LEVEL 9: LIVING QUARTERS
Kills: 21 Items: 8 (12)* plus 1 key and 3 secrets
(*Under found items, the number in
parentheses shows total including extra items granted for
finding all three secrets. Note that the regular pick-ups
for this level include the harpoon gun, automatic pistols,
shotgun and Uzis if you didn't get them earlier.)
UNDERWATER/ENGINE ROOM: You begin underwater where
you left off a moment ago. Swim through the metal arch and
around to the left. A lever
here opens a trapdoor in the hull on the opposite side of
this area. Enter and shoot the guy with
the club who comes out to meet you. Take his
small medipak then go through the
doorway he came from. You're now in the Maria Doria's engine
room. The tall pillars are the engine pistons (I think).
BURNER ROOM: Go to the doorway at the opposite
corner of the room and follow the passageway, killing
2 thugs on the way and taking
their auto pistol clips and
harpoons. (NOTE:
If you've been asleep at the controls and don't already have
the AUTOMATIC PISTOLS and
HARPOON GUN, you'll get them here
instead of ammo.) Turn left, jump over the
barrels that come rolling toward
you, and kill another bad guy.
Note the lever high on the wall
next to where you came in. This opens the door at the top of
the ramp, but you can't get to it yet. For now, go to the
top of the ramp and face the burners. Take a running jump to
grab the crevice, then traverse to the right over all the
burners. Drop down and pull the switch
here to turn off the flames.
Go through the opening above and to the left. Continue
until you reach a room with a switch.
Pull it to change the positions of the pistons. Drop down
through the opening in the floor to return to the engine
room. Climb up at the right and do the jump-grab routine
across the pistons. A guy with a gun
is waiting in the room at the end, and you may be able to
take him from here. Before jumping to this doorway, do a
running jump to the ledge on the right to recover
SECRET #1, the
Silver Dragon. From there, run,
jump and grab the sill of the doorway. Kill the bad guy if
you haven't already and take his
automatic pistol clips.
HALLWAY WITH MOVABLE BLOCKS: Follow the passageway
until you come to a dead end with a
movable block. (The following sequence is illustrated
in the diagram below). Push the block as far as it goes
(three times). You'll reveal an opening on the left leading
down into the room below and a second opening, also on the
left, a little farther on. Enter the second opening, where
you'll find another movable block.
Push this block once. Return to the first block, and pull it
back out twice. Jump the gap into the hallway near the
second block, and go to the right. In the area behind the
first block you'll find 2 boxes of
shotgun shells. (NOTE:
If you don't yet have the SHOTGUN,
you'll find it here.)
(BUG NOTE:
In some versions of the game there is no first movable block
in this hallway. Instead, you can walk right up to the
alcove with the shotgun shells and take them. Be sure to
move the second box, though, so you can climb back up after
dropping into the room with the piston switch.)

Drop down to the room below and use that
switch again to move the
pistons back as they were. Climb back up into the hallway
where you moved the blocks. Turn around, jump the gap and
return along the hallway to the doorway above the engine
room. Jump across the pistons again to the other side. Do a
running jump and grab the edge of the alcove to the right.
Pull up and throw the switch to
flood the burner room.
FLOODED BURNER ROOM: Now that it's underwater, you
can swim to that lever and pull
it to open the door at the top of the ramp. Swim through
this door then down through an opening in the floor. Kill
the scuba diver and swim up into
a small air-filled opening next to the one through which you
came in. (NOTE: If you're low
on harpoons, you can also head for this opening right away
and shoot at the diver from here.)
SEA BOTTOM: Swim through the blue opening with the
seaweed growing in it. Hug the left wall to avoid the hungry
eel and you won't have to waste
harpoons killing it. Pull the lever
to open the trapdoor in the ceiling just outside this cave.
Re-enter the ship there.
ROOM WITH RAISED DUCTS: A thug
with a gun is lurking on the duct above, so kill him before
proceeding. A simple shortcut may enable you to skip over
the next bit of business. Take a standing jump up onto the
raised walkway running along the middle of the room.
Position Lara on the square made of silver grating three
squares from the wall with the switch.
Face the switch, then turn right and walk to the edge.
Sidestep to the right side of the square. Take a standing
jump from that spot to grab the blue duct ahead. Pull up.
Follow the duct up to the end. Take a running jump to the
doorway with the wood paneling. (If this works, you can skip
down to the section on PASSENGER AREAS.)
If you're unable to grab the duct, use this longer
method: Take a standing jump up onto the raised walkway
running along the middle of the room. Pull the
switch at one end of the
walkway to open the door at the opposite end. Just inside
this door on the right are 2 switches.
