the ice wall to shake loose the icicles. Climb up. Follow the pathway around the gorge. When the path splits, choose the downward route. Watch the icicles above the shallow pool. You should be able to wade around them as they fall. Run and jump to the small ledge. Run and jump across the gorge to the Large Medi Pack, then jump off to the left and climb up the large ice steps.
At the top of the climb, disband the mercenaries near the hut with some heavy artillery. Head down to the hut. Jump on the snowmobile and head into the cave. The cave opens into a large area featuring several lovely snow ramps. Use the central ramp to clear the wall in that direction. After you've crossed the first wall, work your way around each successive ramp. While in midair, use the backward command to help stick the landing. The long ramp is the final one. Stay off the accelerator as you drive: you just want to hop across a small gap in the ramp.
When you've crossed the gap, hit the brakes and back up as far as possible, turning to face the opening to the left of the obstruction. Get off the snowmobile and enter the narrow passage to the left of the obstruction on foot. Snuff the snow leopards and return to the ride. Point the snowmobile to the left of the obstruction and go full throttle. Jump the pit beyond the obstruction and follow the cave.
Dismount here and run along the trail next to the right-hand wall. At the end of the right-hand trail, collect the Grenades and climb the ladder. Throw the switch, and backtrack with caution. Having dealt with the bad guys, get back on your ride and jump the small pit to the left. Follow the trail. The switch in the cavern opened the gate leading to the steep hill and long, narrow ramp. Ease the snowmobile down the hill and line it up with the long ramp. Continue in the tunnel.
When the cave opens into the area go full throttle up the ramp and Lara arcs across the void to the cave on the far side. Inside the cave, pilot the snowmobile between the pit on the left and the snowballs that roll down from the right. Get off the snowmobile when you've crossed the hill and jump to the slope above the ice ladder. Grab the edge and climb down. Drop and grab the edge of the cave from the ice ladder above and pull up. Take the Drawbridge Key and drop into the passage at the back of the cave.
Get out those Uzis in the tunnel below the cave and blow open the ice wall concealing the bad guy. Continue with caution. You'll have to dash in a quick arc in the direction of the switch to coax down those icicles. Hit the switch and exit through the gate. Climb the ledges and ice ladder back to the cave opening above. Get back on the snowmobile, and follow the cave to the wide area with the icy floor. Don't stop at the switch by the gate.
The Drawbridge Key goes in the lock near the cave entrance and allows Lara to cross the gap with her snowmobile. Across the drawbridge, get off the ride and coax out the avalanche on foot. Make sure you work your way down to the end of the path to get rid of all the snowballs above. Having defused the threat, get back on the snowmobile and proceed slowly down the path. Following the major shake-up in the cave, ride along the right-hand ridge to get past the pit.
Return to the large open area, which has undergone a snowy transformation. Approach the Hut Key, in the snow on the left, with caution. A mercenary arrives with a toy of his own: a heavily armed snowmobile. Use the Uzis, and try to stay mobile, or he'll mow you down. Hut Key in hand, Backtrack on Lara's own snowmobile toward the hut.
Back near the obstruction, jump the pit toward the low section of the distant ramp. Eventually, a low ledge will force Lara off her ride. Continue to the hut. Insert the Hut Key into the lock and collect the ammo and Small Medi Pack before throwing the switch on the wall. Throw the switch in the hut and hustle outside as a crowd of criminals rushes from the opened gate.
Follow the passage to the large cave. Jump down to the floor, and immediately climb the ledge on the left. Another armed snowmobile comes roaring in from the left, but it'll take him a while to get to you on top of that ledge. Cap him, and the ride is yours. Follow the trail to the pit and notice the ice ladder leading down.
In the wide-open area, a pair of troublemakers will test your snowmobile skills. Your ride can pivot in a tight circle, and don't be shy about using a Medi Pack. Push the block in the wall twice and jump into the small cave as soon as possible. There is a pair of mercenaries off to the right. If you try to push the block all the way into the room before taking action, they pretty much cut our heroine in half.
Take care of the sniper on the ledge below, then go back for the snowmobile. Ride it over the cliff and into the pool. Climb out and follow the path to exit.
Level 12: Barkhang Monastery
Kills: 34 Secrets: 3 Items: 38
Follow the passage and enjoy the show. The monks generally make short work of the mercenaries, so save your ammo. Climb the tall ladder in front of the monastery. Jump from the ledge at the top of the ladder to the small space nearby, and from there to an upper pathway. Dispose of more crows en route to the top of the rock pile. Jump to the slope, slide, and grab the ledge below. Drop down below the slope and grab the crack, then shimmy right to a walkway near the monastery. Shoot open the window and head inside. Hang a right into the hallway.
