LEVEL 2: FOOL'S GOLD
Kills: 62 Items: 57 plus grenade launcher,
circuit board, 3 keycards* and 3 secrets
*NOTE: Starting inventory
for the demo version is small and large medipaks, 2 flares,
loaded shotgun and pistols (unlimited ammo). In the demo
version, or if you missed them in the first level, regular
pick-ups will include the M-16 assault rifle, automatic
pistols and Uzis.
Jump into the water and swim forward and up to another
opening where you can surface. When you do, the three small,
square doors at ground level open. You'll emerge under fire
from a sniper up in the opening
on the right. A Doberman emerges
from one of the small, square doorways and attacks from
behind. If you wait a minute, another
thug with a shotgun will come downstairs and through
one of the square doors. He drops some
shotgun shells. These guys are foot soldiers for
A.V.A.L.A.N.C.H.E.
There's also a large medipak in
the small room below the ledge where the sniper was.
ROOM WITH STAIRS AND POOL: Go through either small
square door into a room with a pool. Another
Doberman sneaks up as you
explore. Pick up the flares on the
ledge across the pool next to the yellow tank. Now head up
the stairs. As you approach the shotgun
shells near the window, 2 guys
carrying flamethrowers come into the room below and
start up the stairs. I found the easiest way to dispose of
them was to grab the shells, pull out the shotgun, kill one
of the guys from above. Then, as the second guy comes up the
stairs, jump down to the floor and kill him from below. If
Lara does catch fire, you can either reload or jump into the
pool. One of these guys has a small
medipak.
(NOTE: You can also shoot out the
window near the shells and jump down into the room where you
started. You'll be able to shoot the flame-throwers through
the windows without taking fire damage if you stay against
the back wall. Just be sure not to step on the square in
front of the pools, which re-opens the small, square doors.)
On the upstairs wall near the opening above the pool,
you'll find a switch. Pull this
to open a door elsewhere, releasing another
goon. If you wait near the
switch, he'll come to you. Jump over the hole in the floor
into the doorway opposite the switch. Go back into the
hallway and continue past two doors—a closed one with wooden
crates behind it and the one you just opened—to the upper
opening where you killed that first sniper. Relieve him of
some shotgun shells and pull the
switch to open the door to the
room with the crates.
SMALL ROOM WITH WOODEN CRATES: Follow the hallway
back to that room. Just inside the door is a
movable crate. Pull this out
into the hallway (4 times). Turn left, go down the stairs,
then climb into the raised opening on the right to get back
to the crate room. Pick up the 2 sets of
M-16 clips from the floor.
(NOTE: If you don't yet have the M-16
ASSAULT RIFLE, you'll get it here instead of one of
the clips.) Pull the other movable
crate to reveal SECRET #1,
the gold coins.
Exit to the right and go to the second door (the one you
opened with the first switch). Climb over the metal ledge
and continue to a windowed room with 2
bad guys pacing around inside. If you walk along the
ledge near the windows, you'll hear the door open and one of
the mercenaries will come out. You can kill him as he
approaches. Don't forget to take his
small medipak. You'll have to go around the building
and inside to get the second guy, who's carrying
2 boxes of shotgun shells. Inside
the room with the windows is another
switch. Use this to open the gate just outside
leading to the next area.
(NOTE: On the way out, check
into the hallway ahead with the carved portraits of Joseph
Stalin. You'll return here later for a secret.)
OPEN AREA WITH VARIOUS SMALL BUILDINGS: Enter this
area and run across to the wall near the box with the
shotgun shells on it. There are
2 snipers on the roofs—one on
each side. Take them out before exploring any further.
Continue forward to the alley on the left. Hop up onto
the block with the M-16 clips and
you'll be able to kill the Doberman
that charges from the alley without getting bitten. You'll
find a box of flares in the snow
at the back of the alley. Come back out to the main area and
head to the left. Inside the cave you'll find another
dog and some more
M-16 clips. (The ramp there is too
steep to climb, and the double doors don't open yet.)
Return to the open area and use the box under the hammer
and sickle/CCCP sign to climb onto the roof. A
goon with a club pops out from
behind the roof peak, and 2 crows
fly in from behind as you fight. When it's over, grab the
goon's shotgun shells.
Jump across the alley to the rooftop where the first
sniper was standing. Get more shotgun
shells from him. Then follow the ledge around past
two doorways—one small, one larger—to the second sniper. If
you explore inside the smaller door, another
club-carrying baddie emerges.
He's carrying a small medipak.
(NOTE: A little farther in, you can see
SECRET #2, the gold bars, behind some barred windows. You'll
get it a bit later on from the other side. There are also
two ramps leading back down to the lower level.)
The second fallen sniper has more
shotgun shells for you, and there's
another box of shells laying in
the snow nearby. If you haven't killed him already, that
last guy with a club will sneak
up from behind.
As you approach the doorway beyond where the sniper fell,
a guy with a shotgun emerges. He
also has a small medipak. Enter
the room he came from and use the switch to open the nearby
door. Inside you'll find a CIRCUIT BOARD
guarded by an angry Doberman.
