******************************************************************************* * * * Tomb Raider 2 * * Completing the Game Without Using ANY Health Packs * * * ******************************************************************************* Version Completed Change(s) 1.00 25 December 2004 --------- 1.01 28 February 2005 *Fixed ONE lousy typo and updated my email address 1.10 20 March 2005 *Added an easier approach to the Barkhang Monastery level. 1.11 29 October 2005 *Updated my email address -- AGAIN 1.20 01 June 2006 *Added section IV describing the two different versions of the game. *Added a LOT of hints in levels 2 - 6 about how to minimize damage in a start-from-scratch game where you do not have the M16 from the beginning. *Improved strategies for many other battles throughout the game. *Found and corrected a couple of typos and cleaned up the formatting on my "bullet points." *Added some new wisecracks (see if you can find them.) 1.30 26 July 2007 *Played through the game while reading the walkthrough and added a couple of new strategies. Added difficulty ratings for levels. 2.00 09 August 2007 *Added information about weapons and amended some strategies for "continued" games. Written by Bill Russell The Tomb Raider series is (c) Eidos Interactive and The Playstation version is (c) Sony Computer Entertainment of America. This FAQ is copyright 2004 -- Bill Russell This publication is protected by United States copyright law. It may not be placed on any web site or otherwise distributed publicly without advance written permission of the author. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you wish to post this FAQ or any portion of it to any other site, please write to me. Questions or comments can be sent to me at brussell15@austin.rr.com PROVIDED that they conform to the guidelines stated in Section VI below. PLEASE read those guidelines before sending me anything. Thank you! =============================================================================== Table of Contents I. Introductions II. Tips, Tricks, and Tactics (DEFINITELY read this!) III. About Lara's Weapons IV. Index V. Before You Begin -- a VERY Important Decision VI. Walkthrough VII. Where Do I Go from Here? VIII. Final Notes and Credits =============================================================================== I. Introduction: Tomb Raider 2 is the first game that I bought for my Playstation, and it remains my favorite action/adventure game. I have probably completed the game at least a dozen times, and after the first couple of times, I started looking for ways to add challenge to the game. As I became more familiar with the game, I found that I used fewer and fewer health packs until one day I asked myself whether it was possible to complete the game and collect every single Secret without using any health packs at all. It took some doing, but I found that this was indeed possible, and I thought that I would share my adventures with the gaming community. So, if you, like myself, enjoy this game and would like to approach it with a different focus, give this challenge a try! I definitely would NOT recommend that you try this your first time through the game. This challenge is for the experienced player only. I am therefore assuming that the reader has completed the game at least once and is familiar with the controls, enemies, weapons, puzzles, etc. Likewise, I will not attempt to describe every detail of the game. For this, there are several other good FAQ's posted and I suggest you refer to those for particulars on how to proceed if you get stuck. Likewise, I will not remind you to pick up items (you may not need the ammo and you definitely don't need the Medi Packs unless you just want to see how many you can collect). I will assume that you want all of the Secrets, and I will remind you to get them when appropriate without necessarily detailing how. Rather, the focus of my writings will be how to minimize damage to Lara so that she can survive each level without using any health packs. In my "Overview" of each section, I will tell you approximately how much life I had remaining at the end of the level. Factor this into your thinking as you read along. For example, if I indicate that I survived the level with 50% of my life remaining and tell you in the walkthrough to strive for losing no more than 10% of your life in a certain encounter, figure anywhere from 10% - 20% is OK. The reason I give these low numbers and finish easy levels with lots of life remaining is that it is good practice for the more difficult levels where we will have to conserve every minute fraction of life we can. Take personal pride in every encounter you can survive without taking any damage at all--it will pay off later on. Let me say for the record -- and this will become increasingly obvious as you progress through this guide -- I genuinely dislike having Lara lose health. I take every decrease in her life bar as a personal affront to my gaming skills, and I often reload and replay sequences many times until I can avoid all damage even knowing that I will finish the level with 80% life remaining or more. Although it is not necessary for you to adopt this mania for perfection, I would like to suggest that it is something to strive for. Most gamers can make it through the game from beginning to end. Distinguish yourself by trying to complete the game taking as little damage as possible. You get no superior weapons or accolades for doing this. "All" you get is the personal satisfaction of having achieved something above and beyond the ordinary demands of the game. In the end, that is worth more than any more tangible rewards that the game can give you. One final feature that I added recently is a completely subjective difficulty rating for each level. These ratings are based on a scale of 1 - 5 with 5 being the most difficult, and I tried to allocate approximately an equal number of each rating. I'm sure that many of you will disagree with my ratings, and that is fine (I myself would probably rate the levels differently if I were to blindly rate them tomorrow.) Take these ratings as approximations of my perceptions and nothing more. Regarding my sources for this work, I am personally indebted to Sinjin's very well-written and nicely illustrated walkthrough at http://www.the-spoiler.com/ACTION/Eidos/tomb.raider2.1/tr2text.htm for helping me through the game my first time or two. This is the ONLY outside source that I used for help with the game. This statement has two primary implications: 1) There are certainly other cheats or tricks available that I have not described in my writings. They do not appear here because I did not figure them out on my own. Thus to some, my FAQ may appear to be incomplete. Rather, it is the complete accounting of my own discoveries summed with what I learned from Sinjin's walkthrough. 2) If a trick or cheat DOES appear in my FAQ, I am not crediting any other source -- even though I'm sure that this trick does appear elsewhere -- because I did not use any other source in discovering it. Again, any information written here came either from Sinjin or from my own experimentation with the game. I do not claim to be the first person to discover -- or write about -- these tricks, only that I did figure them out without outside help. The one exception to this principle is the easier approach to the Barkhang Monastery, for which I have given due credit to the person who apprised me of it. In the above paragraphs, I am referring primarily to the following three items: 1) A shortcut through Level 2 (Venice); 2) An easy way to kill some of the Xian Guards in levels 16 and 17; and 3) A foolproof way to defeat the final boss (using only your pistols, if you like!) while sustaining zero damage. I would like to re-emphasize that I am not plagiarizing these ideas but rather am recounting things that I stumbled across in my own quest to complete the game without using health packs. Now that we have that settled, I would like to add that if you consider any of these to be "cheating", then simply don't use them. Let your conscience be your guide. Whatever you decide, you may want to try each of them at least once just for fun. =============================================================================== II. Tips, Tricks, and Tactics (DEFINITELY read this!) * You begin each level with full life. Therefore, it is only necessary to reach the end of each level alive. * Mercifully, you can save your game anywhere, any time. USE THIS TO YOUR ADVANTAGE! Save just before any major encounter and, if you sustain an unacceptable amount of damage, just re-load the game and try again. (You will do this a lot!) Unfortunately, the Playstation version only allows you to save one game at a time, so be sure that you have done your best before saving and proceeding. In the interest of avoiding excessive repetition, I will NOT constantly remind you to save - when in doubt, just do it! * When you have accomplished something significant and want to save your game, retreat to a safe place and be sure that your environment is peaceful and stable before you save. It is really annoying to save your game and then, as soon as you exit the menu and start playing again, have Lara immediately get shot by someone you didn't see before. Be certain before you Save. * Remember that eliminating enemies takes priority over collecting dropped items. I can't tell you how many times I've had Lara bend down to pick up dropped ammo only to get blasted by a final enemy I had forgotten to eliminate. The dropped items aren't going anywhere -- clear the area first, then pick up the loot. * This may seem really obvious, but proper use of the "Look" button can be very helpful. It allows you to see around corners (and sometimes, due to glitches, through walls), thus telling you exactly where your enemies are and when they are going to be within your sights. * Know where enemies will appear and, just as important, what triggers their appearance. You will sustain much less damage when you can fight one enemy at a time. * Likewise, know the movements of your enemies, especially those with firearms. Generally, Lara is much more agile than these guys, so use this to your advantage. When confronted by an enemy with a gun, I generally will run directly towards him, firing as I approach, then run past him, execute a roll, and continue firing. Most enemies are VERY slow to turn and will continue firing in the direction from which Lara came, giving you adequate time to take them out. If necessary, you can run past the enemy and roll again. Henceforth, I will refer to this technique as the "Run and Roll" technique. This is also effective on enemies without guns who are encountered in confined spaces. * Unarmed enemies who come towards you can be efficiently dispatched by hopping backwards while firing. This delays their approach and often kills them before they have a chance to reach you. Henceforth, I will refer to this method as the "Backhop" technique. If you run out of room when backhopping, you can run and roll past them or, if you are near water, dive in and wait for them to pass before trying again. * When an enemy is on a higher level than you, it is often possible to hide behind some kind of shield -- a trench or pit, for example -- then leap up vertically and fire as soon as Lara targets the enemy, then drop back down behind the shield before the enemy has a chance to target you. Henceforth, I will refer to this method as the "Vertical Leap" technique. You may want to use the Look button to be sure that your enemy's back is turned when you jump, though, as some enemies can target you during the short time that you are vulnerable. * When none of the above strategies are effective and Lara must confront an enemy face to face, have her jump from side to side while shooting. Lara is an excellent shot while jumping but her enemies are generally much less accurate. * Finally and perhaps above all, if you try something repeatedly and it just isn't working for you, your best option usually is to take a break and come back and try again later. You'd be amazed how often you will be successful on one of your first couple of tries after taking a break. We are trying to accomplish something that is pretty difficult, so it is natural to become frustrated. Be patient, get away from the game for a while, come back refreshed, and things will often go much more smoothly. =============================================================================== III. About Lara's Weapons Eventually, Lara will have 6 different weapons from which to choose, and each has its particular strengths and weaknesses. Knowing these strengths and weaknesses will help you make the best choice of weapons as you proceed. Below, I will detail each weapon for you, describe its particular characteristics, then at the end of the section, I will summarize my findings. I had always thought that all hits with bullets inflicted the same amounts of damage, but some experimenting that I did recently proved this not to be the case. For example, the automatic pistols inflict exactly twice the damage per hit as the regular pistols do. Also, different weapons can fire at different rates. For purposes of comparison, I called the firing rate and damage rate for the pistols a simple "1" and rated all other weapons relative to this value. I realize that this is somewhat out of order, but if you are uncertain about what I mean when I mention a "fresh" game or a "continued" game, please refer to section V of this FAQ. * Pistols -- Firing rate = 1 (360 rounds/minute); damage = 1 Advantages: Unlimited ammunition -- you don't have to worry about conserving ammo. Disadvantages: Second lowest ranking in terms of maximum possible damage per minute. You really only want to use the pistols when either you have no other option or when you are in absolutely no danger of taking any damage while you are plugging away at your enemy from a safe location. * Automatic pistols -- Firing rate = 1 (360 rounds/minute); damage = 2 Advantages: Inflicts twice the damage per hit and per minute as the regular pistols. These represent a much better option than the pistols, especially before you find the Uzis. In a "fresh" game you get these pretty early (the second level). In a "continued" game, there is not much reason to use them because the Uzis offer a much better option and are available with unlimited ammunition from the very beginning of the game. The exception to this rule is the "Offshore Rig" level, where you get these weapons back before you get your Uzis back, therefore forcing you to use the Automatic pistols. Disadvantages: In a "fresh" game, you need to conserve ammunition. In a "continued" game, they are outclassed by the Uzis. * Uzis -- Firing rate = 2.5 (900 rounds/minute); damage = 1 Advantages: The Uzis have the fastest firing rate of any weapon and for most purposes represent your best all-around weapons. Hit rate is nearly 100%, even when Lara is jumping or running, making the maximum possible damage per minute very high. Disadvantages: Damage rate per hit is low (same as regular pistols), meaning that you have to score a lot of hits to take down most enemies. In a "fresh" game, ammunition must be conserved. * M16 -- Firing rate = 1.25 (450 rounds per minute); damage = 2.5 Advantages: High firing rate, unmatched range, and exceptional damage per hit make the M16 your best weapon in terms