From the hallway intersection, the left-hand route leads to the main hall. Straight ahead is the Strongroom. Duck into the first doorway on the left in the direction of the main hall, then roll and head for the Strongroom. Check the ledge outside for Grenades. Double back toward the main hall and head through the first doorway on the left. Climb the tall ladder. Up above the main hall, take the Main Hall Key from the small platform.
Continue along the upper pathway to the right of the huge statue. Drop down from the end of the upper walkway and watch out for the boulder that rolls down the sloped hall. Where the first hallway intersects another, expect more boulder trouble. Hang a left and head up the passage.
The small blue pool has a strong current. Swim low along the wall to the right. It takes some time reach the underwater opening. Follow the path and drop to the water far below. Pop a Flare, and roll through the bladed doors. Climb up the ladder. When you enter the antechamber, another bad guy appears inside. When the second thug finds the floor, jump over the inoperative fixtures, and claim the first Prayer Wheel.
When you take the Prayer Wheel, the burners come to life. Jump between them to make your escape. In the outer room, move the boxes aside to reveal a passage in the wall. Backtrack toward the main hall. Follow the walkway back through the main hall. Insert the Main Hall Key into the lock near the large double doors and venture inside.
Head straight for the large statue and a fight breaks out behind you. On one side of the main hall is a pair of passages. Check the hallway on the right. Run and jump over the blade in the right-hand hallway, and enter the room on the left. Gather the Strongroom Key, and jump back over the single blade in the hall. Head back through the main hall toward the Strongroom.
In the Strongroom is nothing but the Rooftops Key. Pick it up. Head back toward the main hall and check the doorway where the blades roll back and forth. Go inside. Hug the left-hand wall to the corner of the room and time your run toward the Rooftops Key Door. Follow the passage beyond. Stand and jump forward over the burners until you reach the intersection. Head down into the open area on the left, angling toward the opening on the left. Round the corner to the left.
Throw the switch on the pillar and drop down to the area below. Blow open the glass case and take the two Gemstones. Throw the switch and climb back to the upper area. Return to the hallway, and take a left. Farther down the burner hall, place one of the Gemstones in the fixture. The huge golden door slides inward. Go inside the small chamber, and pull out the box on the left. Behind the box is a second Prayer Wheel. Grab it and head back to the main hall.
Back in the main hall, investigate the passages on the left. Climb the tall ladder up to a level near the hands of the huge statue. Run, jump, and grab the upturned palm of the statue from the ledge above the tall ladder. Now climb up the hand with the burner, and run, jump, and grab the top of the statue's head. Cross over the head, then jump and grab from the hand to the niche. Place the second Gemstone in the fixture high above the main hall, and a trapdoor opens below the statue. Run and jump back to the statue, and slide down its front.
Down the wide hallway near the base of the statue, enter the doorway on the right. Inside you'll find boxes and barrels. Follow the dim passage past the barrels. In the narrow passage, run into the pit and grab the ladder to make it safely across. In the interconnecting hallways, head up the stairs and shoot open the window as mercenaries close in from behind. Bail out the window.
In the courtyard below, throw the switch on the wall and the monks run off to take care of business. Throw the switch again to close the door behind them. Climb the series of tall ladders leading up from the large courtyard. In the upper chamber is the third Prayer Wheel. Take it and return to the courtyard far below.
Back across the ladder pit, return to the broad passage and look to the right. Head all the way to the end of the hall and duck inside the narrower passage on the left. Through the narrower passage at the end of the wide hall waits an impressive gauntlet. The burner will be extinguished if you walk slowly forward. Sticking close to one wall, run forward as the spiked obstacle begins to swing away. You may take a nick, but you'll drop into a safe hall.
Climb out of the lower passage back in the direction of the swinging obstacle. Climb out of the second safe lower passage to the area beside the rolling blade. Run past the last blade and grab up the Trapdoor Key. Backtrack to the huge statue in the main hall. Enter the chamber below the huge statue and drop through the trapdoor that opened. Follow the passage beneath the statue. In the small pump room, throw the switch to open the door nearby.
Through the open door, jump over the slope on the left and push the box, cutting off the water flow. Double back through the pump room, and slide down the slope to the dry chamber. Push the box aside and take the fourth Prayer Wheel. The Trapdoor Key goes in the lock in the main hall. Drop down into the area below.
In the area below the unlocked trapdoor, loop to the left and throw the switch on the wall. When the battle concludes, check the path in the opposite direction. Follow the path through the rocks and look for a hole in the wall where it terminates. Climb the ladder to the walkway above. Approach the bridge along the upper pathway with caution. Roll just inside the rock opening leading to the bridge. Approach the bridge with the M-16 at the ready, and punish the criminal that appears.