Take the CIRCUIT BOARD back to the larger opening at the
other end of the open area (the one between the two rusty,
circular ducts). Inside you can place it in the electrical
panel to open the door.
DARK ROOM WITH MANY CRATES AND RAMPS: Enter the
dark room and immediately climb onto the block ahead and a
little to the left to await the arrival of an
armed snowmobiler. He can't run
over Lara when she's on the block, but he can still shoot.
So take him out quickly (the M-16 works well). There are
also 3 rats scampering around on
the floor. Either kill the rats right off, or get a lock on
the snowmobiler and keep holding the Action key so Lara
won't target the rats.
After taking care of the snowmobiler. Scour the room for
goodies: flares on a box to the
right of the entrance, M-16 clips
off to the left behind a low wall, a
large medipak and a KEYCARD (type
1) on some crates near the far left corner, and
Uzi clips behind one of the ramps.
(Watch out for rats in case you
missed any.)
When you take the keycard, a bad guy
with a club appears down below in the open area near
the door the card will open. If you wait inside this room,
he'll come to you. If you go outside, however, you'll
trigger the snowmobilers (see
next paragraph) and have to deal with all of them at once.
BACK OUTSIDE WITH NASTY SNOWMOBILERS: When you
exit back to the open area, the double doors in the cave
below open and 2 snowmobilers
come out to play. One comes up the ramp and through the dark
room; the other circles around down at ground level. You can
get up on one of the boxes inside the dark room, but there's
a nice, safe, well-lit spot outside. Turn right and run
along the ledge and over the roof to the corner. Climb onto
the square column with the concentric circles carved on it.
Dispatch the first snowmobiler from here. Then move to the
edge of the roof to get the second one down below.
(NOTE: Alternatively, you
can take the first snowmobiler's ride and have yourself a
lovely shoot-'em-up. Or, you can go down the ramp, as in the
paragraph below, climb onto the ledge and kill the first
snowmobiler as he drives past. Then, later, when you exit
this area—either by the ramp or through the dark room
above—the second snowmobiler will appear.)
RAMP DOWN FROM DARK ROOM: In the dark room with
many crates, along the right wall near the back, there is a
movable box. Move it aside to
find some flares underneath and an
opening behind it. Follow the ramp down to a metal ledge.
Climb onto it and take out the guy with
the shotgun on the other side of the pool.
POOL BELOW RAMP: Dive into the pool, find the
lever on the central column and
pull it to shut off the propeller.
Surface and climb out of the water above the lever and to
the right. A man with a flamethrower
approaches from the dark hall ahead. Take him out before he
gets close enough to toast Lara. Get a
small medipak off his body and some
flares in the room at the end of
the hall.
Return to the pool and take a running jump to grab the
ridged metal wall, which serves as a ladder. Climb up to the
room above. Pull the movable crate.
When you pick up the grenade
underneath, a door opens on the other side of the room. Go
inside and get another grenade.
When you do, a second door opens behind the crate, giving
you access to the GRENADE LAUNCHER.
Dive back into the pool and follow the underwater passage
past the propeller. Pick up 2 sets of
automatic pistol clips on the bottom. Turn around,
swim to the rusty ledge and climb out. Kill a rat and claim
2 more sets of automatic pistol clips.
(NOTE: If you don't have them yet,
you'll get the AUTOMATIC PISTOLS
and one set of clips instead.)
Swim to the other end of the hallway and exit through the
panel with Stalin's face on it, which opens as you approach.
You emerge in the hallway near the double doors below the
ramp.
LOCKED DOORS AND THREE KEYCARDS: Head to the left,
cross the open area and use the KEYCARD in the YELLOW STAR
LOCK to open the door under the big fan.
(NOTE: If you didn't kill that second
snowmobiler earlier, you'll have
to do that now.)
Enter the small room ahead, and pick up another
KEYCARD (type 1). When you do
this, a goon with a club will
vault over the doorway ahead. Kill him and take his
small medipak. Climb into the room
from which he came. There is a RED STAR LOCK here, as well
as a switch. The switch opens
the outer door, and your card doesn't work in this lock. To
get the right card, pull the switch then climb back into the
doorway. Another bad guy will
appear in the next room. This one has what you need: a
KEYCARD (type 2) with a red star.
Before unlocking the door, backtrack for a secret. When
you crossed the threshold near the YELLOW STAR LOCK, you
also opened a door back in the short hallway with the carved
portraits of Stalin. To get back there, leave the keycard
rooms, make your first left (into the doorway through which
you entered this area). Then turn right and you'll see it.
The door at the right end of this hallway is now open. Go
inside, climb up onto the slope, and pull the
switch on the right. This opens
the door at the top of the slope and lets in
3 Dobermans. Beyond the door is
an open area with SECRET #2,
the gold bars.
Return to the keycard lock rooms and use the TYPE 2 CARD
to open the RED STAR LOCK. Use the
switch to open the outer door. Then hurry through;
it's timed.
SNOWY AREA WITH IRON SUPPORT BEAMS AND WOODEN CRATES:
Advance to the open, rocky area on the left.
