STELLA'S TR2: GOLDEN MASK REMASTERED WALKTHROUGH
The Golden Mask Remastered guide is now complete. It includes all achievements/trophies. For the other guides that have not yet been updated, I will continue to link to the ORIGINAL WALKTHROUGHS, which cover all the basics. Please check the TR2 introductory notes for info on my process, modern vs. classic tank controls, etc. Follow this link for the archived classic walkthrough.
LEVEL 2: FOOL'S GOLD (Remaster)
Updated: 10/17/26(†)
Pickups: 69, including grenade launcher, circuit board, 3 keycards, and 3 secrets
Kills: 62
NOTE: If you missed them in the first level, regular pickups here will include the M16 ASSAULT RIFLE, AUTOMATIC PISTOLS, and UZIS.
LEVEL MAP by VGCartography (used with permission)
Fool's Gold Video Walkthrough by Eldincy‡
FLOODED TUNNEL AND ROOM WITH STAIRS AND THREE DOORS: Drop into the water-filled hole in the floor. Swim forward through the wide tunnel and up the next square shaft to another opening where you can surface. Pull up out of the opening on the right side, where the edge is lower. When you do, the three small, square doors at ground level open—one on Lara's left and two ahead. A sniper with a shotgun (1) also appears in the opening above on the left. Side flip to the left to get under him so he can't shoot you. Then take out the Doberman (2) that emerges from one of the small doorways ahead, usually the left but sometimes the right. (screenshots)
After a few moments, the first enemy comes down the steps, and another thug with a shotgun (3) appears in the doorway straight ahead. You may want to switch to the shotgun to deal with them. Be careful retrieving the next pickups. When you start up the steps where the sniper came down, a guy with a club (4) appears at the top. Switch to pistols and back away shooting until he falls. Then retrieve 2 boxes of shotgun shells (1-2) from the gunmen's bodies, plus a large medi pack (3) in the small room below the sniper's ledge. (screenshots)
ROOM WITH RUSTY TANK, POOL, AND STAIRS: Face the two small doors opposite the water-filled opening where you entered. Go through the one on the left into a room with a pool. The door closes behind you. Turn right, move forward a few steps, and shoot another Doberman (5) that charges from the dark corner. Jump or swim across the pool to the ledge next to the rusty tank and pick up some flares (4). Now climb the stairs opposite the entrance. At the top, turn right, then right again. Approach the shotgun ammo (5-6) lying on the floor near one of the stained-glass windows, but don't get too close yet, and don't shoot the windows. (screenshots)
Save the game because this encounter can be tricky. The next 2 enemies carry flamethrowers (6-7). For the "Ordered to Be Shot" achievement/trophy, you must kill all flamethrower enemies before they have a chance to use their weapons. These are the first 2 of 6 flamethrowers in the level. For the "True Komsomol Member" achievement/trophy, you can't break any of the hammer-and-sickle windows.
IMPORTANT: Just to clarify, it's OK if enemies break windows, but if you shoot them or shatter them with Lara's body, the achievement/trophy won't unlock.
Draw powerful weapons, like the Uzis. Face the window alcove with the shotgun shells then roll. Lara comes up facing the stairs, dramatic music plays, and the 2 flamethrowers spawn below. The camera moves behind Lara, outside the window, so you can't see very well. Quickly move forward to the edge, hold Look for a better angle, and shoot the enemies as quickly as you can, before they have a chance to use their weapons. If one of them manages to make it up the stairs, he'll approach from the right. You may be able to kill him on the upper level before he flames, but if that doesn't work, reload and try again. Afterward, pick up the 2 boxes of shotgun shells (5-6) near the window (with a possible repeat of the dramatic music), plus a small medi pack (7) one of the men drops. (screenshots)
NOTE: If you don't care about achievements/trophies, try the alternative tactics shown on this separate page.