of possible damage per minute. Although its firing rate is only half that of the Uzis (this makes sense, since you are only firing one weapon and not two), the damage per hit more than makes up for this. The most important characteristic of the M16, though, is its extraordinary range. With the M16 equipped, Lara can get far enough away from enemies with guns that they cannot target her, yet she can target them. This is a HUGE advantage in a game where we are trying to minimize damage. Disadvantages: The biggest drawback to the M16 is that Lara cannot fire it while moving. Thus, in many major battles, it has limited use because Lara must evade enemies while firing. We can temper this disadvantage in some battles by blasting advancing enemies with the M16 until they get too close, then switching the Uzis and blasting while running. In addition, ammunition for the M16 is very scarce, so in a "fresh" game one must be especially careful to conserve ammo. * Shotgun -- Firing rate = 0.16 (56 rounds/minute); damage = 2.5 Advantages: The above statistics are somewhat misleading. Lara can fire just less than one shotgun shell per second, but each shell counts as 6 rounds fired. Of these 6, the number that actually hit depends very much on distance -- at close range, she can score 6 hits per shell, at a distance she may score only 1. Notice that each hit does as much damage as an M16 round. Thus, at close range, the shotgun can do a lot of damage, making it very effective for "Run and Roll" maneuvers. Disadvantages: From a distance, the shotgun is not very efficient. The low hit rate and slow firing rate quickly diminish its effectiveness. As with most weapons, ammunition in a "fresh" game is at a premium, so you will want to use the shotgun sparingly. Overall, you will not use this weapon in very many battles, but when you do use it, you will find it very effective. * Grenade Launcher -- Firing rate = 0.09 (34/minute); damage = 30 Advantages: I think that the damage stat says it all. No other weapon comes close to the grenade launcher's damage per hit. This is why, in a "continued" game, the grenade launcher is your default weapon. With this weapon equipped, Lara can only target enemies within a certain range, but, as we shall see, she can still use grenades to eliminate enemies that are too far away to target. In a "fresh" game, this is going to be indispensable. Disadvantages -- The firing rate says a lot, but the problems with the grenade launcher go far beyond this one low stat. Grenades are launched rather slowly and in a straight line, meaning that unless your enemy is running directly towards you (or standing still), the grenade will likely miss its target. This makes grenades very hard to aim, especially if you are trying (as described above) to take out an enemy who is too far away to target. Like the shotgun, the grenade launcher is irreplaceable in certain fights, but more often than not, its sheer power is outweighed by the greater accuracy and speed of the Uzis. * Harpoon Gun -- Firing rate = 0.07; damage = 4.5 Advantages: The harpoon gun is the only weapon that Lara can fire when she is swimming. The damage rate per hit is surprisingly high. Disadvantages: Even in the water, the harpoon gun is next to useless. It is ridiculously difficult to score a hit, its range is very limited, and firing rate is the lowest of any weapon. The damage per hit has to be high because it is very unlikely that you will ever hit anything with this piece of garbage anyway. In most cases, it is much easier to lure a swimming enemy to a place where you can pull out of the water and use guns than it is to try to kill it using the harpoon gun. If you want to really make yourself crazy, try playing a "continued" game where you use no weapon other than the harpoon gun. After a level or two, you will want to shoot your PS and kill this game forever -- just don't shoot it with your harpoon gun because you will be unlikely to actually hit it. As promised, here is a chart summarizing the above information. ------------------------------------------------------------------------------ | Weapon |Rounds/minute |Max hits/minute |Damage/hit |Max damage/minute| ============================================================================== | Pistols | 360 | 360 | 1.0 | 360 | ------------------------------------------------------------------------------ | Automatics | 360 | 360 | 2.0 | 720 | ------------------------------------------------------------------------------ | Uzis | 900 | 900 | 1.0 | 900 | ------------------------------------------------------------------------------ | M16 | 450 | 450 | 2.5 | 1125 | ------------------------------------------------------------------------------ | Shotgun | 56 | 316 | 2.5 | 790 | ------------------------------------------------------------------------------ | Grenades | 34 | 34 | 30.0 | 1020 | ------------------------------------------------------------------------------ | Harpoon gun | 25 | 25 | 4.5 | 112.5 | ============================================================================== The bottom line here is that when you can use the M16, you should. It beats all other weapons in terms of damage per unit time, and it is pretty much 100% accurate. If you have to be on the move, the Uzis are probably your best choice. Even though grenades look a little better in terms of maximum possible damage/minute, the key word here is "possible." The low accuracy of the grenade launcher makes this number very difficult to achieve in most combat situations. Overall, the greater accuracy of the Uzis makes them the clear choice over the grenade launcher for most situations. =============================================================================== IV. Index To jump to the walkthrough for a specific level, click on "Edit" then "Find", type in the level number (e.g., "L01" without the quotation marks), and either click "Find Next" or hit the "Enter" key. Level 01 -- The Great Wall L01 Level 02 -- Venice L02 Level 03 -- Bartoli's Hideout L03 Level 04 -- Opera House L04 Level 05 -- Offshore Rig L05 Level 06 -- Diving Area L06 Level 07 -- 40 Fathoms L07 Level 08 -- Wreck of the Maria Doria L08 Level 09 -- Living Quarters L09 Level 10 -- The Deck L10 Level 11 -- Tibetan Foothills L11 Level 12 -- Barkhang Monastery (The Easy Way) L12E Level 12 -- Barkhang Monastery (The Hard Way) L12H Level 13 -- Catcombs of the Talion L13 Level 14 -- Ice Palace L14 Level 15 -- Temple of Xian L15 Level 16 -- Floating Islands L16 Level 17 -- The Dragon's Lair L17 Level 18 -- Home Sweet Home L18 =============================================================================== V. Before You Begin -- a VERY Important Decision You need to be aware that if you have already completed this game at least once, you will need to choose which of two different versions of this game you are going to play in attempting your "No Health Packs" run. I will outline your choices and the advantages and disadvantages of each below. Your first possibility is to start a new game (henceforth, I shall refer to this as a "fresh" run.) This version of the game will be identical to the version that you played when you first got the game. That is, you begin with only your pistols and shotgun as weapons, and you will have to find (and ration!) other weapons and ammunition as you progress through the game. If your memory card already contains a completed game -- one that you completely finished, waited through the closing credits, and then saved after all that -- you have a choice of choosing "Continue" (or if you have already powered down the console, you can choose "Load Game") and beginning the game by simply loading Level 1 (The Great Wall). Henceforth, I shall refer to this as a "continued" game. The advantage of playing a "continued" game is that you begin the game with all of your weapons and unlimited ammunition. Sounds like a pretty sweet deal, doesn't it? Unfortunately, there is a catch. When you play a "continued" game -- and I only just discovered this recently (June 2006) -- the enemies are going to be harder to kill. To be more specific, each enemy can endure roughly TWICE as many hits as in a "fresh" game. For example, do you remember that very first tiger that you have to kill in the first level? In a "fresh" game you can take him down with 22 hits. In a "continued" game, it takes 43 hits to level that same enemy. The final boss (the Dragon) can be defeated in a "fresh" game with 300 hits or 10 grenade hits. In a "continued" game, it requires 600 hits or 20 grenade hits to kill him. You would think that the advantage of having all weapons and unlimited ammo would outweigh the disadvantage of having to pump twice as many rounds into each enemy. I mean, it isn't as if you're going to run out of ammo, right? Well, in the early levels I would more or less agree with this logic. However, in the later levels more durable enemies means that the battles will necessarily last longer, and in some cases this can be a REAL problem. For example, you do not want to have to dodge an attacking Xian Guard any longer than you have to. I have recently played the game both ways, and I am convinced that overall a "fresh" game is noticeably easier than a "continued" game, and would therefore be more suitable for your first attempt at a "No Health Packs" run. Although admittedly it is very nice to have the M16 at the beginning of the game, the unlimited ammunition is of limited usefulness, since I have found that the amount of ammo that you pick up during the game -- especially if you pick up all of the Secrets -- is more than sufficient for your needs. I will leave this decision to you, but my personal belief is that the faster your enemies fall, the less life you are going to lose. When I originally wrote this walkthrough, I was playing a "continued" game. Consequently, you may find some of my strategies unnecessarily elaborate. For example, I originally eschewed the use of grenades because I found that killing anything required two of them. However, if you are playing a "fresh" game, you may find that a single grenade is very effective against many enemies, especially those who are charging at you very quickly. To cite another particular, at the beginning of Level 17, I recommend pumping M16 rounds into an attacking Xian Guard, then switching to your Uzis, running past the enemy, and continuing the battle. It turns out that in a "fresh" game, that last part is completely unnecessary, because you can finish the Guard with the M16 before he gets to you. With this new knowledge in hand, I had to decide how to address the two differing levels of difficulty in my FAQ. After some consideration, I decided that it was best to leave my narrative as it is -- describing strategies for the harder ("continued") game. This way I feel that you, the adventurer, are prepared for the worse case scenario, and that it will be easier for you to adjust my suggested strategies down in difficulty than it would be for you to crank them up. In some situations -- particularly in levels 2 - 6 -- I have added notes for those of you who are playing a "fresh" game and need to defeat enemies without the use of the M16. Otherwise, I will leave it to you to adjust my suggestions to meet your particular needs. Enough of this chit-chat--let's grab the controller and play this game. =============================================================================== VI. Walkthrough Level 01 -- The Great Wall (L01) Overview This level is so short and easy that I did not bother writing about it in my original FAQ. However, I had some time on my hands recently and added this section for your reading enjoyment. It is very possible to finish this level with Lara's life 100% intact, and you should keep that as your goal as you progress through it. Although occasional minor damage in this level will not prevent you from attaining your "No Medi Packs" goal, it is important for future levels to begin developing the mindset that almost all damage can and should be avoided. This way, when you really need to play a near-perfect level (as you will need to do in the not-so-distant future) you will have the skills and the patience to do so. So, let's give it a try -- see if you can rack up a perfect level here. Difficulty: 1/5 Stayin' Alive Run into the water, roll, and take out the tiger. Climb the rocks, collecting a Secret on the way up. There will be another tiger below that you can waste if you so desire, but there is no reason to do so. Climb up into the structure and fall through the collapsing grate into the water. Throw a switch, go through the door and kill three very durable birds. Slide down the rocks into the water, swim into a tunnel for a key, and climb out to kill a tiger. When the tiger gets too close to you, just jump back into the water. If you do so without taking any damage, save your game. If the tiger damages you, reload the game and try again. When you have eliminated the tiger without sustaining any damage, use the slimy looking green rocks to climb back up and open the door with your new key. Stand in the doorway to kill three spiders, then climb the ladder to eliminate a fourth and get another key. Open the door and kill four more spiders Move the block, slide down the ramp, and take a sharp left when you hit the water. Jump up and shimmy right, then drop, roll, and swim under the disc- shooting machines (that are powered by what?) to pull out on the opposite side of them. Walk up to the collapsing floor, save, and pause because this next sequence can be tricky. Run across the collapsing tiles and take a sharp right. When the camera angle changes on you, I suggest hitting the L1 "Look" button to put it back to normal so that you can see to jump over the spikes and slide down the ramp. If you are willing to bypass the ammo sitting there (as I would suggest), then you can simply side jump left once and climb safely out before the spiked walls close in on you. Keep trying this sequence until you get everything right and suffer no damage at all. Then walk up to the next collapsing tiles and save and pause again. Execute three consecutive running jumps over the swinging blades, hit the brakes long enough to pick up the not-very-secret Secret, and run down the right side of the hall to avoid the spiked walls and slide down the ramp. It can take Lara a moment to recover from the fall down the ramp, but if you immediately hit the "Roll" button, she will recover much more quickly. REMEMBER THIS TRICK -- you will want to use it many more times throughout the game. Head for the collapsing tiles and fall down to the next area. As an alternative, you can roll onto the ramp and slide down backwards while holding the X button to make Lara grab onto the bottom edge of the ramp. She can then safety drop down and side jump right onto the collapsing tiles. Walk carefully up to the Medi Pack, jump back, then go to the far left to get past the rolling blades. Run around the open area until you have killed four or five more spiders. Drop over the edge onto the moss-covered rock, then shimmy right and pull up. Follow the path, descend the ladder, and save at the entrance to the large open area. The first T-Rex is triggered when you are roughly even with the second skeleton, so advance close to that point, roll to trigger the T-Rex, and run back to the safety of the little cave through which you entered the area. From here you can blast the dinosaur