Jump from the rock ledges to grab the roof of the building, and drop through the opening there. Take the fifth and final Prayer Wheel from inside the building. Backtrack all the way to the huge statue. There's an open room to the left of the statue's base. Place all five of the Prayer Wheels in the fixtures around the room, and the huge double doors open. Now take the Seraph that you collected at the end of "The Deck," and place it on the huge golden fixture. Exit through the door that opens nearby.
Level 13: Catacombs of the Talion
Kills: 33 Secrets: 3 Items: 29
Stand still as the level gets underway: you'll have to avoid the stairs or risk beginning with a quick death. Drop off the stairs to one side, and watch out for the second set of lethal icicles en route to the doorway. Shimmy right, and pull up on top of the ledge where space permits. Behind the ledge are a pack of Flares. Use the crack to shimmy back to the flat spot above the ledge, and look down the ladder. Climb down the ladder until the yeti is freaking out directly below Lara. Use the jump command to backflip from the ladder, and apply the Uzis liberally.
The switch in the lower chamber opens a door across the steep slope. Climb the ladder back up. Slide down the slope, and jump from the very bottom to grab the distant walkway. A blue pool dominates the large adjacent chamber. The object is to get the mask out of the cage on the left. Take the stairway down and get those Uzis out. As you reach the last step you run into an ambush. Kill them all. Gather the Uzi clips and Large Medi Pack from near the bodies, then jump over beneath the ledge.
Walk forward up the slope. The boulders are released from above. Jump backward. Lara should land safely on the ledge with the mask in the cage. Drop down to the slope, and then down to the floor of the room. Drop down to the slope, and then down to the floor of the room. Climb the ledge near the entrance to the hallway. Run and jump across the room to the ledges there. Run down the collapsible plank until Lara hits the wall, then jump and grab the ladder. Climb to the very top. Jump from the top of the ladder, and Lara backflips to the ledge. Throw the switch to open the cage.
Slide down the slope, and use the backflip trick to reach the Tibetan Mask. When you reach it, the blue pool drains. Hang and drop down into the passage below the pool, and use a Flare to make sure you don't fall into the pit. Follow the hallway. Place the Tibetan Mask in the fixture and the gate rises. Put away those guns and proceed with extreme caution beyond the gate. Hang a left just through the gate, and use the forward and action commands to climb the wall ahead of the avalanche. Now whip out those guns and begin putting a serious downward trend in the local cat population. You'll need to use the Uzis to kill them all quickly.
Climb to the low left side of the stairway, and jump and grab to the ledge. Drop down into the area beyond the wall. Watch your back when you go to check the icy pool. As you step onto the icy surface, more felines roll in from the pointed passage. Keep those guns handy and explore through the pointed passage, ready to backflip and open fire. In the dark pool behind a snowcapped pillar is a second Tibetan Mask. Backtrack with the second Tibetan Mask past the huge doors and around the corner to the right. Beside the closed door is the fixture for the second Tibetan Mask.
Inside the huge dark chamber, hug the left-hand wall. Jump across the small gaps to reach the switch that opens the cages. Open fire with the Pistols, then bail off when they get close and open fire again. Stay mobile in the large area.
Throwing the switch also raises small gates, allowing access to a dark antechamber. Pull the movable block over and shove it beneath a gate, like so. Throw the switch to open a door back above the icy pool. Backtrack with extreme caution. Outside the room of yeti cages, several mercenaries stage a merciless ambush from the left. Lob five or six Grenades into the crowd from a distance.
Up the ledge past the huge doors, a long suspension bridge arcs up toward a waiting avalanche. Run through the opening across the second bridge and hang a hard left. There's a small ledge just to the left inside the opening where Lara can stand to avoid the storm. Continue to the ledge above. Run, jump, and grab from the upper area to the nearby ladder, then climb to the upper chamber. You have to drop in the pool, but you'll want to exit immediately. Shoot the fish. Then, stand in the right-hand side of the opening in the wall. Wade and climb ashore on the right near the wall.
Swim and climb ashore on the small white ledge between this cove and the next area. From the ledge along the right-hand wall, you can see through into another cavern. Walk forward to the edge, then turn around and look up. Climb the ladder to the chamber above. You'll see a sliding slope on each side of the top of the ladder and a statuette in a small room. Move to the far left at the top of the ladder and drop. Use the jump command as Lara falls, and hold it until Lara can safely slide to a stop. Claim the Jade Dragon.
Jump to grab the ladder, and swim to the block near the door. Climb up on the block, and run and jump to grab the very bottom of the distant ladder. Climb to the upper right corner of the ladder and use the jump command to backflip. Throw the switch on the ledge to open the door below. Drop to the water away from the door, avoiding the block.
