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Welcome to our Tomb Raider: Anniversary Online Walkthrough. Clicking a level title will take you to that section of the walkthrough.

Tomb Raider: Anniversary
Peru
- Mountain Caves
- City of Vilcabamba
- The Lost Valley
- Tomb of Qualopec

Greece
- St. Francis Folly
- The Coliseum
- Midas's Palace
- Tomb of Tihocan
Egypt
- Temple of Khamoon
- Obelisk of Khamoon
- Sanctuary of the Scion

Lost Island
- Natla's Mines
- The Great Pyramid
- The Final Conflict

Croft Manor
- Croft Manor


Peru


Mountain Caves
(3 artifacts / 1 relic)

After the introductory cutscene, Lara finds herself on the top of a Peruvian mountain. The local guide uses a ladder to reach a higher area, but it collapses when he's on top. He struggles, but manages to climb to safety. Lara has to look for another way up.

After familiarizing yourself with the controls, run towards the wall on the left of the broken bridge. Jump and grab the ledge, then shimmy to the right around the corner. Jump sideways to clear the gap in the ledge and in the end jump backwards to land on a platform. Jump to the other platform nearby and use the ledges on the left to reach the top. Turn to the left and use your grappling hook to clear the gap. Run up the stairs to arrive at the entrance gate, where the guide is waiting for you.

Use the tilted rock on the left of the gate to jump to a higher platform in the corner. From here, use the grapple on the ring just above the gates to reach a platform on the opposite end. Use the ledges to reach the small platform above the main gate, then activate the switch to open the gates below.

The gates open and the guide takes a glance inside. Four rabid wolves rush out into the open, attacking the guide. Lara dives off the platform shooting the wolves, but arrives too late to save the guide. She walks in and the gates close right behind her.

Heading down into the caves, you'll find a pressure plate that will trigger arrow traps right ahead of you. You can disable them by climbing the ledges on the left side and reaching for the levers on the top of the room, but if you're skillfull enough you can roll past the arrows without taking damage. Following the path around the corner, climb the stairs and jump the broken bridge. From the higher step, turn around and jump to the ledge above, then hop over the ledges until the small tunnel. After the tunnel, jump to the next ledge and then slide down and jump off to reach the final ledge that houses the first artifact (1/3). Jump to the ledge on the opposite wall and shimmy into the opening to the left.

Walking further into this area, there will be junction and some bats will appear. After dealing with them, go to the left and take a boost on the rocks to reach the niche above and collect a LARGE MEDIPACK. Now return to the junction and head down into the caves. As you approach the end of this tunnel, more bats will appear. Do not slide down yet, instead, use your grappling hook to reach the ledges on the opposite end of the cave. Work your way to the left, using the ledges on the wall and on the column behind you, to reach a small plateau where you can collect another artifact (2/3). Grab the border and then drop down to ground level safely. Should you need to work your way back up, take notice of ledges leading up to where you came from.

On the ground level, more bats will appear. Drop into the hole in the corner and then activate the wall switch to open the door. Moving on, you'll reach a wolf den with two suspended bridges. Follow the path to the first bridge, but beware it will give in halfway through, dropping you into the den. After dealing with the two wolves, explore the small alcoves to locate a SMALL MEDIPACK. Use the broken, hanging bridge to climb to the upper level. Before crossing the second bridge, use the ledges on the two columns to reach the niche on the wall and collect another SMALL MEDIPACK. Getting past the bridge, climb up and into the next area.

In this area, there is a pit and a rope hanging above. To the left there's an alcove with a LARGE MEDIPACK and to the right there are a few ledges: use them to climb down into the pit. A brown bear will attack you, after dealing with it head into the room it came from. Throw the switch to open the gate and walk through it to find an artifact (3/3). The gate closes behind you, so work your way back to the previous area using the bridges again.

Use the rope to swing over the pit. Behind one of the columns to the left there is a LARGE MEDIPACK hidden. Collect it and then head down through the opening. Use the swing pole to reach the opposite side and follow the path to reach an area with several arrow traps. Work your way through them to reach the gate on the opposite end. Climb the ledges on the left to reach an upper area, then use the ledges to reach the first counterweight. Keep hanging on it until it comes all the way down. Turn around and walk down this hallway, a wolf will attack you along the way. In the end, head left and use the swing poles to reach the opposite hallway.

As you cruise down the hallway, two wolves will show up. In the end of the hallway, you'll see the second counterweight. Use the ledges on the right, jump backwards to the pole and jump off to hang on the counterweight and bring it down. With both counterweights lowered, you can climb down to the closed gate and stand on the pressure plate in front of it to make it open. But, before running in, work your way back to the second counterweight. From the top ledge on the right side, jump to the swing pole and immediately jump off: instead of grabbing the counterweight, Lara will grab a ledge.

From this ledge, shimmy to the left and use the swing pole above the gate to reach the opposite wall. Work your way up using the ledges and poles, and eventually you will reach the top where you will collect the Ceramic Killer Whale, a relic (1/1). Safely work your way down to the gate and then run in to complete this level. [back to top]


City of Vilcabamba
(1 artifact / 0 relics)

On the stairway, a bear will appear and you'll be introduced to the new adrenaline dodge feature. Go around the corner and jump over the pit to the pole, slide down and collect the SMALL MEDIPACK behind the rock. Move towards the second pole and use the ledges on the wall to jump to it, then climb it up and jump to the platform above. Following the route, head down the stairs and deal with the two wolves. A little further down and you're in an area with a few huts and a pond in the center. Watch for the bear that will come from the back.

Dive into the pond and swim through the underwater tunnels. In the end, pull the underwater lever to open a trapdoor above and quickly swim out before you drown. You're inside one of the huts, activate the switch to open the door but don't go out. Instead, run up the stairs and jump to the opening on the opposite hut. Run over the collapsing wooden planks and jump to a niche in the wall to collect a SMALL MEDIPACK. Drop to ground level and push the cage through the tunnel into the next room.

In the back end of the room, collect the VILLAGE KEY and SHOTGUN AMMO. Jump ontop of the cage to reach an upper area where you can find more SHOTGUN AMMO and a SMALL MEDIPACK. Return to ground level and take the cage to the previous room. Shoot the ring that holds the gates together to make them open. Drag the cage out and around the next hut. There is a pole you can't reach jumping from the ground, but the cage will give you just the boost you needed. Climb up the pole and then jump off to the platform above. Watch for incoming bats. Use the swing pole to reach the next platform; then use the grapple to swing to a ledge on the other end of the room. Shimmy to the left and use the swing poles to arrive at the spot with an artifact (1/1). Jump onto the roof of the hut below to slide down safely to ground level.

Locate the gate between the huts and use the Village Key to open it. As you enter, a pack of wolves will attack. After securing the area, run up the stairs and enter the opening on the far left. Follow the stairs and then jump from the top to the ledge on the wall. Shimmy to the right, over the gap, and in the end jump backwards to a platform. Run through the hallways to the upper level, mind the bats, and jump to the opposite side. You're back in the entrance room, but high above it. Jump to the beam at the top of the pillar to make it turn and unlock the first side of the gate. Climb down safely and now enter the opening on the far right. In a similar fashion to what you've just done, use the ledges to reach the platform, run up the hallways, kill the bats and jump to the second beam. With both sides unlocked, the gates will open. Climb down and enter this new passage.

In the end of the passage, you'll arrive at a pit area. Hang from the edge to get to the bottom and deal with the lurking wolf. Collect the SHOTGUN AMMO in the center of the area, then pull out the cage close to the slope so you can climb back up. Jump to the slope platform, slide and jump off to grab the swing pole and reach the platform. From here, perch on the top of the pillar and then jump to the next platform. On the next pit, drop down and head to the other end. Use the ledge to reach the swing pole and jump to a higher ledge, then shimmy to the left. To prevent getting hit by the arrows, don't climb up: just shimmy to the left until you're aligned with the pillar and jump backwards to perch on it. Jump to the next platform and head down the hallway to finish this level. [back to top]


The Lost Valley
(2 artifacts / 1 relic)

As you get down from the platform and closer to the waterfall, a pack of wolves will attack you. Dive into the water and swim through the tunnel and into a small alcove where you will find a SMALL MEDIPACK. Swim back and collect the COG on the rocks to the left of the waterfall. There are several ledges and platforms on this side of the waterfall, work your way to the top of the waterfall, collecting SHOTGUN AMMO along the way. Follow the path and then jump over the water stream. Use the ledges to reach a higher platform, then use accurate aiming to shoot the rope hanging a platform above. It will collapse, but will work as a swing pole, so use the ledges to get to it and then jump to the small niche on the opposite side. Run around the column and use the grappling hook to reach the wooden platform in the distance.

On the right side, there's a ledge you can use to climb up. From the top ledge, jump to the right to grab a platform before an opening. Enter this opening and walk past the bridge to retrieve the second COG. A couple of bats will come from the top of the waterfall nearby. Look at the bridge you just crossed and shoot the ring where it is roped to, making it collapse. Use your grappling hook on the ring to cross the gap and climb down the hanging bridge as if it were a ladder. On the bottom, jump to the little opening on the right and crawl in to locate the SHOTGUN and a LARGE MEDIPACK. Work your way back to the crawl space, hang from the edge to jump to the bridge and climb it back up. Use the grapple and swing back to the other side, where you found the second cog.

Head to the other end of the platform, opposite the waterfall, and jump to the rotating swing pole attached to the giant cog. When it's reached the other side, jump off the swing pole to the ledge and then climb up to the ledge above. Jump backwards to reach a ledge high above the wooden platform you were on before, climb up and walk down the tunnel to pull a switch. You will see a gate opening underwater, but you can't swim to it yet because of the strong water current. For now, jump into the water and let it take you all the way down to the beginning of the level.

More wolves will appear, so deal with them and climb up the ladder to the right side of the waterfall. Use the first Cog on the mechanism and then pull the switch to activate it. The giant cogs above will rotate, so grab the swing pole of the one right above you, swing to the next one when they're close, and then jump off to the next ladder. On the top of this platform is the receptacle for your second Cog, place it and then activate the switch to activate another part of the mechanism. Use the ledges on the wall to climb up one level and jump backwards to a wooden platform. Ignore the rotating wooden plank, instead jump to the ledges on the wall behind you, shimmy to the right and around the corners. Take notice of a small opening down below, align yourself and drop down to hang on its border, then climb in to find a LARGE MEDIPACK. Slide down the slope to return to the bottom of the area and then work your way to the ledge you dropped from. This time around, grab the ledge above and jump backwards to a rope. Swing to the ledge on the far left, then shimmy to the end and drop down on a wooden platform in front of an opening. A tilted ladder will fall, but the resulting swing pole can be used to access the top of the waterfall area from here. Ignore it for now and head into the opening.

After crawling under the rocks, a bear will try to surprise you coming from the end of the room. Use the platform on the left to reach the top of the central column. There are two poles up here. Hug the second one and turn around, so your back is turned to the sloped boards below. Align yourself so you would land on the 5th or 6th board from the right, then when you touch the slope, immediately jump to grab a ledge high up on the column. Shimmy to the left and jump backwards to retrieve an artifact (1/2). Get back down and work your way back to the two poles. Collect the .50 CALIBER AMMO and jump to the ledge behind you, to the right. Shimmy around the corner and then jump backwards to perch on top of the first pole. Jump onto the next one and then into the opening.

Slide down and ignore the poles on the other side for now (you'll use them when you return). Running up the stairs, you'll find SHOTGUN AMMO on the ledge. Jump to the second wooden slope on the pit, then as you slide down jump and grab the ledge on the wall. From the higher ledge, jump to the right to a wooden platform with some SHOTGUN AMMO. Jump to the swing pole and then to the ledge on the wall. Climb up to enter the next area.

Jump to the hanging ledge on the right and around the corner. In the end, jump backwards to reach another ledge and quickly shimmy until the end, as some pesky bats will come from the depths of this pit. Collect the LARGE MEDIPACK and then hang down from the edge of the wooden platform, near the exit, then climb down the ledges to enter a small alcove housing a SMALL MEDIPACK. Use the ledges on both sides of this pit to get back up and crawl into the exit tunnel. In the end of the tunnels there will be some wooden planks that will collapse when you stand on them, dropping you right into the main valley area.

Two packs of raptors will attack you while in this area, giving you more than enough opportunities to practice the adrenaline dodge. As soon as you kill the last one an interactive cutscene will take place. Press the series of buttons as they're shown on screen to succeed this quick time event and face the first boss of the game, the T-Rex.

You'll see two bars on the top right corner of the screen. There's the 'Health' bar, and a 'Rage' bar. By constantly shooting the T-Rex, the Rage bar will fill up. Once it's completely full the T-Rex will charge at you and give you the chance to perform an adrenaline dodge, much like the other animals you've fought so far. Keep your distance from the T-Rex and take notice of the brownish spots on the ground. Stand on them as you enrage the T-Rex and then perform an adrenaline dodge, making the T-Rex bump against the spiked logs and lose a substantial amount of his health. When you deplete his Health bar, another interactive cutscene takes place, so quickly press the on screen prompts to finish off the T-Rex. (We have a video walkthrough for this boss fight.)

Once it's safe to explore again, collect the .50 CALIBER AMMO and SMALL MEDIPACK scattered around the arena. Use the rock near the T-Rex dead body to jump into the building, where you will collect the last COG. After picking it up, dive into the water and swim through the tunnel, then get out of water and climb the pole. Use the ledges to jump to an opening to the upper area of the valley. Collect the SMALL MEDIPACK from the center of the platform then return and climb to the top. Clear the gaps as you make your way to the other side of the valley, then jump to the ledge. Shimmy around the corner and jump to the wooden platform. Slide down and jump to the pole, climb to the top and jump over the wall. Collect the SMALL MEDIPACK and head through the passage, but don't go up, use the opening to the right to drop down on top of a platform with another SMALL MEDIPACK. Drop down to ground level, where you've fought the raptors, to collect MEDIPACKS and .50 CALIBER AMMO scattered through the area. Use the block to climb back up to the platform and into the passage you were before.

In the end of this passage, you will find yourself on a broken hanging bridge. Jump over the gap and collect the LARGE MEDIPACK in the small alcove. Use the ledges on the outer walls to climb to the top of this wall. There is a tilted column right in front of you, and just across is a flat hexagonal platform. Make a long jump to land on it and then drop from the edge to a platform with white borders, where you will retrieve an artifact (2/2). Use the platform with white borders to jump to the other side and use the ledges on the outer walls again to get back on top. This time, jump on the tilted column and slide down, jumping off to a second slope and then to the swing poles to reach a suspended wooden platform. Enter the cave to leave the valley.

Head left and slide down the slope in the end. Jump to the ledge on the opposite wall, then jump backwards and shimmy right, jumping to the area near the wooden slopes you were on earlier. Jump to the wooden slope, slide down and grab the ledge on the wall, climb up and shimmy left, to drop on top of the other slope. Again, jump to the ledges and work your way to the top. Head back and climb the pole to jump on top of the second one, and then into an opening in the wall. Before the slide, there's an small opening you can drop into to collect a SMALL MEDIPACK. Climb back up, slide down to the bear cave and return to the beginning of the level.