safely. Remember that if you get too close to the opening, the T-Rex can get to you, so play it safe and be patient. When the beast moves no more, go to the far end of the area to claim the third Secret (and, if you are playing a "fresh" game, the grenade launcher that you are going to need in the next level as well). Another T-Rex will be waiting for you when you turn around, but it can't harm you in this sheltered area, so blast it back to extinction and return to where you entered the area. Climb back up the ladder, drop down, position Lara in front of the hand trolley, and save. As you ride the trolley down, carefully note the positions of the two tigers that await you and adjust your drop to the ground accordingly. If both are in the cave in front of you, drop off early and just face them and blast away. If one of them is close to the cliff edge, then land between them, roll, and charge at the one closer to the cliff edge while firing. Then when the first one is finished, roll and take out the second one, being careful not to run, roll, or backhop off the edge. When both tigers are sleeping peacefully, make your way to the door for a quick video and a very satisfied feeling for completing the first level without using any Medi Packs. ------------------------------------------------------------------------------- Level 02 -- Venice (L02) Overview This is the first level with enemies that can shoot at you. It can be relatively short and easy (especially if you capitalize on one of the game's glitches.) In fact, I completed it in less time than level 1 took me. Therefore, you should use this level to practice the basic survival strategies that will be essential in later levels. Remember to save after every satisfactory battle. You should be able to complete this level with at least two-thirds of your life remaining. Difficulty: 3/5 Stayin' Alive When you get about halfway down the first alley, a dog will appear. Shoot it while hopping backwards. In the open space ahead of you, there is a sniper above you and to your right. Run out and to your left, roll, and take him out with your M16 if you have it; if not, pistols work just fine. If you have to use your pistols jump from side to side while shooting and you will suffer MUCH less damage. Slowly enter the alley opposite the sniper to lure ONLY the dog towards you, and do the backhop maneuver on him. Slowly go down the same alley again to lure out a club-wielding thug, and kill him, again by backhopping. Run forward, dive into the canal, swim under the boathouse door, climb out to your right and flip the switch. Return to the hut you passed on the way and climb the ladders to the top. Shoot out the glass and beware of the dog in the passageway. If he appears before you jump inside to room, you can use the Vertical Leap technique on him. Otherwise, just go in, lure him out, and do your Backhop move. You may retrieve the boathouse key from the sniper (although it really isn't necessary), then back inside you flip a switch, shoot out another window, jump to the awnings, go left to flip a switch, and dive into the water. You can now either unlock the boathouse and motor through the opened doors or, if you are interested in conserving our natural resources, you can simply swim through them. However, be aware that if you open the boathouse and jump into the water to get to the boat, a gunman will appear on the deck opposite the boathouse. With a little patience, you can take him out from the platform where you inserted the boathouse key without taking any damage. The only reason to fight this guy is to get the automatic pistols that he drops, but if you already have them, it is probably safer and healthier to swim. AT THIS POINT YOUR LIFE BAR SHOULD BE AT OR VERY NEAR 100%. In the next area, collect the two Secrets and kill some rats. If you brought the boat, you will want to drive it through the large metal doors (near the glass window) and leave it there. There is only one gunman in this area, and he is in the room with the glass window. As soon as you step on the window ledge, he will come from your left, so run into the room from right to left with pistols drawn and firing, and take him out with the Run and Roll method. With luck, you will take no damage at all. Flip the switch, swim under the now-closed metal doors, flip another switch in the water, and motor or swim into the next area. Here, you have a choice of going right or left. To your right, the canal takes a bend to the left, and at this bend is a very bad man patrolling the dock with a gun. Isn't it a shame that you can't shoot him from your boat? Instead, you must swim carefully to the edge of the dock, pull up when he is walking away from you (use the "Look" button) and take him out by the Run and Roll method. You'll take some hits, but don't feel bad -- you made it this far completely unscathed. Keep trying until you lose no more than about 15% of your life, then Save. Dive back into the canal and take the first right (under the clothesline), then left and a quick right, and another left. Swim fast and deep past the opening on your right, for in here is another gunman who can hit you as you swim past if you dally. Turn left and run up the ramp to collect the third Secret and a mess o' ammo. We now want to return to take out the gunman we passed on the way. Quickly swim under the door as near to the surface as possible. Turn sharply left, pull up onto the ledge, and fire away. It is possible to take him out without being hit at all, but taking a couple of hits in acceptable. Swim over to the ledge where he was standing and face the switch in the middle of the wall. You now have the option of capitalizing on one of the glitches in the game and going directly to the end of the level. The switch in front of you opens the doors at the end of the level. If you have a boat (as the game designers intended), re-entering it will start a chiming clock, and you must race to the doors before the clock stops chiming. (You actually cannot do this at this point because we did not open all of the necessary passages that create a short enough route for you to reach the doors in time.) However, since we did not open the door to this area and thus couldn't get a boat in here, the clock does not chime and you can merely swim to the exit with no time constraints! So, if you want to go directly to the end of the level, just retrace your steps (strokes?) by going back under the door, then left, right, left, right (under the clothesline), left (past the dead guy), right (past the door where we entered this area), then right and straight ahead past a gunman (who will inflict some damage, but so what?), through the mines, and through the doors, ending the level. The amusing thing about this approach is that even though you swam through the doors and never even used a boat, when the next level begins, Lara is in a motorboat! If you are the "honorable" type (or if you are playing a "fresh" game and want the extra ammunition that you can collect from the additional fights) and feel that taking the above shortcut is cheating, here's how the designers intended for you to slug your way through the rest of the level. Return to the point where you entered this area, but this time take the left fork instead of the right one. Climb onto the boxes and jump onto the awning. There is an overhead walkway ahead, but as soon as you touch it, a dog and henchman appear, so jump over, backflip back to the awning, and fire away. Jump back to the walkway, look ahead and to the left and you will see a gunman. If you have the M-16, use its superior range to pick him off. Otherwise you can use your pistols but be aware that when he is within range of your pistols, he can hit you as well! Another gunman lurks in the courtyard to your right, but he won't appear until you enter the courtyard (you'd think that the guy would come to investigate all that gunfire but, lucky for you, he's not very good at his job.) Use the Run and Roll method to take him out while sustaining virtually no damage. Open the door, drop down into the pit, and throw the switch. This releases another gunman above, so quickly climb out, wait for him to come into the room with you, and use Run and Roll to minimize the damage that he does. Your Life bar should still be at about 75% or more. You can now use the nearby boat to ram the gondolas and blow up the mines in front of the doors to the exit. Swim (since your boat is no longer seaworthy) back past the first guy you killed in this area (back, then left, then left again) only this time instead of going right, go straight to the end, then right. You will see a dock area and some gondolas. Pull up onto the near end of the dock and a guy with a club will appear. Shoot him until he gets too close, then jump back into the water and repeat until he croaks. Enter the room from which he came, shoot two rats and throw a switch. Go back into the water and take the narrow passage to your left (just in front of the gondolas) and then turn left when it ends. Climb onto the dock and go through the open door (do not retreat here because another gunman appears to your right as soon as you climb out) and grab the key. You will hear a barking dog and there is also a guy with a club up here. There are two possible ladders you can climb - - the one that is to the right of the corner will make you pull up into the room and the other will force you to backflip off the ladder. I find the one to the right is much better. Once your feet hit the ground, roll, draw your weapons, and fire while hopping backwards. (Remember to release the X button to switch targets when one enemy is down.) You may take some damage, but should still have well over half of your life left. Throw the switch to open the door. There is a gunman pacing the walkway below you, but you can actually hit him from up here! Draw your weapons and stand with your face against the brick wall opposite the switch with your left foot in front of the crack between the brick wall and the wooden door. Take one step backwards and rotate counterclockwise about 45 degrees. When the gunman appears through the crack, Lara will target him and can shoot him! To make things even better, he appears unable to hit Lara from this position. You may have to hit the "Look" button to get the cameras aimed right, but once you get in position, you can safely take him out, even with your pistols. You must now return to the area near the overhead courtyard and open the door behind the guy you snipered from the walkway. This will release a gunman. You can either Run and Roll or jump back into the water, swim back to the boxes near the awning, and pick him off safely from there. When he is dead, go inside and flip a switch to raise the last gate, completing the "shortcut" to the exit. Why did you put yourself through all the grief of the last five paragraphs? Why, so you could have all the "fun" of a very frustrating race against time to the exit in your boat. If this is your idea of a good time, get in your one remaining seaworthy vessel, motor back to the switch that opens the exit doors (you will need to smash the other gondolas on your way), and race through the narrow passageways to the exit before the clock strikes twelve. The path is well documented in other FAQ's - have a great time. Me, I'm ready to move on to . . . ------------------------------------------------------------------------------- Level 03 -- Bartoli's Hideout (L03) Overview The name of this level would lead you to believe that "Bartoli" is "hiding out" somewhere within this level. In fact, he awaits you in the Opera House, a "House" without any "Operas". Misnomers aside, this area IS heavily defended, and you will experience a couple of encounters with multiple enemies who threaten your health simultaneously. We will use some more creative means to minimize our damage here while continuing to practice and perfect our basic moves. Our goal will be to lose no more than half of Lara's life. Difficulty: 3/5. Stayin' Alive Drive your boat to cover the roughly 20 feet from the end of level 2 to the dock (this reminds me of Steve Martin in "LA Story" driving his car from his house to his next door neighbor's house). Get on the dock and shoot 2 rats in front of the door and 2 more back to the left where the stairs go up. Shoot the guy who comes down the stairs to your left, then climb up, killing 2 more rats on the way. Throwing the switch will open the doors and release another (unarmed) thug, so be ready to take him out when he heads up the stairs towards you. None of these encounters should threaten your physical well-being. Peek through the now-opened doors and all seems peaceful within, but looks can be deceiving. Draw your weapon (M16 if possible) and take one step onto the tiles -- a gunman magically appears on the balcony to the right, so take him out quickly. You can afford to take one hit from him. Switch to automatic pistols and venture in a bit further, and another gunman will appear under the same balcony. Run straight in, using the right front column to shield you, and you can run up behind him and use the Run and Roll to best him taking no more than one hit. Having cleared the area of evildoers, you can proceed to the area to the left of the entrance, pass the statues with swords, and throw the switch. If you are in need of ammo for your automatic pistols, blast out one of the two windows to the glass-enclosed room, terminate the two charging hounds, and pick up the small medi-pack, which also comes with some flares and some ammo. (How those dogs got in there is a mystery to me. Were they put in there and then sealed in when the ornate windows were installed? And what, pray tell, is the point of having a room with no entrance or exit? Oh, well -- enough musing for now -- on with our quest.) Make your way to the balcony, climb the ladder, and save. If you go outside, a gunman will appear on a balcony to your right. Put your back against the ladder wall and position Lara so that she appears to straddle the step up to the outside balcony. If you do this correctly, Lara will be able to target the gunman but will run very little risk of being hit. When he goes down, the coast is clear and you can go from balcony to awning to balcony to platform to awning. Jump into the opening with weapons drawn and take out the two dogs that come to greet you. When you enter the room upstairs, a gunman appears, but give him the old Run and Roll and suffer nary a scratch. Grab the Secret here and then go back to the room and shoot out the window. A gunman is going to appear outside as soon as you land on the windowsill. If you have the M16, you can jump onto the sill, then quickly backflip, roll, and run back out the door and pick him off from the hallway, out of his range for hitting you. Otherwise, do your Run and Roll and settle for minor damage. Go along the outside balcony to the next window where you will face a real challenge. Stepping inside this seemingly empty room will trigger a dog and a guy with a club in front of you as well as another guy with a club behind you! I actually had my best success here using the grenade launcher, suffering zero damage, but with a little practice you can do almost as well with automatic pistols. Just run to the back of the room firing as you go at the targets already in the room, then jump to the side, roll, and Backhop until all three enemies are