STELLA'S TOMB RAIDER 2 REMASTERED WALKTHROUGH

LOOKING FOR DARK MODE?

The TR2 Remastered guide is now complete. For the guides that have not yet been updated, I will continue to link to the ORIGINAL WALKTHROUGHS, which cover all the basics. Please check the introductory notes at the start of the first level for info on my process, modern vs. classic tank controls, etc. This guide covers most but not all possible achievements/trophies. Follow this link for the archived classic guide.

CONSERVING FLARES: This level is DARK. Consequently, I brighten the screenshots in Photoshop and use more flares than you'll probably need. To conserve flares, save before entering dark areas. Then use as many flares as you like during your initial exploration. Once you know where to go, reload and proceed, using only as many flares you need. If you run out of flares, try turning up the brightness on your monitor, or fire your unlimited-ammo pistols to light the way. (This doesn't work underwater, of course.)

LEVEL 8: WRECK OF THE MARIA DORIA (Remaster)

Updated: 8/1/26()

Pickups: 41, including the grenade launcher, 3 keys, 3 circuit breakers, and 3 secrets
Kills: 35

NOTE: The number of pickups includes the three dragon statuettes and the bonus items awarded for finding all three secrets, the GRENADE LAUNCHER being one of those bonus items. The regular pickups in this level will include the HARPOON GUN, AUTOMATIC PISTOLS, UZIS, SHOTGUN, and M16 if you don't have them. You may choose to avoid all sharks for the achievement/trophy (below) and/or avoid, rather than kill, some of the barracudas. There are 26 human enemies.

LEVEL MAP by VGCartography (used with permission)

Wreck of the Maria Doria Video Walkthrough by Eldincy

OBJECTIVES: Swim into another section of the wreck. This time, you'll visit the areas where posh travelers spent their time. Locate 3 circuit breakers, swim through a flooded passageway to a large mechanical room, where you can then use the circuit breakers to reach the ship's bridge. Retrieve a key from the sea bottom and use it to access the final area in the level: a large room with an ornate, glass ceiling that now forms its floor. From there, swim through an underwater cave to the level exit.

FLOODED ROOM & VERTICAL SHAFT WITH BREAKAWAY TILES: Follow the passageway around the corner to a water-filled opening. Jump in, swim to the far left corner, roll, and harpoon the scuba diver (1) who emerges from the passageway on the opposite wall. (Or, swim back up to the opening and shoot him with pistols from above. This can take a while.) Dive down to grab 2 bunches of harpoons (1-2) from the bottom. (screenshots)

NOTE: If you don't already have the HARPOON GUN, you'll get it here instead of one set of harpoons.

Take a breath. Then swim through the passage where the diver came from to another room where you can climb out of the water. Pick up a large medi pack (3) and top up Lara's health if necessary. Depending on how you make the next long drop, she'll lose between 1/5 and 2/3 of her health. If you have plenty to spare, just slide backwards down the slope and grab the edge. Let go and fall through the cracked tiles to the floor below. (screenshots)

Or, to conserve health, instead slide backwards down the slope and grab the edge. Traverse all the way to the left. Drop onto the breakaway tiles and quickly roll then jump to the left. (That is, press Jump + Left to flip to Lara's left. Since she's facing you, she will appear to jump to the right on screen.) Immediately run forward, holding Action, so Lara grabs the edge of the tile in front of her, as the one she's standing on crumbles. As long as you don't pull up, the second tile will remain intact. Now drop to the floor. This way Lara will take very little fall damage when she lands. (screenshots)

UPSIDE-DOWN SWIMMING POOL: You're now in what was the ship's swimming pool, only it's upside down. Two thugs (2-3) enter from the next room, one with a wrench, followed by another with a gun. Kill them and take 2 small medi packs and some automatic pistol ammo (4-6). (screenshots)

NOTE: If you don't have the AUTOMATIC PISTOLS, you'll receive them here instead of ammunition.

