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Tomb Raider: Anniversary

Walkthrough

Last updated 13 June 2008

These walkthroughs are for your personal use only!
They are not to be published in any form, or posted on a website, without my permission.


General Gameplay
Information (incl. Cheats)

Mac Demo

Croft Manor

Peru
--
About this location
01
Mountain Caves
02
City of Vilcabamba
03
The Lost Valley
04
Tomb of Qualopec

Greece
--
About this location
05
St Francis Folly
06
The Coliseum
07
Midas's Palace
08
Tomb of Tihocan

Egypt
--
About this location
09
Temple of Khamoon
10
Obelisk of Khamoon
11
Sanctuary of the Scion

Lost Island
--
About this location
12
Natla's Mines
13
The Great Pyramid
14
Final Conflict

May not contain all pickups! 

 

About These Walkthroughs (13 June 2008)

13 June 2008 - I've added a short detour in 'Lost Valley' to a hidden room I completely missed every time I played the game :P I've also added a small clarification to the weapons targeting options for an item that's not included in the X360 game.

3 May 2008 - I've added an important note in General Gameplay Information about the use of the weapons - in some places it is necessary to set the weapons to Advanced Toggle in order to progress. See your game manual for more details on how to change the settings in your version of the game! I've also included this warning in the body of the walkthrough before the main Boss Battles.

17 February 2008 - I've added some details about the Mac TR Anniversary Demo and completed the Cheats chart.

15 February 2008 - I've added a short note in the General Gameplay Information section about the Xbox 360 Achievements, and I added some details in level 14 Final Conflict about one of the wall plaques in the pool room that caused me problems in the PS2 game, but not in the Xbox 360 game when I reached there today.

14 January 2008 - I added a small medipack to City of Vilcabamba, in the pool through the right hand doorway in the large building (I only managed to see this when I played the game in high res on my Xbox 360 - on the PS2 it was difficult to see and I missed it!)

Now that my walkthrough is completed and checked I've been playing some levels at High Difficulty, and checking out the Time Trials to give tips, as long as I beat them of course ;-) I won't be rushing this process so it could take some time...

Changes to my original first draft include extra pickups in City of Vilcabamba, St Francis Folly, Temple of Khamoon (2x), Obelisk of Khamoon, The Great Pyramid, and Final Conflict. I've made significant amendments and additions to Natla's Mines, updated the tips on winning the final battle with Natla in Final Conflict, made many amendments and additions to Croft Manor, and generally tidied up all the levels. I've also tidied up the General Gameplay Information.

These walkthroughs were written from the PlayStation 2 version of Anniversary. For the most part the gameplay is the same as the PC game so they should be applicable to both games. Anniversary will be available for Mac Q1 2008, and these walks should also be compatible with the Mac game!

As in most of my walks, occasionally I may need to refer to other sources if some puzzle stops me in my tracks. If I do this I'll mention my source! If I get suggestions from other players that I include in the walk I'll also credit the person making the suggestion. I particularly want to thank Trevor for his suggestions, and Tomb Raider Chronicles for a little help in a couple of places - I've mentioned them, and any others, in the relevant places in the walkthrough!

These walkthroughs are written playing at the default Medium Difficulty. I've done my best to make them as complete as possible, but I may have missed some ammo or medipack pickups. They do, however, include every Artifact and Relic in the game! As for all my walkthroughs I don't lead the player by the hand every step of the way. But as always I'll give you enough information to complete the game - I'll be giving more information as the game gets more difficult, but less when it's easier.

One thing any player should do before anything else is READ THE MANUAL! Well, for most of us that means after we've had a bit if a bash around in the game and have found something we don't understand, but you get my point ;-) Although Anniversary was developed directly from Legend there are quite a few differences, some small and some larger. For example the grapple is now activated with a different control, Lara vaults up wall ledges in a slightly different way, and her inventory is quite different - a lot of effort has been put into making the game as similar as possible to the original, while still fitting into the updated game engine.

The player should also remember that this is NOT a sequel to TR Legend - it is a re-imagining of the original 1996 Tomb Raider, and as such there are many things that may appear to be retrograde steps. For example Lara doesn't have the light she carried in Legend because Anniversary takes place 10 years earlier at a time when Lara didn't carry a light, and for the same reason neither does she carry the PDA or binoculars! And Lara's Manor, although based on that in Legend, shows evidence of work that preceded Legend, such as the swimming pool being under construction. So try to forget any preconceived notions you may have if you've played Legend, and keep the manual beside you for reference.



For the record, my first run through while writing these main game walkthroughs (not counting the Manor), finding all Rewards and most pickups, ended with a savegame time of 24 hrs 34 min 44 sec - 24:34:44 is a nice kind of time to end with, don't you think..? That was spread over 23 calendar days from 7 June to 29 June 2007 inclusive, and the actual gameplay time was at least 2-3x that due to playing most areas at least twice to investigate all the options. I completed Croft Manor for the first time on 2 July 2007, after 26 days of work on the game.

My second run through the main game to check the walkthroughs ended with a savegame time of 12 hrs 48 min 38 sec, across 11 days from 6 July to 16 July 2007 inclusive. I completed checking the Manor on 17 July 2007.


General Gameplay Information (Including Cheats)

First posted 7 June 2007, last updated 13 June 2008
Status - completed and checked

This information is based on the PS2 game so those on other platforms should adapt the relevant parts to their own version! Where I refer to PS2 controls, these are the controls in the default configuration - some may be different in the alternate configurations, such as the Fire button. However Jump, Interact and the movement and camera controls are common to all configurations.

For anyone who has played the original Tomb Raider there will be a lot of familiar moments, but also a lot of differences. For example, the darts in the first passage of the original are still there, but this time around are activated by a large pressure pad, and can be deactivated if you want to avoid a little bloodshed. Rooms that are familiar from the past may have been updated to include a lot more gameplay than just running across the room, and familiar hidden areas may have been altered, moved around, or made harder to access. Things like this were done deliberately to increase the complexity of the gameplay without altering the spirit of the original, and for the most part this has improved the game, although not always...

When you start the game, you see a new video resembling the original opening video of the nuclear explosion at Los Alamos in 1945 that uncovers an ancient artifact and releases its prisoner. If you leave the game idle at the main menu you'll also see short movies showing some of the game action, so take the chance to see what's in store!

Personal Profile
You first need to create a personal profile in which to save your game. There is allowance for three separate profiles, with four save slots for each profile, so this should allow three people to play the game, each at their own pace and in their own time, which is a nice touch. Or one player could play the game three times without trashing a profile.

Main Menu
The main menu is similar to TR Legend, but the options have been updated in some ways so be sure to look through them to see what's applicable to you. There is also a Rewards item, where those bonuses you unlock through the game become available - check back after each level to see what's been unlocked.

Difficulty
The game has four levels of difficulty - Easy, Medium, Hard, and Time Trial (Time Trial is described below and is only available when replaying a level). Once you've started a game the difficulty level can't be changed, but you can play at a different difficulty when you replay a level. The default is Medium, and these walkthroughs were written at that difficulty. I haven't thoroughly investigated yet but the difference seems to be the difficulty at putting down the enemies you come across rather than the number of pickups you can find.

Training
Croft Manor is available for play from the first time you start the game, so feel free to explore. It's similar to the Manor from Legend, but 10 years earlier, so it will look different. There are now more areas to explore, and an omission from Legend - the Garden & Maze - is now accessible, as is the Music Room, at least once you figure out how to get in... Lara's notebook is hidden in the Manor so you might want to go find that first.

Saving
Saving your game functions in the same way as saves in Legend. Periodically Lara will reach a Checkpoint - any save you make between that and the next Checkpoint will only save your progress to the last Checkpoint you passed and won't include anything you collected since then. So I strongly advise that you only save your game at a Checkpoint so there's no confusion about whether you have all your goodies in the save! If you loop around and pass the same Checkpoint a second time, anything you picked up in between will be saved if you save the game again.

Saving Croft Manor has been made much easier to understand than it was in Legend. The first time you exit the Manor you'll need to create a new save - this save is just for the Manor and is separate to the main game saves so there can be no confusion.

Lara's Moves
Lara has a number of moves, and they're covered well in the manual. There are some extras, and occasionally one of these may come in handy. If you quickly double-tap the Jump button Lara will do a forward flip jump while tucked in. This can be useful for some of the traps you encounter. A particularly acrobatic move is activated by tapping the Roll button repeatedly while Lara's running. This results in a roll, followed by a series of forward flips, and ends with a forward double flip. Maybe not much use in the game but cool! Lara can also do some rudimentary horizontal bar moves, such as stopping at the handstand and reversing direction. Experiment with these and other combinations of moves. Of course the classic Swan Dive and Handstand Pullup have been retained - these have been in every TR game and I'd hate to be around if the developers left them out! To activate the Swan Dive, hit Roll immediately after the Forward Jump controls. To activate the Handstand Pullup, when pulling Lara up from an edge hold the Jump control down rather than just tapping it.

Inventory
Picking items up now requires the Interact button every time. However you can pick items up with the Interact button while Lara's shooting, without interrupting her shooting! The inventory is accessed on the PS2 with the Select button. As Lara carries a lot less items the inventory is now much simpler, with the only supplies being large medipacks, small medipacks, and weapons. It's nice to see the familiar old medipacks again! Other items Lara carries can be accessed in the inventory using the Down button on the D-Pad - these include her Journal, and items such as the Grapple, keys, machinery parts, tools, and the Scion pieces. Items familiar from Legend such as the Personal Light, PDA, and Binoculars are not available in Anniversary! This is because Anniversary is a remake of the original Tomb Raider I, from a time when Lara did not carry those items...

Medipacks
There are plenty of medipacks scattered through the game, and although a careful player won't need them all it's always a good idea to find as many as you can, just in case (the final battle can be very damaging!) To use a medipack while playing on the PS2, tap the Up button on the D-Pad for a large medipack, and the Down button for a small medipack.

Weapons and Grapple (updated 13 June 2008)
Important - some places in the game (like the Boss Battles) require a specific weapons setting to complete! Go into the weapons options and change the targeting to Advanced Toggle - this setting allows you to draw the weapons with a single tap, targets are automatically acquired, and you can switch easily between enemies. This is much like the weapons setting in the classic Tomb Raiders with the exception that the pistols and shotgun only fire once at a time so require a series of taps on the Fire control. (NOTE - the Advanced Toggle option isn't available in all versions of the game! It is available in the PS2, PC, and Mac games, but not in the X360 game!)

While playing, weapons are cycled with the Left/Right D-Pad buttons, depending on which weapons you've found in the game. The first time you use the pistols you'll notice that they now function just as they do in real life, and will only fire a single round from one pistol each time you 'pull the trigger' (press the Fire button). The same applies to the shotgun and 50 calibre pistols, but the mini SMGs fire continuously, as you'd expect. All weapons now require Lara to change magazines, or in the case of the Shotgun, reload the magazine. The single shot shooting can take a little getting used to at first but you soon settle down with it. Mind you, in the hotter battles both your finger and the button get a good workout! Lara is able to carry the standard Dual Pistols, along with a Shotgun, dual Dual 50 Calibre Pistols, and Dual Mini SMGs, once they're found in the game. The standard pistols have unlimited ammo, but as in the original the other weapons require Lara to find ammo for them, although Lara is now limited in how much she can carry.

The Grapple is now activated with the Square button on the PS2, and can be used on ring shaped objects. It's handy for swinging across gaps, wall walking, pulling objects, and climbing or dropping to different levels. Experiment with it to see where it can be used, although its use is limited to only those objects it's needed for.

Artifacts and Relics
Lara may also come across rewards in the form of Artifacts and Relics (the direct equivalents of the rewards in TR Legend, and the secrets in the classic games). These are special items that give the player access to extra features and bonus content such as new outfits and unlockable artwork, accessed at the main menu Rewards menu. They are not required to complete the game but any serious player will be scouring every level to find them! The level statistics will show you how many are in the level, and how many you've managed to find. If you miss some don't worry - once you complete the level you can go back anytime to play through it again and find those you missed, just as was the case in TR Legend (hopefully the ones you miss are at the start of the level!) To check on how many Artifacts and Relics you've found so far in a level, press the Start button on the PS2 and select Level Statistics.

Rewards
When you finish the main game and Croft Manor and find all the Artifacts and Relics, most of the Rewards at the main menu will now be unlocked, including three Cheats - Textureless Mode, Infinite Breath, and Sunglasses. The rest of the Cheats are unlocked by completing the Time Trials. The most interesting bonus is a playable 'level' called Style Units which was built prior to the game itself and includes separate areas to test the different styles used in the various locations. This is accessed in the main menu Rewards/Special. At the start there is a Commentary Marker crystal which explains the reason Style Units was built. These areas don't match in-game locations, just the styles used, so are interesting to check out. Other Rewards include extra outfits for Lara to wear, a music player to play music you've unlocked in the game, cinematics, art galleries etc.

Commentaries
Other important unlockables are the Commentaries - these can be activated when you replay a level by going to the Pause Menu / Options / Commentaries, and are triggered at Commentary Markers clearly visible in the level. Click on these using Interact to hear commentaries from the developers with behind-the-scenes information!

Replaying Levels
Once a level is completed it can be replayed at any difficulty level, or played as a Time Trial to unlock extra Cheats. If you missed any Artifacts or Relics through the game they can be found by replaying the level, and when saved they're added to your total. So don't worry too much if you miss something as you can come back later!

Time Trials
Once you complete a level you can replay it as a Time Trial - this requires Lara to race through the level against the on-screen clock, and beating the Time Trials unlocks Cheats! I strongly recommend that you leave the Time Trials until you're at least well through the game for two reasons - you need to be very comfortable at controlling Lara, and the heavier weapons you find later in the game will make the Time Trials easier as you won't waste as much time with the enemies. With the Time Trials you ignore any pickups you can do without, and ignore or bypass as many enemies as you can - the intention is to shorten the level as much as possible. The object is to reach the end of the level within the time allocated and you don't have a lot to spare. You need to know the level well enough so that you can play it through without having to think about it, and that takes practice!

Cheats
The cheats can only be accessed by unlocking them progressively by completing the game and then beating the Time Trials. The Time Trials for all levels at each location have to be beaten to unlock that location's Cheats. Once unlocked they are activated by toggling them on in the in-game Options. To do this, replay a level, and when it loads go into the Pause Menu / Options / Cheats and toggle the available cheats as required - there are no Cheat 'Codes' as such! (Note that I've yet to work out what the Croft Manor Time Trial unlocks, but if anything it doesn't unlock it on its own...)

Cheat

To Activate:

Textureless Mode

Complete Game

Infinite Breath

Complete Game

Sunglasses

Complete Game

Show Enemy Health

Complete Game & Beat all Peru Time Trials

Infinite 50 Calibre Pistol Ammo

Complete Game & Beat all Peru Time Trials

All Weapons

Complete Game & Beat all Greece Time Trials

Infinite Shotgun Ammo

Complete Game & Beat all Greece Time Trials

Infinite Health

Complete Game & Beat all Egypt Time Trials

Infinite mini SMG Ammo

Complete Game & Beat all Egypt Time Trials

Golden Shotgun (one-shot kills, unlimited ammo)

Complete Game & Beat all Lost Island Time Trials

Silver mini SMGs (unlimited ammo)

Complete Game & Beat all Lost Island Time Trials

Xbox 360 Achievements
The Xbox 360 version of the game has a separate Achievements feature. These are linked to the Xbox 360's Achievements which are available for your friends to view online. There are a wide variety of Achievements, some of which are awarded for finding weapons, others for beating the bosses without dying, or beating one of the four locations without dying. For more information about these select the Achievements item in the Menu, then select an individual Achievement to see how to win it.

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Mac Demo

First Posted 17 February 2008

The Mac demo of TR Anniversary is a direct port of the PC demo. It consists of the first half of level 3 The Lost Valley although some features of the full game are missing. It doesn't allow manual saving, and apparently some of the auto-save points (Checkpoints) are missing. It consists of the full River area, the Cave to the Valley, and the first cutscene with the Raptors when Lara arrives in The Valley. The demo ends when the T. Rex appears. As such my walkthrough to that point should cover everything you need, given the lack of manual saving, although you may find that some minor details differ. As I don't have access to an Intel Mac I'm not able to play the demo myself so I can't check this...

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Croft Manor

First posted 8 June 2007, last updated 16 August 2007
Status - completed and checked
Time Trial - 19 minutes

WARNING: I've not encountered this, but there is a warning on Stella's Tomb Raider Site about not turning the water on until you have completed the Pool House due to a potential bug! See Stella's walkthrough for more details.

You can explore the Manor at any time during the game. When Croft Manor loads for the first time, Lara walks from the entrance doors into the Foyer, and picks up a note from the table. This isn't repeated when you load a Manor save - Lara will just be standing at that table and the note is no longer there.

Miss Croft.
Pardon the mess in the Foyer, but a rather large shipment of antiquities arrived while you were out.
(Lara looks at the pile of crates to her right.) I would have had the crates placed in the Gallery, but the security alarm has somehow been activated, locking the room from the inside. (Lara looks at the first door on the right hand balcony.) If this was not concerning enough, the renovators have shut off the water supply to the entire Manor in order to continue construction of the Pool House. (Lara looks at the door below the left hand stairs, then the door to the right of the fireplace.) On the bright side, I've located your missing Journal and returned it to its appointed hiding place in your room. (Lara looks at the second door on the left balcony.)
Faithfully in your service, Winston.


This note mentions two of the tasks you need to complete in order to unlock all the Manor's secrets. Lara first has to access the Gallery, but she has to reach it another way than through the door. She also has to turn on the water, and this is accomplished out in the Garden through the door below the left staircase. To complete all the tasks will require the player to search the Manor and find several items. There are also eight Artifacts hidden in and around the Manor, which although not essential to complete the game are necessary if the player wants to unlock every Reward at the Main Menu.

Saving Croft Manor
The Manor saves have been changed from Legend where it was a bit confusing - now the game maintains a specific savegame for the Manor itself, and when you first save you will need to create one. Save using the Pause menu, as for the rest of the game.

Winston
Winston is Lara's butler. While exploring the Manor you could come across him as a static character, where he appears in a few places without warning but doesn't interact with Lara. He did not appear in the original Tomb Raider - his first appearance was in Tomb Raider II, where he annoyed everyone by following Lara everywhere with a tea tray, making some odd noises. Many of us dealt with him by locking him in the coolroom in the kitchen! In Tomb Raider III he made another appearance, but in one area there was a twist - in the shooting range he became a target, wearing a bulletproof vest and protecting himself with the tea tray, so we were able to get our own back on him but without hurting him! He wasn't included in Last Revelation (TR4) and Angel of Darkness (TR6), and only made an appearance in Chronicles (TR5) in the movies, where he was seen discussing Lara's life with her other friends. He reappeared in Legend (TR7) but only as a static character standing by the fireplace in the Foyer.

Origins of the Manor
The Manor in both Legend and Anniversary is broadly modelled on the Manor as it appeared in the Tomb Raider movies, not the original games. This is most obvious in the Foyer, where there is a single staircase dividing left/right to two balconies, as opposed to the double staircase meeting at the centre of the U-shaped balcony in the first three games. Compare this Manor with the first Tomb Raider movie, directly after the opening scene where Lara fights the robot - she goes up the staircase to her room for a shower. However, the stacks of crates in the Foyer are directly related to the original, where the Foyer was also full of crates.

Books
Throughout the house there are lots of books open on tables, bookstands, desks etc. Some of these hold clues to solve the house puzzles, others give general information which won't be of use but could be interesting anyway as many of them refer to Lara's later adventures - this is, after all, Lara's first adventure! Some of these can be read again but some can't - if it can't be read again Lara will say something like 'I've already read this one' or 'This book's not very interesting'. You may like to keep a pen and paper handy and take notes of each passage as Lara reads it, just in case it will be of interest in the future, but it's not essential. Those readings that contain clues will remain accessible so take special note of those books that you can read more than once - there should be a clue in there somewhere! In this guide I'll include the book readings and voice comments in italics and note those books that can be read again.

Foyer
This is the room you start the Manor. To the right there are lots of crates, the fire is lit, and there are two books on tables. There is one crate against the end wall that Lara can move so you may want to drag this out and put it on the obvious pressure pad - this opens a panel behind the fireplace which can only be accessed later.

Foyer, book on table near entry doors: 'And even as their hooves shook the earth beneath him, Gilead gathered his remaining strength and drew back his bow.' - The Trials of Gilead Vol I (can be read again).

Foyer, book on table near fireplace: 'And there he stood assuring all within earshot of his coming victory until it was time to return to his ships, leaving Athens to undertake his mighty task.'


Lara's Rooms
To reach Lara's rooms go up the stairs to the left and along the balcony. At the far end of the balcony open the door, continue down the passage to the next door at the end, and go through to Lara's rooms. Just to the left is a plaque on the wall with a pedestal on either side. Go to the two pedestals and pull both levers, which opens the hidden compartment behind the plaque. Take out the Journal - 'I wonder if Winston read any of it?' You can also go into the room to the right of the door into Lara's closet where you can change costumes (once new costumes are added through the game). Lara's bedroom is to the left, but there's nothing much else of use in here apart from the books at the moment so once you've read them you can exit.

Corridor to Lara's rooms, book near entry door from balcony: 'Better still, the new 50 calibre round comes with a full metal jacket designed to maximise muzzle velocity and power to the target.'

Corridor to Lara's rooms, book halfway through: 'While other traps have a similar closing mechanism, it was the Egyptians who perfected the savage effectiveness of the holding barbs.'

Lara's sitting room, near journal cupboard: 'And Gilead knew the gears of his heart would never turn again as he sacrificed his one true love to save the kingdom he had fought for so long to protect.' - The Trials of Gilead Vol III (can be read again).

Lara's bedroom, on bed: 'It is only through knowing our history that we can learn from the past.'

Lara's bedroom, behind bedhead: 'Prolific evidence exists that the ancient Eskimos would carve extremely detailed ivory maps of their coastline and hunting waters.'

Lara's bedroom, to right of bed: 'Pink is the new black.'


Study
The Study is accessed up the stairs to the left, and is the first door along the balcony. As you go through the door at the end of the corridor into the study itself, the electronic security locks the door. If you try to get back out now Lara will say 'I've never been fond of locked doors' - she also says that at other locked doors in the Manor that can be opened later. There are also a couple of bookcases in the Study where you see the Interact hint for no obvious reason - if you press it Lara will cross her arms, look at the bookcase for a few moments, and say 'I've read all of these'. Go to the bookcase to the left as you entered and push the book in to open a hidden alcove to the right. Take the Maze Map from the alcove - 'No wonder father never got lost.' Now go up the stairs and around to the room above that alcove. On the rear wall push the two books in to open another alcove in the centre of the wall, and get the Dual Pistols - 'Now all I need is something to shoot.' Go out to the balcony and jump to grab the picture to the left, which drops and uncovers a target button. Back jump to the balcony and shoot the button before the picture rises to cover it. This opens a secret door across the room at the foot of the stairs. Go back around the balcony, shoot out the glass cabinet on the wall above the entry door, and pick up the Artifact. Now go to the secret doorway at the foot of the stairs and head into the passage. Half way through there is a pile of crates Lara can shoot to smash, and there's an Empty Bucket on a shelf beside them - 'This could come in handy.' Grab and shoot as applicable, and continue through the passage. Push the button on the wall at the end to open the door.

Corridor to the study, book near entry door from balcony: 'But the new pharaoh was not content with all that was now his. No, Rameses the second wanted even more. He had visions of an empire so spectacular all mankind would come to marvel at its glory.'

Corridor to the study, book halfway through: 'By far the most intriguing is the legend surrounding the fabled Dagger of Xi'an and the awesome power it wields.' (Tomb Raider II)

Study, book beside staircase: 'It was here in the 6th century B.C., between the Aventine and the Palatine hills, that the Circus Maximus was born.'

Study, book on desk: 'With the Silk Road bringing thousands of travellers into the region annually, Delhi was soon over-run by merchants selling goods of every possible description.'

Study, top room, first book on right wall: 'Anyone with even a cursory knowledge of minerology would arrive at the same conclusion - wherever this Isis stone was formed, it wasn't on Earth.'

Study, top room, second book on right wall: 'As he struggled mightily to calm himself, Gilead removed the poison arrow from its quiver.' - The Trials of Gilead Vol II (can be read again).

Study, top room, third book on right wall: 'The ruins of Atlantis were lost beneath the sea when the glaciers melted some 10,000 years ago.'

Study, top room, book on desk: 'When the Spaniards had all but wiped out the Incan Empire, the remaining survivors fled to the mountains and disappeared. Legends say that they retreated to the hidden city of Vilcabamba.' (Tomb Raider I & TRA)


Gallery
In this room are stored all the Relics Lara's found in the main game. If you examine them you see the same details you were shown in the game, and Lara will say things like 'Lovely', 'Exquisite', 'A stunning addition to my collection', 'Father would have loved this', or 'I'm glad this didn't get damaged'. Go to the door below the balcony and press the red button next to it to disable the security - 'That's better!' (If you go back to the Study the door is now unlocked.) Go up the staircase into the smaller room at the top with displays in cabinets around the walls. Go to the cabinet to the left of the desk, shoot out the glass, and take the Sundial Gnomon - 'This belongs down in the garden, what's it doing in here?' Once you've read all the books you can go back downstairs and through the door, which leads to the first door on the balcony up the right hand stairs from the Foyer.

Gallery, top room, first book on left: 'And while any number of things can go wrong underground, the most dangerous aspect of spelunking is exposure to methane gases which are difficult to detect without specific equipment.'

Gallery, top room, second book on left: 'The roots of the Banyan tree grow relentlessly and in every direction. Many of the ancient temples of Angkor have been brought down as those roots exploit the small spaces between their massive stones.' (Tomb Raider: The Last Revelation)

Gallery, top room, third book on left: 'The concept of the sundial has existed for thousands of years and is one of the earliest devices for time measurement... There's some numbers written on the inside cover - 11, 2, 7. I wonder what they refer to?' (the numbers can be read again)

Gallery, top room, book on desk: 'The luxury liner Maria Doria has never been found. However, treasure hunters the world over search endlessly for its resting place.' (Tomb Raider II)

Gallery, corridor, book halfway along passage: 'The native population of Costa Rica was ravaged by diseases brought by its conquerors, and barely managed to survive to see the establishment of a capital city.'

Gallery, corridor, near balcony door: 'By far the most important survival item one can possibly have is the will to survive.'


Music Room Corridor
Go up the right hand staircase and along to the second door on the balcony. Go through the corridor to find the door at the end is disabled, and Lara needs to find something to open it... Read the books and go back down to the Foyer.

Music Room corridor, book near entrance from balcony: 'The legend tells us that the kings of Tibet were descendants from Heaven, with ropes attaching them to Heaven itself. When they died a heavenly creature would pull the ropes up, bringing their bodies up with them.'

Music Room corridor, book halfway along: 'As Charles Kane notes in his superb history of the Iron Curtain, there were numerous historical precedents against the practicality or feasibility of the fortress system of foreign policy. (Tomb Raider: Chronicles - Charles Kane is one of the three friends talking about Lara's previous exploits.)


The Clues
You'll notice that there were four book readings that can be repeated - they contain the clues needed to complete the puzzles. The relevant clues are Bow, Arrow, Gear, and the three numbers 11, 2, 7. Now to start using them!

Foyer - Revisited
Climb the crates on the right and use the top edge of the picture frame on the end wall to cross to the stacked crates on the other wall. Go along and pick up the Sculpture Gear - 'I wonder where this goes?' Drop down and head for the doorway across the room, in the corner below the left hand staircase. Open the door and head through to the far end.

Garden
Open the door at the end and go through into the garden. There are several things to do out here, but only one can be done at this time. Go to the sundial in the centre of the garden and fit the Sundial Gnomon to it. Then remember those numbers Lara found in the room where the Gnomon was stored. You need to turn the sundial clockwise so the Gnomon faces all three of those numbers, in the same order. As you come close to each number slow down, then when you reach the number stop - you'll know when you get there. At the third number a light from the nearby wall will strike the sundial and the gates will open - 'This just proves that time never stands still'. Head through the gates into the Maze.

Maze
Try as I might I was unable to read the Maze Map on my TV. I hope you have better luck! The object here is to reach the fountain and statue in the centre of the maze, and the way to that is to the left. I think... However there are three Artifacts hidden in the Maze so you'll need to search around for them as well, on both sides (I found that raising the camera high above Lara made it a little easier to find the way). There is an Artifact on either side of the maze, and one at the back of the maze behind the central fountain. When you reach the central fountain pick up the Grapple - 'This should help getting into those hard to reach places' - and use it to open the gates facing back to the Manor - 'This should make for a shorter return trip'. This shortens the path back here when you have the required items to solve this puzzle - you need the Bow, Arrow, and Sculpture Gear but you don't have them all yet. Go back to the Manor and through to the Foyer. Go up the left hand stairs and through the first door on the balcony, back to the Study.

Study - Revisited
Now you get to use the Grapple again. Walk close to the desk, tilt the camera up so Lara's looking at the chandelier, and use the grapple to pull it down. This opens a hidden compartment behind a bookcase to the left of the entry door. Go across there and pick up the Artifact. Now head back down to the Foyer and to the door to the right of the fireplace.

Pool House
There could be a bug in this room if you've turned the water on, so do this while the water's still turned off (see the start of the Croft Manor walk for a link)!