deceased. At this point, my life bar was still around 80%. Go through the fireplace, kill a rat, jump over the blade, and jump over the burners. Stepping from the wood floor onto the bricks will open the door in front of you, revealing a gunman and two dogs within. You can gain a small advantage on the gunman (who is obviously your primary target here) by hopping back into the far corner after triggering the door. With luck, he'll go down without ever hitting you. You are now free to swing amongst the chandeliers, throwing switches and killing rats as necessary. There is one club-wielding henchman amongst the rafters, whose presence is triggered by your proximity to a brick wall. Take him out by backhopping, but be careful not to hop over the edge to a grisly and untimely demise. Make your way outside, jump into the water, retrieve the Secret, and unlock the library door. When the doors close behind you, you are confronted by your first foe, who fortunately is armed only with a club - easy pickin's for someone with your training. Going topside and throwing a switch, however, releases a gunman. Go below and wait for him behind a corner - you can Run and Roll without taking any damage from him. Go through the door and climb the bookcases. To avoid taking any damage getting to the opposite balcony, slide backwards down the awning, grab the edge, then pull up and backflip to the balcony. Now make your way to the water on the other side of the brick wall. Pull up and cautiously enter the room, knowing full well that doing so will trigger a gunman inside -- can you say, "Run and Roll"? Grab the Detonator Key from the table. Returning to the door across the water, you find yourself a sitting duck, for as soon as you try to pull up out of the water, the door opens and a bad guy starts shooting at you. Equally bad, he blocks the doorway so that you can't run past him easily. What to do? Well, approach by land rather than by water. Go back to the deck across the water and take a running jump (while holding X) to the step in front of the door. As soon as you land, backflip into the water and swim back to where you can pull up onto the wooden deck. With luck, the gunman will be running around the courtyard, giving you time to grab your M16 and pick him off from a safe distance. If you don't have the M16, that's OK too. Jump and backflip as described above, staying close to the door you want to enter (if you swim away from it, the gunman can hit you while you're under water.) Use the "Look" button to find an opportune moment to pull up, run into the area, and execute a "Run and Roll." I took maybe one hit from him, knocking my life down to 70% or so - an acceptable number for this far into the level. Best of all, he coughs up a large Medi-Pack which you can use to -- oh wait, we aren't using those, are we? Never mind. If all of that is too complicated, try the direct approach. Run and jump to the step as described above (to avoid the time delay of pulling up out of the water), but immediately pull your weapons and do a "Run and Roll." The gunman will score a hit or two (even before the door opens, it seems), but if you can squeeze past him in the doorway, that should be the extent of the damage that you take. Back inside a real challenge awaits you. Throwing that last switch inside opens a door to a room, and entering that room releases not one but TWO gunmen simultaneously. To minimize damage, divide and conquer. Look into the doorway and find the dividing line between the dark wood doors and the lighter wood walls within. When you cross that line, you will trigger the gunmen. Stand a little in front of that line and execute a roll into the room, then retreat into the room with the bookcases. Soon, one of the guys (but probably not both) will come after you, and you can do a Run and Roll to take him out. If you took no more than one hit from him, save, and then wait for his buddy to show up and give him more of the same. You will probably take some damage -- my life meter went down to about 60% -- but the good news is that the worst is behind you for now and you are very near the end of the level. Run along outside now, swim, pull up onto the wall, shoot out a window to retrieve the third Secret (did you ever wonder if Lara made her fortune investing in a glass company?), then come back and activate the detonator. The noise will activate a gunman overhead to your left, so be prepared to take him out (with the M16 if possible.) You may have wondered whether it is possible to access the balcony with this dead gunman, and in fact it is. I encourage you to make your way over there if you are interested in collecting absolutely nothing, because that is precisely what is waiting for you there. The efficiency-minded explorer will make his way directly through the rubble and wreckage created by the blast and will proceed ASAP to the end of the level. ------------------------------------------------------------------------------- Level 04 -- Opera House (L04) Overview This level will put your life-conserving techniques to the test. It is definitely the hardest of the first seven levels. Not only will you encounter numerous enemies with guns -- often two at a time -- and suffer considerable damage from an unavoidable fall, but you must also save up a good deal of life for a final up-close-and-personal boss encounter with Bartoli. If you are playing a continued game, you will be fortunate to survive with 10% of your life remaining. Sound like fun? Well then, let's get down to it. Difficulty: 4/5. Stayin' Alive There is a gunman just beneath the platform where you land. Jumping to the brick square to your right will give you a clear shot at him but, unfortunately, it will put you within his sights as well. If you can catch him walking away from you, you can shoot him in the back and take him out before he gets off a single shot. Again, the M16 is preferred but not essential. Dive into the canal, climb the ladder to the left, throw a switch, and return to the starting point of the level, where a new challenge awaits you. Avoiding the swinging box (Has anyone told these game designers about the impossibility of perpetual motion?), you must draw your guns, jump through the opening in front of you, get to your feet, and Run and Roll the guy with the club. The fall alone will knock about 20% off your life, so keep re-doing this part until you can completely avoid being hit by this lug. As you head up the stairs, the dead guy's evil twin comes down them, but simply Backhop and he won't lay a finger on you. Continue up the stairs and return again to the level's beginning. Go left, shoot the window, walk through the broken glass, climb ladders, and cross the rickety roof until you come to the portal to the room with the dome protruding from the floor. There is at least one gunman patrolling the dome who can be picked off from here. If he shoots you first, reload the game and try again. You are about to enter one of my favorite battles of the game. Jump into the room BEING SURE TO LAND ON THE DOME and get ready for some heavy action. Roll to face the oncoming guy with a club and Backhop to take him out. Now run forward and roll again, facing the direction you faced before you jumped in. Take out the two dogs if you can, but stay on this side of the dome, near the entrance. On the far side of the dome, there will be two guys with guns coming from left to right. The dome will shield you somewhat from their shots while you pick them off one at a time. If the dogs are down and you have the M16, just wait on the ground directly below where you entered and use your range advantage to waste them. (BTW, these guys CAN come around behind you, but they rarely seem to do so if you stay on this side of the screen.) If you don't have the M16, you can wait in the recessed corner more or less below where you entered the room and wait for the gunmen to come around the corner. One grenade each should do the trick. You can actually survive this encounter with NO additional damage if you practice, and, may I add, it is very satisfying to do so. Completely irrelevant but somewhat interesting aside -- In this particular part of the game, I have twice encountered a really strange bug in the game. Occasionally, when I have killed a gunman when he was standing on the dome, the deceased enemy, rather than falling to a prone position, as any decent dead person would do, remained in an upright position. That is, he looked for all the world as if he were still alive, except that he did not move or shoot and Lara would no longer target him when she approached with weapons drawn. It was kind of spooky, really. Anyway, back to our story . . . Jump past another physics-defying box to throw a switch, releasing two enemies. Make the one with a gun your top priority. Standing on the box in the pit (the one that OBEYS the laws of physics), you can monitor his movements and jump up and shoot him when his back is turned. It may sound cowardly, but he would do the same to you if given the chance. Then waste the guy with the club and enter the new area. Throw some switches and climb some ladders to get to the opening above the opera house. Hitting the floor will bring a gunman from your left, so wait for him against the wall, then Run and Roll. There are two dogs in the hallway to the left -- waste them now to clear that hallway. Go ahead and trigger the overhead sandbag so it doesn't fall at an inopportune moment, then slowly head for the doors at the other end of the hall. Here we have a problem, for when you get close to these doors, they open and release a dog and a gunman. Stand near the last pillar before the doors and execute a roll (to trigger the door opening), then run like crazy back to the hall where you killed the two dogs (jumping also helps avoid enemy gunfire). If the fates are smiling on you, the dog will get there first and you can take him out, then lie in wait to Run and Roll to the demise of the gunman. Head towards the doors that just opened, take a left, and jump across the gap to the square piece of floor. From here you can take out two dogs and a club- wielding henchman through the square gap across which you jumped (pistols work fine). There is also a gunman across the way to your far right, and taking him out is going to be a bit tougher. If you have the M16, you can easily pick him off with the M16's superior range. If not, you are going to have to hit him with a grenade, which can be tricky. Stand just in front of the opened doors right next to the square hole in the floor and face the gunman. It will take some trial and error to find a position that allows the grenades to hit the floor near the gunman. Using the "Look" button seems to help angle the trajectory up or down. Once you can dependably hit an area, taking this guy out becomes a matter of waiting for him to move towards your ground zero and anticipating his moves. It will probably take you several tries, as Lara does not actually target him -- you're just kind of lobbing grenades in his general direction -- so be patient. If you don't take him out now, he will plague your existence for the rest of this level, and believe me when I tell you that this is the only way to eliminate him without taking any damage. At this point, I only had 7 grenades, so I would take a maximum of two shots before resetting and trying again. Eventually, the gunman and the grenade will occupy the same coordinates in time and space, and he will blow up with a very satisfying explosion. Make your way down to the floor and approach the water, which should cause the arrival of a gunman on the stage to your right. If you have the M16, he is easy pickings. If not, go all the way to the back of the opera house, climb the block, and pull up one level (you will be as far as possible from the stage.) Follow the grenade plan outlined above, trying to sacrifice no more than 1 - 2 grenades. This time, it's much easier -- I blew him up on my first try. Swim over to the block in front of the stage. Don't stop and wonder what a pool of water is doing inside an opera house -- just remind yourself that this is Venice and there are canals everywhere. Pulling up onto the stage will trigger a dog from your left and a gunman behind you. Run to the right rear corner of the stage (watching out for falling sandbags), roll, take out the dog, then release the X button and fire some more to take out the gunman. Go in the direction from which the dog came (I'll call it left), and throw a switch. To the right, there are two club-wielding thugs who are easily defeated by Backhopping. Make your way to the top of the room, being wary of heavy falling objects (Geez -- why wasn't this place condemned and torn down years ago? It's a major safety hazard!) Jump into the newly-opened hole in the floor and thank your lucky stars that the basement here is flooded because the water cushions your fall. The easy way to be sure that you land in the water is to slide backwards down the ramp while holding the X button so that you grab the edge. At the bottom, pull up and backflip into the water. Get a Secret, throw a switch, grab a relay box and head up the ladder. Go up one level, return to the hallway with the two (recently deceased) canines, use the relay box to activate the elevator, climb the ladder to the Secret (and the UZIS if you don't have them yet), take the elevator down, and prepare for one of the biggest challenges yet. A couple of steps past the elevator, you will be attacked simultaneously by two guys with very rapid firing guns. I found no way to trigger them separately, and there is no place to run or hide. This is a prime example of how much more difficult a "continued" game is than a "fresh" game. If you are playing a "fresh" game and still have some grenades left, you can sidle along the left wall, blast the first guy as soon as Lara targets him, and then rotate left and give the second gunman more of the same. It costs you two grenades (which you will be able to replenish at the end of this level anyway), but with a couple of tries you can survive with zero damage. If you are playing a continued game, this battle is MUCH more difficult. If you choose to use grenades (which you won't), it takes two grenades to take out each gunman. By the time you launch four grenades -- even if they all hit their targets (which they won't) -- these gunmen will make mincemeat out of Lara. I had my best success with sidling against the left wall and blasting the one coming from the right with the Uzis until he went down. Just about then, his buddy appeared from the left, and I was able to take him out using the Run and Roll technique without taking a single hit from him. However, the first guy shot Lara many times before she could take him down, and after this encounter, my life bar was just below half. Send the elevator up so that you can dive into the water, retrieve the circuit board, and start climbing out to dry land, killing a rat en route. At the top will be a gunman, a dog, and two rats. If the gunman makes frequent passes by you, you can use the Vertical Leap trick, but he tends to go past once and then wait for you off to the far right. You should be good enough to take him out with Run and Roll without getting hit. The rats and dog are easy pickings (if the dog gets too close, just hop back into the water and try again. It is time-consuming but remember that our motto here is, "Safety