Look to the left as you enter the new area. Throw the switch on the small pillar and turn left on the outside ledge. Drop from that corner. The switch on the small pillar opens the huge doors. Jump across to the ledge above the pit. Run and jump across the pit, then snipe the mess of kitties from above. Then drop in the hole. Roll when you hit the switch. Clean house, and backtrack across the pit above.
Stand at the base of the narrow slope. Jump forward at the bottom of the slope, then jump again as you slide. Bail off to the left. The snowballs knock open an adjacent chamber. Inside, you'll use the right-hand pad to open the level exit. Roll on the pressure pad, then run and jump back over the snowballs. Jump back to the ledge of the nearby open door and run straight across the room.
The door to the exit hall stays open only a short time, so you have to run. But there's a deep hole just inside the door, so you have to be prepared to jump it. Jump and grab the ladder from just inside the timed door, and climb down to the passage far below. Follow the corridor to exit the level.
Level 14: Ice Palace
Kills: 22 Secrets: 3 Items: 22
Shoot the bell in the small chamber, and the door opens. Be careful going near the wooden springboards. You'll see a double-wide pad in the direction of a gate and a single to the right. Avoid them for now and loop around the corner to the right. Run onto the small springboard in the wide dead-end hall, and Lara pops through a hole in the ceiling into the upper area. Back on the floor, run toward the bell and onto the small pad.
Shooting the bell opens the first of two large black gates below. Run onto the double-wide pad in the direction of the remaining gate, and lean forward to land on a high ledge. On the high ledge, check the drop to the ledge just below. Hit the switch to release the yetis. You want to drop down a single level to do battle. Chip away at the Yeti with the Pistols, dropping to the floor when they get too close.
Return to the second tier via the stairs and check the hallway that opened up when the yeti cage fell. Check the far end of the barred passage, where it turns to the right, and a yeti comes out in a disturbing hurry. Hop backward and apply the Uzis. In the small chamber upstairs, throw the switch to open the shutters nearby. Backtrack down the barred passage. On the floor outside the remaining black gate, run onto the small springboard in the direction of the open shutters above. Lean forward to land safely. On top of the shutter, hop and shoot the bell. The second black gate opens.
Jump to the slope above the gateway, and grab the edge to drop safely to the floor. Run onto the pad in the direction of the right-hand wall, and use the action button as Lara soars high into the air. You can grab the edge, but the slope above is too steep to stand on. Pull up, and jump immediately. Keep jumping back and forth, and lean to the right. At the far end of the sloping space is another bell to shoot. Get out those Pistols and do the deed, then lean to the left, back the way you came. Just keep leaning left and eventually you'll reach a flat ledge. Climb through the open gate and up the ladder to a ledge.
Run and jump from the edge of the ledge to the walkway and Lara will hit it squarely. Take out the charging yeti. Take the Flares from the block and check the yeti's tunnel. Check the short path off the safe ledge and cross the tunnel. Proceed with caution. White tigers in two waves await you at the end of the tunnel. Climb the box in the white tiger cavern and take the Tibetan Mask. Back in the yeti's tunnel, a door in the hallway near the dark path has opened.
Through the open door, drop down into the barred passage, ready for immediate action. Toss a Flare or two below to make sure Lara doesn't jump down into a spiked section of the floor. On the outside ledge are a Small Medi Pack and the fixture for the Tibetan Mask. The door to the bridge outside opens. Run and jump off to the left of the bridge and gather Flares, then run and jump back to the bridge and span the distance.
Inside the cavern, you reach a ledge high above a familiar area. You'll find a switch on the wall. Throw the switch, and molten lava melts a hole through the icy top of the pool. Expect immediate tiger trouble when you drop down to check the pool. Down in the pool that the lava melted through, pass by the gong hammer for the time being and swim through the hole in the wall. Hug the wall on the left in the new chamber. Wade up onto the shore near the wall, and avoid the icicles while chipping away at the yeti.
Return and grab the gong hammer. Quickly climb the right-hand ledge through the opening and shoot the killer fish. There are passages to the left and right up from the pool. Approach the left-hand cave. Pull up to the ledge in front of the cave opening and immediately step back as icicles fall. Pop a Flare, and head inside. Grab the Grenades on the other side of the wall. Backtrack to the right-hand tunnel up from the pool and get out the Pistols.
Up the ice blocks, the wide passage opens onto an impending avalanche. Step close to the end of the hallway to coax out the first batch. Hang a left in the opposite direction from the wall of snowballs and run for it. You need to veer over toward the far wall to jump safely to the snowy ledge. Follow the short passage and note the opening to the right in the far wall. Slide backward down the slope and shimmy left to near the far wall. Pull up and jump immediately from the slope. Lara should backflip to a safe ledge, beyond which the passage continues.
