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The Ultimate Tomb Raider II Walkthru |
Jump over to the graphical version of the walkthru... Ultimate Tomb Raider II Other Levels:
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Level 9 - Living Quarters Text Version This walkthru is text only and presented in its entirety. If you don't want to spoil later events in this level, don't scroll down any further than what you want to read. Click on a step number to go the graphical page for that step.
1 - Again you begin under water, so you must act quickly. Swim straight ahead… 2 - When you pass through the first opening into the ship, immediately turn to the left. 3 - Here you'll find a big lever that opens a hatch into the actual interior of the ship again. 4 - Continue on through the cave and swim up to the hatch you just opened. The swimming can be a bit tricky as there's some suction action going on here. 5 - Come up for a breath of not-so-fresh air. 6 - You find yourself in a long room with large beams arcing upwards. Run towards the other end of the room. 7 - As you get closer to the other end, a guard appears. Use your automatic pistols to take him out quickly. 8 - Proceed into the piston chamber and stop for a moment to be in awe of the size of this room. Ok, that's good enough…keep moving… 9 - Run down to the opposite end of the chamber. 10 - Climb up onto the mechanical box inbetween the two sides of the chamber. Notice the switch high up on a ledge on the other side of the room. 11 - Drop down onto the other side and run into a rusty hallway. 12 - Follow the rusty hallway around a few twists and turns until you get to the end of the hallway where a hole drops down to a lower level. Get your guns ready… 13 - …and take out the two thugs that come around the corner. One of them drops automatic pistol clips and the other drops harpoons. Yes! 14 - Step out into the next hallway and quickly turn left…to see some barrels rolling down towards you. Sideways jump (or sidestep) back into the first hallway to avoid the barrels. 15 - After the barrels roll past, wait a few seconds for a third guard to appear, then run into the next room, sticking close to the left wall (some more barrels roll down on the right side of a ramp), then run up the ramp past all the flame grates. 16 - At the top of the ramp, turn right, then do a running grab jump across to the crevice above the flame grates. 17 - Shimmy right as far as you can go, over all of the flame grates. 18 - Drop off the ledge at the end of the hall and throw the big switch that shuts off the flames (although now that you're past them, I'm not sure why you have to turn them off - but things get even more strange later in the level, so we'll let this one slide). 19 - Climb up the wall on the left, go into the next room, climb up a small ladder and proceed down the tunnel. 20 - Here you come to a room with a hole in the floor and a big switch on the wall. Throw the big switch, which changes the height of each of the pistons in the piston chamber. 21 - Drop down the hole in the floor and run into the piston chamber. Climb on the mechanical block you climbed over earlier and line yourself up with the first piston. 22 - Do a standing grab jump up to the first piston, walk to the edge and do a standing grab jump to the second piston. When you climb up onto the second piston, don't walk forward, but do a standing grab jump from the back edge onto the third piston. Then walk to the edge and do a standing grab jump onto the fourth piston. 23 - From the fourth piston, you can take out a guard who's in the tunnel at the end of the chamber.
25 - Do a running jump towards the ledge extending out of the tunnel on the end wall. You won't be able to grab the ledge, but you'll land on one of the slanted walls, minimized Lara's injuries. Run back down to the other end of the chamber, climb up and jump across all the pistons again. 26 - This time, however, do a running jump off the fourth piston into the tunnel. 27 - Run down the series of corridors here… 28 - …until you come to a rusty crate that can be moved. Push it further into the wall three times, revealing a drop down and a hallway off to the left. Continue left down that hallway. 29 - Around the corner you'll find another moveable crate. Push it into the wall once, revealing a drop down into the room with the switch that changes the piston height. 30 - Drop down into the room with the switch… 31 - …and throw the switch to return the pistons to their original positions. 32 - Climb back up by the moveable crate. 33 - Run all the way back through the tunnel until you're back in the piston chamber, and jump across the pistons to the other side of the room. 34 - On the last piston, position Lara to jump across to the ledge with the switch, the same way you did earlier to grab the Stone Dragon. 35 - Throw the switch here, which floods the room that had all the flame grates in it. 36 - Again, jump down using the slanted portions of the mechanical block below to help lessen the damage to Lara. 37 - Once you're down on the main floor, run back through the rusty hallway again. 38 - When you get to the drop down to the next level, you'll notice it is now filled with water. Light a flare and jump in. Swim out into the next hallway, and as you reach then fire grate room itself… 39 - …turn left around the corner and pull the big lever that's high up on the wall (you probably noticed it before and wondered how to reach it). 40 - Turn around and swim towards the door that the lever opened, and ready your harpoon gun. 41 - Swim into the next room, then down through the hole, where a frogman is just dying to meet you…well, he'll get his wish if you have anything to say about it! Once you kill him, look for the other small opening in the ceiling of this big room that you can swim up into to get some air. 42 - Once Lara's high-capacity lungs are full, swim down and through the cave entrance, sticking towards the left side. 43 - There's one of those nasty eels here that can do major damage, so pay attention. Swim past it and pull the big lever on the wall. 44 - Swim back past the eel. Back in the cave where you killed the frogman, swim up to the hatch you opened with the lever. 45 - Climb up into the gear room, heading towards the center of the room, where you can shoot the thug on the walkway above you. This is where the Living Quarters is really strange… 46 - On one side of the central gearshaft is a switch, and on the other is a door. If you throw the switch, the door opens. Inside that room are more switches, and moving platforms that you have to carefully time your way across to throw yet another switch that lowers a trap door in this room. The weird thing is that none of that is necessary…there's no reason to do any of it. There's also a crate higher up here in the gear room that can be moved…again, for no real reason. So, with that in mind, run along the central gearshaft towards the switch. 47 - When you get to this metal grate near the switch, turn to the right and do a standing forward grab jump up to the level above. 48 - Now run on the walkway to the right side of the room, where you can see a doorway in the corner. Do a running jump across through the doorway. 49 - Take out the guard in the room you come to. 50 - There are two ways out of this room. There's a left hallway, and a door on the right leading to another small room. Go into the room on the right. 51 - In this room is a pit with shredding steel in it, the Gold Dragon sitting there calling your name. There's no way to jump down without killing Lara, but if you light a flare and look up, you'll notice that you can go up! 52 - Do a standing forward grab jump up and pull Lara into the little attic space. 53 - Walk into the corner with the collapsing tile and drop down.
