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 AMMUNITION: Since this is the next-to-last level in the game, you don't need to worry too much about conserving ammo anymore. However, you may want to save 10-15 grenades for the final boss fight.

LEVEL 16: FLOATING ISLANDS (Remaster)

Updated: 8/1/26()

Pickups: 39, including 2 Mystic Plaques and 3 secrets
Kills: 26

NOTE: The number of pickups includes the three dragon statuettes and the bonus items awarded for finding all three secrets.

LEVEL MAP by VGCartography (used with permission)

Floating Islands Video Walkthrough by Eldincy

OBJECTIVES: Explore the first area, with the green floating islands, to obtain 2 Mystic Plaques. Use them to open the large gate leading to the next area. From there, find a way into the lower levels of the building. Then make your way past various hazards and enemies to the emperor's tomb at the end of the level.

NOTE: There are several possible routes through this level. This walkthrough follows one possible path that includes all kills, items and secrets. I've tried to minimize backtracking, but a little bit is inevitable. There are also quite a few shortcuts, which I have not covered here. I encourage you to check out the various speedrun videos on YouTube if you're interested.

LEVEL START TO GOLD LATTICE BUILDING: You begin on one of this level's mysterious "floating islands," huge chunks of glowing jade suspended in space. Just ahead on the left is a small medi pack (1) sitting on the ground near the edge. Grab it and move back up onto the green walkway. (screenshots)

Advance almost to the end of the green walkway. As you stand there, a flying swordsman (1) approaches very slowly from the building off to the right (i.e., right relative to the starting position). You'll notice a telltale shimmer in the air as he makes his way toward you on his magical jet boots. You'll meet a number of these guardians. Some carry swords and are capable of flying. Some wield two spears and stay on the ground. For the achievement/trophy "On Equal Terms," you must avoid damaging the Xian swordsmen while they are levitating but eliminate all of them. This applies to the 8 swordsmen only, not the spearmen. Defeating the swordsmen isn't too difficult if you've hoarded some Uzi ammo for the purpose.

For the first swordsman (1), stand near the end of the green walkway and wait for him to approach. Do not shoot at him while he's in the air. When he gets close, take a few steps back from the end of the walkway. Ready Uzis (or another powerful weapon) but be careful not to fire before he touches down. When he does, hop straight back along the walkway firing. (Do not hop down next to the walkway, or he'll take off again, voiding the achievement.) When he has absorbed about 80 Uzi rounds, he'll become petrified, and you can stop shooting. After a tense second, he'll explode. (screenshots)

NOTE: If you don't care about achievements/trophies, you can often take out these flying warriors from a distance. This one can be killed as he floats toward you. The M16 is great for targeting at a distance, but you can even use pistols if you start firing as soon as Lara gets a lock. Then just keep shooting until he explodes.

Afterward, move to the end of the green walkway and look down. Below is a shiny object on a little green island. This is the first of two MYSTIC PLAQUES. You'll be going after it soon. First, face the green rock formation shaped like an inverted "V." Take a running jump over it to land on the narrow stone ledge beyond. (screenshots)

Turn left and take a carefully angled running jump into the GOLD LATTICE BUILDING. Inside, go to the right and throw the switch to open a trapdoor in the building off to the right, where the flying swordsman came from. (screenshots)

NOTE: The switch also opens a gate at the other end of the gold lattice building. It's possible to go that way and slide down to the building with the trapdoor; however, you'll miss one of the swordsmen for the achievement/trophy, as well as the FIRST MYSTIC PLAQUE, and have to backtrack later. Follow the route below instead.

FIRST MYSTIC PLAQUE: After using the switch inside the GOLD LATTICE BUILDING, return to the edge of the floor overlooking the green islands and ledges. From here, you can see the FIRST MYSTIC PLAQUE below on the left. Below on the right is another petrified swordsman (2) (2/8 for "On Equal Terms"). He's similar to the one you encountered earlier, except he has not yet come to life. Safety drop off the edge onto the slope below. Draw weapons as you slide to the bottom of the slope. Turn right, lock onto the swordsman as he animates, and step down onto the ledge. (This will prevent the swordsman from taking off into the air.) Fire continuously as you run forward a few steps then back away. After about 80 Uzi rounds, he'll turn back to stone and explode. (screenshots)

Return to the bottom of the slope you just slid down. Face up the slope and turn slightly to the right. Ahead, between the slope and the green rock formation on the right, you can glimpse the MYSTIC PLAQUE on its little green island. Take a carefully angled running jump from the base of the slope to the stone ledge on the other side of the gap, just before the island with the plaque. (The setup is shown in the screenshots.) From there, take another running jump onto the island with the FIRST MYSTIC PLAQUE (2).