At the tall ice wall, run and jump to grab anywhere on the climbable surface. Max out Lara's health and hang from the ledge above the huge gong. Drop down and readjust your health once more. Give the gong a mighty blow with the gong hammer, and the doors to the Ice Palace are shattered open. Don't go inside just yet. Slide down the front of the Ice Palace and cross the huge snowy field, veering toward the far left corner.
Climb the low icy ledges and follow the rough trail to a doorway. There was ice blocking the Palace portals until Lara struck the gong. Inside the Ice Palace lies the Talion. When you take it, you can expect the Guardian of the Talion to come crashing out of his cave outside. Exit back to the low snowy ledges outside. The Guardian is bound to come within range to investigate, but he can't reach you as long as you stay on the ledge. Killing the Guardian with Pistols saves mucho ammo, and the snowfield is a tricky area. When the Guardian finally falls, the level ends.
Level 15: Temple of Xian
Kills: 37 Secrets: 3 Items: 30
Pop a Flare and follow the ornate passage. Stop when the camera angle changes. Walk straight toward the dais and fall through the trapdoor. Jump the blade. Next, from the wide water hall, jump into the pool below. Ride the current. There are two openings underwater.
Face the falls from the center of the lower pool, then turn to the right. Swim down and to the right. Hustle ashore to cap the killer koi. You swim ashore facing the lower entrance to the Temple. Off to the right is another portal- the Silver Key Door. Head toward the temple entrance. Take care of the Tigers, then ascend the wide stairs. Circle to the left of the entrance and run onto the springboard in the direction of the Temple. Lean forward to land on the roof.
Follow the rooftop ledge around to the far side, and throw the switch to open a grating back above the ledge, lock, and ladder combo. Hang and drop onto one of the raised platforms near a corner pillar. Swim back to the adjoining chamber. Climb the ladder above the ledge. Be wary of spiders as you explore.
Climb up onto the wall and work your way to the upper right-hand corner of the surface, below the crack. Grab the wall in the upper right-hand corner, jump from the wall, then quickly jump again from the sliding slope. Walk across the top of the wall. On the far side of the wall is a collapsible plank. You need to run to the far end of the tiles, then stand still. She'll drop straight down to the top of a pillar below. Run and jump to the opening. This trap is a real bear, so expect to try it a couple of times.
Inside the opening is a sliding slope down to a pit of spikes. You need to jump from the slope, slide on a second slope, and jump from there to grab the ledge. There's a switch on the dark upper ledge that opens the huge doors to the Temple. Follow the upper passage to backtrack by dropping into the water.
Climb into the passage and follow it to the ledge above a lava-filled room. Run and jump to the first slope directly across from the entrance, and slide forward toward the lava. Jump, then slide down another slope. From the second slope, you'll have to jump to the slope ahead, then jump twice very quickly and grab the ledge. Pull up and cross the rocks. Run, jump, and grab across the pillars above the lava, and enter the short hallway. When you go for the switch, the floor drops out. Let Lara fall.
Drop to the walkway and run straight ahead to the switch as the spiked walls close in. Throw the switch, roll, and run back down in the opposite direction. Make a clean run and minimize the damage. Follow the passage and get off the slope as the metal ball releases from near the top. You can climb or simply roll and run. Watch the ceiling and avoid the rolling menace. You can climb past the second one off to its left.
On the walkway near the ladder, you can coax out the final sphere by running at an angle in front of it and off over the edge of the ledge. Pop a Flare in the dark chamber up the ladder and flip the switch. In the passage that opens just above the floor of the dark room, you can hang in the corner to avoid the blade below. Drop down. Cross the room all the way to the far wall, then turn to exit on the left. At one end of the rafter area is a button. When you push it, roll and run immediately to jump to the nearby rafter. Run and jump along the rafters to the far end of the room. Cross the walkway. Judge the safe areas between the spiked obstacles, and run past each along one side of the ledge.
Start on the right, then jump left and press that button. Turn to the right and run into the hall. Keep running straight down the path as the floor falls away behind you and then a boulder is released. Jump from the end of the runway and grab the ledge across the lava. There waits the Dragon Seal. From the Dragon Seal ledge, turn and jump off to the right, with the statue on the left. Watching out for spiders, throw the switch in the dark room to reconfigure the pillars in the lava. Exit out the opposite side of the dark room.
Make your way down the ledges to the walkway at lava level. Run and jump to the farthest of the small platforms along the right-hand wall. From the last of the low platforms, you want to run and jump to the slope near the block so that Lara is sliding forward. Jump from there to grab the ledge. Pull up prepared to slide, then jump and grab the top of the pillar beyond. Run and jump to the tall pillar near the wall, and then to the low platform below. Beyond that is a springboard.