You now have to place the third cog, so make your way to the spot where you've placed the second cog earlier. This time, jump on the rotating wooden plank and quickly to the platform behind it. You have reached the receptacle for the final Cog, after placing it pull the switch to activate it and shut off the waterfall. This reveals an entrance that was hidden behind the waterfall, but also lessens the water currents up top. We have one last thing to do in this level before walking into the entrance.

Dive into the water pond and make your way to the upper area, where the waterfall was blocked off. Dive into the water and swim up the stream. Just before the corner, there's an underwater cavern where the gates have been opened by a lever you have pushed after collecting the second Cog. Swim in and get out of water to collect the Kero Mug, a relic (1/1). Now you have it safely stashed away, enter the tomb that was hidden behind the waterfall. [back to top]


Tomb of Qualopec
(2 artifacts / 0 relics)

Follow the corridor until you get to a pit. Perch on top of the pole and then jump to the swing pole to reach another pole. Perch across them to reach the platform on the right, then jump to the passageway to enter the main chamber of the tomb. Cross the stone bridge and walk up the slope to trigger a rolling boulder, so quickly run back out and step aside so you won't be crushed by the boulder. This slope will now be blocked by three gates, and the boulder has also destroyed part of the stone bridge.

In the gap created by the rolling boulder, a wooden pillar has been exposed. Drop onto the ground level, grab this pillar by the base and drag it to the left side of the chamber. There's a brownish spot on the ground, place the pillar near it. Collect the .50 CALIBER AMMO and then push the broken wooden support towards the wall to reach the ledges and climb back up to the stone bridge.

Jump to the top of the pillar you have just moved. Before entering the passage ahead, jump to the ledge on the right and work your way to the top, then jump to the pole and on the platform above the gates. A huge stone shield is hanging on the second ring, shoot it to make it fall down and break another weak spot of the stone bridge. Then use your grappling hook to reach the alcove that was behind this shield and pull a switch to open the first of the gates. Make your way back to the pillar below and enter the side passage.

Down the corridor, collect the SHOTGUN AMMO and grab the swing pole past the arrows. Jump off to the ledge on the wall and work your way to the left side of the room, taking care with the numerous traps along the way. When you reach the last ledge, jump backwards to a ladder then to the right. From the final ledge, jump backwards to perch on top of a pole and finally jump into the hallway. Collect two SMALL MEDIPACKS in the corridor and dodge the traps in the next room. In the end, use the grappling hook to reach the central platform. Use the pole on the left to climb up and reach a swing pole nearby. Use the ledges to climb to the top, collect the .50 CALIBER AMMO and jump to the switch on the wall. It will open the second gate. Retrace your steps back to the central chamber, but beware the traps and a raptor along the way.

Drop into the pit beneath the stone bridge and drag the pillar to the other side. There are two brownish spots, so position this pillar and then grab a second pillar exposed by the stone shield. Align both so you can reach the side passage, then climb back up to the bridge and hop over the pillars to the entrance. Follow the corridor until the pit, then grab the edge and drop safely to the bottom. On the opposite side of the pit, collect an artifact (1/2). Return and climb the pole to reach the ledges, then perch on top of it and finally to the ledge on the wall. Work your way to the right and in the end jump backwards, on top of a pole, and into the hallway.

In the chamber in the end, there are SHOTGUN SHELLS to the left and the switch on the center of the room. As you approach it, the floor beneath it collapses and you're dropped into a room with two wolves. After dealing with them, walk up the ramp to find a cage in a niche. Bring it out and drop it on the ground floor, then push it against the column on the right so you can reach a ledge up high. Jump backwards to the poles to reach the opposite column, then shimmy around the corner and jump off to a swing pole. From the platform, grab the ledge above, shimmy to the right and jump backwards to a hanging pole. Before jumping for the lever, climb up and jump into the small room to the left, where you will find an artifact (2/2).

Return to the pole and now jump towards the switch. Bringing it down will open the third and last gate in the main chamber. From the switch, jump to the right to a swing pole and then to a ledge. Shimmy to the left and then scramble to reach the small room above. Exit through the other opening and once again, retrace your steps to the main chamber. You should come across two raptors on your way back, though one is trapped in the pit where you found the artifact. With the three gates finally open, run in to reach the altar.

Lara reads the engravings on the wall about Qualopec and one of the guardian mummies unexpectedly falls at her feet. She collects the Scion of Qualopec from the pedestal, making the tomb collapse.

Quickly run down to the main room and jump over the gaps on the stone bridge to exit the tomb the way you came in. Perch on top of poles to reach the swing pole and avoid falling into the pit, where a raptor is lurking you. Outside, Lara Croft meets Larson Conway and an interactive cutscene takes place: press the on screen prompts to clear it and finish the level.

Larson fails his mission, and ends up helping Lara a little bit as she squeezes some information about the next piece of the Scion from him. After knocking Larson out, Lara heads to Natla's offices. A video transmission from a rival tomb raider informs Lara of the location of the next piece. [back to top]


Greece


St. Francis Folly
(6 artifacts / 0 relics)

Lara free climbs the cliff beneath the monastery and finds remains of a recent meal of Pierre's outside.

Switch to your shotgun and walk forward a little. Two pumas appear that you can take out easily with two close shots. You have a short encounter with Pierre du Pont. Run on to the last pillar on the right and mount the grooves all the way to the top. Then turn to the higher pillar on the left side and make a short jump towards it to grab a groove a little lower. Move to the left around the pillar to grab a groove above you, and keep going left and up until you eventually get on top of the pillar. You should be seeing a big metal globe in the far end of the room. Turn slightly to the right and make a long jump towards the balcony to your right. On the right you see the first artefact, locked behind bars, but you can't reach it yet. So jump to the next balcony. There you're given instructions on how to perform a new move – 'wall run' – using your grappling hook. So jump, press s, and just before you reach the highest point of your sway, jump again. A little further you find a mural with a constellation on the wall with a few of the stars shining. Walk on around the corner to the left and you'll see the same mural with no shining stars, but two of them are marked with diamonds. Remember their exact location. Return to the first picture and stand on the pressure pad in front of it, which makes all the shining stars go out. You must aim with l and analogue stick [Z and mouse] at the two stars that correspond to the diamonds on the other mural. When you hit them, they start shining. If you hit the right ones, the mural with the two diamonds raises, revealing an opening that you can jump through. If you hit the wrong stars, you can reset the puzzle by standing on the pressure pad. When the passage is open, you can run along the wall with your grappling hook and land on the balcony that's ahead. Jump on to the next balcony and check the mural on the floor in the niche. It is the same mural again, this time with four shining stars. Remember their positions and return to the mural where you can shoot the stars, then shoot the right ones and the bars behind you will open up. Here you find a globe on a small stand, with rings on both sides of the axis, which keep it fixed. Use your grappling hook to remove the rings one by one, pressing t[E] to pull them out. The globe loses its support and falls on the floor. Push it off the platform and jump down yourself using the first pillar on the left. Roll the globe along to the round pressure pad in the centre of the room; this makes the bars above the large gate open. Mount the pillar that you climbed first, then jump to the highest one and follow the grooves to the top. This time you don't jump to the side balcony, but to the balcony above the large gate, which has an opening previously blocked by the bars that just opened. Descend by the broken stairs on the right. Below, there is a switch next to the large gate, pull it to open the gate.

Artefact #1

Look at the ceiling above you. There you find another mural, with another combination of shining stars. Remember them well and run back outside. Deal with the two new pumas, and make your way back to the mural which you can shoot. Hit the stars in the same positions as were shining on the ceiling mural, which will open the bars that block the way to the artefact. Jump through the opening on the left, do a wall run using your grappling hook to reach the first balcony on the left. Then jump to the next one, where you can now collect the artefact.

Descend to the floor and push the globe, which is still in the centre of the main room, through the large gate that you opened with the switch. Push it onto the pressure pad on the floor, which will cause the bars on the other side to open up, so you can descend by the spiral shaped stairs to the crypt. Here you have four wall switches and four doors that are opened by them. It's handy to activate all the switches first, so you can go easily through the different sections.

First jump towards the tower in the centre of the room, and run to the left, to jump at the platform with the ring that comes out the wall. From there you can jump to the left, into niche, grab the horizontal pole on the wall, and swing on to the stairs. On the top you'll find the first switch, which opens the Poseidon door. A platform moves out, so you can easily jump back to the centre tower. Two bats fly out of the Poseidon door, so jump quickly to the central platform and kill them without moving around, so you won't fall down. Go to the other side of the platform and you'll see another switch on the wall in front of you. Below it, there's a column with a golden ring attached to its top. Use your grappling hook to hook onto the golden ring and press t [E] to bring it down. Turn around and look along the inner side of the structure that you're standing on the top of. Hang from the edge, just above the block, below so you may drop on it without damage. From there you can see the fallen column that you just brought down, so carefully descend to it, dropping from the edges of the platforms. Run over that column, hop on the platform to the left, and pick up the small medipack. Turn around and jump to grab the ledge on the opposite side, pull up, and climb the next ledge, then grab the one on the wall. Shuffle around the corner to the right and jump up two more ledges. You reach the second switch by the stairs; this makes the Hephaestus door open. The platform below the switch moves out so you can return to the tower. Kill the bats again. This time, go to the right side of the top platform. The right platform on the wall is retracted, so you need to pull it out. Use your grappling hook to hook onto the golden ring and press t [E] to pull it out. Jump on it; turn to the right and jump to grab the ledge in the niche. (If you miss that ledge, wait until Lara falls and slides down the slope and then jump to grab a ledge.) Drop yourself to the platform below; hang from the edge so that you see Lara's back, shuffle to the left and drop down to the ledge below. Stabilize Lara's grab, shuffle to the left again and drop down to the lower ledge. Let go of it to finally grab the lowest ledge where you can shuffle all the way to the left and jump in the same direction past the gap.

Artefact #2

Shuffle to the left half of this ledge and make a backwards jump to the horizontal pole, swing onto it and jump onto the niche. Here you'll find the second artefact, on a block that can't be climbed; you'll have to hop directly on the top to collect the artefact.

Jump back to the pole and swing to the ledge on the other side. Drop down two ledges, and then pull yourself up in the niche. (Alternatively, you can make a long jump towards the pole, which Lara wont' be able to grab, and she'll land directly in the niche). Turn around and jump past the corner on the right to the other niche, there you grab the ledge and move around the corner to the left. Jump over the gap and drop yourself when you hang above the slope. The switch that you activate here opens the Damocles door. Hang from the edge and grab the ledge below, then let go and follow the stairs to the left to reach the last switch. This one opens the Atlas door, and now all doors have been opened. Descend to the ground and head to the tower, where you can see a small block by one of the four pillars, on which there is some shotgun ammo. Climb on it and you should see the gate with the four coloured locks on the wall from there. Turn slightly to the left and jump to another block next to the pillar. From there you can grab the edge of the pillar, go around the corner to the right and jump to the ladder on the right. Once you reach the platform at the top of the ladder, you'll see a broken fragment on your left. Hop onto it, and from there you can reach the ledge of the pillar on the other side. Shuffle to the right around the corner again, so you hang on the opposite side of the pillar now. Grab the ledge above you, go around the corner again and jump sideways to the right to grab the platform. Pull yourself up and turn to the left. Jump to the platform between the two other pillars and then grab the ledge on the left, go around the corner to the right, grab the ledge above you, and then jump sideways to the left. Grab the ledge above you, then shuffle to the right and pull yourself up. Mount the broken fragment, grab the ledge on the pillar, then the one above you and pull yourself up. From there, jump to the corner of the platform between the three other pillars. On the middle one there's a ledge, so grab it and shuffle to the left around the corner, then go all the way to the top of the tower. On your left are the two platforms with rings, take the route of the right platform to get to the Atlas passage.

Key of Atlas

Enter and follow the corridor to the gate; turn the switch next it; Grab quickly the ledge that's in the middle of the gate, so you can go up. Quickly jump sideways to the left or right to grab the ledge. When the gate comes down again, you jump back to reach the opening and crawl through it. Descend on the other side and follow the corridor, until you get to a revolving handle. You need to make one full revolution and then a half, with the handle, counter clockwise. To do this, grab it, and push forward, changing the direction as it moves, so you always push in a circle around the axis. This extends the covers of the bottomless pit and then you have to jump over to the other side. Be quick because the covers start retracting as soon as you release the handle. On the left there is a long ledge on the wall and a very short one just past it. Grab the short one and jump sideways to the longer one. Further to the left you can grab the ledge above you and climb on the platform. Pick up the ammo clip and turn to the left. Descend to the lower platform to activate the switch. It extends two horizontal poles above the pit, from each side, which join into one. Descend again and follow the slope up towards the statue of Atlas. Aim at both targets on both sides of the statue, one by one. Do that without going too close, which is a little past the first ledge on the left that you previously climbed. When you hit the first target, Atlas moves briefly then stands still again. When you hit the second target, he throws the globe down at you. Then quickly run down the slope and jump at the end to grab the pole above the pit, but jump off it immediately or the globe will smash you to pieces. If you arrived at the other side safely, you have to turn the handle again to extend the covers again. Then go across and up to the statue, and collect the Key of Atlas, in the niche beneath the statue. Also pick up the shotgun ammo that is right in front of you.

Artefact #3

Go back towards the pit, but climb the broken half column on the left side. On the platform you find a small medipack, and on the right, a switch. Before you activate it, mount the platform on the left, where the third artefact lies hidden.

Turn the switch, which makes the covers of the pit to extend again. Descend quickly and jump over the pit. Follow the route back to the blocked gate. Move the switch and grab the plate on the gate before this goes up. At the highest point you jump backwards to the pole. The gate goes down again, so swing to the opening and climb through it again. Follow the route back to the main room, where a platform extends before you, in the direction of the tower; use the platform to jump to it. Right in front of you and a little up there is a target on the wall, shoot at it so a platform appears. Right under it, there is a column with a golden ring. Pull that with your grappling hook to make it fall towards the tower. Mount the broken fragment to the left and then climb to the top of the pillar next to it. Jump to the platform that extended after you hit the target on the wall. Turn slightly to the right, and make a running jump towards the ledge on the wall that's a little higher than you. Shuffle to the right and jump over the gap in the same direction. Pull yourself up in the niche, turn around and jump to the horizontal pole, sticking out from the corner. Swing on to the next ledge and drop down to grab the edge of the niche beneath. After pulling yourself up, you can crawl through the little passage and hang from the ledge Shuffle to the right to get to the entrance of Hephaestus.

Key of Hephaestus

The gate is useless here, so leave the switch alone and look to the left corner to your back. Use the series of ledges to get to the opening above the door by making a backwards jump off the last ledge, go through the opening, and follow the corridor behind it. You get to a larger room with an electric ball hanging in the middle. You see a part of the floor that rises and falls, constantly moving, that part isn't safe to stand on. So make sure you are always on a tile that is down and when it goes up you have to go to a safe tile as fast as you can. In each corner there is a tile that's higher than the rest and you must step on all four tiles to open the grate on the other side. Even if you get hit by some of the raging lightning, the damage is not lethal and you can go on to the next corner tile. After you open the grate, and enter the next room, right ahead you'll see the key you're searching for, locked behind bars. To the right of it, there's a small bronze statue on the floor. To the left of it, there's a movable block on the floor, and further to the left you'll see a huge hammer on the wall and a brown metal plate on the floor in front of the hammer. Drag the block onto the tile and after the hammer hits it, all that's left is a bronze statue just like the other one. Drag it away from the hammer and leave it for now. Go back to the tile but go around it and stand on the other side so you're closer to the hammer. Now, head back to the room, running over the tile. Stop once you're on a safe spot and turn quickly to mount the hammer that's now down over the tile. Pull yourself up to its top and quickly jump to the platform on the left before the hammer goes up. Pick up the large medipack and descend to the floor. Repeat the same thing again, but this time jump to the right.

