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Retro Game Walkthroughs For
"Tomb Raider: Anniversary"
(PC Games)

This game is also available on PS2, PSP and Xbox 360.

Retro Game Walkthroughs for Tomb Raider: Anniversary (PC Games)
Submitted By: schummi
Basics
Basics ... in case you only rented this game
Left Stick - Anaolog motion. Aiming in fine aim mode.
Right Stick - Camera movement or aiming in fine aim mode.
Gear & Inventory - Accesses Lara's backpack. Use the D-pad, keypad or joystick to go through each tier of equipment.
Quick Heal - There should be one or two quick heal keys; one for large medikits, one for small kits.
Walk / Manual Grab - This function should not be used. Otherwise, hold the key to maintain a grip on ledges,ropes, etc.
Jump - This function is variable, depending on the amount of time the key is held (or registered to be pressed).
Target Capture - This draws weapons and target captures an enemy or witch, depending on the targeting settings.
Fire Weapon - Shoots current weapon. All weapons except the micro-Uzis are semiautomatic.
Crouch & Dodge - Used for shoot-dodge, crouching and mantling off ledges.
Grappler - Toggles the grappler device. Interact will reign in the line.
Context interaction - Variable actions, which pop-up when an action is required.
Fast Traverse/Movement - For ledges, ladders and swimming, Lara can fast-move by pressing the interaction
button quickly.
Spire-jump - This lets Lara perch atop a small platform. She cannot move, but she can jump from a spire-jump to another element.
Ledge jump - Lara can transfer to another element from a ledge by jumping perpendicularly from the wall the ledge is built into, or from the end of a ledge.
Column Jump/Pole Climbing - Lara can use columns as ladders, but rotate around the entire body to jump in any direction.
Fine Aim Mode - Console controllers click for this action. Used mostly for first-person look around.
Somersault - Similar to Tombraider Legends; tap the crouch/dodge key repeatedly.
Handstand Mantle - Lara's sexy move, done during a ledge mantle. Hold the forward and the jump key during a
mantle to do it.
Non-screaming Lara Dive - The swan dive is done from high places; press jump then dodge/duck.
Wall-run - Requires an anchor near a smooth wall; jump then grapple. The stick will do motion and direction of the jump.
Wall-run Jump - During a wall-run, hold the movement stick away from the wall (determined by your camera)and press jump.
Leg Splits - During a bar swing, Lara can do a leg-split by swining the other direction. However, she needs to have the opposite direction inputted as soon as she starts her forward swing.
Parkour - Art du Deplacement
Lara Croft may not be a skilled traceur since she's a big fat British archaeologist-scientician, but her atheletic skills are helpful. Moving quickly from one place to another is beneficial for Lara, since many of the traps and secrets are only available for a brief moment before something happens (usually resulting in death). Therefore, you (playing Lara's controller) need to familiarize yourself with the various elements in the game, so you can react instantly when you see it
come on screen.
Element 1 - Ledges
Ledges are the catch all of the game, allowing Lara to move around places where the floor is broken, missing, or too rough to continue. Unlike the Prince of Persia, Lara cannot stand on ledges (two guesses why not) but she can still fast traverse on them and get similar results.
Additionally, there are two forms of ledges (excluding the crumbling ones). Ledges with footing (above left) and ledges without footing (above right). Ledges with footing allow Lara to ledge jump, while those without only allow for mantling onto (if the ledge is even with flat ground). Beware ledges without footing will restrict movement along the ledge itself or straight down. If the surface a ledge is built into is rough, do not expect Lara to have good footing.
Element 2 - Ladders
Ladders are like ledges, but they are climbable withouth any other assistance. Lara can jump to the sides or away from the ladder like a ledge with footrest, but she will not turn to look away. Instead, Lara simply presses jump to transfer away from a ladder (unlike a ledge).
Ladders are often rare and a secured path up and down a great vertical displacement. If Lara falls from a ladder, expect to paint the point of impact with a lot of Heinz 57. This is British Airways wishing you happy landings!
Element 3 - Bars
Bars are tricky elements, since they can be set in a way that Lara cannot reach a bar she swung off of. The momentum from a bar swing is fairly powerful and brings her really quickly across gaps. Unlike TRL, Lara has near perfect grip with bars and can instantly jump swing to the next bar or element provided it's safe. Some bars have behavior that makes them rotate on a hinge when Lara places her weight against it. Usually, such bars rotate 90 degrees and serve as one way paths to certain spots. The last note about bars is when Lara is swinging, her
body is vulnerable to traps on either side of the bar. If she is not lined up correctly on a bar, have her do hand over hand to get into position.
Element 4 - Rope (and Grappler Rope)
Ropes sometimes exist naturally in a stage. In that case, Lara simply uses them to swing from one place to another. In other places, Lara needs to make her own rope by attaching the grappler to the anchor point. An anchor point will appear if it is in front of Lara and an icon will appear on the screen. To latch on, she needs to have the anchor over a pit or some depression that is lower than the floor she starts on. While on ropes, Lara can lengthen or shorten her rope, as well as swing on the rope either near a wall or away from it. Ropes are like columns, but allow a greater amount of lateral movement.
Element 5 - Column and Pole Columns and poles sometimes combine with other elements (chiefly the spire-jump). Much like before, you are near blind when column jumping, so even Lara's image and aim her butt to connect to the destination's butt so no one's butt gets splattered across the cold, hard ground. Some columns have a spire-jump atop. Lara sometimes can use ramps (not shown), bars, or ledges to transfer from a
column to spire-jump. Columns are sometimes shrouded by rubble at the bottom, forcing some ingenious solutions to reach the climbable portion of this element.
Element 6 - Spire-jump
A spire-jump is a small interim platform for Lara to move from one part of the ground to another. Spire-jumps are dangerous in time trials and in places where time is of the essence. Each time Lara lands on a spire-jump, she has a chance of falling -- press the interaction button to keep her on balance. Only if her balance is sated will Lara respond to a jump. Falling from a spire-jump often results in death, although some
are placed over deep (not bottomless) pits.
Gear & Weapons
Journal - This item is useless. If you don't believe IGN, try it yourself.
Grappler - This item lets Lara yank objects, or hoist herself on anchors.
Small medikit - Restores 25 percent health. Uncommon.
Large medikit - Restores all health. Rare.
Dual Handguns - Infinite ammo and positively weak damage. Normally a 40 round weapon, reload often to take advantage of the cheap and free ammo.
.50 Caliber Magnums - Max bullet limit of 150, including ammo in weapon. The weapon Lara will earn by defeating Pierre in Greece, but she can pick it up earlier from a secret place. When these are stolen after Egypt, she needs to find them again in Natla's Mines.
Micro-Uzis - Max bullet limit of 250, including ammo in weapon. This weapon is earned from a secret in Egypt (Sanctuary
of the Scion). Lara earns them permanently from defeating the wily Street Kid in Natla's Mines.
Shotgun - Max bullet limit of 40, including ammo in weapon. This weapon Lara can earn after defeating Larson in Peru.