Stand in the center of the low green block and jump forward to the springpad. Lean forward to land on the ornate slope as a sphere releases up above. Quickly step back and off the edge of the slope, grabbing hold to hang above the lava as the sphere rolls overhead. Climb back up. When you jump forward to the second low pillar, another sphere is released. Line up so that you can quickly backflip to the safety of the first flat spot.
Now you can cross along the flat pillars unmolested. Climb the flat tops to the upper right-hand corner of the area. Run and jump over to the portal. Pull out the box and push it aside. Throw the switch on the wall and drop down into the hole that opens. While running down the slope, a sphere is released behind Lara. The safe turn in the hall is on her left.
Return to the rafters and drop down to the floor. Place the Dragon Seal in the fixture and the nearby door opens. In you go. Make your way down the hall and avoid the rolling blade. At the end of the hallway, Lara slides into a smallish chamber with an impending spiked ceiling. Around the room are four "real" switches mixed in with textured ones. Flip the real ones and exit the room.
Run and jump up the pillars and climb to the walkway above the falls. Kill the koi and check the pool. Swim over near the lever, then get a good breath before you swim down and pull it. Pull the lever and the current in the area reverses. Turn and swim down the wide underwater tunnel. Down the wide tunnel, avoid the lever on the left. Look high and right across from the lever, then swim into the narrow passage. Swim down the smaller passage and pull the lever. Backtrack to the large pool down the wide tunnel.
With a full supply of oxygen, swim back down the wide tunnel and into the small passage. Pull the lever down in the short opened hallway. Swim back down and through the opened portal in the large pool. The lever inside the opened antechamber opens a door off of the air pocket up above. Throw the switch in the antechamber. Turn to the left from the switch and drop down the open trapdoor as the wall closes in from the far side of the room. At the far end of the tunnel waits the Gold Key.
Swim up into the pool near the Temple doors. The Gold Key goes in the lock on the ledge in the adjacent chamber. It opens the underwater grating. Swim down and buttonhook back to the right at the intersection. On the left-hand side of the tunnel is an opening to a chamber. Hug the left-hand wall and look behind a pillar on the right for a lever. Pull the lever on the pillar. Exit back in the direction you came from. Swim straight down the wide passage and up through the hole in the grating that the switch opened.
Climb ashore, pop a flare and head into the cavern ahead. Work your way down the passage. Once you reach the large web, get out the Uzis. Kill the spiders and drop to the floor. There's a pillar to climb on the far side of the large chamber. Make your way up the ledges. Run and jump to the central pillar. From the central pillar, you can run, jump, and grab into the wide hallway. Follow it to the small opening at the far end.
Run, jump, and grab the pillar in the pool and take the Silver Key. Now backtrack all the way to the shore near the lower temple doors. On the same shore as the lower temple entrance is the Silver Key Door. Go inside. Expect rolling spheres when you stand on the lower two platforms. Just jump off to one side when a sphere comes down. The reclimb is short. Stand and jump from the side of one pillar to grab the edge of the next in line. There's one last sphere up above, to the right side of the dark opening.
Jump and grab the bottom of the small sloped pillar. Pull up and jump immediately. Lara will backflip to the top of the pillar nearby. Up above, stand near the corner with your back to the wall, facing the ledge where the blade rolls back and forth. When the blade reverses, jump forward twice to make it past. Head for the bridge. You'll have to outrun the rolling blade and duck off to the left at the far end of the span. Next, throw the switch. Follow the blade back across the bridge very closely and duck back inside the room.
Backtrack to the tiger room with the two pillars. You must climb up via the springboards. Stand with Lara's face pressed to the wall. Step back. Step forward. Backflip. When she leaves the uppermost springboard, lean forward and grab. Pull up to the ledge ready to defend yourself. The door you opened with the last switch is nearby. Jump from the edge to grab the walkway. Enter the huge chamber.
Off to the right is the Main Chamber Lock. You want to jump to that ledge and run along the lava as the wall closes in from the right. At the far end of the area climb the ladder. Once on the ladder, move off to the left side to climb, thus avoiding the spikes entirely. In the dark upper chamber, you'll have to run and jump to climb the ladder on the right, as you enter. Another spiked wall will close in from behind.
In the intriguing upper room, there's a switch to throw at the end of the passage. Double back to see which portal has opened. Run, jump, and grab around the left wall to reach the platform near the dragon. Take the Main Chamber Key from the top of the pillar. Step onto the slope near the dragon and slide forward. The slope deposits Lara on the top of a pillar far below. Jump to the left of the pillar, leaning back to the right to avoid the open door and landing on the walkway.