These raise a pair of hinged platforms on the opposite side
of the room, above a pit lined with
broken glass. They are timed, but it's a fairly slow
timer, so there's no need to panic. Pull the switch nearer
to the door, press Look, side flip to the left, pull the
second switch, press Look again, then Roll. Take a running
jump to grab one of the hinged platforms. Traverse to the
right to a solid ledge where you can pull up.
Here you'll find another switch.
Pull it to lower another hinged ledge back in the room with
the ducts. Drop to the floor, cross the room to the low
ramp, pull up there and return to the other room. Cross to
the far left side. Now that you've lowered the ledge here,
you can use the angled metal blocks for a boost to the shelf
above: Stand facing the lower angled block in the corner.
Step back. Press and hold the Jump and Action keys. Lara
will jump onto the lowered block, bounce back to the higher
block, then jump and grab the high ledge ahead. Pull up,
turn around, and take a running jump over the gap where the
hinged ledge was.
Walk along the duct to the top, where you'll find a
movable box. Pull the box to
the right so you can hop around behind it to the left side.
Drop and hang from the duct where the box was, traverse left
and pull up. Turn around and do a standing jump to grab the
ledge ahead. Follow the dark hallway to the end, slide down
the ramp on the right and proceed along the duct until you
can jump across to a doorway with the wood paneling.
PASSENGER AREAS: Follow the passage until you come
to a room. Kill the guy with the wrench,
then take the first right. Here you'll find
SECRET #2, the
Gold Dragon, in a
glass-lined pit. Stand at the
edge of the opening facing the dragon and press Action +
Roll to jump in past the glass. (Or, if you have trouble
with that technique, stand at the edge of the pit and jump
to grab the opening above. Pull up into a small, dark room,
then drop through the breakaway tile to land near the
dragon.) Now retrieve your prize, walk through the glass,
climb out of the pit and go around the corner.
Slide down the slope, jumping at the last minute to sail
over the broken floor with
glass shards below. Notice the
music...notice the Jade Dragon on the sea bottom outside the
window.
Continue to a wet place on the floor. There are
2 barracudas here. One you should
be able to kill right off with pistols. The other you may
have to entice closer or simply out-swim. One of the
floor tiles under the water
will break away when you step on it, opening up an
underwater passage. Swim out and get
SECRET #3, the Jade Dragon
(along with 4 sets of M-16 clips
if you've found all secrets).
Return to the ship and continue on. When you come to an
angled block, jump to the breakaway
floor below it. There's nothing nasty beneath this
time. Now jump out on the other side. Across from the angled
block is a wall you can grab. Stand on the step next to the
slide, facing the wall. Take 3 side steps to the right. Side
flip onto the angled block, slide, jump and grab the top of
the wall. Traverse to the right until you can pull up and
jump down on the other side of the wall.
Go through the door and kill the goon
on the landing to your right. Head up the ramp to the next
room, and take out the guy with the gun
below and to the left. Don't go over the railing yet. First
go to the back of this room, past the gold sofas, and pull
the movable box to open up a
hallway on the other side of the box.
Now jump down to the tiled area and kill the
2 thugs that emerge. Continue to
the far end of the room, where you can drop down into a
depression with another movable box.
Pull it out, then climb on top to shoot a
thug with a gun who emerges. When
he's dead, go behind the box and pick up the
THEATRE KEY.
THE THEATRE: Return to the hallway you un-blocked
earlier. (NOTE: If you didn't
move the box blocking the hallway earlier, you can do it
now. Use the wooden crate in the middle of the floor to jump
over the railing onto the raised walkway. Now go to the left
past the gold sofas to find the movable box. Pull it once.
Jump back over the railing to the lower level and find the
now open hallway on the right.) Follow the
hallway to the stairs and kill the guy
with the club who comes down. Now backtrack to the
locked glass doors and use the key to open them.
Inside is one baddie on the
floor and 2 more thugs in box
seats up on the right. You can shoot one of the guys in the
box from below. Jump over and kill the other, take some
Uzi clips (or the
UZIS if you don't already have
them) and use the switch to
open the curtain on the stage. A guy with
a wrench is waiting behind the curtain, so take him
out, then pull the movable crate
under the opening to climb up. Drop down into the room
behind and go to the far end, avoiding the
pit with glass shards. Push the
button to flood the pit where
you found the theatre key.
Return there, killing the guy with
the gun who tries to stop you in the hallway and
taking his shotgun shells. Swim
across the flooded area and climb into the doorway to end
the level.

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