The Great Wall - Tomb Raider 2 Part 2

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Tomb Raider II is a 1997 action-adventure video game developed by Core Design and published by Eidos Interactive. It was first released on Windows and PlayStation. Later releases came for Mac OS (1998), iOS (2014) and Android (2015). It is the second entry in the Tomb Raider series, and follows archaeologist-adventurer Lara Croft hunting the magical Dagger of Xian, which is also hunted by an Italian cult. Gameplay features Lara navigating levels split into multiple areas and room complexes while fighting enemies and solving puzzles to progress, with some areas allowing for or requiring the use of vehicles. An expansion pack subtitled The Golden Mask was released in 1998, containing new levels focused on Lara's quest to find a golden mask in Alaska.

Production began in 1996 immediately after the success of the original Tomb Raider, being completed in between six and eight months, a short development period which was physically and emotionally stressful for the team. Original staff members Toby Gard and Paul Douglas left over creative differences with the publisher, though many remained including composer Nathan McCree. A Sega Saturn version was scrapped due to both hardware limitations and a console exclusivity deal signed between Eidos and Sony. Critics praised the game at release, with many noting its expanded gameplay and smoother graphics. It went on to sell nearly seven million copies worldwide. A sequel, Tomb Raider III, was released in 1998.

Tomb Raider II is an action-adventure video game in which the player assumes the role of archaeologist-adventurer Lara Croft, exploring a series of locations including ruins and tombs in search of ancient artefacts. The game is split into levels: the Great Wall of China, Venice, an oil rig and shipwreck in an unspecified ocean area, and the foothills of Tibet. Lara's home of Croft Manor can be accessed from the start menu as a training area, and is used in the final level.

Much of the gameplay is carried over from the original Tomb Raider. The game is presented in a third person perspective focused on Lara, with levels and movement built around a grid-based system, with Lara's movement built around tank controls. Progress is based on puzzles revolving around finding keys and completing platforming sections, avoiding traps and environmental hazards in the process. Lara can run, walk (which prevents her from falling off ledges), look around areas, jump forwards and backwards, shimmy along ledges, roll, swim through bodies of water, and move blocks. In addition, Lara is able to walk through shallow water, use flares to light dark areas, climb ladders and other designated surfaces, turn 180 degrees while jumping or swimming, and during the Venice and Tibet levels drive a speedboat and snowmobile respectively. Zip lines in some areas can be used to traverse large gaps, and flares can be used to light dark areas for a limited time.

By default in combat, Lara uses two pistols with infinite ammo, with her unable to perform actions aside from jumping and rolling while her weapons are drawn. Supplementary weapons with limited ammunition can be found during the game; these are a shotgun, dual automatic pistols, dual Uzis, an M16 rifle, a grenade launcher, and a harpoon gun used in underwater combat. In some urban areas, windows can be shot out to create new routes. During exploration, Lara can find supplies such as medipacks which heal damage, flares and ammunition for weapons both from defeated enemies, and around the environment. Each level contains three secret collectables−a silver, jade and gold dragon−which reward supply cashes and sometimes weapons when all three are collected. Players can perform saves anywhere in-game. If Lara is killed, the player must restart from a previous save.

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- Intro and Outro by Ross MacKay - FOLLOW AT BANDCAMP Ross MacKay







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