First".) Follow the hall, shoot some very decorative glass, drop down, open a door, and jump some fans, retrieving a key and a Secret in the process. Open a door, stack some blocks, and climb out of here, pausing at the top to kill the guy with the club. Return to the rat-and-dog carnage, climb up and out, open the door, and return to the control room to install the soggy-but-apparently-still- functioning circuit board. Throw the switch on the right and the curtain will rise, revealing another roving gunman. Enter the opera house area as before and pick him off with the M16 (or a grenade) from as far away as possible. Alternatively, you can nail him with your guns by standing near the water's edge, although you may have to do some side-jumping if he starts firing at you. If you take any damage, just reload and try again. You know that you need to go through the small door on the stage, but you are equally sure that perils await you there. For openers, there is another overhead sandbag to trigger and avoid. This really clutters the entrance, making it hard to maneuver, but fortunately Lara is very agile. Walk to just past the fallen sandbag and execute a roll to trigger two guys with clubs and two dogs. This is no time for heroics -- we have a major battle just ahead of us -- so jump forward twice, off the stage and into the water to avoid these enemies. Swim back until you can plant your feet and draw your weapons, and, as you blast these guys to kingdom come, suggest to them that it would have been worth their while to have learned how to swim. Pull a box twice, throw a switch, climb to the top, jump a square hole, and throw a switch. You will see a guy with a club below you, but there is really no reason to go down there and fight him. Do an angled jump to the slope to the right, then run past the sandbag and Save your game at the edge of the opening. You are approaching the final encounter of this level, and it's a doozy. When you cross the plane of the opening, you will be pursued by two dogs, a gunman, and Bartoli, who shoots you with two shotguns simultaneously. These guys can hit you when you are up on this ledge, so it is better to get down on the ground and mix it up with them in an area where you have some mobility. The gunman is triggered when Lara goes nearly all of the way to the end of the passageway immediately in front of her, so we want to avoid going there until we are ready to deal with him. We want to take out the canines first, so that they won't-- well -- hound you while you are battling the boss. Jump down and head down the right passageway, but do NOT go more than halfway down that corridor lest you release the gunman. The dogs should appear one at a time, allowing you to mow them down handily. Roll and head back to where you dropped down. Bartoli should approach you from far end of the same aisle where you just took out the dogs. You want to fight him in the big open area so that you have some room to maneuver. If the gunman accompanies him, you might as well reload your game, because you really can't fight them both at the same time. However, if you were careful not to release the gunman when you were fighting the dogs, this shouldn't be a problem. Switch to your shotgun and wait for Bartoli to round the corner, then give him the old Run and Roll. He has an annoying tendency to wander off, but don't pursue him -- he'll be back. Just wait for him there and keep running behind him and shooting him in the back. Once he goes down, if you have at least 10% of your life left, you can safely Save. You can now switch back to conventional weapons (or not) and go trigger and hunt down the gunman and take him out at your leisure. You still need to climb/jump on the boxes and throw an elevated switch at the front of the room. Doing so will release one more gunman, but you should be able to pick him off from your elevated perch (if you have the M16) or you can drop down and do a Run and Roll (if not). Exit the level through the door at the back, and congratulate yourself on surviving a lot of gunfire without having to use a single (or half) Medi-Pack. Nice job! ------------------------------------------------------------------------------- Level 05 -- Offshore Rig (L05) Overview This level seems relatively easy after the mayhem of the Opera House level. You begin the level with no weapons, but you also seem to face fewer enemies with guns, so overall, especially if you enjoy swimming, this level can be kind of fun. It is even possible to complete this level with full life (if you want an additional challenge.) Difficulty: 1/5. Stayin' Alive Move the box, throw the switch, and escape from your cell (what kind of idiot locks a prisoner in a room that contains a switch that opens the door?) Dive into the water, pull the switch near the fan, and swim down the passage until you can surface for air. Throw the switch and swim back for the Secret, then return here. Pull up out of the water and follow the passage back outside. Run and jump over the gap (beware of gunfire from within), then drop down and push the switch. Swim into the plane's opening and push another switch. Now retrace all of your steps from the underwater passage to dropping down next to the switch, only this time run, jump, and grab onto the plane and pull up. Drop through the hatch and reclaim your pistols. Swim back to where you first dove into the water and pull out to confront a guy with a club and a guy with a gun. I took out the club guy first, then dove into the water and pulled up next to the door. When the gunman came out, I did a Run and Roll and killed both enemies without suffering any damage. Use the yellow key card to open a new passage, push the switch to turn off the alarm, and follow the path to the right. When you open the hatch and enter the room, a rig worker attacks from BEHIND you. When he enters the room, sidejump right, then left to lure him to the side (firing all the time), then run like mad back to the switch that turned off the alarm. You now have room to Backhop and take him out without ever getting hit. Return to the hatch and the room beyond. Another guy with a club awaits you in the next room, but you have plenty of time to kill him before he ever gets close. Open the hatch and Backhop out the door and up the ramp to kill another guy with a club. Head back into the bunk area and reclaim your automatic pistols and get a really useless harpoon gun. Push a switch and do the timed run up and out the top of the room. Slide BACKWARDS down the ramp, climb down the ladder, move some boxes, and jump over the burners (the purposes of which are unclear) to climb up a ladder. A guy with a club awaits you in a long and narrow space at the top. Your auto pistols should finish him off just before he reaches you. Climb up the ladder for a Secret (and some fresh air!), then return to the path. When it terminates, you will find yourself above a familiar pool of water. Dive in, climb out, go outside, jump the gap, blast out the window, and take the left path inside. A dog and a gunman await -- try to fight the dog first, then Run and Roll the gunman. When I finished them off, I still had 100% of my life. Sadly, that won't last long. Side jump to avoid the oil drums, then use the red pass card and Save. When you enter this room you will have a gunman to your left, a rig worker to your right, and, just to make things interesting, another rig worker behind you. When I entered, Lara immediately targeted the gunman, so I ran forward and took him out first, which is probably good. I then rolled and charged at the two rig workers with automatics blazing, and one of them went down. I then did another roll and Backhopped until the second rig worker went down. I got clubbed once, but still had probably 90% life remaining -- pretty darned good if you ask me! Push the block into position, jump up into the overhead passageway, and take out a guy with a shotgun. (He was walking away from me and never even got off a shot. You'd think that getting shot in the back would be enough to make him at least turn around and see what was going on, but apparently these guys were hired for their muscle, not their mental acumen.) Throw the switch in the control room to fill the pool, backtrack to the room with three corpses, then take a nice refreshing dip in the lovely green water(Ewwwww -- let's hope that it is water!) and pull up on the other side. Throw the switch around back, swim back across the pool, and return to the control room. Drop down into the new area and go left. There are some armed frogmen in the water, but you can hit them from up here if you are patient (and better yet, they can't hit you.) Start following the overhead path, looking carefully around each corner before proceeding. When the first gunman walks away from you, jump around the corner shooting, take him out, and reclaim your shotgun. The next two enemies carry shotguns which seem to lack the range of your pistols, because I was able to take them both out without them even firing a shot. Follow the path to the end, where the green pass card sits on display in a non-bulletproof glass case that might as well bear a huge sign reading "STEAL ME". Do so. Dive into the water, lure any remaining frogmen to one of the pillars (but NOT the one with the third Secret!) then climb out of the water and waste them. Go to the pillar with the Secret, being aware that pulling up here will trigger the arrival of two guys with clubs (don't bother asking yourself where they were prior to your arrival.) Pull up in front of the Secret, then run all the way across the base of the pillar and into the water on the other side so that you trigger both henchmen. You can now swim over to the next pillar and take them out in a leisurely fashion. Go back for the Secret, then swim to the pillar diametrically opposite the one with the Secret. Climb the ladder and proceed clockwise until you come to the overhead Exit (just after the third jump.) Drop down and kill a rig worker, then use the green key card in the control room. Throw the switch that transfers the green water-like substance, then dive in and follow the passage to the end of the level. ------------------------------------------------------------------------------- Level 06 -- Diving Area (L06) Overview This area is very much like the previous one both in length and in difficulty. Overall, if you have been practicing the basic techniques you can avoid nearly all damage in this level. In fact, if you are playing a "fresh" game, it is entirely possible to have a perfect level and sustain no damage whatsoever. In a "continued" game, a perfect level may or may not be attainable, but finishing with about 85% life remaining is a realistic goal. Difficulty: 2/5. Stayin' Alive Notice that if you are playing a "continued" game, you now have ALL of your weapons back, even though you did not find the M16 or grenade launcher in the last level. Sweet! Jump to the ladder, throw the switch, dive in, pull a switch, and pull out. Go part way down the corridor until you can target the thugs on the other side of the water and take them out safely. When you enter the next area, a dog and two guys with guns will come from your left. Side jump into the space so that you will be facing them and pick them off. Using the M16, I suffered nary a scratch. Cross to the other side, slide down to get the Secret, then slide and jump across the toxic liquid. Climb up a REALLY tall ladder and back up to the left side of the hole in the floor. Slide down (backwards!) and grab, release and grab again, to find a guy with a gun waiting for you. You can't dangle and wait (he can shoot you) and you can't drop down and shoot him from below, so you must pull up and take him out as quickly as possible. I think that some damage is inevitable, but try to lose no more than 10%. Go left, jump down to get the blue pass card, pull up, return to the LONG ladder, and return to where you iced the gunman. Now go right and use the pass card, opening a way with many new playmates for you. In particular, there will be two dogs to the right, and two dogs and a flamethrower guy to the left. Slowly inch to the right until the dogs appear and try to send them to doggy heaven without Backhopping (as this will only move you closer to the two behind you.) Then roll and get the two dogs coming from behind you. Finally, wait for the flamethrower guy and dowse his dreams of sending you up in flames. This was all pretty easy with the M16 -- with other weapons, it may take a couple of tries. Directly opposite where you came in is a door with a wheel. Open it and finish off the guy with the club by Backhopping up the stairs. Jump into the water and lure the frogman into the open area, then climb out and blast him. Now that the coast is clear, take a deep breath and swim a clockwise loop through the underwater passage, throwing switches as you go, and return to this pool. Go back to the main corridor and open the door that is 90 degrees clockwise from where you are now. Go up the stairs, being aware that in the room at the top are three enemies and two of them have guns. Again, your M16 is your best friend -- it can take out all three without you getting hit even once. Without the M16, lure the three thugs down the stairs and wait for them at the bottom, where you can Run and Roll them one at a time. I managed to take out all three of them with my automatic pistols, and didn't get hit even once. Go past the helipad and throw the switches and jump the burners to get the machine chip at the far end. If you don't have the M16 yet, your life is about to change for the better. Flip the right switch again to shut off the front burner, run and drop into the pit, and pick up the best weapon in the game. Don't forget to climb back out and run to safety before the burner re-ignites. Return to the room that is 90 degrees counterclockwise from you off the main corridor. Pull the box, install the chip and a new area opens. Run into the room with guns blazing to take out the rig worker coming at you and also to avoid the flamethrower who is coming from your left. After the rig worker goes down, roll and shoot the flamethrower from across the pool, which is out of his range. Push a switch and get a Secret, then swim into the underwater passage to lure out two frogmen. Go to the far side of the pool, pull out, and side jump left and right while firing at them. With a little practice you can escape this encounter unscathed. Health check: about 85%. When both frogmen are floating, the coast is clear and you can swim through the passage and pull out of the water. Use your pistols to take out the two hapless club-carrying henchmen, then climb up and throw the switch. Another frogman will appear, so be ready to put some holes in his air tank. Swim back and climb out of the pool, but be aware that when you opened the door you also released two thugs, one of whom has a gun. Fight them straight up or wait with your M16 in the corner farthest from where they enter and blast them from outside the gunman's range. You can now access the control room and flip a switch that allows you to cross to the saw. Go behind the boxes and flip a switch, then head back to the main corridor. There are two dogs and two gunmen somewhere in the area. I'll do my best to describe where I found them, but be aware that their locations may vary. When you exit this room, you will probably encounter