DUCT LEADING TO SILVER DRAGON SECRET: Notice the Silver Dragon underneath one of the changing room doors. Too bad you're too stiff from your fall to crawl under and take it. ;) You'll have to come at it from another direction: Go through the doorway where the bad guys came from and turn left. Locate the opening in the ceiling behind a couple of overturned benches. Climb into the duct above and follow it forward then around the corner to the right. Take out the bad guy with a shotgun (4) waiting here and continue to another opening in the floor. Before dropping down, turn around and deal with another armed thug (5) who appeared in the passage behind you. Then drop down and take the Silver DragonSECRET #1 (7). Climb back into the duct, follow it to the other end, and drop into the tiled room where you started. (screenshots)

TILED ROOM WITH MOVABLE BLOCKS: In the opposite corner of the room are several movable blocks. Pull the first block once to the left. Go around to the opposite side, and push it once. Move around to the side and push it twice into the alcove. Go back to the corner and pull out the left block. Pull it once to the left. Go around to the opposite side and push it once. Then push it into the alcove against the first block. Now pull the third block twice. Moving all three blocks out of the corner reveals two hallways. The one on the left leads to the RESTROOM; the one on the right, with the blue paneling, leads to the BALLROOM. (screenshots)

BALLROOM: Follow the blue hallway to the BALLROOM first. When you come to the slight drop-off at the end of the hallway, draw guns, hop down into the room, and roll. Immediately shoot the thug with the wrench (6) who appears in the opening you just came from. When he falls, roll again and take out 2 more bad guys (7-8), one with a wrench and one with a gun, who enter from the BALLROOM ahead. Pick up the flares and large medi pack (8-9) they drop. (screenshots)

Or, if you'd rather use pistols, run forward in to the BALLROOM so you have room to maneuver as you shoot. Just watch out for the broken glass on the floor in the near left corner and the sniper (9) on the far balcony. (screenshot)

Enter the BALLROOM proper and take out the sniper (9) on the balcony if you haven't already done so. He starts out in the far right corner but can walk through walls and quickly moves to the left. Either use pistols and flip side to side while firing, or run to the middle of the room with the M16 drawn and start shooting as soon as Lara gets a lock on him. (screenshots)

When the coast is clear, turn around to face the entrance. Then head for the doorway in the far left corner. Enter, turn right, and walk carefully over the glass shards to the opening in the floor. While standing at the edge, turn around so Lara's back is toward the hole. Hold Action and hop back to grab the edge. (Lara will take a tiny bit of damage.) Release and quickly re-press Action and to drop and grab the ledge below. Don't let go again or Lara will fall into the broken glass at the bottom of the hole. Pull up into a short passageway to get the REST ROOM KEY (10). Turn around, walk back to the edge, and take a standing jump to grab the opposite edge of the hole; pull up. Then walk back through the glass to the BALLROOM. (screenshots)

RESTROOM: Exit the BALLROOM the way you came, climb into the blue-paneled hallway, and follow it back to the movable blocks. Turn right and proceed to the RESTROOM. Inside, head for the far right corner and turn around to spot a keyhole where you can use the REST ROOM KEY. Doing so opens the door behind you on the left. Enter and push the button to open the glass double doors on the other side of the room. A worker with a wrench (10) rushes out. Roll and start shooting as he approaches. Once he's down, cross the room to the blue alcove where he came from and press the button there to open a small door back in the BALLROOM. (screenshots)

IMPORTANT: Notice the CIRCUIT BREAKER behind the left window in the blue button alcove? Return to the other button, near the keyhole, and press it again to close the glass doors. Doing this now will allow you to reach the CIRCUIT BREAKER from the other side. (If you forget to do this, don't stress; I'll cover how to backtrack later.) Exit the restroom the way you came, turn left at the movable blocks, and follow the blue hallway back to the BALLROOM. (screenshots)

BALLROOM (again): Go to the far right corner of the room to find a pair of low ramps where the floor (i.e., former ceiling) has buckled. Walk to the highest point of the second ramp and jump straight up to grab the edge of the balcony. Pull up, go around the corner to the left. Hang from the edge, and traverse left. Ignore the open door for now and continue traversing to the left to wherever the sniper fell when you shot him earlier. Pull up and take his auto pistol clips (11). Continue following the balcony around toward the entrance. When you come to the wide gap with broken glass below, stop and take a moment to set up the next jump carefully: Walk to the edge, hop back once, and then take the running jump over the glass to grab the corner ledge above the entrance. Pull up and take the FIRST CIRCUIT BREAKER (12) of three. (screenshots)

