LEVEL 2: WILLARD'S LAIR
Kills: 21 Items: 37 plus crowbar (again)
Secrets: 3
(NOTE: The regular pick-ups
here will include the harpoon gun, shotgun, MP5 and Uzis if
you didn't get them in the first level.)
Cut scene: We see a brief glimpse of a
Highlander with a painted face (or perhaps a black eye).
SPIKE ROOM AND BOULDER RAMP: Slide down the ramp
(again), pick up the flares and
quickly jump forward through the doorway to avoid the
encroaching spiked wall. Slide
down the ramp, wait for the rolling
boulder to approach then jump so it rolls underneath
Lara. Pick up the CROWBAR on the
slope. (NOTE: The crowbar
doesn't carry over if you found it in the previous level, so
be sure to get it.)
POOL: First go up the ramp and through the
crawlspace to a subterranean pool. Swim around the bottom of
the pool to pick up 3 bunches of harpoons.
Then crawl back through to the BOULDER RAMP.
(NOTE: If you don't yet have the
HARPOON GUN, you'll get it here
instead of one of the bundles of harpoons.)
CAVE WITH GREEN ISLAND: Go to the cave at the
bottom of the ramp. There are spikes
below the doorway and a green platform in the center. Take a
standing jump to the left side of the green platform, which
is flat. From there, jump to the gray stone ledge on the far
side of the cave. From here, you can shoot the
red-eyed dog down below before
dropping down.
Crawl through the exit to avoid the
spike traps that spring from the walls. There's one
right before the small medipak and
another just past the next corner.
BOULDER ROOM: This next physics-defying room
contains a number of boulders
that roll when you pass in front of them, sometimes rolling
through each other, yet flattening Lara if she's in the way.
The diagram at right shows the boulders in their starting
positions and one possible path to avoid the boulders and
get all the goodies.

The boulders on the stairs don't roll yet, so walk down
to the bottom right side of the stairs just into the room.
Turn left and run forward then to the right, stopping behind
the square pillar. This path (marked A in the diagram)
triggers the first, second and third boulders. Walk around
the square pillar (clockwise) to the left side. Position
Lara at the back left corner of the pillar facing the
Desert Eagle clips (DE). Hop
forward on a diagonal then immediately hop back (path marked
B) to avoid the fourth boulder which rolls from the back
corner over the clips. Pick up the clips.
From where the clips were, run forward to the back corner
(path C). The fifth boulder rolls toward you, stopping by
the wall near where the Desert Eagle clips were. Now you can
pick up the rocket (R). Stand
where the rocket was, facing the exit. Run forward, and turn
sharply to the right to stop behind the square pillar where
you were before (path D). When you do this, the sixth
boulder rolls from the exit toward the opposite wall. From
here, run toward the wall just to the right of the exit,
passing over the square to the left of the one with the
shotgun shells (SS). If you run
this way, you'll trigger the seventh boulder (along the left
wall), as well as the eighth and ninth (on the stairs). Now
you can safely pick up the shotgun shells.
Finally, pick up the grenades
(G) in the alcove at the left side of the exit. Hop forward
into the hallway to trigger the last boulder and immediately
hop back into the alcove to avoid it (Path F). Now you can
continue along the hallway to the end.
TIERED ROOMS WITH SPIKED WALLS: There are a few
different ways of handling the next several areas. If you
take the route described here, you get secret #1 right away
and probably incur less damage overall. The only pick-up you
miss is the large medipak behind the gate near the ramp
leading down into the TIERED ROOMS. If you want all the
pick-ups and don't mind taking some hits to get them, you
will have to find an alternative path.
Save your game, as this may take several tries.
Position Lara at the right side of the ramp and slide down
into the room below. The spiked wall
at the other end begins to move toward you. Immediately
climb up into the room on the right. The
spiked wall at the far end of
this room also begins moving toward you. If you have time,
pick up the MP5 clips. Then climb
up to the third tier, which also has an encroaching
spiked wall.
When you reach the third tier, take one step forward to
avoid the spikes on the tier below as they move past. Then
sidestep to the left as far as you need to and climb back
down to the second tier. (Position Lara with her back to the
edge and hold the Crouch + Down + Action keys.) You need to
time this very carefully in order to avoid both the spikes
below and the ones coming in from the left.