On the wall in the room above the pool and rusty tank, there's a switch. Pull it to open a metal door elsewhere. If you didn't kill the enemy with the club (4) earlier, he will now enter the pool room on the lower level. Move to the edge and shoot him from above as he approaches. (screenshots)
Take a running jump across the hole in the floor above the pool and grab the edge of the doorway directly opposite the switch. Pull up. Straight ahead is a closed metal door. Approach it. Then turn left and follow the hallway to the end. On the right is the door you just opened. Ignore it for now. Instead turn left again into the opening above the room where you started. There's a second switch in this dark passageway. Pull it to open the metal door you passed a moment ago. Return there now. (screenshots)
SMALL ROOM WITH WOODEN CRATES: Inside is a room with a low ceiling and numerous wooden crates. Directly in front of you is a movable crate. Pull it 4 times to get it out into the hallway. Turn left, go down the stairs, and climb into the raised opening on the right. Go forward and right again to get back to the room with the crates. Inside, pick up 3 sets of M16 clips (8-10), one on the left and two that were previously hidden by the first crate. Pull the second movable crate once to the right to reveal SECRET #1, the gold coins (11). (screenshots)
NOTE: If you don't yet have the M16 ASSAULT RIFLE, you'll get it here instead of one of the ammo pickups.
WINDOWED ROOM WITH MERCENARIES AND SWITCH: Exit the secret room, turn right, and follow the hallway to the end. Turn right and go through the door you opened earlier with the first switch. Climb over the metal ledge and continue forward to a windowed room with 2 enemies (8-9) pacing around inside. If you walk along the ledge near the windows, a door opens, and the guy with the baton (8) comes out and makes his way around toward you. Shoot him as he approaches. Then take his small medi pack (12). Continue around the corner to the left, then left again. You'll end up on the other side of the windowed room, facing a low, metal ledge with a square door just to the right of it. Vault over the metal ledge and enter the room to take on the second mercenary (9). When he's dead, relieve him of 2 boxes of shotgun shells (13-14). (screenshots)
Inside, at the far end of the room, is another switch. Use it to open the door you just passed. Exit the windowed room, vault over the metal ledge, turn left, and go through the door you just opened. (screenshots)
NOTE: On the way out, notice the dead-end passageway ahead with the carved portraits of Joseph Stalin. (screenshot) You'll return later for a secret.
OUTDOOR AREA WITH SNIPERS: As you emerge into this open area, turn left, go around the square block, and approach the short, wooden crate with the shotgun shells (15) on top. Hop up onto the block, but don't try and pick up the ammo yet. You're a sitting duck for 2 snipers (10-11) who spawn on the rooftops. Quickly flip/run back toward the entrance. Use the big block for cover as you take out the snipers before exploring any further. You can use pistols if you're patient, but the M16 is perfect for this. When it's safe, grab the shotgun ammo. (screenshots)
Then continue forward to the alley on the left. Hop up onto the crate with the M16 clips (16) and you can use pistols to kill the Doberman (12) that charges from the alley without getting bitten. You'll also find a box of flares (17) in the snow at the back of the alley. (screenshots)
Come back out to the main area and head to the left. Inside the rocky tunnel there's another dog (13) and more M16 ammo (18). The ramp here is too steep to climb, and the rusty doors don't open yet. So return outside. (screenshots)
ROOFTOPS AND CIRCUIT BOARD: Use the wooden block under the Soviet hammer-and-sickle sign to climb onto the roof. A guy with a club (14) pops out from behind the roof peak and 2 crows (15-16) fly in from behind. Take care of the man first then the birds. Then grab the goon's shotgun shells (19). (screenshots)
Face the end of the open area where you came in. (There's a huge fan high on the wall.) Climb to the top of the snow-covered roof and turn left so the big fan is on Lara's right. Take a running jump to grab the edge of the wide opening on the other side of the gap and pull up. Immediately draw weapons and shoot the shotgun-wielding bad guy (17) who emerges from the doorway on the right. Take his small medi pack (20) and enter the passageway where he came from. Use the switch to open the nearby door. Step inside with shotgun drawn. Take out the Doberman (18) that charges from the right and pick up the CIRCUIT BOARD (21). (screenshots)
Exit the narrow hallway and continue forward along the snowy rooftops. Retrieve 3 boxes of shotgun shells (22-24)—one from each of the snipers you killed earlier and one lying on the ground about halfway along on the right. (screenshots)
Continue following the rooftops to the far end. Turn left and move past the wide doorway with the two hammer-and-sickle symbols above. As you approach the next corner, another enemy with a baton (19) emerges. Kill him and claim his small medi pack (25). (screenshots)
NOTE: There's no need to enter the room where this enemy came from, but if you want to check it out, you'll be able to glimpse the gold bars through the barred windows. You'll get this secret later from the other side. (screenshot) There are also two ramps leading back down to the lower level. If you slide down the first ramp, you'll end up in the tunnel at the end of the OUTDOOR AREA. The other ramp leads back to the hallway near the WINDOWED ROOM WITH THE SWITCH, where you were earlier. In either case, return to the OUTDOOR AREA and climb back onto the rooftops to continue.