She earns it back from Larson in Natla's mines.
Checkpoint of Time - Just like the Dagger of Time, this little baby means you control the flow of time. You can restart a
checkpoint by saving the game manually, then reloading if things go wrong. Secrets like artifacts and relics can be saved
during normal play by saving the game after getting it and then loading the same game again to take certain "shortcuts".
Saving and loading does not work in time trials.
Walkthrough
Croft Manor (Abbington)
Lara starts off with nothing but her wits in the manor. She has no guns and no real way of getting around. This is the
fastest route to completing the manor for time trials. Simply ignore the secrets mentioned, as well as the portion about
opening the water tunnel and you meet the time quite easily. Head to the second floor and enter the first room on the left.
This places Lara in the library. Use the fake book for the optional Maze Map which IGN will duplicate when Lara gets
there.
The chief item in the library are the handguns, which let her shoot the switch seen above. In the library's second floor, use
the two fake books for the handguns, then drag down the portrait show to reveal a target switch. Shoot the switch to
Peru - Caves Greece - St. Francis Egypt - Temple Lost Island - Mines
Peru - Vilcabamba Greece - Colisseum Egypt - Obelisk Lost Island - Pyramid
Peru - Lost Valley Greece - Midas' Palace Egypt - Sanctuary Lost Island - Final Conflict
Peru - Qualopec Greece - Tihocan Tombraider Forums
reveal the exit from the library to the museum.
Head into the secret passage between library and museum. Take the empty bucket and emerge into the museum.
In the museum, locate the blaring alarm switch and turn it off so the door is unlocked. This also unlocks the door to the
library. Head to the second floor of the museum and shoot the glass to take the sundial gnomon. There is a code
(optional) in one of the books in the gnomon room. The code 11-2-7 is the combination used in the garden. Get the hell
outta there.
Secret 1/8 - This secret is in the library's second floor.
Behind glass. With handguns available, the answer
should be very obvious.
Note that once secrets are taken, they do not reappear in
a replay after the game is saved. You can break Lara's
neck but the award will be saved to the special "Manor
Save" slot.
The exit to the garden is the side door adjacent to the manor's main stairs. Get out there now and head straight for the
sundial. Install the gnomon into the dial (look at the ground for the appropriate spot). To open the gate into the garden,
rotate the dial's hour arrow (not the shadow) to point briefly at the numbers 11, 2, and 7.
Secret 2/8, secret 3/8, and secret 4/8 are in the garden maze. Get them if you have the time (there are also medikits in
If done correctly, the stones for those numbers will pop-out of the ground. Head into the garden maze and get to its
center. The only opening is in the back (the north side). If you aim to get secrets, use Chobot's map.
Take the all important grappler from the dried pool and yank the gate to the manor open. You can also have Lara yank
open the machinery plate, an put in the statue gear, but that's not necessary right now. Head back into the manor with the
grappler tool.
Lara's next stop is the incomplete pool room -- it's the first floor door to the right of the fireplace. Head in and move the
trash bin so the plastic beam is between the two scaffolds. Look for a spear (above right) that Lara can use teh grappler
to latch onto and drag down. This creates a bar that's important later.
the maze). For the time trial, the east path is faster.
Go deeper into the pool room and flick the target button to catch an anchor Lara can blast (above right). This frees a
wooden plank that is also very important. Now locate the boxes in the corner and bar swing to the balcony (familiar
territory for TRL players). Fast move across the ledge to get to a fork of sorts.
From the fork, you can have Lara go swing on the bar to the balcony or jump to the scaffolding to reach another area. Opt
for the scaffolding if you are interested in time. Lara can spire-jump (above left) across to a wall-run anchor. Wall-run
across the gap.
Push the box off the ledge to create a shortcut back up here. Continue across the scaffolding to the balcony with the Titan
holding the globe aloft. The thing to shoot is the anchor (above left), not the grappler point (above right). The switch is an
optional thing for the secret. Head back to where the box was pushed off after shooting out the anchor holding the statue
aloft.
Jump to the tilting plank and jump to the ledge beyond. Timing the physics engine lets you gauge the difficulties you will
have Lara face later on; this is for practice. Follow the ledges (note Lara can grab ledges perpendicularly if close enough)
and find the anchor on the balcony.
Drop down from the round (middle) balcony to re-take the route leading to the high balcony with the X on the floor. The
spear yanked or brought down by grapple or weight will be the key. Shoot the last anchor to destroy the pool's floor and
the statue.
For the secret, move the trashbin to cross spears with the erected statue -- just like in TRL. This reveals a shooting switch
-- when coupled with the floor switch on the other balcony, it will open the way to the secret.
Go to the bottom of the pool and take the decorative bow. Although you can do the gymnaisum exercises first, reactivate
the water and then complete this room, either method is valid for time trial, since swimming is not a mandatory action in
time trial.
Secret 5/8 - In the secret tunnel between the pool and the
gymnasium. The puzzles on both high balconies need to
be solved (push the metal globe and align the spear
statues), as well as destroying the three anchors holding
the bow wielding statue aloft.
Note the lever switch cannot be used until the water is
restored.
Head to the fireplace in the manor and take the first floor door to its left for the gymnasium. Use ramp #1 to reach the
switch in the alcove shown (above left). IGN bets you now you wish you downloaded that PDF file instead of the PSP file,
eh? That switch will activate the spire-jumps for exercise 2.
Note that during the time trial, even if you do not need to get to the secret, you need to have Lara activate this switch to
get the spire-jumps to the proper height for exercise 3.
For the final three micro-objectives, use exercise #3.
Secret 6/8 - Requires at least the wall switch from exercise #1 to be used to raise two of the four spire-jumps to the
proper height. From exercise #2, go left and use the spire jumps to reach the alcove with the secret.
Take Lara up and to the right. She needs to move over the dry pool and get to the switch shown (above left). This lowers
a bar so she can get to the columns up high (above right).
The path to the high catwalk will be fairly obvious -- use the columns to reach the spire-jumps, then the catwalk itself. Get
the wrench (it is at least not a square crank or a hex crank ...). Take the ladder back down to the ground.
Secret 7/8 - Start Lara from exercise #3 and go left. She can wall-run across to activate the switch shown (above right).
This lets her do the same wall-run once more but do a perpendicular wall-run jump to the three ramps (movement stick
away from the wall and jump). Jump from each ramp to the rotating bar -- simply swing into the alcove.
Armed with the wrench, head back outside to the garden. Follow the manor arcade to the water pump area. Use the
wrench on the little nub on the pipe and have Lara turn the water service back on. With the water flowing, head back to
the manor. Along the way, stop at any of the fountains or spouts and use the empty bucket to get a water bucket.
Inside the manor, use the water bucket on the fireplace to douse the fire. Look into the stack of moving crates and locate
a movable box. Push/pull it onto the very obvious floor plate. Take the decorative arrow but do not leave yet.
Have Lara move up her own stacks .... of boxes. Hop across the stacks using the painting and grab the statue gear. With
the bow, arrow, and gear in hand, head to the center of the garden maze.