Or, if you can't manage the tricky jump to the stone ledge near the plaque, instead climb the rocks to the right of the swordsman's alcove to get back to the start of the level. Move to the end of the green walkway and face the inverted-V shaped green block. Take a few steps back from the edge and jump onto the left slope facing uphill. Slide back and grab the edge. Drop onto the ledge below. Then take a running jump onto the island with the PLAQUE. (screenshots)

LARGER ISLAND WITH ELEVATED BUILDING AND PETRIFIED GUARDS: When you have the FIRST MYSTIC PLAQUE, take a running jump to grab the right side of the next small, green island. Pull up and then walk to the far edge. Take a standing jump over to the big island and immediately backflip onto the little green island as a petrified spearman (3) awakens on the dais ahead. (There are 3 guards here now; the empty space is where the first swordsman originated.) The petrified spearmen can't fly. So if you jump back onto the green rock, he won't be able to reach Lara, and you can shoot him with pistols. When he explodes, jump back across to the big island. (screenshots)

NOTE: Unfortunately the grenade trick, used in the classic game to destroy petrified guardians before they animate, no longer works in the remaster. See the archived classic guide for details. For what it's worth, it still only takes 4 grenades to kill a guardian once it has animated. Just be sure to save 10-15 grenades for the end boss.

Climb into the building through the trapdoor on the underside. Here you'll find 2 sets of Uzi clips, flares, a large medi pack (3-6), and a SECOND MYSTIC PLAQUE (7). Approaching the PLAQUE awakens a second spearman (4) below. Either shoot him with pistols through the hole in the floor (time consuming); drop down and confront him (dangerous); or drop down, run to the other side of the island, jump back onto to the green island, and shoot him with pistols from safety. (screenshots)

Afterward, climb the rocks to the left of the guards' dais. Turn around and jump from the ledge with the small cherry tree to grab the edge of the roof. Pull up and cross over the roof to find SECRET #1, the Jade Dragon (8). Take it and drop to the ground. (screenshots)

You can ignore the remaining spearman (5) (and skip the rest of this paragraph), but if you want all the kills, you'll need to revive him. He is set to awaken when you come down the stone slide from the GOLD LATTICE BUILDING. So if you've gone the other way (as I suggested) you can jump onto the slide to animate him. Position Lara on the shorter, perpendicular ramp facing the long slide. Take a standing jump onto it and immediately backflip onto the smaller ramp. Slide down, run to the right, and jump back over to the little green island. Once again, kill the spearman from a safe distance with pistols. (screenshots)

LARGER ISLAND - LOWER LEVEL: Now face the guards' platform and approach the far right side of the island. Hang from the edge, then let go and grab the green ledge below. Pull up into a low-ceilinged room with a green checkerboard floor. Go around to the left and pull the switch to lower the gate on the other side of the room. Take a running jump across the gap into the doorway. Then step through onto the lowered gate. (screenshots)

STEPPED GREEN ISLANDS LEADING UP TO MYSTIC PLAQUE GATE: Take a running jump from the lowered gate to the green island ahead. Move to the far end, turn left, then take a standing jump up the slope to the flat spot at the top. From there, take a running jump to grab the edge of the next island, which is larger and roughly L shaped; pull up. Turn right and jump up onto the highest part of this island. Turn left and move down to the far end. Turn left again and take a running jump to grab the edge of the small, pointed island with the square top; pull up. Turn right and take another running jump to grab the lowest ledge on the stepped island ahead; pull up. Turn right and climb the stepped blocks. At the top, turn right again and take a running jump over to the left end of the long, green walkway. The MYSTIC PLAQUE GATE is now off to the left. (screenshots)

If you don't care about kills or achievements/trophies, skip the next section and instead jump directly from the end of the green walkway to grab the jutting gray ledge; pull up. The 2 petrified swordsmen (6-7) will not awaken when you approach. Continue with the "MYSTIC PLAQUE GATE AND INNER COURTYARD," below.