Enter the room below the two hammer-and-sickle symbols. Place the CIRCUIT BOARD in the electrical panel to open the nearby door. (screenshots)
DARK ROOM WITH CRATES AND RAMPS: Enter the dark room and immediately jump/climb onto the block ahead and a little to the left to await the arrival of an armed snowmobiler (20), who approaches from the back left corner of the room. If you need light, there's a box of flares (26) on the block just inside on the right. You can stand on that block instead as you fight the snowmobiler, but the one on the left gives you a better view of the room. The snowmobiler can't run over Lara when she's standing on either block, but he can still shoot. So take him out quickly. The M16 works well here. There are also 2 rats (21-22) scampering around on the floor. Either kill the rats right off, or get a lock on the snowmobiler and keep holding Action so Lara won't target the rats. Once you're out of danger, switch to pistols and deal with the rats. (screenshots)
NOTE: Remember, if you're after the "Snow March" achievement/trophy, do not ride the enemy snowmobiles.
Afterward, scour the room for goodies. Along with the flares (26) on the box near the entrance, there's M16 ammo (27) in the near right corner (relative to the entrance), Uzi ammo (28) behind the wooden ramp in the far right corner, plus a large medi pack (29) and CARDKEY 1 (30) sitting on some crates near the far left corner. (This keycard is the size of an iPad and has a YELLOW STAR on it.) When you climb onto the crate with the medi pack, a third rat (23) spawns near where you found the Uzi ammo. When you take the keycard, a guy with a club (24) appears down at the far end of the OUTDOOR AREA, near the door with the YELLOW-STAR LOCK. If you wait here on the well-lit boxes, you can shoot the human and the rat as they approach. The man drops a small medi pack (31). (screenshots)
OUTDOOR AREA WITH VARIOUS SMALL BUILDINGS (again): Exit the dark room the way you came in (i.e., through the door you opened with the CIRCUIT BOARD). As you step outside, the rusty doors in the tunnel below open, and 2 more snowmobilers (25-26) come out to play. One comes through DARK ROOM where you just were; the other circles around at ground level. Outside, turn right and run along the wooden ledge and over the roof to the near right corner. [If you didn't kill the enemy with the baton (19) here earlier, you'll have to deal with him now.] Climb onto the rusty, metal column with the concentric circles stamped into it. Dispatch the first snowmobiler from there. Then move to the edge of the roof to shoot the second one down below. (screenshots)
NOTE: Alternatively, if you don't want the "Snow March" achievement/trophy, you can take the snowmobile the first rider left behind and have yourself a lovely shoot-'em-up.