Pick up the 2 bunches of harpoons
at the far end of the room. Pull the
switch near the harpoons to open a gate up on the top
tier. (If you missed the MP5 clips first time through, you
can't get them now since they're too close to the
spiked wall.) Crawl backwards
down to the lowest tier. Pick up
secret #1, MP5 clips
and a large medipak.
(NOTE: If you don't yet have the
MP5 SUBMACHINE GUN you'll get it
here instead of clips.) Climb back up to the top
tier and go through the gate you just opened with the
switch. Pick up the small medipak
in the doorway.
Now you'll need to choose whether you want to go through
the GAUNTLET OF SPIKES (more difficult) or climb up through
the VERY TALL ROOM WITH LEDGES AND FALLING RUBBLE (easier).
Or, if you want to explore both areas, I recommend going
through the GAUNTLET OF SPIKES first.
GAUNTLET OF SPIKES: Climb into the opening with
the carving, "Abandon Hope All Ye Who Enter Here."
(Encouraging, isn't it?) Just inside the crawlspace, turn
around so Lara is positioned to back into the room. Again,
save your game, since you may not get this on
the first try. As you crawl out, the
spiked ceiling begins to descend. Stand, immediately
jump up to grab the sloped ledge above and pull up (Alt +
Ctrl + up arrow), jump and twist in the air to grab the
opposite ledge (Alt + End + Ctrl), and pull up (up arrow).
Use a medipak if needed and get out of the way of the spikes
as soon as possible, since they can still cause damage if
Lara is too close.
Turn around and take a standing jump, pressing Action to
lower Lara's arc, to the barred ledge with the
2 boxes of shotgun shells on the
left side. (NOTE: One of these
will be the SHOTGUN itself if you
didn't get it in the previous level.) Get the
goodies and jump back to the previous ledge.
Beyond that ledge is another pit-like room with a
descending spiked ceiling and
shotgun shells in the far left
corner. Position Lara at the left edge of the ledge facing
the shells. Hop back from the edge then take a standing
jump, pressing Action, to land right on top of the shells
and pick them up. Turn right, run to the other ledge and
climb out. Or, if you don't want the shotgun shells, just
take a diagonal standing jump from the right side of the
ledge to the next ledge.
The next set of spikes lower
as you approach. Stay away from the edge until they have
lowered. When they stop moving, take a running jump across
the middle of the room, where the archways are higher, to
the opposite ledge. (If you jump to the side, Lara will bang
her head and fall into the spikes.)
For the next pit, run off the ledge on the left side.
Grab the small medipak, run to the
right and climb out on the next ledge before the spikes come
down. Or, if you don't want the medipak, just take a
diagonal standing jump from the right side of the ledge to
the next ledge, pressing Action to lower Lara's arc. (She
will take some damage from the
descending spikes.)
TALL HALLWAY WITH LEDGES AND SPIKES: Hop down into
this next area carefully, avoiding the
spiked area of floor. Walk through the spikes to the
far end of the narrow hallway. (If she walks, Lara will take
no damage.) Pick up the flares and
return to the opposite end of the hallway. Stand in the
spikes near the "Abandon Hope. . . " sign. Turn right to
face the vine-covered wall and position Lara with her chest
against it. Jump up and grab the vines, climb to the top and
dismount on the ledge on the right.
Now, you have another choice of paths: down to the VERY
TALL ROOM WITH LEDGES AND FALLING RUBBLE (after which you'll
head back up to the LIBRARY) or up to the LIBRARY directly,
bypassing the ledges-and-rubble room. If you want to go
directly to the LIBRARY, skip down to the section ASCENDING
TO THE LIBRARY, at the ***. Otherwise continue with the next
paragraph.
Hop down onto the ledge just below on the right. From
there, take a running jump to the next ledge. (Be careful;
it's a long way down to the
spikes below.) Enter the doorway
on the right.
(NOTE: At this point, you
may encounter a minor bug, where Lara continues to hold
spent flares. This doesn't seem to affect gameplay,
however.)
VERY TALL ROOM WITH LEDGES AND FALLING RUBBLE: Hop
down onto the ledge below the doorway. Turn so the doorway
and vine-covered wall are on Lara's right and safety-drop to
the floor below. Cross the room, staying to the right to
avoid the grated area, where deadly
rubble falls from above. Once in the opening to the
next room, turn around and kill the
red-eyed dog that sneaks up from behind.