Artefact #4

Jump to the pole, swing and land on the platform that's above the bars with the key. Enter the niche on the left and collect the artefact.

Jump to the other pole, then swing and jump to the wide platform on the other side of the room. Here you find another moveable block, so push it over the edge until it falls down and breaks, revealing another bronze statue that's been hidden inside. Descend and place each statue in one of the round pressure pads by the bronze kites on the floor, with their faces to the centre. This makes the tile in front of the hammer go up bit. Run over it, as you did before, to make the hammer hit. The bars that keep the Key of Hephaestus locked are now opened, so collect it and try to get past the electric ball without much damage on your way back. At the gate you activate the switch and then grab the ledge on the gate so you go up. When the gate is up, count the ticks of the timer and on the fourth tick; jump up to grab the ledge of the opening. Go through it and return to the main room, where a platform extends to the middle tower.

Jump from it to grab the corner of the pillar on the right. Move around the corner a little to the right and drop two ledges below. Jump sideways to the right and use the lower ledges to go down to the fallen pillar. Run over it and you find two cages in the niches in the wall. Push the left cage as far to the left as you can, do the same with the right one. Near the right cage you grab the ledge next to it then, jump sideways to the right over the gap. Go around the corner and let go to pick up the small medipack. Return to where you came from, so you stand next to the right cage. Mount it, turn around and jump to grab the ledge on the left side. Move around the corner to the left. Shuffle to the left and drop yourself onto the ledge beneath, then jump sideways to the left to another ledge. Drop yourself down and pick up a small medipack. Then descend some more by the ledges, down the wall, and jump sideways to the right to get to the Damocles passage.

Key of Damocles

Follow the corridor to reach the blocked gate. Above, there's a stone block inside the opening. Grab its ring with your grappling hook and pull to bring it down. Get it as close as you can to the gate and then turn the switch. Push the block under the grate while it's up. Mount the block and jump to grab the ledge on the grate and then jump up to climb through the opening. Follow the corridor to another gate; this opens when you stand on the pressure pad. There is nothing dangerous yet in these few coming rooms, so walk to the first part, through the passage on the other side, and to the second part, where a few swords are hanging above an altar. On the right, behind this space, you find a small medipack on the ground. On the altar is the Key of Damocles. Pick it up, and make sure you get off the platform as fast as you can, otherwise your joy that you got the key so easily won't last long. After the swords fall down where the key used to be, you can go to the slope that you see in front of you. Run up and jump one step before you reach the end, quickly press s [Q]to grab a ring up on the wall with your grappling hook. When you're at the highest point of the wall run, jump and grab the platform above you. From there you can jump to the construction in the middle of the room. High on the wall where the exit is, you see two wide ledges. The artefact on the left one is blocked by swords, and on the right one there's a lever. Run to the right side and jump towards the top of the pillar and then to the platform with the switch. Turn it and lower yourself down. When you go through the exit, you have to pay attention for the swords that drop down when you get too close. Use R to walk carefully and look up to see where they hang. Either way, you have to walk to the right and then turn left when you reach the corner. A few steps further you must stop because the way is completely blocked by blades coming out of the floor, rising and falling. The pattern of their movement is that the blades on the white squares don't reappear immediately after they disappear, like they do on the red squares, but they skip a beat. This leaves you enough time to step on the next white square as soon as it becomes safe, and so on. You can pass over the red squares when the blades are down, but if you stay there too long you'll die. So, the first quite square you step on is in front of you, when you face the centre. Next one is to the left, and the next one is to the right. From there you can run and jump out of the field of blades once the neighbouring squares become safe. Once you're on the other side, watch out for swords falling from the ceiling. The exit door is ahead of you but it's closed. Go to the left, where there is a section without swords. Walk along and mount the pillar a little further to the left. Turn around and climb up two ledges after you jump towards them. Shuffle to the left and pull yourself up, then turn the switch to remove the swords on the other side. The artefact is now accessible, but you'll get it in a while, patience. Climb the pole on the left of the lever and make a backwards flip to the large pillar behind you. Jump on to the pillar next to it and then to the pole on the other platform, here you find a large medipack.

Artefact #5

Hang from the edge and drop down to go back into the room where you found the Key of Damocles. By the slope at the back of the room you can go all the way up to the top of the construction in the middle. Now that the swords are gone, you can jump to the ledge on the left and collect the artefact.

Descend and go back to the room with the blades on the floor. This time you don't have to go through the field of blades because the path forward is safe now. Watch for the swords on the ceiling and go to the left to the pillar that you climbed to get to the ledge with the lever and from there, to the top of the nearest pillar. Jump to the next high pillar, and then to the next smaller one. From there, jump to the ledge on the wall ahead, and grab the one above you. Shuffle to the left and prepare for a tricky jump. You need to jump to the right, activate your grapple hook quickly to do a wall run, and when at the highest point, use the movement control in the direction away from the wall, and jump. Lara has to perform a backwards jump while still hanging on the grappling hook, and grab the edge of the pillar on the left. Jump from pillar to pillar then from the last one you can grab the ledge on the wall in front of you. Move to the right, jump sideways in that direction and follow the ledge to the right. Jump over the gap, move around the corner and jump off to the platform with the revolving handle. Turn it to open up the gate of the exit, drop down off the edge and quickly roll under the closing gate. At the exit gate activate the switch, grabbing the ledge on gate while it opens up and jump up quickly when it goes down again. When you return in the main room, a platform extends to the central tower, as usual. You can't jump to it directly, so just descend to the ground and start climbing up the tower like you did before. Once you reach the ladder, climb to the next platform and turn left; there's a retracted platform with a ring that you have to pull with your grappling hook. Jump on it and then turn slightly to the ledge on the right. Make a running jump towards it and Lara will grab it. Shuffle to the right, jump over the gap, and shuffle to the right again. Make a sideways jump to the right, then jump up to the ledge above you. Shuffle further to the right, jump up to the higher ledge and pull yourself up into the niche. Crawl through a small passage to the right to get to the Poseidon entrance.

Key of Poseidon

Enter, move the switch and grab the gate. You can grab a ledge on the left or the right and wait until the gate falls down again and then grab the opening, or you can keep hanging onto the gate and jump up to the opening when it goes down. On the other side you run along to the water. On the way three rats appear, shoot them quickly and then leap into the water. Swim down and turn the lever next to the gate to open it up, then you swim up through the passageway and climb out at the end. Pick up the small medipack lying in the large round niche on the left.

Artefact #6

Dive again, to turn the lever on the tower in the middle, that's currently underwater. This opens the grate that's blocking the niche where lies the last artefact. Swim out of the water into the niche to collect it

You can climb up by ledges on the middle pillar; Mount the base block opposite to the lever that you can't reach at the moment. Grab the ledge and pull up. Turn to the right and grab the next ledge, then shuffle to the left around the corner. Grab the edge at the top and pull yourself up. Go to the left and grab the block next to the fish statue. Move it to the back, which makes more water flow into the room. Pick up the ammo clip on the left of the fish statue and turn around. On the opposite side, there is another block. Swim towards it, go behind it and push it into the water. Then jump into the water yourself and turn the lever that you couldn't reach before. This releases a raft that was blocked by a grate on the bottom, it now floats up and stays stuck under one of the bridges. Return to the fish statue on the top, and push the block against it again to block the flowing water. This will cause the water level to fall again. Jump down into the water and go to the fish statue on this level. Now there is the block that you pushed down from the top level. Move it against the fish statue to block the flow, which lowers the water level to the bottom. Next to the entrance where you came in from, there are ledges on the right. Hang down from the edge next to them and drop yourself down to the bottom level. Find the raft and pull it as far as you can with your grappling hook, counter clockwise, through the room. At a certain place it can't go any further, because of the debris on the ground, so pull your raft against them and then climb up again by the ledges near the entrance. Go to the fish statue and you pull the block away again to flood the bottom area. Go to the niche to the left of where the raft is now floating. Use the grappling hook to pull the raft closer to you, as close as possible against the round hole in the wall between you and the raft. Leave it there, climb up to the top level, and pull the block away from the fish statue, again to flood the whole room. Swim to the raft and climb on it, jump to grab the edge of the niche above it, pull yourself up and grab the edge on the right, then shuffle around the corner to the right. Jump sideways to the right, shuffle some more and pull yourself through the opening. Drop on the other side to collect the Key of Poseidon, after which you can activate the switch to open up the grate. Return to the fish statue and push the block against it to lower the water down one level. Now you can descend and take the underwater passage as your route out. Swim out of the water and go back to the blocked gate. Once more you can go through the opening by activating the switch, hanging on to the gate until it comes down on the third timer tick and jump. Back in the main room, the platform below moves out to the centre. You have collected all the keys, so carefully descend all the way down. There is a gate with two keyholes on both sides, shining in different colours. Place each key in the lock with the matching colour. The exit gate opens and you can leave St Francis Folly.


The Coliseum
(1 artifact / 0 relics)

Follow the corridor to the next room. More rats will appear, so shoot them and turn to the left. Use the rock to reach the platform next to it, then turn around and jump to the top of the pillar next to the entrance to collect a SMALL MEDIPACK. Jump back to the previous platform and follow it to the other end, then jump across to the platform on the right. Watch out for the rat and then dive into the pond on the other end. There is SHOTGUN AMMO lying around near the surface.

Dive and swim through the partially blocked passage underwater and then turn left. Swim past the fallen blocks in this tunnel and then swim to the right through a big hole in the wall to reach the surface. You have to swim quickly (by tapping interact), or you might drown. As you get out of water, rats and bats will attack you, so deal with them. Climb on the cage to the right, use the ledge on the wall and shimmy to the right to land on top of a taller cage and collect a LARGE MEDIPACK. Return to the top of the first cage and use the ledges above the water pond you came from to reach a pole and then jump off to another cage. From here, jump over the fence and run up the sandy path to reach the coliseum arena.

Lara reaches the center of the arena and faces the challenge of two rock-throwing gorillas.

After you've dealt with the gorillas, retrieve some SHOTGUN AMMO from one of the corners and use the rock to reach the seating area. Get to the highest ones and then go to the left to find a crack on the pillar. Before you climb up, drop the incoming bats. Use the crack to reach a higher one and then jump off to the platform. Slide down and hop to the platform right ahead of you, then slide and jump to the higher platform. Turn right and jump to the balcony. There is a locked gate recquiring a key, but for now pull the switch in the spectator box to open a gate in the arena.

Climb down to the seating area and then into the arena to face the gorillas and lions. Once the area is safe, enter the gate the animals came out from. In the chamber below, collect the SHOTGUN AMMO on the right corner, then climb over the slope to see a few cages. You can use the grapple on the small cage stacked above the one on the left, pull it down to ground level so you can push it over the slope and into the other side of the room. Drag it over near the cage on the left side of the entrance, so you can climb up to the top of the tall cage and collect the BALCONY KEY. When you have it, return to the arena where you'll face two more LIONS.

Taking the same route you did before, get back to the balcony and use the Balcony Key on the locked door. Inside, climb the ladder to reach the top of the coliseum. Run to the left and jump to the next platform. You can hang from the edge and drop to a lower platform and collect a SMALL MEDIPACK, then work your way to the platform above again. Use the grappling hook to swing over to the next platform. On the opposite side, hang from the edge and shimmy all the way to the right, then climb up to locate the .50 CALIBER PISTOLS. Hanging from the edge, shimmy back to the left until you spot a ring underneath the platform you're hanging to. Let go and immediately throw the grappling hook to attach it to said ring.

Extend the rope and turn to the right to spot a small niche on the wall housing an artifact (1/1). Swing over to it, climb in a pick it up. To exit this area, grab the edge and shimmy to the right, then climb up to a slope. There is a SMALL MEDIPACK that you can't reach from here, if you want to pick it up you have to work all the way to the top of the coliseum and jump to it from the platform where you got the .50 Caliber pistols. Slide down and quickly jump to the platform ahead of you, then use teh ledges on the broken pillar to reach a higher platform. On the other end of it, jump to a lower platform and then into the balcony. Collect the .50 CALIBER AMMO and run down the stairs, dealing with a few bats on your way down. When you reach the statue of Midas, the level ends. [back to top]


Midas's Palace
(1 artifact / 2 relics)

As soon as you enter the room with the statue of Midas, three gorillas will attack. Once the area is safe, climb the fountain to the right of the entrance and use the ledges above to reach the platform above. Collect the LARGE MEDIPACK and pull the switch to open one of the gates. Make your way down and enter the gate. Follow the passageway to reach the hall of spears.

On the opposite side of the entrance, there is a set of stairs leading to a closed gate and a small sideway passage with a wooden box. Pull it off the way to reveal a small room with the lever that opens the aforementioned gate. Go in, collect the SMALL MEDIPACK to the right and then go up to find a lever and a good overview of the area in question.

When you pull the lever, all the pillars in the room will rise, but they are timed so you have to leap to the areas of interest as quick as possible. If you fall down, you can always return to the lever and try again. After throwing the lever, jump to the pillar in front of you and then grab the edge of the spiked pillar to the left, shimmy around the corner and jump backwards to a slope. As you slide down, grab the retractable platform and jump to the spiked pillar to the right. Shimmy around the right corner and hop to the next pillar, from you which you can jump to a sloped pillar and jump off to the opposite retractable platform. Turn to the left and jump to the next platform, then grab the edge of the spiked pillar and shimmy left until you reach the other side, then jump backwards to a ledge on the pillar, climb to the top and jump into the alcove to collect the first LEAD BAR.

Drop down to the ground level and pay attention on the high corners of the room: there are two sets of crumbling stones attached to a ring. Use the grapple to pull these down to reveal two alcoves. Then return to the area with the lever and raise the pillars again. This time, work your way to the second retractable platform and turn to the left to use a small pillar to reach one of the revealed alcoves and collect an artifact (1/1). Return to the lever and activate it again, but instead of jumping on to the first one, run down the stairs and grab the box. The pillars will not go down until you step on top of the first of them.

Drag the box into the room with pillars and spikes and push it towards the area beneath the alcove where you found the lead bar: you'll see one of the pillars has a small crack on the base. Position the wooden box under this crack to prevent the pillar from sinking and then return to the alcove with the lever. Now work your way to the last pillar before the lead bar alcove, and, this time, jump to the pillar that's being suspended by the box. As you slide down, jump to the ledge on the wall and shimmy right to climb in and collect the Athenian Owl Figurine, a relic (1/2). You can now return to the Midas statue room, but mind the gorillas on your way back.

On the left side of the statue there are ledges you can use to climb to the higher platforms. Climb up and pull the switch on the back of the statue to open another gate. Collect the SHOTGUN AMMO right above the switch then climb down and enter the new passage to reach the pillar hall. Ignore the stairway to the right and head into the area behind the pillar. Go down the stairs to the left to face a gorilla and a lion. After securing the area, use your grapple to pull the three rings attached to the base of the pillar, causing it to collapse and drop the second LEAD BAR.