Two nasty guys with clubs
attack—one from the right, one from the left. Take care of
them, then climb up the snowy rocks in the left corner. At
the top, turn right and walk along the ledge toward the
rusted metal support beam. Take a standing jump to the beam,
where you'll find some flares.
Ready a decent weapon, then cross the beam to the area
with the wooden crates. Two thugs with
shotguns emerge from behind the crates. When you've
dealt with them, find the movable
crate near the back. Slide it aside and go around (or
over) it to step on the spot where it was, then jump on top
of it to avoid being cornered by 2
vicious dogs. Kill them. Move the first crate against
the wall or the wooden ledge. This will enable you to pull
the second movable crate aside
to find a grenade and
2 sets of Uzi clips underneath.
There's also a large medipak on
top of a box on the other side of this area. When you pick
it up, another bad guy exits the
building below and climbs up the rocks. If you're alert, you
can easily kill him before he gets to Lara. He drops a
small medipak.
You can also shoot the guy pacing
around behind the building from the top of this box.
No need to waste M-16 ammo here either; pistols will do
nicely. Safety-drop down onto the rusty ledge closest to the
spot where he was pacing. Climb up to him and find
2 sets of Uzi clips on the ground
near the window. (NOTE: If you didn't
get them earlier, you'll get the UZIS
here instead of one set of clips.)
Walk back to the edge and slide down toward the second
building. There are clips for the
automatics on the iron support sticking out of the
snow off to the right. (Use a standing jump to get onto the
snow next to the support.) If you want all the kills, take a
running jump over to the rectangular ledge made of rusted
metal. When you do, a crow will
fly in and another goon will come
out of the building to attack. When you're ready, climb up
to the door of the second building.
BUILDING WITH FLAMETHROWERS: There's a
rat just inside and
2 guys with flamethrowers in the
next room (behind the metal bars). Climb onto the rusted
metal ledge on the left. Don't hop down on the other side
yet; there are 3 more rats there,
and the whole area is rigged with lethal
rolling barrels. Instead, wait
for the flamethrowers to appear behind the bars and shoot
them. Hop back behind the metal ledge if they start to shoot
flames. If one of them comes to the barred doorway, you can
back up onto the steps outside, where it's safe.
(NOTE: Alternatively, you
can slide down from the building with the crates at the left
side and enter the second building through the left door.
Kill the rats and flamethrowers. Then exit through the other
door to get the Uzis and various clips. I prefer the first
way, since the Uzis are useful against the flamethrowers.)
Now clean up any leftover rats, jump down into the area
behind the ledge and make a dash for the alcove on the left
to avoid the barrels. (You may
want to trigger all four sets of barrels so you don't have
to worry about them later.)
At the top of the barrel slope on the left is a
depression with a trapdoor and another YELLOW STAR LOCK. Use
your remaining KEYCARD to unlock the trapdoor and the big
double doors in the barrel area.
There's another flamethrower
waiting for you outside. You can deal with him in several
ways. I prefer climbing out of the pit, running through the
double doors into the small doorway beyond, turning around
and taking out the flamethrower as he follows you in. (You
can also swim in through the trapdoor and surface in the
pool.) In either case, you can jump in the pool if Lara
catches fire.
At the bottom of the larger pool, you'll find
2 sets of Uzi clips, a
small medipak and
flares. In the smaller pool at the
far end of the room, there's a grenade
and a large medipak.
Now head through the doorway between the yellow and brown
signs. Climb onto the ledge just inside on the right. You
can kill guy with the shotgun on
the ledge above by jumping up to get a lock on him, then
hopping up and down while firing. Climb onto the ledge for
2 sets of M-16 clips. Then drop
down and continue on.
SKELETON CAVE: Enter the cave and go to the right
to the end of the metal walkway. Take a running jump to grab
the square stone block just above the bridge with the
skeleton on it. Pull up. If you like, you can now shoot the
guy you saw through the window earlier.
Below and behind this block is a shallow pit containing
SECRET #3, the
gold skull. Grab it and
climb back up to the block above the bridge. Turn and drop
back to hang off the edge of the block, but don't drop to
the bridge yet. When you hang there,
2 baddies with clubs emerge. Pull up and take them
out from relative safety; then drop down to the bridge.
Cross the bridge and jump over to the rocks on the right.
Kill the bad guy above if you
didn't already, along with 2 meddling
crows. Climb up to where the bad guy's body is and
pick up automatic pistol clips and
a small medipak from the ground.
Climb back down to the skeleton bridge. Take a standing
jump to grab the ridged metal wall. Climb down to the
bottom, then climb sideways as far as you can to the left or
right. This will enable you to drop onto one of the flat
ledges at the sides of the ramp. Walk back to the skeleton,
take the large medipak and kill
the 5 rats that emerge from the
hole.
Slide backwards down the slope, grab the edge and drop to
the ground. Turn around and head to the left side of the
cave. You'll find 3 boxes of shotgun
shells behind a low wall. Go through the tunnel near
the skeletons to finish the level.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
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rights reserved.
Tomb Raider
2
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