Install the bow, the arrow, and the gear (the gear belongs in the mechanical box seen above). Use the lever switch for the
musical cylinder. Take this item to the manor's second floor -- right side, last door. Go through the short hallway and you
will finish the level.
Once you complete the level, feel free to locate Lara's Journal in her bedroom. Her bedroom is also where you have her
change clothes (no bikinis, ready to sell the game yet?). Note that for the time trials, a lot of the secrets and extra steps
(such as opening the pool tunnel, some switches, etc.) should be ignored for the sake of time.
The first area is mostly training to get to the switch above the large door so Lara can start raiding tombs. Absolutely
nothing here will kill Lara, except gravity. Splat! Splat! Splat! Follow the tutorials and note that with time trials, you need to
allot time for the cinematics that cannot be skipped. Don't forget to fast move on ledges.
Inside the cave (past the big door), use the dodge/duck to wing the traps. This leads into the ice caves with the bats.
Before leaving, be sure to check out the secret (above). The natural path is downward, but kill off the bats so Lara has a
safe jump to rope swing on the anchor -- that is, if you want the secret.
Secret 8/8 - When lara has the grappler, head back into
the library and drag the chandelier down for the final
secret in Abbington manor.
For time trials, don't bother with extra stuff such as this!
Secret 1/3 - Just past the dart traps, Lara will be inside a room with no enemies and several platforms circling around
the edge of the room. After the second jump, look around and you can find a ledge that suspiciously out of the way
(above left). Shoot for it; a ramp jump will test your ability to gauge the power of Lara's leg muscles to reach the secret.
For the room with the two rope bridges, the lower bridge will break when Lara crosses, ambushing her with two wolves.
For time trials, you can afford to wait for the broken bridge to stop moving and mantle up, but if you're taking Lara's sweet,
sweet, s-s-s-s-s-sweet time, have her drop a bit off before crossing the bridge to kill the enemies first.
Explore the cave the wolves were spawned in for supplies. Break the bridge and move onto the higher bridge. Have Lara
ignore any secrets you may see right now.
Secret 2/3 - In the ice cave, Lara needs to kill all the bats
so she can safely use the anchor and grapple swing to the
ledges embedded in the cave walls.
From there, it's fairly easy to gauge where to go for the
secret stuck in the middle of the cave!
Go jump in the hole in the palace if you go. That is, to
move on, jump to the lowest ledge and let go, with no
splat.
At the infamous bear pit, hop down the right side and you can occasionally glitch the A.I. to run out so Lara can blast the
mo'fugger'chugger with fine aim. Once the bear is dead, explore its cave and get the secret, or simply keep moving to the
exit (above right).
The exit is different from the original. Lara needs to roll (or duck under) the dart traps. Once at the big door, make sure
the handguns are reloaded.
Secret 3/3 - Explore the pit after killing the bear living
inside it. There is a short path leading to the secret!
Simply haul ass back on course after seizing this easy
prize.
The big door switch is timed, so you may want to have Lara explore the area first and clear it of enemies before tryin the
solve. Go into the left gallery by using the ledges in the corner. The only way to cross from one gallery to the other is by
the bars at the end (above right). More wolf enemies are waiting, so use caution.
Opening the exit door is the first part to getting the secret; do this first. Use the ledges to get to the weights connected to
the lockbars of the big door. Transfer across from left gallery to the right one via bar swing and use the rotating bar to get
to the second weight.
With the thumpa-thumpa-thumpa sound beating, drop down safely and step on the floor plate to open the big door. Exit
only if you don't want the relic #1.
Peru - City of Vilcabamba
The next area is fairly short if you can manage it. Kill the bear (you can have Lara lead it back out to the trap gallery and
waste the s.o.b.), then have her proceed to the pole climbing and column exercise.
Much like ladders, columns are jump-opposite elements, meaning Lara's backside is the aiming reticule for where she
jumps to. Aiming with the stick will only rotate her around a column (like the parkour-loving Prince of Persia), so be sure
she's aimed correctly before jumping off.
Use the raised areas to reach the ledges and the second column in the room. When descending to the village, stop at the
bottom of the stairs and kill the wolves. Their A.I. will have the enemies run directly into the walls so you can kill them
without loss of life.
Relic #1 - Open the big door as described. Now get back
to the right gallery. Have Lara jump onto the rotating bar
and jump again to a ledge normally unreachable (it will be
obvious with auto-grab and instant-jump).
From there, she can swing and mantle her way using the
bars on the opened big door to the very top. The relic is
the prize.
In the square, be ready to deal with a bear from the far end of the yard. If you use the well in the middle of the yard to do
your fighting, the bear will not be able to cross.
Fall into the well to reach the next area. A submerged tunnel leads to an underwater switch. Lara has just enough time to
reach the switch, pull it, and get back up for fresh air before drowning.
Explore the hut interiors and note that there are medikits, and that bear outside (if you didn't kill it). Locate the cage in a
hut and pull it out to reach another part of the map. Grab the village key and use the cage to reach the extra shotgun
shells and medikit in the key room.
Use the village key to get the hell out, kill the wolves in the next few rooms and do the 'door open, sez me' puzzle.
Basically, go up the side doors, negotiate the ledges, kill the bats before the jump on the bridge, and use Lara's weight to
open the switches to the door.
Secret 1/1 - Don't leave town yet. Push the cage into the
town square. Locate the flagpole. Use the cage to climb
the flag pole column and the secret.
In the next room, leading to the Lost Valley, slide down and fight off the enemies. Don't miss the shotgun shells if you did
this. The cage should be placed in the corner to let Lara ledge up to try again.
Spire-jump across the gap and in the the next room, go down to avoid the dart trap. Use the ledge, bar, and get to the
spire-jump to move on.
Locate the spot where the first cog was found and follow the ledges next to the waterfall to some shotgun shells and a
side path. Hop across the falls, shoot the loose anchor and criss-cross across the waterfall. You will find a second cog
wheel and some bats.
Continue using the bar on the gear wheel and the ledges it leads to, in order to reach a switch the raises an underwater
gate. Upon returning to the water pool, there will be wolves spawned from the gate switch event.
Yet another cog (to leave the area) is guarded by dinosaurs. Repair the gears and from the second cog fix, use the bars
on the gear wheels to get to the dino area.
A bear past the two narrow fissures will attack once Lara steps out far enough into the wrecked area. Use the small
edges to get to safety; drop down briefly to lure the bear out, then chip it to death without too much injury.
Take Lara onto the spire-jumps and move to the next part of the cave. Try and remember this small area, as it leads back
to the big waterfall (the level exit basically). After the first two spire-jumps, take the path with the short stairs and several
ramps over a pit of death.
Secret 1/2 - That alcove with the secret looks like it could
be grabbed from the back; that's false.
To reach the cave, Lara needs to shift her jumping arc so
she catches the bottom ledge instead of the upper
wooden ledge.
Try having her do a straight foward jump from the back of
the alcove.