The Pool House is accessed through the doorway to the right of the fireplace. At the end of the corridor you reach a room very much under construction, with the empty pool underneath all those temporary floorboards, and scaffolding everywhere. Go to the rubbish skip ahead and pull it so it's in between the two closest scaffolds - you can only move it in a small area so you can't go far wrong. It needs to be there to provide Lara with a pole to use to bridge the gap between the scaffolds. Go further down the room and shoot the shackle holding the sloped platform, which allows it to swing roughly horizontal. Climb the boxes in the far right corner, jump to the striped bar, and swing to the ledge around the semi-circular balcony. Shimmy around to the far side and back jump to the scaffolding against the wall. Shimmy around and back jump to the scaffolding platform, then jump to grab the ring hanging from the tilted spear on the statue ahead (or the spear itself). The spear lowers to the horizontal and the ring falls off, I suppose to slip between the gap in the floorboards into the pool below... Now to explore!

Go back to the pile of boxes, make your way along to the lowered spear, and swing to the balcony at the end. Go to the far side and pick up the large medipack, then shoot the shackle nearby holding the rope, which is the first rope holding a statue over the pool - 'I wish I hadn't had to do that!' Now go back to the other end and pull the small bin with the scaffolding pieces across to the circular depression to the right of the statue. Once it's sitting in that depression turn it so the piece of scaffolding that's sticking out at an angle is above the spear marking on the floor. Then turn the statue so the spear is over the other marking on the floor. The panel in the alcove turns and exposes a target button. Shoot it to open one of the doors to the tunnel connecting the pool in here with another in the Gymnasium.

Return via the horizontal spear and the wall scaffold to the scaffold platform facing the other side of the room. Use the metal sticking up from the skip below as a pole to reach the other side. Do a wall walk along the other side wall to the next platform and head to the far balcony. Use the grapple to pull the Atlas statue and release the globe, then move the globe onto the circular depression to open the second door in the pool connecting tunnel - be careful not to let the globe fall off the balcony! Climb over the boxes to the end of the balcony, grab the small medipack, and shoot out the second shackle to release another rope holding the statue over the pool.

Go back to the last section of scaffolding and push the crate off - you can move it close to the scaffolding below so you can climb back up easily. Now Lara needs to jump to the swivelling platform and balance on it so it slopes up to the scaffolding opposite, then run and jump to that scaffolding using the extra height once the platform's sloping up. This is a quite tricky jump so you'll probably need to use the crate to climb back up a few times before you get it! Once you reach that scaffolding shimmy around the corner to the right, back jump to the next scaffold, then back jump onto the semi-circular balcony. Shoot out the shackle holding the third rope. The statue falls through the temporary floor and into the dry pool below - 'I suppose I'll have to order another statue?' Not to mention the cost of fixing the pool floor...

Drop down to the floor, then down into the empty pool, and grab the Decorative Bow from the broken statue - 'Splendid!'. If you opened both those doors closing off the connecting tunnel, go into the tunnel and grab the Artifact. There's a lever on the wall here but it can only be used once the pool's flooded. Climb back out of the pool and head back out to the Foyer. Go to the right and through the door to the left of the fireplace.

Gymnasium
Go across the open area with the dry fountain, and into the Gymnasium opposite. The Gymnasium has a variety of equipment for Lara to work out on, which co-incidentally enables her to reach all the nooks and crannies. Handy, that! On the left are two sets of crossed bars - these rotate a quarter turn clockwise when Lara jumps to them. On the floor ahead are four low pedestals - these can be extended to make four high poles. Around the room are stone structures with ledges, there's a platform hanging from the ceiling, and some poles extending down from the ceiling. There are also three sloped mats on the floor numbered 1, 2, and 3.

Go to Mat 1 and jump to the left side of the crossed bars. This swings around so Lara's facing the side wall. Swing to the ledge, left jump to the next, and back jump to the other set of bars. This swings to face the end wall and another ledge. Use that ledge to reach the pillar with the climbing holds, climb to the top, and jump to grab the edge of the platform outside the wall alcove (leave Lara facing the pillar and hit Jump - she should do a back jump). Grab the small medipack and push the button to raise those four poles from the floor. Use the climbing holds on the pillar you came from to drop back down to the floor.

Go to Mat 2 and jump to the ledge on the rock. Vault up, shimmy around the left corner, and back jump to the first lower pole. Jump to the second pole, then to the ledge on the wall. Climb up and around the ledges on the pillar to the left until Lara's left shoulder is against the wall on the other side, and back jump to the small alcove for the Artifact. Drop back to the floor.

Go to Mat 3 and jump to the ledge on the pillar. Climb up and left until Lara's on the highest ledge, then wall walk to the ledge in the rock above the alcove in the corner. Shimmy around to the left, drop down to the lower ledge, and right jump into the alcove. Push the button to move a bar, then drop down to the floor.

Go back to Mat 3, jump to the pillar, and this time go up and right as far as you can go. Back jump to the next ledge in the corner, and use the ledges to reach the next pillar along the side wall. Go around to the far side and wall walk to grab a ledge on the next rock pillar. Shimmy around three corners to the end and back jump to the bar. This bar swings around to face the end wall, so swing to the next alcove and pick up the large medipack. Push the button to rotate another bar. Jump to the climbing holds to the left and lower Lara to the floor.

Go back to Mat 3, jump to the pillar, and go up and right as far as you can. Back jump to the corner pillar and shimmy around to the right. Right jump to the wall ledge, then back jump to the first bar. Swing to the second bar, then to the pole from the ceiling. Jump to the next ceiling pole, then use the tall pole to reach the hanging platform and pick up the Wrench - 'I thought I'd lost this'. Jump to the climbing holds on the pillar left of the entry door and lower Lara to the floor.

Go back to Mat 3 again, and this time climb up and left to the top ledge on the pillar. Do the wall walk again, but this time Lara needs to back jump at the top of the swing to reach the sloped top of the pillar (a tricky jump and it may help to keep the camera behind Lara to make the back jump easier). Jump to the next slope, then to the bar. Wait for the bar to swing, turn around, and swing into the last alcove for the Artifact. (If you've been following the sequence I played the Manor then this will be the final Artifact!) Now go back out to the Foyer and go through the doorway below the left hand stairs to the garden.

Garden - Revisited
Go directly down the colonnade to the far end, around to the left of the fenced area, through the open gate, and find the gate valve (it's obvious...) Use the Wrench to turn the water on - first attach it to the gate valve, then grab it and use the direction controls to push/pull it to the left. This turns the water back on - 'Finally I'll be able to take that hot shower'. All the water features are now back on, so go to the fountain close by and fill the Empty Bucket with water to make the Bucket of Water (surprise, surprise ;-) Now go back to the Foyer.

Foyer - Revisited
Make sure the moveable crate is on the pressure pad, to open the panel behind the fireplace. Go to the fireplace and pour the Bucket of Water on the fire - 'I do hope Winston will be able to start another fire tonight'. This enables Lara to reach the Decorative Arrow in the hidden alcove behind the fire - 'Ah yes!' You now have all three items required to solve the Maze statue puzzle! Now head back out to the Garden.

Garden - Revisited
Go past the sundial and through the gates to the statue. Use the Decorative Bow and Decorative Arrow in the appropriate places on either side of the statue, then go around to the front near the lever. Use the grapple to pull the cover off the gearbox on the front of the fountain, and put the Sculpture Gear in its correct place. Go to the lever and pull it to activate the statue. The statue fires an arrow at the second statue nearby which dislodges something - 'What a delightfully gruesome display!' Go across and pick up the Music Box Cylinder - 'Now I'm getting somewhere!' Now for the final thing in the Manor! Go back to the Foyer, up the right hand stairs, and through the far end door on the right balcony.

Music Room
Go to the door at the end of the corridor. Use the Music Box Cylinder in the mechanism next to the door. This is a musical lock to unlock the door security - 'What a lovely tune' (that's the same tune that plays when a level ends). Go through the door into the Music Room to end Croft Manor (and hear that tune again!) In here Lara can play a few instruments - there's a percussion instrument to the right, a piano in the centre, and a harp on the left. Lara can play several different percussion sounds, several different pairs of notes on the piano at either end of the keyboard, and at least three harp chords on either side of the harp. The stereo can be used to play any of the music you've unlocked in the game. There are also two books to read. You can now go back and check out the Manor at your leisure!

Music Room - right hand book: 'In the summer the risk of flooding should not be discounted, as a single rainfall can easily last for days, overflowing the Parai (?) River and threatening Santa Cruz to the Sierra, and the Bolivian lowlands to the south.'

Music Room - left hand book: 'When Lord Byron gave the Bridge of Sighs its name in the 19th century, he imagined what it must have been like for a prisoner to take one final look at the beauty of Venice, before being led to their fate in the prison below.'


Pool House - Revisited (optional)
Now that the water's turned back on, you can go back to the Pool House to find the pool now full beneath the temporary floor. If both doors at this end of the connecting tunnel are open, swim through and pull the lever near the other end - this opens the valve to the Gymnasium pool and fills it so Lara can swim through!

Time Trial
Not difficult as long as you plan your route, particularly keeping the Garden visits to a minimum as getting out there takes time! So before visiting the Garden the first time make sure you have at least the Empty Bucket, the Wrench, the Decorative Bow, and the Gnomon. First move the crate onto the pressure pad and get the Statue Gear in the Foyer, then the Wrench from the Gymnasium (using only the two buttons on the wall either side of the entry door). Then get the Bow from the Pool Room, the Pistols from the Study, the Bucket from the secret passage, and the Gnomon from the Gallery. Go out to the Garden, turn on the water, fill the Bucket, then enter the maze and get the Grapple. Head back to the Foyer for the Arrow, then go back to the maze and get the Music Box Cylinder. Finally a dash to the Music Room to end the level!

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Peru - About this location

The original Peru levels were Caves, City of Vilcabamba, Lost Valley, and Tomb of Qualopec. They mostly remain the same in this remake, with minor changes to the level names and some gameplay modifications. Vilcabamba is a real place, the final refuge of the Inca Empire before its defeat by Spain in the 16th century, and was actually discovered many years before the first Tomb Raider game was released, at a site known as Espiritu Pampa. Of course there's no resemblance between the real city and the game's location...

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Level 1: Peru - Mountain Caves

First posted 7 June 2007, last updated 18 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 6 minutes

Starting a new game triggers a couple of videos much like the originals. Firstly Lara is in a hotel lounge in Calcutta, India in 1996, when Larson comes across and speaks to her. He puts his pocket PC on the table and connects to Jacqueline Natla, and she asks Lara if she's interested in a commission. When Qualopec's mentioned, Lara's in like a shot for the chance to go to Vilcabamba! (this video is very similar to the original, even down to Lara's closing expression). Then a second video loads, showing Lara and her guide arriving at a massive stone doorway in the Peruvian mountains. Hey, I remember that!

As was the case with Legend, there are plenty of on-screen tips telling you which buttons to use, and some other things Lara is able to do. Pay attention to these as they are going to be useful right through the game! They can be turned off in the Options if you prefer.

Here's where you first get to play with Lara. Unlike the original, the game starts with Lara having to climb the rocks outside the doors to bypass a broken ladder, then find her way to the switch mechanism above the doors. Firstly, go ahead to the left side of the stone work and use the raised slab to jump to the wall and grab the ledge. Shimmy to the right, around the corner, and jump the gap. Continue to the right around the second corner and when Lara's behind the large rock move the control so she turns to face it, and jump to grab the rock. Pull up and go to the left to jump to the wide platform close by. From the high part of the platform climb the stone wall, then go to the left to overlook the end of the broken bridge. Overhead is a metal ring, and Lara can use the grapple on it to swing to the platform at the end of the bridge (start with a running jump, quickly followed by the Square button on the PS2 to use the grapple, then swing and jump to the platform). Go to the right and up the steps leading to the closed doors, where a short flyby shows you where Lara has to go to open them. You can talk to the guide here but he doesn't have any useful information.

At the top of the steps go to the left rock wall and up the sloped rock. At the top jump to the platform, then go to the right and do a grapple jump across the doors to the platform on the other side. On the left is a narrow ledge that Lara can jump up to grab. Shimmy left and vault up to the top ledge. Shimmy left and jump the gap to grab the rock platform above the doors. Go to the button and press it to see the second part of the opening video which shows the doors opening, the wolves rushing out, and Lara trying to save the guide. The second part of that video is very similar to the original! When Lara finds that the guide was killed by the wolves, she turns to face the open doors in a shot that is beautifully reminiscent of old times, then heads in. The doors close behind her, and the wind howls through the cave. Brrrr, I can almost feel the cold, and poor Lara's in a sleeveless top and shorts...

Head down the cave to where the stone walls start. The whole section of floor between them is a pressure pad, and stepping on it triggers the darts in the passage ahead. You can't avoid it so just walk on through but when Lara steps off the pressure pad at the far end don't rush ahead unless you want some pain. Around the corner of the left wall is a short ledge. Use that and the ledge above around the corner to get to the lever high up on that side. Vault up to pull it, drop back to the top ledge, and do a backward jump across to the ledge on the other side wall. Just around the corner is another lever, and when Lara pulls that one the darts stop. Now it's safe to go through to the next area! Alternatively, you could brave the active darts and go through with diving rolls - use the Roll (Circle) while running. If you had a close look at those darts when they're firing you can see the detail, even on the PS2, that clearly shows them emerging from the small hole in preparation for being fired. And all the terrain detail is fantastic, even though I'm playing this on an ancient TV!

Continue on to the next corner where the camera angle shows the high opening where Lara needs to go next. But before then there's a small diversion, just like in the original. Well almost - accessing the first reward is much more complicated than the original, but that's all part of the extra effort that went into the game!

Go through to the next room, and up the steps on the right. Go around and jump the gap in the broken wooden platform, continue on around the path, and jump the next gap. At this point you can go to the left, jump up and grab the narrow ledge, shimmy around to the left, jump the next gap, and pull up into the high passage. OR you can go for the first artifact! After jumping the second gap turn around and jump to the small platform up on the wall above the platform you just came from. Make your way around a series of platforms to a small platform with a short slope at the far side. Slide down this and jump before the bottom so Lara grabs the next platform. Head in to hear the classic secret chimes (welcome back!) and use Interact (Triangle) to pick up the first Artifact. Continue on and jump across to the high ledge in the opposite wall, shimmy around the corner to the left, drop down, and head on into the next cave and a Checkpoint.

Head down the cave and watch for three bats coming from the far end. Once they're down look for the place where the cave opens out to the left about half way down, then look for the high alcove in the corner. Use the nearby rock to jump to the alcove, and go in for a large medipack. Drop back out and go down the cave, following it around to the left where some more bats will come and try to get tangled in Lara's hair. Turn them into ex-bats and continue to the next room, but stop before Lara reaches the slope and slides down.

Have a look around - directly ahead to the right of the rock column you can see a ring on the roof of the cave, and to the left there are two sets of ledges on the wall of the cave. One set of ledges starting in the middle of the left wall allows Lara to get back from the floor of the cave to the entrance passage where she is now, and in the far left corner there are a couple of ledges with something visible on the high ledge in the corner. There are also a couple of ledges behind the rock column that can't be seen from here. If you need to get back up here to try the grapple jump again, go to the middle of the left wall, climb the ledges, and work your way around to the left to the ledge in the entrance cave.

Firstly Lara needs to step on the slope directly ahead, and before falling off the bottom of the slope, jump and use the grapple on the ring overhead. On the back wall of this cave there is a wide ledge that Lara can jump to with a big swing but you'll probably need to climb up the rope a short way to have enough height. Once there move to the left and vault up to the higher ledge on the back wall behind the rock column. Move Lara so she's opposite a ledge on the back of the column and jump back to it. Shimmy to the right, drop to the lower ledge, and shimmy around the corner to the right and as far right as you can go. Move the camera to Lara's left so you can see the small platform in the corner of the cave, then do a careful back jump to reach it. Grab the second Artifact, then hang off the edge of the platform, shimmy to the corner, drop to the ledge below and from there to the floor of the cave and some more bats! Beside the rock column there's a hole in the floor so head down to the door at the bottom and open it with the lever.

Follow the passage through to the next Checkpoint, overlooking the cave with the familiar bridges. Drop down to the floor of the cave and get a couple of wolves that come out for lunch. Go to the far side of the cave under the second bridge and inside a cave in the left corner there is a small medipack. For now ignore the alcove under the other end of the second bridge as it can't be reached from here. Go back to the entry side and climb out onto the path. Head around to the left and cross the first bridge, only to have it collapse under Lara's weight. Use the broken section of the far end of the bridge to vault up to the next floor. To the right there is a higher floor, but before pulling up to it shimmy to the right side of the edge and do a back jump to a ledge on the pillar. Use the ledges to jump from there to the second pillar, and into the alcove in the wall for another small medipack. Drop down and climb to the floor before the second bridge again.

Head across the bridge and around to the left (notice it moves realistically as Lara crosses!) Climb into the next passage and head to the right to the gap. Before anything else, there's a small diversion. Go to the right hand side of the gap where the ledges are and drop to the stonework platform in the pit below. Oh no, you've woken the bear! You're relatively safe if you stay on this small platform so get the bear from here with the pistols (if Lara gets knocked down, quickly hit the X button to get her standing again before the bear monsters her), then drop down and go into the passage to the left. What, no bats..? Pull the lever here and head through the open doorway to find yourself in the alcove under the second bridge, with the third Artifact. Drop back to the floor under the bridge and make your way back through to the gap where you met the bear. This time jump to the rope, lower Lara as far down as she can go, and turn to the left to face the alcove. Get a big swing up and jump into the alcove for a large medipack. Drop back down to the bottom of the hole, use the ledges at the far side to climb back up, and this time use the rope to swing to the other side of the gap.

Go down behind the pillars on the left and grab another large medipack on the floor behind the end pillar, then head down the steps and through the passage to the next pit. Do a running jump to the bar on the left wall, swing to the far side of the gap, and head through to the long passage. Watch out for the darts as you go down here! There are several different types of dart traps, some of which Lara can crouch-walk under, others she can time a run past, and others she needs to roll through. Check each one as you go and decide on the best way to get past, but expect to lose at least some health. At the far end is a pressure pad - stepping on it tries to open the exit door, and reminds the player to read Lara's notes in her Journal.

Go to the left at the door and climb the ledges to the floor above. This balcony extends down to the far end of the area, and before doing anything else it's a good idea to go wolf hunting! When it's out of the way head down to the far end of this balcony and to the left. Use the three bars to swing across to the other balcony, and this time get ready quickly for two more wolves that attack. If Lara gets knocked down hit Jump (X) fast so she can get back to her feet! When the wolves are down head to the far end of this balcony near the big door and drop back down to the floor outside the big doors.

Now Lara needs to open the doors, but before exiting the level she needs to grab a goodie that can only be accessed once the doors are open. Climb back to the balcony to the left of the doors. In the corner in front of her there are a couple of ledges - Lara needs to climb to the top ledge and shimmy all the way to the right so she's close to the hanging weight. Side jump to it and hang on until it drops to the lowest position. It slowly rises when Lara's weight's off it, so run down to the far end of this balcony, use the bars to cross to the other balcony, and run to the far end. In the corner on the right are a couple of ledges. Quickly vault to the top ledge then do a back jump to the bar. When it swivels around to face the second weight swing and jump to grab the weight. When it reaches the lowest point drop off, go quickly to the opening to Lara's left, and drop back down to the floor outside the doors. Run onto the pressure pad and watch them open.

Don't go through yet! There's one last thing to do before leaving, and for this you need to climb back to the balcony and make your way around the area to the corner where the second weight is. Look at the wall to the left of the weight and take note of the position of the ledge. You may also notice that the lower bar above the exit doors is now sticking further out - that's why the door had to be opened first! Now for a tricky jump. What you need to do is climb the two ledges in the corner and jump back to grab the bar again, but this time immediately swing and grab the ledge on the wall face to the left of the weight before the bar swings around. I managed this by jumping to the bar and immediately bashing on the Jump button after Lara jumps so she does a second jump before the bar swings too far. You probably won't get this right first time, but if you miss the second jump just let Lara drop and try it again.

When you reach the ledge shimmy as far left as you can and do a left jump to the lower bar above the doorway. Position Lara in line with the small ledge on the wall above the door on the other side, jump to that ledge and vault to the next one up, then shimmy right and back jump to the higher bar above the doors. From there jump to the high ledge back on the side you started, vault to the top of the wall, and go along the platform for the Killer Whale Bottle - a relic. Then carefully drop down to the first ledge you reached on this side near the bar, then to the floor, make your way back down to the open doors and head up the passage to end the level. Make sure you save when prompted!

Rewards in this level - 3 Artifacts & 1 Relic

That was far more complicated than the original 'Caves' so it looks like being quite a long and complex game! So far I'm impressed :-)

Time Trial
This time is quite generous as long as you ignore most of the pickups and some of the enemies. For example, do tucked forward flips (double Jumps) through the dart traps and just swing across the bear pit as you don't need to go down there. Use the mini SMGs or shotgun on the wolves for a fast kill, or you can ignore some of them. As long as you manage all the jumps and swings first try you should be fast enough, but don't be afraid to lose a little more health than you may normally - one large medipack is close by (just after the bear pit) and you can ignore the rest.

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Level 2: Peru - City of Vilcabamba

First posted 9 June 2007, last updated 14 January 2008
Status - completed and checked
Difficulty - Medium
Time Trial - 7 minutes

Lara is facing up the passage behind the doors. If you've continued straight on from the previous level you may notice your health hasn't been replenished - to correct this you can reload your save, as long as you saved at the level change. I would suggest doing this now!

Head up the passage to find a bear barreling down at you! This could develop into the first of a new type of enemy attack - the Rage Attack. The sign that this is happening will be when the screen blurs, when you need to quickly hit Roll (O) to perform an adrenaline dodge. When you get this right the game will go into slow motion and Lara can make a headshot by waiting until the two targeting reticles come together on the enemy's head then shooting, but not before. (See the manual for more details on this.) The doors are still open so the best way to deal with this is to back down the passage and through the doors while shooting, but be sure to keep away from the walls.

(A note here - enemies are best dealt with by switching your targeting to Advanced Toggle, so that a tap on the L1 button will have the weapons ready until the button is tapped again to holster them, and targeting will be automatic. That way you can concentrate on the fight itself rather than the weapons and especially in the early stages when you're getting used to the new combat system that can be very helpful!)

When the big bad bear's down continue up the passage to the pit. Jump to the first pole and slide down to the ground. Go behind the rocks under the passage you came from for a small medipack. Go down the pit and grab the ledge on the right side a bit over half way down. Left jump to the next ledge, vault to the top ledge, and back jump to the second pole. Climb up and jump to the next section of the passage ahead. Continue on to the end of the passage and down the steps, watching out for a couple of wolves at the bottom. Go around to the next steps and down to the open area, and look for a bear and a possible second Rage Attack. When that bear's down check out the area. There's the pool in the middle, and past the pool there's a gateway that requires a key. Nothing else here, so it looks like time for a swim. Wow, that waterfall looks great! And look up to see that this area is a deep chasm with a narrow opening to the sky - there were no skies in the original due to game engine limitations! You can also see some high ledges that you can check out shortly.

Drop into the water and look around for an underwater passage. When you find it, surface and take a deep breath as this will take most of Lara's air. Dive into the U-shaped passage and follow the fishie - at the far end is a lever that needs to be pulled quickly, so swim to it with the Interact (Triangle) button down. This opens a trapdoor in the roof above Lara, so swim up and climb out in the room above. If you're hungry you could try a spot of fishing - that one was a nice size for lunch after all this exercise! Go down the room and pull the lever on the left wall to open the gate (to get back in easily if necessary), then go up the stairs and jump across the laneway to the opening in the next building.

This is the first truly familiar room from the original. As you walk out along the ledge it collapses, dumping Lara into the room below. Not to worry. First look at the double gate on the left, and use the pistols to shoot the disc in the middle of the gates. Then pull the cage out of the hole in the wall and position it close to the alcove above on the right. Use the cage to climb into the alcove for a small medipack. Drop back down and push the cage through the opening in the wall into the next room, and leave it against the wall on the right. I wonder what that thing hanging in the cage is? On second thoughts I don't think I want to know after all...

Go down the room onto the raised section at the end and grab the shotgun ammo on the floor, then go to the left and grab the Village Key from the corner. Go back to the cage and use it to climb to the mezzanine floor above. Around at the far end grab the shotgun ammo and small medipack, then head back out of the room, dragging the cage with you. Push the cage out through the double gates then around the next hut to the right and up against the pole near the rock wall. Climb on the cage, then up to the pole and climb to the top. Jump to the nearby ledge and quickly get a couple of bats that appear. Jump to the bar and from there to the next ledge above the roof of the hut. At the far side of this ledge use the overhead ring to do a grapple jump to the ledge on the wall ahead, shimmy left, and left jump to the bar. Swing to the next bar, then to the wide rock platform with the waterfall, and grab the Artifact while fending off some more bats. That's the only Reward for this level so you can relax now! Yeah, right...

Take a moment to admire the view from up here and the closeup of the waterfall and pool - I'd love to see this with high res textures! - then go to the other side of the ledge, jump to the nearby hut roof, and slide down to the ground (or you could try out your swan diving into the pool but do be sure to dive into the water...) Go between the buildings to the lock on the wall beside the large gate, and use the key to open it. Head into this room and get several wolves that come to investigate. (I'll get used to that single shot trigger, eventually...) Some of the wolves may not appear until you go through to the next area, and you may get hit with a Rage Attack or two - I hope the T. Rex doesn't do that! Continue on and approach the building on the far side up the steps. This is also familiar from the original, with a doorway on each side and a closed door in the middle. Hmmm, why do I get this urge to head into the left door..?

Unable to resist temptation I choose the left hand door, to find a room with a pool. Lara's a bit dusty so jump in for a swim, although there's nothing to find there. The water texture looks significantly better than any other Tomb Raider, even Legend, or at least it does to me! When you've washed off all the dirt climb out, towel your hair dry, check your makeup, and go up the stairs. Jump to the platform, then to the ledge on the wall. Jump the gap to the right and go to the far end, then do a back jump to the doorway and head in. Pistols at the ready, head up the passage and get the bats at the top. Ah, that felt good! Jump to the floor on the other side of the room and head through the doorway. Directly ahead is a mechanism with a wooden bar sticking out to the right - jump to that bar and hold on until it swings and the mechanism locks into the door below (if you miss it you'll have to retrace your steps back up here...) Drop off, then go to the protruding ledge nearby, hang off the edge, then drop to the lower ledge and from there to the ground.

Go to the open doorway on the right hand side of the building and head in to another pool. Drop into the pool here for a small medipack, then climb back out. Follow the path to the right and at the end jump to the ledge on the wall ahead. Vault to the ledge above, shimmy left, vault to the next ledge above, and shimmy as far left as you can go. From there do a left jump to the ledge in the next wall and shimmy left to the platform. Give Lara a moment to shake the water off then head into the passage. At the top there are another couple of bats to look out for - when they're ex-bats jump across to the next platform and go through. You're now at the opposite side of that mechanism, so jump to the second wooden bar and watch as the door mechanism slots into place and the doors open. Use the nearby protruding ledge to drop to the ground as before, then go to the centre passage and head in. Ah-ha, no choppers!

Follow the passage through to the end to find yet another collapsed floor and a long pit. You need to get to the passage at the far end, but there seems to be something down in the pit. Let's investigate! Go to the left side of the pit edge, hang off the edge, and drop to the ground below. Go down the pit and get a wolf that's been lurking down there, then pick up the shotgun ammo. Pull the cage out of the small alcove, push it back along the pit, and place it under where you dropped down. Use it to climb back out of the pit and turn around to face the ledge on the back wall. Jump to it and slide down the slope, and before the bottom jump again to grab the bar. Swing to the centre platform, then go forward and jump to the top of the pole. Lara balances on the pole for a short time (cool!) so don't hang about but jump to the next section of the passage and head through to another pit.

This time Lara can't get to the centre platform from up here, so drop down into the pit and go to the other end. Use the rock to reach the ledge on the right and shimmy along until Lara can jump to the bar sticking out of the wooden post. Swing to the ledge on the other wall, vault up, and shimmy around to the left. If you're big and tough you could try pulling up onto the platform and braving the darts, but the thinkers among us will shimmy to the centre of the platform and do a back jump to the top of the pole. Turn Lara slightly left and jump to the most secure part of the edge of the next section of passage - keep the Jump button held down for a little more distance. Head down the passage - as you go it seems to get very steamy! You'll hear a wolf but it doesn't appear so keep on down the passage to end the level!

Rewards in this level - 1 Artifact

I've enjoyed almost every TR level I've ever played, but you can tell when I'm really enjoying myself when I drop in those extra little comments on the way. This is one of those levels! Another sign is when I forget to eat but that doesn't happen that often... And I'm hoping that one day TRA will come to the Xbox 360 'cause it should look fantastic!

Time Trial
This one starts at the first pit, so you don't have to bother with that bear at the beginning! If you use the Mini SMGs to get the animals quickly this is quite easy to beat - on my first try I took less than 6 minutes (which is why I recommend doing these after you get all the weapons). The bats are difficult to ignore so it's probably best to get them as well if they bother you. If you get a good run you won't have to bother with any pickups this time.

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Level 3: Peru - The Lost Valley

First posted 10 June 2007, last updated 13 June 2008 (hidden cave and extra pickup near the end of the 'River' section.)
Status - completed and checked
Difficulty - Medium
Time Trial - 15 minutes

If you turn and go back down the passage it will be the same as you traversed to get here, but that last pit won't allow Lara back through now. And there's nothing to find anyway...