Turn to face out over the tall room. Take a standing jump
over the rubble to the ledge on
the right. Follow this ledge around to the opposite corner
of the room and drop onto the white corner ledge below. Pick
up the flares and kill the
2 crows that fly in from above.
If you already picked up the small
medipak below (in the doorway by the gate leading to
the TIERED ROOMS WITH SPIKED WALLS), and if you don't care
about getting all the kills, you can now climb back up the
way you came. Otherwise, hop down onto the wooden walkway on
the left, steering clear of the areas below the
crumbling ceiling. Kill
2 more crows. Then carefully
advance along the wooden walkway, triggering the
crumbling ceiling as you go, and
taking care not to slip off into the
pit of toxic slime. Jump over the fallen rubble to
the doorway to get the medipak. Then climb back up to the
top of the room the way you came.
Use the vine-covered wall near where you shot the dog to
get back up onto the ledge. Climb into the doorway above the
TALL HALLWAY WITH LEDGES AND SPIKES.
(NOTE: If you climb onto the
ledge on the right, you will alert a trio of guards, who'll
start running around in the room behind the bars. You'll
meet them in a moment.)
Turn left and take a running jump to the next ledge. (Be
careful; it's a long way down
and there are spikes below.)
Climb onto the upper part of this ledge.
(***) ASCENDING TO THE LIBRARY: Stand at the edge
of this ledge facing out over the TALL HALLWAY WITH LEDGES
AND SPIKES, with the vine-covered wall on Lara's left. Jump
straight up to grab the ledge above and pull up. From here,
jump to the next ledge and climb up onto the block ahead
near the doorway. Before entering here, turn around and take
a running jump to grab the highest ledge in this hallway.
Pull up and get some Uzi clips.
Then jump back down to the ledge near the door.
THE LIBRARY: Go through the hallway to a walkway
overlooking Dr. Willard's library. There are
3 guards on duty. You can
probably shoot two of them from the walkway above. The third
will come up the stairs to get Lara.
(NOTE: If you climbed onto
the ledge just outside the VERY TALL ROOM WITH LEDGES AND
FALLING RUBBLE and alerted the guards, the one who would
normally come up the stairs after you enter will instead
meet you at the entrance.)
When you've killed all three, go through the door at the
opposite end of the walkway. Climb onto the windowsill at
the top of the stairs. Go through the crawlspace on the left
and climb up several ledges to get a
small medipak. Return to the stairs and descend to
the library.
Pick up flares and a
small medipak dropped by two of
the guards. Take the CAIRN KEY
from the low, rectangular table with the maps and sketches
on it. Take note of the diagrams on the blackboards showing
the steles of varying heights and the word "KEY".
Now go to the corner with the wooden crates. Find the
movable crate in the wall next
to the stack of smaller crates and pull it once. Go around
to the left side of it and pull it again. Go back around the
other side and use the CROWBAR to break open the wooden
door. (Position Lara at the center of the door, facing it,
and press Action. Select the crowbar and press Action again
to use it.) Enter the room behind and pull the
large wooden crate on the floor
once to get the MP5 clips
underneath.
Climb onto the row of smaller boxes against the right
wall and pull the corner crate
out twice. Go around to the other side of it and push it
once into the corner. Pick up more MP5
clips from where the crate was. Pull the
crate in the corner (just
beyond where the second set of clips was) once. Then go
around to the left side, find the
fourth crate, which is flush with the wooden wall,
and push it into the corner (onto the spot where the third
crate had been). This is secret #2,
a large medipak.
Go back out to the library and approach the bookshelf
area. This area involves three secret doors disguised as
bookshelves, which open and close when Lara stands in
certain spots. The text tells how to get through this area,
but this screenshot is probably easier to follow. Each path
is marked in red, the secret doors are outlined in yellow,
and the pressure pads that open and close them are outlined
in green.

Enter the bookshelf area and walk into the alcove on the
right (path 1 in the screenshot). Stepping here opens the
secret door on the left. Turn around and walk out of the
alcove, keeping the freestanding bookcase on Lara's right
and the outer shelves on Lara's left (path 2). When you step
on the floor just outside the secret panel, you'll hear the
other panel open. Turn around and retrace your steps toward
the alcove (path 3), but instead of entering the alcove,
turn left and go through the second secret door.