This ramp room is where you'll wind up once you're done fighting the T-Rex. Lara should be able to make it to the higher
ramp with a running jump. From there, she can reach the T-Rex clearing after a short sprint through some caves. Just
watch for the bats; there are a few medikits here if you want to risk breaking Lara's elegant swan like neck in some cave
exploration.
Dinosaurs are tougher and stronger than bears, so the shoot-dodge needs to be used or Lara gets injured. The fight
starts in earnest when Lara slides into the lost valley. Kill the 6 dinosaurs, and try not to explore too much. You can revisit
this area later.
When the T-Rex appears, do the button push puzzle to avoid dying. As for fighting the T-Rex, simply hose it down with
handgun shots and build the rage meter. When the boss charges, shoot-dodge to the left or right and shoot when the
lock-on sits on the boss' head.
The boss' life depletes faster if it is blinded and it charges straight into the spiky traps in the arena edge. Once the boss'
life is depleted, Lara needs to do a button push puzzle to defeat it. Unlike some other games, Lara Croft Tombraider
Anniversary doesn't suck and there is a checkpoint right at the start of the button sequence, in case you get her killed.
Investigate the temple the T-Rex crashed into and find the third cog wheel (the final one). To get out of the valley, you
need to swim underwater. The column, ledge and spire-jump room should be self-explanatory. Reach the exit window in
the small room, or you'll have trouble in later stages.
Outside, you can also use the height to spy on any items you may have missed during the fight with the T-Rex. Go in a
counter-clockwise path around the T-Rex room to reach the exit.
The exit atop the T-Rex rink will lead back to the raptor pit. Again, use the vantage point to scout the ground for anything
Lara may have missed. Note there is a method in the raptor pit to get back up to the waterfall but not inside the T-Rex
room.
Secret 2/2 - At the top of the T-Rex area, note the dark
platform just past the wet and wild water slide to the raptor
area; have Lara hop the slide and shimmy down to the
secret.
Afterwards, she can resume her travel back to the large
waterfall without too much of a detour.
Back at the cog mechanism, get to the second cog fix and go to the final part of the machine that needs the cog wheel.
The rotating gear platform is very slow, so Lara should have no issues with sliding off and dying. The final switch dams
the waterfall and lets Lara exit.
Peru - Tomb of Qualopec
Go past the spire-jumps and bars. In the masked floor room, Lara needs to head straight forward to trigger the boulder.
This rock smashes up one of the tall platforms so she can move it. Move that high platform so she can reach the left door.
The left door is the one to start. It has ledges embedded nearby for Lara to reach it. The second side door is far but Lara
can make it to the right door by using the grapple swing and taking some damage.
Relic #2 - Lara needs to have the exit open and pulled
one of the swithces at the top of the waterfall to open the
underwater cage.
With the falls dammed, Lara can swim safely underwater
and get the cave with the relic.
The left side door leads to a dart trap hallway with ledges over a death pit. Time Lara's jumps, keeping in mind longer
jumps require a running start. When dart traps are too fast for jumping past, look for a ledge or ladder that allows her to
bypass the dart trap's area of effect.
Use the spire-jump to get to the small medikit and heal any extra wounds if you're paranoid. More dart traps abound (in
varying patterns) until Lara reaches a room with a busted staircase and switch.
Use the grappler to get to the center, then use the columns to go up. Use Lara's lean, mean body weight to drag down
the wall switch to open the first gate. The problem with the switch will be that it activates more traps in the dart tunnels
when she goes back, as well as spawn an enemy raptor before the spire-jump.
Back in the masked floor hub-room, use the ledges to the left door to reach the broken statue near the three gates (where
the trap rock came from). This lets Lara grapple across the floor to reach the right side door. Lengthen the rope to get
maximum distance from the swing.
Use the various elements to journey through the dart trap tunnels. You can also get to the top of the statue in the hub,
break the large hanging piece to free up the second high platform and arrange the two platforms to get to the right room.
The grappling method is faster and involves fewer steps.
The room with the second switch is very deceptive. There are two wolf enemies below the floor (which collapses). Reload
the guns and try to make for the sides, where Lara can climb up and shoot the enemies. There is a box in the wall she
can pull out and use to reach the starter ledge to get out. Lara can hit the door switch from the column at an angle, then
drop and exit.
Secret 1/2 - In the right door's first room, just have her
drop off and grab the secret. Missing this easy secret
early means killing a raptor later to safely grab it.
Back in the stone mask room, jump to the ledges of the broken statue. From there, Lara can mantle onto the large center
statue and shoot off the anchors holding aloft the stone disc. Grapple swing across, get the final switch and run back out
to the waterfall (where Lara started the stage).
There are some raptors waiting in the previously empty corridors. They are easily killed by gunfire. The collapsing effect is
precisely that -- an effect and nothing more. There's a button mini-game with the merc, Larson. Win it and Lara earns
herself a new weapon.
Greece - St. Francis' Folly
Kill two tigers and get cut-scene; save the shotgun for later. Climb on the pillars to get to the metal ball on the balcony.
Examine the bas-relief showing two points. Shoot the same points on the bas-relief switch (the floor switch will reset the
points). Use the fine aim and right stick to select the points you need to activate (eye and sword).
Secret 2/2 - After throwing the switch to open the gate, do
the columns once more and have Lara jump into one of
the side galleries for this secret.
Drop the door to the other side, which reveals a second bas-relief with the answer (hand, ass, left foot, right foot). If you
already know the answer, you can do that now and skip the formalities for time trial.
Naturally, you need to grapple the two rings out of the globe so Lara can push it off. Place the globe on the floor plate and
use the switch to open the ground level door. Two more tigers appear in the area. Deal with it and push the globe onto
the second floor switch.
Secret 1/6 - To open the cage to the secret, shoot the
points on the sword, eye, hand, ass, left foot, and right
foot. Lara can easily wall-run back to the spot, pick up the
secret and head back to solving the globe puzzle.
In the next area, there are grapple anchors on the platforms Lara can grapple and pull out, as well as switches she can
shoot. At the top, she has to get to the wall switch to open the Poseidon door. Kill the spawned bats and work back to the
center structure.
Continue downwards, Lara comes to the Atlas door switch. Pull that; to get back up top, she needs to use the ladders and
platforms on the center structure, much like the Mechanical Clock Tower in Prince of Persia Warrior Within, but without
the fatal glitches or turning into a Sand Wraith for no reason other than sloppy coding.
Secret 2/6 - On the way to the Damocles' Door switch,
there is a a secret she can grab on the way down.
Head back up to the top using elements on the central structure only. Keep an eye out for grapple anchors Lara can use
to pull out platforms or shoot with her handguns to create new platforms. When all four switches are pulled (and that ain't
hard), point Lara into each of the doors to do her puzzle solving.
Hephaestus Door
The entrance switch doesn't work, but pull it to get rid of the gate. Geet above and around the rusted traps by ledging up
and over. The room with the Tesla Coil behaves in a predictable manner.