a guy with a shotgun coming from your left. The dogs and the other guy with a gun are probably on the stairs that go up to the helipad. Run to that area and wait for them at the bottom of the stairs, and you can hopefully take them out one at a time. When all four are down, go down into the recessed area past the helipad and prepare to drop down through the square hole. Down below you will find a guy with a club (he came from my left) and a Flamethrower guy (who came from my right) in a rather cramped space. I used two grenades on the club guy first (because he appeared first) and then turned and fired two more at the flamethrower. I lost a bit of life jumping down there, but the level is nearly over and my life bar is still about 75%. Go back to the room with the saw, insert the machine chip to stop the saw (??? Wouldn't you expect inserting a machine part to make the saw operate rather than cease to operate?), get the red pass card, and return to the central area where I just used grenades. Use the pass card to open the door. A guy with a shotgun awaits you below. If you are very lucky, Lara will target and take out this thug from above before he ever fires a single round at you. If you are less fortunate, you can sidejump into the hole so that you are facing the correct way to Run and Roll this guy. Proceed into a familiar area where you previously iced (from a distance) a couple of "hapless" guys with clubs. Gather the items they dropped, then exit this room, drop down into the water, follow the passage, and be prepared to shoot two guys with guns when you enter the open area. Grab the Secret before approaching the guy on the ground and ending the level. I finished with my life bar around 2/3 or so. (Update June 2006 -- on a subsequent "start from scratch" run, I completed this level with 100% life remaining. It CAN be done -- try it!) ------------------------------------------------------------------------------- Level 07 -- 40 Fathoms (L07) Overview I really dislike this level! Let me list the various reasons behind that statement. First, you will die several times at the beginning just trying to find your way to safety. Second, this level contains two really annoying timed "puzzles" -- one with burners and one underwater. Third, it is easy to get lost in the rooms towards the end of the level as they all look pretty much alike. Fourth (and worst of all) is that in nearly every enemy confrontation, you are at a severe disadvantage. For example, since your harpoon gun is such a worthless weapon, you are unable to kill your aquatic enemies when in the water (unless you are willing to take LOTS of damage), so you have to resort to evasion (Don't you wish that Lara had the kind of harpoon gun that her enemies use? Those things fire fast and true and never seem to miss their mark.) Also, at the very end of the level you have to very slowly pull up out of the water and into a room where a guy with a shotgun is already blasting you before you can even get your feet on the floor. The only two good things about this level are a) that it is mercifully short and 2) that you can complete it with about half of your life remaining. Let's get this thing finished! Difficulty: 3/5. Stayin' Alive Follow the trail of debris to the ship and enter up by the anchor. Surface for some air, then swim through the maze, throw a switch, and surface near some floating boxes, all while outswimming a shark (yeah, right!) Swim down to throw a switch and exit through the opening near the top of the screen. Look! A Secret just sitting there unprotected! (If you believe that, I have a bridge in Brooklyn that I'd like to sell you.) Crossing the plane of the ledge on which you are standing triggers a guy with a shotgun from your right, so be proactive and jump down there, run behind him, and give him what for! Grab the Secret, open the trap door but stay topside. Down below are two enemies that you can pick off from up here. Be aware, though, that one of them has a gun and can hit you. When the coast is clear, climb and jump your way into the next area. Throw the switch to your left and run to the timed door before it closes. Save your game, then swim down to get the Secret. Try to make the round trip without getting nipped more than once. My life bar was around 90% at this point. Back inside, pull up near a ladder-like object to throw a switch and prepare for the annoying burner race. I'll not describe the particulars as the path is well documented in other FAQ's. All I will say is, "Have fun!" When you make it across the burners, open the door, wade in the water, and shoot the approaching fish. Now do the annoying swimming maze. I would advise against getting the Secret just yet -- concentrate on getting safely to the top first, then Save and dive back down to get the Secret and race the fishies to the top before they gnaw your legs off. There aren't many other life-threatening encounters left in this level, so I Saved when I emerged with about two-thirds life remaining. Follow the path, safety drop down, pull a box, and throw a switch. Climb up a level, enter the opening at the top and throw another switch. Drop down to the lowest level, go up through the hole to the far right, and make your way to the hole near the top. Enter and throw a switch. Go back down a level and head to the opening opposite the block you pushed. Follow the passage to the now- flooded area. I tried unsuccessfully to lure the frogman into a position where I could shoot him, so eventually I just swam down and took him out with harpoons (one of the rare times that I found harpoons useful). Ironically, that one stupid frogman sapped more of my life in this level than all other enemies combined, but then I finished with life to spare and that is what really matters. Swim down the passage and pull out quickly -- a guy with a club and one with a shotgun are waiting for you. Take them out with extreme prejudice, throw the switch, and enter the passage to end this level (and emerge a couple of feet later with your life miraculously renewed.) ------------------------------------------------------------------------------- Level 8 -- Wreck of the Maria Doria (L08) Overview We have a REAL problem here. During this level you will necessarily take two falls which will combine to eliminate around 85% of your life! You must therefore find a way to survive the rest of this very long level with much gunfire while losing no more than the remaining 15%. Sound challenging? Well, we've been training for this for some time -- let's put our practice to the test. Difficulty: 5/5. Stayin' Alive There is a frogman in the pool ahead, and your first challenge is to prevent him from damaging you. He is difficult to target from above, and if you try, there is a very high probability that he will injure you before you kill him. Using the M16, I managed to target him and dispatch him without getting hit, but in retrospect I think that I got lucky. Rather than kill him, you can dive in to lure him out of the tunnel, pull out of the water, wait for him to swim to the left, and dive in again and hightail it for the end of the tunnel. By swimming evasively up and down you can avoid all of his shots and surface unscathed. Sometimes conflict is best resolved by nonviolent means. If you use this strategy, be sure that he is not still firing at you from the water before you save. Above all, remember that you cannot afford to take ANY damage here -- there is simply no margin for error in this level. It is now time to take the first (and more perilous) of the two life-consuming falls. Slide backwards down the slope and grab the edge to safety drop to the breakaway floor, then let go and watch your life meter plummet as you fall to the level below. NOTE -- I hate to keep harping on this, but you must understand that you cannot afford to lose ANY life in this level, except where noted that such loss in unavoidable. Trust me when I tell you that even so, you will barely make it through this level alive. Keep reloading and retrying until you can face each encounter perfectly. If you are uncertain about whether or not you sustained any damage (wouldn't it be nice if we had a numerical display instead of just a bar?), do it again. It is much better to repeat a single skirmish than to get the end, run out of life, and find that you have to repeat the entire level. Stepping on the next raised level will bring uninvited guests. Equip the M16, jump forward to trigger the bad guys' arrival, then backflip to get out of the gunman's range. Keep an eye on your life meter. If you suffer even one hit, reload and try again -- there is little margin for error in this level! Cram all of the boxes into the left hallway, then go up into the hole in the ceiling at the other end of the room. Run and Roll the guy with the shotgun who comes around the bend -- redo it until you suffer zero damage. Then give more of the same to the guy who sneaks up behind you when you reach the end of the duct. Drop down to get the Secret, then backtrack to where you moved the boxes. Stand up on the ledge and get ready for some major action. As soon as you hit the floor below, you will trigger two guys with wrenches -- one in front of you and one behind you -- and a guy with a shotgun to your right on the other side of the wall. To make things really interesting, there is also a sniper in the room on the second level and to your left. You want to drop down, run into the room, take a hard right (running past the guy with the shotgun), roll, and fire like crazy with your Uzis. It is actually possible to waste all three of these guys without taking any damage, so keep trying until you can do this. Retreat to the safety of the previous room and Save, then use your M16 to take out the sniper. Now follow the wall to the end and drop into the pit to get the key. You will lose a TINY sliver of life (only perceptible because your life meter will flash briefly) from the glass when you drop down, but I'm pretty sure that this is inevitable. Climb out and use the key in the room that was sealed off by blocks. Push the switch, roll, and take out the guy with the wrench. Push the switch inside the doors, and then GO BACK AND PUSH THE FIRST SWITCH AGAIN TO CLOSE THE DOUBLE DOORS! If you don't do this now, you will get trapped later on. Return to the Ballroom (I wonder how people danced in here with all of these ramps sticking up out of the floor?), then jump, grab, and shimmy past the door you opened, past the recently deceased sniper to the end of the path, then jump over to get the circuit breaker and return to the door you just opened. Open both doors with wheels and enter the one on the far right. Pull a box to access a switch, throw the switch, then pull another box to pull out of this room. Pass through the next room, and around the next corner will be a wrench- carrying lug who needs to be stopped by Backhopping. Move a box to get a key and access a switch to pull (a twofer!), then pull out of this room. Use your new key in the lock at the beginning of the hall and enter the new area. Move the box on the floor in line with the others, then, from atop this row of boxes, pull the first box out and push the second one in to reveal a path to the right. Get past the broken tiles and barrels, then climb into the hole in the ceiling (dodging another barrel) for the Secret. Around the corner and up a bit is a guy with a shotgun. Take him out by the Vertical Leap method. Drop down to the boat(?), dive in and pull the switch and go through the timed door to pull another switch. Slide backwards down the ramp and grab its edge until the trap door closes, giving you firm footing. Then pull up into the hole and throw a switch. Proceed cautiously towards the new area. Inside there will be a guy with a shotgun just below you and two guys with guns roaming the perimeter of the level just below him. Monitor the shotgun guy's movements with the Look button, then jump down behind him and give him the old Run and Roll. You can then pick off the other two guys from a safe distance with the M16. (NOTE: At this point, we have only suffered damage at two places in this level -- the drop at the beginning, and a tiny bit from dropping down past the broken glass. Lara's health meter should be right around one-third full.) Now if you want to, you can head left, push the switch, run around, and jump through the timed trap door to get the second circuit breaker. Really, that seems the hard way to do it, and the fall might cause you some damage. Lucky for us, the Safety Drop Bug from the first Tomb Raider game is still in effect here. Stand on the sloped tiles just clockwise from the trap door and make an angled running jump/grab to the tile just to the right of the trap door. If you drop down from here, you will slide down into the broken glass below, an especially cruel fate for barefoot Lara. Instead, pull up onto the tile. Drop down and hit the X button as if you were going to grab the edge, but release X before Lara can actually grab the edge. She will drop safely onto the square directly below where she was standing. Much easier, don't you think? Go clockwise around this level and push the switch to drain the water around the boat. Touch the tile that had the breaker to open the exit back up to the next level and return to the no-longer-floating boat. Yes, you have to drop down to it, and yes you will lose about half of your remaining life doing so. It's not like I didn't warn you about this eventuality. That little red flashing rectangle (it should be about twice as long as it is tall) is all the life you have left, and we still have a LONG ways to go. Follow the path to the right, ignore the path to the left, and then go up and drop down behind the double doors that you closed earlier in the level. You DID close the doors, didn't you? Because if you did, then you can get the third circuit breaker, but if you didn't, then you have to go back and shut them now and then backtrack to here. Return to the left path you previously ignored which now terminates with an opened trap door. Down below are two guys -- one with a shotgun (who CAN hit you up here) and one with a wrench. Run into the hole with guns blazing and hope you target the gunman first. Again, you need to keep re-trying this until you take out both bad guys without taking any damage. I seem to have better success side-jumping into the hole rather then running in head first, but do what works for you. Return to where you originally dropped down and lost most of your life. Dive into the pool, pull the switch, and prepare for our last major battle of this level. You are going to swim through a tunnel and pull up into a room where a guy with a wrench, a guy with a gun, and a guy with a shotgun are waiting to end your adventure. Your success here will depend on where these guys are when you emerge. I died many times because the guy with the shotgun blasted me before I ever got out of the water. On my most successful attempt, I climbed out and was approached first by the wrench guy. Two grenades took him out. I swam back to the starting point and saved, changed to the M16, and swam up again. This time the guy with the shotgun was walking away from me, and I dropped him before he got off a single round. The other guy was quite a ways back in the room and posed me little difficulty. If you are playing a "fresh" game you won't have the grenade launcher back in