LEVEL 7: SINKING SUBMARINE
Kills: 5 Items: 6 plus Uzis, Desert Eagle,
Swipe Card, 2 Keys, Nitrogen Canister, Oxygen Canister and 2
Golden Rose Secrets.

You're back inside the nuclear sub, only things have
changed a bit after the blast. The map to the right includes
some areas where you've already been. Blocked passages are
indicated by jagged lines. The X near the top left marks the
spot where you begin.
(NOTE: Again, the map comes
from tombraiders.com and is used with permission. I have
modified it from Theresa's original to follow my text.)
DIVING SUIT AREA: You can explore the diving-suit
rooms ahead if you want to, but they don't contain anything
you need. If you want to skip them, just turn around and
climb down the ladder (or safety drop) to the deck below.
Enter the TORPEDO ROOM and shoot the
bad guy on the other side. He
drops some Uzi clips. Continue to
a T intersection, killing another goon
in the hall to the right. He drops Desert
Eagle clips. Continue to the right and climb the
ladder to the MIDDLE DECK (where the KITCHEN and MESS HALL
are located).
Just down the corridor on the right is a partly flooded
hall with fires blocking the
way. At the end of the hall (around the corner to the left)
is a swipe card door, for which you still don't have a card,
and an empty STOREROOM. The vent above the storeroom has
collapsed, so this is a dead end until you get a swipe card.
You'll have to go through the BURNING HALLWAY.
Approach the first flame but
don't get too close. Position Lara a full floor tile from
the flame and as close to either wall as possible. Take a
standing jump over the flame. If you set it up correctly,
Lara won't take any heat damage. Enter the STOREROOM
on the left (between the two flames). Search the shelves
near the crate to find the UZIS.
Again, the duct overhead is blocked. So go back into the
corridor and jump over the second flame
(on the left) the same way you did the first. Continue
toward the MESS HALL.
Cut Scene: Live wires dangle
into the water pooled on the floor. Not a safe place to
play.
If Lara steps into the water on the floor, the
electric shock will quickly
drain her health. So use the tabletops to get across. Take a
standing jump from the edge of the doorway (taking care not
to step off) onto the tabletop ahead. Take another standing
jump to the next table, making sure to stay to the left side
so Lara doesn't hit her head on the overhanging duct and
fall into the water.
The KITCHEN is on the left, but wait to go there.
More dangling wires there
prevent you from getting anything done. Instead, jump to the
third table on this side of the room. Walk to the corner of
the table nearest the doorway at the end of the room. Take a
hop back then do a running jump, pressing Action to lower
Lara's arc, so she lands just inside the doorway.
It's safe to walk through the water in the next hallway.
Turn right at the T and kill the goon
hiding in the STOREROOM. This room (shaded gray in
the diagram) was inaccessible in the SUBMARINE level, but
the goon has opened the door for you. He won't be needing
his SWIPE CARD anymore, so feel
free to take it. Also grab a small
medipak from the shelf opposite the door. Return to
the doorway to the MESS HALL.
Take a standing jump from the doorway to the table
straight ahead, then another standing jump to the next
table. Be sure to jump on the left side so Lara doesn't hit
the duct above. Jump again to the third table. There's still
nothing doing in the HEAD, so you can skip that area. Take a
standing jump from the last table on the left to the table
across the aisle, pressing Action so Lara doesn't hit her
head. Repeat that move to get into the doorway of the
BURNING HALLWAY.
Go back through the BURNING HALLWAY, jumping the flames
as you did before. At the T, go to the right. (Left leads to
the ladder down to the TORPEDO ROOM.) Now that you have a
SWIPE CARD you can open the door at the end of the hall.
(NOTE: There may be buggy dramatic
music here. Don't worry, there's no danger.)
BEHIND SWIPE CARD DOOR/TO UPPER DECK: Follow the
hallway past a CORRIDOR WITH DANGLING WIRES. Note the
locked STATEROOM door beyond the live
wires. You'll be back. Continue to a ladder and climb
to the UPPER DECK.
Follow the hallway past a CONTROL ROOM WITH DANGLING
LIVE WIRES.