(Demo starts here)

Go to the end of the passage and look out to the waterfall. You can see a paddlewheel high up in the waterfall and a series of gear wheels, only a few of which are turning, which hints back to the original, but otherwise it's very different! Go down the steps and get the pistols ready for some wolves that come out of a cave near the entrance which is blocked by rubble. Then go to the pool and jump in. Dive down and head for the waterfall - you can see a passage behind it but the current is too strong for Lara to get through. To access that area Lara needs to find some cogs to fit in the gaps in the gear wheels above, which will cut off the waterfall and let her through to the next level. While Lara's wet swim back across the pool and look for the underwater cave. Surface and get some air, then swim through that cave and climb out at the end for a small medipack.

Swim back out, climb out of the pool, and go to the side opposite the ladder to grab the first Cog. At this point you have two choices, either the Valley, or the River, but as there is something up the River that could come in handy in the Valley, let's do the River first! There's no need to use the first Cog yet, that time will be when you come back down to the pool.

The River

Climb up the rocks where you picked up the Cog, and at the top of the path jump to the ledge. Use the ledges by vaulting, shimmying, and side jumping as appropriate until you reach the top of the waterfall - there's only one route up there so just follow your nose. At one spot you need to shimmy around a corner before Lara can get her feet onto the wall and vault up to the next ledge. On your way pick up the shotgun ammo you come across. At the top be careful not to fall into the water as Lara will be swept over the waterfall and you'll have to do it all again! Follow the path along the river and jump across the gap over the river a short way up. Use the ledges on the right to reach the wooden platform with a back jump, then use manual targeting mode to shoot out the connector in the middle of the support cables for the broken wooden bridge - this will allow most of the bridge to fall away but will leave a bar Lara can use to cross the river.

Use the ledge above the platform to shimmy around the corner, then back jump to the bar and swing to the passage on the other side of the river. Follow the passage through to the other end and use the overhead ring to do a grapple jump to the next wooden platform above the river. Grab the ledge on the right wall, shimmy around the corner, and vault up twice. Move to the right and do a right jump to the damaged stone platform. Pull up, go through the next passage, and head across the bridge to the wide platform with the broken gears. Grab the second Cog from the ground and dispose of a couple of bats that come from nowhere. Now there's a short diversion to prepare the way for a later secret!

Go to the end of the platform farthest from the bridge and look across the smaller waterfall. There's a slowly turning wheel with a bar - when the bar is in a good position jump to grab it. Move to the left close to the wheel and when the bar is closest to the wooden structure in the waterfall jump to it and grab the ledge. Shimmy around the corner if necessary, vault up, shimmy around the next corner and vault to the top ledge. From there do a back jump and grab the ledge at the entrance to the passage high on the rock pillar beside the waterfall. Pull into the passage, go to the far end, and pull the lever there to open the gate blocking an underwater cave in the river. You can't reach that cave until you've stopped the flow of water in the river near the end of the level, but it will be easy to reach then.

There's one more thing to do up here before moving on. Go back up the passage the way you came, and hang off the edge above the wooden platform. Shimmy to the right until Lara's as far as she can go and her right shoulder is close to the rock pillar, then drop off - Lara should twist right and grab the top ledge on the wall next to the passage. As before shimmy right and do a right jump to the broken platform, then head through to the bridge, but stay just inside the passage. Use manual targeting mode to shoot the bridge support high up just below the ring (if you didn't shoot it along with the bats on the other side). Be sure not to be standing on the bridge at the time (or are you one of those people who saw off the branch they're sitting on..?) This leaves a grapple ring to use if you need to get back across to the broken gear platform, but the reason for destroying the bridge is about to become clear. If you need to do anything else up here, do it now because otherwise you'll have to make your way back up here from the pool way below!

When the bridge collapsed it left the walkway connected to this side. Hang Lara off the edge where the bridge was, and climb down the makeshift ladder until her shoulders are about level with the edge of a small cave to her right. Right jump to that cave, go through to the far end, and pick up the shotgun and large medipack in the hidden alcove behind the waterfall. Those are the last things to get up here, and the fastest way to get back down to the pool in the main area is to dive through the gap in the wall into the river and let it take Lara down. As Lara goes over the waterfall, check out how she falls - she tucks herself into a ball so as to not get hurt when she hits the water!

When Lara lands in the pool, check out the underwater cave on the same side as the entrance to the level if you didn't before. Then climb out and get three wolves that squeeze out between the rocks in the cave beside the stairs. When they're down climb the ladder under the gear wheels and place the first Cog on the short spindle at the bottom of the vertical slot in the rock. Pull the switch beside it to feed the Cog into the mechanism - this starts the lowest wheels turning. On the wheel above Lara there's a bar so jump to it when it's at the right place. Swing to one of the bars on the next wheel, wait for it to take Lara over the top, and on the way down swing to the next ladder when the bar is at its closest position to the ladder. Climb the ladder to the next platform, fit the second Cog to the small spindle left of the switch, then pull the switch to get the next set of wheels turning. Only one more Cog to go, but those two were child's play compared to it! When you hear the chimes after the second Cog, I'd suggest saving your game and taking a short break, because the next section is quite harrowing (especially if you don't have a head for heights!)

OK, are you ready? Then let's head off to the Valley! Look across the cave - on the opposite wall a little higher up than you are now there's a wooden platform with a ladder next to it and a hard to see passage. That's where we're going now. Go to the right of the switch on this platform and grab the ledge. Shimmy right, jump the gap, and continue around the corner, then vault up to the top ledge from a spot where Lara's feet are on the wall (there is an opening in the wall where she hangs so you need to go past it). Do a back jump to the wooden platform behind Lara, then look for the next ledge on the wall nearby. Jump to it and shimmy to the right around a couple of corners.

At this point you have two options - you can vault up to the higher ledge to proceed direct to the Valley, or you can take a detour to grab an extra medipack. To get the medipack, shimmy as far right as you can on this lower ledge, then release so Lara falls and grabs the short ledge some distance below her - this is a long drop and you'll need to tap Interact so Lara gets a proper hold on the ledge. Pull into the low opening, go ahead into the small cave, and grab the large medipack on the wooden platform. In front of the medipack there is an opening in the wall - that's the only way out of this small cave. Slide down the steep slope to find Lara drops out in front of the boulders blocking the cave where those nasty wolves come from. (Thanks to JQ for letting me know I'd missed this one!)

Make your way back up the ladder and retrace your path back to the high wooden platform. Jump to the long ledge and shimmy around the two corners to the right back to where the short detour started, but this time vault up to the higher ledge and line Lara up with the rope. Back jump to the rope and turn Lara to the left so she faces the left end of the long ledge on the wall left of the destination platform, then get a big swing up and jump to the ledge (be careful Lara doesn't collide with the wooden structure to the left on her backswing). Shimmy around the corner to the right and right jump to the door lintel, then drop to the platform. Lara's weight causes the ladder to collapse, but it leaves a section with a bar so that Lara can get back down to the cave floor on her return (and back here a lot easier if it's necessary later). Head into the passage.

The Cave to the Valley

You may want to select the shotgun now for a confined bear fight to come! Climb the rock in the passage and continue on. Duck under the low ceiling and get your weapon of choice ready, then continue on. As you have little room to move you may want to take the initiative and run to the bear that appears ahead - if you hang back Lara could get knocked over back under the low ceiling which just makes it more difficult! But she can also shoot from out there where the bear can't get to her... By rushing the bear you can get it with just a few shots from the shotgun up close, and stop it making a Rage Attack, and that's a Good Thing! When he's down have a look around. On the near side of the rock outcrop there's a wooden structure you can climb, around the back a sloping platform, and you may also notice something interesting in an alcove in the rock wall opposite the outcrop. That's first.

Climb onto the wooden platform and use the ledges in the corner to climb to the top platform. Pick up the 50 calibre pistol ammo then look down from the high platform to the sloped platform down below. You need to jump to that, then jump while sliding and grab the ledge on the rock outcrop below the platform Lara's on - it's hard to see from here so you can hang off the edge and use the camera to locate it. Shimmy around the corner then back jump to the alcove to get the first Artifact. If you look through the wooden frame blocking off the tunnel you can see a medipack, but you can only reach it from a little further on - you might need all the health you can find for the valley itself so do take the time to get it! Drop back down to the ground and climb back up the wooden platforms to the first pole. Look behind you to find the two ledges high on the rock wall.

To climb the pole stand against it and press the jump button or walk against it. Lara will take hold and you can now climb to the top. Face the two ledges in the wall, move the camera behind Lara, and jump to the lowest ledge by doing a forward jump. Vault up to the top ledge, then line Lara up with the pole. Back jump to the top of the first pole, then line up with the second and jump to that, followed by a jump to the opening in the wall. If you take too long Lara will start to lose her balance on the poles but you can recover by tapping Interact (Triangle). Slide down into the next room but before continuing on go for that medipack. Climb the tall pole and turn Lara to face the shorter pole. Jump to balance on the top and turn right to jump into the opening. Walk forward carefully until you see an opening in the wall on the left with a couple of ledges - use them to drop down into the small cave, grab the small medipack, and climb out the way you came down. Drop back down into the room you just came from and continue on. There is some shotgun ammo by the steps but as Lara has a limited capacity to carry it you may not be able to pick it up yet. Or you could discharge a few shells until you have 32 left, then pick it up to give you a full complement of shotgun ammo.

Go to the edge of the next platform, but be careful as there's a big drop! Do a running jump to the sloped platform directly ahead, and before sliding off jump to the ledge. From there right jump to the next platform and grab the shotgun ammo. Jump to the bar, swing to the ledge, vault up, and shimmy left to pull into the passage. Go ahead to the next platform, jump to the ledge ahead, shimmy around the corner and continue to the far end. Back jump across the pit to the next ledge, then shimmy right and drop to the next platform. Get the two bats that will now be pestering Lara, then grab the large medipack on the platform. Look up here to the ledges high above - that's where you'll be coming back later!

Now look at the rock wall opposite the platform - there's a ledge on that wall, and another some way below with a damaged ledge in between the two. Jump to the top ledge, drop to the bottom ledge, and position Lara about in the middle of the ledge. Back jump to a hidden passage below the stone platform and grab the large medipack hidden in there. Jump back out to the bottom ledge, shimmy right so Lara's below the short section of the damaged ledge, then vault up twice to reach the top ledge. Move to the far left of the top ledge and backjump to a short ledge below the platform, then vault up onto the platform itself.

Now it's a straight run to the valley itself and its challenges. I would strongly suggest that you make sure you at least have as many medipacks as you can find, as things are soon going to get very busy and you could need them! If you've been careful so far and found most of them you should be safe - I started this part with 6 large and 8 small medipacks, and full health. When you're ready continue on down the cave a fair way until you come to the next checkpoint and some boards on the floor. Before stepping on the boards I recommend saving your game at this checkpoint and taking a break so you're ready to settle in for the busiest time yet in the game!

The Valley

When Lara steps on the boards they collapse, and she falls into a steep sloped tunnel that deposits her in a cave leading to the valley. The valley is in two parts and this is the higher of the two. Around both parts of the valley are scattered pickups, some hidden in the vegetation, but if you've collected enough medipacks it's best not to bother with them yet as you won't have much time to get them. You'll be able to carefully search both parts of the valley later, once the enemies have been dealt with! For now move out into the valley and get your weapons ready. To start with the shotgun may come in handy on the small raptors but the pistols will do as well. For the T. Rex the pistols should be good enough as with the right tactics you'll hopefully be able to keep a bit of distance so the shotgun won't be very effective anyway.

Around this first area Lara will be attacked by quite a few raptors. The best way to deal with them is to keep moving sideways while shooting so they don't get you in head-on attacks. If they get too close side rolls or jumps can be effective but they break Lara's attacks so use them sparingly. There are also some rocks near the entrance Lara can climb on to shoot from some safety so feel free to use them! If Lara gets knocked over hit Jump (X) so she regains her feet quickly. And watch out for Rage Attacks! The first wave of three raptors will appear from the trees to the left. Once they're down you can look around the cave entrance for some pickups, but as you move down the valley you'll have another wave of three raptors to face. When the last one drops there'll be a cutscene showing lots of raptors running up the valley, pursued by the T. Rex!

(Demo ends here)

Lara turns and runs but not fast enough - as the T. Rex closes there's an interactive cutscene requiring you to first hit Roll (O) to avoid those big choppers, then Fire (R1) to get a raptor that's trying to take a bite of Lara while she's on the ground, followed by Jump (X) to jump over the body of a raptor to avoid getting trapped. Then Lara faces off against the T. Rex, and you regain control of her.

Important - set your weapons to Advanced Toggle for best results in this battle! Refer to your game manual for details of how to do this in your version of the game.

Now she is alone in the lower part of the valley with only the T. Rex, but that's not a lot of consolation. Again there are supplies scattered around here but you won't have a lot of time to grab anything so if your health is OK don't bother. This is an arena - there's no safe place down here and Lara can't get out - so this time it's face to face with a dentist's dream patient! However there is a strategy to use here. The more you shoot at the T. Rex the more enraged it gets, until eventually it will start a Rage Attack. When that happens it's at its most vulnerable, but if it happens when it's too close to Lara she won't get a chance to take advantage. There are two new bars on the top right of the screen, one for the T. Rex's health, the other for its rage level. Keep your eye on them so you have some idea when a Rage Attack will be triggered and when the T. Rex is close to falling!

You need to keep Lara a fair distance away from the T. Rex and the only way to do that is not to fire at it to start with so it doesn't become enraged, and with luck allows Lara to move away a bit. If it gets too close stop firing until you can get some space, and hit Jump (X) if Lara gets knocked over. Once Lara has a fair distance she can then start shooting with the pistols - even though the targeting reticles are greyed out she will still enrage it, but keep up shooting and backing off so the Rage Attack is triggered while Lara still has room to move. Sometimes moving down the side of the T. Rex can give you a few seconds extra time as it may take longer to turn, but watch out for its tail - it has a habit of swiping it around and it can do some damage on its own, as well as slow Lara down! When the screen blurs quickly move sideways and hit Roll (O), wait for the targeting reticles to come together, and shoot. This will deliver a good head shot to the T. Rex and daze it. You'll need to do this successfully several times, each time leaving the T. Rex weaker and weaker, and after each Lara has a chance to put some space between them ready for the next attack.

When the T. Rex gets weak enough the fight ends with another interactive cutscene - first Lara has to Roll (O), then Fire (R1). If Lara is successful the T. Rex will smash into the temple, knocking down some of the wall, and die, but if not Lara will die and you'll get thrown back to have another go. With some practice this shouldn't be too difficult - for that one battle my time when writing this was about 6 minutes, I needed 2 small medipacks, I had about half health left, and I only used the pistols so ammo wasn't a problem. I did get knocked down a few times in this run, but even so it was fairly straightforward. (When I played this again to check the walks the T. Rex battle only took a few minutes with the standard pistols, Lara was unhurt, and I didn't use any medipacks...)

Once the T. Rex is down you can now search this area for pickups. Do it now because if you come back here later you'll have to repeat the difficult process of getting out to the first part of the valley! You should find a small medipack and 2 sets of 50 calibre pistol ammo. When you're finished, go to the temple and use the rubble beside the T. Rex to reach the floor above. Head in and jump to the platform over the water for the third Cog. Now to head back and use it!

Dive down and find the underwater passage. Swim through to the far end, climb out, and climb the nearby pole to reach the wide platform. Grab the ledge, vault up, and left jump to the small alcove. Back jump to balance on the pole, jump to the next ledge, vault up and back jump to the high doorway for another checkpoint. You now overlook the battle arena, and you can see a series of platforms away to the right - those are the way out. You can't move to the left here, so firstly walk around the lowest part of the roof to the right and grab the small medipack, then come back and climb onto the higher part of the roof using the rubble. Make your way from platform to platform around the arena until you reach a small wooden platform with a pole.

Climb the pole, jump to the pathway above, and go to the end. You're now overlooking the first, higher, part of the valley. From this point if you fall down into the lower part of the valley you'll have to follow this route again to get out! Jump to the right hand ledge on the rocks ahead, left jump the gap, go around the corner, left jump the next gap, then back jump to the wooden walkway over the rock pillar. Go around the walkway, slide down the slope at the end, and jump to the pole. Climb up and jump into the gap in the stone wall, then drop into the next passage and head down to the corner for a small medipack. Continue on until the passage opens out.

Ahead are some ledges that lead to the bridge, but first you need to go to the right and out onto the ledge overlooking the upper valley. Drop down on the right to the wooden platform and grab the small medipack, then drop to the ground. Search around the upper valley and among the undergrowth. Unless you picked some up before you should find a total of 2 small medipacks, a large medipack, and a set of 50 calibre pistol ammo. Some of these are hiding under the bushes so keep your eye out for the pickup flag on the screen (check around the small waterfalls and in the rock alcoves). That's all out here now, so we need to get back into the caves and head for the waterfall to use the last Cog!

Go back to the large stone block below the end of the broken bridge where you came down here. Climb on it then jump to the wooden platform, and from there climb up to the stone platform and head in. Climb the ledges on the right and go out onto the broken bridge. Do a running jump across the gap in the bridge and head into the small room on the other side for a large medipack. Go back to the end of the wall just outside the room and use the various ledges to climb to the top of the wall. The fallen columns sloping down to the ground are the way out of here, but before you go down there's one last thing to grab. If you miss this jump and go down the ramps you can get back up here fairly easily the same way you climbed up here a minute ago. You need to do a running jump across the slippery broken part of the wall to the small flat bit on the other side. This jump is a little tricky as the camera swings, so keep to the right side and hold the Jump button down for the extra distance.

At the other side drop down to the wide section of wall on the right, then to the left onto the stone platform covered in greenery and grab the second Artifact. Climb back onto the wall, drop off the other side, and head back out to the bridge. Turn right and climb the ledges back up to the top of the wall. This time jump onto the sloped rock column, and at the bottom jump to the second slope, then jump to grab the bar. Swing to the second bar, then to the first wooden platform. Jump to the next wooden platform and head into the cave for another checkpoint.

Return to the River

Go down the cave to the drop. Directly ahead is the spot where Lara fell through the boards, but it's blocked off by a couple of rocks. Drop into the lower level and continue through to the left. This cave has a rather ominous air about it but there's nothing here so just keep on until you see an opening on the right. Continue past that opening, around the corner, and stop at the edge. You're now above the cave you came through on the way in, at the last pit with the platforms. On the way out you'll have another chance to get any of the pickups you didn't get on the way in so keep an eye out.

Go forward onto the slope and jump to grab the ledge on the opposite wall. Back jump to the ledge below the slope you came down, drop to the lower ledge, shimmy to the right around the corner, and back jump to the wooden platform. Hang off the outermost edge of the next drop, shimmy around the corner to the right, back jump to the bar and swing to the wooden platform. From the outermost corner of the platform jump to the ledge on the rock wall on the right, and vault up to the higher ledge. Shimmy all the way left, drop off onto the sloped platform, and at the bottom jump to grab one of the ledges on the opposite wall. Climb up the ledges to the wooden platform.

Go through to the room with the two poles, climb the tallest, and jump to balance on the shorter pole. Jump to the opening in the wall and go through. Slide down to the small ledge at the bottom, jump to the platform on top of the rock pillar, and make your way back down to the floor of the cave. Continue out under the low ceiling to the cave entrance, and when you reach the wooden platform overlooking the waterfall and the gears jump to the bar on the left and swing to the rock platform on the side wall. From there do a swan dive into the pool below, climb out, and go back up the ladder on the opposite wall.

Negotiate the bars to the second Cog switch and use the ledges to reach the next platform above. Walk across and look at the gear wheel positioned above the second Cog switch - it has some boards sticking out that form a rotating platform. As the platform comes almost to the level position jump to it, and continue with an immediate run and jump to the next Cog platform. Place the last Cog onto the small spindle to the left of the switch, then pull the switch and watch the last set of gears start up and the barrier drop into the waterfall! This does two things - it splits the waterfall in two so that Lara can swim through to the next level, and it also stops the strong current in the river above, allowing Lara to access a place she couldn't reach before.

Swan dive down into the pool but before going through the waterfall climb out of the pool to the left, and climb the ledges back up to the top of the waterfall. Crouch or roll under the large wooden bar, and drop into the river. Swim upstream and before the corner dive down and enter the underwater cave on the right. Climb out at the end and grab the Kero Mug relic, then swim back out, down the river, and climb out on the right of the waterfall barrier. Swan dive into the pool, swim behind the waterfall, and pull out. Head down the passage to end the level.

Rewards in this level - 2 Artifacts & 1 Relic 

I'm in two minds about this level. It is a lot of fun, with a big boss battle, and it does show its roots in the original. But it's far larger and far more complex and seems almost as if it was made that way because it could be, not necessarily because it should be. Taken on its own merits it's a very good, challenging level, but as a tribute level I'm not so convinced... But hey, it's fun ;-)

Time Trial
Tricky - you have to do the complete level, including the T. Rex! Practice...When dropping off lower platforms do a forward jump to save time even if Lara loses a little health, and grab any medipacks in your path but ignore the rest. Ignore the first wolves, grab the first Cog, then get up the river to the second Cog as fast as you can. Ignore the bats and dive into the water. Fast swim downstream, keep ignoring the wolves, climb the ladders and place the first two Cogs. Get to the cave to the valley, ignore the bear, and make your way through without delay. Get the bats after the second pit - they're pests - then run through to the collapsing floor. Ignore the raptors and run directly down the valley to trigger the T. Rex battle quickly. This is the place you can really lose time, so try to get through the Adrenaline Dodges cleanly. Grab the third Cog, and get back out fast. Go straight across the broken bridge and back to the exit cave, then ignore the niceties and lose a little health when you reach the bear cave by dropping to the ground directly from the bottom of the wooden ramp. Back at the main room jump directly into the water from the cave exit, ignore the wolves, and get back up the ladders to place the last Cog. You'll need about 40-45 seconds left when you place the last Cog to give time to get through the flyby, jump into the water, and swim through to the passage. Whew!

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Level 4: Peru - Tomb of Qualopec

First posted 11 June 2007, last updated 24 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 13 minutes

There's an interesting thing to check out here. With Tomb Raider we're used to sometimes being able to go back and forth between levels, but there's a difference here! If you backtrack from the start of this level you find that the complete Lost Valley level is there, and is part of this level - there's no level reloading! That means that the game is drawing all this terrain dynamically, loading each part as it goes, without the need for loading individual levels into memory. I suppose it's possible that the game could be made as a single gigantic level but that wouldn't be TR any more, at least as we know it. In contrast AoD had some levels so short they were over almost before you started - hey, I'll just run down this street a couple of hundred metres and go through 2 level loads...

Head down the passage to the far end to find a pit - if you fall in come back this end to climb out again. Negotiate the three poles and the bar and jump to the ledge at the end on the right. You should be getting good at that now! Then jump across to the next passage and head in. At the far end is a room that is the equivalent of the hub room in the original, but here it's suitably aged and crumbling, with holes in the floor (something I always thought looked a bit odd in the original, all those shiny new textures...)

Ahead is a passage with a boulder at the top, and to the left and right are two side passages. I'll refer to those two side passages as the left and right passages as you first saw them when you reach this room. The left passage is the one that has some obvious extra ledges to one side, and the right passage doesn't have those extra ledges.

The side passages are too far to jump to but that can be fixed. Go to the passage directly across the room and head up. As soon as the boulder starts to roll, turn and run back out to either side of the passage entrance to avoid it then check out what it did. A section of the damaged floor in the centre of the room has collapsed and this gives you the means to reach those side passages. Also, there are now a series of gates closing off the centre passage.

Jump back to the floor in the centre of the room and go across to the other side. On the right is a set of handy ledges to use to get down to the floor of the pit. Climb down, grab the 50 calibre pistol ammo on the ground, then look for two moveable objects. Near the ledges you came down is a broken wooden block structure, and this needs to be pushed as close as possible to those ledges so Lara can climb back out of here. Also, on the side of the floor that collapsed is a tall structure with a pole and a platform that was supporting the floor but can now be moved. Move it so it's a bit over half way between the centre floor and the passage on the right as you came in here - that's the passage without the extra ledges. Climb back out of the pit and go to the protruding section of the centre floor closest to the right passage.

Do a long jump to the platform you just moved, then a second jump to the small damaged section of floor just to the left of the passage entrance. Hold the Jump (X) button down to extend the jump for longer distances! Jump from there to the passage and head in. When you reach the pit use the ledges on this end to drop down, then go to the far end and grab the first Artifact. Go back and climb out of the pit by using the pole. Now you have to jump to the first pole, but there is a triple staggered dart trap that easily knocks Lara away. The easiest way here is to hang off the edge and shimmy as far right as possible, then back jump to the pole so Lara jumps under the darts. Turn left and jump to the ledge on the left wall. Shimmy right and time a right jump past the second set of darts - these are easier as they fire together. Continue right and drop to the ledge below, move right and back jump to the pole, then jump to the next part of the passage and continue on.

In the room at the end you can see a switch ahead, and a brick section in the raised floor in front of it - that section is a collapsing floor! If Lara can carry it there is some shotgun ammo on the floor to the left. There are some interesting alcoves in the walls but you're not able to reach them yet. The only thing to do is go for the switch but the floor collapses, depositing you in a pit with a couple of wolves for company. If one of the wolves grabs hold of Lara you'll need to shake free by wiggling the Left and Right sticks on the PS2 (there's an onscreen prompt for what to do if it happens). When the wolves are down check out the room.

There is a ramp on either side of the room leading to a cage in an alcove in the centre of the back wall. Drag this cage out, turn it around, and push it off the platform to fall on the floor. Move the cage up against the pillar with the two ledges and use the cage to climb to the top ledge. Back jump to the first pole, climb as high as possible, and jump to the second pole. From there jump to the ledge on the other pillar, shimmy around to the right, and back jump to the bar. Swing to the platform on the wall, climb a couple of ledges, shimmy right and jump to the pole. Climb to the top of the pole then jump to the opening in the side wall to get the second Artifact. Jump back to the pole. Move Lara to the top of the pole and carefully jump to the ledge above the switch on the wall. The safest way to do it is to turn Lara so her back is exactly facing that ledge, then just hit Jump (X) by itself. Move Lara so she's above the drop switch and let go - she'll grab the switch, which opens the second gate in the centre passage outside. Right jump to the bar, swing to the ledge in the wall, shimmy left, vault up and make your way up to the opening on this side wall. Go around to the other end and jump to the safe floor to the left. If you didn't get the shotgun ammo before try again now.

Head back out to the main room, but keep watch for a raptor (how did it get in here..?) Get it while backing down the passage and you should be safe. At the pit there's another raptor down below, but unless you fall down there (or need to go down to get the Artifact) you won't need to worry about it. Retrace your steps across this pit using the pole and ledges, but at the last ledge do a left jump to the passage just after the top dart fires so Lara clears them. At the main room hang off the ledge and drop down into the pit, then manoeuvre the pole platform across the room so it's between the centre floor and the nearest ledges outside the left passage. Climb out of the pit.

Jump to the pole platform, then to the ledge beside the statue. Climb these ledges then right jump to the ledge on the statue and climb to the top. Jump to the pole, then to the platform above the centre passage. Use manual targeting to shoot the coupling holding the large hanging structure above the centre floor - this falls to break the other side of the floor away (and co-incidentally frees the second pole platform). Swing across the room with a grapple jump into the alcove above the entry door to this area, and go in to pull the second switch. This opens the first gate in the centre passage. Drop down to the floor below this alcove and make your way back to the pole platform near the left passage. Use the various ledges to reach the left passage itself and head in.

Just before the dart trap down the passage is some shotgun ammo. Time a running jump past the darts to the bar, and swing to the ledge. Shimmy left and time a jump across the next darts - they alternate firing sequences so you can take advantage of that to get a safe jump. Drop to the lower ledge and shimmy left underneath the next set of darts. Vault up to the top ledge and do a back jump across to the ladder section on the other wall. Right jump past the next darts, timing the jump to try and get past in the short gap in the firing. Continue right, jump the gap, and drop to the lower ledge, then do a back jump to the pole, followed by a jump to the next section of passage past an inactive dart trap. Pick up the small medipack and continue on to another small medipack.

Ahead are more darts, but the middle set aren't working. Run past the other two sets (note the narrow gaps in the walls along here), go up the stairs at the end, and negotiate some more darts to reach yet another crumbling room. Use the grapple to swing to the platform in the middle of the room, then jump to the pole on the left. Turn Lara and jump to the bar, then swing to the ledge and vault up onto the high platform. Walk down to the left and grab the 50 calibre pistol ammo on the right, then go to the end facing the switch. Jump to the ledge above the switch, then drop for Lara to pull the switch which opens the third gate in the centre passage in the main room. Drop to the floor and head back out of the room.

More of the dart traps are working now so take it carefully down the first section of passage. Around the corner there are also two swinging blade traps that were activated at those gaps in the walls when the switch was pulled! Get past those with a couple of diving rolls, and continue down the passage. Another raptor comes down for you and it's best to go get him so you don't get pushed back into the last blades! Back at the pit that last set of darts is now working so time a jump to the pole. Jump to the ledge on the wall ahead, and if necessary vault to the top ledge. Now continue down this side wall with left jumps past the dart traps, and at the end left jump to the bar and time a swing into the passage. Go out to the main room and use the various ledges to get to the centre passage, where all the gates are now open.