Now, either jump back across the gap and follow the balcony around to the door you opened a few minutes ago, or drop down and use the low ramp to climb back up to the balcony and reach the door that way. (screenshots)

HALLWAY WITH FIVE DOORS AND ROOMS WITH MOVABLE BLOCKS: Go through the door at the top of the BALLROOM and follow the blue hallway to the rusty passageway beyond. Here there are 5 doors: a door with a lock on the right opposite a hatch with a wheel on the left; then another hatch with a wheel on the right opposite a sealed door on the left; and at the far end of the corridor, another sealed door. The room behind the first wheeled hatch is empty, and you don't have a key for the locked door yet. (screenshots)

Use the wheel to open the second door on the right. Drop down into a metal room containing 2 movable blocks, a switch, and a high door. Pull the lower block twice. Climb over it to the opposite side and push it once. Go around to the side and pull it once. Then climb over it once more and push the block under the switch. Climb up and use the switch to open the door above. Pull the second block out onto the ledge and use it to reach the door. (screenshots)

Drop into the passageway ahead and follow it around a corner, through a small room with a closed door on the left, and up a ramp. At the top, a guy with a wrench (11) tries to stop you. Kill him and enter the room he came from. Slide the movable block under the switch and pick up the RUSTY KEY (13) that the block had been hiding. Then climb onto the block and throw the switch to open the exit. (screenshots)

Go through the door you just opened to emerge at the end of the HALLWAY WITH FIVE DOORS. Head to the right and use the RUSTY KEY in the lock to open the door next to it. Drop into another metal room with movable blocks. Move the block in the corner to the end of the ledge. Climb onto the ledge and pull the second block out from the wall twice so you can enter the area behind it. Push the third block you find there to open up a passageway. Follow it to the end and hop down into the next room. (screenshots)

ROOM WITH CRACKED TILES AND BARREL TRAPS: Advance toward the breakaway tiles on the floor. There are lit burners beneath the tiles and rolling barrels in the area beyond. Step onto the first tile on the left and quickly hop or backflip away. This triggers the barrels, which come to rest just beyond the pit. You can then run over the tiles on the right to get across safely. (screenshots)

At the top of the slope where the barrels came from is an opening. The barrels on the left don't move, but as soon as you pull up into the passageway, more barrels roll down toward you. To avoid them, hop back off the edge. Then immediately run forward to the wall so the barrels pass overhead. Climb back into the passageway and go to the top to find SECRET #2, the Jade Dragon (14). (screenshots)

Hop down, return to the bottom of the slope where the barrels landed, and turn right. In the dark corner ahead is a raised opening. If you like, you can shoot the gunman (12) inside by getting a pistol lock on him and jumping straight up and down while firing. When he falls, climb into the room. (screenshots)

FLOODED ROOM WITH FLOATING LIFEBOAT: Ignore the raised opening on the far wall for now. The square, metal door on the right is where we're going next. Drop through the grating floor onto the flat, wooden boat. Dive into the water and pull the lever on the wall below the entrance. This opens the metal door. It's on a timer (about 30 seconds), so quickly climb out of the water, pull up through the opening in the grating floor, and climb into the doorway. (screenshots)

SLOPING FLOORS WITH TRAPDOOR ABOVE BROKEN GLASS: The door closes behind you, but the switch inside opens it again. The door on the right is already open but closes behind you after you pass. Ahead are two short slopes with a trapdoor between them. Do not slide down! This is a deadly trap with glass shards below. Instead walk to the edge, turn around, slide down facing uphill, and grab the edge as the trapdoor falls open. Pull up, then hold Jump to leap back and forth across the opening until the trapdoor closes. (Or, slide back and grab, pull up, slide back and grab again, then pull up a second time as the trapdoor closes beneath you.) Now you can stand on it and climb into the opening above. The door at the top of the slope re-opens automatically. Use the switch in the alcove to open a blue panel elsewhere. (screenshots)

To get out, hop down onto the trapdoor, walk to the base of the slope, then take a standing jump to the top. Follow the passageway back to the FLOODED ROOM WITH THE FLOATING LIFEBOAT. (Use the switch to re-open the door if you didn't do so earlier.) Climb through the raised opening on the right (opposite the entrance) and continue to the blue panel you just opened. (screenshots)