your inventory yet (it reappears at the end of the next level.) In this case, you just need a little bit of luck. Emerge from the hole with Uzis blazing. With any luck the two guys with guns will be way back in the next room. Take out the guy with the wrench, then run into the room and get the other two. If you think that they are going to start shooting, remember that side-jumping while shooting is a very effective defense. Either way, I survived this encounter with no additional damage -- and you can too! Insert the three circuit breakers into their receptacles from right to left (this somehow turns the burners off???) and (you'd think that even the extinguished burners would be hot on Lara's bare feet) pull the box in front of the opening above. Advance slowly until the henchman (wrenchman?) appears, then shoot him risk-free using the Vertical Leap technique. Make your way across the room by using the beams and get to -- oh no! Not another long fall! At least this one is cushioned by water. Swim a short distance, kill a fish, and pull out to trigger a henchman. If he gets too close, retreat into the water, which, apparently, makes you invisible to him, as he will wander off for a bit. Repeat as necessary until he goes down. Open the door with the wheel, throw the switch, and run through the timed door to push a block and throw another switch. Go to the now-opened hole in the floor and Save. You now must dodge dozens of deadly and dastardly denizens of the deep to retrieve a key from the bottom of the water, then swim back and climb out without becoming fish food. Good luck. Wasn't that fun? Well, if you want all of the Secrets, you get to do it again! Hooray! (I suppose you could get the key, then the Secret, then come back, but I generally have trouble finding the Cave with the Secret from where the key is.) Back inside, unlock the cabin, throw a switch, go outside the cabin, push a box, throw another switch, return to the cabin, and climb into the hatch in the ceiling. Follow the path and enter the pool room. There are two guys with guns in here, and they are on the level just below you, probably almost immediately below you. Run to the opposite side of the room (to maximize your distance from them, so that they can't hit you), then turn and blast them with your M16. Drop down through the hole to the right and watch for two frogmen in the water. If you are like me and have trouble remembering how to safely go down one level, consider using the Safety Drop Bug. Don't forget to pick up the 5 (!) clips of ammo for your M16. Now try to pick off the frogmen with your M16 if you can, but really you should be able to survive with some evasive swimming. Dive in, find the barrels, follow the path, take a left at the first giant eel, then swim for the open area to finish this seemingly endless level with (a sliver of) life to spare! Whew! ------------------------------------------------------------------------------- Level 09 -- Living Quarters (L09) Overview After the incredibly long and nerve-wracking level before, this one is a breeze. It is not very long at all, and none of the encounters are especially dangerous, especially for a seasoned gamer like you. In fact, I only lost life in one place (jumping up out of some glass) and I'm pretty sure that damage is unavoidable. So just sit back and enjoy this one, knowing that we have greater challenges ahead in levels to come. Difficulty: 1/5. Stayin' Alive Swim through the opening and to the left to throw a switch, then go up through the hatch you just opened. Pause a moment and admire your once-again full health bar -- isn't it comforting? Anyway, as you move forward, you will be greeted by a workman who can be easily dispatched. He drops a small Medi-Pack for you to add to your growing collection. (Can you believe that some wimps actually use those things to help them get through the game?) In the next room, there might be a sniper above you and to your right, and we will take care of him later when we have a better angle. For now, if you notice your life meter mysteriously dwindling, reload the game, back up a little bit hoping that the sniper retreats, and try again. When you can do so safely, go through the room with the pistons, through the winding hallways, and into the pit. As you advance, you will be confronted by three enemies -- first a wrenchman (Backhop), then a shotgun guy (Run and Roll), then a guy with a club (Run and Roll if you are quick; if not, grenades will do the job). BTW, the hallway is booby-trapped with barrels, and this third enemy (the guy with a club) doesn't release until you venture into the hallway. This suggests that you should stay out of the hallway when you are dispatching the first two enemies, then roll and retreat to trigger the barrels and the third enemy, then dispatch this last enemy. Proceed into the room with the burners and shimmy across above them to reach the switch that shuts them off. (Isn't it interesting that Lara doesn't lose any health when her feet are dangling a couple of feet above the burners, yet she does lose health if she is standing within a couple of feet to the side of them. It seems that in the world of Tomb Raider, heat does not rise but rather radiates primarily sideways. Also, I have to wonder why these burners were burning in the first place and how one is supposed to shut them off in the normal course of events.) Anyway, when you finish pondering these and other mysteries, climb up, go up a ladder, throw a switch, and drop down the hole to return to the piston room. You can now jump from piston to piston, taking a brief side trip to the right to grab a Secret. Eventually, a guy with a shotgun will appear on the ledge ahead of you -- the sooner you take him out, the better. If he does not appear until you hit the ledge, give him a Run and Roll and he, like so many before him, will go down. Go to the end of the hall, push a box, drop down and throw the switch (moving the pistons back to their original positions), go back to the ledge, and jump back across the pistons. Turn right and jump and grab to get to the platform and throw the switch. To avoid damage, jump back to the piston and then to the flat area at the end. At this point, your life should still be full or very nearly so. Go back to the pit, which is now full of water. Dive in and swim to the burner room to throw the switch on the wall. Go back to the pit and catch your breath, then swim through the door and lure the frogman back to the pit area, where you can climb out and blast him until he -- well -- sleeps with the fishes. Fill your lungs with air for a looonnnng swim out the hatch to the cave across the way. Stay left and low to avoid the jaws of the Giant Eel, throw the switch, then go back out and through the opening above you surrounded by seaweed. Move left and look up to see the guard patrolling above you and take him out with the M16. You may have to move forward a bit to trigger him. Go up to the level with the door and the switch. The game designers want you to open the door and go through an elaborate sequence of pulling switches and running around to open a trap door that I have never found it necessary to open. On the level with the switch and the door, stand on the second blue square away from the switch with the switch to your right. Here you can jump and grab the duct and pull up. Then pull the box, jump around the box, shimmy past the gap, and follow the obvious path. Enter the blue area and summarily dispatch the workman approaching from your right. At the end of the hall from which he came is a pit with a Secret. You will take minor damage from the fall and from jumping past the broken glass, but this should only total about 10% of your life, an amount that we can easily afford. Follow your original path, slide down a ramp, and kill a pesky fish in the pool. Step on the breakaway boards then quickly retreat to kill another fish. You now need to swim through the opening (and hopefully back!) to get the third Secret of this level. I don't think there are any enemies out there (other than the one fish that emerges when you destroy the breakaway boards), but keep your bearings because the opening is well camouflaged. Head to the next room, jump, grab, and shimmy to pull up, then proceed to the top of this room and drop down the pit. As you enter the area with red carpeting, a guy with a gun will come down the steps to your right. Target him early and you can ice him before he fires a single shot. Go up the ramp and turn left, and another armed guard is patrolling the room to your left, but he is far enough away that he is no match for your M16. Pull the box at the end of the hall, jump over the balcony, and make the guy with the shotgun and the guy with the club who attack from your left eat hot lead. Go into the pit, move the box, and get the key. This will trigger the appearance of a shotgun guy who you can take out at your leisure by the Vertical Leap method. Luckily for you, he's not bright enough to make the association between gunfire coming from the pit and the possible presence of an enemy in the pit, because if he did, he would probably come down there and shoot you instead of ambling aimlessly around the room while you empty round after round into him. Take your new key and head towards but past the theater. There is a guy with a club in the cubby at the far left end of the hall, so you may as well take him out just to be safe. Now unlock the theater, rotate counterclockwise, and back up towards the guy you just killed, because another guy with a club is going to come after you from inside the theater. Take him out by backhopping, then go left, then right. Another guy with a club will come up the aisle towards you - - show him no mercy. To your right, you will see a balcony with two enemies -- one with a club and one with a gun. If they are nice enough to stay in the open, you can hit them from here with the M16. If they hide off to the right, you can jump and pull up onto the edge of the balcony, then backflip to safety and blast away when they appear. When the dust settles, climb into the balcony and throw the switch, then head to the stage. As you approach the curtain, you may see a lug with a club coming from backstage. If so, simple Backhopping will take him out easily. Pull the box, climb over the barrier, jump over the glass-filled pit, and throw the switch. Head back to the theater entrance and a shotgun guy will try to block your exit. Give him the old Run and Roll. Retrace your steps to where you got the theater key, swim across the pit, and climb out to exit this really easy level with your life bar nearly full, having only lost life while pursuing the second Secret. ------------------------------------------------------------------------------- Level 10 -- The Deck (L10) Overview Do you remember the long fall you had to suffer in level 8? The one that knocked out two-thirds of your life, forcing you to avoid pretty much any other damage for an interminably long level? Well, that was nothing. In this level, one fall will take about 90% of your life, meaning that any other damage in this level is unacceptable. When I first undertook this challenge, this is one of two or three levels that I thought would absolutely require a Medi-Pack. I was wrong. Think you're up to the challenge? OK -- let's do it! Difficulty: 5/5. Stayin' Alive Before we begin, let's make absolutely sure that we understand each other. Aside from the two places where I will indicate that damage is unavoidable, you cannot afford to lose ANY life ANYWHERE in this level -- not a sliver from a clumsy fall, a wayward harpoon, or a distant gunshot. If Lara suffers any other damage, you MUST reload and try again or you seriously risk having to repeat the entire level. This level is really that close. Move ahead, face right, and wait for the flamethrower guy to appear so that you can cool him off with your M16. Advance towards that area and a guy with a club will come after you -- taunt him by using your lowly pistols to snuff him. Go back to where you entered, climb up on the ledge, and dive into the water, pulling up quickly on the left so that you can put some holes in the two fishies who had designs on making you their dinner. Go clockwise around the rocks to get the key. Dive back in and follow the path, surface, and shoot the approaching workman. Move towards the deceased workman, go left onto the blue mound, and turn right to use your M16 on a flamethrower guy. Go to the pile of boxes ahead and to the left and move them to reveal a door and a lock that matches your key. Enter, take a swim, pull a switch, exit the room, hop on the box to your right, and waste the guy with the gun to your right. Go to where the two dead guys are, step on the hatch and fall down a shaft, then climb a ladder and throw a switch. Return to the no-longer-flooded room, drop down and move a box, and follow the path to the water. Swim about as far as the raft and then hang a left and pull up to shore. Take out the approaching workman, then turn and pick off the two frogmen in the water. Again, your M16 has greater range than their harpoons, so you should take no damage. Dive down deep to get the Secret, catch your breath, then go back down through the tunnel and surface to waste the barracuda. Follow the path until you see a white opening to your right. There will be a shotgun guy there, so jump up on the blue rocks to your left, sidle to the left until he appears, and take him down from a distance with your M16. Continue forward (ignoring the path to the left) until you see a large Medi-Pack and a hole in the ground -- not a good sign at all. The side of the hole with the Medi-Pack is as good as any, so do a safety drop from there and watch 90% of your life go away. Bye- bye! Take the key and clear the area of 3 sharks. You should be able to target two of them from the raft. For the third one, you will need to dive in, swim to the area where you got the Secret, turn and swim back to the shore, and take him out from there. Now go all the way back to the "path to the left" that you ignored in the last paragraph. Follow the long and winding path until you see the deck. There is a guy with a shotgun patrolling the area, but you are safe in the trench in front of the deck. Wait there, and when the guard passes by, give him the old Vertical Leap. When he goes down, you can head down the corridor in front of you, and when you get to the end, a workman will appear. You've got to take him down sooner or later, so it may as well be now. You now need to get down to the next lower level. Stay on this near side of the deck and head left from where you entered. When you try to cross the gap in the fence, a workman will come after you, but he should be easy to take out. Slide down the ramp. This level looks peaceful enough -- for now -- but look down a level and you will eventually see a guy with a shotgun patrolling. Try to take him out now so that he doesn't give you trouble at an inopportune time. When you approach the pool, a guy will appear on the far side, but you have plenty of time to waste him. Go ahead and kill the creature in the pool -- it's as easy as shooting fish in a barrel, really. Diving into the pool will trigger a flamethrower guy next to the building, so you want to dive in the side of the pool next to the building, quickly swim across, surface, and pull out so that you can shoot him