Head up the passage to the tomb at the top, hearing a scary screech on the way, but it's not a raptor this time. As you approach the pedestal a cutscene ensues where Lara approaches Qualopec's throne and reads the inscriptions. One of the mummies takes a swipe at her but falls to the floor. Lara then takes the Scion of Qualopec from the pedestal, which triggers an earthquake. Now to escape from the tomb!

Run back down the passages to the main room and jump the gaps across the centre floor. Head down the opposite passage to the pit, which a raptor now occupies. If you drop in deal with it, or negotiate the poles and bar to the other end. Run back down the cave where a cutscene follows showing Lara diving into the pool and pulling out to meet Larson. They have an amicable discussion, after which an interactive cutscene follows where Larson tries to relieve Lara of the burden of the first part of the Scion, and Lara resists. You'll need to hit Jump (X) followed by Crouch (O) then Interact (Triangle). Lara leaves Larson having a nice little snooze on the ground and heads off to the offices of Natla Technologies. She enters using the tried and true cut-the-elevator-cable trick and finds some video with Natla talking to both Larson and Pierre Dupont, where she learns her next destination.

Rewards in this level - 2 Artifacts

This level broadly followed the original, with some changes to the puzzles Lara encounters, and her entry to the tomb from a different direction. However, after the movies that follow the level I really have to comment on the pronunciation of 'Scion'. All characters in the game, including Lara, pronounce it 'skee-on' but in reality the correct English pronunciation is 'sion' (rhymes with lion). It's understandable that the American characters would mispronounce it, but Lara of all people should know the correct pronunciation!

Time Trial
This one's quite straightforward. Get the few animals quickly - the SMGs are good here - and get a reasonably smooth run through the level. As long as you're familiar with the route and obstacles you can afford to make a mistake or two here and there and still have time to spare. Ignore all the pickups except the medipacks as you should be carrying enough ammo, and take calculated risks with the dart traps to save time. Skip the cinematics, and the Time Trial ends as soon as you defeat Larson with the final move in the interactive cutscene. If you've beaten all the Peru Time Trials you'll now have unlocked two Cheats (see above in
General Gameplay Information).

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Greece - About this location

In the original game this location consisted of five levels - St Francis' Folly, Colosseum, Palace Midas, The Cistern, and Tomb of Tihocan. This remake altered the names of the first three levels (all three have been misspelt in one way or another!), and combined the last two into a single level. And it's now claimed to be located in Greece - the original is often linked to Greece, but there are clues suggesting otherwise.

The original St. Francis' Folly had four ambiguous mythological references - Thor (Norse), Damocles (Greek), Neptune (Roman), and Atlas (Greek) - which made the location confusing. And Midas is a king in Greek history and mythology, which also muddies the waters. There is also the reference to St. Francis, and although there have been many saints with this name it's as likely to refer to a Roman Catholic saint as any other. However there is only one Colosseum and it's located in Rome, so there is no doubt in my mind that the original location had to be Rome! The developers of the remake changed all the mythological references to Greek but retained the Roman Colosseum...

Update: After listening to the in-game Commentaries it's apparent that the development team were well aware of the locational anomolies - they concede that the Colosseum is Roman, not Greek, and at one point refer to 'Caesar' in the Colosseum, of course a Roman Emperor. They say that the Colosseum 'had to be kept' because it was in the original game, despite these anomalies...

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Level 5: Greece - St Francis Folly

First posted 12 June 2007, last updated 10 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 34 minutes

This may not be the most efficient way to proceed through the latter part of the level, but for the most part it is a logical progression. The four key rooms can be done in any order, but I just followed my nose. Feel free to take your own route! Oh, and it should be St Francis' Folly to make sense...

Lara climbs to the Folly, scolds Pierre for trashing the landscape, and heads on in. Draw your weapon/s and head down the passage - the shotgun will be useful here. Two lions rush Lara but this time there's no ledges she can be safe on so you have to take them head on. An aggressive attack works best here, with jumping as soon as you're close up so that Lara will get back to her feet quickly if they knock her over. When they're down Lara has a chat with Pierre in a short movie, then he slips away.

Walk down between the columns and stand on the circular pressure pad in the middle of the area. It opens the door above at the far end but needs something to be placed on it to hold the door open. Go to the column in the far right corner and use the ledges to vault to the top. Turn and do a careful jump to the higher column in the left corner, and work your way up the ledges to the top. Either do a long jump directly to the platform on the side wall from here (not the one with the door), or jump to the next column and jump from there. Jump to the second, lower platform, then Lara needs to do a wall walk with the grapple to reach the passage ahead. Do this the same as a normal grapple jump to begin with, but Lara walks along the wall instead of swinging. This can be a bit tricky but it works best if you keep Lara running right through the procedure, and jump to the passage on the first swing - if you stop and have to work up the swing again it's quite tricky.

In the passage go around to the circular pressure pad behind the gates and stand on it. The painting on the wall, which at first had light shining through a series of holes, now has brass plugs in all the holes. Go around the passage to the far end and take note of the position of the markers on the painting on the door, then go back to the first one and use the pistols on manual targeting to shoot those exact brass plugs so they retract and light shines through the holes. When you get them the door around the passage opens. If you get it wrong step on the pressure pad to reset the puzzle.

Go around to the open door and wall walk to the first platform on this side wall. Do a long jump to the second platform and go into the room. On the floor is another painting with brass markers on it. Take careful note of their position then wall walk back to the first painting, reset the puzzle, and shoot those plugs. This opens the brass doors behind you so go through and go to either side of the brass sphere (if you shoot it with the pistols you can get it spinning on its axle. Cool!) Use the grapple to pull the caps off each end of the axle through the sphere - the axle will fall out and the sphere drop to the floor. Push it over the edge of the balcony. If you want to show off you can use the pistols from up here to shoot at the sphere and move it onto the pressure pad, or failing that use the grapple for a wall walk but instead drop Lara safely to the ground from it - slide down the rope in the usual way, then hit Roll (O) to release when Lara's near the ground. Either way once the sphere's on the pressure pad the high door at the end opens.

Go back to the rear right column, climb to the top, jump to the rear left column, and from there a long jump will get Lara to the platform with the now open door. Go in, drop down to the floor below, and use the switch beside the door back out to the column area to open it. Go out and get another two pussy cats - they behave a lot like real cats, and pounce on Lara to knock her over! Once they're down grab the sphere, roll it through the open door and onto the second circular pressure pad to open the next door.

Before going through there's a small backtrack for a goody. Look under the platform above the door out to the column area and you can see another painting with brass markers. Make a note of those markers then retrace your steps back to the first painting behind the room where the sphere was. Step on the pressure pad to reset the puzzle, then shoot out all the plugs corresponding to the markers, whereupon the bars in the alcove in the side wall of the column area open. Go back to that platform, grab the first Artifact, then use the grapple on the nearby hook to drop to the ground. Head back through the doors at the end of the area and go up to the doorway you just opened.

Before going on there's one more goody to get. Go left outside the door and look along the side wall - in the corner below the high floor there's a small alcove - reach it by wall walking, and grab the large medipack hidden in there. Drop back to the floor and go through the door at the top of the stairs.

Go down the long spiral staircase to reach a familiar room. Yes, it's that tall platform room again, only this time it's reached without all that swimming. And it's even further down so watch your step! First, do a long jump to the top level of the centre structure, go to the right, and drop down on the left to the next floor. Make your way carefully to the short section of floor extending towards the alcove directly below where you came in from the spiral staircase. Use the pistols on manual targeting and aim for the brass object on the back wall of the alcove. When you hit it a ledge extends from the alcove so Lara can reach it with a long jump. Don't jump there yet though.

The central structure has ledges, ladders etc. to enable Lara to climb to the bottom and back up again, so first thing is to descend to the floor level. The quickest way is to use a couple of broken ladders on one side, and on the way down watch out for ledges to climb on or jump to. It's probably best not to explore the walls yet as it may be possible for Lara to get stuck. When you reach the floor grab the shotgun ammo - something tells me you might just find it handy soon!

Have a look around - on one side of the damp floor down here is a locked door with four locks coloured blue, purple, red, and green. No keys yet though so go up the steps to the opposite side of the room and pull the switch to open the Atlas room, high up on the opposite wall above the four locks, which lights the torches at the switch and the room entrance. Make your way back to the lower ladder and climb to the first wide platform in the centre structure. Go to the left and use the grapple on the ring to pull out the ledge in the side wall below the Atlas room, but don't jump to it yet - it's just preparing the route to another room later. To use the grapple to pull things just have Lara facing the object at the closest spot and tap the grapple button (Square), then press and hold Interact (Triangle) to pull the object towards you.

Find your way up the various ledges to the floor one down from the top floor of the centre structure. This is just a matter of looking around for each ledge as you go and working your way up - there's only one route. When you reach this floor (it's opposite the alcove directly under the passage Lara arrived here), look for a couple of objects you can do a grapple pull on. One is a smaller ledge you can pull out on the rear wall above the Atlas room, the other is a column on the wall to the right as Lara arrived in this room. Pull them both and see what happens - not only do you now have an extra ledge to jump to, but the column fell so that it makes a bridge to the side wall. (If you're having trouble hitting the spot with the grapple move the camera so that Lara's looking at the grapple point, or first use manual targeting to aim at the point, but instead of firing hit the grapple button so Lara aims for that point with the grapple).

Now climb back up to the very top floor of the central structure. Go around to the longer side of this floor facing that ledge you just pulled out, and do a long jump to it. Use the ledges to the right to move across above the sloped surface, drop onto it, and jump at the bottom to grab the next ledge. Move to the left and use the ledges to reach the floor outside the Atlas door - you need to get to the floor to the right of the door as there is no edge to hang from in the middle. Go through the doorway to find a checkpoint here so you may want to save and have a break before proceeding!

Atlas

There is a door and spike trap down the passage operated by a timed switch, but unfortunately there is a second door behind it that stays closed. Above the door is an opening and the only way to get past this is to use that opening. Pull the switch by the door then go to the door and grab the ledge on the door itself. The door rises but partly covers the hole. You have to wait until the door drops then quickly vault up so Lara grabs the edge of the opening. If you miss just try it again. Drop down the other side and continue through to the windlass. Use the windlass by tapping Interact (Triangle) and using the direction controls to turn it. This extends a floor across the pit in the passage enabling Lara to cross. Quickly cross and head up the passage. At the moment it's safe up here so you have plenty of time to look around. On either side of the passage are two platforms. Firstly climb up the ledges on the left, grab the 50 calibre pistol ammo, then pull the switch to extend bars across the pit you just crossed so Lara can get back out in a hurry shortly.

Then head up the passage but stop well away from the spikes - close enough that Lara can still use manual targeting on the far wall behind the statue of Atlas, but far enough to give her time for a rushed exit down the passage. Then look carefully at the top of the passage. The statue of Atlas is holding a globe representing the Earth. Below the platform are two rows of spikes, and behind the spikes is the key. Behind the globe on either side you should be able to see two brass buttons. Lara needs to shoot both brass buttons using manual targeting with the pistols - each one when hit retracts one set of spikes, but also destabilises the globe. When both are hit the globe falls down into the passage. This is why you shouldn't be too close as you'll have a little more time to beat the globe! Run back down the passage and at the edge of the pit jump to the bars, then immediately jump again to the safe side of the pit where the windlass is (before Lara grabs the bars keep tapping Jump again so she immediately does the second jump, there's not much time!)

The globe falls into the pit, breaking the bars and damaging some of the passage. Use the windlass to get back across the pit then go to the top of the passage - get the shotgun ammo if you can carry it, and grab the Key of Atlas from the pedestal in the alcove. Go back down to the debris below the platform on the left down the passage. Use the broken column to climb to the platform, grab the small medipack, then climb to the higher section of the platform and grab the second Artifact. Go to the other end of the platform and pull the second switch - this operates the floor over the pit, but it starts retracting immediately so you need to get down fast and jump the gap! But if you're quick you can get across the pit as the floor sections meet so it's not very tightly timed.

Head back out to the door. Pull the switch this side, then grab the ledge on the door and wait for it to rise. This time you can't vault up into the opening, so as soon as the door reaches its highest point do a back jump to the bar. Turn around, then when the door drops swing back to the opening. Head through to the main room - as you come out the platform below the door extends.

From the extended platform look to the right. There's a bar in the corner, and a ledge on the wall this side. Jump to that ledge and shimmy left near the bar. Back jump to the bar and get a big swing up to the damaged alcove in the next wall. You need to climb on that higher part but it's not easy as Lara can't grab the edge. Keep jumping at it until Lara can reach the third Artifact but be careful not to fall as there's nothing for Lara to grab! Jump back to the bar from the lower part, then to the ledge on the back wall. Drop down a couple of ledges, then jump to the alcove in the wall below where the artifact was, grab the next ledge, and shimmy around to the left. Left jump to the next ledge but move Lara to the right against the wall, don't shimmy around to the left. Drop onto the short slope and pull the switch down there to open the Damocles door on the wall below the entrance to this room. This is another checkpoint so you may want to save.

Drop back down to the floor using the ledges and climb back up the central structure to the floor that the pillar fell to. Cross the pillar bridge and grab the small medipack at the other end. Climb onto the ledge on the other side and use the ledges to climb up to the next alcove above the pillar bridge. Pull the next switch there to open the Hephaestus door, which also extends the platform outside this ledge so Lara can jump to the top level of the centre structure. Do a long jump back to the top of the central structure and get a couple of bats.

Go back to the long side of this platform and jump to the platform you jumped to earlier. This time jump to the platform on the left, then to the alcove in the wall, and use the bar to reach the other wide alcove with the steps. Go up and pull the switch to open the Poseidon door and extend the platform from this alcove. It also releases some more bats so watch out for them. Jump back to the top of the central structure, and drop down to the second level. This time jump to the wide platform below the entrance passage and use the ledges to get to the corner to the right. From the small alcove jump to the bar, keep close to the wall, and jump to the ledge nearby. Drop to the lower ledge and pull into the alcove. Crouch walk to the right in this alcove and use the ledge at the other side to shimmy to the left side of the door entrance. Pull up and head in.

Hephaestus

At the end of the passage is another door/spike trap operated by the switch on the wall, but when you try to open it the door falls off and the spikes don't retract - check it out but move Lara back down the passage to watch it or she could get squashed! On the walls in here are some ledges. Use them to jump to the small opening directly above the broken door, and drop into the passage on the far side. Go down the passage to the lightning room and have a look around. The floor moves up and down in various combinations, but there are four squares that stand out because they're raised above the level of the squares around them. Lara needs to stand on all four of these so they are pushed down, which will open the bars at the far end. Unfortunately she will easily get hit by the sparks in here and they can be quite damaging. Watch where the sparks hit the floor and what part of the floor they hit, and try to judge the best time to stand on each raised square so the sparks miss Lara - it's probably best to do it when the floor around the pressure pads is at its lowest.

Whatever, once Lara's depressed all four squares the bars open so go through to the next room. There are three diamond shaped brass things on the floor and a small circular marking on the floor at one end of each. On the floor nearby is a moveable statue, and there's a light coloured block to the other side. In the alcove on the left is a suspended hammer and stepping on the pressure pad near it releases the hammer. If Lara's under there when it comes down, then it's curtains! First, push the light coloured block onto the pressure pad, which releases the hammer and smashes the block, revealing another statue. Move this using the handle on the back and put it onto one of the circular marks on the floor, so it drops into place in a shallow recess. Move the other statue down here into another of the circular marks so it drops into place as well. Turn the statues so they face directly along their respective brass diamonds.

Go over to the left side of the hammer trigger pad and turn so Lara's facing the ledge on the side wall next to the bar. Step on the pad, then back off as soon as it's fully depressed, but as soon as the hammer falls quickly climb onto it and jump to the platform to the left of the bar. Grab the shotgun ammo there, then jump to the bar and swing to the middle platform. Go into the alcove behind it for the fourth Artifact, then use the next bar to reach the end platform with the other light coloured block. Push that block off the platform - it smashes and releases the third statue. Drop down and manoeuvre it into place into the third circular recess, and turn it to face along the brass diamond - the camera shows the pressure pad under the hammer when all three statues are correctly positioned. All that's required now is to trigger the hammer again, and this time it opens the bars blocking off the recess with the key, also opening the bars closing off the exit passage, and gives Lara another checkpoint.

Grab the Key of Hephaestus from the pedestal. Now there's one last thing to do before leaving. When you were on the platforms in here you probably noticed something interesting on the higher platform beside the hammer. The way to reach that is to trigger the hammer, climb onto it, but wait a moment before jumping so that you jump as the hammer is rising - this gives Lara a bit more height so she can reach the higher platform. Tricky but it's worth trying as you can then get a large medipack, and you probably need it after the lightning room!

Drop back down to the floor and do your best job of getting back across the lightning room - a series of forward flips seems to work well (fast double Jumps while running). When you pull the switch beside the gate go quickly to the gate and jump to grab the ledge on the gate itself. It takes Lara up as it rises, then when it falls quickly vault up to grab the opening in the wall above before the gate drops too far. Go through and head back out to the main room. As you reach the beginning of the passage the ledge outside extends. Go out to the right side at the end and jump to the small ledge on the centre structure. Shimmy around the corner to the right and drop to the ledge below. Shimmy right and pull up onto the floor, then turn around and look across to the wall above the Damocles door. There's a column there with a ring on the top. Use the grapple on it to pull it over to create a bridge to that wall - you may need to use the manual targeting to aim the grapple. Go to the rear of this floor and use the ladder to get down to the floor below, then jump across to the bridge and cross to the wall.

Climb the ledge to the right and pull the cage as far as it will go. Use the ledges in front of the cage to jump to the other side of the cage and grab the small medipack in the alcove. Go back to the end of the fallen column and climb the other side ledge, then push that cage as far as it will go. Climb back over to the first cage, climb onto it, turn around, and jump to the high ledge on the other side of the alcove. Shimmy around the corner, drop to the lower ledge, and now that Lara can use the cage for her feet, left jump to the next ledge. Carefully drop to the floor of this alcove and grab the small medipack.

Damocles

Use the ledges to get down to beside the Damocles door, right jump into the doorway and head in. Go down the passage to the closed door. (WARNING! I've received advice from Lyn that there may be a problem here - when pulling the block out it may land in such a way that it can't be pushed under the door! So make sure you save your game before pulling this block out! I've not been able to replicate this...) There's a ringed block closing off the opening over the door so use the grapple to pull it out. Push the block against the door, then use the switch to open the door. The door won't rise with Lara's weight on it, so you need to push the block under the door when it's high enough, so it stops the door closing - move the block so that it's still blocking the door but has enough this side so Lara can climb onto it. Use the block and the ledge on the door to climb into the opening and go through. Step on the pressure pad at the end of the passage to open the next door.

The next room looks rather ominous but at the moment it's safe. Later there will be swords falling from the ceiling, and sticking up from the floor! But for now you can just go across to the back wall and through to the next room. This also has swords in the ceiling over the centre of the room, which is where the next key's sitting. Before going near the key, grab the small medipack and the 50 calibre pistol ammo on the floor, then grab the Key of Damocles, and quickly get off the platform it was on before the swords drop! Go to the bottom of the sloped rubble on the back wall, and do a wall walk from the top to the high platform in the corner - you may have to pull Lara a couple of steps up the rope to swing high enough to reach the ledge. Jump to the centre walkway, go to the right and jump to the small section at the end. From there jump to the opening with the lever and pull it to unlock one of the sword traps outside. Drop to the ground and walk carefully out the door. As long as you walk slowly out here under the swords they shouldn't get Lara - the first sword should fall safely in front of her. Go to the right and partway up the side and watch the pattern of the swords in the floor.

The path out is a fairly short one, with some luck. As soon as the white square retracts step onto it, then as soon as the next two squares retract walk to the next white square. The white squares seem a little safer but don't hang about. When the next two squares retract go to the right, then when the last one retracts head between the pillars. Watch out for more swords from the ceiling out here! Walk carefully to the left, sticking close to the pillars and go down the side wall back towards the key room. Climb the broken section of pillar on the floor, turn, and jump to the wall ledge. Climb up to the platform high in the wall where the second lever is. Pull that lever to disable the swords in the alcove behind the bars, hang off the edge of the platform, and go to the left to jump to the safe floor outside the doorway. Retrace your steps through the key room via the wall walk but this time jump to the left alcove to get the fifth Artifact.

Drop back down to the floor and go out and around to the right again. Now that single square blocking the way has retracted so walk straight through and around to the left again. Go across to the far side and left down to the corner and climb back up to the platform above with the lever. Climb the white pole and jump carefully to the first tall pillar. From there jump to the next pillar, then to the white pole in the other alcove. Grab the large medipack, then jump to one of the ledges on the next wall. From the left end of the top ledge Lara needs to do a left jump and quickly use the grapple for a wall walk. The next bit is quite tricky. On the first swing, make it as big a swing as you can and just as Lara reaches the top of the swing jump back to grab the tall pillar on this side. Yes, it is a hard one to get and you may need to try it all over again, more than once! The best way is to swing the camera behind Lara as she reaches the highest point on the left side of the swing so the back jump is easier to get right.

Jump along the line of pillars, then to the ledge on the wall to the right. Make your way around the ledges to the right to end up on the platform above the exit door. Operate the windlass to open the exit door - this requires Interact to grab it and the direction controls for Lara to push it around. Make sure the door is fully open, then quickly release it, drop off the edge, and run through the door before it closes. Head down the passage, pull the switch to open the gate, and use the ledge on the gate to vault up to the opening above just as the gate drops. Continue out to the main room. Only one more key to go...

Drop carefully to the top of the stairs below the ledge and climb the centre structure to the first platform, slightly above the Damocles door. On the opposite side of the room is the ledge you pulled out earlier - if it's not out use the grapple to pull it out now. Do a long jump to it, then jump to the ledge on the wall to the right and make your way along the ledges and alcove around the corner to the Poseidon door.

Poseidon

Head down the passage. At the doors pull the switch, grab the ledge on the door, ride it up and wait for it to drop, then quickly vault into the opening above the door. Drop through the other side to encounter three rats! They easily succumb to a pistol bullet or two each. In the room ahead is a deep pool, and a small medipack on the floor. Dive down to the room below and pull the lever to open the gate. If necessary swim back up to grab some air, then dive down and swim through to the next area. Go through to the circular room and grab the small medipack on the floor to the left, then dive in and look for an underwater lever on the centre pillar. Pull this to open the gate above, and go grab the sixth Artifact.

Climb out and have a look around the room. High up in the wall is a wide gate, and the key is behind this. To the left of it is an alcove, and there are some ledges between there and the gate. Above the gate is an opening to climb through. So far it's pretty obvious, Lara needs to get through that opening but at the moment she can't reach it. There are also two fish statues, one on each level, only one of which is spouting water. In the centre of the room is a pillar with a lever on it, but to use it the water level must be raised. But how to raise the level? Go around the side of the pillar and use the ledges to climb to the next floor up. Look around here and you can see two blocks, one of which is in front of the other fish statue. Hmmm...

Go to the fish statue and grab the 50 calibre pistol ammo if Lara can carry it (she can only carry 120 rounds). Pull the block away from the fish statue a short way, and the secret is revealed - it was blocking the water! The room now floods to the top level. Swim across the room to the alcove with the other block and push it into the water, so it falls down to land on the platform in front of the other fish statue. Ah-ha, now it's becoming clearer! Now dive down and pull that lever which was above water level before, which opens a grate at the bottom of the pool and releases a pallet with a couple of rings on it. Even clearer, but that pallet is stuck under a platform at the moment! Climb back out and push the first block back against the fish statue to stop the water and drain the room to the lower level, then dive down and climb out at the other fish statue.

That pallet is still stuck under the platform, so push the second block against the fish statue to drain the room. Go back to where you came into this room and use the ledges on the right to drop safely to the bottom floor. The pallet needs to be dragged with the grapple all the way around the centre pillar so it's against the rubble on the far side - it should now be roughly on top of the second floor grate. Then use the rubble on the side wall to climb back up to the lower platform and pull the block away from the fish, thus floating the pallet. Go across the room to the alcove directly beneath the top fish statue, and pull the pallet a bit closer - it needs to be in a position so that when the room is flooded it's between the two platforms above.

Climb up to the top platform and pull the other block away to flood the room to the top. If necessary use the grapple to carefully move the pallet a bit closer to the alcove between the top fish statue and the wide gate. Jump to it, then to the alcove, then use the ledges on the right to get across to the opening above the wide gate. Climb through and grab the Key of Poseidon, then use the switch in here to open the door. Go out and dive back through the way Lara swam in here, then head back out to the main room, using the raised gate to get through the opening as before. When Lara reaches the entrance the platform outside the door extends so she can get back to the central structure.

Jump across and make your way down to the floor via the ladder. Use the four keys in the four locks - when the last key is used the level ends.

Rewards in this level - 6 Artifacts

Overall this level was quite faithful to the original in general layout, despite the lack of the croc swim between the areas. But the individual puzzles for each of the keys, although showing the spirit of the original, were quite different in the detail. That's fine by me, and this was a fitting tribute!

Time Trial
To be completed...

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Level 6: Greece - The Coliseum

First posted 14 June 2007, last updated 10 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 11 minutes

Yes, it's spelt differently this time - the original was 'Colosseum' - but this spelling is an acceptable alternative I suppose. But why change it at all..?

Go through the passage and get a couple of rats at the far end. Use the rubble to the left to climb to the platform, then turn around and jump to the top of the pillar by the entrance and grab a small medipack. Drop back to the platform and jump to the next, then to the wide platform on the back wall. Get another rat, go to the far end, and drop down next to the pool of water. Jump across the pool and search the rubble on the other side for some shotgun ammo if you need it. Back at the pool get ready for an underwater passage maze, one of my favourite TR puzzles. Not... This one's not so difficult though.

Drop into the pool and face Lara towards the open area she just came from. Dive down and go forward, take the left passage, swim over the rocks, then turn right, go through a broken wall and swim up. If you do a fast swim (tap Interact in time with the swimming) Lara can get through before she runs out of air. Pull out and get some rats and bats. In this room there are two large cages and a small one. Lara can't move any of them. Go to the small cage and climb on. Grab the ledge on the wall and work your way to the right, then jump to the large cage in the corner and grab a large medipack. The occupant of this cage no longer has any use for it... Go back to the small cage, then to the ledge, and this time go left, around the protruding brickwork on the wall, and jump to the next ledge. Back jump to the pole, shimmy to the top, and jump to the other large cage.

Jump over the fence onto another cage and drop to the floor. Go up the passage with the dirt floor until you reach the Colosseum arena itself. The part you came from was where they kept the contestants, if that's any help to you ;-) Head out into the arena to face a couple of angry gorillas, and this is probably a good time for the shotgun I'd say! Use the Rage Attacks to your advantage, and when they're down collect the shotgun ammo on the ground on the perimeter of the arena. Then go to the rubble on one side and use it to jump to the stands. You'll hear something from Pierre, but only a couple of words. To the right you can find some shotgun ammo on the parapet overlooking the arena. Come back to the spot you climbed up here, walk up the slope, and get a couple of bats. Look for the column with the cracks and use those to reach the flat topped rock nearby, then jump to the platform and grab the small medipack.

** Now to check out what appears to be a game bug (thanks to Trevor for telling me about this one :-) On the left on this platform you can see a narrow gap in the rocks, which appears to be too small for Lara to get through. Run Lara at it and do a diving roll (run and hit Roll) and with a little luck Lara will squeeze through the narrow gap onto another rock platform with a small medipack. You can get this later but this way is a LOT easier! Go to the right side of this rock and jump to the flat topped rock below, near the balcony.

If you didn't use that bug then slide down the other side of the previous platform to a section blocked by rocks and jump to the flat topped rock near the balcony from there.

From the flat topped rock jump to the balcony. In the passage down to the right is a large gate requiring a key, and in the centre section of the balcony is a lever. Pull it to open the second gate in the arena below, then go back to the left and drop down to the arena via the lower levels to fight two gorillas and two lions simultaneously. The less adventurous may prefer to drop down then immediately climb back to the wall where you first came up here, to shoot them in safety - they can be a bit of a handful! When they're down head into the passage they came from. In the room at the bottom is some shotgun ammo. On the large cage to the left as you came in is a key, but you can't climb that cage. What's a girl to do..?

Go to the end of this room and climb the rubble into the next room. On top of one of the cages is a small cage that can be grappled to the floor. Push it across the room and up the sloped ramp to fall on the other side, than push it next to the cage. Climb up and grab the Balcony Key, then return to daylight and retrace your steps back to the passage gate in the balcony above, on the way getting another couple of pussy cats that come to lick Lara to death.

Open the gate and go into the small room. Nothing in here but a ladder, so climb to the top to emerge onto the roof. There's a checkpoint here and I'd recommend that you save your game and take a break - between here and the next checkpoint there are three or four pickups, two of which are well worth getting, and you may have to retrace your steps a number of times if you're not lucky so it could take time!

When you're refreshed go to the left side of the roof and jump to the platform. On the far side (if you didn't get it before at the section above marked **) drop to the rock below and grab the small medipack. If you've been careful you should have a good stock of these now so you could skip this one - if you do come down here now though you'll have to retrace your steps back to the rock above via the ladder, but it's only a short diversion. Once you're back on the rock above the next part is a tricky section and it's a good way yet to the next checkpoint so it's doubtful that many people will get right through the first try. Be prepared to either have to retrace your steps a bit, or get thrown back if Lara falls from the grapple! Here's the most direct route, which requires less running around, but you can do this in the opposite order if you like!