LARGE, SQUARE ROOM WITH BALCONIES AND PIT OF BROKEN GLASS: Three thugs with guns (13-15) await in the next room. One is patrolling the upper level just inside. You can probably shoot him from the doorway. The other two are on the level below. You may need to move around the upper level to get a clear shot at each of them. Take care not to fall. Below, what was once an elegant, domed ceiling is now a pit lined with broken glass above shark-infested waters. (screenshots)

When you've taken care of the bad guys, go around to the left side of the upper level (i.e., left relative to the entrance) to the button on the wall. This button opens a timed trapdoor to the right. It stays open for about 24 seconds. You can run all the way around the perimeter and take a running jump through the trapdoor before it closes. But first try this shortcut: Save the game. Then walk to the edge and turn around to face the button. Then press Action + Back/Down, as though you were going to drop and grab the edge. But before Lara can grab, release the controls, and she'll fall slightly forward, landing safely on the ledge below. (screenshots)

NOTE: Details and a video tutorial for this safety-drop maneuver or "fake grab" can be found in my Useful Bugs section.

If you aren't able to finesse this glitch, reload and try the timed run as the designers intended: Press the button to open the trapdoor and run all the way around the perimeter of the room, taking running jumps whenever possible to cover more ground faster. On the other side, take a running leap to sail through the open trapdoor and land on the level below. (screenshots)

Obviously, you should try not to fall into the glass-lined pit, but if you do and Lara survives, walk through the shards to the flat ledge at one end, where you can climb out. Then continue with the pickups on the lower level. (screenshots)

Collect a small medi pack (15) from one of the bodies and the SECOND CIRCUIT BREAKER (16) lying on the floor in one corner. When you step on the corner tile where it sits, a second trapdoor opens on the other side of the room. But don't go there yet. First, press the button on the wall below the entrance to drain the water from the FLOODED ROOM WITH THE FLOATING LIFEBOAT. Then return to the corner tile where you picked up the CIRCUIT BREAKER. Run across it to open the trapdoor, which stays open for about 20 seconds. Run around to the low ledge beneath it and pull up onto the upper level. (screenshots)

RETURNING TO THE BEGINNING: Follow the balcony around to the raised opening where you came in. Climb up and follow the passageway back to the previous room, which is no longer flooded. Safety drop through the opening in the grating floor. Open the hatch with the wheel and follow the ramp to the top. Climb into the rusty passageway above and follow it to the end. (Ignore the passage on the left for now.) Drop into the blue alcove behind the glass doors in the RESTROOM and pick up the THIRD CIRCUIT BREAKER (17). (screenshots)

NOTE: If you have reached this point and the circuit breaker is inaccessible because the glass doors are still open, you'll have to return to the RESTROOM and press the button in the alcove near the keyhole again to close them. Details are in a footnote.

Once you have the THIRD CIRCUIT BREAKER, press the button on the end wall (not the one opposite the glass doors) to open a trapdoor elsewhere. (This is not shown, but there is an audio cue.) (screenshots)

NOTE: The button opposite the glass doors closes the small door at the top of the BALLROOM. If you do press it, you can press it again to re-open that door, but if you have ALL THREE CIRCUIT BREAKERS, you shouldn't have to return there.

Climb back into the rusty passageway. Head forward, turn right at the next intersection, then right again. (Ignore the blue passageway; it leads back to the BALLROOM.) A few steps ahead is the trapdoor you just opened with the button. Draw weapons and step off the edge. As soon as Lara hits the floor of the RESTROOM, 2 thugs (16-17) attack, one with a wrench, one with a gun. Run forward a little so you can see. Then start shooting. When they fall, grab their Uzi ammo and 2 bundles of harpoons (18-20). (screenshots)

NOTE: If you don't have the UZIS, you'll get them here instead of ammunition.

YOU SHOULD NOW HAVE ALL THREE CIRCUIT BREAKERS. If you're missing any, refer to the relevant sections above.

