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Sinking Submarine - Mess Hall

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In the previous section, you explored the passageways and jumped over some flames to reach the MESS HALL. Live wires now dangle in the water, preventing you from wading across without taking damage (and failing the "Hell and High Water" achievement/trophy). So use the tabletops to get across. Start by taking a standing jump from the doorway onto the tabletop ahead.

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Take another standing jump to the next table, on the left side so Lara doesn't hit her head on the overhanging duct and fall into the water.

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The KITCHEN is here on the left, but wait to go there. More dangling wires prevent you from getting anything done. Instead, jump to the third table on this side of the room.

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Walk to the corner of the table nearest the doorway at the end of the room. Hop back then take a running jump, pressing Action to lower Lara's arc, so she lands just inside the doorway, as indicated by the white/left set arrows. (Or, jump over to the table nearest the door, walk to the edge, then take a standing jump with Action into the doorway, as indicated by the green/right set of arrows.)

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It's safe to walk through the water in the next hallway. Head to the right and take out the gangster (4) (42/62) hiding in the next STOREROOM.

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If you like, you can side flip in and out of the doorway while firing to avoid taking damage. Or just use your more powerful weapons to kill him quickly.

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He won't be needing his SWIPE CARD (4) (125/239) anymore, so feel free to take it. Also grab a small medipack (5) (126/239) from the shelf opposite the door.

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Return to the entrance to the MESS HALL with the checkered tablecloths and electrified floor. Take a standing jump from the doorway to the table directly ahead.

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Move to the left side of the table, so Lara isn't standing under the ceiling duct. Then take standing jumps to the next table, then the next.

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There's still nothing doing in the HEAD, so you can skip that area. Turn right, walk to the narrow end of the table, and take a standing jump with Action (so Lara doesn't hit her head) onto the table across the aisle.

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Take another standing jump with Action to into the doorway with the flames beyond.

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Jump over the flames as you did before: Stand in the middle of the first flooded tile.

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Again, if you look down at Lara's feet, she should be standing above the metal 'X'.

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Take a standing jump over the first flame to land next to the STOREROOM door. (If you missed the UZIS on the shelf in there earlier, get them now.)

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Take another standing jump over the second flame. At the T-intersection, follow the passageway to the right. (Left leads back down to the TORPEDO ROOM.)

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If you didn't deal with him earlier, there'll be a gangster (3, counted earlier) lurking in the STOREROOM at the end of this passageway on the right. He drops Uzi ammo (4, also counted earlier).

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Use the SWIPE CARD you got from the previous enemy to open the hatch just across the corridor.

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Enter and proceed straight ahead. Ignore the flooded corridor with dangling wires on the right for now, but notice the locked STATEROOM door at the end. You'll be back when it's safe. Climb the ladder ahead on the left to reach the the UPPER DECK.

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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 web store.)