Do a running jump and use the grapple on the ring high above. For now ignore the lower ring, instead get a big swing up and jump to the rock platform above the second ring. Hang off the far edge and shimmy right to the small space behind the rocks for the 50 calibre Pistols! Shimmy back to the platform, then do a careful jump to the damaged column beside that small space you just visited and grab the crack in the column - this is a tricky jump and it pays not to try too long a jump to get to it as Lara can slide off to the side (try a running jump launched from a couple of steps back from the edge of the platform). Shimmy right and do a back jump to the ledge behind you, shimmy right again, then vault up onto the top and grab the small medipack.

Turn around and do a jump to grapple the lower ring under the rock platform - this is a very tricky jump, but it happens to be tricky from the other side as well (you have to jump from the first grapple swing to that one if you do it that way). It should be easier if you do a standing jump from a couple of steps back on the platform so Lara just clears the edge and doesn't go too far to use the grapple. Once you reach it let Lara down to the bottom of the rope and turn to face the small alcove beneath where that last medipack was - there's something bright visible in there. Get up a big swing (and I do mean big!) so Lara's almost swinging into the alcove, and jump in for the only Artifact in this level. Hang off the edge, shimmy right, and vault up to the top ledge. Pull up and slide down the other side, and before the bottom of the slide jump to grab the higher ground ahead. (If you missed any of the jumps in that section the best that can happen is that Lara doesn't die and will have to retrace her steps all the way back via the ladder but not have to get some of the pickups. The worst? Get kicked back to the ladder if Lara dies, so it's shorter, but that way you have to get the pickups all over again...)

Climb the column here, jump to the platform to the left, and then jump to the wide platform with the two statues. On the other side of this platform do a running jump to the large flat rock below (don't hang and drop as there's a gap!) Turn and jump into the balcony below the statues - there's a checkpoint in here so now's a fabulous time to save your game and take a break!

I have to say that last section from the top of the ladder across to here was one of the most frustrating bits in the game so far, maybe even worse than that part on the way out of the Damocles room in the previous level! Hopefully this walk will make it a little less frustrating for you, or why am I doing all this ;-)

Before going on you may be wondering what's in the other section of terraces between here and the other balcony, none of which Lara's yet explored. You can explore yourself if you like but if you do make sure you've saved here first as the only way back here is the long way! Or you can take my word that all you'll find are two bats and it's hardly worth the effort... Whatever, when you're ready pick up the 50 calibre pistol ammo nearby if you can carry it, then head down the passage. At the bottom the passages to the right and ahead are blocked, so the only way is left. Continue down the spiral staircase to reach the end of the level!

Rewards in this level - 1 Artifact

Despite the difficult jumps in that last bit this was quite a nice level with some good enemies!

Time Trial
To be completed...

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Level 7: Greece - Midas's Palace

First posted 15 June 2007, last updated 10 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 16 minutes

The spelling of this level in the game is exactly as shown above. Now I don't claim to know every little detail of the English language, but I always understood that the correct spelling of that should be Midas' Palace..? And again, why not just call it Palace Midas, after the original..?

Ahead Lara can see an open area. Go through but get out your most effective close-quarters weapons as there are three gorillas out there! If you retreat back up the passage as soon as you hear the first roar you could be lucky and only have to deal with one at a time, or you may prefer to rush out and take them on all at once. I know which I prefer - these guys are dangerous! When they're down have a look around. At the bottom of the pool is a closed grate, there are two large doors either side of the area, and the Midas statue is directly across the back, with an empty socket on the left. The socket on the right contains a gold bar so guess what, you're looking for a bar of something to use! There are also a couple of sockets on the front of the plinth that the statue is sitting on so you need more than just the one bar...

At any time in this level if Lara stands on the hand in front of the Midas statue she will turn to gold from the feet upwards, until she is solid gold. Basically that's the end for Lara but it's cool to watch at least once! This was taken directly from the original game.

You can go two ways now - use the ledges on the left of the Midas statue to climb to the balcony around the back wall, or use the block of stone against the wall to the right as you came in here, climb onto the fountain, and use the ledges to get to the balcony on the right as you came in. I went to the right balcony first and grabbed the large medipack nearby. Pull the switch here to open the door on the other side of the area then drop carefully down and go through into the passage. Follow the passage through to emerge in an open area with lots of spears poking out of holes, and a variety of low pillars. I'm thinking stay away from those spears!

First check the area out and grab the shotgun ammo if you can use it. Look in the corner to the left as you came in for an alcove with a pile of white blocks - get close to these (but not directly below them) and use the grapple to pull them over the edge. Around this area are a number of low pillars that look suspiciously like they may be able to be extended. There are light coloured pillars, sloped pillars, and some with a checkered pattern on top. For now go to the passage at the back of this area and pull the crate out of the gap beside the stairs. In the room the crate was blocking pull the switch to open the gate at the top of the stairs. Go through the open gate and grab the small medipack in the corner.

Continue to the top and pull the lever. This raises the pillars outside, and extends some platforms that were recessed in the walls. And the pillars that had checkered tops now have spikes! As soon as you start jumping they start to retract again so you need to plan your journey - if you aren't fast enough just go back to the lever and pull it again for another try. Check out how they work by jumping to the first pillar in front of the ledge and try continuing anyway you like - not all the pillars retract at the same time, and you can also start jumping before the pillars are fully raised.

Go back to the lever and an easy run to get the Artifact in the alcove where you pulled the blocks out with the grapple - this is to the right as you look out over this area from the lever. Pull the lever and quickly safety drop to the ground outside (don't jump to the first pillar). Go to the low stationary platform near the Artifact corner and jump from it to the rising pillar nearby. From there quickly jump to the right and grab the edge of the Artifact platform, then go in and grab the only Artifact in the level. Drop down to the ground, by which time the rest of the pillars are probably falling, and go back up to the lever.

Now for a Relic. Pull the lever again and wait for all the pillars and ledges to fully extend, then do these jumps quickly to beat everything retracting! Jump to the first pillar, then turn left and jump to grab the edge of the spiked pillar to the left. Shimmy to the right around a couple of corners then back jump to the sloped pillar. Jump from near the bottom of this to grab the edge of the extended platform. Shimmy to the right, pull up, and do a tricky running jump to grab the ledge on the wall ahead to the left, near an alcove with some debris in it. If you start the running jump from near the outer end of the platform it won't matter when it starts to retract as you'll still be far enough out to get a good angle on the ledge. Shimmy along to the alcove, pull in, and grab the Athenian Owl Figurine from behind the rubble. You can also reach this alcove via the sloped pillar in front instead of the tricky jump directly to the ledge, but that requires you to do the jumps all around the area as in the following section, and is quite a bit harder...

Return to the ground with a safety drop and go back to the lever. Look out across the area - this time you have to get to the alcove on the far side, and the way to do that is using almost all of the pillars. Firstly you need to jump to the pillar in front, then the spiked pillar to the left, shimmy to the right around the two corners, back jump to the sloped pillar and from there to the extended platform. This time jump from the outer end of the platform to the ledge on the spike pillar, vault to the top, shimmy around two corners to the right, and back jump across to the next pillar, then jump via the sloped pillar to the next extended platform. Jump to the platform to the left, then from the outer end of this platform to the edge of the spike pillar. Shimmy to the left around two corners, back jump to the ledge on the last pillar, vault to the top, then do a running jump into the wide alcove before the pillar lowers too far. Grab the first Lead Bar off the pedestal!

That last series of jumps is quite tricky, partly because it's timed, and partly because the camera angle tends to swing in some places and put the angle of your jumps out. It seemed to work best for me when I firstly waited for all the pillars and platforms to fully extend before starting, and in the awkward camera spots pause momentarily to swing the camera to give me a better view. I reached the final alcove with some time to spare after maybe three practice runs, so it's not too tightly timed!

Head back down the passage to the main area, but watch out for another couple of gorillas as you go. Go to the left of the Midas statue and use the ledges to climb to the balcony around the rear of this area. Climb to the platform behind Midas' head and grab the shotgun ammo. Drop back to the balcony and pull the switch behind the Midas statue to open the other doors down below, safety drop to the ground and head into the next passage.

At the top Lara reaches an open area with a large column in the centre, and the object of her visit seems to be behind the fence around that column. Go to the passage to the left of the tall column, follow it down to a room below the column, and get a gorilla and a cat that were lurking in the room. Then use the grapple to pull the three wooden braces away from the column, whereupon the damaged stonework collapses and the column drops. This dislodges the second Lead Bar so pick it up from beside the base of the column and head back out. At the top you come out to find the whole room badly damaged - who'd think that three small wooden braces were holding all that in place, and where did all that dirt come from?! Go to the passage back to the Midas statue, but head up the side passage on the left a short way in. At the top get some bats, and grab the shotgun ammo in the corner.

Go to the right outside the passage and jump to the nearby piece of rubble. Climb up the rubble on the right, grab the first ledge, jump left and pull up for a large medipack. Drop back out and climb back up, this time jumping around the ledges to the right. Do a wall walk with the grapple and jump to grab the ledge on the other side. Go to the right on these ledges and back jump to the rope. Turn to the left to face the broken column against the wall, get a big swing up, and jump to grab a crack in the column. Vault up and jump to the ledge above the rope, then pull up for a checkpoint.

From here you need to make a long jump to the top of the broken column in the centre of the room, and before sliding off jump again to the flat piece of rubble on the other side. Turn around and jump to the crack in the column, shimmy right, and back jump to the flat section of rubble nearby. Use the ledges to make your way up to the high platform in the rear corner. Do a wall walk across this wall and at the highest point in the swing back jump to some flat rubble on the other side. Jump into the alcove in the wall for a small medipack. Jump back to the last flat rubble, and from there to the doorway on this end wall, using the grapple to lower Lara to the floor.

Follow the passage to the far end where it emerges onto the other balcony overlooking the Midas statue, but be prepared for another couple of gorillas that are waiting out there. Grab the 50 calibre pistol ammo on this balcony, and go to the switch on the wall. Pull it to open the gate on the balcony behind the Midas statue, then head on over there, being careful when dropping to the ground from this balcony - use the small fountain under the edge near the entrance. Use the ledges to climb the Midas statue and go into the passage behind it.

Follow this passage through, noting the fires burning as you go - they are an ominous development! In the large pool room at the end there's a small pressure pad protruding from the centre of the platform, but try not to trigger this yet. Firstly go to the left and try to get the pistols targeting a crocodile swimming around - if you can't then drop in to lure it closer to Lara, and climb out at the broken stairs either side. When it's an ex-croc, dive in and look for an underwater lever behind the large pillar on the right - pull it to raise a column from the centre of this pillar. Swim back out and go to the small pressure pad ledge overlooking the water in the centre of the entry platform. Step on it to trigger a whole bunch of fires around the room! In here if Lara gets burnt drop into the water and the water itself will help fix her health if she's not badly burnt!

Jump to grab the edge of the first fire platform. Pull up onto the platform but stay away from the fire. When the flame dies do a running jump to grab the edge of the large platform to the right where there's an obvious section to grab, wait for the flame cycle to pass, then pull up and run to the right. Find the lowest ledge on the raised centre pillar and quickly climb up the ledges to avoid the flames. At the top shimmy to the left so Lara can back jump to a small platform protruding towards this column from an alcove in the side wall. Go to the switch in there and pull it to raise yet another pillar in this room! Oh joy...

From the front of this ledge look to the right. Don't jump yet, but you can see a route around the back wall - this leads to a switch that allows Lara to reach a secret shortly, but you have to prepare the way first. Either jump back to the pillar you just came from, or drop into the water and do the first part of the run again.

From the other side of the second pillar jump to the low pillar you just raised. Do a running jump to the ledge around the next, large pillar, and shimmy around to the left until Lara is directly level with the low platform in the water and directly below one of the fires. As the fire goes out quickly vault up to grab the top of the carving, then immediately back jump to the low platform in the water. Jump to the ladder and climb up. Pull the switch up here to lift the last column. Go to the left corner of the edge of this alcove and use the grapple on the iron ring you can see on the left side of the top part of the previous column. Pull it to move part of the column around to cover some fires.

-- If you don't want that secret, jump to the pillar, vault to the top, and jump to the platform on the next pillar. Make your way right and up around the ledges, avoiding all the fires, and from the highest ledge jump to the alcove on the rear wall. (Skip to ** below if you do it this way)

-- If you do want that secret, then dive into the water and make your way back to the alcove on the opposite wall via the first two fire pillars. Back at the first alcove you visited, go to the edge of the alcove facing the back wall of the area and look along the side wall. There's a hook on the wall above and Lara can do a wall walk. At the far end of the swing, jump to grab a ledge in the corner, then drop to a slope from the left end of the ledge. Jump to the next ledge, right jump to another, and climb to the top ledge. Back jump to the next slope and immediately jump to grab the first bar. Move out a bit on this bar so that Lara's in line with a pole a little further down, then swing to the second bar and jump to the pole. Turn right and jump to the ledge on the wall, shimmy left, and left jump to the sloped rock. From there jump to the small alcove behind the large pillar.

This is a tightly timed run, and you can only make it after you've already used the grapple to shut off some of the fires on that pillar near the ladder. During this run you won't have time to avoid any flames so just run straight through them - if you're quick Lara shouldn't take too much damage, but make sure her health's topped up before you start (she'll be wet after the swim which seems to help). And it helps if you make jumps long enough so that Lara lands on the first and third platforms rather than hanging from the edges - every second counts and that could be enough to make the difference!

Pull the switch to raise a pillar above this switch and expose a Relic. You can't stop the flyby showing the Relic, and you can't avoid it - it's part of the timed run. As soon as this flyby stops, I strongly recommend immediately saving here before you do anything else! As soon as you get control of Lara, drop into the water and fast swim to the nearest steps, then run up to the starting point for the fire jumps. Jump to the first pillar, then to the second. Pull up, run to the LEFT (it's shorter) and jump to the next fire pillar, then do a running jump to the big pillar with horizontal flames. Shimmy to the left as quickly as possible, going past the place you jumped from before. Around the back, before Lara is blocked by the vertical ridge, vault up the ledges to the top of the pillar, and do a running jump to the left to the platform around the big pillar. Go to the left side and grab the Griffin-Head Protome before it drops out of reach.

Quickly jump up and grab the ledge above, and make your way to the right and up, timing your shimmies past the flames, until you reach the top ledge facing the alcove at the back of the room. Back jump to it.

** Grab the large medipack, and then get the Lead Bar from the pedestal. Do a graceful swan dive into the water from the left side of this alcove to be sure you have a clear dive, and head for the exit passage. Go out to the Midas statue, getting another two gorillas on the way. Pesky beasts, they chased me right back into the water! Or you could just run past them and drop down to the ground outside, they won't follow. Drop to the feet of the Midas statue, go to the hand lying near the left foot, and place the Lead Bars one by one on the hand to convert them to Gold Bars. Then go to the three sockets on the front of the statue and the plinth and place a Gold Bar in each. This opens the grate at the bottom of the pool and ends the level!

A bit of trivia from Trevor (or should that be 'trivia from Trevior' ;-) The three notes that play as the lead bars are turned to gold are the first three notes from the Tomb Raider theme - d, e, c.

If you managed to get all three Rewards, congratulations - that last one wasn't easy! Check the Rewards in the main menu, and if you found them all you now have a surprise Lara costume!

Rewards in this level - 1 Artifact & 2 Relics

This level resembled the original in much the same way that a cat resembles a dog. The fire pillar room is a perfect example - it had fire and water and pillars, but that's about where the resemblance ends. Not a bad level, but I felt that the fire pillar room tended to pull it down as it was just too complex and ambitious...

Time Trial
To be completed...

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Level 8: Greece - Tomb of Tihocan

First posted 17 June 2007, last updated 3 May 2008
Status - completed and checked
Difficulty - Medium
Time Trial - 13 minutes 20 seconds

My immediate thought when this level loaded was 'What happened to The Cistern?!' For me The Cistern was one of the better levels in the original and very nicely portrayed a wet & slimy environment, quite different to the rest of the game so far. That feel carried on into the first part of Tihocan as well... But have no fear, the levels have been combined!

Go to the pool and dive in. Oh goody, another long swim... Before diving down turn Lara to face the Midas statue - the directions I give are from this starting position. Dive down then ahead into the passage in front. Follow the passage around the corner to the right, then left, then right and swim up when you reach the light. While swimming, stick to the roof of the passage and try to cut the corners - this reduces the time of the swim. If you get it right Lara should reach air at the other end just before she starts to lose health. This room is just an air hole, so turn Lara to face the way she came in, then dive down and swim forward at the junction. Follow this passage around the right corner and surface at the end.

The Cistern

Push the box in the doorway through to the next room and get the rat. Ah-ha, this is what happened to The Cistern! Push the box under the switch on the wall, climb up, and pull the switch to open the trapdoor on the other side of the room. Drop down to the room below and get the two rats you could hear above, then head out to the main room. Now that's The Cistern, no doubt at all, and it's great to see it!

Look to the right from the entrance. There are a couple of hooks on the wall, some ledges and platforms, and a few goodies scattered around. There's a big need to go exploring, and that seems as good a way as any to start! Before you go, take a look down the bottom of the area - you can't see them all yet but there are two crocodiles in the pool, and another on the floor in the far corner - if you draw the pistols at least one of them should show as a greyed out target, but don't bother shooting from up here. There's also a windlass down on the floor to the right, and another in an alcove up the top on the left wall accessed from this platform. Hmmm, I think I know what they do!

Firstly, turn to the right and jump to the bar, then do a wall walk and jump to grab the first ledge on this wall. Shimmy around the corner and drop down to the floor of the alcove. Grab the 50 calibre pistol ammo then climb up and grab the ledge on the wall opposite the tall pillar. Right jump to the ledge on the pillar, vault up, and grab the first mini SMG ammo. From the end closest to the wall jump to the ledge to the left, shimmy around the corner to the left, then back jump to the next ledge. Shimmy left again, and do a wall walk to the platform on the back wall. Make your way around these walkways to the opposite corner of the room and grab the shotgun ammo. Use the two bars to swing to the wide balcony along the next wall. There's a crate on the platform ahead, and you're welcome to succumb to the temptation to push it off - in fact you have to! It lands below undamaged, so it's a lot more solid than it looked...

From where the crate was jump and grab the ledge on the wall. Vault to the top ledge, shimmy to the left, and left jump to the bar. Jump to the next balcony, and grab the ledge on the far side. Shimmy around to the left, jump to the bar, then to the second bar and finally to the ledge on the wall in the corner. Shimmy to the left and around into the alcove. Back jump to the next ledge, shimmy around to the left and pull up onto the next balcony. Hmmm, another crate. You know what to do! Shimmy back around to the alcove you just came from, drop into the alcove, then drop to the platform below. Jump to the ledge on the pillar nearby and drop to the ground safely. Go into the corner and grab the small medipack, then grab the crate and push it into the water, making sure Lara doesn't fall in.

Get both the crocodiles in the water from here, then go to the other end of this section of floor and climb over the wall. Go past the windlass and look behind the rubble in the next corner for a large medipack. Continue across to the other side and climb onto the wall to see another crocodile. Get it with the pistols, then go around and push the other crate into the water. (There's a ladder on the pillar over here - you can easily climb down it from above, but if you try to use it to climb back to the top, it's tricky to vault the last bit to the top where the ladder stops short! Instead right jump to the ledge on the wall and follow the ledges to the left, then pull up onto the balcony from that side.)

Now go back to the windlass on the other side of the pool and turn it to empty the pool. Use the edge of the pool nearby to drop down a series of steps to the pool floor, and manoeuvre the two crates onto the two pressure pads - this opens one of the floor grates, and lowers a gate on one side of the pool. Go behind the rubble in the corner left of those gates and grab the small medipack. Don't know about you but I have enough medipacks now to almost fill one of those crates!

Climb that pile of rubble and jump onto the sloped section. Do a wall walk and jump to the rubble in the next corner, then grab the ledge, shimmy around the corner, and vault to the top ledge. Back jump to the bar, swing to the next ledge, shimmy around two corners to the left, jump to the next bar and from there to the next ledge which enables you to reach the rubble in the next corner. Jump to the next platform and climb out of the empty pool. Go to the windlass and operate it to flood the lower pool and float the pallet out of its position under the grate. Now go around to the back wall where the two tongues of water extend out from the pool, and use the grapple to pull the pallet right to the end on either side - you'll probably have to do this in two parts, firstly getting close to the pallet to pull it nearer. Make sure the pallet is as far up either side as it can go!

Go back past the windlass and climb the wall to the area below the second windlass. Walk up the sloped rubble beside the pillar, jump to the first ledge, and then to the second, and shimmy around so Lara's under the bar behind the pillar. Vault to grab the bar, then shimmy to the other end so Lara's in line with the platform on the wall. Swing to that and climb to the top part of the alcove, then do a long jump to grab the ledge on the pillar above the bar. Climb to the top ledge, shimmy around, and climb to the walkway. Go to the alcove and use the windlass to flood the room to the higher level.

Now for some pickups. Drop off this alcove on the left and swim down to the large circular hole in the wall. The grate over it has a broken section - swim in for a large medipack. Now swim across the area and to the right of the centre walkways on the far wall. Dive down to the circular hole with the broken grate and grab the shotgun ammo. Exit this, get some air, and go to the right to another circular hole at the far end of this wall and grab the small medipack. Now for the last pickups in this room. Go to the pillar that comes up from between the two tongues out of the lower pool - it's the centre pillar on the outer section of the walkway in the middle of this wall. Pull the lever there to open the grate way down the bottom of the lower pool. Swim so Lara's directly above it then dive down for the first Artifact in the level. There is also some 50 calibre pistol ammo but you'll have to be quick to grab both at once!

Now swim up and head for the pallet at the back of the room. Climb onto it, jump to the walkway, and use the grapple to manoeuvre the pallet so it's close to the higher platform jutting out from the back wall. Swim or jump to the pallet, pull up onto the high platform, and head on in. This is the end of the Cistern part of the level and you won't be able to come back, so be sure that you've gathered every pickup Lara can carry before going on.

Tomb of Tihocan

Dive into the water and head down into the passage. A current will carry Lara, just like the start of the original Tihocan. At the end Lara goes over a waterfall into a rocky pool. Grab some air here, and also grab the shotgun ammo on the ground by the pool. Dive in and look around - after a short time a catfish will emerge from the ooze at the bottom of the pool and swim (very realistically) to the exit passage, showing Lara the way out. Grab some air and dive through the passage to surface in another room. Across the room is the familiar entrance to Tihocan's Tomb, flanked on either side by a centaur statue. Swim to the left to the small piece of dry ground at the end of the area for some 50 calibre pistol ammo and shotgun ammo.

Then swim back until Lara's opposite the doors to the Tomb. Deep down around a little to the left is an underwater passage leading in the general direction of the doors, to an air hole and the switch that opens them. It's a long swim so once you find the opening of the passage grab some air before going through. Pull the switch, then swim back out. Go up for some air but before approaching the doors look for another underwater passage further around this side leading more or less away from the doors, and swim through for the second Artifact. This is a lung buster as there's no air hole, but as long as Lara gets the Artifact if she dies she'll be thrown back to the last checkpoint complete with the Artifact, so check your inventory before trying again (that's why I mention this after the switch!)

When you're ready go into the building for a cutscene - the centaurs didn't stir as Lara came in here, but don't hold your breath! Lara approaches the Scion of Tihocan, then reads the inscription on the sarcophagus, but Pierre rudely interrupts her. A short interactive cutscene follows where you have to press Roll (O) followed by Interact (Triangle). Pierre rushes out of the building to find the centaurs now awake and protecting the Scion piece, so he cuts his losses and throws the Scion back to Lara who now has to face off against the centaurs! Unfortunately this doesn't make the centaurs ignore Pierre...

Important - set your weapons to Advanced Toggle for best results in this battle! Refer to your game manual for details of how to do this in your version of the game.

The battle starts. (Thanks to Tomb Raider Chronicles for the tip on beating the centaurs!) This battle shares one element of the T. Rex battle, in as much as you need to take advantage of the centaur's Rage Attacks in order to beat them, although there's more to it this time.

They have several different types of attack, including a fireball attack that Lara needs to dodge, an energy attack that can encase Lara in stone (and while she's encased in stone, a kick to shatter her), and a Rage Attack when they try to trample Lara. They will happen in that order as they become more enraged. The fact that there are two of them working together makes it much more difficult! I found it easier to complete this battle by keeping Lara close to the middle of the stone pathway running in small circles while locked onto a centaur, rather than running all over the place - the centaurs then tend to circle Lara making it a little easier to protect her. I also found that the standard pistols worked fine so there's no need to waste the limited ammo of the 50 cal pistols. But although this worked for me I'm quite sure this is not the only way so if something else seems to work for you then by all means give it a go!

If Lara gets knocked over hit the Jump (X) button to help her regain her feet. The fireball attacks need to be dodged as Lara moves, so it's not a good idea to stand still, but it's probably just as effective to run sideways in circles rather than use the combat rolls and jumps which break Lara's rhythm. As they become more enraged, they will switch to the energy attack which is green light emanating from their eyes and which requires them to stand still, but can be beaten by simply crouching or turning away, thus breaking eye contact. If Lara becomes encased in stone, shaking the PS2 control sticks from side to side might shake her free, unless one of the centaurs comes in and kicks her first in which case it's curtains.

If you manage to avoid all these there will finally be the Rage Attack where the screen blurs and the Roll (O) control hint appears - when this happens you need to execute the Adrenaline Dodge by moving sideways and hitting Roll, then waiting until the two targeting reticles come together over the centaur's head, and hitting Fire to do a head shot. Done correctly, this will momentarily disable the centaur and the shield will turn towards Lara, when she needs to quickly use the grapple (Square) and pull the shield from the centaur (Interact/Triangle). The shield falls to the ground.

Now continue the battle but this time stay very close to the shield while shooting and circling. The next time they go to the green energy attack, quickly pick up the shield and face the centaur, which reflects the attack back to the centaur and encases it in stone. Drop the shield and shoot at the centaur to try and smash the stone before it shakes free! Repeat as necessary until you defeat both centaurs. You can grapple both shields but you only need the one shield to get both centaurs as the one with the shield is still vulnerable to the reflected energy. It's also possible to complete this battle with little loss of health once you start to get the idea of it - after several practice attempts my first successful battle required no medipacks at all!

When you defeat them both you get a cutscene where Lara approaches Pierre's body on the ground, then fits the first two Scion pieces together. The ground collapses beneath her and she drops into space in a dream, to witness Natla's trial by the other rulers of Atlantis. Lara then drifts away and wakes to fall to the ground outside the tomb, dropping the Scion. She picks it up, looks at it in wonder, and the level ends. Well may she look at it in wonder!

Rewards in this level - 2 Artifacts

Despite being combined and losing some gameplay as a result, this Cistern/Tihocan level was quite faithful to the originals in many ways, and was very enjoyable!

Time Trial
To be completed...

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Egypt - About this location

Although much of the terrain here is recognisably Egyptian, I'm not aware of any connection to locations in the real world. The original levels were City of Khamoon, Obelisk of Khamoon, and Sanctuary of the Scion, and apart from renaming the first of these levels to 'Temple...' the gameplay is generally broadly similar in this remake.

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Level 9: Egypt - Temple of Khamoon

First posted 18 June 2007, last updated 12 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 20 minutes 30 seconds

Lara arrives at the entrance passage to the temple on her trusty steed, which appears to have an automatic sidestand... The level loads with Lara standing in a sandy passage. Go forward to find a breached wall and a similar outlook to the original. Drop to the floor below, go to the corner and pull out the block as far as it will go. Behind it you'll find some shotgun ammo and a small medipack. Before moving on look in the diagonally opposite corner and use the grapple to pull the stone block out, which results in the corner pillar collapsing and destroying some priceless text. Or maybe ancient obscene graffiti for all I know... Do the same to the pillar in the other corner, which leaves one convenient piece of rubble by the wall.

The exit to this room is in much the same position as the original, although the method for reaching it is a little different. Use that piece of rubble to climb into the small alcove. There's another small medipack here. Use the ledges to the left to reach the first bar, and swing to the fallen sloped pillar. Jump from it to grab the edge of the broken pillar, shimmy left and use the two bars to reach the small platform in the other corner. Use the ledges above to climb to the high opening in the wall. I have a bad feeling about this...

Go down the passage to the scarab carving. Use this to climb to the floor above, which requires a fast vault up before the spring loaded scarab drops too far (tap the Jump button repeatedly so Lara can make it). If you didn't make it don't worry, it goes back up when Lara's weight's off it. At the next hole the scarab is too high for Lara to reach, but someone kindly left a convenient bar to use. Slide down the slope and use the bar to reach the scarab, then do a fast vault to the next section of passage. Go to the end overlooking the next room for some dramatic Egyptian type music! I have an especially bad feeling about this...

Slide down into the room and get the cat that was lurking in the corner to the right, chewing on its last victim. Grab the shotgun ammo left in that corner by said victim, then go to the left side of the wide opening. Don't go forward to look at the next area yet - if you do there will be a cutscene and a battle! Before that grab the ledge on the left side, and make your way around the ledges and crawlspace to the platform above the doorway you came in here. Grab the secret large medipack, then drop to the ground and go back to the wide opening in the wall.