RAMP BEYOND DARK ROOM: Re-enter the DARK ROOM WITH WOODEN CRATES AND RAMPS. Follow the right wall toward the back. Just before the far right corner, near the base of one of the wooden ramps, there's a movable crate. Push it aside to find some flares (32) underneath and an opening behind it. Go through and follow the metal ramp down to the first landing. (screenshots)
Save the game before climbing onto the rusty metal ledge. The next section can be tricky. There's a guy with a shotgun (27) behind the stained-glass windows on the other side of the room. Remember, if you want the "True Komsomol Member" achievement/trophy, you can't shatter any of the hammer-and-sickle windows. However, it's fine if enemies break windows. So, climb up on the middle-left side of the ledge, so the wide, concrete column blocks his view. Take a step forward. Then side flip to the right, so the enemy shoots at Lara, shattering the left window. Immediately hop back off the ledge, to avoid getting shot again. Move into the right corner, close to the wall. Jump straight up, and the enemy should shatter the window on the right. Now you can climb onto the ledge and kill him without accidentally breaking any windows. (screenshots)
POOL BELOW RAMP: When he's dead, turn around and safety-drop into the pool. Swim around behind the concrete column and use the lever to turn off the huge propeller farther along the flooded passageway. Surface above and to the right of the lever and save again before climbing out of the water. When Lara steps on the tile to the right of the column, a guy with a flamethrower (28) approaches along the narrow, dark passageway ahead. If you're ready, and use powerful weapons, you can easily kill him before he fires his weapon. (He is the 3rd of 6 flamethrowers for the "Ordered to Be Shot" achievement/trophy, begun earlier.) Grab the small medi pack (33) he drops and some flares (34) in the room at the end of the passageway. (screenshots)
Return to the pool and take a running jump to grab the climbable wall on the far side of the water. Climb up to the room where the shotgun guy fell. Pull the movable crate once. Go behind it and pick up some grenades (35) that were hidden underneath. When you do, a door opens on the other side of the room. Go inside and get more grenades (36). When you pick them up, a second door opens behind the crate, giving you access to the GRENADE LAUNCHER (37). (screenshots)
NOTE: When you get the launcher, the number of grenades in your inventory appears to double. This is actually just a quirk around how ammo is counted. Each grenade pickup is a pair of grenades. See the Weapons section on the Classic TR2 Controls page for details. You may want to save most of your grenades for the tougher enemies in the later levels. There's also an achievement/trophy in the next level, FURNACE OF THE GODS, that requires at least 2 grenades. If you miss the GRENADE LAUNCHER here, you'll have another opportunity before you really need it.
UNDERWATER PASSAGE: Drop back into the pool. If you didn't already do so, use the lever on the side of the concrete column to shut off the huge propeller. Swim past it and turn right into a narrow underwater passage. Swim forward then right again. At the next intersection, turn left and swim up the slope, picking up 2 sets of automatic pistol clips (38-39) from the bottom. When you come to the surface, you'll be facing the exit, a door with Stalin's portrait on it, which opens automatically as you approach. Before climbing through, turn around and swim along the surface to the rusty ledge opposite the Stalin door. Climb out of the water, shoot a rat (29), and claim 2 more sets of automatic pistol clips (40-41). (screenshots)
NOTE: If you don't have them yet, you'll get the AUTOMATIC PISTOLS and one set of clips instead.
Swim back over to the Stalin door, climb into it, and then hop down into the ROCKY TUNNEL below. Turn left and head up the slope. At the top, turn right and go through the open double doors where the snowmobilers came out earlier. Beyond the double doors, turn left to emerge back at the OUTDOOR AREA WITH MANY SMALL BUILDINGS. (screenshots)
NOTE: If you didn't kill the third snowmobiler (26) earlier, watch out for him now, and climb onto any of the crates or low rooftops so he can't run Lara over while you shoot him.
OUTDOOR AREA (again) - YELLOW-STAR LOCK: Cross to the far end of the open area and use CARDKEY 1 in the YELLOW-STAR LOCK to open the door. As you enter the small room, the secret chime sounds, a door opens elsewhere, and the camera shows the passageway with the carved Stalin portraits that you passed earlier. (screenshots)
BACKTRACK FOR SECRET #2: Ignore the card lying on the floor for now. Turn around, hop down into the open area, and go through the doorway on the left. Turn left again and continue straight ahead to the dead-end passageway with the carved Stalin faces. Only now it's not a dead end. Turn right and enter a rusty passageway. Follow it to the end, turn right, and climb onto the wide, rusty ledge. Pull the switch on the right wall to open the small door at the top of the slope. Immediately ready weapons and shoot the 3 Dobermans (30-32) that charge out. Beyond this door is an open area with SECRET #2, the gold bars (42). (screenshots)
NOTE: If you step forward to the edge and look over, you'll see the area where you first swam into this compound. If you aren't missing any pickups, you don't need to go back there. If you drop down by accident, return up the metal steps, through the passageway in the corner, and around the outside of the WINDOWED ROOM to get back where you left off. (screenshots)
DOOR WITH RED-STAR LOCK: Return to the OUTDOOR AREA the way you came. Climb up to the doorway near the YELLOW-STAR LOCK. Enter and pick up another CARDKEY 1 with a YELLOW STAR (43). When you do this, a guy with a club (33) vaults over the doorway in front of you. Kill him, take his small medi pack (44), and climb into the room from which he came. There is a RED-STAR LOCK here, as well as a switch. Your yellow-star card doesn't work here. To get a card that does, pull the switch to alert a thug with a shotgun (34), who appears in the previous room. Climb back into the doorway and deal with him. He drops CARDKEY 2 with a RED STAR (45). (screenshots)
IMPORTANT: It's almost impossible to miss, but be sure to pick up the keycard with the yellow star. If you enter the next area without it, you'll be softlocked and have to reload an earlier save or restart the level. To do that, kill Lara, then press Action/Enter to open the Passport menu. Page to the right and choose "Restart Level."
