Tomb Raider II -| PART 3 - Bartolis Hideout 1/2 [ Lets Play / Walkthrough ] @JohnnyNatrium
Tomb Raider II -| PART 3 - Bartolis Hideout 1/2 [ Lets Play / Walkthrough ]  @JohnnyNatrium
Uploaded March 2015 | Updated September 2026, 1 week ago
Welcome (back) to this fabulous Let's Play from myself and my friends!
We've decided to blast through some classic Tomb Raider action and exploration. Lovely.

In Part 3 we complete a big portion of Bartoli's Hideout, whilst providing some EXCITING commentary !@$%

Tomb Raider II is an action-adventure video game in the Tomb Raider series and is the sequel to the 1996 video game Tomb Raider. Developed by Core Design and published by Eidos Interactive, the game was originally released for Microsoft Windows and PlayStation in 1997 and Mac OS in 1998.

The game sold over 8 million copies worldwide as of 2003, making it one of the best-selling games released up to that point.

The gameplay of Tomb Raider II builds upon the basic set up of the original game. For a detailed discussion of its features, see the gameplay section of Tomb Raider. Innovations in Tomb Raider II include, new weapons, extra moves, a small set of vehicles, larger levels, many more enemies, mostly human enemies and dynamic lighting (in the original gun fire did not briefly light up the immediate area and flares did not exist). As well as these new features, the player may now save wherever and whenever they choose, save for a few special locations, as opposed to its predecessor's crystal saving feature.

In terms of movement, Lara can now climb ladders and perform a mid-air roll used to land in the opposite direction of which the player was facing. The range of weapons has been expanded to include a harpoon gun (though more correctly termed a speargun), a grenade launcher, an M16 rifle, which requires Lara to assume an aiming stance to fire, and automatic pistols, which replace the magnums from Tomb Raider. The item inventory now includes pyrotechnic flares, which are used to light up dark corners and take advantage of the improved lighting system implemented by the developers. The two vehicles in the game are a motorboat (in Venice) and a Snowmobile (in Tibet). Both are used to travel long distances across the map and can speed up on ramps or run over enemies.

The object of the game remains unchanged from the previous game: each level must be finished by solving various puzzles, collecting key items, and performing difficult jumps. However, this time there is an emphasis on gun fights and the killing of human opponents as well. Secrets no longer immediately reward the player with weapons or medipacks. Instead, each secret is marked by a coloured dragon ornament: silver (or stone), jade, and gold, according to the difficulty of their location. Only when Lara collects the last of all three dragons in a level will she receive a bonus, which usually consists of medipacks and ammunition, and infrequently a new weapon.

Tomb Raider II also offered the player an expanded version of "Croft Manor", Lara's mansion. Designed as a gameplay tutorial, players can wander through the massive building, most notably her personal gymnasium with a variety of platforms, objects, and traps set up for Lara to maneuver through. This let players acclimate themselves to the game's controls and Lara's large arsenal of moves at their own pace in a relaxed, controlled environment. As a bit of comic relief, Lara's old butler slowly follows Lara around the house, with the sound of rattling tea cups on his tray accompanying him (and by proxy, the player) along the way. If Lara bumps him, he grunts or groans and will even occasionally break wind. Versions of Lara's mansion would return in Tomb Raider III and then later in Tomb Raider: Legend.

Walkthrough / Playthrough / FAQ / Commentary / Johnny Natrium
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Tomb Raider II -| PART 3 - Bartoli's Hideout 1/2 [ Let's Play / Walkthrough ]

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