As you reach the edge of the slope there's a cutscene. Lara slides down and looks around this brightly lit area. She first notices a cat mummy across the other side, then a growl alerts her to another close by. My, what big teeth they have! They attack and things get a bit frantic for a while - watch out for fireball attacks, something they never did in the original! You may want to use a larger weapon than the standard pistols here, and with the 50 calibre pistols they don't last long!

Where Lara came in here there's some 50 calibre pistol ammo, and behind a pillar near the entrance is a small medipack. You can find some shotgun ammo in the corner across the area, and there's also a small medipack lurking in the pool. I don't know how my Lara can still walk with all those medipacks in her backpack - she currently has 17 large and 31 small (in my second run 18 large and 36 small!) Have a look around the area. There are two sphinxes with apparent doors between their legs (one of which is partly broken so you can see through), a variety of rubble, ledges, and wall hooks that look like they need investigating, and the small obelisk in the centre of the pool has places for four items. Let's explore, my favourite TR pastime!

Go to the left of the intact sphinx with the damaged door, climb on the low rubble, and jump to the ledge in the first pillar. From there negotiate the various ledges on the two pillars to reach the platform at the top of the second and a checkpoint. Jump to the next ledge and look for the brass button on the wall. Shoot it with the pistols to extend a bar over the next gap, then quickly cross to the other ledge before it retracts and pick up the 50 calibre pistol ammo. Jump to the top of the next pillar, then to the lower pillar next to the damaged sphinx. Jump to the small damaged platform on the wall, climb the ladder, and left jump to the sphinx's head. Climb into the wide alcove and into the passage in the right corner for the first Artifact in this level. Go back out to the sphinx's head and do a grapple jump to the next pillar, then jump to the platform in the corner.

Next there is a double wall walk to the platform on the far wall - this can be a little tricky, and you may need to pull Lara up the rope for the second jump. Follow the platform around and jump to the sloped rubble on the ledge behind the sphinx. Look in the low gap beneath the sloped rubble for a large medipack, then head to the back of the sphinx to the switch. Pull it to open the damaged door between the legs of this sphinx, and use the fallen rubble at the other end of this platform to drop to the ground. Head in the passage and follow it to the far end.

Now for some pussy cat action! Get your weapons out and head to the right in this room to get two cats that come from the small cage at the far end. This room can be quite damaging so I suggest taking the high ground. Just to the right as you enter the room there's some rubble on the floor that you'll be back to soon - for now climb on it and jump to the platform on the first statue. Get the first two cats from up here with the standard pistols to save ammo. They can be difficult to target but you're safe where you are so take your time. When they're down pull the switch on the wall beside the cage they came from, which moves all the statues out and opens the other two cage doors at the far end to release another two cats. Get them first then explore the cages for a small medipack and go back to the switch.

This time you need to do a timed run around the platforms on the statues before they retract, to reach the ledge above the switch. Pull the switch and run back to the rubble by the entrance. Jump to the first platform, then to the next on this side, then jump to the left across to the platform on the other side. Quickly run to the right, jump to the next platform, then wall walk to the ledge on the wall above the switch. Drop to the lower ledge and right jump to grab a ledge on the cell door, then quickly vault up to the ledge above the door before Lara's weight drags it too low. It you don't make it repeat the above. Continue around the ledges to the right and pull up into the passage high on the wall for another checkpoint.

Go down this passage and slide down to the lower level at the end. Get three rats then pull the block out of the alcove in the corner and grab the small medipack. Push the block down the passage and against the end on the right. Grab the small medipack on the floor then use the block to climb to the next section of passage. At the next pit drop down and grab the shotgun ammo, then use the ledges to climb back to where you dropped down. Wait for the bar to extend, and use it to reach the next bar before it retracts. Line Lara up with the scarab and jump to it, then vault up quickly before it drops too far. Continue on for another checkpoint.

This is the equivalent of the second pool room in the original. On the ground below are a couple of crocodiles - one in the passage beneath Lara, the other in the far left corner. Taken on together these can be a bit of handful, but Lara can reach one of the low ledges on the side walls and get them from relative safety, although they can still do a little damage if Lara's too close to the edge. When they're handbags check in the passage the first one came from for a small medipack. Go back out and to the left of the pool, and climb into the alcove in the rear of the area behind the line of pillars in the far left corner for a secret small medipack and shotgun ammo. Then go to the pool.

Dive down to the lever and pull it. This opens a timed gate to the left so swim through it as fast as possible. Check around this pool for a large medipack deep down in one corner. Surface to find a familiar room, then climb out and use the scarab to reach the ledge on the wall near where Lara came in. Right jump to the platform, which begins to retract so Lara needs to jump quickly to the next scarab and from there up and across to the doorway on the right via the ledges. Go into this room and grab the small medipack from the floor down to the right, then use the pole to jump to the scarab and ledges, and jump back to the top of the pole. Jump to the second pole, climb up, and jump to the narrow alcove where the bars are for a large medipack and some 50 calibre pistol ammo. Jump back to the pole and then to the large alcove for another 50 calibre pistol ammo. Pull the switch here to retract a platform outside which dumps a block onto the large retracting platform, and also extends a platform on the opposite side of the room. Head back out there to find the large platforms don't retract now they have some weight on them.

Move the block across the platforms to the opposite side and push it so it's against the edge facing the two ledges on the side wall along from the first scarab. Now you need to survey the next series of jumps as you won't have time to look around as you go. Go back across the room and look at the wall with the small U-shaped platform - the block should now be under the right side of it. First there are the ledges on the right opposite the block, then the retracting platform with two extensions, which will retract as soon as Lara reaches it. On the left Lara has to reach the lower scarab, and immediately vault to the ledge above for a break. If you miss the vault from the scarab, jump back to the platform once it extends again, then back to the scarab once it rises far enough for another try at the vault.

From that ledge right jump to the next scarab, immediately vault up to the ledge, left jump to the next ledge, back jump to the bar, and swing to the platform. Turn left and look at the next section. Across the room is a panel that Lara can grapple, and there's a ring in the ceiling. Use the grapple on the hook on top of the panel and pull it down to the horizontal position. Let go and immediately do a grapple jump across the room to land on the panel so Lara's weight pushes it down again.

Go into this room and pull the switch to open both the panel, and the trapdoors in the roof of the previous room. Jump to the ledge on the right trapdoor, vault to the top, back jump to the bar, swing to the top ledge on the left trapdoor, and vault up to the room above. This room overlooks the pool where the crocodiles were. Pull the switch in here to open the trapdoors around the cat statue beside the pool. This also triggers another couple of crocodiles down by the pool, and you might want to get them from up here using the manual targeting. Or not, as you wish, you may never meet them.

Now you could do a long running dive down into the pool, or you could go for a worthwhile excursion. Look to the left for the hook on the wall and the small ledge further along. Wall walk to the ledge, then back jump and grapple the first ring on the rocky roof. From there do another couple of carefully lined up grapple jumps to the next two roof rings, and a last big swing gets Lara to the roof over the cat statue for the second Artifact. Now you can dive into the pool! Go to the cat statue and use the ledges on the side of the statue's pedestal to drop safely into the room below. Slide down the slope and go to the next area and a checkpoint. Hmmm, I think I know what's coming up!

Grab the two 50 calibre pistol ammo pickups on either side to max out your pistols. That's always a good sign that you're going to need them soon! Drop to the lower platform and get the first cat from up here with the standard pistols. Then switch to the 50 cal pistols and drop down to the floor. Down here you have to face three cats, and there's no escape. Unless you're able to avoid the cats, open the door on the right, and use the various ledges and the open door to climb up to the platform above, but that's not going to be easy either as you'll then have five cats with all those sharp claws and teeth to stop Lara climbing the ledges! No, it looks like the hard way here...

Once the first three cats are down there's a checkpoint. Grab the large medipack from the passage on the left, then go and open the other gate to let the last couple of cats out. If Lara dies in the second fight you get thrown back to the end of the first with full health, which is always a bonus! (It may sound counter-intuitive but this fight may be a little easier if you run into one of the rooms the cats were in and fight them in there - it's very close quarters fighting but the cats get in each other's way as well!) Once they're down switch to the standard pistols and target the button in the alcove to the left of where you came into this room. This exposes a ring on the ceiling that will come in handy shortly.

Now climb the two ledges left of the second door, right jump to the door and immediately back jump to a ledge on the centre column. Vault up and right jump to a swivelling beam under the platform, then left jump to the higher ledge on the wall. Continue up to the centre platform. Do a grapple jump to the alcove left of the entrance and grab the large medipack and the 50 calibre pistol ammo. Jump back to the grapple swing and if you weren't able to get all the 50 cal ammo at the entrance as you came in and need topping up, swing to the entrance platform and grab it. Jump back to the grapple and swing back up to the centre platform.

Head up the next passage to reach another checkpoint and a great place to save, or at least it will be once you get the cat that rushes Lara! Once the cat's down a camera will show you a trapdoor in the ceiling which you have to open next. Climb into the lower opening in this room and climb the ladder. In the next room get the cat mummy lurking in there, then go to the top corner and grab the 50 calibre pistol ammo and the large medipack.

Now for a goody! From the top ledge in the corner where the large medipack was, do a wall walk across to the opposite wall and back jump to the ledge above the exposed gears. Back jump to the pole, then to the next pole and the ledge on the tall pole. From here work your way along and around the small ledges on the poles until Lara is on the top ledge of the centre tall pole opposite the small ledge on the other side wall. Back jump to this then wall walk down to the right and jump to the high platform. Grab the third Artifact, and repeat the wall walk to get back to the floor safely by lowering Lara down the rope.

Go around the large hole you climbed up and head into the passage. Climb the ladder and go through to find yourself back in the moving statue room on the highest level. Pull the switch and watch the statues come out and go back in. To get to the far end Lara needs to jump to the first right, then the first left, followed by the second left, then second right, and finally the third right and a long jump to the far end platform. Grab the large medipack on the floor to the left and head up the passage. At the top Lara's in the room behind the bars she saw a couple of rooms earlier. Pull the switch in here to retract the locking pins in the mechanical scarab, and extend the statues in the previous room.

Go back to the room with the mechanical scarab. Do the first wall walk across the top end of the room and back jump to the ledge. Shimmy all the way left (quickly because part of the ledge breaks) and left jump to the bar on this side of the scarab. Hang there and watch the big trapdoors open and the sand spill into the room below. Drop down the ledges on the open trapdoors and head into the high passage to the next room.

This next part matches the start of the next level in the original - maybe it was moved here to balance out the gameplay between the two levels. Or maybe not...

In this room are four obelisks facing a double door with a golden scarab - that's the exit door, leading to the next level. Around the room are eight blocks placed beneath columns on the walls. These blocks are sitting on pressure pads and are covering passages leading to a series of small rooms. The first thing to do is to move every one of the eight blocks away from the columns to uncover the passages - I strongly recommend that you go to the side of each one and pull it back along the wall! Why? Because behind two of them is a cat and if Lara's pulling the block to the side she should have time to climb on it before the cat can get to her!

As you move each block, check to see if an obelisk was raised - the obelisk will only rise once the block is moved completely clear of the pressure pad below the column. If one did, go into the room you just uncovered and note the painting on the back wall. Turn that obelisk base so the same painting faces the closed doors with the golden scarab. The obelisk bases move a quarter of a turn at a time then stop momentarily so it's easy to get them in the right spot. Continue around all eight blocks, get the two cats, and rotate the four obelisk bases to their correct orientation. When they're all in the correct positions the golden scarab doors will open, but don't go through yet.

Before going on check all eight rooms for two shotgun ammos and two 50 calibre pistol ammos. Having done that there's one more thing to do before leaving - get the final Reward for this level! Go to the block immediately to the right of the golden scarab doors. If necessary move it so it's below the lowest crack on the column it was under, then climb the cracks. Go to the right around the cracks and ledges until Lara's on the highest crack near the first obelisk. Jump across all four obelisks and from the last one jump to the crack in the nearby column. Shimmy right to the wall, drop to the lower crack, and climb into the room. Grab the large medipack and the Mummified Cat, the only Relic in this level. Drop back down into the main room and go through the double doors to end the level!

A note on the practice of mummifying cats. The Egytians didn't worship cats and go to all the trouble of mummifying them when they died in respect for the cat, although this was the popular explanation for a long time. They actually worshipped the cat goddess Bastet and the cats were offerings to the goddess. Many of the cat mummies found have been young cats that didn't die natural deaths, but were probably bred specifically for this purpose... Awww...

Rewards in this level - 3 Artifacts & 1 Relic

This level was surprisingly close to the original, and even had very similar puzzles, but in a refreshingly new setting. A great level and a worthy tribute!

Time Trial
To be completed...

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Level 10: Egypt - Obelisk of Khamoon

First posted 19 June 2007, last updated 12 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 18 minutes 15 seconds

This is a long and difficult level, with many similarities to the original.

Walk up the passage to the open area to see another familiar sight - the central tall obelisk with four raised bridges around it. Lara needs to drop all those bridges to claim the four items she requires! Look around this platform for a small medipack.

The first bridge is easy. Go to the right and pull the switch to drop it, then head over to claim the first item, the Eye of Horus. Hmmm, pity they're not all that easy! Nothing else up here so dive into the water and check around the lower area for some 50 calibre pistol ammo and a small medipack. Swim to the passage and head through for a series of sliding block traps. These are easy to beat - just walk up close to the trap and run through as it opens. The final one is a double but it's easy to get past it in the same way. You reach a room with a lot of debris and some steps on the right wall with an ankh switch.

Below the ankh switch is some shotgun ammo. Jump from the top of the steps to grab this switch and hold until it raises the pillar, then run across to the pillar and wait until it rises. This is timed but it's not hard as long as you start with a back jump from the switch. Jump to the bar, climb the three ledges, then back jump to the platform. This retracts, so quickly jump across the two fingers to the platform in the corner. Do a very long jump to the platform in the middle of the room (hold Jump down all the way, and if Lara doesn't look like grabbing then hit Interact to help her), and another to the wide platform on the far wall.

Now there's a timed run and it's not easy, but if you want all the Rewards you have to do it! You're going to have to practice this one a few times so you're familiar with the route, and even then it still won't be easy. When you pull the switch here a bar high above extends, and you need to get up there before it retracts so you can get to the platform at the top of the wall above this switch. To make it you need to do an angled jump at one spot to save a little time, the shimmies must be done fast (tap Interact), and at both bar swings Lara has to jump immediately (start tapping Jump before you reach the bar). You'll have to learn this run a bit at a time, keeping an eye out for every spot you can cut your time. There are a couple of dart traps but there's enough time to shimmy around the pillars beneath them, although it is just possible to pass one of them with a jump from the top of a pillar to save some time. Risky though...

Pull the switch and watch the flyby showing the bar - this flyby wastes time but can't be avoided. Quickly run across this platform and jump to the smaller section of the platform in the middle of the room, to the left as you look back across, aiming to grab the ledge beside the pillar. Climb the two ledges on the pillar and jump to the next pillar across the middle platform, then jump to the pillar with the sloped top. Shimmy around so Lara's below the high side of the sloped top and vault up. Right jump to the ledge on the wall, and from there use the bar to reach the next platform, above the switch you just pulled.

You reach a checkpoint here. If you're serious about doing this timed run then I'd suggest saving at this point the first time you go through! There's a good reason for this - there's no way that you're going to make the run the first time, and from this ledge you can do a safety drop (hang off the edge and drop) to quickly get back to the switch that starts the timed run. So if you miss the timed run but Lara doesn't die just load this save - if you did a great run to here then continue on for another go, or if you did a bad run just drop back down and try again - otherwise the previous checkpoint is back at the start of this room, so it saves repeating that part at least!

Climb the two ledges at the far end of this platform, back jump to the small platform jutting out of the wall, and quickly do a running jump to the narrow stone platform before this platform retracts - swing Lara to the right a bit so she grabs the edge below the first pillar. Shimmy to the right past the first pillar, then change sides (swinging to the right) and shimmy left to the next pillar. Vault up to the ledge, then shimmy around the corner to the left and back jump to the next pillar. Drop and grab the edge, shimmy around to the right, and pull up onto this platform. Do a careful long jump to the next ledge on the side wall, vault to the top ledge, and shimmy left to the corner. Now there's a long wall walk to reach a ledge on the far side wall - this is a very long jump and you'll need to swing Lara cleanly back and forth one time to get higher to make the jump. I found that if Lara's feet were a little above where the plaster on the wall was broken away it was about the right place on the rope and you should be about that height with a good grapple. This is a tricky wall walk and you only have time to do one extra swing to get the height!

On the far wall head to the left across the two ledges so Lara's directly beneath the next dart trap. Back jump to the pillar and vault to the top edge if you caught the lower one. From the other side of this pillar jump to the next pillar, shimmy around to the side and vault up to stand on the top. Now do a long jump to the platform to grab the top edge - the ledge below may slow you down too much - and then jump to the bar on the right before it retracts and swing to the high platform above where you pulled the switch way down below. Go and look behind the small pile of rubble for the first Artifact - that's right, all that was just for an Artifact, no other goodies at all! This is a checkpoint so you can save now and take a break! Phew...

Now that you're here that bar will stay out, so use the two bars to cross to the other side. Go to the left end of this platform and grab the large medipack in the corner that's difficult to see in the bright light, then head up the passage - a cat mummy's lurking around to the right in the room at the top. When he's down go to the next passage and climb down the ladder. At the far end is a small medipack and some shotgun ammo for which some intrepid ex-explorer no longer has any use. Climb back up the ladder and use the two spring loaded bars to get to the spring loaded scarab at the far end, then quickly vault to the ledge above - keep tapping Jump all the way through so Lara doesn't hesitate anywhere. From the ledge left jump to the next section of passage and head up.

The first sliding block trap is a double but is easy to get past. Then there's a second trap, but this time the blocks are sliding vertically so time a careful jump through. Go forward to a checkpoint high above where you started the level, overlooking the top of the main obelisk. SAVE YOUR GAME NOW because if you fall down into the water Lara won't be hurt and you'll have to repeat the whole lot!

Use the ledges on the right and the bar to get to the platform on the right hand wall. Pull the switch to lower the second bridge, and open the gates on the platform across on the opposite wall. Make your way back to the middle platform, then use the other ledges to reach the opposite platform - a couple of these ledges break away so do a fast shimmy to get across. Go into the next passage, and run or crouch-walk past the first pair of horizontal blades. At the pit time a jump-and-swing to avoid the blades and continue on. The next room you reach is the new version of the slopes room in the original!

Slide down the slope and get the cat mummy in the room below. Now that I'm used to these, I get most of the single attacks without any harm to Lara - side rolls are very useful, not just for Adrenaline Dodges! Check this room out for some shotgun ammo, a small medipack in the U-shaped alcove, and another small medipack in a small raised alcove. Pull the switch in one of the small raised alcoves to transform the slide to stairs and open the two gates in this room. Go to the smaller gate, pull the block clear of the alcove, and go in for another small medipack. Push the block back so it's at the entrance to the alcove, which allows Lara to climb some ledges above.

The Tall Room

Climb on the block and from the top ledge left jump and wall walk to the scarab on the far wall, and vault up to the ledge. Left jump to the platform and climb the steps for some mini SMG ammo and a small medipack. Go back down and head for the ledges on the right. Climb up to the top ledge and get ready for a dangerous wall walk past some blades. When they retract they stay in for a while so wall walk across here to the next scarab and vault up to the ledge. Lara can't vault further up here so the only way is to do another wall walk, but this time with a difference. When the next blades retract swing as far out as you can, then swing back as high as you can get and jump to grab the ledge above. If you miss that jump Lara should catch the lower ledge so just try it again. Now vault up again and this time wall walk as high as you can get past two blades this time, and jump to the ledge high up the staircase. Pull up and climb to the top of the stairs for a checkpoint!

Now for a tricky double wall walk. Jump off the top step and wall walk to the far corner, then jump backwards at the far end and quickly use the grapple to wall walk across the next wall. At the top of the swing jump to the platform in the corner. Climb up the ledges and left jump to the platform outside the passage. Go through this passage to find yourself at the fourth platform by the top of the obelisk. Pull the switch there to drop another bridge, then head back to the tall room.

At the high platform overlooking the room use the ledges to the left where you just came up here to return to the corner platform. Jump across the wall and use the grapple again, but this time let Lara stop so she's hanging on the wall. Move the camera so you can see Lara's position in relation to the platform on the central structure below, adjust Lara so she's above that structure, and drop to it for the second Artifact. Make your way down these stairs and use the lowest grapple hook to lower Lara to the floor safely.

The Passage

Go to the passage and head through. You have to negotiate a set of sliding blocks, followed by three pole jumps with a set of blades monstering the second pole, and another set of sliding blocks at the third pole. Jump to the first pole, and just as the blades reach their outermost limit jump to the second pole, then time a jump to the third pole to reach it just as the doors start opening, and a final jump to the passage before they squash Lara. (Odd, first time I tried that I nailed it, then it took me a dozen or more tries to do it again every time I came back... A very irritating and tricky sequence!)

Continue up the passage to the obelisk area and another small medipack, then go across the bridge for the Seal of Anubis. Use the double bars on the right to swing to the next platform and grab the shotgun ammo and the small medipack. Do the same thing at the other end and get another small medipack outside the next passage. Go over this bridge and grab the Ankh of Isis. Three down, one to go! Head into the passage off this bridge.

The Final Piece

Around the first corner are two horizontal blades. Crouch-walk under these and at the edge of the pit stand in the centre of the passage so the blades don't get Lara. Jump to the pole, then to the next section of passage. Go through the first sliding blocks, and at the next set time a jump to the pole just as the blocks hit, then a quick second jump to the passage. The jump to this second pole is quite short so you may find it a little easier by making a standing jump a step back from the edge. Continue on to emerge at a deep pit with at least three cat mummies roaming the floor far below. Save NOW!

WARNING! There are two different ways to proceed from here, the hard way or the easy way. I chose the easy way :-) But before moving on I'll show you why. Look to the left - there are some stairs, a couple of ledges in the corner, and an ankh switch on the wall. Around the room there are several hard to see long grooves in the walls, the purpose of which will shortly become apparent. Make sure you've saved your game here, then use the ledges at the top of the steps to jump to the ankh switch. Oh sugar, where did all those blades come from - they're everywhere! Jump back to the steps and look around. The blades that emerged from those grooves make it very difficult to move around here and are best avoided if at all possible, so don't jump to that ankh!

Now for the easy way, but of course by 'easy' I mean not so difficult... Load that saved game and stay well away from that ankh switch this time. Look down beside the steps to find the platform below and jump or drop down to it. On the other side of this platform are lots of ledges that Lara can use to get down (and back up). Drop down to the larger platform by the wall overlooking the room and get as many of the cat mummies below as possible from up here where it's safe, or at least do as much damage as you can. Look along the side wall for the hook - to use it from here drop off the edge beside the wall onto the sloped rocks, quickly jump from the slope, and wall walk to the platform in the far corner. If you don't make it and drop to the floor at least you've already got a head start on the cat mummies below - keep moving and use side rolls rather than jumps to avoid them better!

Now to explore, without all those nasty blades! There are two ways up from the floor - you can retrace your steps back up to the entrance via the wall walk, or there are some ledges on the wall to a passage below the entrance. That looks like the way to go, and there's a checkpoint there! The fact is that down that passage is the switch that drops the bridge to the last key, and the rest of this room is just the icing on the cake, with some goodies hidden around the room and lots of interesting places to go. Not to mention dangerous...

Now head down this passage. Stop at the corner and watch the two sets of blades in the next part of the passage. You need to roll under one set and jump over the other but even if Lara gets hit, with some luck she should make it through without losing too much health. You may like to exercise your acrobatic skills before trying - practice combining a running roll followed by a jump to try to get Lara to roll under the high blades and forward flip over the low blades (these are explained on page 14 of the PS2 manual under the heading 'Tumbling' at the end of the Advanced Movement Controls section.)

Further down the passage is a rather intimidating series of sliding blocks above a deep pit. At each end of the pit there is a blade moving back and forth below the edge, with a ledge below each blade, and between each pair of sliding blocks there's a pole. The sliding blocks work in sequence, and going this way Lara will be following that sequence. Do a running jump to the first pole just as the first sliding blocks emerge, so Lara should land just as they spring apart. Quickly do a jump to the next, then the last, then jump to grab the ledge under the blade at the far end. Shimmy to one side and quickly vault up as the blade moves away from Lara. The biggest problem with those jumps is Lara losing her balance as she lands on a pole so try tapping Interact before she lands so she recovers quickly. Go to the end of the passage and pull the switch to lower the last of the bridges!

Now to get back. This is a little more tricky as Lara is jumping against the sequence of the sliding blocks, so she'll need to pause momentarily at each pole, but otherwise it's the reverse of the method for getting in. I found that if Lara jumped just as the next blocks smashed together she'd make it all right. Get past all the blades the same way as coming in. Back out at the end of this passage overlooking the main room, decide whether you want to do all the exploring in here for the goodies, or just go back out, get the last key, and finish the level.

- If you don't want the all the goodies in here then skip ahead to the ** below.

- If you do want all the goodies in here then jump to the platform to the right and use the ledges to get to the other end of that side wall. At the end don't pull up onto the platform, but continue around the corner. Left jump to grab the lower ledge, and continue on around the next corner. Pull into the alcove for the third Artifact. Safety drop to the ground and climb back to the passage entrance.

Jump back to the platform in the corner and shimmy along the side wall to reach the platform in the next corner. From there use the next set of ledges to reach the lowest platform on the back wall, and climb to the next platform above. Head up the passage here to reach the platform on the other end of the side wall with the ankh switch that triggers all those blades (watch out in this passage for another cat mummy that you may or may not have triggered yet!) At the top of the passage use the ledges on the wall ahead to climb and back jump to the platform above. There are some interesting goodies on a higher platform here but you can't reach it yet. From this platform look across the back wall for another hook, and do a big wall walk to reach the highest platform at the other end of the wall for a large medipack and some shotgun ammo.

Do the wall walk again but this time let Lara come to rest in the middle of the wall. Move Lara up or down until her feet are about level with the knees of the carved figures on the wall, then swing the camera directly behind her. Now you need to get a massive swing going and this time it's best to keep the camera behind Lara all the time and use the left/right controls to make the swing. You need to get Lara swinging high enough so her feet almost reach the top of that carved panel on each swing, and her feet should just reach the panels at each end with the hieroglyphics. You need to do a back jump from the top of the swing at the end nearest the highest platform you just came from - the right hand end of the swing - but this time you're doing a back jump to reach the really high platform behind Lara. As the camera's behind Lara the back jump's not too difficult, just hit Jump and the down control, as you would when you're behind Lara and want her to jump back towards you. If you don't want all the Rewards then you can skip this as it's not essential...

When you make it thank your lucky stars that you hadn't triggered those blades (you didn't, did you?) Jump to the ledge in the wall in the direction of the bar, then jump to the spring loaded bar and immediately swing to the far platform before the bar drops too far. Grab the 50 calibre pistol ammo and the fourth Artifact (the final Reward for this level!) Jump to the platform down beside this one and repeat that wall walk across to the platforms on the other end of the wall - you could also go back down that passage to get back out but if you didn't see the cat mummy in the passage before then you will now, and this avoids it!

Drop down to the bottom end of the passage. If you try to retrace your steps by dropping down to the lowest platform here and trying to hang off the edge of it, odds are that Lara won't grab it and she'll fall to her death to the ground far below! The safest way is to do a long jump from the bottom of the passage to the alcove around in the corner to the left - Lara will lose a little health but not too much, and it's a lot safer than any other way out of here! Hang off the edge here, shimmy across the ledges to the right, and make your way back to the entrance to the trap passage.

** Drop to the ground, go across to the platform in the back left corner, and get back up to the entrance via the wall walk and the series of ledges. Checkpoint, so you might want to save and have a break!

Go down this passage and get past the two sets of sliding blocks and the poles, then crouch-walk under the blades. When you reach the obelisk there's another checkpoint. Jump to the bridge to the left and grab the Scarab of Osiris. If this is the last of the four the underwater gate will open. If not jump around the obelisk and get any you've not collected. Dive into the water and swim into the passage - swim fast through here and at the end of the passage go up as quickly as you can. Grab the mini SMG ammo and the small medipack, then pull the switch. This moves a statue above and lets Lara climb out. This statue is one of those Lara had to move earlier, but this time it retracts right into the wall.

Go back out the passage to the brightly lit area where the sphinxes are, but before rushing out there look for one of those nasty centaurs to the right. You may be able to start firing at it from just outside the passage entrance, and back away down the passage shooting, or you may need to go out a bit further. When it's down head out to the open area - if you weren't able to grab some of the pickups on the way in they should still be here waiting for you. Go to the obelisk and use the four items in the corresponding sockets on each face of the obelisk base. The large doors in this area open and the level ends!

Rewards in this level - 4 Artifacts

Despite some frustratingly difficult sequences this is a great level! But I've already mentioned to a friend that it should be subtitled 'the many deaths of Lara', and you'll find out soon enough what I mean. On the other hand it's quite faithful to the original and still a good tribute despite the dangers!

Time Trial
To be completed...

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Level 11: Egypt - Sanctuary of the Scion

First posted 21 June 2007, last updated 13 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 28 minutes 50 seconds

Shortly there is a puzzle that isn't able to be reset automatically, so I strongly recommend that you SAVE YOUR GAME NOW!

Go carefully up the stairs here - there are two cat mummies at the top with a warm welcome and lots of sharp teeth and claws! When they're down go to the top of the passage and grab the shotgun ammo and small medipack. (I now have 25 large and 48 small, and Lara's legs are bowing...) Look up to see a large shaft with lots of ledges, and in the centre of the floor below it is what seems to be a retracted pillar. Hmmm...