55 - Walk through the shredding steel, climb out of the pit and go down the left-hand hallway. 56 - There's a ramp and a few steps down to a lower level, and from here you can see the Jade Dragon outside in the water. 57 - Go down the ramp and the steps and shoot a barracuda in the water with your pistols. 58 - Then wade into the water over a collapsing tile, and back up, waiting for a second barracuda to come at you. 59 - Once you nail the second fishie, swim down through where the collapsing tile was into a narrow tunnel.
61 - Swim back through the tunnel and climb up into a room that's been twisted all about. 62 - Run over to a spot where there's a small space between a slanted wall and a pillar with a crack in it. Jump into that small space. You'll land on a collapsing tile, and if you're really quick, you can try to immediately jump up and grab the crack in the pillar. But there's an easier way to do this… 63 - Jump out of the small space onto the other side and climb up onto the little ramp next to the slanted wall. 64 - From here, it's an easy running grab jump across to the crack and the crevice that opens up to the right. 65 - Shimmy over until you can climb up. 66 - Run to the upper right corner of the twisted room, where you'll see a doorway. 67 - Continue into a room with that ugly red carpeting and shoot the guard who's up on the stairway. 68 - Run up the stairway and onto the balcony overlooking the parlor. 69 - Continue into the next small room. 70 - Here you'll find a moveable wooden crate. Pull it out once to open a passageway out of the parlor. 71 - Run back and jump over the balcony railing into the parlor. 72 - When you get around the corner into the bigger part of the room, another guard needs to be dealt some death. 73 - Run over to the left side of the room where you'll find a big pit. You want to get across to that doorway, but there's no way to jump up or across to it…yet. Jump down into the pit… 74 - Pull out the wooden crate in the corner. When you do this a guard will appear up in the parlor and start to shoot at you. 75 - Return the favor, killing him dead. 76 - Climb over the crate and grab the Theatre Key lying on the floor. 77 - Climb out of the pit and run back through the parlor towards the balcony. 78 - As you get close to the balcony, notice the hallway leading off to the left…that's the passage you opened up when you moved the crate earlier. 79 - Run up the red stairway… 80 - ..and past the Theatre entrance and the lock you're going to use in a minute… 81 - …until you come to a clubber guy on a small stairway. You know what to do. 82 - Run back down and use the Theatre Key to unlock the doors. 83 - Turn right, where another guard will be coming down the stairs. Shoot him, then run up into the theatre. 84 - Well, wouldn't you know it…just one group of box seats and they're already taken. Well, Lara can fix that, too. 85 - Climb up into the box and shoot the second guard that's there. Anybody care to guess what two guards were doing in a dark theater? 86 - Back in the corner of the box, push the button to open a section of the theater's curtain. 87 - Run back down and make your way over to the left side of the stage. 88 - A guard pops out from around the curtain. Make sure this is his last curtain call (ok, no more bad jokes, I promise). 89 - Light a flare and run backstage where you need to pull a crate out. 90 - Climb onto the crate and climb up over the backstage wall into another dark, creepy hallway (isn't the music giving you the willies?!) 91 - Run down the back hallway, jumping over the large spike-laden pit in the floor… 92 - …and push the button on the end wall. This floods the big pit in the parlor. 93 - Run out of the theater and make your way back through the red carpeted hallways, taking out one last guard. 94 - Go back through the parlor to the big pit… 95 - …which you can now swim across to the ledge and the doorway. 96 - Pull yourself up and take a few steps to finish the level. Although you've finished the level, the mysteries remain…was there a purpose to those "unused" portions of the level? And why was it called "Living Quarters" when you never actually went into any living quarters? The world may never know. |