(NOTE: It's possible to
cross this room by jumping from console to console, but it's
much easier to come back later when the power is off.)
At the end of the hall is a SECOND CONTROL ROOM WITH
PERISCOPES. Cross the room and open the hatch with the
wheel. Enter.
Cut Scene: Lara meets the
injured admiral. He gives her a key.
After the cut scene, you'll have a
SILVER KEY in your inventory. Make a mental note of
the ladder on the wall next to the admiral. This leads to
the ESCAPE POD. If you check it out, you'll notice
there are two empty receptacles on the wall up there. You'll
need to collect a few items to make the pod work.
BACK INTO THE AIR DUCTS: Go back into the SECOND
CONTROL ROOM WITH PERISCOPES. Look for the vents on the duct
running along near the ceiling on the left side of the room.
The second vent cover is loose. Stand on the small, square
table beneath the vent and jump straight up while firing
pistols to shatter the slats. Take a standing forward jump
from the edge of the little table to grab the opening in the
duct. Pull up. (Now you're inside the duct opposite the one
where Lara overheard the admiral and Mikhailov arguing in
the first submarine level.)
Crawl to the right and around the corner to a
trapdoor. Open it and drop into
the STOREROOM WITH ELECTRICAL SWITCH. The
switch is high on the wall
between the two yellow signs. Position Lara directly under
the switch. Then jump straight up and press Action to grab
it. This turns off the power in strategic areas of the sub,
deactivating the dangerous live wires. The admiral's key
doesn't open this locked door. So, for now, return through
the duct to the CONTROL ROOM.
Go out into the hallway and on to the CONTROL ROOM WITH
DANGLING WIRES. Now that you've turned off the power, it's
safe. Enter and pick up a large medipak,
Desert Eagle clips and the
DESERT EAGLE PISTOL, which are
lying on the floor. Also take the yellow
NITROGEN CANISTER on top of one of the rear consoles.
Exit and go to the right. Climb down the ladder to the
deck below. The first passageway on the left, previously
blocked by live wires, is now safe. But before going in,
take a little detour to get a secret.
Continue straight on through the open swipe-card door,
then to the right back to the BURNING HALLWAY. Jump the
flames as you did before. Go through the MESS HALL, which is
safe now that the power is shut off, to the kitchen on the
left. Pick up the golden rose from
the floor. This is secret #1
(17/36). Return through the MESS HALL and the BURNING
HALLWAY. Go right at the T and through the open swipe-card
door at the end of the hall. On the right, before the ladder
leading to the UPPER DECK, is the CORRIDOR WITH DANGLING
WIRES. The power is off and you've got the SILVER KEY, so go
through and unlock the door to the STATEROOM.
Enter and search the lockers. You'll find a
small medipak and the
OXYGEN CANISTER.
Two bad guys ambush Lara in the
hallway as she leaves. Take care of them and pick up the
BRONZE KEY one of them drops. Now
you can get the second secret.
Climb the ladder on the right to the UPPER DECK. Follow
the hall back to the SECOND CONTROL ROOM WITH PERISCOPES.
Jump from the table to grab the open duct and crawl in.
Follow the duct to the right back to the STOREROOM WITH THE
ELECTRICAL SWITCH. Use the BRONZE KEY to open the locked
door. Secret #2 (18/36),
another golden rose, is in the
drawer. Return through the ducts to the CONTROL ROOM.
Go through the wheeled hatch at the back to where the
injured admiral is. Climb the ladder to the ESCAPE POD. Use
the NITROGEN CANISTER in the receptacle on the left. This
opens the other receptacle. Use the OXYGEN CANISTER there.
Cut Scene: Lara offers to
aid the admiral in escaping but he refuses.
Two back-to-back FMV sequences:
In the first movie, Lara rides the escape pod to the surface
where she is spotted by Jean-Yves, and the admiral bravely
goes down with his ship. Then we return to the present day,
with Lara's old friends discussing the weather. The second
movie introduces the third episode, which involves young
Lara's adventures on a mysterious island.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
Chronicles
The Gallows Tree
Back to Top