Exit the RESTROOM through the hallway where you first entered, in the corner to the left of the four arched windows. Proceed straight ahead past the movable blocks to the UPSIDE-DOWN SWIMMING POOL where you started. (screenshots)

FLOODED PASSAGEWAY WITH TRAPDOOR: Go to the far right corner of the room and jump into the little pool. Grab the small medi pack (21) on the bottom, take a breath if necessary, then swim through the twisting passageway. Partway up the vertical section there's a lever. Pull it to open a trapdoor at the top. Swim straight upward and surface into an ambush. Quickly climb out of the water, dispatch 3 enemies (18-20), one with a wrench who charges at you, and two with guns in the next room. Take a large medi pack, 2 boxes of shotgun shells, and Uzi ammo (22-25) off the corpses. (screenshots)

NOTE: If you don't already have the SHOTGUN, you'll receive it here with one box of shells.

BIG ROOM WITH CIRCUITS AND BURNERS: Place the 3 CIRCUIT BREAKERS in their receptacles, moving from right to left, to turn off the burners. Then slide the movable block under the opening and climb up. (screenshots)

Step forward to spawn an enemy with a wrench (21) in the room ahead. Then hop back down onto the block and kill him by jumping straight up and down while firing. Climb back up and throw the switch to rotate the huge ducts (or whatever they are) in the next room. If you don't do this, Lara will slide off when she tries to climb across them. Make sure the rusty side is up. (screenshots)

Take a running jump from the doorway onto the first duct. Cross over the top of it and take a running jump to grab the edge of the second duct; pull up. Repeat to reach the third duct. Then take a standing jump from the edge of the third duct into opening ahead. (screenshots)

DEEPER INTO THE SHIP: Drop into the water-filled shaft and swim through the wide passageway to surface in a room with flickering lights. Head down the ramp and step into the shallow water to draw out a barracuda (22), which you can then kill with pistols. Wade in a little farther and make a U-turn to the right to find an alcove with 2 bundles of harpoons (26-27). Swim to either of the two doorways on the other side of the pool, climb out, and kill a worker with a wrench (23). (If he gets too close, hop back into the water; he won't follow.) Take his small medi pack (28) and enter the room he came from. (screenshots)

SHIP'S BRIDGE AND CABIN: You're now on the BRIDGE. If you walk past the wall of windows, the camera shifts to show a key on the sea bottom. (It's much easier to see using classic graphics: F1 on keyboard, Options button on PS4/5, Menu button on Xbox, Plus [+] on Switch.) We'll retrieve it shortly. For now, locate the interior room with four small windows opposite the wall of windows. This is the CABIN. In the passageway to the right of the cabin you'll find 2 sets of automatic pistol clips (29-30). (screenshots)

Open the wheeled hatch at one end of the BRIDGE. (It's straight ahead when standing with the wall of windows on Lara's right.) Use the switch inside to open another door at the opposite end of the BRIDGE. This door is timed, but it's not particularly fast (about 20 seconds). So roll, run out of the room, and veer left toward the wall of windows, so Lara doesn't trip on the equipment scattered on the floor. Continue forward past the windows and through the door before it closes. (screenshots)

Once you make it inside, the door stays open. Pick up some flares (31) and push the movable block into the wall to reveal another switch. Use it to open a trapdoor on the far side of this area. To get there, exit the room and follow the wall of windows to the other end of the BRIDGE. Turn left just before the hatch with the wheel, then right, into a room with an uneven, sloping floor. The trapdoor is at the far end of this room. (screenshots)

RETRIEVING THE CABIN KEY: Now you can swim out to get the key. Here's the sequence: Stand at the edge of the trapdoor and turn around so Lara's back is toward the opening. Then, when you hop back into the water, Lara will already be facing the direction she needs to go. There are 2 sharks (24-25) and 3 barracudas (26-28) between Lara and the key. You can harpoon them, lure them back to the opening and shoot them from above, or just out-swim them. I recommend avoidance if you want the "No Fish Soup Today" achievement/trophy (no damage to or from sharks). (screenshots)

NOTE: If the sharks happen to be lurking directly below the trapdoor, making it difficult to get past them, go stand by the wall of windows for a little while to lure them away. Then return to the trapdoor and try again.

Swim down and forward, keeping the rusted hull on Lara's right. At the top of the slope, swim through the wide opening in the rocks and turn right. Continue forward with the wall of windows on Lara's right. Here the ground slopes upward then abruptly downward. As you crest this little hill, look to the left to find the CABIN KEY (32). Grab it, roll, and return the way you came. (Details are included with the screenshots.) When you reach the trapdoor, climb out on the left. Whew! If you weren't bitten by sharks, you're good to go.