Don't try to out-think the puzzle; just jump straight up (or forward) by timing the lightning coming down. The whole
checkboard is electrified and Lara needs one second of her weight on each of the raised square tiles in the corners. Once
all four tiles are stepped on, move quickly to the safe area (next room).
The hammer puzzle was deadly but old-timers will remember it plays a role in giving Lara a lift. Trigger the hammer by
running past the floor plate. Quickly ledge onto the hammer's head and stand on it. Before the hammer raises to a point
that forces Lara off, jump to get medikits and the box on top.
Push the upper box off and use the hammer to break the boxes for the three statue busts you need. Place all three busts
in the holes and get the Hephaestus key by stepping on the hammer plate one last time. Get out by vault-mantling when
the door counts to three.
Atlas Door
Get to the Atlas Door as before. The door should be opened from the switch and traps still bar the way. Count to three
and mantle over the obstruction.
The puzzle starts with a turnstile; crank shut the gap, and use the ledges to reach a wall switch. This extends a bar for
Lara when the ball comes down. Head up the ramp and shoot out the anchors holding aloft Atlas' planet.
Secret 3/6 - In the Hephaestus Room, locate the secret
between the two bars and above the Hephaestus Key.
Take the Atlas key. Since the bar is gone, use the broken pillars near the two wall switches to reach the wall switch to
close the gap.
Poseidon Door
The puzzle to get to the door involves grappling a simple platform out and then ledging to the entrance. The entrance is
blocked as usual. To go in, Lara needs to detour to a side ledge, wait for the door to drop and move over to the room. Kill
the rats going forward. Take note that to get out, Lara needs to jump onto a three count door.
This puzzle is primarily underwater. Flip the underwater switch and head into the fountain room. Before you have Lara fill
the chamber, dive underwater and locate the lever to the secret. Although you cannot get the secret until you raise the
water by at least one level, the lever switch cannot be used unless Lara is swimming.
Secret 4/6 - After the globe of Atlas smashes up the
hallway, use the pillar rubble to get to the secret and the
exit switch.
With the water raised, push the second block off the ledge to seal off the water spout. Sealing the second nozzle should
drain the chamber completely of water. Remember to block the fish mouth and not the drain the water is going into.
Get the water to the highest level (freeing two spouts) so Lara can reach a lever switch on the center column. This frees a
raft she can drag with the grappler. Lara needs this raft to reach the alcove to the Poseidon key.
Draining the room dry means Lara can now grapple the raft to where you need it. Move the raft to the second grate, raise
the water level once, grapple the raft under the place where you need it and raise the water level a second time. Get the
Poseidon key and get the hell back out.
Damocles' Door
Getting to this door is simply jumping off the stone bridge at a diagonal. Lose a little life and go in. To get past the gate,
grapple the anchor above it. The block that comes out needs to be shoved partly under the gate so Lara can mantle the
block and the gate crest. Work over and drop down.
Secret 5/6 - Upon entering the Poseidon room, dive
underwater for the lever switch that opens up the secret.
Fetch the secret once the water level has risen.
The checkerboard puzzle in Damocles' room activates once the Damocles' key is taken. Once the key is taken, the room
becomes a death trap. The secret has part of the switch puzzle which gets rid of some traps; get to it, then head back
outside, watching for giant swords.
For the floor traps, stay on the white squares to avoid being killed. Move quickly but assuredly to the safe corner with the
broken pillar and ledges. Have Lara get off the checkerboard as soon as possible, since some white squares are trapped
to go off like red squares.
Secret 6/6 - The final secret can be grabbed in the
Damocles' room after the traps are sprung. Locate the
ramp in the key room to get started.
While on the secret's ledge, be sure to activate the lever
to shut down some of the sword traps.
After making it to the room's entrance, negotiate the second half of the board (note there is a shortcut for time trial -- take
a long look at the pattern). Get to the corner and get a checkpoint by ledging to the control lever. Focus on getting to the
turnstile and unlocking the room. Remember, to execute a wall run jump, hold the damn stick away from the wall and
jump.
You can have Lara do any of the four rooms in any order, but they were examined and completed top to bottom. With all
four keys, head to the lowest level in the main chamber, open the locked door and exit the level.
Kill the rats, locate the pool of water beyond the rubble and dive in. Note there're medical kits in the first room. Dive
underwater and try to remember the layout. There are air pockets and the path is very linear. Lara's surfaces in the
basement. Kill the pests and use the ledges, box, and columns to get over the wood barricade.
After the barriers, Lara heads up to the Colisseum and fights two mutant gorillas. Don't bother with the Diane Fossey
approach and instead, climb the ramp so Lara can learn to shoot hostile creatures who are too stupid to use firearms.
Note the gorillas can throw junk around the arena, but once they toss an object, that object is destroyed; continue the
hosing and kill anything that looks at her wrong.
The only tunnel being the ones the enemies came from, head down. The balcony key is too high to reach, but search
around this second basement and find the small cage. Move it over the ramp and fetch the key. Head back up top and
unlock the door. Two more enemies spawn when the key is fetched, so watch for them on the way back up top.
The balcony key places Lara atop the whole facility, hence the reason why it's good to ignore some elements out of
reach. Never have your ego write checks Lara's body can't cash. Trying to have Lara grapple swing on the anchors at the
bottom of the Colisseum results in her dying.
Instead, unlock the balcony and head up to the roof. From there, you can see how she can grapple swing on the anchors
across the gap.
Note Lara can find the weapon Dual Magnums shortly after swinging onto the top of the second anchor. The weapon is
Secret 1/1 - After unlocking the balcony, get to the roof and
grapple swing across both anchors to the secret. The rope
length needs to be adjusted for the second swing.
next to the cracked column. Swing across the top of the statues and use the large cracked column to reach the other
building.
Lara can make that jump from the platform with the lower grapple anchor embedded in its underside. From there, the
second building leading onward is a simple task. Duck into the second colisseum building, kill the lone bat, and exit the
level.
Greece - Midas' Palace
Fight off the three gorillas down the tunnel. Lara can lead them back up the stairs, or look for a platform she can mantle
on (the best one is the one to the right of the palace's entrance). Similarly, the shotgun can push them back.
Get a checkpoint by climbing to the statue's side and getting the switch on its back. There are two more switches in the
room that opens two more doors, but one of them is unreachable for a while. Once you get a checkpoint, try standing on
the fallen statue hand to see a cool death.
There are four doors and three switches in the Midas statue's big room. The switch on the back of the statue (mantle on
the statue's side to reach it) opens the right door. The switch on the right side of the big room opens the left door (and
gets a checkpoint -- you can touch the fallen hand for the movie now for a cool death).
Left Door: The Spike Room
In the spike room, go open the gate and head upstairs. Raise the platforms and try to get to the corner Lara just created
in the spike room. Each white platform starts sinking once Lara places weight on it, so you need to plan out where she
needs to go.