If you do want the "On Equal Terms" achievement/trophy, you must awaken the 2 petrified swordsmen (6-7) (3-4/8 for the achievement/trophy). Then lure them to a flat area where you can fight them on the ground. (If you're short on ammo, see the note below.) Start by climbing to the top of the long, green walkway but stop before you reach the highest step. The first swordsman (6) will animate when you near the top of the green walkway. Once you've awakened him, turn around and wait as he levitates out of his alcove, flies to the left, then turns and moves toward you. Now roll and move onto the top of the GOLD LATTICE BUILDING to animate the second swordsman (7). Staggering the enemy spawns like this means you won't have to fight them both at the same time. Run across the gold roof to the wide, flat area on the right, above the switch room. It will take a little while for the first enemy to reach you, so you'll have time to get in position. Face the MYSTIC PLAQUE GATE and stand a few steps back from the front right corner. This will give the first swordsman space to touch down. As soon as he does, start blasting as you hop away from him. (Don't backflip. Just hop backwards.) Be careful not to hop off the edge. As soon as he explodes, run back to the front right corner of the gold roof. Step back a little so the second swordsman has space to land. Then repeat the same tactics to destroy him. (screenshots)

NOTE: If you're running low on Uzi ammo, you can use other weapons here (M16, grenades). Or, before awakening the enemies, take a running jump over to the wide, gray ledge near the gate, grab the edge, and pull up. You'll find 2 piles of Uzi ammo (9-10) lying near the petrified guardians. They won't animate yet.

When the coast is clear, return across the gold roof and back down to the end of the green walkway. Take a running jump across the gap, grab the jutting gray ledge, and pull up. (screenshots)

MYSTIC PLAQUE GATE AND INNER COURTYARD: Take the 2 sets of Uzi clips (9-10) lying beside the gate. Then use the 2 MYSTIC PLAQUES in the receptacles to open the gate. (screenshots)

NOTE: If you are missing either MYSTIC PLAQUE, you'll need to backtrack for it now. Details are in a footnote. Or use the corner bug to get on top of the wall. Then drop down on the other side of the gate. (screenshots)

Soon after you enter, another flying swordsman (8) (5/8 for "On Equal Terms") rises up from below the left side of the stone bridge. Approach the bridge to wake him up. Then stand, weapons ready. Wait for him to touch down, then hop back toward the gate while firing. (screenshots)

If you step out onto the bridge, you can spot the Silver Dragon in an alcove off to the right. To get it, first move into the area with the small tree and two lanterns, between the bridge and the GATE. Pick up 2 sets of automatic pistol clips (11-12) lying on the ground. Then go behind the little tree. Walk to the base of the slope and take a standing jump up into the dark opening, holding Forward so Lara doesn't slide back. Turn left, follow the tunnel to the end, and slide down another short slope to land right on top of SECRET #2, the Silver Dragon (13). Turn around, take a standing jump up into the tunnel, and follow it back to the main area. (screenshots)

BOULDER SLOPES AND ROOFTOP BEYOND: To the left of the bridge is a slope with a green boulder at the top. The usual route, described in the classic walkthrough, involves tripping and avoiding this boulder trap, then a second boulder just beyond. For the "No Crazy Golf" achievement/trophy, you must "let the green boulders stay where they are." So that's what we'll do here. Start by jumping up onto the slope near the boulder. Take a running jump over the left side of the boulder, veering left to land on the roof beyond. (The page with screenshots shows the setup.) Dramatic music plays, but as long as you don't land on the green slope beyond the first boulders, both boulders stay put.

WIDE PLATFORM BELOW THE FIRST ZIP LINE: Drop through the square hole in the roof onto an angled, green block. Hop down. Then drop through the hole in the floor onto the wide ledge below. As you move out from under the overhanging rocks, a petrified swordsman (9) (6/8 for "On Equal Terms") awakens on a ledge above. Move toward the far left corner of the platform, but leave the guardian room to land. As soon as he touches down, start shooting as you back away. Once he explodes, pick up the small medi pack (14) lying on the floor. Then climb back up through the hole underneath the green rocks. Climb onto the angled block, stand at the lower end, and pull up through the hole in the ceiling. (screenshots)

Next comes one more tricky jump. The goal is to jump over the roof's peak without overshooting the ledge beyond and falling into the abyss. One possible setup is detailed on the page with screenshots. After this jump, you'll end up on the green ramp below the second boulder. It's safe; the boulders won't move unless you jump over to the other ramp.