Apply the Main Chamber Key to the lock on the wall and jump back to the walkway near the door. On the other side of the room, a small section of grating has lowered near a pillar. Run and jump to grab the edge, then run and jump over and climb the ladder. Stand at the edge of the spiked pit, and jump forward to grab the ladder. Climb back up to a familiar area. Off the upper passage, the top of another tall serpent statue is accessible. Jump to the slope nearby, and from there to the flat spot before Lara slides off. Climb up.
Climb to the top of the ladder, just shy of the blade, and jump off. Slide down the slope, and jump to grab another ladder. From the ladder below the final blade, there's another ladder directly behind you. Jump forward off the ladder and Lara will spin in midair. Grab the ladder and climb. Follow the passageway to end the level.
Level 16: Floating Islands
Kills: 26 Secrets: 3 Items: 21
Walk to the end of the green path facing the gold lattice structure. Get out the Pistols, and open fire as the warrior comes into range. Step back from the end of the green path, then jump forward to the left-hand slope of the nearby island. Slide forward. Jump to the slope on the adjacent island, and then from that slope toward the gold lattice structure.
Jump from near the bottom of the island to grab the ledge. Throw the switch in the structure, and a trapdoor opens on a nearby island. The gate at the end of the narrow passage also opens. Through the gate, jump from the slope just outside to the adjacent slope, and slide to the large island. Through the trapdoor above are the first of two Mystic Plaques. A soldier will come to life down below as you explore. Face the soldier ledge, and look for a flat space up the hill to the right. Jump up near the tree, and turn so that you can see the roof above.
Hang over the edge to spy a ledge down below. Drop down and grab the ledge, and pull up. Throw the switch, and the exit opens. Run and jump to the steel walkway, and from the far end of the plank to the nearby small green island. Turn to the left and jump over the sliding slope to the flat top of the small island. Run, jump, and grab to the low, flat end of the nearby island and on to the small island past that. Travel likewise to the bottom of the distant set of huge green "steps," and climb up them.
From the top of the huge steps, you can run, jump, and grab to a ledge near the Mystic Plaques Door island. You need to find the second Plaque. Follow the irregular steps in the direction opposite the Mystic Plaques Door, and turn around as you approach the top. Having chipped the two warriors into submission, look off the other side of the gold lattice structure and spy the rock path below. Jump down, and hang a right. Jump to the low ledge in front of the entrance to the gold lattice structure. Climb up to where the level began.
As before, jump to the first slope near the beginning island, but let Lara slip off the edge. You should land roughly on a small ledge below. Turn around. Run and jump from the low ledge to the small island with the second Mystic Plaque. Take the second Plaque, and run, jump, and grab to the point of the small island nearby. Jump from the small island to the large one nearby. Drop down to the ledge below the island, and backtrack all the way to that small ledge facing the large island with the Mystic Plaques Door. Stand to the far right. Run, jump, and grab from the right-hand side of the small ledge facing the Mystic Plaques Door.
Place the Mystic Plaques and venture inside. Just to the right as you come through the door is an entrance in the rock. Walk backward up the short slope outside and move all the way to the left of the ramp. Backflip to the opening and follow the passage to the Stone Dragon. You'll have to jump up over a slope- and then over a small ledge in the hall- to exit.
Check the green boulder nearby. Backflip over it, then backflip again when you hit the slope. Following the second backflip, you can slide and grab the edge of a slope as the boulder rolls overhead. Drop down to the ledge below. Above Lara's ledge, to the right, is a hole leading up into a chamber. Climb to the low end of the sloped pillar, then pivot and jump up to grab the ledge above.
From the roof, head back around to the boulder slope via the opening in the rock wall. You can slide down the boulder slope and come to rest in a small flat section at the bottom. Hop the gap and head up that ramp. Where the green is broken by the rocky pattern, turn and look to the right to spy a small island.
Run, jump, and grab from the ramp to the small island with the rope slider. Drop off onto the lower bridge. Head through the opening on the right. The switch opens the door at the end of the long rope slider. There's another short rope slider in the adjacent area. Ride it over, and keep the action command held down to cling to the wall. Climb up and follow the passage. Turn and grab the ledge to shimmy left, and drop to a familiar location. Head back to the island where the long rope slide begins. This time you can take the full trip.
From the short hallway, run and jump back to the ledge on the right in the outer area. Cross over and climb the pillar near the wall of fire. In the bigger area beside the deep trench is a box to move. Pull the box so that you can jump up and grab the overhead ledge. Throw the switch. Down below you can see a long, sealed trapdoor. The switch on the high ledge makes another switch accessible- off a walkway at the bottom of the narrow trench. Throw the switch in the narrow trench, and the long trapdoor you spotted from the ledge above opens. Go and see.