Now, let's do that again for a secret. (Yay.) SECRET #3, the Gold Dragon (33) is hidden in a small cave in the ceiling of the flooded cavern. To reach it, start out just as you did when going after the key: Stand with Lara's back to the open trapdoor. Hop backward into the water and swim forward and down, avoiding the sharks and barracudas as well as you can. Then, where the seafloor slopes upward again, instead of swimming around the corner to the right, as you did when you went after the key, continue straight on. Enter the cave ahead and look for a flat, angled block protruding from the ceiling in the far right corner. (It's easier to spot with remastered graphics.) Swim behind the angled block and up a vertical shaft to a small air-filled cave. Here you'll find the statuette, plus 2 pairs of grenades and the GRENADE LAUNCHER (34-36) if you've found all three secrets. Swim back to the trapdoor the way you came and climb into the wrecked ship. (screenshots)

A WORD OF CAUTION: I highly recommend saving most of your grenades for the last two levels of the game. There are a few enemies there who are quite easily dispatched using grenades and very hard to kill otherwise.

Return to the BRIDGE and use the CABIN KEY to open the CABIN door. Again, this is the room with the four small windows opposite the wall of windows. The door and lock are in the hallway on the left side. Pull the switch inside the CABIN to open a trapdoor in the floor just outside the four windows. Exit the CABIN, go around to the trapdoor, drop into the shallow pit, and push the movable block under the switch. Climb up and use the switch to open the trapdoor back in the CABIN ceiling. Return there, climb up through the trapdoor, and follow the passageway to a large room. (screenshots)

GLASS CEILING THAT'S NOW A POOL: A wall partially blocks your view from the entrance. If you like, you can use Photo Mode to scout ahead. Hop down from the doorway and go around to the left side of the room. From there, you should have a clear shot at 2 bad guys (29-30) with guns on the level below. Move around the upper level, past the entrance, to the other side of the room. (Watch out for the square hole in the floor.) You may be able to hit the 2 scuba divers (31-32) in the pool with pistols from here. If not, don't worry; you'll get them soon. (screenshots)

Drop down through the square hole in the floor to land on the flat ledge at one corner of the pool. Be sure to drop through the hole without the metal railing. The hole with the railing, and most of the other tiles around the edge of the pool, slope downward. So if Lara lands on them, she'll slide into the water or, worse, broken glass. (screenshots)

NOTE: If Lara does fall in the water, climb out on one of the glass-lined ledges, shoot the divers, walk through the glass, and jump up onto one of the corner ledges, taking a little damage in the process. Then climb onto the lower-level walkway. (screenshots)

Take the M16 clips and small medi pack (37-38) from the dead enemies, and retrieve 3 sets of M16 clips (39-41) in the dark alcove opposite the entrance. (screenshots)

NOTE: If you didn't pick up the M16 ASSAULT RIFLE earlier, you'll find it in the alcove in place of one set of clips.

UNDERWATER TUNNEL AND LEVEL EXIT: The "Nervous Wreck" achievement/trophy requires you to "finish [the level] by swan diving into the water and swimming to the end in one breath without taking damage." You can certainly attempt it in one go. (Many YouTube guides do it this way.) My strategy takes a little more time but should ultimately make things easier. Basically, we're going to remove all of the enemies first. Then return to the glass-ceiling pool and do a second run for the achievement.

NOTE: If you don't care about achievements, follow the route described below. Then, after killing (or avoiding) the barracudas, just swim on to the exit and you're done.

IMPORTANT: Save the game in a new slot and do not overwrite this save until you have the achievement/trophy, just in case this method doesn't work for you. (I tested it several times but only with the Steam version, so I can't promise it'll work in other versions.)