When you return to the room above, you'll notice it's changed. Run up the stairs you previously ignored. A few bats will appear, so kill them and only then jump to the flat block on the right. The alcove on the wall hosts a LARGE MEDIPACK. Grab the ledge on the wall above the opening you came from and use the grappling hook to wall run to the other side. From the ledge, jump to the dangling rope and swing to the cracks on the pillar. Climb them up and jump backwards to a small platform on the left. Jump on the central pillar, and jump off to the platform head of you before you slide off. Turn around to spot a crack on the pillar, shimmy to the right and jump to the platform. Use the ledges to reach a higher area, then use the grappling hook to make a wall run and reach a platform on the opposite side. Collect the SMALL MEDIPACK from the alcove on the wall, then head down and enter the opening beneath the ring you just used to wall run.

You will reach a high platform near the statue of Midas, along with two gorillas. After dealing with them, collect the .50 CALIBER AMMO on the left and pull the switch to open the last gate. Dive into the pond below and climb to the now open gate, behind the statue, to reach the hall of fire. There is a series of columns in the water and a crocodile lurking underwater. Also underwater is a lever behind the first column to the right, so swim there and pull it to raise the top part of this pillar. Get out of water using the side stairways and stand on the pressure plate to activate the fire. Jump to the first platform when the fire is off and then jump to the column on the right. Pay attention to the timed fire emmitters and climb up when it's safe, then run counterclockwise around the pillar to spot a crack on the column and climb up. From the top, jump backwards to edge of the alcove. Climb in and pull the switch to rise a column that was underwater.

Jump back down to the burning columns, then hop to the central one and jump to a crack on the column ahead. Shimmy around the left corner and jump backwards to the small pillar, from which you can reach a ladder on the wall. Climb it up and into the alcove to find a switch. Pull it to raise another column. From the very edge of the room, you can use the grappling hook on the column right in front of you to pull some metallic protection over the flames. After you've done that, jump to it and climb up to the top of the column. Turn to face the next column and jump when the fires are off, then quickly run around to find the crack. Climb to the top one and jump backwards to the balcony, where you will find the third LEAD BAR and a LARGE MEDIPACK.

Dive into the water and swim back to the stairway, then use the columns to reach the first alcove again. From the edge, you can spot a ring to the right, so use your grappling hook to wall run to reach a ledge on the corner. Head to the left until you are above a slope, then let go and jump to the ledge to reach another slope. Use the swing poles to perch on a pole, then bounce off the slope ahead into the niche below the column. The switch in front of you will raise the column you're under even further, revealing the Griffin-Head Protome, a relic (2/2). You have to quickly swim back to the stairways and hop over the columns to get to it before the column sinks again. If it does, you need to pull the switch and try again. You can now return to the Midas statue room, watching out for gorillas on your way back.

In front of the statue of Midas there's a broken hand. Legend says that King Midas was cursed, everything he touched would turn into gold, so you certainly don't want to stand on it. Instead, get close to it and place all three Lead Bars on it, each at a time, to turn them into GOLD BARS. Use the three resulting Gold Bars on the receptacles on the base of the statue to open an underwater gate in the pond ahead and finish the level. [back to top]


Tomb of Tihocan
(2 artifacts / 0 relics)

Swim through the opening under water and follow the passage. Stay on the right, then at a certain point you come to a dead end. Here you can surface for air, which you're probably needing. Dive again and now swim straight forward to the junction. At the end of the tunnel, surface to get out of water.

In this room you have just entered, there is a wooden box. Push it forward, mind the rats, and then drag it into the left corner in order to reach a switch above. Pull the switch to open a trapdoor nearby. Drop in to reach the main area of this level. Before doing anything, let's make a short trip around the room to get used to it.

Use the swing pole on the right and then use the grapple to wall run to a ledge far way. You can climb down for some .50 CALIBER AMMO. Shimmy around the corner and then, once again, use the grappling hook to wall run to the broken catwalk. Clear the gaps as you work your way along the catwalk. On the opposite end of the room, there is some SHOTGUN AMMO. After the two swing poles you reach the first box. Push it down to the lower level, but don't worry about it yet, we will get to it soon enough.

Grab the ledge to your right to reach the next swing pole. Run past the next platform and boost off the ledge to the swing pule and then on to the ledge on the wall. Follow the ledges until you can climb up and locate the second box in an alcove. Like you did with the previous box, push it to drop on the lower level. With both boxes on the inferior level, dive into the water. Quickly get out, as two crocodiles have been waiting for you. In the corner beneath the supporting pillars of the catwalk near the second box is a SMALL MEDIPACK. Drag the box and drop it into the water pond, then head right and use the collapsed column to jump over the wall to reach a revolving lever. Rotate it to drain the area completely.

Don't drop down into the central hole yet. Head to the right and collect a LARGE MEDIPACK behind one of the broken columns, run past the area with a closed gate and climb up on the other side, where another crocodile is expecting you. The first box should be right there, so push it into the now drained hole. Now that you have both of them in there, you have to drop in as well (a place to do so safely is a platform near the rotating lever).

Move the two boxes over to the two pressure plates, one of them will lower the gates in the area above and the other sets a raft free (it will float when you flood the area). In one of the corners, collect a SMALL MEDIPACK behind a rock and jump onto the slope, then bounce off and use the grapple to wall run to the opposite end. Navigate the ledges and swing poles until you get to the platform by the revolving lever, then get out of the hole and rotate the lever to flood it.

Go to the area on the right and from the edge, use the grapple on the raft to drag it closer. Then, drop into the lower area and pull the raft all the way into the small dam, that was previously blocked by the gates. Make sure none of the catwalks are directly above the raft, as you'll soon flood the entire area and if it gets stuck under a catwalk you'll have to do it over again.

Jump up to where you met the lone crocodile and climb up the nearby ladder, jumping to the ledge on the wall and scrambling to the catwalks. Work your way to the area where you found the second box, but this time follow the catwalk even further to another revolving lever. Rotate it to flood the entire room, then dive into the water and swim towards the raft. In the central pillar there is a underwater lever: pull it to open the second gate in the bottom of the room. Surface to replenish your oxygen bar and then dive down there to retrieve the artifact (1/2) and .50 CALIBER AMMO. On a pillar near the first are you used the grapple to wall run there are some MINI SMG AMMO.

Swim to the raft and use it to get on the catwalks. You have to align it with the platform right above, so you can reach it. Inside, jump into the pool and the water current will drag you to the other end. Collect the SHOTGUN AMMO on the platform on the end and then dive and head through the underwater passage to reach the next area. If you surface, you'll see a closed temple with centaurs on either sides of the entrance. From here, look to the left and you'll see a platform with SHOTGUN AMMO and .50 CALIBER AMMO.

All the way to the left of the temple entrance, deep underwater is a small cavern housing an artifact (2/2). Swim back and surface before you drown. Facing the temple from the water surface, dive and locate another underwater tunnel. Pull the switch in the end to finally open the temple doors, then swim back and walk in.

Lara reads engravings about Tihocan's leadership on his coffin, but Pierre sneaks behind her and steals the Scion. As he tries to make his escape with it, the two centaurs outside the temple come to life and chase him down. Once he's done for, the centaurs come after Lara.

After the interactive cutscene with Pierre inside the temple, it's time to face the second boss in the game, the twin centaurs. They will surround you, running around while throwing fireballs at you. Keep on the move to dodge their attacks as much as possible, and avoid getting too close as they might knock you down. You have to fill their Rage bar by shooting them, once it's completely filled there are two possible outcomes: they will try to petrify you, noticeable by the green glow build up; or they'll charge at you (only while they hold their shields). If the former, turn Lara around so she's not facing the centaurs and isn't petrified by their glaze. If she gets petrified, quickly waggle left and right to set her free, before either centaur smashes her into pieces.

When a centaur storms up to you, perform the adrenaline dodge headshot to stun it. You have a short time window until he recovers, so quickly use the grapple to pull the shield off its hand. Keep shooting as the centaurs repeat their strategy and you have dropped both of their shields. Whenever they try the petrifying glaze, quickly run up to one of the shields on the floor, pick it up and face the attacking centaur: their attack will be reflected and the centaur itself will be petrified. While in this state it's truly vulnerable, so drop the shield as quickly as possible and use the weaponry at your disposal to cause damage. After destroying both centaurs, the level ends. (We have a video walkthrough for this boss fight.)

Finally getting an opportunity to take a close look at the Scion of Tihocan, Lara Croft unites both pieces she has and is overwhelmed with a vision of a judgment. This vision also reveals the location of the third piece of the Scion. [back to top]


Egypt


Temple of Khamoon
(3 artifacts / 1 relic)

Lara rides her bike up to the entrance of the Egyptian tomb she had beheld through the Scion.

Follow the tunnel until you reach an opening in the wall. Hang from the edge and drop down to the ground. Use the grappling hook on the rings on both pillars then pull them down to break the pillars. In the left corner there is a movable block, pull it and collect the SHOTGUN AMMO and SMALL MEDIPACK from behind it. Climb up on the remaining pillar fragment and climb into the niche above. Collect the SMALL MEDIPACK and grab the ledge on the left. Shimmy around the corner and jump to the ledges on the left. Head left and jump off to the swing pole, then jump off to the slope. Right before it ends, jump and grab the ledge of the broken pillar ahead. Shimmy to the right and jump backwards to the swing poles, then land on the other broken pillar. Use the ledges to the right to reach an opening up high, opposite the entrance.

Walk up to the scarab on the wall. While you're hanging onto it, it will slowly slide down, so quickly scramble to the edge above to climb up. Heading left, slide down and jump off for the swing pole, then jump to the scarab and quickly climb up before it slides too much. Slide down into the next chamber and watch out for the panther attacking you from behind. Some SHOTGUN AMMO is lying on the corner. Climb up into the opening, then use the ledge on the left to head left. Crawl into the small niche to reach a ledge higher up, then continue shimmying to the left to climb up and collect a LARGE MEDIPACK. Drop down and head into the opening to th next area.

Lara spots a creature in the distance, then hears a noise behind her. Slowly turning around to see what caused it, she finds herself face-to-face with an undead mummy. She slowly backs off, but the mummy roars. The mummy in the distance rushes forward as Lara gets her guns trained on both of them.

In addition to their close range attacks, the mummies can also throw fireballs from the distance. After dealing with both of them, collect the .50 CALIBER AMMO near the entrance slope and the SHOTGUN AMMO in the far left corner. In the small pond beneath the obelisk is a SMALL MEDIPACK. Behind the pillar near the partially destroyed sphinx is another SMALL MEDIPACK.

To the left of the shinx there is a round block, from which you can reach a crevice in the pillar. Climb to the crevice above, shimmy around the corner and jump to the next pillar, then scramble to the top. Shoot the targt-switch on the wall to extend a swing pole for a limited time, so quickly use it to clear the gap. Head to the other side, collecting the .50 CALIBER AMMO along the way, and then jump to the pillar on the left. Hop to the next one and then jump to the ledge by the sphinx head. Climb up the ladder to the top and jump to the left into the small alcove above the sphinx.

Look to the top left corner to spot an opening, then jump into it to find an artifact (1/3). Drop on the sphinx head and head right. Jump to the top of the pillar and use your grappling hook to reach the pillar a little further. Step up to the platform and then run up to the wall. Turning to the left you will see another platform in the opposite side of the room, and two rings. Use your grappling hook to perform a double wall run to reach that platform, then walk it to the end and jump to the slope ahead of you to land above the other sphinx. Beneath the slope is a LARGE MEDIPACK.

Pull the switch on the backside of the sphinx to open a door beneath it, then slide down the rocky slopes on the right and enter said door. ventually you will reach a room with six sitting statues. Run to the opposite side of the room to face two panthers. After dealing with them, pull the switch to make the statues slide forward and open a gate near the entrance. Head back and kill the two panthers that have shown up, then enter the small open room to find a SMALL MEDIPACK. Wait until the statues have moved to their original position and then pull the switch again. Quickly run to the broken rock in front of the entrance and climb up to the flat platform on the lap of the first statue. Jump to the one right in front of it and then to the one sitting opposite the second statue. Hop to the last statue and then jump and use the grappling hook to reach the ledges above the switch.

Drop to the ledge below and head right, quickly jumping up from the gate before it slides down too much. Continue heading right to reach a passageway. Walk up to the pit and slide down into it. Defeat the three rats and collect the SMALL MEDIPACK, then return to the slope and find a movable block right on its side. Pull it to reveal a SMALL MEDIPACK behind it, and then push it all the way to the other end of the pit. Use it to climb out and head for the next pit.

Climb down to collect the SHOTGUN AMMO, then return using the two ledges. Wait until the swing pole has extended from the wall, then use it to reach the next and finally the scarab on the wall. As usual, jump upwards before it slides down too much. Drop into the next area, with the cat statue and a pond, and watch for the two crocodiles. After securing the area, retrieve the SMALL MEDIPACK from the small niche the first crocodile came from.

Dive into the pond and swim to the bottom. Pull the underwater lever to open the gate to the left, then quickly swim through it before it closes. On the other side, surface to restore your oxygen meter and dive again to collect a LARGE MEDIPACK near the base of the structure. Climb out of the water, jump to the scarab on the wall and quickly grasp the ledge above it. Jump to the platform on the right and as soon as you step on it, it will start to retract. Quickly cross the pathway, jumping over to the other side if needed, and then head left to find a ledge. Jump to it and the platform you were on will start to expand again. Hop to the ledge on the left and wait until the platform has stopped moving, then jump backwards and run along the wall to find a scarab, hang on to it and jump to the ledge above. Shimmy to the right and pull up into the passageway.

Drop on the pit to the right to collect a SMALL MEDIPACK. Climb to the top of the pole on the other side, jump to the ledges on the wall and then backwards ontop of the pole you were on. Jump to the hanging pole and then to the niche. Collect the .50 CALIBER AMMO and pull the switch to drop a block on the retracting platforms of the previous room, making it jam. Use the hanging pole to reach the ledge by the closed gate for a LARGE MEDIPACK and more .50 CALIBER AMMO. Return to the previous room and drop down to the block. Push it past the catwalk and into the other side, then to the right. Use the block to reach the ledges on the wall and climb up to the platform right above it. It will also retract, so quickly hop to the scarab on the other end and reach a safe ledge above. Climb the ledges to the left and then jump backwards into the opening.

Attach your grappling hook to the top of the draw bridge and pull it to bring it down as much as you can. When the grapple disattaches, jump and use the grappling hook on the ring on the ceiling to clear the gap and land on the draw bridge. Walk in and pull the switch on the corner to open the trap door on the ceiling of the room. Return and use the ledges and swing poles on the trapdoor to climb up into the room above. Pull the switch to open another trapdoors beneath the cat statue.

Hang on the edge and look to the left to spot a ring. Use the grappling hook on it to run along the wall, then in the end jump backwards and immediately throw the grappling hook again. It will attach onto the ceiling. Use the grappling hook on the other rings on the ceiling to reach the roof above the cat statue, to finally claim the artifact (2/3). Drop into the water below, and climb out. More crocodiles have appeared, so deal with them and then drop into the open trapdoors beneath the cat statue.