Quickly have her make transfers to the spiked towers (some are ledges, some you can have her beat the spikes), and
move to ramps and extended platforms before the gronk-gronk timer chime times out. For the first lead bar, Lara can
zig-zag across the room to reach it.
On the way back out, two gorillas will attack; head back into the big room and use a platform to avoid too much damage
from the battle.
Right Door: The Pillar Room
The right door leads to a large central pillar, with the item Lara needs at its base. Since she can't force apart or climb over
the metal cages like a normal person, she needs to take the stairs leading down. Take out the tiger and the gorilla, and
use the grappler to take down the rubble. Take the second lead bar and head back up. Go back to the stairs overlooking
the whole pillar room.
Secret 1/1 - The only secret in Midas' palace is in the
spike trap room. At the ground floor, grapple the anchor of
the rubble and pull.
To actually get the secret, Lara needs to quiclly transfer
herself from one sinking platform to the next, ramp jump
off and grab the ledge before it's too late.
Relic #3 - This is in the same room as the secret, but in
the other corner.
Lara can get to this without trouble or extra work, but she
needs to detour away from the route to the lead bar.
Hold the Jump button at the edge of the retracting
platform and she will automatically catch the ledge.
With the room thus wrecked, Lara can now go up and over the wreckage to the other side (this is to reach the third switch
in the palace's throne room). Some ingenious use of Lara's wall run jump will shave some time off for time trial; get her to
the platform holding the rope and she can shortcut to the pillar room's upper entrance.
Back Door: Fire Traps
Go behind the statue for the door holding the last lead bar. The innocuous looking pool has crocodiles, so kill them before
having Lara explore. One of the pillars has an underwater lever switch Lara can pull. This raises a pillar for her to move
on.
Lara triggers a fire trap once she actually attempts to cross the water. The fire traps have a narrow area of effect, but if
Lara gets too close she will take damage. use the ledge as a means to avoid the intense heat.
Examine the fire patterns and remember Lara needs to run in order to get the best distance for her jumps. Get her to the
raised switch to get another fire platform. Get her across to the ledge and the third switch in the fire trap room. This raises
the final tower to the third lead bar.
From the third switch's checkpoint, have Lara use her grappler on the pillar of fire; this rotates the structure to reveal an
important ledge, as well as block off the upper row of fire spouts. For the last pillar, Lara needs to jump and then mantlejump
once more to escape the fire moving around the pillar's base. Fast movement is mandatory for Lara to avoid being
burned; move quickly to the safety of the platform and grab the lead bar.
Take all three lead bars to the main room, turn them to gold, and plug them into the various slots in Mida's throne room.
This opens the level's exit. Note the same two gorillas killed 5 minutes ago respawn so Lara can kill them again as she
leaves the fire trap room.
At the T-junction, go right (notice shaft of light) and refill on the air. When going back under, continue going straight
(meaning the T-junction's left route) and you'll have her reach the cistern. Place the box at the switch and open the door.
Watch out for the rats below.
Relic #4 - Locate the switch with the broken ladder (the
second switch) and wall-run from the top to a series of
ledges and spire-jumps.
This switch raises the final fire tower (the one the switch is
on) temporarily for the secret. There is enough time for
Lara to swim to shore and attempt the timed run before
the platform sinks back down.
The sewer room is basically a water puzzle, with falls resulting in death. Move clockwise or counter-clockwise (with the
grappler and wall run jump, Lara can do either). Pushing both boxes off from the upper walkways to the lower area will
result in a checkpoint.
Push the boxes under the water. On the bottom level, kill the crocodiles in the pool, and the one crocodile loitering on
land. Don't touch the turnstile switch until all the enemies are killed.
Lower the water with the turnstile once you have Lara get the boxes to the lowest level. With the room bone dry, place the
boxes onto the floorplates and free the wood box. Flood the lower area again and grapple the box free from its hole.
Place the raft past the gate so Lara can reach the hallway with the mysteriously glowing room with the water statues. This
room is directly across from where the she started the stage from.
The exit is a one-way affair, so before leaving, make sure to grab the secret. When leaving the cistern, dive in and find
that the strong current takes Lara to a small cave pool. The exit is underwater, at the opposite end of the waterfall. Don't
linger underwater, just have Lara swim up and out to the other side.
Secret 1/2 - The lever switch is directly under Lara on the
pillar (the contrast is bad). Flood the room complete after
placing the raft to the cistern's exit so she can open the
gate to the secret.
To actually get into the temple, face the temple while Lara is in the water. Dive down and there will be a tunnel leading to
small cave under the temple. The cave's switch will pretty much show what to do next.
Go get the scion and do a button mini-game. Fight with Atlantean centaurs for teh bosses. Just like the T-Rex, shoot them
until they are enraged, do a shoot-dodge when one of the charges Lara. A head shot will blind them.
When a centaur is stunned, use Lara's grappler to remove the shield; once that occursr, note where the shields fall.
Stay near any one of the fallen shields and continue to enrage the bosses so they will use their petrification attack when
enraged. Quickly use the shield to aim the petrification ray at any of the bosses.
Once petrified, hose that boss with Lara's most potent weapons and it will probably die pretty quickly. Kill both bosses
and add Dual Magnums to Lara's arsenal (if you haven't picked them up already).
Egypt - Temple of Khamoon
The first room is a pull the box out and ledge/swing top the opposite side, a simple and easy exercise compared to things
to come. Lara needs to yank out the two grapple anchor rings before that to make the puzzle work.
Secret 2/2 - Once Lara is at the temple of Tihocan, put the
temple to her right and the items on the island on her left.
There's a bright splotch that indicates where the secret is.
The timed scarab motif will re-occur as ledges and other elements, so pay attention to the presence in each room. The
spring-back solution is an old trick from Lara Croft Tombraider Legends. After the second scarab switch, there's an
enemy panther.
Heading outside nets Lara a cutscene and a fight with two new monsters -- Atlanteans. Much smaller than the centaurs,
they do not have petrification, but they still lob fireballs (treat as grenades). Use the shoot-dodge after enraging them to
make them extinct.
Start with the pillar at the undamaged sphinx. Lara can mantle to the top area and circle around using the timed bar and
grapple points to reach the switch behind the sphinx. This opens the door to the undamaged sphinx and starts Lara off on
finding the four solutions to the obelisk.
Inside the undamaged sphinx is the six-statue room. Mantle on top of something and kill the two pests (panthers) in the
six-statue room (lower area). There is a switch at the end of the hall that releases two more pests; kill them and trigger
the switch once more.
Lara's goal is to mantle atop the tablet platforms and cross from one side of the six-statues room to the other in order to
reach a grapple anchor and wall run to the next part. Notice the scarab grating serving as a ledge is timed to fall as soon
as Lara places herself on it; don't hesitate and move her on up or you waste time during time trials. Pull the box out and
move over the rat pit.
Secret 1/3 - Locate the sphinx in the yard (before heading
inside) with the broken face. There is a space above its
head that leads back to a secret room.