Climb back into the room with the RED-STAR LOCK and use CARDKEY 2 to open the door, revealing a short passageway with another door. Pull the switch again to open the outer door. Then hurry through before it closes. (screenshots)
SNOWY AREA WITH IRON SUPPORT BEAMS AND WOODEN CRATES: After the door closes behind you, step forward and turn left. If you advance cautiously, you can fight the next 2 enemies with clubs (35-36) one at a time. The first comes down the rocky slope on the right when you approach the doorway leading outside. The second comes down the slope on the left when you step down onto the rocks. (screenshots)
Next, climb the snowy rocks in the far left corner. At the top, turn right and follow the ledge toward the rusted metal support beam. When you reach the highest block, walk to the edge and take a standing jump down to the beam, where you'll find some flares (46). Ready a decent weapon, then cross the beam to the central structure, turn right, and shoot the 2 thugs with shotguns (37-38) who emerge from behind the wooden crates. (screenshots)
Locate the 3 movable crates near the back. They're arranged in an L shape along with a fourth stationary crate. Grab the second crate in the group (i.e. the one next to the crate that doesn't move) and pull it once away from the edge. Climb over it and drop down into the space you just made. Turn left and push the next crate to reveal grenades and 2 sets of Uzi clips (47-49) underneath. Climb back on top of the crates but don't hop down yet or you'll be cornered by 2 vicious dogs (39-40). Shoot them from above. Then continue on your way. There's nothing under the third crate. (screenshots)
There's a large medi pack (50) on top of another wooden crate near the opposite corner of the central structure. Approach it but don't climb up yet. Instead, ready weapons and look over the edge. There's a thug with a shotgun (41) below on the right. (You may have noticed him earlier through the window of the room with the RED-STAR LOCK.) You can take him out from above using pistols. (screenshots)
When you do pick up the large medi pack on top of the crate, another guy with a club (42) comes out of the building below and makes his way up the rocks and across the metal structure. If you start shooting as soon as you get a lock on him, you can easily kill him with pistols before he reaches you. He drops a small medi pack (51). (screenshots)
Return to the edge next to the crate where you found the large medi pack. Turn around and safety drop onto the rusty block below. The thug you shot earlier isn't carrying any goodies, but there are 2 sets of Uzi clips (52-53) lying next to the window close to where he fell. (screenshots)
NOTE: If you didn't get them earlier, you'll receive the UZIS here instead of one set of clips.
Now, return to the rusty block where you dropped down. Take a standing jump down to the tall, rectangular block ahead. When Lara lands there, another guy with a club (43) and his crow sidekick (44) emerge from the building. Get a pistol lock on the man and take him out as he approaches. Then deal with the bird. (screenshots)
NOTE: If you don't care about getting all the kills, you can avoid the man and bird by dropping down onto the snow instead of landing on top of the tall, rusty block.