Slide the slope and follow the hallway. Collect the .50 CALIBER AMMO in the corners of the next room and then drop to the pit. A number of panthers will attack, give them your best but mind your own health. Inside the little room they came from is a LARGE MEDIPACK. On the opposite side of the room is another locked room with two more panthers, open it using the lever then take the panthers out. Climb to the top ledge on the left of this gate, then jump to the right and before the gate slides down, jump backwards. Scramble to the ledge above and then jump to the bar on the right, when it stops rotating, jump to the left. Jump backwards off the ledge above to land on the platform around this obelisk.

To the left, you will spot a target-switch. Shoot it to reveal a ring on the ceiling, then use the grapple to reach the target and collect a LARGE MEDIPACK and .50 CALIBER AMMO. Return to the obelisk platform and walk down the bridge into the corridor. Watch out for the panther in the next area, then climb up the ladder to face off a mummy. After securing the area, climb the blocks on the corner and collect the .50 CALIBER AMMO and LARGE MEDIPACK.

From the upper block you can use the grappling hook to run along the wall. Stop any momentum and then retract the cable until your feet are as high as the grate. Jump backwards to perch ontop of a column, then jump to the ledge on the left. Drop one level and then jump to the right twice to reach the third column. Scramble to the ledge above and shimmy to the right, then jump to the ledge on the central column. From there, jump backwards to reach a ledge on the wall, then make another jump to the right and use your grappling hook to wall run to the top of the doorway. Collect the artifact (3/3) and then carefully descend and enter this doorway.

Going up the ladder, you are on top of the room with the six statues. Throw the switch to make the statues slide forward for a limited time, so quickly hop to the other side of the room using the platforms above their heads. Collect the LARGE MEDIPACK to the left and then enter the corridor. Throw the switch you'll find in the end to release the scarab switch in the previous area and also causes the statues to slide forward. Retrace your steps back to the room with the scarab.

Climb to the upper block again and use the grappling hook on the ring. From the top of the pillar, jump to the right and then to the ledge on the wall, then quickly shimmy left and jump to grab a handle on the scarab. This will raise the counterweight and cause a trapdoor to open, dropping the sand into the room below. Drop down and use the ledges on the trap door to return to the room below, and then enter the upper opening in the room you couldn't reach before.

You will reach a room with four obelisks and eight movable blocks around the room. Pull the first one on the right of the closed gate. Watch out for the panther, then run in to collect the SHOTGUN AMMO and also take notice of the carving on the wall (a kneeling man with two white glasses beneath an hyeroglyph). The obelisk on the far right has risen, and now you can rotate it. Align the hyeroglyph with the drawing you had just seen on the wall until you hear it click.

Move the third block on the right, then go in and again check the wall (a kneeling man with a green glass). Another obelisk has now risen, so make sure its combination hyeroglyph-drawing matches. The next block to the right conceals SHOTGUN AMMO, and the block on the right of the entrance hosts .50 CALIBER AMMO. Be careful when moving the next block, as another panther will attack. The third obelisk has risen, so again rotate it so it matches what's on the wall of that side room. Behind the next block is some .50 CALIBER AMMO; and behind the last one is the last hyeroglyph combination. With all four obelisks in their correct positions, the central gate opens.

Don't run into the open gate just yet. Push the first block to the right of the gate next to the wall so you can reach a ledge in the pillar above the opening. Scramble to the ledge above and then shimmy around the corners. Jump backwards to another ledge and then head right. Moving around the corner you can jump backwards to perch ontop of the obelisk, then hop over the other obelisks to reach a ledge on the opposite side of the room. Climb in to locate a LARGE MEDIPACK and the Mummified Cat, the relic (1/1) of this level. Now drop to the floor and walk through the door to complete the level. [back to top]


Obelisk of Khamoon
(4 artifacts / 0 relics)

Follow the passage to reach a large area with a central obelisk. Take note of the four drawbridges, they must be lowered down so Lara can reach the artifacts on the obelisk. Just to your right there’s a switch that will lower the first of them, there’s also a SMALL MEDIPACK nearby as well. Activate the lever and retrieve the EYE OF HORUS using the drawbridge. Turn around and climb down the ladder. On the bottom floor, there’s some .50 CALIBER AMMO and on the opposite end, across the water, a SMALL MEDIPACK.

Dive into the water and swim toward the opening with the ankh symbols. Several moving walls are present in these corridors, so take your time to get past them. You’ll reach a very tall room with some ruined stairs to the right – and some SHOTGUN AMMO right behind them. Use the stairs to gain height and jump to the ankh switch on the wall. It will temporarily lower a column directly behind you, jump backwards and quickly run to the column before it rises.

From the top of the column, use the pole and swing to the ledge on the wall, then climb up the ledges and hop backward to a retracting platform. Before it moves back into the wall, jump to the next part and then to another platform in the corner. Turn to the right and jump to the catwalk in the center of the room. Jump straight onto the platform on the other side, where you find a switch behind some debris. This switch activates a swing pole up above in the room for roughly about 90 seconds.

Throw said switch then quickly jump to the next part of the catwalk and hop up the ledges in the pillar, then jump to the central pillar. Watch out for the arrows, it’s not safe to climb on top of this pillar, so quickly shimmy around it, and hop backwards to the next pillar. Shimmy around to hop up to a higher ledge, jump to the ledge on the right, and then jump to the pole on the right. Swing to the platform and run to the ledges on the opposite end. Hop up and jump backwards to a small retracting platform. Quickly jump to the catwalk and shimmy to its center. Climb up and hang on the other side of the catwalk, then head left, and hop up to the ledge above. Shimmy around the corner and jump backwards to another pillar, then let go, grabbing the lower ledge, and shimmy around the corner to climb up on that platform. Jump to the ledge in front of you, then hop to the one above. Shimmy as far to the left as possible and jump backwards, throwing the grappling hook in mid air to wall run and reach a ledge on the opposite wall. Head left, eventually jumping backwards to the pillar. There are more arrows here, so shimmy around the corners, to jump to the next pillar. Go to the left and quickly jump to climb to the top of the pillar, and then jump to the platform above. If you made it on time, the pole should still be to your right, so swing to the platform and collect the artifact (1/4) hidden behind the debris. The pole will remain out once you get this artifact, so use it to swing back and head to the other side of the room.

Collect the LARGE MEDIPACK to the left of the doorway, then head in to face off a mummy. Collect the .50 CALIBER AMMO and SMALL MEDIPACK in the pit, then climb back up with the lader and quickly swing past the poles, before they slide down, onto the scarab on the wall. It also slides dow, so quickly jump to the ledge above. Heading left you'll come across more slamming walls. In the end, you'll be back in the obelisk room, at a higher level.

Grab the ledge to your right, scramble to the upper one and shimmy towards the wall, then jump backwards to a swing pole and jump off to the platform. Throw the switch to operate the second drawbridge and a gate on the opposite side of this level. Use the swing pole back to the ledges and return to the entrance, then follow the ledges to the now open gate. Be aware parts of the ledges will crumble, so quickly get past the cracked spots.

In the new hallway, dodge the spinning blades, but wait until they retract so you can use the pole to swing over the pit. Follow the corridor to another huge room, slide all the way down to confront a mummy. Pick up the .50 CALIBER AMMO and the two SMALL MEDIPACKS in the small alcoves. In one of these alcoves there’s a lever. Activate it to open two gates and also turn the slope into huge steps. Behind the small gate on the bottom there’s a moveable block, pull it out to reveal a SMALL MEDIPACK, then use it to propel to the ledges above the open gate. Jump to the left and throw the grappling hook to wall run to a scarab. Quickly hop to the ledge above and jump onto the platform to the left.

Climb the steps for more goodies, then turn around and scan the area. There are retracting rotating knives and hooks on the walls. Use the ledge to the right, and throw the grapple to wall run past the knives while they’re out, then jump to the scarab and quickly hop up onto the ledge. To your left is another hook and more blades. You have to wall run all the way to the left, then back, to jump and grab the ledge above you’re hanging on. Grab the ledge above and when the furthermost blade goes in, jump backwards and wall run past them, quickly reaching the stairs.

Artefact #2

Turn right and use the hook to wall run, jumping off the wall at the end, and throwing the grapple to the second hook, which lies just above the artefact. Hold still and climb down the rope to get the artefact. Slide down the slope and work your way back to the stairs.
This time around, use the second hook to wall run and jump, to the next platform. Hop up the ledges and jump off the highest one to the left. Enter the corridor to return to the room with the obelisk. Near the end there’s a switch which lowers the third drawbridge. Return to the previous room, and use the ring in the centre to swing to the far ledge. Shimmy to the right and climb down the stairs, all the way to the bottom. Follow through the remaining corridor.

You’ll come across mixed traps. Run past the walls and jump to the first perch, then onto the second, and when the walls open, quickly jump to the third and then onto the ledge before you are crushed. You now return to the obelisk. Pick up the Seal of Anubis and use the poles to the right. Run to the other end of the platform, picking up the medipack and ammo between the furthest most pillars, and use the poles to swing to the next drawbridge. Here you collect the Ankh of Isis. Return and enter this corridor, dodging the blades and also the moving blades in between the gaps.
At the end of the corridor, you get to another large area, with three mummies lurking at the bottom. Look to the left and hop to the lower platform, then climb down the ledges. Climb down to the slope near the wall and jump, to wall run, to the other corner. You can take out the mummies in safety from here, before dropping into the ground. Climb the ledges opposite the jackal statue and enter the passageway.
More rotating blades around the corner, so roll under the high ones and jump over the low ones. Then there are moving walls placed above the perches in the cliff. Time your way through them, remembering to correct Lara’s balance quickly with t [E], and jump to the ledge at the end. Wait for the blades to go to the opposite side, and climb up to reach a corridor with the switch for the last drawbridge. You now have to return the same way you came in, jumping from the poles as the walls are just opening up.
Back in the room with the three mummies, turn to the right and jump to the corner platform. Grab the ledge and head left, using the lower ledge to jump to the opening.

Artefact #3

Don’t climb up yet, instead, keep going left and jump off to a far ledge on the left, shimmy around the corner, and climb up into the small alcove to collect the artefact. Drop onto the ground and work your way up to the opening you’ve just ignored.
Use the block to aid your grab to the ledge above, then shimmy left, and jump to the platform. Then climb up the ledges to reach a higher platform and a corridor. Go in; deal with the two mummies, and exit out at the top. Use the ledges to get to the platform just above the exit of the corridor, and wall run to the opposite corner to collect a large medipack, and shotgun ammo.

Artefact #4

Throw the grappling hook on the ring and shorten it a little (holding s [E]. Gain some momentum, then onto the highest point on the right side. Jump off the wall to a platform. Grab the ledge, and jump onto the pole, swinging onto the platform where you collect ammo and the fourth artefact.
Work your way down to the bottom of the room and climb the block in front of the jackal statue. Wall run over the slope, and use the ledges to climb to the entrance of this room. Walk out into the obelisk room, and use the poles to the left to go to the last drawbridge to collect the Scarab of Osiris. Once you have the four items, an underwater gate opens, so dive into the water and swim through the opening.
Climb out of the water and collect the medipack and ammo near the switch. Activate the switch to move one of the statues of the previous level, then climb up the ladder, and go to the right to return to the area with the two sphinxes. After taking out the centaur, place the four items in their receptacles, on the central obelisk, to open the gates to the next level.


Sanctuary of the Scion
(2 artifacts / 1 relic)

Climb up the stairs, behind the large gate, which opened at the end of the previous level. When you’re near the top of the stairs, two mummies will attack you. Deal with them, preferably with two quick Adrenaline Dodges. Behind the left hindmost obelisk, there’s some Shotgun Ammo. Behind the right hindmost obelisk there’s a Small Medipack. The bases of the four obelisks can be rotated. You have to point the images on them in a certain order. The images on the sides of two adjacent obelisks must be the same, and must also match the image on the nearest wall. Bear in mind that if you turn an obelisk, the two adjacent obelisks also turn in the same direction. Only the obelisk in the opposite corner remains still, whereas the other three turn simultaneously. You can solve this puzzle yourself, but the quickest solution is to turn one of the obelisks twice (make a 180° turn) and afterwards the one in the opposite corner, also twice. It doesn’t matter which obelisk you’ll start with or if you turn them left or right. Once the obelisks stand in the right positions, a pillar will rise in the centre. Climb up using the ledges and then jump up to the ledges inside the shaft above. Jump backwards onto a ladder which will take you to the top. Follow the passage to the pit with sliding walls.

With perfect timing, jump to the left, before the first set of walls open, to the platform at the wall, and then rapidly to the ledge on the wall, to escape from the sliding walls. Take the ledge above, jump sideways to the scarab-lever, and then quickly backwards. You need to grab another scarab-lever, so jump up quickly. Wait until the walls are open and then jump sideways to the left, then backwards across the pit. Follow the corridor to a hall with a huge Sphinx, which you are now behind. On both left and right there are stairs going up and ladders going down. Use the left ladder to go down, and when you land on the platform, use yet another ladder to reach the ground. With your back to the ladder go left, in the corner you can find 50 Caliber Pistol Ammo and Shotgun Ammo. Then follow the legs of the Sphinx, to its front, where you are attacked by two rats. Before you turn around the corner to the front of the Sphinx, first enter a niche which you will find in the left corner of the hall, here you’ll find a Large Medipack. After you pick it up, you climb on the ladder ahead of the Sphinx. At the top you jump sideways onto the left ledge. At the end you jump sideways once again to the left, to land a little lower, on a piece of the broken staircase. Jump to the other part of the staircase and climb, using the blocks, to the platform in the corner. Slide down the slope here and jump in time to grab the ledges. Use them to climb on the platform and run ahead to the upward slope. At the third pillar you can grab a groove, climb up, turn towards the other pillar, and jump to it. Now do the same to reach the furthest pillar. From there, you have to jump from the upper groove, and across the slope you came from to grab the ledges on the wall. Climb up to the top, leap backwards and pull yourself up to the platform. A new kind of enemy now appears: bat-monsters, two of them. They shoot with fire balls and do not do rage attacks, so you can’t use Adrenaline Dodge on them. Just shoot them down with your shotgun, watching your step to avoid falling down from the platform. Then run to the side where two poles are attached to the wall. Swing from the first to the second, and forwards to the ledge. Move twice around the corner and jump down backwards to the platform. Cross this platform, and jump at the end, to the ledges above a switch. Drop carefully and pull the switch. Now a platform appears between the two parts of the staircase beside you. Behind you there’s a passage, follow this corridor, until you reach some blocks moving in and out of the walls. These work differently to the sliding walls and are also a lot larger. The blocks don’t reach entirely to the ground; therefore as long as you’re on normal ground and crouch, you won’t be crushed. You might survive the first blocks with a quick jump, but at the second series you must crouch. Once you are past these you come in a high chamber, with a water pool at the bottom. Dive down and pick up the Small Medipack from the bottom in the opposite corner. Climb out of the water, where you can run to the ladder, and climb on the broken fragment on the floor. In the wall there’s a tall engraved stone strip with gaps; jump to the highest one you can reach and continue to jump up as high as possible. The strip slides down and is locked by the two scarabs, on either side, at the point where the ring is. At the same time, the closest obelisk rises out of the water, and a platform comes out of the wall. If necessary, you can open the lock around the ring by catching it with your grappling hook and then pulling it. Climb the ledges on the obelisk to the top, and jump backwards to the platform. From there, grab the ledge, at your right in the wall, and jump to the other stone strip further to the right. Climb up to the highest ledge, and wait until this strip is also locked around the ring. The obelisk behind you goes up. Jump from your current position backwards to the obelisk, climb up to the top and shimmy around the corner so that you can jump sideways to the long platform above the water. Attached to the wall, where the platform comes out of the wall, there’s a ring on the left which you can use to wall run. Do so, and catch the narrow ledge in the left corner. Jump sideways to the right to reach the third engraved stone strip. Climb up to the top, so that this strip is also locked, and the obelisk behind you rises. Return to the first obelisk, the one right beside the platform where you can get out of the water, and climb to the top. Jump backwards to the narrow catwalk, which keeps extending with each raised obelisk, and pull yourself up on it. Turn to the wall on the right. You can see two horizontal poles on your left, and two on your right. Jump to the first pole on the left and quickly jump to the next one, and then to the ledge beyond. Drop one ledge down, and jump sideways to the left, to catch the last engraved stone strip. Climb up to the top and wait for this strip to become locked, and for the fourth obelisk to rise. Jump backwards to the obelisk, climb up, and jump to the catwalk after you shimmy around the corner of the obelisk. From the poles on your right; jump to the ladder in the right hand corner. Climb up until you reach the place where the ladder is destroyed, and jump sideways to the other ladder at the side. This way you climb to the very top of the room, and then jump sideways to the left, to a small ledge and then move further left. Jump down to the platform by which you entered this room. Descend the staircase and go to the switch. Pull it to make the upside-down obelisk lower. This eventually makes a secret gate open. Dive down into the water and climb out where you can. Use the obelisk to jump onto the catwalk that now passes through the whole room. Pull yourself up on it, and go to the right through the gate you just opened. Here a mummy attacks you. Take him out and pick up the First Ankh Key from the altar in the centre. This makes the gate open again and also a grate at the water level. Leave the room, dive into the water, and climb out again where the grate opened. There you follow the corridor back to the large hall with the Sphinx; you appear at his left front paw. A centaur is walking around in front of the Sphinx, so take him out.