The retracting bar is timed based; time Lara's jump to swing instantly from the two bars to the scarab ledge. She will
never have a secure hold, so tap the context interaction key, and then make her mantle jump to the next part (Bast's
room) and net the checkpoint. Don't drop down yet. There are two crocodiles who'd love to eat Lara in the most nonobscene
way possible.
Kill the crocs and explore the Bast room. The pool is the only clue out. Dive, operate the lever switch and go through the
gate before it closes. A series of timed scarab ledges and platforms await.
In the next flooded room, Lara needs to clamber atop the first scarab switch, quickly hop across the timed platforms to a
second scarab switch before everything retracts. Use the small ledges to rest and wait for things to reset.
Get Lara into the middle tunnel so she can use the spire-jumps and columns to reach the wall switch. This dumps a box
to stop the platforms outside from shrinking back. Move the box to the previously unattainable ledges and scarab pieces.
Lara needs to use the bar to get on a high platform. From there, she can grapple yank out a timed door. Grapple swing
over and perma-open the door with the switch. The trap doors have ledges Lara can use. Open the final switch to reveal
the next part of the Bast room. When heading back down, watch for the two crocodiles spawned from the last switch.
Head down Bast's chamber, kill the half dozen panther pests inside. All of them need to be killed, since they are tied to
spawn switches Lara needs to get up to the center platform. Getting her up should be easy. Head into the temple, kill the
pesky panther, and get a hint on where to go next (it's the high tunnel Lara cannot mantle to). She needs to do some
puzzles.
.
Secret 2/3 - Before leaving the high perch, ledge to the
small ledge seen above, then use the ceiling anchors to
reach the secret.
In the room with the scarab machine, kill the enemy. Pulling the wall switch in the top area will move the statues out (as
before) but in a different pattern. Now, Lara needs to head to the other side using the statue tops.
The camera reset key becomes very important to get her lined up for all of her jumps. The last jump is misleading; Lara
only needs to jump to the big platform and she'll have made it (the sixth jump is unnecessary). The switch in the caged
area unlatches the scarab lock.
With the scarab door opened, ledge down and use the sand pile to reach the final puzzle. There are several blue boxes in
the room; two have enemies inside, four raise the pillars in the room. The best way to find which has an enemy (and thus
the wrong one) is to pull the box slightly, and if the music changes, then shove the box back in.
When all four of the pillars to the exit door are raise, rotate the motifs until a click can be heard; matching the symbols
printed on the obelisks will also do the same. Exit when ready.
Dive through the last set (double smashers) right in the middle of the danger area (where the two mashers would meet).
Get to the rising platform and head up to a retracting platform. Lara can jump from stable platform to stable platform with
no problem; hit the switch to extend the bar. Go up and net a checkpoint.
Secret 3/3 - In the room with the scarab door and broken
gear machinery, use the ledges to reach the spire-jumps.
From there, grapple swing for the secret.
Relic #5 - In the room with the four obelisks, one of the pillars has some cracks serving as ledges. Use any one of the
blue boxes to reach them. Spire-jump to the secret area before leaving.
At the top of this chamber, Lara gets a checkpoint, kills an Atlantean, and can do a bar and scarab ledge puzzle. She
goes past some more masher traps and ends up atop the obelisk room on another side.
Save the game at the checkpoint, in case Lara falls off and triggers another (unwanted) checkpoint. Grab the ledges and
use the switch to lower a second bridge to the second treasure, as well as opening an obvious gate to go through.
Secret 1/4 - For this secret, a timed switch halfway up the chamber needs to be pulled (this is before encountering the
first arrow trap). Lara then needs to make haste to the top of the area and nab the secret before the swing bar retracts.
Fast transfer and knowing where to go is crucial, as is making sure Lara does the wall-run properly.
Duck the blade traps and bar swing in the center when the traps are widest apart. Slide down the ramps to the lowest
area, kill the Atlantean loser, and use the switch to open two more gates.
Before leaving the room, look for a box in an alcove, pull it out and wall-run to some scarab ledges and head up for items.
Get across the blade trapped wall with a timed wall-run -- any mistiming incurs damage, so the move needs to be perfect.
A second, more devious wall-run involves Lara doubling back and getting to a ledge that's higher than the one she starts
the wall-run on. Again, a blade trap is built into the wall. The final wall-run involves two blade traps, but Lara can stop in
the middle to re-align herself and her timing to get to the other side.
If you took initiative to save the upper checkpoint after picking up the secret, load the saved game and Lara starts back at
the top of the heap and can do the wall-run again to reach yet another ledge without having to go through the blade traps
once more. This hallway leads to a switch that downs yet another bridge to the treasure obelisk.
After having her do this, consider going back downstairs. Get the Seal of Anubis and bar transfer around the big room to
the Ankh of Isis. The final corridor behind the Ankh is for the last bridge.
Secret 2/4 - After making the giant steps and getting to
the top of the obelisk's interior, the secret is reached by
basically two wall-runs, with a wall-run jump to do the
transfer.
It's interesting to note that Lara does not need to activate the alluring gold lever to get down; instead, drop off using the
ledges and get to the bottom tunnel (shooting the Atlantean scum from up top is also valid). The basic point of this room
is reach the bottom, negotiate the final trapped corridor, hit the switch and get back out alive.
The trapped tunnel has two sets of blades that are hard to get by. The more demanding part is to spire-jump across three
points with crushing walls. Lara tends to falter on two of the three, requiring some moment of balance, then jumping
again. There is just enough time to get across. Go across, hit the switch and them come back to the large room.
Work back upstairs and get the final treasure, Scarab of Osiris. Once all the treasures are taken, the underwater exit is
shown. Take it and get the hell out.
Egypt - Sanctuary of the Scion
There are two Atlanteans past the exit door, but their A.I. will not let them go beyond the door (the stage transition).
Isolate, simplify, and completely murder their asses. Head into the sanctuary temple. The puzzle is similar to the four
Secret 3/4 - The secret is in an overhang in the trapped room, and requires some innovative ledge jumping to reach.
It's not too hard.
Secret 4/4 - Find the sunny part of the trapped room. From there, she can find a grapple anchor attached to a wall. This
places Lara opposite two high platforms and a sinking bar. To reach the secret, she needs to shorten the rope until
she's standing (while motionless and grappling) on the feet of the fresco's figurines.
If you play around with the camera, you can see that Lara will be able to make a wall-run jump transfer to one of the
platforms. Do that and she'll just make it (assuming she's at the apex of the wall-run). Quickly vault across the sinking
bar and nab the secret..
obelisk room but more complex. Rotate the obelisks so the images on each panel will have a cardinal opposite.
For example, if the bottom left obelisk has the image of the guy holding the blue water jug facing a second obelisk -- that
obelisk should have the same image of the guy holding the water jug. When all four obelisks have matching mirror
images, the center of the room will create an answer.
Note that rotating one obelisk will turn the two cardinally adjacent ones; the obelisk diagonally opposite the one Lara is
turning will not move. Hence each obelisk rotated will in fact, rotate three. It's best to restart this level a few times and get
the shortest answer for time trial (the least number of rotations possible).