There are clips for the automatics (54) on the rusty pillar off to the right. Cross the snow and walk up the slope in front of the pillar. Stand close to it and sidestep to the right as far as you can. Then press Action + Up (don't press Jump) to pull up onto the block and retrieve the ammo. (Or jump up onto the snowy ledge to the right of the column and climb up from there.) When you're ready to go, drop down and head for the building where the guy and bird came from. Save the game before going inside. (screenshots)
BUILDING WITH RATS AND FLAMETHROWERS: Do not rush in, especially if you're attempting the "Ordered to Be Shot" achievement/trophy. There are 4 rats and 2 enemies with flamethrowers (45-50) inside. Killing the flamethrowers before they use their weapons may take a few tries. Ready your Uzis or M16 and step inside. The flamethrowers are in the next room, behind the metal bars. Do not climb onto the long, rusty ledge, since this will entice them to use their weapons. Instead, keeping the rusty ledge on Lara's left, run forward toward the nearest barred opening. Shoot a rat (45) just ahead on the right. Then stand near the bars, wait for the 2 flamethrowers (46-47) to approach, and kill them quickly. (These are enemies 4 and 5 of 6 for the achievement/trophy.) (screenshots)
NOTES: You can start with pistols for the rat then quickly switch weapons if you like. Or, if you don't care about this achievement, instead step inside just far enough to trigger the appearance of the rat ahead on the right. Kill it. Then stay well back as you shoot the flamethrowers through the bars. (The safe areas are shown in this screenshot.)
Once you've dealt with the flamethrowers and the first rat, climb onto the rusted metal ledge, but do not hop down on the other side yet; the whole area is rigged with lethal rolling barrels. Shoot a second rat (48) scurrying around on the floor below. Then, in order to safely trigger the barrels, hop down off the right side of the ledge and run diagonally across room to the low stone block in the doorway on the left. Turn around and finish off the last 2 rats (49-50). (screenshots)
Go to the top of the dark slope where the barrels came from. Drop down into the depression on the left. Use your remaining CARDKEY 1 in the YELLOW-STAR LOCK to open the nearby trapdoor and the big double doors in the barrel area. (There's dramatic music, but if you already killed the flamethrowers, no actual drama.) (screenshots)
Turn around and drop into the water below the trapdoor. Follow the flooded passageway to a larger flooded room, turn right. In the alcoves along the right side of the room, you'll find flares, a small medi pack, and 2 sets of Uzi clips (55-58). There's also an opening in the ceiling where you can get air. When you have all the goodies, climb out at the far end of the opening (i.e., nearest the second set of Uzi clips). Just ahead is a smaller water-filled opening in the floor. Drop in here and collect a grenades and a large medi pack (59-60). (screenshots)
Climb back out of the water. Save the game. Face the longer pool and move forward along the right side of it. As you approach the doorway, the last flamethrower enemy (51) appears in the room on the left, near the rusty barrels, and comes toward you. If you pull out the Uzis or M16 and back into the smaller doorway on the right, you can see him coming and shoot him before he reaches you. If he does manage to sets Lara on fire, hop into the pool. (screenshots)
NOTE: Alternatively, you can use the KEYCARD in the YELLOW LOCK and then climb back out of the pit. Head down the slope toward the barrels, then left through the doors you just opened. Run into the smaller doorway straight ahead, roll, and shoot the flamethrower as he approaches. Then drop into the pools to retrieve the pickups described above. This is a little less direct, but you don't have to worry about accidentally triggering the flamethrower as you explore.
ROOM WITH ELEVATED WALKWAY AND ALCOVES: When you're ready to move on, continue through the small doorway in the room with the pools. Climb onto the rusty ledge just inside on the right. Then either pull up onto the walkway above and kill the guy with the shotgun (52) or stand on the rusty ledge, back into the corner near the entrance, and jump up and down while shooting until the bad guy falls. Then climb onto the walkway and pick up 2 sets of M16 clips (61-62) lying in the alcove above the entrance. (screenshots)
Move to the opposite end of the walkway and drop down into the passageway below. There's another enemy (53, below) behind a barred doorway. You can't shoot each other yet. (Tomb Raider honor system?) So head off in the opposite direction into the dark room ahead. (screenshots)
SKELETON CAVE: Inside, turn right and follow the mine cart tracks down to the edge overlooking the cavern floor far below. Take a running jump from the end of the tracks to grab the edge of the stone block straight ahead, just above and to the left of the bridge with the skeleton. Pull up. If you like, you can turn around and kill the guy with the shotgun (53) you saw through the window earlier. You'll need to use the M16 since he's out of range otherwise. If you'd prefer to conserve M16 ammo, wait and you'll soon have another chance. (screenshots)
Turn so the bridge with the skeleton is on Lara's right. Below on the left is a shallow pit containing SECRET #3, the gold skull (63). Carefully climb down, grab it, and climb back onto the tall block above the bridge. (screenshots)
Now, turn so Lara's back is toward the bridge with the skeleton. Hang off the edge of the block, but don't let go and drop down. Instead immediately pull up and ready weapons. Dangling above the bridge works just as well as stepping on it to trigger the appearance of 2 enemies with clubs (54-55). You can then shoot them as they approach. Try to take them out before they actually climb up onto the block where Lara is standing, since they can knock her off the edge. (screenshots)
When they're dead, drop down onto the bridge and move to the other end. Jump to grab the stone block to the right of the end of the bridge. Or take a running jump to the flat ledge below and to the right of that block. Then climb onto the block. Shoot 2 meddling crows (56-57) that fly out of the darkness. (screenshots)
NOTE: If you didn't already kill the guy with the shotgun (53) on the high ledge, he'll start shooting as you cross the bridge. You'll probably want to jump over to the flat ledge next to the crow-trigger block. Then climb up and kill him before dealing with the crows. You can target him from the crow-trigger block, but then you'll have to fight all of them at the same time. If you don't care about getting all the kills, just avoid the taller block and the crows won't appear.