Mount the ladder again, in front of the Sphinx, but this time grab the ledge above it on the right, and swing on to the platform in the corner. Here you find another ladder, climb it, and go onto the rock platforms on the left. On the first one you will find shotgun ammo, and on the higher one, a large medipack. Return back to the ladder and run past it on the right. Grab the bottom ledge further along the wall, then the one above it and then sideways to the edge of the platform. Pull yourself up and turn right. Make a running jump to the large pillar on your right, and grab one of the grooves. Keep jumping up, and shimmy to the right, so that you see the Sphinx on your right. Now you can climb up to the top of the pillar. Pull yourself up quickly. You are attacked immediately by two bat-monsters, try to take them out quickly, and make sure you don’t fall down while you do this. Follow the platform in the direction of the head of the Sphinx. Between your location and the Sphinx, there is a ring in the ceiling, so use your grappling hook to swing at the Sphinx’s head, and pick up the dual mini SMGs. Using the same hook; you can get back where you came from. Next to the platform there is a horizontal pole, use it to swing onto the next platform; from there you jump to the ledges on the wall, next to the switch. You will have to pull this eventually. When you’ve done that, go into the passage on the left of the switch. Follow the corridor to a pit; there are two moving walls, and two horizontal poles. The first pole retracts inside the wall and comes out once in a while. Jump to this pole when the first pair of walls just open up and the pole is extended. Do an immediate jump to the next fixed horizontal pole, before the walls close. Grab the edge, and pull yourself up. Follow the corridor to a room, similar to the one where you got the first Ankh Key.

(There are two ways to solve the puzzle in this room. If you have already jumped down into the water at this time, then skip down to the ‘Alternative Way section’. If not then carry on from here, and skip that section later)

Turn to the right, and grab the first small ledge, afterwards the second and then the ladder next to it. Descend as far as you can, and jump towards the ladder on your right. Then go down as far as possible again. Jump sideways to the left, to a ledge, and let go to grab the one below it. On the left is the first engraved stone strip, jump sideways to it, and make sure that you hang on top. The strip slides down and is locked again, and the obelisk behind you moves up. Jump backwards to the obelisk and climb to the top ledge, then jump backwards, and grab the little platform above the stone strip behind you. Grab the ledge of the wall on the right of the little platform, and then the ledge above it. Behind you there is the first of four horizontal poles, which slide down when you hang on them. Swing quickly from pole to pole, and along to grab the ledge beyond them. From here, jump sideways to the right, then up once, and wait until this engraved stone strip is in its locked position also. Let go, so you fall into the water, and climb out from the only place you can. Turn to the left, and jump to the little pole on the right of the obelisk, and then onto the ledges of the wall. From the highest one you jump sideways to the left, then climb all the way up by the stone strip, and wait until it’s locked. Jump backwards to the raised obelisk, and when you reach the top, shimmy to the side and jump sideways to reach the extended catwalk high in the middle. Go to the left, and jump to a ledge further to the right on the wall by the horizontal pole. Then sideways to the right, to pull the fourth engraved stone strip down. Hang on the top ledge until it’s locked and then jump backwards to the last raised obelisk. Jump towards the catwalk which now reaches the other side of the room, that’s where you need to go. By the left two poles you swing to a ledge, climb up two ledges, and jump backwards to the ladder on the other wall. Follow it upwards and grab the ladder next to it to get reach higher. At top you jump to a ledge on the right, then to the next and then onto the platform where you started. (If you followed the walkthrough until here, skip the Alternative Way section and go to the Artefact #1 section)

Alternative Way

Once you’re down in the water, climb onto the platform with the bars, and turn left. Jump to the pole that’s low but above the water level, and then jump to the ledge on the wall. Jump up to the higher ledge, and then to the left to grab the stone strip. Keep jumping up quickly from ledge to ledge, until you can jump to the ledge on your right. Jump up to the one above and wait for the strip to go up again. Then jump to it and quickly jump up once, then jump left to grab the high ledge on the left of the strip. From here, jump to the other strip on the left, and jump to the top ledge. Wait for it to slide down and become locked. Jump in the water and swim back to the platform by the bars. Repeat the same process again, but this time, wait for the strip to slide down and get locked. Then jump backwards to the obelisk that rose behind you and use it to reach the catwalk that extended from the wall. From here, jump to the horizontal pole that you see on the wall to your left. Swing and jump onto the ledge on the other side. Jump to the right to grab the stone strip, and make it slide down. Make sure you jump up to the highest ledge. Once it’s locked, jump backwards to the obelisk and use it to reach the catwalk again. Run to the end on the left. There are four horizontal poles on the wall in front of you. Each of them slides down when you swing on it, so be quick to jump onto the next one immediately. You need to take the ones on the left at this time. When you make it to the ledge on the wall, jump to the left, to the last stone strip. After it’s locked, jump backwards to the obelisk, grab the highest ledge and jump backwards again, to reach the platform above the ring of the stone strip. From here, you can jump to the ledge on the wall beside you and then make your way up, using the ladders, to the platform where you entered this room.

Artefact #1

Descend by the stairs to the switch, and pull it down. The upside-down obelisk lowers and again a secret gate opens. Trace back the route you just took, until you hang underneath the second ladder. From here you can jump off to the right to grab the ledge above the secret gate, and shimmy until you are above the ledge.

Shimmy further to the right, all the way around the corner then let go of the ledge and pick up the artefact.

Grab the ledge again, and shimmy back to the catwalk right in front of the gate which opened up. Let go, enter and shoot the mummy. Collect the Second Ankh Key on the altar, which makes the gate open again. Leap into the water, climb out and walk through the now opened corridor. Follow it back to the hall with the Sphinx, where at the front two centaurs are waiting for you. Take them out, preferably with the shotgun and Adrenaline Dodge, and mount the stairs in between the front paws of the Sphinx. Place the two Ankh Keys in their receptacles on each side of the door, so the entrance opens up.

Go inside the corridor behind it and descend by the slopes which go down a level around every other corner. Now and then some rats appear, before you reach the bottom you will have shot seven of these animals. Right before the end of the descending passage there is some shotgun ammo in the corner. In the large space where you come out, there is an open roof and two statues are standing under water – Seth on the left and Horus on the right. On the left, on the platform, there is a small medipack. Just dive into the water and swim directly to the lever near the bottom, between the two statues. Pull it to drain the water. Swim to the front of the statue of Seth. Climb onto the platform, in between the legs of the statue, and move up by two ledges. Jump backwards to the pole and straight on to the ledges behind it, before it slides down. Follow the ledge, hanging on, along to the right, until the end. Then jump sideways to the ring in the wall. Run past it with your grappling hook, and jump off to reach the ledge under the ladder. Mount it, and when on top, make a backwards jump to the ledge. Grab the one above it, jump sideways to the next, grab the ledge above it again, and shimmy around the corner to let go. Here you find four slabs on the ground and four scarabs on the wall. The slabs mark how the scarabs must be turned; you do this by shooting at them. It can be confusing, because on the slabs, the backside is marked with long legs, while the scarabs have longer legs on the front. Shoot the scarabs until they’re in the correct position, which makes the bars above the scarabs rise. Climb inside the niche, and operate the switch on the wall, which makes water level rise a little again. Now mount the ladder on the right of the scarabs, climb to the top, and jump to the right. Follow the ledge, grab the one above it, and jump past the gaps to the right until you can jump backwards to the horizontal pole. Then move along to the ledge behind it. After that, jump sideways to the large ankh decoration. It slides down and this opens an underwater gate, between the legs of the statue you are hanging on. It only stays open for 15 seconds, so drop into the water and swim on the surface towards the front of the statue. Dive underwater and swim through the passageway and then swim up to the surface. Climb out and up, to get into the centre of the statue. On a ledge between the legs of the statue, there is a movable block, push it into the water and jump in after it. Turn the lever between the two statues again. This will drain the water to the lower level. Return to the statue where you were last, and push the movable block against the wall, under the gate, and then go to the front of the other statue. Climb up like you did before; ignore the switch behind the scarabs this time, and mount the ladder again on the right of the scarabs. Follow the ledges and swing by the pole to the ankh decoration. When you hang on it, the gate of that statue opens again. Let go of the ankh decoration and let it fall into the water, then swim quickly to the front of the statue, where you can still get to the open gate by the placed block. On the ground you see again four slabs which mark how to place the scarabs above you. So remember them or make a note of their positions. Climb up using the ledges, and when you are back on the statue, turn around to face the scarabs. Shoot them until they turn in their correct position, and the gate above will open up. Don’t pull the switch at this time; instead, descend by the ledge where the moveable block was originally standing. Hang from the edge and shimmy to the right end, then let go of the edge. Lara will then grab the edge of the leg on your right. Move to the right and jump sideways to another ankh decoration on the wall. This opens a gate on the right of the head of the statue you were just standing on. Behind this gate is hidden the relic that you’ll collect in a little while. Firstly, let go, and return to the feet of the other large statue, where you take the known route upwards, and turn the switch in the niche near the scarabs. This makes the water level rise a little again, after which you mount the ladder on the right of the niche and take the known route until you reach the ankh decoration again. Let go and swim quickly towards the gate which you just opened. Swim through it before it closes and climb out of the water, then climb up to where you shot the scarabs, and go inside the niche to operate the switch. Turn the switch in the niche, to make the water level rise even more, leaving you this time, under water. Swim to the other statue, dive under water and swim through the niche with the switch, where you can climb out of the water on the other side. Use the scarab handle to grab the top ledge on the right. Jump backwards using two sliding horizontal poles, to the ledge on the other side. Shimmy to the left and pull yourself up. Climb up on the right, by a few ledges, to reach the platform on the top of the statue.

Relic: Horus Idol

Jump to the platform on the other statue and descend to the corner on the right of the statue of Horus. Go inside the small chamber to collect the relic.

Climb up again, and jump to the ankh decoration in between the two statues. The water level will rise even more, and then you can swim up to the ledge above the ankh decoration. Here you climb out of the water.

Follow the long corridor behind it to a large room with a colonnade; here two mummies and two centaurs attack you. Run around the pillars to create a distance between your enemies, and hopefully you can spread them around. Shoot at them and take them out with Adrenaline Dodge when possible. After they’re dead, mount the first red pillar on the right, as viewed from the entrance. Climb all the way up, position yourself with your back towards the second pillar, and drop to the lower groove. Jump backwards to the second pillar, and then all the way up. Make sure your back is towards the ring in the ceiling, in the centre of the space. Jump towards it and grab it with your grappling hook, so you can jump on to the fourth pillar on the left side of the central path. Use the grooves to jump to the fifth red pillar.

Artefact #2

Don’t jump to the platform next to the gate, but use the grooves to jump to the grey pillar in the corner next to it. From here you jump backwards to reach the niche, there you pick up the artefact.

Drop yourself down; take the same route again, by the first red pillar, but this time jump onto the platform next to the gate. Use the Scion of Qualopec here, which opens half of the bars which block the gate. Lower yourself onto the ground, and return to the first right pillar, as viewed from the entrance. Use the grooves again to get in the second red pillar. From here you don’t jump to the ring in the ceiling, but to the grey pillar in the second row on the right. Move to the top groove and between the wall and the pillar. Then jump past the wall, and throw your grappling hook to the ring on the wall. When you reach the highest point of your sway, jump away from the wall, using your direction control while jumping. You need to grab the groove of the fourth grey pillar, climb to the top groove, and jump onto the fifth grey pillar. From here you can also go to the top groove, so you can jump onto the red pillar. Drop to the lower groove and position yourself with your back to the platform, so you can jump backwards to land on it. Here use the Scion of Tihocan to remove the last hurdle. Lower yourself and walk through the gate and up the stairs. After the first cut scene, prepare for a second, interactive one. Here you have to press the buttons again at the precise moment. First press t [Right] to avoid the man with the knife, then x [Up] to deal with the man with the dual mini SMGs. Then c [Right] to run away from Larson.


Lost Island


Natla's Mines
(4 artifacts / 1 relic)

After Natla and her henchmen have already left, Lara leaves the boat cabin and swims towards the island cave.

You are unarmed, but until you retrieve your weapons the biggest treat you'll face are some rats around the level. Swim through the tunnel and then behind the waterfall to the right. Climb out of water and follow the caves until the end, to reach a higher platform over the area you were previously. Use the swing pole to reach the ledge, then head left and jump backwards to a hanging box. Stand on it and jump to the next one, jump to the top of the stacked boxes on the right for a LARGE MEDIPACK, then jump back to the box and use the dangling hope to reach a ledge near the waterfall. Shimmy to the right and jump to reach the inner side of a fenced area.

Following the path you'll reach an area with rails and two cabins, mind the rats. Head to the left to a dead end with a parked mine cart and find a RED FUSE on top of it. Return to the cabins and head up the staircase to enter the control room. Place the Red Fuse and press the button on its side to move the crane above the other cabin. Go downstairs and run towards said cabin. Drag the yellow box close to it so you can climb on top of it.

On the other side of the cabin there is a wooden structure with two poles. Perch over them to reach a ledge on the wall, then head left and jump backwards to a swing pole to reach a platform with an artifact (1/4). Return to the top of the cabin and enter the tunnel that was concealed by the crane. Clear the gap and in the end you will find yourself in a high wooden platform above the rails. Push the box down, so you can quickly get back up should you fall. Jump to the next platform and then to the ledges on the opposite wall. Climb to the topmost ledge and make a long jump to another platform on the left.