In this room are four of those small obelisks with handles on the pedestals so you know roughly what has to be done. But DON'T TOUCH ANYTHING yet as they don't reset automatically so you risk losing the plot very quickly! If you turn any of the obelisks this also turns the two obelisks on either side in the same direction, but NOT the one diagonally opposite, so the moment you turn one of them the obelisks change their relative orientations. Do that a couple more times to different obelisks and it can get very messy to put back to the starting position unless you've kept careful notes - I can only give instructions for solving this when the obelisks are in their original starting positions! If this advice is too late, then just keep pushing them around at random and eventually you'll arrive at the solution...

The aim is to get the symbols on the obelisk bases to face each other to match the adjacent wall. Face into the room from the top of the staircase. The obelisk on the far left has to be turned half a rotation (two quarter turns), and the near right obelisk also turned half a rotation (two quarter turns). The other two obelisks on the near left and far right must not be touched! As you turn these they click into place each quarter turn so it's easy to get the position correct. They can be turned either clockwise or anticlockwise, it makes no difference. Once they're in the correct place the facing symbols on the obelisks match the mirrored symbols beside them on all three walls. This raises the pillar in the centre of this room to allow Lara to climb the shaft above!

Climb to the top of the pillar and make your way up all the ledges until you can jump to the ladder, then climb to the top. Down the passage are more sliding blocks. The first set has a small platform below it on the left and some ledges on the left wall just past the blocks. Do a running jump to that platform and an immediate skip-jump to the ledge. Vault to the top ledge, right jump to the spring loaded scarab, back jump to the second scarab opposite and vault to the ledge above, making sure you jump quickly before the scarabs fall too far. If you're too slow on the scarabs there are ledges to jump back to so you can try again. Time a left jump past the second set of sliding blocks to the next ledge and back jump across to the next section of passage.

Go through to a large underground cave with what looks like the back of the head of a large Sphinx, much like the original! On either side is a staircase, but there's a gap in both that Lara can't jump. On either side of the Sphinx there's a ladder down to the floor of the room, and that looks like the only way to go. So what are you waiting for!

Check out the floor level here for up to three rats, a large medipack, some shotgun ammo, and the 50 calibre pistol ammo. As you move around you'll get a short flyby showing the door between the Sphinx's legs, with what appears to be an ankh lock on either side. In the original that was the way out, so the objective of this area looks like being to find a couple of ankh keys! On either side of the Sphinx is a closed gate, and on the wall in front of the Sphinx are some crumbling stairs leading to a ladder. By a process of elimination I figure that ladder's the next thing to do! Here you can go left or right. I chose right.

Right Passage

At the top of the ladder right jump to the ledge, then use the two bars to reach the top of the stairs on this side. Further up this path there's another gap so climb the nearby ladder. Climb the rock outcrop on the left for some shotgun ammo and another large medipack. Hmmm, all these supplies must signify some heavy enemies to come! Drop back down to the path and continue up. Use the ledges to reach the next platform and drop down on the right from the lower section. Go out to the column on the right with the rubble beside it and use the cracks to climb to the top. Around one side you can climb onto the high platform above, whereupon two winged mutants come to harass Lara, complete with fireballs and dramatic music (I wonder where the orchestra is hiding?) If you keep close to the rock wall you may get some protection from the fireballs but you risk confining Lara's movement - further around here the platform is a lot wider so you may prefer the more open space (despite the risk of falling off...) Either way they're not too difficult to put down this far into the game (as long as you don't fall off the platform), and the standard pistols can do the trick quite nicely, thank you.

Now a small diversion for a secret. On the ceiling of the cave here are a couple of rings, and they can be used to swing to the top of the Sphinx's head - it's best to swing directly from the ring nearest the Sphinx even if it's a bit tricky as trying to do a double swing is even trickier. These swings can be touch and go - Lara needs to give herself plenty of space to use the grapple, and it's a long way down so be very careful or you have to retrace that last part! When you get there grab the Dual Mini SMGs. There's a nod to the original here - if you walk up onto the top of the cobra on the Sphinx's head-dress the camera pulls back for a long shot of Lara and the Sphinx (I found that when I was playing it the first time but forgot to include it here - thanks for reminding me Trevor!) Now you need to swing back to the wider part of that platform. This is difficult to do as the ring is a long way overhead, and if you jump from too far out to the side of the Sphinx's head Lara could be too far out to get it with the grapple. Best to jump from closer to the middle of the Sphinx's head to give her a better chance.

On the platform use the bar to the right to reach the wide lintel over the passage near the corner of the area. Go to the far end and use the ledges there to drop to the ground safely. Pull the switch to raise a block that bridges the gap in the stairs here, then head up the passage. Yet more sliding block traps, complicated this time by a retracting first bar so you have to time the jump to coincide with both the retracting bar and the two blocks. You need to jump soon after the bar comes out and as the first blocks hit, and immediately swing to the next bar then to the passage at the end. These jumps have to be continuous so keep tapping Jump through the whole sequence. If you fall off then you may not be hurt - if so go back to the start, climb out, and try again.

At the end of the passage you come to a very high room. Down below there is a pool with four obelisks, and an inverted obelisk is protruding from the ceiling. Go down the stairs and pull the switch to see what it does - the ceiling obelisk lowers into the sunbeam and sends out four light beams, but they reach points above the top of the four obelisks in the water. Looks like those four obelisks have to be raised! If you look around the walls of the room you can see four white cylinders with a ridged vertical panel below them, and the first thing to do is to lower them until they go between locking mechanisms on the wall below.

The following sequence worked for me but it's not the only one, nor is it necessarily the shortest route, but it flowed well enough for me...

Go to the right at the entrance and use the ledges to reach the ladder. At the bottom of that ladder right jump to the second ladder and move down. At the bottom of that ladder you could jump left to the ledges, and use the spring loaded bars to cross the room. But there's a Reward to get here, so instead right jump to the ledge across the small alcove then shimmy right as far as you can go and around the corner. Drop down and grab the first Artifact.

Walk along this alcove and jump to the ledge on the wall, then right jump to grab a ledge on the vertical panel below the white cylinder with the ring. This starts to lower under Lara's weight so vault to the top ledge and wait for this panel to fall, wherupon a locking mechanism engages the white cylinder, the obelisk behind Lara rises, and a platform above the gate slides out a short way. Drop into the water and swim to the low platform outside the closed gate. Jump to the low pillar sticking just above the water, then use the ledges and left jump to the next vertical panel. Vault to the top of this panel and wait for it to lock and the second obelisk to rise - the platform above the gate also extends a bit more. Back jump to the ledge on the obelisk, vault to the top, then shimmy around to the left and left jump to the extended platform.

Next use the bar on the other side to reach the ledge, and right jump to the next panel to raise the third obelisk and extend the platform a bit further. Back jump to the ledge on the obelisk and make your way back up to the extended platform. Go to the far end and jump to the narrow alcove directly ahead, then turn left, jump to the outer half of the bar and quickly swing to the next bar and grab the ledge on the wall. From here left jump to the next vertical panel and do the vault-up-and-wait thing. When the last obelisk is raised and the platform extended to its full length, make your way back to the platform via the last obelisk. Jump to the bar on the left, and quickly across to the ledge. This time climb the ledges and make your way back up the ladders and ledges to the entrance to the room. Go down the stairs and pull the switch.

The inverted obelisk extends from the ceiling into the sunbeam, and the four light beams hit the top of the four obelisks. This opens a door at the end of the extended walkway! It also gives you your first checkpoint since entering this room... Make your way down to the extended platform via the ladders (or dive down and climb up) and head into the room. The door closes and there's something nasty in the room with Lara! When the cat mummy goes down grab the first Ankh Key, which opens the door and that gate down by the water. Go down there and head through the passage to emerge beside the Sphinx.

Left Passage

Head around to the front of the Sphinx and get the centaur that comes from the other side. Go back to the ladder in front of the Sphinx, climb to the top, then this time left jump to the ledge. Another left jump will get Lara to a small broken section of the stairs, from where she can jump to the next section. Climb the blocks of stone to the right and at the top go to the left, slide down the slope, and grab the ledges opposite. Climb up to the next section of the path and go to the third pillar. Use the cracks in the pillars to work your way back to the first pillar, then back jump to the ledges on the wall from the highest crack (tricky jump). Climb to the top and back jump to the platform for another battle against two flying mutants!

Go to the far end of this platform, slide a short way down the slope, and use the two bars to reach the ledge ahead. Shimmy all the way round to the left and back jump to the lintel over the doorway on this side. Go to the far end and use the two ledges to drop to the floor safely. Pull the switch to raise the platform to bridge the stairs on this side then go into the passage.

First you come to a pair of T-shaped sliding blocks which need a long jump to get past. The next you come to is a pair of very wide blocks which are too wide to get past in a single run. Jump to the first platform and crouch so the blocks go over Lara's head. Then jump to the next platform and crouch again, followed by a long jump to reach the safe passage. At the end you reach a room very similar to the other obelisk room, with the same objective, but a slightly different route.

I found the most logical route this time was to first do a dive into the water, then swim down and find the small medipack on the bottom. Swim to the platform in the corner and walk up onto the piece of rubble. Jump from there to the ledge on the vertical panel below the white cylinder then vault to the top and wait until it drops down and locks into place. The obelisk behind you is now raised, and the platform extended part way, so back jump to the obelisk, climb to the top, and back jump to the small platform on top of the first panel. Make a careful big jump to the ledge to the right of this (the higher ledge - the one to the left is lower), then to the second panel. When the second obelisk is raised, back jump to it, vault to the top, shimmy around to the left and left jump to the extended platform across the room. Go to the wall to the left and do a wall walk across to the small ledge in the corner, then right jump and do the panel-lowering trick so the third obelisk falls into place.

Drop into the water and swim back across the pool to the ledge, climb the first obelisk, and back jump to the small platform above the first panel. This time jump to the lower ledge to the left, then to the ladder. Climb a short way up and left jump to the first bar, then quickly make your way across the bars to the ledge on the far wall. Drop down one and left jump to the final panel to raise the last obelisk. Back jump to the obelisk and make your way up to the platform across the room. Go to the end beside the bars and use the bars on the right to get back to the ladders. Climb to the very top, changing sides as necessary, until Lara's above the level of the entrance passage. Use the ledges to jump back to the entry passage, and go down the stairs to the switch. Pull it to lower the inverted obelisk and open the door on the end of the long platform.

Dive back down into the water, swim to the platform, and use the first obelisk to reach the extended platform across the room. Go into the room, get another cat mummy, and grab the second Ankh Key from the pedestal. The gates in this room open so dive into the water, swim to the exit passage, and go through to the Sphinx. You may or may not come across another two centaurs when you go around the front of the Sphinx (I didn't on the first run, but did on the second, and I have no idea what was different...) Go up between its legs to the locks on either side of the door. Don't forget that if you didn't get the items around the Sphinx on the way in, you can maybe get them now!

Flooded Statue Room

Use both Ankh Keys and go into the passage. Just ahead is a ball that Lara can roll around (it's been suggested that you can use this to play 'squash the rat' as you roll it down the passage - they do make a quite satisfactory sound! It also makes a lovely big splash if you push it off the edge and into the water.) Go down the passage to find several pairs of rats and some shotgun ammo. At the bottom there's a small medipack on the left. This room parallels the flooded room in the original, and has some similarities in the gameplay. These two statues represent Horus and Seth. Horus is the right hand statue and depicts a man with a falcon's head. Seth is the left statue and depicts a man with a jackal's head.

Dive down and look around, but if you swim down to the very bottom Lara won't have any spare air and will have to swim back up straight away! There's only one thing of use at the moment and that's the lever to drain the water down to the statue's plinth level. That lever is on the back wall between the statues. As long as Lara has a small amount of air left when she finishes pulling it she'll be safe as the flyby that follows stops her losing any. As soon as you get Lara back swim the short way to the surface. Now you can have a look around underwater if you like but there's not a lot to find except a fish. And that ball if you pushed it over the edge...

Go to the left statue and climb the ledges by its right foot. Back jump to the bar, then to the next ledge. Make your way around to the other side of the left leg and do a wall walk to the narrow platform above the lever you used to drain the room. Climb the ladder, hit jump at the top so Lara grabs the ledge behind her (don't try to back jump here), and follow the ledges back around to the front of this statue. On the wall are four scarabs, and on the floor in front of them are corresponding scarab carvings. Use the pistols on manual targeting to shoot the scarabs on the wall so they face in the direction the carvings show. The gate above opens. Climb up and use the switch to partly raise the water level outside.

Climb the ladder beside this alcove and right jump to the top ledge. Make your way around this series of ledges to the wall above the drain lever, back jump to the bar and swing to the next ledge. Before making this next jump, the scarab switch you're about to jump to opens a timed underwater gate in front of this statue, and it's a tightly timed swim. Probably best to fast swim on the surface and around the corner, then dive and fast swim through the gate.

Just inside the gate on the floor are another four scarab carvings. Take note of them, looking from the gate, not back at the gate, then swim up to the surface above and climb out. There are another four scarabs on the wall here so use manual targeting to shoot at them until they're all facing the correct way to match the carvings below. This opens the gate above, and that switch raises the water level further. But DON'T use the switch yet! Before doing that there's a diversion to open a door to reach a Relic. In front of this platform is a narrow section with a moveable block. Manoeuvre the block so it falls over the edge into the water, then swim around and dive down at the back wall between the two statues and pull the lever again to lower the water level to the lowest point, level with the plinths the statues are on. Now go back around the front of the statue you just came from and push the block so it's under the closed gate.

Retrace your steps & ledges around the other statue to the highest ledges, head to the back wall above the water draining lever, and use the bar to cross to the other statue. Right jump to the scarab on the wall to lower the bars above the block, then quickly swim around, run across to the block, and vault into the passage before the gate rises to close it off - if they've just started to rise a forward roll should get Lara over them. (This is a tighter run than the last time, and it might help if you drop Lara from the scarab switch immediately the flyby starts so the gate has started lowering - too soon and the gate won't lower!) Use the ledges in here to make your way to the platform above, then hang off the edge of the narrow platform where the block was when you came here the first time. Shimmy right as far as you can so Lara's right shoulder is close to the statue's leg, then release and Lara should grab the ledge around the left leg of this statue. Shimmy around to the right then jump to grab the scarab switch on the wall. You'll see a flyby of a gate opening high above this statue in the corner!

Drop back down. You now have to retrace your steps all the way back to the switch in this statue, around all the various ledges and ladders. Yeh, I know, it's a pain... It should help if you pull that other switch on the way so the water level's higher and Lara doesn't have to use that block to get through the gate. Now you can pull the second switch to raise the water level higher, which will bring it above the switch Lara just pulled. Swim back out and surface. Swim across to the other statue and dive into the alcove where the first switch is. Surface in here and pull out for a checkpoint!

Use the scarab and bars to reach the ledge and climb out onto the shoulder of the statue. Use the ledges here to climb to the top platform level with the top of the statue's heads. Go across to the gap between the statues, but DON'T use the scarab switch here yet! Instead, jump across the gap, go to the far end, and use the ledges to get down to the shoulder of this statue. If you did that scarab switch on the side wall below here then this gate will be open and you can go in and grab the Horus Idol. If it's not then you can go back and get to that switch, which means repeating most of this flooded area...

Climb back up out of the room, up the ledges, and jump to the scarab switch between the statues - this raises the water level yet again, to a level higher than when you first came in here. Swim to the surface and climb onto the platform above. Head down the passage to the room with the colourful pillars for another checkpoint. Heavy weapons time - this time it's not only two cat mummies, but they have two centaurs for company! When the place is quiet again, go to the first pillar on the right as you came in here. Climb the cracks and at the top one shimmy around the other side and drop to the lower crack. Back jump to the next pillar, vault to the highest crack and shimmy around to the left so Lara's facing the ring in the ceiling above the centre of the passage. Grapple swing to the pillar a little way down on the left, and make your way to the pillar at the far end in the corner. Back jump to the small alcove for the second Artifact. Jump back to the pillar, get to the pillar this end opposite the platform on the end wall, and jump to it.

Use the Scion of Qualopec on the wall mechanism, then drop to the floor. Go back to the first pillar, climb to the top crack, and around the other side drop down a crack. Jump to the second pillar, then to the next pillar to the right, near the side wall. Do a wall walk from this pillar along the side wall - you'll need to get a few swings up - and when Lara's at the highest point on the left swing, close to the top of the decorated part of the wall, back jump to the pillar behind her. This is quite tricky and the easiest way is to not only swing Lara but swing the camera so it stays behind her, which makes the jump a little easier. Keep your health up around here so Lara can take a fall or two!

Vault to the top of this pillar, jump to the last pillar, then to the one beside it, using the highest cracks you can find. From the highest crack on the end pillar by the centre of the passage left jump to the other platform by the gate. Use the Scion of Tihocan on this wall mechanism and the gate opens. Go into the room for a cutscene where Lara takes the third part of the Scion, triggering an earthquake. She runs outside to a mountain road and pauses to combine the three pieces of the Scion. She enters another dream with the three rulers of Atlantis, where the Queen of Atlantis is exiled for being a naughty girl. Back on Earth Lara confronts Natla and her cohorts - Natla takes the completed Scion and orders Lara be killed, but Lara realises that Natla was the Atlantean Queen! Oo-er... An interactive cutscene follows where you have to use Interact (Triangle), Jump (X), and Roll (O) to break free of Natla's cohorts. Lara dives off the cliff into the river below, undamaged for now. She reaches her motorcycle and sets off in chase, but they reach the boat ahead of her. Lara launches her bike off a small headland and uses her grapple on the boat as it moves away. She climbs aboard and hides, and the level ends.

Rewards in this level - 2 Artifacts & 1 Relic

One of the reasons Tomb Raider has been such a success over the years is because it allows the player to suspend disbelief. This happens because the characters and environments are similar enough to our real world that the player is able to make the small shift and become drawn into Lara's world. But that is a subtle achievement, and it takes a sensitive approach by the game's developers. For the most part I think Crystal Dynamics have managed to walk that fine line, in both Legend and Anniversary, but the flooded statue room in 'Sanctuary of the Scion' fell flat on its face as far as I'm concerned. Through most of the game the developers have used the contrivance of the ledges in a fairly subtle way, and they mostly make sense in their environments. But in that flooded room one statue is liberally adorned with completely inappropriate ledges! You look at them, and they are so out of place that, for me at least, the suspension of disbelief failed and I saw them for what they are - a contrivance to channel the player along the required path, and an excuse for real gameplay. I had no need to search the room to find out where I had to go - it was there, in my face! The only real challenge in this area for me was figuring out how to access the Relic, but even that was fairly obvious to anyone who looks. The original of this may have been a little simplistic, but it was fun and challenging. This is something quite different, and although Sanctuary started well, it failed to maintain the momentum and became quite tedious...

Time Trial
To be completed...

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Lost Island- About this location

This location is obviously not based on anything in the real world! The original Atlantis levels were Natla's Mines, Atlantis, and The Great Pyramid - in this remake Natla's Mines retains its name, but Atlantis has become The Great Pyramid, and the final level has been renamed Final Conflict, although broadly speaking each level follows much the same gameplay. Now maybe I'm being picky, but it strikes me that Final Conflict is a rather obvious and mundane name for the final level, and I can't see why the naming was changed...

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Level 12: Lost Island - Natla's Mines

First posted 24 June 2007, last updated 14 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 17 minutes

Those of us who played the original will know these levels as Atlantis, rather than Lost Island...

The Mine Workings

Lara starts the level by diving off the boat after it reaches its destination. The level loads with Lara in the water in a cave leading to Natla's Mines, a familiar location for those who've been here before! Note that if you leave Lara alone she slowly drifts back to the rear wall of this flooded tunnel - that small current will come in very handy later. At the start of the level Lara has no weapons, as they were taken from her when she was detained previously. She has to find the standard Pistols to enable her to do the things that will allow her to proceed, and to do that she needs to find three fuses.

Swim forward to the open area. Lara can't do anything here yet so swim behind the waterfall and climb out. Head up the passage and jump to the bar, then the two ledges, then back jump to the suspended container. Jump to the next suspended container, then jump to the right to the stack of containers and grab the large medipack. Jump back to the previous container, then to the rope, and swing to the ledge to the left of the waterfall. Shimmy around to the right and back jump to the passage opening. Head on down to the end and a checkpoint.

Across the room to the left of the railway is a pile of containers, the lower of which has a tarpaulin over it. Use the boxes on the left to reach the container stack, and get a large medipack. Drop back to the ground. Now take the left hand passage (left as Lara came in here) and head to the next area. A couple of rats come to nibble Lara's ankles but there's nothing you can do about them yet. Climb onto the ore cart and grab the Red Fuse. Return to the previous area and go up the stairs on the left into the control room. Place the Red Fuse into the appropriate place in the consoles on the right, press the green button next to it, and watch the suspended container across the room move back along the crane arm. If you want to get rid of those pesky rats head down the other passage out of this room to the timber barrier, then head back - the rats may not come all the way back out.

Go to the left of that building the container's suspended over and move the small yellow container against the wall of the building. Climb to the roof and go to the other end. From here you can jump to the first pole a short distance away, then to the second, and reach the wall ledges. Vault up and back jump to the bar, then to the sloped platform. Jump to grab the edge of the next platform and get the first Artifact (thanks to Trevor for bringing this to my attention - I missed this and got it a different way a little later! Duh...) Drop back to the ground, climb back onto the building roof again, and go to the exposed passage in the wall near the first pole.

Jump to the passage and follow it through, jumping the gap over the entry passage as you go. At the end drop onto the platform below. Push the yellow container off the end of this platform and jump to the next. Use the ledges on the right wall and do a long left jump to the next platform across the tracks around the corner, jump to the sloped platform, then to the next one. Jump to the platform to the right, drop down at the far end, and grab the Green Fuse from the other side of the fence. Now to get out, and there are two ways:

-- The hard way. Do a tricky wall walk along this wall, get a big swing up, and back jump to the ledge under the fence. From there right jump to the platform, climb the ladder, and left jump over the fence. That's a tricky back jump and Lara will probably fall and die at least once...

-- The easy way. If you find those wall walk back jumps tricky, there is another way out using a route that the designers probably never intended (I like it already ;-) On this platform there is a large grey machinery cabinet, with some pipes next to it. It's possible to jump onto those pipes and then climb onto the cabinet. From there Lara can jump and grab the end of the wooden platform she came across to get in here!

Head back around to the main room and use the Green Fuse in the appropriate place. Press the button next to it to swing the container across towards the tracks. Go back to the Red Fuse button and press it again to slide the container out along the crane. Go out, climb onto the stacked containers, and jump to the suspended container. Shimmy around the left corner and from the middle of the end back jump to the platform on the wall nearby.

Go into the passage here and take the passage on the right. Climb down a couple of ladders, then jump to the ledge across the gap. Drop down to the ground carefully and avoid another rat while grabbing the Blue Fuse. Now to get out. There are two ways here, both of which require Lara to negotiate pipes leaking hot steam:

-- The hard way. Climb on the cabinet the fuse was beside, jump to the pipe on the end wall nearby, climb to the top and jump to the next pipe, then to the small platform above the first pipe. From here wait until the rotating device turns and the flat face is towards Lara, and jump to grab it. When it turns so Lara can right jump to grab the edge of one of the hoppers up on the wall, quickly jump and shimmy to the right before the hopper swings down, then jump to the next hopper, shimmy along, and back jump to the wall unit across the other side.

-- The easy way. Go to the far end where the ground slopes up. Line Lara up with the outer edge of the wall unit, jump to the slope and jump again. Get it right and Lara will grab the ledge on the wall unit!

Either way shimmy around to the right and back jump to the pipe. Climb to the top, back jump to the top ledge on the wall unit, shimmy all the way around to the left, and back jump across to the ledge on the other wall. Climb right and up to the alcove above and jump across to the passage you came in. Retrace your steps back via the ladders to the platform, drop to the ground, and go into the control room. Use the Blue Fuse appropriately but don't press the button yet.

Go to the middle button and press it to swing the crane back over the small building. Go to the left button and press it so the container is squarely over the small building. Then go to the right hand button and press it to drop the container and smash the roof of the building! Go over there and use the yellow container to climb over the wall. Go across the room and grab the Dual Pistols. I feel more secure already! Shoot the windows out and climb back outside, taking care not to cut yourself on the glass. Before moving on there's a little something or two to get.

Go back through the small passage out to the pool where Lara started this level. You only have one chance to get this so it's probably best to save before you try it! You need to commandeer the boat to reach a Reward and the first thing to do is shoot the shackle holding the boat to the mooring spike - you can climb into the boat and shoot from there if you prefer, but it's not necessary. The boat starts drifting slowly down the room, but you can't let it drift too far. If you're not in the boat swim to it and climb in, then when it reaches the narrower part of the cave jump to the ledge on the left wall. Don't leave it too late to jump as you won't have a lot of time to climb back in and try again before the boat drifts down to the far end! Make your way up the ledges, jump across the water, shimmy around and jump to the last ledge, and drop down on the flat ground from as far right as you can go on the last ledge. Go behind the containers for the second Artifact in this level.

Swim back to the ground near where the boat was moored and find a vantage point where you can use manual targeting to shoot the shackle holding the first suspended container to the rope - this is the container hanging over the ground at the end of the cave. You may need to climb on a container or some boxes to do it, or even go up to the passage overlooking the room. Shoot the shackle, whereupon the container crashes to the ground and the door falls open. Go inside to find the Chalice of Torment. (Thanks to Tomb Raider Chronicles for the tip for this relic!) Now head back via the passage behind the waterfall and the rope swings to the main room with the rail tracks.

If you missed that first Artifact on the nearby platform before, there are another two ways to get it before you leave this area:

-- The easy way. Climb back onto the yellow container by the room with the broken roof, and grab the top edge of the wall. Shimmy all the way around to the corner nearest the passage in the rock wall and the first pole, pull up onto the wall so Lara balances on it, and jump across the two poles to reach the ledges.

-- The hard way. Go back to the control room and move the suspended container out to the end of the crane arm so it's blocking the passage up in the wall beside the building with the broken roof - this is where it was originally when you arrived here. Head across to the yellow container you pushed off the platform, and use that container to climb back onto the platform. Climb into the passage up the wall and make your way around to the far end. The suspended container is now across the doorway. Jump up to grab the edge and shimmy left around the corner. Move Lara left so she's about in the middle of this side of the container, then do a very long back jump to grab the lower ledge on the rock wall near the corner.

-- Either way vault to the top ledge, back jump to the bar, swing to the sloped platform and jump to grab the next platform. Climb up and grab the Artifact.

Now go back through the left hand rail track passage. Shoot the windows out on the room up on the rear wall, then go to the small container on the right, grab the ledge around this room, shimmy left, and climb into the room. Press the button at the end of the room to move the tunnelling machine in line with the tracks, then drop down and climb onto the platform on the rear of the machine. Start the machine, which travels around to the main room. When it arrives Lara sees that the suspended container has been dropped across the tracks. She confronts Larson, who vainly tries to stop her proceeding. An interactive cutscene follows where Larson realises his mistake and lifts his shotgun to protect himself against Lara - you need to hit Fire (R1) three times. Larson drops to the ground and dies, and Lara grabs the Blue Fuse he was carrying. She's shocked that she had to kill him, but it was, after all, self defense. Wasn't it? Or was it Lara's obsession with the Scion..?

I like that in this remake the moral issues are better dealt with than in the original. Yes, Lara is still obsessed with the Scion. Yes, the bad guys still die, and maybe at least one of them a little later deserves it. But it does have an effect on Lara that was never explored until much later in the original series of games - do you remember that episode with the lab technician in the VCI building in Chronicles to get a secret? I certainly do...

When you regain control of Lara and your conscience, pick up the shotgun Larson dropped, then go back into the control room and place the Blue Fuse back in the console. Press the button beside it to raise the suspended container off the tracks - the other buttons no longer work so you're not able to move the crane. Go back to the tunnelling machine and climb back on. Start it up whereupon it travels around the track to the wooden barrier and smashes it to pieces, opening the way to the next section. Lava, don't you just love it! Now you have the pistols you may want to dispose of those rats - they may start nibbling on Lara when she gets off the machine.

The Lava Room

The lava room ahead is very hot and the heat and fumes distort your vision so tread carefully! Jump to the platform down to the left, then decide whether you want to get the 50 calibre Pistols. They're not easy...

-- If you do, then hang off the right side of this platform and drop to the ledge below. Left jump to the small pole barely visible in the lava, then turn left a little and jump to the platform under the broken rail tracks at this end. Grab the 50 calibre Pistols then jump back to that small pole, then to the ledge below the platform. Shimmy around to the right and back jump to the tall pole, climb to the top, and jump to the shorter pole across the lava towards the tall structure. Jump to grab the ledge on the tall structure, shimmy left, vault up, and back jump to the next platform and a checkpoint.

-- If you don't, then jump to the pole that's barely visible through the glow a little further along. Jump to the sloped platform, then to the next sloped platform across the lava. From there jump to another pole (Lara can probably see them better than you ;-) then turn left and jump to grab the ledge on the structure against the wall. Shimmy left and vault up to the higher ledge, then back jump to the next platform and a checkpoint.

Save your game here as there's a tricky bit coming up, and you may come across a bug!