Pick up 2 boxes of shotgun shells
in the small room behind the secret panel. When you stand
near the second box of shells, you'll hear a third panel
opening elsewhere. To get there (path 4), exit the secret
room on the left side, avoiding the pressure pad near the
bookcase on the left, which closes the third secret panel.
Walk forward to the small, freestanding bookshelf then make
a right (broken line part of path 4). When you reach the
second freestanding bookshelf (perpendicular to the first),
go around it on the right side. Then go through the first
secret panel. Behind it, there's a third secret panel which
is now open.
CAVE WITH RADIOACTIVE STREAM: Warning signs
indicate hazardous material ahead, so proceed with caution.
As you go up the long ramp, the door to the LIBRARY closes
behind you. At the top, head to the left. A
mutant dog rushes out of the
darkness. Kill it. Then go up the ramp in the near right
corner of the dark area, climb onto the windowsill and get
shotgun shells and a
small medipak. Return down the
ramp and approach the open safe near the stream of
green, sparkly nasty stuff
(presumably toxic material from Willard's experiments).
Avoid stepping in this. As usual, someone has beaten Lara to
the artifact locked inside the safe.
If you don't have the CAIRN KEY at this point, you can
either reload a saved game from before the LIBRARY to get it
or finish the level without the third secret. Go to the top
of the stairs along the left side of the RADIOACTIVE STREAM.
Climb over the low wall. (There are bars blocking the way to
the secret area on the left before the wall and to the
crawlspace on the right beyond the wall.) Step off the ledge
above the lake to end the level.
OUTDOOR AREA WITH STELES/CAIRN KEY RECEPTACLE:
(This seems to be the same area as the OUTDOOR AREA WITH
ROCK HILL AND WOODEN CRATES from level 1, with a few minor
changes.) If you do have the CAIRN KEY, go up the stairs
alongside the RADIOACTIVE STREAM. Not quite halfway up, go
through the opening on the right into an open area with a
rocky hill in the middle. Go to the left wall and look for a
tiny rectangular opening above a low, square platform with
carvings on it. (As the blackboard clue in the LIBRARY
indicates, this is roughly in line with the three tall
steles.
Stand facing the wall and place the CAIRN KEY in this
small opening. When you do, 3
Highlanders appear to beat on poor Lara. After
defeating them, return through the break in the wall to the
RADIOACTIVE STREAM. Continue up the stairs. Another
warrior charges down when you
near the top. Don't let him knock Lara into the green goo.
When you step out onto the ledge on the left, the chimes
sound for secret #3. Before
dropping down into the secret area, take a short detour for
some more goodies.
Climb over the low wall at the top of the stairs. You'll
notice the helicopter landing nearby. Crawl through the low
opening on the right side of the ledge. Kill another
Highlander and pick up
2 sets of Uzi clips and a
large medipak. Crawl out the way
you came and climb back over the low wall toward the
RADIOACTIVE STREAM.
SECRET MEADOW: Go out onto the ledge overlooking
the secret area. Step down to one of the ledges with the
flags. Then safety-drop to the ground. Turn around and exit
this area through the doorway on the left, where you'll find
some Uzi clips lying on the
ground. As you enter the misty area ahead, another
warrior charges in. A little
farther on, you'll meet 2 more warriors.
Go to the end of the misty area and climb onto the green
ledges below the megalith. Pick up 2 sets
of Uzi clips, one on the lower ledge and one on the
higher. Another pair of Highlanders
emerge when you take these items.
(NOTE: If you didn't get
them in the first level, you'll find the
UZIS here in place of one set of clips. If you like,
you can run into the misty area, climb up onto the ledge
with the clips and shoot some of the warriors from safety.
You may have to jump down and lure them out into the open a
few times. Or you can run in, get the goodies and run for
the exit, avoiding the warriors altogether.)
The exit is a small hole on the other side of the meadow
from the megalith. It's marked by a steam vent. Drop into
this hole onto a walkway between two pools of
toxic green stuff. Here you'll meet another
Highlander. Kill him and climb to
the top of the stairs to finish the level.

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