Climb up to where guy with the shotgun fell and pick up automatic pistol clips and a small medi pack (64-65) lying on the ground at the back of the room. Return to the edge overlooking the cave and climb back down the blocks along the right wall. When you come to the higher block above the bridge with the skeleton, hop from there down to the bridge. (Or, if you're avoiding that block so you don't trigger the crows, take a running jump from the flat ledge below it to land on the bridge.) (screenshots)
CLIMBING DOWN INTO THE CAVERN: Take a standing jump from the edge of the skeleton bridge to grab the ridged metal wall below the icy section. Climb down, but do not drop onto the slope below. If you do, Lara will slide down, and you'll miss a pickup and an achievement/trophy. Instead climb all the way down until Lara is hanging from the bottom edge by her hands. Traverse left or right as far as you can. Then drop onto one of the flat ledges beside the ramp. Or, climb down so Lara's feet are just above the end of the ladder and backflip onto the flat area at the top of the ramp, taking a bit of fall damage in the process. (screenshots)
Turn around, run back toward the skeleton, and pick up the large medi pack (66). Roll and kill 5 rats (58-62). Two emerge from the low opening on the right as you approach; 3 more appear when you take the medi pack. Light another flare if necessary. Stand a few steps away from the rat hole and toss the flare into the hole (i.e., press the Flare button to toss; don't just drop the flare by drawing weapons). This unlocks the achievement/trophy "Denouncing the Enemy." (screenshots)
NOTE: You can also throw the flare into the hole while the rats are still alive. That works better thematically, but you'll probably suffer a few bites.
Now, move to the edge of the slope. Turn around, slide backwards down the long slope, grab the edge, and drop into the room below. Lara will slide back a bit farther before coming to a stop on almost flat ground. Turn around and head to the left side of the cave. You'll find 3 boxes of shotgun shells (67-69) in one pile behind a low wall. Grab them and vault back over the low wall. Then make a U-turn around the corner to the left. (screenshots)
You may want to save the game, since you'll need to make a tricky jump at the beginning of the next level. However, in the remaster, it's easier to restart a level, so this isn't strictly necessary. Follow the tunnel beyond the skeleton to finish this level.
NOTE: The "Snow March" and "True Komsomol Member" achievements/trophies unlock on the statistics screen if you fulfilled their requirements. That is, no using snowmobiles in the first two levels, and no breaking any of the stained-glass windows with the hammer-and-sickle motif in this level, respectively.
†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 walkthrough.
10/17/26 - Remastered guide posted. (Sorry it took so long, y'all.)
NOTE ON LEVEL MAPS: Special thanks to VGCartography for the excellent level maps, which are used here with permission. Visit VGCartography on DeviantArt and follow on Twitter/X and YouTube for more fantastic game maps.
‡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. If this guide was useful, please consider supporting my work financially or in other ways. For details, visit tombraiders.net/stella/support.html. As always, I welcome your corrections/suggestions. Thank you!
Copyright © 1998- - Stellalune (). Feel free to copy or print this walkthrough for personal use. By all means, share it with friends, but please include this credit line so people can send me their feedback. No part of this walkthrough may be reproduced on another site without permission. Follow this link for details about this site's advertising and privacy policy.