Do a grapple jump to the sloped platform by the right wall, jump to grab a bar that rotates to the left, but don't jump from the bar yet (I once struck a bug here that got Lara stuck in the hinge end of this bar). Turn around and get a big swing up for a jump to the small platform just above the lava, below the broken rail tracks at the far end. Pick up the third Artifact and the small medipack. To get back from here you need to use two poles sticking up out of the lava back towards the wall with the last sloped platform, then use the platform to jump back to the rotating bar. Jump to the long sloped platform, then to the ledge on the tall structure. Vault up to the top, then turn to look back across to the previous grapple point - there is something on the platform over there.

Do a grapple jump across there and grab the large medipack and the two mini SMG ammos. Get back to the last high platform with another grapple jump but be careful as it's a small target! Now jump to the broken rail tracks (you can also grapple jump directly to the broken tracks) and head into the passage to the end with all the rubble. Jump to the sloped rock, then to the first rock platform. Make your way up the rocks to the top flat section on the right, where you can see someone waiting in the open area ahead - it's Kold, Natla's ginormous henchman.

The Alien Pyramid

Jump to the last slope, then jump to grab the edge of the rock above. Pull up for a cutscene with Kold, and Jerome 'The Kid' Johnson - The Kid has a grudge against Kold which will shortly help Lara. No skateboard this time though... There will then be another interactive cutscene with a fight with both Kold and The Kid. You first need to hit Roll (O), followed by Fire (R1), then Jump (X). During this fight Lara knocks Kold down and switches to The Kid, but then Kold knifes The Kid as he wants to finish Lara off himself. As a final touch The Kid shoots Kold in revenge for past deeds and Lara is left alone in front of the alien pyramid. It's a good idea to save at this checkpoint as there's a one-chance Reward to get shortly! Pick up The Kid's Dual Mini SMGs, then check the area out. (If you managed to get the 50 cal Pistols back a bit you now have all your weapons back!) I'll refer to this area as left-right from the point of view of Lara as she first climbed up here and looked at the pyramid.

Go behind the right hand building and push the yellow container across against the rocks, below the rock with the whiteish top. Climb around the rocks here for a large medipack. Drop back down and go across to the left side, grab the yellow container, and push it against the white-topped rock over here. Climb up, then after the shimmy drop to the larger rock platform and look for a gap around the back. Jump to the sloped pyramid face, then to the small alcove for a large medipack and two mini SMG ammos. Drop back out, go around to the front, vault up two ledges and right jump to the flat section of rock at the top of the slope. Use the ledges to climb to the top of the rocks and turn to face the pyramid face. Examine this part carefully before proceeding!

Most of the pillars sticking up from the sloped face are two-tone grey, and don't have a flange at the base. The taller, more elaborate pillars with the base flange are the locks for the main door below, and require Lara to stand on them to be activated. The smaller pillars are Lara's way around here. This isn't as difficult as it looks, just a bit painstaking - when the tall pillars drop they can dislodge Lara and force her to climb back up again. The glare from the fires can make it difficult to see Lara when she lands so every jump you make keep tapping Interact (Triangle) to make sure she keeps her balance.

There is only one way around here - Lara needs to use the shorter pillars lower down the face to get close enough to the six taller ones to jump and stand on them. For example, Lara first needs to jump to the short one below the rocky ledge, then to the next short one, then turn left and jump to the first taller one uphill. When she stands on it the pillar starts to lower into the hole, and the first symbol on the door at the bottom lights up. Try to jump back off the tall pillars before they're fully lowered or you may need to retrace your steps - if so the ones you've already triggered stay down so you don't have to redo them.

Before completing this there is a Reward to get and it can only be reached from the last of the trigger pillars, nearest the Artifact that you can see on the high rock platform across on the opposite wall! Make your way across the lower pillars on the sloped face, jumping to every tall one on the way, until you reach the sixth trigger pillar, where you need to immediately jump from that one to grab the ledge around the rocks nearby. If you miss this and that pillar retracts then there's no way to do it this time around so you'll have to either reload your last save and do the whole thing again, or replay the level later on!

There's a long way between checkpoints here and this last Artifact is quite tricky to get, so I'll give you a tip to save too much messing around. Once you've gathered all the goodies around here and triggered all the retracting pillars except that last one closest to the Artifact, just slide down the pyramid face and carefully make your way back down to the bottom of the rocks where you came up here from the lava room. When you cross the checkpoint there, climb back up and go forward to the Kid's body on the ground to trigger this room's checkpoint again. Save now, and that save will have all you've done so far around here! All you need to do now is make your way across the pillars to the last trigger pillar, and jump to the ledge for the last Artifact, and if you miss then load that last save again.

When you reach that ledge shimmy all the way around and right jump to the level rock platform around the back. Climb up to the top and pick up the fourth Artifact. That's the last, so now you only have to reach the final switch! It may be possible to jump back to one of the pillars from here (I didn't make it when I tried, but I only tried once...) If you don't make it, go back and make your way around all the pillars making sure all six tall pillars have been lowered, then continue to the farthest low pillar. The long grooves on the face of the pyramid should now be lit with a yellow glow, and all the symbols on the door below should be lit. Turn left and jump to the pillar higher on the face, and make your way across until you can jump into the alcove high up the pyramid face. Pull the switch in there to open the doors below, and end the level!

Rewards in this level - 4 Artifacts & 1 Relic

Although there were some omissions in this level, like the extra lava areas, the crate of explosives, the Skateboard Kid area, and the rooms leading to the pyramid, it did have a very nice feel to it and was a lot of fun. I liked the puzzle to get into the pyramid, and the single lava room was quite challenging - it's just a pity that some of the side areas from the original weren't included.

Time Trial
To be completed...

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Level 13: Lost Island - The Great Pyramid

First posted 26 June 2007, last updated 15 July 2007
Status - completed and checked
Difficulty - Medium
Time Trial - 16 minutes 15 seconds

Those familiar with the original will notice that the level 'Atlantis' is missing - that's because for some reason the developers have renamed 'Atlantis' to 'The Great Pyramid', and the original final level 'The Great Pyramid' has become 'Final Conflict'. I've no idea yet why this was done, but maybe there will be an explanation in the bonus commentary...

If you start this level directly from the previous then you'll first need to slide down the face of the pyramid. Reloading a saved game here has Lara standing on the ground below in front of the main doors. Either way head into the passage behind the doors. This is a very long passage, and I have to say it's quite impressive! The re-imagined alien architecture is covered in glowing symbols, and certainly looks very alien, much more so than the original.

On the way down the passage pick up the mini SMG ammo. At the end of the passage Lara emerges into the first mutant brood room - the green eggs of the original have been replaced with less conspicuous, but much more ominous organic growths on the walls. I absolutely have a bad feeling about this! On your left is a closed doorway you'll be back to soon. Ready your most effective weapons (although the standard pistols will do the job) and walk down the room. Apart from the ominous background noises it's not threatening, yet. Next to the last brood pod on the right you'll find another two mini SMG ammos. Bad sign...

Continue through the next passage to the high lava-floored shaft. Lara looks around and sees many more mutant brood pods on the walls, and high up Natla is messing with the Scion, after which there is a shaking and the top outer layers of the volcano fall away to reveal that this is a pyramid. Lara goes back to the previous room, whereupon some of the mutants hatch! This first battle is a mix of three walking and one flying mutant, complete with bad attitudes. When they're down go back to the closed entrance door to this room to find that doorway to the side is now open. Climb the ladder and head out to the top level, for another two flying mutants. Check this disturbing area out for a large medipack against the right wall, and another large medipack and some mini SMG ammo on the crosswalk (the maximum SMG ammo Lara can carry is 250 rounds).

Go to the far end of the room and through the passage to a checkpoint on a platform overlooking the tall shaft. To the left you'll find some shotgun ammo, mini SMG ammo, and a large medipack. What I really wanted was some 50 cal. ammo... Look at the right wall - in the nearest panel there is a small glowing circle. Use the pistols to shoot this enough times so that all the symbols around it activate - this has to be done fast, too slow and they deactivate before they all light up. When they're all activated it extends a small ring from the wall above, and also releases a flying mutant spitting fire which stops Lara using the ring now. Shoot at the mutant while backing back down the passage and moving from side to side, which is its weak point here as the fireballs tend to hit the sides of the entrance if they're badly timed.

But that wall ring is timed, and the symbols turn off one by one - when they're all off it retracts. So you'll need to shoot the target again to extend the ring. Quickly jump to a small ledge in the corner to the right and use the ring on the wall to wall walk to the ledge in the opposite corner. Vault up, shimmy left, and jump to the next platform. From here do the same thing with the next target, then deal with another flying mutant. The platform's retracting, so quickly jump to the corner ledge, vault up, wall walk across, and use the two ledges in the other corner to reach the next platform. (There are plenty of checkpoints here, you'll be pleased to know!) Since the first room I've switched back to the standard Pistols, but I don't know how long I can keep that up...

The next one is a bit trickier. The target is a bit further away, and this time it releases two flying mutants. And this ledge will start retracting as well so you don't have time to waste! Once they're down quickly shoot the PREVIOUS target again to give you more time to look at your route - shooting that one will keep this ledge extended! Try shooting the next target again to see what happens. It extends the ring on that wall, and another ring on the wall opposite the platform Lara's standing on. It also extends a couple of bars on this wall, and one on the side wall. Don't forget to shoot the previous target again before doing this one again to try the run - you may just need this ledge as far out as possible!

To negotiate this, jump to the steep sloping hole in the corner pillar, immediately jump back to the lower bar, then to the higher, then change direction and jump to the ledge higher up in the corner in a smooth series of jumps. Shimmy left, jump to the next bar, then wall walk across. Now back jump and wall walk across the next wall to jump to the next ledge in the corner. Make your way up and jump to the next platform. If you find that too difficult, it's also possible to start this with a very long jump directly to the first ring rather than going via the bars, but it'll need to be a careful jump, and you'll need to pull Lara up the rope a short way before swinging for the second jump, so it's debatable whether it's any help at all.

TIP: After the mutants are down and you've shot the previous target to extend the platform, move back against the wall in direct line with the jump to the sloped gap in the corner pillar before shooting the next target. That means Lara can start the sequence from the best place, even though the target view may not be perfect. And before trying, make sure you've mentally rehearsed the sequence so you can anticipate every move - this saves a lot of time, especially on the bars, where you need to make the swing jumps and the change in direction with minimum delay! Finally, as Lara makes the first wall walk, try to keep the camera behind her so at the far end you can more easily make a back jump to the next wall walk.

That last sequence is very tricky, and it's unlikely that you'll get it the first few tries. Or, like me, the first thirty tries, if you don't give up in disgust sooner, even though a couple of times I was so close to nailing it! I ended up putting it down and walking away until the next day... Zzzzzz ... Next day I came back to it and nailed it the second try!

This next section may have an easier crossing to do, but it has a tricky fight beforehand. As before, shoot the next target then get a couple of flying mutants. The problem here is that Lara can target the wrong things - the previous wall target is directly across the room and Lara easily switches aim to it instead of to the mutants, so you need to keep an awareness of Lara's targeting as well as her location on the platform! When the mutants are down shoot the previous target directly across the room to extend this platform, then shoot the next target again and watch what happens - there are two bars, but this time there's no ring on the wall, instead there's a sloped platform Lara needs to jump to between the two bars. On the other side of the wall there's a ledge in the corner. When you get there climb to the next platform for another checkpoint.

Shoot the next target on the right wall and get the two mutants, then shoot the previous target on the left wall to extend this platform again. This time Lara has to jump to the sloped hole in the next corner, wall walk across to the sloped hole in the opposite corner, then wall walk across the far wall and jump to grab the ledge in the third corner. No bars here, but both wall walks require a big first swing to make it through! Otherwise quite straightforward. Climb up and back jump to the top platform. Yes, that's the last for the moment! Pick up the large medipack and the 50 calibre Pistol ammo.

Before moving on there's a Reward to get. Look across this top platform to the next corner - there's a ledge in the corner pillar and a small cave in the wall beside it. Jump across and pull into the cave for the Artifact, then do a long jump back to the platform and get yet another flying mutant. Bullies!

Go into the next passage, grab the two shotgun ammos on the left, and time a run past the first toothed triple doors. Ahead is another large medipack but it's in front of a fire spitting trap so you may prefer to ignore it (although you stand to gain a lot more than you lose). There's a target on the ceiling here but it doesn't seem to do anything... Get past the fire trap and the next triple doors, to face a double fire trap and more triple doors. On the ceiling above here is another target and shooting it disables the next doors momentarily to give you a better chance of success. Go to the top of the passage for another checkpoint.

This next room is the new Doppelganger room, the room where Lara meets her mutant double. This means that the 'other' Lara does exactly what Lara does - if Lara goes right, her double goes right as well, and if Lara shoots her she gets shot back. Add to that this room is also doubled (not mirrored), and everything from the entry passage to the centre dais is identical on either side. But there is one thing about this room that isn't doubled, and that's the position of the mutant brood pods on the walls, so there is at least one way to tell the orientation of the room!

When Lara drops into the room three mutants hatch. Be very careful with these and make sure you're only shooting the mutants, not the Doppelganger - shoot the Doppelganger and Lara takes damage! Once they're down check out the room for two mini SMG ammos. Now look at either side of the room. To the left of the ladder on either side there's a hatched brood pod - one is on the wall close to the left of the ladder, but the other is further around the wall to the left of the ladder. The closer one was to the right as Lara came in here, so I'll refer to that side as the right hand side of the room from now on!

Go to the centre dais and turn it. Platforms come out at the bottom of each ladder - quickly run and jump to both sides in either order, climb the ladder, right jump to the ledge and back jump to the platform. On one side grab the large medipack and 50 calibre Pistol ammo, and on the other side the large medipack and shotgun ammo. On both sides when you reach the far end of the platform you'll also trigger a flying mutant. Don't bother yet with any switches, and ignore any door activity - as long as the Doppelganger is around there's no way you'll get the exit door to stay open. (This room could be done slightly faster than I describe but the first look around will make the serious run easier.)

Now that you have the pickups and the mutants are out of the way, go back to the centre dais. This time you need to climb the right hand ladder - the one with the closer hatched brood pod. Go to the far end to find a switch on the left wall. This opens a trapdoor back at the other end of this platform, exposing a lava pit. This is now timed, and you need to go back down, turn the dais again, and quickly climb the left hand ladder, right jump to the ledge, and back jump to the pad on the other platform. Fast enough and the mutant jumps into that lava pit! (This isn't too difficult...) Go to the end of this platform and pull the switch directly ahead to open the door on the other side. Now go back down and turn the dais, and this time jump back to the right hand ladder, go along the platform and through the door.

Go through to the final area in this level. On either side is a trio of cylinders oscillating in and out that can either push Lara into the lava pit or give her some solid ground to jump from. Lara has to get past both to pull two switches, and kill a flying mutant on either side. Carefully time a series of jumps across either side to use the cylinders themselves to jump from. On the right side you can find a large medipack - this switch opens the exit door between the two switches. The left hand switch extends the bridge.

Go across the bridge but stop before entering the passage beyond. Use the pistols to shoot the target on the ceiling in this short passage - this dislodges a slab of rock which falls and smashes through the floor, opening a hole. Down there is a steep slope. Drop Lara down to it, then jump and grapple the ring under the bridge and swing into the tunnel in the opposite wall. Pick up the large medipack and climb the ladder at the end of the tunnel. Here you'll find the Torc of Embitterment, a sacred gold Atlantean necklace.

Climb through the opening on the left - this would be a good time to go back to the previous room and grab any ammo you may now have room for after the last fights. When you're ready make your way back across the bridge and jump the hole in the floor to end the level!

Rewards in this level - 1 Artifact & 1 Relic

On my first run through this level I was impressed by the architecture and the difficult gameplay. However, on my second run while checking these walks, although still impressed by the appearance of the level and most of the gameplay, I was struck by that tall room with the lava floor - it began to get very irritating and the contrived gameplay with the variety of slopes, bars, hooks and ledges became more a hindrance to the gameplay than an enhancement. This level does have a lot going for it but the gameplay in the tall room was basically a chore and dragged the rest of the level down...

Time Trial
To be completed...

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Level 14: Lost Island - Final Conflict

First posted 27 June 2007, last updated 3 May 2008
Status - complete but not checked (may not have all pickups!)
Difficulty - Medium
Time Trial - 23 minutes 50 seconds

This is it, the final level of Anniversary! As such it will have the most difficult boss battles, so I don't expect to finish this in a hurry... This level corresponds to the original 'The Great Pyramid'.

The room ahead looks to be the Atlantean throne room, with three thrones for the rulers, and the pedestal for the Scion on the far side overlooking the tall chamber Lara just climbed up. Enter the room for a cutscene between Lara and Natla. Natla tries to convince Lara that a seat beside her on one of the Atlantean thrones is her destiny, but Lara knows that she cannot accept that the deaths on her hands were a necessary evil. Natla: 'Immortality has its price, but what are a few lives to sacrifice for your dreams!' Lara: 'This is madness!' Lara shoots the Scion, and she and Natla fall over the edge when Natla attacks her. Lara saves herself with the grapple, but Natla plummets to the lava below. Lara climbs up and watches as the giant brood pod releases its hideous burden, and the level begins!

Important - set your weapons to Advanced Toggle for best results in this battle! Refer to your game manual for details of how to do this in your version of the game.

You face off here against the giant legless mutant that not only does a direct attack on Lara but swipes out at her or slams its body on the platform and knocks her over. You can't just put it down - you have to find a way to get it to fall off the edge into the lava below. This firstly requires taking advantage of its Rage Attacks to perform the Adrenaline Dodge. When you succeed with the head shot you stun it - keep this up and eventually you'll notice a second, orange, aim point appear on one of its hands, which is stuck to the platform after its Rage Attack. You then have to switch aim and shoot at its hand and eventually the hand will be badly damaged, thus disabling the mutant. But it's not quite that straightforward and this happens in two stages. Firstly it only loses part of its hand, and the second time the rest is severed. Both of these will show a short cutscene with the mutant struggling to free its hand, and ripping part of it off in that struggle.

If you succeed with an Adrenaline Dodge when Lara's near the front edge of this platform, the mutant could fall over the edge, and if it does it grabs the edge and it needs both hands to pull back up. When it loses the first part of its hand and falls off it can still pull back up, although not so easily. Once it's lost its complete hand it can't pull back up - it's then vulnerable and Lara just has to keep shooting at the other hand holding the edge to eventually cause it to fall.

This is a tricky battle, but apart from the confined space and the danger of Lara falling off the edge it's not that much more difficult than the T. Rex early in the game. I succeeded at it after maybe ten tries using only the standard Pistols and two small medipacks, and the best tip I can give is to try to stay clear of the edge of the platform until the mutant has lost at least the first part of its hand, and this requires you to maintain an awareness of Lara's position on the platform at all times. There's only one open side on this platform so although Lara can easily take damage, staying away from the edge to begin with at least removes one danger. Of course once the mutant has lost its complete hand Lara will have to lure it to the edge and use the Adrenaline Dodge to make it go over...

On my second run through while checking these walks, that fight was almost easy - I only used the standard pistols, Lara lost less than a third of her health (all from body slams), and she needed no medipacks at all. This may be because I've perfected my use of the Adrenaline Dodge, and always managed to be in the right place at the right time!

When the mutant finally falls into the lava the door opens. Before leaving you will want to check around this platform for two mini SMG ammos, two large medipacks, and some shotgun ammo if you haven't already picked them up. Then head into the next passage. Most of the floor in this passage has collapsed, exposing a river of lava.

Jump the lava to the first broken section of floor, then to the second and pick up the large medipack. Now jump to the first pole, then the second pole to the left, and then to the platform. Quickly shoot the flying mutant that appears ahead before it pushes Lara off the platform and into the lava. Pull the switch on the right. This does two things - the platform Lara's standing on slowly retracts, and the next platform along the passage extends. Wait until the next platform is fully extended and jump to it before it retracts again, then go to the next part of the passage and grab the shotgun ammo. Continue on, and just after the corner where you can see a Relic out of reach in an alcove, a centaur might attack (it didn't appear every time for me for some reason). Go to the next room and grab the shotgun ammo and large medipack from the floor to the left. Pull the switch on the far wall to close the entry door and open the exit door, and get the flying mutant that hatches.

You may notice in this area that there are two Checkpoints close together - one just inside the door in the first room, and the other at the bottom of the short passage joining the two rooms. If you've just had a damaging battle, or want to safeguard your progress around this area, then you can run between these two Checkpoints to trigger as many new Checkpoints as you like, giving you the chance to save whenever you want so you can reload to fix Lara's health!

Go through the next passage to get both a flying and a walking mutant that hatch. Check the room out for shotgun ammo and 50 calibre Pistol ammo. Dive into the pool and look on the walls for a lever. Pull it to extend a small platform in the room above, climb back out, and climb on the platform. Before proceeding get the mutant that just hatched. Climb into the passage above, grab the large medipack, climb into the alcove, and look for a rocky alcove back above the passage you climbed in. Jump over there for the first Artifact, then climb back into that alcove across the room. Push the cage through so it falls to the floor. Drop down, push the cage across to the rock pillar nearby and climb to the top of that pillar. This hatches a flying mutant above. Grab the small medipack from the top of the rock pillar.

From the top of the rock pillar by the entry door, jump to the platform above the closed entry door and pull the switch - this opens that door to allow Lara to go back a little way. Drop down and push the cage through the door and in front of the high alcove in the passage outside the door on the left that you may have seen on the way in when the centaur attacked. Climb in and pick up the second Artifact, then drop back out and move the cage back to the rock pillar.

Climb back onto the pillar and this time you need to make a series of fast shimmies and jumps along the three ledges on the side wall to the left. Each ledge starts blowing hot gas shortly after Lara reaches it so you have to shimmy left and jump to the next as fast as possible. From the last hot ledge left jump to the safe ledge in the corner, then wall walk across this wall to the ledge on the far wall. You may want to lower Lara down the rope a bit before swinging as she could be deflected by the mass in the corner. Shimmy left on this ledge until Lara can vault up into the passage above, and grab the 50 calibre Pistol ammo there.

Drop down into the rocky cave and get the shotgun ammo, then continue to the end overlooking the pool room. Drop down and go to the wall plaque - this is a switch and Lara needs to jump up and grab it, and hold on until it lowers. When it lowers it uncovers a target button above, and Lara has to jump back off and shoot this button before the plaque moves up to cover it again (tricky - try dropping the camera to floor level so the button is visible before Lara jumps). This opens one of the doors in an underwater passage in the pool. Climb onto the rubble nearby and from there get over the rocks to the pool area. Go across to the far left corner of the pool room and use the wall plaque and shootable button there to open another of the underwater doors. After you leave this switch watch out for another flying mutant!

There's a third wall plaque in the right hand corner behind a lava filled hole in the floor - lowering this one, backjumping off, and shooting the button behind it (in the same way as the previous two above) opens the third door in the underwater passage. It may be easier to reach this plaque if Lara jumps from the left side where the hole meets the wall, rather than from the front.

Possible PS2 bug! It seems that I may have struck a bug in the PS2 game that isn't present in the other major versions, but I've not yet had this confirmed... In my PS2 game I was unable to reach the wall plaque behind the lava hole, and Lara would fall into the lava no matter where she jumped from. The third door opened anyway, but exactly how I don't know - it's possible that the reload after the fall into the lava was opening it, or it could be opened by reloading a save after the other doors are open. However, in the Xbox 360 game this wall plaque didn't give me any problems at all, and Lara easily reached it with a jump from the left side of the hole where it meets the wall. As far as I know the PC game, and by extension the Mac game, don't have a problem at this spot either and Lara should grab the plaque, but if you find that Lara can't grab it then check the underwater door once you save/reload after opening the other two doors, or after a reload if Lara dies in the lava.

Now that the three doors are open, dive down and swim through to the next area getting a small medipack on the way. Climb out at the far end and grab the 50 calibre Pistol ammo in the passage. This passage has earthquakes and lots of lava so jump carefully to the floor at the end, watching out for the lava falling from the crack in the ceiling. This whole next section is very tricky and the only tip I can give is not to stop anywhere very long unless you're sure it's safe! To the right at the end the passage has completely collapsed. Walk down the narrow path on the left then time a jump across to the ladder. Climb to the top. Now you need to left jump to the hot gas ledge, then vault up between the bursts of fire from the hole above to the next ledge up. Vault up again to the next hot gas ledge, then left jump to the ledge on the pillar against the wall. This one's relatively safe.

Now left jump to the ledge across the passage, and time a drop past the bursts of fire to the ledge a fair way below. Pull up and grab the large medipack. Drop down another ledge and back jump to the ledge past the lavafall, keeping well clear of it. Drop down to the lowest ledge and then to the small floor section in the lava. Now it's just possible to jump through the small gap to the left of the next lavafall to reach an Artifact, but it's very difficult and probably not intended by the developers. The other way is to jump to the small island in the lava, then to the next, then turn right and jump to the safe island behind the lavafall this side - the first two islands quickly start sinking so don't hang about! Either way go into the space behind the lavafall for the third Artifact.

Go back and keep to the right until you reach the lava. Jump to the first island close to this alcove. You're facing the small sinking island by the wall with the ledges on the pillar beyond. Do two standing jumps to reach the ledge and vault up. Around to the left lava is dripping from the ceiling, and Lara needs to be wary of that then back jump to the pole in the lava. Jump to the next pole when the flame is off it, jump to the bar and swing to the next sinking island. Quickly jump to the safe ground ahead. Go to the left and jump to the next small island, then quickly to the ladder. As you climb you'll probably see the grapple hint on the screen, but for now go down the passage a short way to reach the next checkpoint (stop as soon as you reach it!) so you don't have to do all that again.

That was a very tricky section and considering the dangers a long way between checkpoints - it would have been nice if there was a checkpoint at the third Artifact! Mind you, once you know it it's a lot easier...

Go back to the top of the ladder and use the grapple to swing across into the passage opposite, and quickly get out of the way of the flame coming from the left. Pick up the large medipack beside the flame, then jump to the platform at the top of the passage and get another large medipack. Jump across to the small alcove in the wall opposite and get the fourth Artifact - the last for this level, and the game! Retrace your steps back to the passage past the top of the ladder and brace yourself, the final battle is coming up soon!

At this point on my first run I had a total of 48 large & 46 small medipacks. On my second run it was 52 large & 58 small! Should be enough ;-)

Go to the end of the passage and step into the large room. A cutscene follows where a somewhat singed Natla flies down from high in the room and accuses Lara of having a heart as black as her own. The first part of the battle now starts. Lara needs to fire at Natla's wings and damage them so Natla has to fight from the floor. You'll see two wing targets so switch between them. After Natla suffers enough damage there will be a short cutscene where she falls to the ground and Lara notices a green patch on her back. Natla grabs Lara and tells her she can't be beaten. I've heard that before...

Important - set your weapons to Advanced Toggle for best results in this battle! Refer to your game manual for details of how to do this in your version of the game.

The next battle is intense! Natla will periodically teleport around the room and break Lara's aim, and she alternates between multiple fireball attacks and multiple Rage attacks. The fireball attacks can mostly be avoided with side rolls, and as before in the game you have to take advantage of the Rage attacks, but that's easier said than done as Natla comes at Lara very quickly and can knock her over with a damaged wing before Lara can get a shot in. Try to be in a position at the Rage attacks so that you can do your Adrenaline Dodge either directly at Natla so Lara flips over her, or while backing away so Lara is out of range of Natla's wing strikes - sideways dodging leaves Lara vulnerable to Natla's wings which can stop Lara getting a shot in and waste the opportunity.

Keep your eye on the bars in the top right - the lower bar is Natla's Rage and flashes green when she's about to do a Rage attack. The upper bar is Natla's health and has to reduce to nothing before Lara can win. There are some ammo pickups on the floor here, but if you've been gathering everything you can along the way you hopefully won't need to go for them. Anyway, this battle can be won with the standard pistols...

At the end there's a final interactive cutscene, which starts at a checkpoint so you won't have far back to go if Lara fails... Natla asks Lara what she has gained by this, rather that she has lost everything. Natla knocks Lara's weapons out of her hands, then attacks her. You need to press Jump (X) then Roll (O) followed by another Roll (O) as Lara gets her weapon, then Fire (R1) to shoot Natla again. Natla is now badly wounded and unable to retaliate momentarily - Lara sees an unstable pillar, and you then need to use the Grapple (Square) to pull the pillar down on Natla. Lara makes her escape from the collapsing pyramid, swims to the boat, and leaves the island behind her. The last thing Lara does is look at her hands again, when she realises that by destroying the evil of Natla and Atlantis she has washed at least some of the guilt from her hands for killing Natla's henchmen in her quest to discover the truth about the Scion.

And that's it - the end of Tomb Raider Anniversary! If you managed to get every Reward then check the Rewards item in the main menu for lots of goodies!

Rewards in this level - 4 Artifacts

Wow, that last battle was huge, as befits the final boss! I think I used around 27 small medipacks in that battle in my second run through the game, although as I recall I didn't use that many on my first run... This was a much more difficult final level than the original, and those lava passages were maybe a little too dangerous without an intermediate checkpoint. But this did live up to the spirit of the original! As for the game overall, apart from those few areas that either overused the contrivance of the ledges, or grossly exaggerated some of the original obstacles (as I've mentioned at the end of the respective levels) I came away with a mostly positive feel about this as a tribute game! Not perfect but it goes a long way to recreating the feel of the original without slavishly copying it, and that can't be bad!

Time Trial
To be completed...

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Walkthrough Copyright © 2007 Kerrie H Reay