from across the pool. When he bites the dust, repeat this maneuver swimming close to the door in the pool from which a frogman will emerge. You can sink him from the safety of dry land and then safely swim in and get the Secret. Head over to the far side of the area (closest to where the Secret was) and drop down a level. Jump your way over to the orange roof. You will pass the cave with the third Secret, but we will come back to it later in order to minimize backtracking. Go to the far side, hang off the edge, drop, grab, and shimmy left until you can stand up and jump into the cave. Wind around the path and jump from block to block until you almost reach the top. When you hit the top level, two workmen will come at you so be prepared to take them out. You may need to slide back down to the bottom to avoid being hit. (Isn't it nice that THEY, unlike Lara, can walk on the slopes without slipping? Maybe she could get better traction if she'd thought to wear some shoes on this adventure.) The end of this path gets you close enough to jump and grab the roof of the building. Cross the roof, take a left, and jump to the next roof near a trap door. Fall through the trap door, Backhop the workman, pull out the box, and throw the switch. Go out the self-opening door, turn right and then right again to enter the door you just opened. Use your Cabin key in the lock, and make your way across the collapsing floor to push the switch. Head back towards the door, but be alert! Somewhere near the door, you will be attacked first by a workman (easy) and then by a guy with a shotgun (Run and Roll). Now that the coast is clear, you can go to the door you just opened, do some climbing and jumping, and wind up on another orange roof and in possession of the Storage Shed Key. (Did you ever think about how much trouble Lara could save herself if she got some basic instruction in picking locks?) While musing over that thought, slide off the roof and make your way down several levels to return to where you did the jumping sequence to reach the first orange roof. When you hit the last walkway before the roof, turn right and go get the Secret. You will lose a little life backing out across the glass, but the level is nearly over anyway. When you return to the ground, you will see all kinds of activity on the level below you. There will be two flamethrower guys making futile efforts to toast you even though you are out of their range. They, however, are perfectly within the range of your M16. Get the idea? Now you can go back to where you started the level (just head back towards the building on this level), repeat your swim, pull out, and go behind the area where the dead flamethrowers lie to open the Storage shed and claim the Seraph -- with life to spare! ------------------------------------------------------------------------------- Level 11 -- Tibetan Foothills (L11) Overview I don't know about you, but I welcome the change of scenery at this point. I was growing a bit weary of all those aquatic images. Besides a new environment, however, this snow-covered level contains new perils for Lara to overcome. Among them are quicker and more durable gun-toting enemies and snowmobiles that are equipped with machine guns. (At least Lara is no longer barefoot, even if she is wearing shorts in this frigid clime.) In two of the three necessary fights against snowmobiles, you will likely lose a lot of life. This means that we are going to be very careful not to lose life except in these two battles so that you can survive the level without health supplements. Still, despite these increased threats to Lara's well-being, it is entirely possible to complete this rather long level with over half of your life intact. Come along with me, and I'll show you how. Difficulty: 4/5. Stayin' Alive Locate and kill the eagle and follow the path. Jump over the first wave of snowballs, the duck into the cove to the left to avoid the rest. Zero damage. Jump through the plate of ice and then, as you slide down the slope, jump again and grab onto the ice in front of you. Climb right until you are over the "doorway", then drop to safety. Go through the cave until it ends, and kill two eagles who, for some unknown reason, consider you a threat. Do you see that camp across the way? That's where we're headed. Drop down two levels to a cave entrance. Follow the path but do NOT jump across the small pool. I know that water must be cold, but you need to drop into it anyway. Climb up the ice wall, and when you reach the top, immediately jump back to avoid the icicles. When you get outside, keep to the right and follow the passage behind the rock face. Climb up once, then drop down to the left and slide down to another pond with icicles. Carefully pick your way through the falling ice spears (hugging the left wall will get you through safely), then exit and jump over the hump. Make a running jump to the next stone pillar and an eagle will attack from almost directly overhead. You may want to jump back to your previous position so that you have some room to maneuver. Return to the pillar and jump across the water to the Medi-Pack -- a rather phenomenal leap, if you ask me. Climb up towards the hut but pause behind the last snow bank. There are two guards with guns up there, but they do not appear until you cross the near plane of the snow bank. Sidle over to the apex ahead of you, step forward to release the guards, then jump back behind the snow bank. Let the guards make one pass across the area and then back to the outside. We are going to use the Vertical Leap method of taking them out, but they are excellent shots and can often target you during the brief time you are in the air. Your chances of avoiding damage are much better when only one of them is on the screen. Be patient, save after every couple of hits, and re-load any time they damage you. (Again, we are fortunate that they are not bright enough to search in the direction of the gunfire, because if they were you would be toast.) In my game, each of these guys eventually got stuck beside the hut and was unable to move, allowing me to pull out my trusty M16 and blast them safely. One way or another, you can -- and should -- avoid all damage here, and your life bar should still be completely full. Head into the cave on foot and clear out any riff-raff (I believe there is just one such punk. If you are bold, you can do this on the snowmobile and try to run him down, but I always got shot trying to do this and zero damage is our goal.) When you get to the clearing, jump into the opening on the left. Watch for two leopards to attack from the left -- they should go down before they can get to you. In a "continued" game, you may find it necessary to roll onto the square that triggers the big cats, retreat to the opening, and jump back onto the ramp to shoot them from safety. Either way, stick with it until you sustain no damage. Head into the large chamber and move the two ice blocks away from the opening. If you do not have the snowmobile with you, go back through the cave and bring it to the clearing. You will probably encounter two frisky kitties on the way, so put them to sleep. I would like to go on record as saying that I really HATE the snowmobiles in this game. Whoever told the game designers that having them would be "fun" or "challenging" needs to be fired. They are ridiculously difficult to control, resulting in the tedious repetition of segments of the game that you'd rather just pass by and move on, and the upcoming jump is a case in point. At one time, I very carefully studied whether you could get through this level without ever using a snowmobile, and sadly I found that you cannot. I particular, there are two places in the level where use of a snowmobile seems mandatory. Otherwise, I will probably advise you to progress on foot. It may be a bit slower, but it is less frustrating in the long run. Anyway, back to our quest. Use the central ramp to jump the snowmobile onto the long ramp (aim for the wide part of the ramp to the far right), then use the long ramp to jump it into the large chamber. Once inside, make another jump over the left side of the chasm (you will need to hit the X button for a power boost to make it across). Then park your vehicle and hoof it down the right path. Climb the wall of ice and throw a switch, and come back down to find two mercenaries -- one across the gorge and another back where the path split. Your M16 should easily handle both of them. Now go down the left path (on foot for now) until you come to a narrow bridge. About halfway to the top another mercenary will appear, so be ready to retreat a little (to avoid his gunfire) and then outgun him. A fourth merc will appear near the end of the bridge -- deal with him as you did the last one. There is a fifth merc lurking inside the cave, so enter the cave (with M16 in hand), do a roll, and run and jump back towards the other end of the bridge. Then roll and fire at the advancing merc until he goes down. You should still have full life at this point. Exit the cave and jump to the ledge on the right to get the Secret. This will release two leopards that you can safely dispatch from here. You can climb down the ladder to get some grenades if you really need them, but you will also release three leopards that you otherwise could just leave alone. I'll leave this up to you. Either way, go back to where you parked the snowmobile and use it to execute a daring leap over the gap in the ice bridge. You can see a climbable wall ahead and to your right, and you can access it from here -- but not until you get rid of those giant snowballs. You can dislodge the first two by just walking in front of them and then hopping back. For the others, you are going to have to ride the snowmobile as close as possible to the edge on your left to avoid them. (This is one of the places where I believe that snowmobile use is not optional. You can jump across this pit, but if you do the snowballs will get you.) When you reach the other side, walk over to the ladder, jump above it, and slide down to grab it. Then climb down, do a drop and grab, and pull up to reach the small cave with the Drawbridge key. Since you can't exit the way you entered, drop down and follow the path. There is a mercenary behind that sheet of ice, and he is much quicker and harder to bring down than the gun-carrying thugs in previous levels. Hide behind the wall with weapons drawn, then side jump left while firing (to bring him out), then side jump right back to cover. Wait for him to advance, then do your best Run and Roll on him. I still lost about 10% of my life here but deemed that acceptable. Now follow the path, watch for dropping icicles when you throw the switch and open the door, hop backwards out the opening and grab on so that you can climb back up to where you entered. Do a jump and grab across the pit just in front of the ladder and you will be back to your vehicle. Leave the snowmobile where it is. You will want to use it to jump back over the gap in the ice bridge, and if you ride it into the cave ahead you will lose it and have to return via the much longer ground path. Proceed on foot into the open area, use the Drawbridge key, and get up on the ramp to the cave. Dislodge more snowballs and enter the cave, triggering a massive avalanche. Jump and grab the left wall of the pit and shimmy across, then pull up at the end. Exit the cave and find the Hut key in the snow, but Save and arm yourself before stepping on the square with the key, because you are about to face a really tough battle. When you approach the key, a guy riding a snowmobile equipped with a machine gun will attack you from over by the drawbridge. There is no place to hide -- you have to fight this guy straight up (which is one reason we've been so conservative with our life.) Start by ducking behind the ice block beside the key and let your enemy charge at you and then drive away from you before you come out. Keep moving, shooting (I recommend Uzis) and rolling, and do not let him run into you. As with any shooting enemy, try to stay behind him as much as possible. If you can survive with 70% or more of your life left, you did really well, but that will probably take several tries. However, it is rather necessary because we have several more grisly encounters (including 3 more of these shooting snowmobiles) to survive before the end of this level. I would like to point out that this is one of those battles that highlight the enhanced difficulty of the "continued" game. Unlimited ammunition and use of all weapons give you absolutely no advantage here. Moreover, the longer the snowmobile guy stays alive, the more damage you will take. In a "fresh" game, it only takes 100 hits to stop this guy -- something that, with a little practice, you can do while taking virtually no damage. However, in a "continued" game, it requires a full 200 hits to win this battle, meaning the battle will last roughly twice as long. You can dodge his shots for a while, but as time goes on, the probability that he will never point directly towards you and shoot you goes down dramatically. To give you some idea of the difference, I went into this battle with 90% health remaining, having only taken damage from the mercenary down near where I got the Drawbridge Key. In my "fresh" game, I finished this battle with at least 80% life remaining; in my "continued" game, I felt fortunate to survive with two-thirds remaining. Hop on your snowmobile (or walk -- the snowmobile will not make it through the cave nearest the hut anyway) and go all the way back to the hut. (BTW, it IS possible for you to ride the black snowmobiles, but since the X button fires bullets instead of giving a speed boost, the black snowmobiles will not make the big jump across the gap in the ice bridge. This is why I advised you to park your other snowmobile in a safe place.) If you didn't get them earlier, there will be two leopards to eliminate as you near the hut -- do so. Open the hut, stand in front of the switch, and Save. Throwing this switch will release three mercenaries from over by where the first Secret was, and you want to fight them one at a time. Throw the switch, then quickly run out of the hut (easier said than done with that stupid table and chairs in the way) and back deep into the cave, using evasive jumping to avoid their gunfire. When you can arrive at the cave without getting hit, Save. Now you can slowly advance and pick them off with your M16 one at a time as they venture into the cave (They will only advance up to about the first snow drift). You can -- and should -- survive this encounter with zero damage. Head through the new area until you come to a hexagonal opening into a large open area. Hitting the ground will trigger an all-too-familiar encounter with a shooting snowmobile -- only this time the rocky terrain and limited visibility will make the battle much more difficult. I had my greatest success with running forward, jumping onto the second rock, aiming left, and pivoting as the enemy moved from left to right. When he turned and aimed for me, I jumped over to the long rock ledge across the pit and pivoted some more. By jumping back and forth between these two rocks, I was able to knock him out after taking only a couple of hits from him, leaving my life right around half. With practice, you can surely do at least this well. Shimmy across the pit, climb down to get