Bounce off the slope ahead to another platform, then head to the right and jump over the fance. On the other side of the fence you can collect the GREEN FUSE, then turn around and use your grapple to wall run to a ledge beneath the fence on the opposite side of the room. Jump to the right for a ladder, then climb it up and hop over the fence. Get back to the control room and use the Green Fuse, then push the button next to it to rotate the crane. Also push the button by the red fuse to shift the crane position.

Back outside, climb the metal boxes on the center of the area and collect the LARGE MEDIPACK on top. Jump to the crane then shimmy to the left and hang below the central pipe before jumping off to a platform behind you. Enter the tunnel and turn to the right, going down the ladders. At the bottum, use the ledges on the opposite side to reach ground level safely. Run to the opposite side and collect the BLUE FUSE. Climb up the box, then jump to the steaming pipe. Climb it up and jump backwards to a small platform. Grab the flat side of the revolving mechanism and hang on it as it turns. Jump sideways to the hanging dumpsters and quickly shimmy all the way to the right, before they turn over. In the end, jump backwards to a ledge, then shimmy to the right and jump to the pipe. Climb to the top and you'll find your way to the ledges you've used earlier. Make your way to the small alcove on the top, turn around and jump into the tunnel you came in from.

Climb up the ladder and take the path to the right. Jump over the fence and return to the control room. Place the Blue Fuse, but before pressing the button next to it, press the other two buttons to make the crane stay above the roof of the cabin. Pressing the button by the blue fuse will make it fall and destroy said roof. Do it, then use the yellow box next to the cabin to jump in and retrieve your PISTOLS. Shoot the windows and jump out, then return to the area with the boat and waterfall in the beginning of the level.

Near the fence by the waterfall, shoot the rope hanging the boxes. One of them will fall over dry land and crack open, exposing the Chalice of Torment, a relic (1/1). Collect it, then stand on the boat and shoot the rope attached to it. The boat will slowly float away and allow you to reach ledges on the cave walls you couldn't reach otherwise. From the ledge, head to the right to drop inside a small cave. Behind one of the crates lies an artifact (2/4). Now return to the cabins area and head to the left where you found the Red Fuse. Shoot the glass on the cabin above and jump in. Press the button to make the drill and mine cart shift places. Board the drill and activate it to follow the rails.

Lara is forced to brake down as the crane is mysteriously landed on the rails. She climbs down of the drill and Larson shows up, teasing her with the Blue Fuse in his hands. Lara rolls her eyes and asks him to leave before she kills him. Larson tries to convince her that she is not a murderer, but she shows him otherwise.

An interactive cutscene takes place.

After killing Larson, Lara retrieves the Blue Fuse from his body. She puts it in her backpack and then looks at her hands. She is shocked at what she has just done. She stands up, still unsure about herself.

Collect Larson's SHOTGUN, then run up to the control room and use the Blue Fuse to lift the crane. Board the drill again and activate it. In the end of the rails it will destroy a wooden barrier, granting you access to a lava filled area. Jump to the first column on the left. Hang on the edge and drop down to a ledge below, then shimmy left to stand on top of a metallic pole. Hop onto the platform and collect the .50 CALIBER PISTOLS below the rails. Return to the ledges on the column and jump to the pole, then climb it up and jump to the top of the pole on the side. From here, jump to the ledges on the next column and climb them up. Jump backwards to reach the top of another column.

Use your grappling hook to swing over the lapa and reach the slope, then quickly jump off to the swing pole. It will rotate, but don't jump to the next slope yet. Instead, while hanging on the pole, turn around to spot a platform in the lava. Swing and jump onto it, then collect an artifact (3/4) and a SMALL MEDIPACK. Perch on the metallic poles sticking out of lava, to return to the slope and then jump to the swing pole. This time, jump to the second slope and immediately jump to a ledge on the column. Climb up to the top of it and turn to the right. Use your grappling hook to reach the small alcove and collect the LARGE MEDIPACK and MINI SMG AMMO. Return to the previous column and jump to the rails opposite the entrance of this room.

In the next room, leap off the slope on your right to reach a platform high on the left side. Climb up two levels, then jump to a lower platform on the right side of the room. Climb up another level and bounce off the slope in front of you to reach the pyramid area. You'll meet Natla's accomplices in an interactive cutscene.

Kold rushes toward Lara to stab her, but a few rounds drop him to the ground. While he recovers, Lara is distracted by the Kid. When she shoots back, he hides and she runs around a small structure. When he sees her again, he opens fire but is stabbed by Kold. He then approaches Lara again, who is unable to stop him. The Kid, mortally wounded, gets his revenge on Kold just before dying. Lara sees both men dead on the floor and it sends shivers down her spine, but she's determined to stop Natla.

Retrieve the MINI SMGs from the Kid's body. Push the yellow container closer to the left wall, so you can climb on the platform in the corner. Grab the ledge and shimmy to the right, jumping over the slope. Drop on the flat section of the pyramid, and jump into a small niche to collect a LARGE MEDIPACK and MINI SMG AMMO. Continue your climb to the top of that rock formation and jump to the pins on the pyramid. There are six of them that have inscriptions on their sides. You have to stand on top of all six to make them sink into the pyramid, before they sink in completely jump off to a near pin.

Hopping from pin to pin, reach the opposite side of the pyramid. There is an artifact on top of a rock formation on this end, so from the closest pin jump to a ledge on it. Shimmy to the right and jump off to land on top of it. Make your way to the top to collect the artifact (4/4). Jump back to the pins and after having all six of them down, make your way to the opening on the top center of the pyramid. Pull the lever inside to open the pyramid gates, then slide and go in to finish this level. [back to top]


The Great Pyramid
(1 artifact / 1 relic)

Inside the pyramid, collect the MINI SMG AMMO along the way. Eventually you will reach a large hall with three cocoons on each side. In the far right corner there is more MINI SMG AMMO, collect them and then walk through the nearby pathway.

From the bottom of a huge shaft, Lara looks to the top and sees Natla placing the Scion on a pedestal. This seems to activate the pyramid, and as Lara walks back into the hall with the cocoons, they shatter revealing hideous mutants.

There are several atlanteans to deal here, in two different kinds. You might want to deal with the flying atlanteans before taking on the crawling ones. Once the area is safe, return to the entrance of the room (which is now closed) and spot an opening to the right. Climb the ladder to the upper level and deal with two more flying atlanteans that fly through the large gaps in the center. Collect the LARGE MEDIPACKS and MINI SMG AMMO and then proceed through the passage on the far right corner.

Following the passage until the end, you'll reach a higher platform on the lava shaft. Collect the LARGE MEDIPACK, SHOTGUN AMMO and MINI SMG AMMO on the left side, then look to the wall on the right to spot a target-switch. You have to shoot it several times to light all the atlantean hieroglyphs around it. As soon as the last hieroglyph is activated, a timed grapple ring will appear and a cocoon will shatter revealing a flying atlantean. Deal with the atlantean and then shoot the target-switch again. Quickly jump to the ledge on the corner pillar, shimmy to the left and then jump backwards. Throw the grappling hook midair then wall run to the opposite end and jump to another ledge, then climb up and jump to the platform.

Look to the wall, you'll see another target and a cocoon. The deal is pretty much the same, when the target-switch is activated, a flying atlantean will be released and something to aid your way up will be available for a limited time, so make sure you have all the hieroglyphs surrounding the target-swtich lit up before moving on. To climb up from this platform, jump to the corner pillar and shimmy to the left on the top ledge. Jump backwards and once again use the grappling hook while in midair to perform a wall run and reach the ledges on the opposite wall. Climb them up and then jump backwards to the platform.

On the third platform, there are two flying atlanteans and a few swingpoles that will be triggered by the target-switch. After securing the area and making sure you have all the hieroglyphs lit, bunce off the slope on the corner to the first swing pole, jump to the second, turn around and jump to the ledge on the pillar. Shimmy to the left and jump backwards to a swing pole, then jump off and use the grappling hook to wall run. You have to jump off to the side near the opposite wall and then use the the grappling hook to reach another ring, then wall run for the ledges on the other end. Climb them up and jump to the next platform.

As in the previous platform, you have two flying atlanteans waiting for you. Take them out then reactivate the target-switch to activate the swing poles. Bounce off the slope on the corner to the first swing pole, then jump to the slope ahead and jump off again to the second bar. Finally, jump to the ledge on the pillar and climb up to the next platform. Repeat the basic procedure in the fifth and last platform, then jump to the slope in the corner, jump off and use the grappling hook to wall run and reach the slope in the other corner. As you slide, jump and use the grappling hook again to wall run for the ledges on the pillar. Climb up and onto the final platform.

Collect the LARGE MEDIPACK and .50 CALIBER AMMO, but before going into the corridor, look to the left and spot the ledge on the corner. Use it to shimmy to the left and then climb into this alcove to collect an artifact (1/1). Jump back to the fifth platform and watch out for the flying atlantean. Run down the corridor. Along the way you'll come across metallic jaws and fire emitters. Collect the SHOTGUN AMMO in the corner then time your run to get through the traps safely. After the first set of jaws is a LARGE MEDIPACK among the fire emitters. After safely getting past the traps, slide down into the next room.

Three crawling atlanteans will attack you, but pay attention to a fourth one which mimics your every move. Stay out of its shooting range while you take out the others. This intriguing creature mimicking Lara's moves, known as the doppelganger, will require a special strategy to be defeated. Collect the two MINI SMG AMMO scattered around the room on the ground level and then go to the center of the room. There is a turntable, rotate it counter clockwise (with a helping hand of the curious atlantean), then run to the wall on the opposite side of the exit (look at the catwalks above to spot the closed door) and quickly climb up to the ladder before the platform below retracts. From the top of the ladder, jump to the right and then quickly backwards before the pressure drops you.

Collect the LARGE MEDIPACK on the catwalk and head to the end. A flying atlantean will be unleashed, so deal with it and collect the .50 CALIBER AMMO. Pull the switch on the wall to open a small trapdoor on this catwalk for a limited time. Quickly drop down to the turntable and rotate it again to extend the platforms beneath ladders. This time around, climb the other ladder, hop to the ledge and jump backwards to the catwalk.

The doppelganger, mirroring every move of Lara, jumps off the ledge on the other side of the room at the same time as Lara does. However, she falls into the trapdoor Lara had just opened, falling to her own demise in the lava below.

On this catwalk, collect the LARGE MEDIPACK and the SHOTGUN AMMO. Towards the end, another flying atlantean appears, so deal with it and pull the switch on the wall to open the exit doors. Drop down and rotate the turntable, then climb up to the catwalk and run to the exit. After the corridor, you arrive into a room with a lava pit and pistons on both sides. First go to the left side and run past the pistons while they retract, then pull the switch to extend a bridge in the center of the lava pit. A flying atlantean will attack, so kill it and then run to the other side of the room. Time your jumps onto the pistons when they're out to reach the opposite side, where you can retrieve a LARGE MEDIPACK before pulling the switch to open the door by the bridge. One last flying atlantean will appear, so deal with it.

The end of the level is right after the bridge, but don't run in yet because there's one last thing we have to collect here. On the ceiling above the end of the bridge there is a target on the ceiling, shoot it to cause that part of the ceiling drop and open a hole in the floor below. Drop in to the revealed slope and before you fall into the lava, jump and use your grappling hook on the bridge to swing to the cave on the opposite side. Collect the LARGE MEDIPACK and climb up the ladder to locate the Torc of Embitterment, a relic (1/1). Now drop into the pistons room, cross the bridge and clear the gap to finish this level.

In the court room, Lara walks past the Scion and spots a cocoon much larger than any other she'd seen so far. Natla walks in behind Lara and explains her objectives, inviting Lara to join her in her quest for the Seventh Age. Lara hesitates, but eventually decides against Natla's offer. She shoots the Scion, and in a desperate reaction, Natla dives at Lara. Both fall off into the shaft, Lara quickly uses the grapple to secure her safety and watches as Natla falls into the lava below. [back to top]


The Final Conflict
(4 artifacts / 0 relics)

After taking some damage, the Scion becomes unstable and causes the cocoon to hatch early, dropping a humongous and deformed atlantean right in front of Lara.

The boss will crawl towards you to get close enough to attack. He can either stomp the ground or swoop you, take care as he might push you off the platform and you'll fall to your death. If he ever manages to swallow you, keep shooting to break free. As other bosses, you have to fill up the rage bar by shooting him, triggering an attack which you can counter with the Adrenaline Dodge. The first time you land a headshot with the adrenaline dodge, he will just roll forward. You have to make him roll out of the platform. He will grab the edge with his hand so you can shoot his fingers to cause damage before he climbs back up. When he jumps back up, jump so you don't fall with the impact.

After he's done that animation, the next time he performs a rage attack he will try attacking you with his deformed hand. Performing the adrenaline dodge successfully will cause it to be stuck on the ground, and a secondary target will appear on it. Quickly lock your aim onto it and shoot as much as possible, watching for his other hand that will stomp the floor trying to drop you. Eventually, part of his hand will tear off. The next time you do an adrenaline dodge, he will roll, so again make him roll off the platform and shoot his hand while he's grasping the edge. If he manages to climb back up, repeat the strategy until you finally drop him on the lava shaft below. (We have a video walkthrough for this boss fight.)

There are LARGE MEDIPACKS, MINI SMG AMMO and SHOTGUN AMMO scattered over the platform. Collect them and run through the open gate. Jump to the platform on the lava, then turn right and jump to the next platform where you can pick up a LARGE MEDIPACK. Perch on the pillars after the lava fall to reach a platform. A flying atlantean will come from below, so kill it quickly before he drops you off into the lava. Pull the switch on the right to make the platform you are on retract and the one nearby extend. Wait until it's within reach and jump to it. Collect the SHOTGUN AMMO laying around and head through the corridor.

You will see a niche with an artifact you can't reach, and right around the corner a atlantean centaur will attack. Attack him and enter the new area, ignoring the artifact (we will come back to it soon enough). Collect the LARGE MEDIPACK and SHOTGUN AMMO in front of the closed gate, then pull the switch on the far wall to shut off the entrance and open this gate. Take down the flying atlantean before walking in, because as soon as you do, another flying atlantean will attack you, paired with a crawling atlantean. In this chamber with the pond, collect the SHOTGUN AMMO and .50 CALIBER AMMO around the room.

Dive into the water pond and pull down the lever behind one of the pillars. This will extend a platform to the left of the entrance to the room above. Get out of the water and head there, taking care with the atlantean that will strike. Use the extended platform to climb into the small tunnel and collect a LARGE MEDIPACK. On the end of this tunnel, push the cage off the edge, but don't drop down yet: turn around and jump to the artifact (1/4). Now drop down to the cage and push it against the pillar in front of the entrance to this area. Use it as a boost to climb onto the pillar. A flying atlantean will be released, so you might want to fight it off before collecting the SMALL MEDIPACK. Jump to the platform above the gate and pull the switch to make the gates shift again. Drop down to the ground and push the cage toward that small niche in the corridor to finally collect the artifact (2/4).

Take the cage back and climb on to the pillar again. This time, jump to the first ledge on the wall and quickly traverse to the left. If you take too long on these ledges, the steam will make you fall. When you're on the ledge on the corner, shimmy to the left, then jump backwards and use your grappling hook to wall run to the ledge on the opposite wall. Shimmy to the left and up into the opening above. Collect the .50 CALIBER PISTOL AMMO and SHOTGUN AMMO before dropping into a blocked area in the water pool room. Below the opening you dropped through is a panel on the wall you can hang on to, making it slide down and revealing a target-switch. Shoot it before the panel slides up and cover it. This will open one of three round gates underwater. Jump over the rockes back to the area with the water pool.