NOTE: "No Crazy Golf" unlocks at the end of the level. You will pass this way again, but it won't be hard to avoid the boulders. I'll remind you.

FIRST ZIP LINE: Move up the slope toward the second boulder. When you reach the flat spot in the middle, turn right, and take a running jump to grab the green island where the zip line is anchored. Pull up. Now grab the zip line handle, ride it down through the opening in the rock wall, and let go as Lara passes over the lower of the two bridges to land there. (screenshots)

LOWER BRIDGE AND SECOND ZIP LINE: Enter the room at the right end of the bridge. As you approach the orange tapestry, it rises, revealing 3 stone spearmen (10-12). The one in the middle (10) comes to life when you get a little closer. (The other statues don't animate yet.) Start shooting as soon as it begins to transform, and back out of the room firing. If you have grenades to spare, you'll only need 4 on normal difficulty. Return to the guardians and throw the switch between them. This awakens the 2 remaining enemies (11-12) and also raises the gate at the lower end of the zip line. Press Look to cancel the cutscene. Then roll (don't backflip or Lara will bang into the curtain) and run/jump away so you'll have more room to fight. I'd go for grenades or Uzis here, but do what you need to do. Just keep moving so Lara doesn't get pinned against a wall or hoisted on their spears. (screenshots)

NOTE: If you're low on ammo or just don't want to fight the remaining spearmen, it's OK to flee. You will need to kill the first guardian. Then pull the switch to awaken the other two, press Look to cancel the cutscene, roll, and run/jump to the top of the zip line, described in the next paragraph. Ride it down, climb the lattice walls, and continue following the walkthrough as written. You'll have another chance to kill the spearmen from a distance shortly.

Afterwards, go through the doorway just to the left of the entrance. Grab onto the second zip line handle and ride it down. Continue holding Action so Lara grabs the climbable lattice at the end of the line and doesn't slide into the lava pool below. Climb onto the green ledge above. Then scale a second lattice-covered wall, climb up, and dismount on the right. (Or, climb almost to the top and backflip onto the ledge behind.) Move into the doorway to the right of the lattice, turn around, hang from the edge, traverse to the left until Lara is over solid floor, then drop down. (screenshots)

FIRST ZIP LINE (again): You're now back in the room with the green, angled block, below the ROOF NEAR THE BOULDER SLOPES. Use the angled block to climb back onto the roof. Jump over the roof's peak onto the second boulder ramp, just like you did earlier. Then jump back over to the first zip line handle. Using the switch in the room with the 3 petrified spearmen raised the gate beyond the bridges, so you can now ride the zip line all the way to the end. (screenshots)

NOTE: If you avoided the 2 spearmen in the switch room and want to kill them now, instead of riding the zip line all the way to the end, slide down past the bridges and drop onto the stone ledge below the open gate. Turn around and shoot the spearmen (11-12) with pistols as they pace back and forth along the bridge. (screenshots)

BUG NOTE: OK, this is not technically a bug, more like a feature gone wrong, but it is possible to use the first zip line a second time and drop onto the WIDE PLATFORM BELOW instead of sliding all the way to the end. If you do this, then climb back to the top, you'll be unable to continue because the zip line handle is missing. You'll need to pass through the room with the switch and second zip line in order to reset the first zip line. Details are in another footnote and in this short video.

ROOM WITH LAVA WALLS AT END OF FIRST ZIP LINE: The zip line ends in a short passageway. We'll explore here shortly. For now, jump across the gap in the floor with flying blades and lava below onto the flat area on the right. Or, if you slid only halfway down and landed on the stone ledge to kill the spearmen, instead move to the right side of the ledge (when facing out toward the bridges), turn around, and step off the edge to land safely on the floor below. (screenshots)