Start by eliminating the 2 scuba divers (31-32), if you haven't already done so. If necessary, slide into the water to draw them out. Then harpoon them or climb out onto one of the glass-lined ledges and shoot them with pistols. (screenshots)

The tunnel to the exit is hidden behind the jagged rock formation to the left of the barrels on the seafloor. Use Photo Mode to scout the route if you like. Then jump/slide into the pool and swim down behind those rocks into a dark tunnel. The 4 hungry eels inhabiting this tunnel are actually hazards rather than enemies, since you can't kill them. They don't do too much harm if you keep moving. It's OK if Lara takes a little damage on the first run, but we'll try to minimize it. Swim along near the top left corner of the tunnel as you approach the first eel. Just before you reach it, turn left, then right. Again, try to hug the ceiling as you pass the second eel, which will be on Lara's left. After this, the rocky passage slopes upward. The third eel is just ahead on the left, and the fourth eel floats in the doorway ahead. Aim for the top left corner of the opening with the fourth eel, swim through quickly, and hope for the best. (screenshots)

Just beyond the fourth eel, you'll encounter 3 barracudas (33-35). Head for the square opening in the ceiling and climb out of the water into a little air-filled cave. Shoot the barracudas from above with pistols. You may need to drop into the water to get their attention. Then climb out again to shoot. (Or harpoon them if you have ammo to spare.) (screenshots)

If you don't want the achievement/trophy, continue to the exit. It's the wide opening in the rusted hull, on the far side of the cavern from the eel tunnel. (screenshot)

Otherwise, once the barracudas are dead, swim back through the eel tunnel to the pool with the glass-lined ledges. Again, try to stay close to the ceiling to avoid the eels, but don't worry if you take a little damage. It only counts on the final run. (screenshots)

Climb out of the water, walk through the glass shards, and jump up onto one of the corner ledges. Then climb onto the lower-level walkway. Move around to the alcove where you found the M16 ammo earlier. Then face the pool. The tunnel to the exit is now below on Lara's right. (screenshots)

Now, for the actual achievement/trophy. Save the game in a new slot. Walk to the edge, hold Walk, then press Jump + Forward to swan dive. Swim down behind the jagged rock formation and into the tunnel, just as you did before. (If you like, you can save again in the tunnel before the eels. Then if Lara does take damage, you can reload and have less to do.) Swim along near the top of the tunnel as you pass the first 2 eels. Continue to hug the ceiling as you swim past the third eel and aim for the top left corner of the opening with the fourth eel. Swim through quickly. If you make it without damage and still have a little air left, you're golden. (screenshots)

Ignore the air hole in the ceiling and swim straight on into the cavern. The level ends as you enter the rusted opening in the far wall. "Nervous Wreck" unlocks on the statistics screen. (screenshots)

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UPDATE HISTORY: Updates made prior to the Tomb Raider I-II-III Remastered release, including credit for tips sent in by other players, are tracked in the archived classic guide.
8/1/26 - Remastered guide posted. Better late than never. :D

BACTRACKING TO OEPN THE GLASS DOORS IN THE RESTROOM: If you reach the THIRD CIRCUIT BREAKER but it's inaccessible because the glass doors are still open, here's what to do (with screenshots): Turn around and press the button to open a trapdoor elsewhere. Climb back into the rusty passageway. Head forward then turn right at the next corner. Turn right again. (Ignore the blue passageway; it leads back to the BALLROOM.) A few steps ahead is the trapdoor you just opened. Draw weapons and step off the edge. As soon as Lara hits the floor of the RESTROOM, 2 thugs attack, one with a wrench, one with a gun. Run forward a little so you can see better. Then start shooting. When they fall, grab their Uzi ammo (or the UZIs if you don't already have them) and 2 bundles of harpoons. Now press the button in the alcove next to the lock where you used the RUSTY KEY earlier. This closes the glass doors on the other side of the room. Now you will be able to reach the CIRCUIT BREAKER from the other side.

Climb back up through the trapdoor in the ceiling and follow the rusty passageway forward, left, then left again to the opening above the blue alcove. Drop down and take the THIRD CIRCUIT BREAKER. When you have it, climb back up into the rusty passageway and follow it forward, right, and right again (i.e., retracing the route you just took). Again, drop through the trapdoor into the RESTROOM, where you killed the last two enemies. From there, pick up the main walkthrough at "YOU SHOULD NOW HAVE ALL THREE CIRCUIT BREAKERS," above.

‡NOTE ON VIDEO GUIDES: Eldin's videos don't always follow the same strategies I use in my walkthroughs, but if you prefer that format, I think you'll find them very helpful.

DARK MODE: I plan to add optional dark mode for these pages, but my current priority is updating the walkthroughs. Meanwhile, may I suggest a reputable dark mode browser extension, such as Dark Reader? (Download only from trusted sites, like darkreader.org or your browser's official add-on/extension site.)

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