The two other panels are on either side of the room, so hang onto both of them, jump off and shoot the target-switch behind them to open the gates underwater. Mind the atlanteans that might attack you as you do this. When they're open, dive and swim through the tunnel, collecting the SMALL MEDIPACK along the way. Climb out of the water and collect the .50 CALIBER AMMO, then run down the corridor. Jump over the lava flow, then in the end of the corridor turn right to spot a ladder on the wall. Jump to it and make your way to the top. Jump to the ledge on the left and carefully scramble to the ledge above and finally to the one on the left.

Shimmy to the left and jump to the ledge on the other side of the room, then let go to grab a ledge below. Climb up to collect a LARGE MEDIPACK in the crevice and then hang on the edge again to drop down to another ledge. From there, jump backwards to another ledge and then drop to the ground on the same level as the lava. The two platforms on lava will sink as you stand on them, so quickly jump from one to another and turn to the right. Jump into the passage behind the lava fall and collect the artifact (3/4) on the end. Return and use the sinking platform to reach the ledge on the wall ahead, then jump to the ledge above and shimmy around the corner, jumping backwards to perch on the pole in the middle of the lava.

Watch the flames and then jump to the next pole. Use the swing pole to reach the platform in the middle of the lava and quickly jump forward before it sinks. Around the corner, jump to another sinking platform and then to a ladder. On the top of the ladder, turn around and use your grappling hook to swing over the gap. Watch out for the flames and then collect the LARGE MEDIPACK in the corner. Go to the right and jump onto the platform for another LARGE MEDIPACK, then jump right into the alcove on the opposite wall to retrieve the last artifact (4/4). Use the same platforms to get back to the ladder and then follow the corridor to the final boss battle.

Lara walks into an apparently empty chamber and a scorched Natla flies in through an opening on the ceiling. Lara had ruined her plans earlier on by destroying the Scion, so Natla wants revenge.

Should you need, some MINI SMG AMMO and SHOTGUN AMMO are laying on the ground. The first part of the battle sees Natla flying around and shooting fireballs at you. If she's ever flying above you, she'll stomp on your head, so watch for her and dodge any possible threats. She will occasionally fly offscreen very quickly, so make sure you get her on sight before she attacks you from behind. There are three possible targets: her body and both of her wings. You have to lock your aim on her wings (one at a time) and shoot at will to damage them. When you have caused enough damage to them, Natla will fall on the floor.

Natla lands on her belly and a glowing spot is exposed on her back. She quickly stands up and lifts Lara by her neck, attesting her immortality.

Now Natla has a Rage bar, so as you have realised you need to fill it up by shooting her. Now she can't fly anymore, she shoots series of fireballs and eventually flashes off to another side of the screen, so dodge her attacks while you enrage her. When she is finally enraged, she will scream and run toward you. Unlike the previous battles, now you have to perform the adrenaline dodge forward, which will make Lara jump over her. If you land the shot on her weak spot, she will be stunned for a short while, so keep shooting the glowing spot to reduce her Health bar. When it's depleted, an interactive cutscene takes place, so press buttons as prompted and then enjoy the ending of the game. (We have a video walkthrough for this boss fight.)

Natla counterattacks Lara, and while she's charging up a fireball that looks like it could decide Lara's fate, Lara shoots her in the eye and then pulls one of the crumbling columns over Natla with the grappling hook. Lara runs up a collapsed column to the ceiling opening to exit the island just before it explodes. She takes Natla's boat to escape the island, and while she cruises into the distance she looks into her hands, confident the blood she spilled was for makind's sake. [back to top]


Croft Manor


Croft Manor
(8 artifacts / 0 relics)

Lara gets back home and finds a large assortment of crates. A note from her butler Winston explains that they contain artifacts and had just arrived. The note also informs Lara of a problem with the security locks of the library, a makeover on the swimming pool and the disabled water system.

The Croft Manor can be accessed from the main menu at any time. There are several books scattered through all of Lara's home, some of them contain keywords to puzzles at hand while others contain random quotes regarding world history and mythologies. After reading Winston’s note you can freely explore the mansion. Go to the other side of the table to read the open book on the stack, the most important word here is “bow”. In the centre of the room there is a pressure pad which opens a niche behind the fireplace when you stand on it, but it closes again when the pressure pad is released. On one side of the room, there is a large collection of crates; the smallest one, with the red stickers, is movable. Put it onto the pressure pad so the niche behind the fireplace stays open. Climb the stack of boxes on the right until you reach the large painting on the wall. Jump to it to grab the top of the frame and shimmy to the left. Jump off to the crates on the left. You find the Sculpture Gear further up. Descend and then go up the stairs on the other side of the room. Go to the left and then up through the first door. You reach the library through the door at the end of the corridor. However, it locks behind you so you can’t go back. When you look at the bookshelves on the left, you see a red book among the others; push it to open the bookcase on the right, so you can get to the Maze Map behind it. Climb up the stairs and follow the balcony to the other room. There you find three open books next to each other, read the middle one for another clue where “arrow” is the key word. In the bookcases on the left of these books you see again two red books which you push. This opens the bookcase between them, so go can grab your Dual Pistols.

Artefact #1

Follow the route back to the stairs and shoot the glass-case where you see a silver elephant statuette. Pick it up; it’s your first artefact of this level.

Run back towards the room where you got the Dual Pistols, but before you enter, you see a painting in front of you. You can jump towards it, because there is an opening in the railing around the balcony. When you hang on the painting, it slides down, revealing a shooting target behind it. Jump backwards to the balcony and shoot at it to open up a secret passage next to the staircase. Climb down and go through the new opening. Follow the passageway to a pile of crates, on the left of where you find an item. It’s important that you must pick up the Empty Bucket. You can shoot the boxes or climb on them to move on. Follow the passageway and go up the stairs. Press the button on the left to make the door open and enter into the next chamber. In this room are kept all of your collected relics. Go up the stairs and follow the route to another chamber. In the glass-case across the room, you find an item that you must take, the Sundial Gnomon, but you have to shoot the glass first. Read the book on the right, this also talks about a sundial, but the numbers written inside are more important: 11 2 7. Descend to the lower floor and go to the door next to the red-lit button. Press it and the door will unlock. Leave this room, follow the corridor next to it, and go on through the next door to come back to the main room where you started. Descend by the first part of the stairs and go straight up to the other balcony. Go through the door that’s at the end of the balcony and follow the corridor to the end. Go through the door to enter Lara’s bedroom. Turn left and you see two daggers, stuck in two pillars near the wall. Turn them both to open the round decoration on the wall between them, and take the Journal. Further to the right you find another open book, where “gears” is the most important word. Across the room you can find Lara’s wardrobe and change her outfit, if you’ve unlocked any. Leave the room the same way you came in, and return to the main room. Go down the stairs and turn right. Around the corner, further to the right, there’s a door. Go through it and down the stairs, and then walk through the long corridor. Exit through the door and walk on through the long corridor until you see the sundial on your left. Place the Sundial Gnomon on the tip of the arrow. Now the sundial is operational and you have to dial in the numbers that you read in the book: 11, 2 and 7. The corresponding Roman numbers are XI, II and VII. By turning the sundial you have to aim at these numbers and also in that order. Point the arrow tip to XI and the number on the ground rises a little. Do the same with the two other numbers, first II and then VII. When the correct numbers are activated, the gate will open so you can enter the maze. Luckily you have the Maze Map; otherwise it would be more difficult to navigate.

Artefact #2

This artefact is hidden in the maze. On the left where you start, at the bottom of the map, you see a cross. Go to it according to the possible route on the map. Here you find the artefact, next to the grass that forms the cross.

Artefact #3

This artefact is hidden inside the maze. In the bottom right corner of the map you see a circle. Go to it according to the route, to find the artefact in the corner next to the statue.

Artefact #4

This artefact is also hidden inside the maze. At the top middle of the map you see a square containing a small minus symbol with four little circles, one in each corner. Go find the artefact precisely in the centre of this area.

When you have found all the artefacts you have to get to the large court in the centre of the maze by the northern entrance. On the other side you can find your Grappling Hook, on a ledge. You will need this to get to more locations and to collect items. To easily exit and return to this area, you open the gate back to the mansion. Do this by throwing your grappling hook to the ring and pull it. Run past the sundial, and go past the house on the right to get back to the door where you came in. Once you are back in the main room you can go up the stairs, along to the left, and then through the first door. Follow the corridor and go back inside the library.

Artefact #5

Throw your grappling hook to the chandelier in the middle of the room, pull it down and a secret place opens up in the corner, underneath the stairs. Here you find the fifth artefact.

This was the only interesting item left in the library, so leave the room, from where you came in, and follow the corridor back to the main room. Descend by the stairs and open the door on the right, to the left of the fireplace. Cross the courtyard and walk into the gym. Right next to the middle there is a blue pillar with number 1 on it. Use it to jump at a bar then onto a pole with four bars. This turns, after which, you can jump onto the ledge at the wall. Now grab the ledge on your left, jump backwards, and the pole with the bar will turn again. Grab the ledge of the wall, jump to the climbing wall on your right, and jump backwards at the top to grab the platform. Here you find a small medipack. Use the button in the inlet to let the four poles in the gym go up. Descend carefully and look for the blue pillar with the number 2.

Artefact #6

Use this to jump at the ledge of the pillar, then grab the ledge above it and move to the left around the corner. Do a backwards flip to the first pole and jump onto the second, then grab the ledge on the rock at the left of the slope. Climb up one ledge, follow it to the end then left and jump backwards past the wall, to reach an inlet with the artefact.

Now go to the pillar with number 3. Use it to jump towards the ledge of the pillar, then the one above it. Shimmy around the left corner, grab the ledge above you and make a backwards jump. Use your grappling hook to wall run, and jump off at the other side onto a stone ledge. You are hanging above the inlet where you need to be, but to get there, you have to move to the left, let go and grab the ledge beneath you, and then jump on sideways to the right. Press the button here to turn a bar, then slide down by the slope and return to the same pillar with the number 3.

Artefact #7

Repeat the same actions to wall run. This time you don’t jump off the wall, but you jump away from it, to land on a slope of a pillar. Jump straight onto the next slope, and jump again to grab the bar above the slope. This turns when you grab it, so turn around and jump to the inlet to grab the next artefact.

Descend and then climb up the rock pillar again by the number 3 pillar. Now move around the corner with the second ledge on the left, grab the one above you, and jump backwards to the corner pillar. Follow this ledge to the right and over the metal part, jump sideways to another ledge, and let go to grab the one beneath you. Shimmy along the whole ledge and jump backwards. Use your grappling hook to wall run, and jump off, straight to the ledge of the other pillar. Follow this ledge to the end and then jump backwards to the bar, this turns so you can jump in the inlet. Pick up the large medipack and press the button; this activates another bar turns somewhere else. Descend by the climbing wall on the right of the inlet, and return to the number 3 pillar. Repeat the same route, but when you reach the pillar on the left of the pool, you don’t lower yourself to grab the stone ledge of the pillar. Instead you jump backwards to a bar that comes out of the pillar, and then on to the bar which you just turned. From here you can jump to two blue hanging poles, and then two high standing poles to a larger platform. Pick up the Wrench that you find here. Then jump onto the climbing wall on the left of the entrance and drop yourself to leave the gym. Cross the courtyard and go back to the main room. Leave area using the left door near the stairs; the corridor behind it will bring you to the garden and the maze. However, keep walking past the wall in the covered section, and past the wall fountains that aren’t working yet. At the back corner of the garden you are walking towards a water installation. Enter by the open gate, and use the Wrench where you can, then pull it so the water starts flowing again. By doing this, all wall fountains will work again. Walk to one of them and place the empty bucket underneath it to fill it up, so you get the Bucket of Water. Return by the usual route to the main room of the mansion. Now you can put out the fire by using the bucket of water, after which you can get to the Decorative Arrow. Don’t forget when you pulled the box onto the pressure path. Now go through the door on the right of the fireplace, and go on to the construction room. Pull the red container a little more to the centre of the room, until it can’t go any further. Towards the back of the room you see a crooked platform, shoot the chain that holds it that way, and then climb onto the boxes in the far right corner. Jump to the bar at the right, and then onto the ledge of the balcony. Shimmy to the end of it and jump backwards to the boards. Go around the corner and make a backwards jump to the scaffolding. Nearby there is a statue with a spear, there hangs a golden handle on it. Jump to this handle, the weight makes the spear go down. When you are back on the ground you get back on the scaffolding, but this time you can grab the spear itself and swing to the balcony behind it. Grab the red cart with bars, and move it to a round pressure pad next to the moveable statue. The intention is that you put the cart and the statue in a certain way, so the spear and the handles of the cart point in the same direction as the spears in the picture on the ground. This makes a target to appear. When you shoot at it, the first of the two grids under water open up. Look behind the boxes on the right to find a large medipack, and also shoot the cable of the pole to cut one of the three ropes that hold the statue in the air. Return to the platform with the scaffolding next to the spear, which you must pull down to hang on it. When you placed the container on the right spot, you can reach the pole of this container and get to the scaffolding on the other side. Look at the right and use your grappling hook, you can wall run and jump off in that direction. Look to the right and push down the moveable box, so you can use it to get back up here again. Approach the statue of Atlas, and pull the ring with your grappling hook. Now the globe rolls down the statue. Place it onto the round pressure path, right in front of the diving board, to open the second grid under water. Climb over the boxes and pick up a small medipack before you also shoot a cable to remove another rope. Now the statue hangs on only one. Return back to the area where you pushed down the statue, and jump to the moveable platform where you first shot the chain. Using this you get up onto the other side of the platform. So quickly run on and jump to the boards on the scaffolding. Shimmy around the right corner, jump backwards to some other boards, and then backwards again to the balcony. Here you shoot the last cable. This makes the statue falls down through the boards into the swimming pool. Now you can get there too. So dive into the water and first pick up the Decorative Bow near the broken statue on the bottom.

Artefact #8

Swim through the underwater tunnel, which opened when you were able to open the two grids. Right before the end you will find the artefact on the bottom.

Further up there is a handle on the wall, turn it to open the exit and swim through to get out of the water into the gym. Leave the gym, and cross the courtyard again, to get to the main room of the mansion. Go through the door on the left of the stairs to go to the garden, again using the corridor behind it. Move to the centre of the maze, where you see a statue on the platform. There are marks next to it, a bow and an arrow. You have a Decorative Bow and a Decorative Arrow, so place these on the statue by standing on the right mark and use the item. At the front of the platform there is a ring on a panel, pull the panel away with your grappling hook and place the Sculpture Gear inn between the other gears. You find a handle in between the platform and the exit; turn it to make the statue do its work. The statue that gets hit by the arrow drops an item, walk towards it and pick up the Music Box Cylinder. Return back to the main room and go up the stairs. Climb up the second part on the right and go through the second door. Follow the corridor to the door at the end; place the Music Box Cylinder on the left to make it open up. When you enter this room, you have finished Croft Manor. You can still able to stay and read books, play on instruments and use the stereo to play music from the game. My house is your house, so have fun.

Lara xx

 
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