When Lara touches down on this side of the room, the first of 2 flying swordsmen (13-14) awakens behind the wall of fire on the opposite side of the room. These are the last two enemies for the "On Equal Terms" achievement/trophy. You can dispatch him fairly easily if you stand in the corner below the opening where the zip line comes through. He'll fly out of the opening in the lava wall then slowly make his way behind the green columns before turning toward you. As he gets closer, step back a little to give him room to land. Then, as soon as he does, start shooting as you hop away, keeping the danger pit on Lara's left, and taking care not to fall in. If you use powerful weapons, he'll explode fairly quickly. Otherwise, jump past him, roll, and continue firing. (screenshots)

To awaken the last swordsman (14), walk to the edge of the danger pit. Take a standing jump over to the floor on the other side. To fight him, use the same tactics as the first: Flip back across the pit. Then run to the corner below the opening. Wait for him to land. Then back away firing. If you destroyed all 8 petrified swordsmen, without damaging any of them while they were in the air, the achievement/trophy unlocks now. (screenshots)

Now, pull up on the angled wall to the right of the opening where the cable comes in and backflip onto the platform above. (Or reposition the green carved block and use it to reach the platform.) Throw the switch on the square column to drop a second stone block into the gap in the floor. (screenshots)

Drop down from the platform taking care to avoid the flying blades. Approach the danger pit running along the middle of the room. Safety drop onto the block in the lava below. Flip the switch in the alcove to open a trapdoor in the lava pool above. Climb out of the pit by jumping over the lava to grab the edge of the step below the blade shooter. Stay close to either wall as you pull up and climb out of the pit. (screenshots)

Climb back up to the switch platform then onto the wall above the lava pool, where you'll find 2 sets of M16 clips (15-16). From there, take a running jump with Action to sail through the trapdoor and land in the water below. Or do a running swan dive: Set up the running jump as usual, then run forward and tap Walk just before jumping. More challenging but also more stylish. (screenshots)

FLOODED AREA BELOW THE LAVA: Grab the shotgun shells (17) sitting on the bottom of the pool. Surface, cross the room, and pull the switch to raise a gate above the end of the zip line. Return to the deeper water where you dropped in. Then swim down and to the left, through a narrow passage at floor level. Surface just inside the next room to avoid the horizontal blades ahead. Turn around and climb into the alcove above the passage you just swam through. Pull the switch to deactivate the slashing blades, as well as some but not all of the flying blades. Wade past the blades into the next room, climb the ledges to the doorway above, and follow the short passageway to the right. (screenshots)

You're now back at the bottom of the zip line in the ROOM WITH LAVA WALLS. Jump across the pit to the open floor on the right. Move the green carved block into the corner near the opening you just came from. Climb onto the block, save, then take a carefully angled standing jump with Action onto the ledge above the zip line handle. (screenshots)

SMALL ROOM WITH SPIKES: Follow the upper passage past a barred doorway to a small room with a spiked floor. Take a running jump over the spikes to grab the horizontal crevice in the opposite wall. Traverse to the right, pull up, and flip the switch to raise the bars you just passed. Turn around and walk to the front right edge of the switch alcove. Then take a standing jump over the spikes to grab the elevated doorway you came from and pull up. (Ignore the lower passageway. It leads back to the zip line.) The barred doorway you just opened is ahead on the right. (screenshots)

ROOM WITH LARGE, SQUARE HOLE IN THE FLOOR: There are 2 petrified spearmen inside (counted below as 24-25). They don't animate until you return to this area later. Move to the edge of the hole. Stand with Lara's back to the spearmen. Then slide backwards down the slope, grab the end to break Lara's fall, and drop into the cage below. (screenshots)

LARGE ROOM WITH METAL CAGE AND SWITCHES: There's no danger until you pull the switch on the block to raise the bars. But when you do, 4 knife-throwing cult members (15-18) attack. The 4 stone guardians (19-22) in the doorways won't animate until you step outside the boundaries of the metal cage. As long as you stay in the middle and watch out for the lava pits on either side, you can fight the cultists by jumping from side to side while shooting and/or using the block for cover. (screenshots)

Alternatively, if you prefer a less hands-on approach, try this: Flip the switch to raise the cage. Then immediately roll, run forward and climb onto the wall on the left or right side. The square column in the middle prevents you from pulling up there. The cultists are pretty relentless, but they will not climb up after you. So you can shoot them from above and use the column for cover whenever they start throwing knives. They leave 3 sets of Uzi clips, 3 boxes of shotgun shells, plus small and large medi packs (18-25). Wait to pick up anything that drops outside the cage. (screenshots)