Run, jump, and grab from the ledge toward the opened trapdoor. The grabbing motion is what lowers Lara's trajectory enough to allow her to make it inside. Down below the flames, throw the switch on the wall. Swim down through the narrow passage. When the passage opens up, hug the left-hand wall. To the right is a switch on the wall. Climb up and throw it, mindful of the small circular blades. A gate opens back in the huge chamber. The switch also stops the blades swinging in the hallway. Wade through, and climb back into the hallway where the long rope slider deposited Lara previously.
Jump back to the right-hand side of the area, and push the box over as close as possible to the newly opened gateway above the low end of the rope. Run, jump, and grab toward the ledge to reach the upper hallway. On the left is a sealed door. Head straight down the hall. Run, jump, and grab the crack in the wall, and shimmy to the right above the spikes. Pull up and throw the switch in the upper alcove. Run and jump from the switch alcove, and you can make it back to the upper hallway. The switch opens the door to the chamber off of the upper hall. Slide down the slope and drop into the cage.
When you throw the switch on the wall, the bars are raised and the resident ninja begin to hurl little razor disks in your direction. Throw the switch and climb the wall behind you, beside the upper pillar. Jump or run back and forth, and chip away. Loop to the right around the lava trough going back to the top of the wall. Throw both switches in the alcoves. One opens the immediate exit, while another opens a door back upstairs. Head up the broad stairway. Throw the switch at the top of the stairs twice.
Check the room that has opened. Climb the lattice above the pit to near the top. Take one "step" downward from the top of the lattice, and jump forward. Lara will pivot in midair, and can thus grab the lattice behind her. Climb up. Climb to the colored section of wall behind the lattice and repeat the trick: jump forward and grab. Climb up to the slope, pull up, and jump immediately. Keep jumping.
Jump back and forth from slope to slope, and lean to the left. Approach the safe flat area and slide to a stop on flat ground. Cap the ninja whose been causing so much trouble. Pull out the block and push it over in front of the razor disk stream. Jump from the top of the rocks to the space vacated by the movable block, and grab the edge. Pull up, and climb atop the block. From on top of the block, you can grab the rope slider and take a ride to the Dragon's Lair.
Level 17: The Dragon's Lair
Kills: 11 Secrets: 0 Items: 8
Collect the Uzi clips and Large Medi Pack outside the chamber. Activate and kill every soldier in the chamber before continuing. The exit switch is just inside the entrance on a pillar. The two remaining soldiers animate when you flip it. Peek inside the dark chamber that opens, and backflip away from the door. Jump from side to side, and you can Uzi the advancing ninja while avoiding their disks. Advance a little farther through the door a bit at a time, and backflip when each new set of ninja arrives. Use the door as a choke point. The last ninja to fall spits up a Mystic Plaque upon his timely demise.
Place the Plaque in the fixture near the door, and go meet the Dragon. You'll want your Uzis and full health. Brace yourself as you approach the center of the huge chamber.
Backflip during the light show, and open fire with Uzis as soon as they lock. Don't worry: there's no chance of killing the Dragon without getting a good look. The idea is to run in circles around the beast, while avoiding pillars and water holes. You may need to stop firing occasionally to change direction.
You're bound to get flamed once or twice. If you can make it into the pool, you can cool off. As long as you're not moving directly at the beast, you can generally stay ahead of the breath attack. When the beast falls, you have to have a relatively clean path to grab the bloody dagger from its underbelly. Step to the blood spot, and use the action command to withdraw the source of the Dragon's power.
In a matter of seconds, the Dragon is skinless bones and the chamber begins to disintegrate. You may want to save the game. Charge down the tunnel as debris rains down from above. Keep running down the hallway, perhaps leaping when rocks drop down. You need to get out of the cave as fast as possible, so you can't be too considerate of the falling rock. At the end of the passage, the final cut scene begins.
Game Epilogue: Home Sweet Home
Kills: 16 Secrets: 0 Items: 7
Eventually, Lara relaxes back at her mansion. Suddenly, several vanloads of punks shatter the post-adventure calm. You've got the Gun Cabinet Key: use it on the lock beside the bed. Grab the Shotgun and maybe a Medi Pack, and blast the goons as they arrive at the closet door. Head downstairs, ready for more intruders. The front door makes another good choke point.
Outside, head to the left along the wall and around the corner. Follow the path, ready to drop that Flare in a hurry. There's immediate trouble around that first corner to the left, and shades of big Bartoli around the corner past that, to the right. Hammer your final foe into submission: you need only survive.
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