Once the human foes are out of the way, face the switch you used to raise the cage. Observe the 4 petrified spearmen (19-22): Two guard the switch in the alcove on the right, one guards another switch on the left, and one blocks the exit. Defeating them is much easier if you awaken them one or two at a time. (screenshots)

Walk to the edge of the lava pit on the left or right side of the cage. Take a standing jump over the lava to animate 2 of the guardians (19-20): one directly ahead and one behind in the opposite alcove. Immediately backflip over the lava into the cage. Turn and climb up onto the wall opposite the switch block. The spearmen have to go all the way around the lava pits in order to get to Lara, so you should have plenty of time to climb back up. You can then shoot them with pistols from above. (screenshots)

After destroying the first 2 spearmen, drop down and walk to the edge of the lava pit on the right, near the third spearman (21). Once again, take a standing jump over the lava. The trigger point for this spearman is inside his alcove. Roll to awaken him. Then take a running jump back over the lava. Run to the left and climb back onto the wall as the spearman takes the long way around. Shoot him from above like you did the others. Now repeat this with the fourth spearman (22) guarding the exit. He comes to life as soon as Lara steps down from the low platform that forms the cage floor. So walk cautiously toward him. Step down to awaken him. Roll, run back to the wall, and climb up. Then shoot the guardian with pistols until he explodes. (screenshots)

When the coast is clear, grab any of the pickups you weren't able to get before (i.e., items 18-25, above). Then flip the 2 switches in the alcoves where the spearmen were. One opens the exit, the other a set of large, ornate doors in the room above. (screenshots)

STAIRS LEADING BACK UP TO THE ROOM WITH THE SQUARE HOLE IN THE FLOOR: Go through the exit and start up the stairs. A knife-throwing cultist (23) appears just ahead. Get a lock on him and back down the stairs shooting until he falls. (If you're low on ammo, you can use pistols. Get a lock on him, backflip into the CAGE ROOM, then flip side to side, in and out of the doorway, while shooting.) Continue upstairs. Pick up the large medi pack and automatic pistol clips (26-27) the bad guy dropped, along with 2 pairs of grenades (28-29) on the second landing. (screenshots)

At the top of the stairs is a switch that opens the big doors and awakens the 2 petrified guardians (24-25) just inside. Pull the switch then immediately pull it again to close the doors. The warriors will awaken and start thrashing around, and you can shoot them through the doors using your trusty pistols. Their spears can reach Lara through the gaps, so it's a good idea to get a pistol lock on one of them, step back, and fire from a safe distance. If you see blood, you'll know your shots are connecting. Once both guardians have been destroyed, use the switch a third time to re-open the doors, and enter the ROOM WITH THE SQUARE HOLE IN THE FLOOR. (screenshots)

LATTICE WALLS ABOVE SPIKES AND LAVA: Enter the room on the right. (The doors will be open if you used the switch in the alcove downstairs.) Here you'll find a climbable lattice wall above a pool filled with lava and spikes. (Overkill, yeah?) Climb the lattice until Lara's feet are positioned on the sixth rung from the top (i.e., the rung with no filigree above). Continue holding Action as you press Jump + Roll to leap off the wall, do a midair somersault, and grab the lattice behind. Climb up and to the left until you reach the red-and-green area. Position Lara's feet at the bottom of the red strip. (If you're unable to distinguish the colors, it's the 5th rung from the top, with no filigree below.) Again, continue to hold Action and press Jump + Roll to jump, twist, and grab the lattice behind. Climb to the top, but before pulling up onto the slope, move as far to the left as possible. Pull up and immediately backflip. As Lara lands on the slope behind her, jump to the left to land on the slope ahead and slide down onto the flat area. Turn right and sidestep to avoid the flying blades. Quickly draw weapons and kill the knife-throwing cult goon (26) waiting here. Try to avoid the blades as you steal his shotgun shells (30). (screenshots)

LAVA STREAM AND LEVEL EXIT: Move out onto the ledge overlooking the lava stream. Ignore the movable block, which is there to block the shooting blades and allow you to reach the zip line handle. If you want all secrets/pickups, you won't be using the third zip line, so shifting the block is not necessary. Instead, take a running jump onto the tan rocks on the right. Follow the rocky ledge forward, keeping the wall of flames on Lara's right. When you come to a slope that's too steep to climb, take a standing jump to the top. Turn left and walk to the edge. The level exit is just ahead, at the end of the zip line, but but don't jump over there yet. There's still one more secret to find. (screenshots)

You're headed for the small opening on the other side of the lava stream. To get there, turn around. Then hop back, holding Action as though you were going to slide and grab the end of the slope. Lara won't actually grab, but the motion will allow her to land safely on the small ledge below. Turn around and take a running jump across the lava into the dark tunnel. Follow it to the end and climb the block steps to emerge on a long, open ledge. This is actually the roof of the building overlooking the pretty little garden near the MYSTIC PLAQUE GATE. Here you'll find SECRET #3, the Gold Dragon (31). This is the last secret of the game and includes a bonus of 8 pairs of grenades (32-39) if you've found all three secrets in this level. You'll also unlock the "Codex of China" achievement/trophy if you found every secret in all 7 China and Tibet levels (i.e., Great Wall, Tibetan Foothills, Barkhang Monastery, Catacombs of the Talion, Ice Palace, Temple of Xian, and Floating Islands). (screenshots)

NOTE: If you missed the Silver or Jade Dragon, it's not too late to go back for them, though it is a bit of a trek. Details are on a separate page.

To finish the level, after picking up the Gold Dragon, return through the dark tunnel to the opening overlooking the lava stream. Take a running jump across the lava to grab the angled block directly ahead. Pull up and quickly backflip onto the thin ledge above and behind. From there, jump into the doorway. (screenshots)

NOTE: If you didn't trip either of the boulder traps back at the FIRST ZIP LINE, the achievement/trophy "No Crazy Golf" should pop on the end-of-level statistics screen.

Or click here for more ways to help.

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[TR2 Level Menu]

[Next - The Dragon's Lair]


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

MISSING MYSTIC PLAQUE(S): If you arrive at the MYSTIC PLAQUE GATE only to find you've missed one of the plaques, you can either use the corner bug to get on top of the wall. Then drop down on the other side of the gate. (screenshots) Or backtrack for the missing item(s). Start by jumping back over to the long, green walkway. Follow it to the top of the GOLD LATTICE BUILDING. Then drop down onto the stone ledge on the other side (i.e., between thee gold lattice walkway and the path where you started the level). Move out to the end of this ledge. The FIRST PLAQUE is on a small, green island below. The SECOND PLAQUE is inside the building on the larger island off to the left. (screenshots)

If you have not yet used the switch inside the GOLD LATTICE BUILDING to open the trapdoor underneath the building off to the left, you'll need to do that now. Pick up the main walkthrough here.

If you did use the switch, the trapdoor will be open. Face the left side of the green rock formation shaped like an inverted 'V'. Run off the edge of the stone ledge (don't jump) and Lara should fall onto the little island with the FIRST PLAQUE. (screenshots)

From there, turn left and take a running jump to grab the right side of the next small island; pull up. The SECOND PLAQUE is inside the building. The Jade Dragon is on the roof. Follow the main walkthrough from the section "LARGER ISLAND WITH ELEVATED BUILDING AND PETRIFIED GUARDS" (above) to get everything and return to the MYSIC PLAQUE GATE.

RESETTING THE FIRST ZIP LINE: It is possible to use the first zip line a second time and drop onto the WIDE PLATFORM BELOW instead of sliding all the way to the end. If you do this, then climb back to the top, you'll be unable to continue because the zip line handle is missing. You'll need to pass through the room with the switch and second zip line again in order to reset it. Then climb back up to the zip line handle. To do this without tripping the boulders, so you can still get the "No Crazy Golf" achievement/trophy, follow the path shown in these screenshots and this short video. (This classic video shows a slightly different route, after the boulders have already rolled.)

‡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.)

WAS THIS WALKTHROUGH HELPFUL? If not, I apologize and invite you to contact me with any questions. If you need help right away, I recommend the r/TombRaider subreddit. Other fan-run forums are listed at tombraiders.net/stella/community.html. If this site was useful, please consider supporting it financially or in other ways. For details, visit tombraiders.net/stella/support.html. As always, I welcome your corrections/suggestions. Thank you!

Stella's Tomb Raider Site: tombraiders.net.