Go up the shaft and get past the crushing walls with keen ledging. Lara needs the two scarab ledges to make it through
the corridor. To get to the next area, she needs to time the crusher trap to retract into the wall and be on the highest point
(or nearly highest point) of the right-handed scarab ledge to ledge jump to the exit. That's one of many hard parts of this
time trial, and just after the tedious obelisk rotation puzzle.
The large Sphinx room will be Lara's next big puzzle. There are two gates in the large Sphinx room. Much like the
previous levels, there are two switches placed in high inaccessible areas for Lara to throw, then for her to grab the two
ankhs to open the level exit.
For the switch to the left of large Sphinx, Lara needs to use ledges disguised in the cracked column to reach the high
area, kill the two flying Atlanteans (Batlanteans) and use the bars, etc. to transfer over. Semi-easy, unless you're not
ready for the two Batlantean encounters and get Lara thrown off the precipice from an explosion.
For the switch to the right of the large Sphinx, Lara gets some bar and ledge action, then again uses ledges embedded in
a cracked column to go higher. At the top, two Batlanteans will open fire; avoid and retaliate with the Magnums.
On the very top of the large Sphinx's head is the micro-Uzi weapon. Might as well take that before moving on, since
you'll want to have more firepower. Getting back from the top of the head will require some faith on Lara's grapple making
the catch before she splatters. Head back to the side area, hit the second switch and enter either high entrance.
Door to the Right of the Sphinx
The crusher traps are back, with timed retracting bars. Put Lara through the wringer and get her across with sheer timing.
Don't loiter on the bars, and she'll make it across the gap.
For the scarab water panel trap, pull the switch (at the bottom of the stairs) to give an idea of what to aim for. Lara has to
use her weight to drag down the panels on the side to raise the crystal towers in the water.
By extending the bridge with three pylons, it is long enough for Lara to reach the last panel and solve the room's puzzle.
Get back to the top after all four pylons are raised and use the light switch. Kill the Atlantean scum in the ankh room and
get the flock out of here. Kill the Atlantean centaur outside and attack the next door.
Door to the Left of the Sphinx
The crusher traps look different here to hint at a purely jumping exercise. Have Lara jump through the crushers,
remember to duck for safety at the first or second landing (at the second trap) and she'll won't pain the place with Heinz
57.
Secret 1/2 - In the right room, Lara should save at the top of the room (at the checkpoint) and then use the two ladders
to reach the area above the four swing bars; there's a ledge leading to the secret. Save the game again and reload that
save to get back up top (note that if Lara misses the jump back to the two ladders, the room becomes difficult to solve).
Alternately, you can have her get the secret on her way back up after solving the room's light puzzle.
The second water panel/light puzzle is similar to the first but there is less water. Be wary that if Lara falls, she splats.
Instead of a spire-jump, Lara has an easier platform to reach the ledges of the raised obelisks. Get the second ankh, kill
the guard, and move to the next part of the level. Coming back out, kill the two Atlantean centaurs and move into the
large Sphinx.
Under the large Sphinx, there is a boulder that can be used to crush the rats. The rock does not come into later use, so
you can have her leave up top or push it off into the deep pool. The first step in solving this massive water puzzle is
actually draining it, although you can have Lara explore the area first (like flying) to get an idea of where to go next.
Once the water is drained, the only way up is at the bottom of Anubis' feet (the jackal headed statue). The lever switch to
drain all the water is between the two statues at the very bottom of the pool.
The next step is to solve the switch puzzle on the Anubis statue. Shoot each of the scarab switches in the statue's lap to
match the motif found engraved nearby. This opens a gate to the second mosaic puzzle. If you are interested in opening
the gate to the relic, do not use that wall switch yet (to flood the room and get a checkpoint).
To get to the other side, Lara needs to jump from a ledge (blind) to the arm of the tortoise-head statue. To raise the water
level higher, Lara needs to shoot the second scarab puzzle correctly. The answer is in the next illustration, with the top
row matching the mural she needs to operate. This lets Lara skip out on some extra steps.
Relic #6 - Ignore the first scarab puzzle and skip directly to the second one. With the water level at the lowest, use the
ledges on the Anubis statue to ledge jump to the tortoise head statue. There is a gold ankh lever to the side of tortoisehead
that perma-opens the gate to the relic. To get to the relic, Lara needs to flood the room completely.
After flooding the chamber to the statues' shoulders (or there abouts), Lara can swim into the switch room of Anubis and
reach a short obstacle course to reach the final water switch. This switch completely floods the room so Lara can exit.
Afterwards, locate the opened gate to the relic on the side of tortoise-head. Grab the prize and get the hell out.
The large red column room is a somewhat complicated ledge and grapple anchor exercise. There are four Atlantean
freaks you and Lara need to waste. Lure them back out to the water room to thin out the herd while using the most potent
armament to minimize loss of life. Notice dying means starting the battle all over again.
The column room puzzle is actually quite easy. Using the only red column Lara can reach, she can access the two door
switches on the room's sides using the ledges embedded in the column cracks, and wall-run using the grapple anchors.
There are two anchors -- on the side and the one on the ceiling. Once Lara starts her booty swing from the edge of a
ledge, the camera will helpfully pop the button icon or the anchor into view and show you pretty much how to get across.
Use the previously acquired pieces of the Scion for the keys.
After taking the last piece of the scion, do a button pressing mini-game and Lara escapes to the next stage.
Note that Lara is unarmed and cannot shoot or attack enemies. Have her go behind the waterfall and jump to the hanging
boxes. Jump to the rope and swing to the top of the waterfall and move into the large room.
The waterfall room leads to the big mining room. Move the yellow box near the small habitation building so Lara can
reach the roof. The small habitation building has her handguns, which are desperately needed to return fire. There is a
passageway leading to the green fuse she cannot get to yet.
Secret 2/2 - In an alcove behind a blue column in the final room before the last scion. Check around and you can find it
easily; Lara can get to it just as easily..
Secret 1/4 - If you want this secret, simply swing to the
cave with some gray Natla boxes near the cave entrance.
With some luck, Lara can just swing in there from the end
of the rope.
Follow the railroad tracks to a mine cart and drilling machine. The red fuse is on top of the mine cart. Grab it, avoid the
rats and head back to the main mining room. Go into the control booth. There is a slot in the control booth Lara can put
the red fuse into.
This reveals the passageway Lara needs to move to. Have her go into the passaway and it will place her on top of the
wood catwalks. Get Lara across the planks (push the yellow box off for a shortcut) and follow the catwalk to the end and
the green fuse.
Use the wall-run and jump transfer to the ledge and ladder. As brilliantly perceived by even the dimmest minds, use the
green fuse on the slot in the control booth.
Secret 2/4 - Atop the small building with her handguns,
Lara can spire-jump to the secret in the large mining
room.
For the third part, make sure the crane has the box moved all the way towards the only spot Lara can get to. The red
switch should be gold, the green switch should be green, if the crane is correctly placed. From the moved crate, Lara can
transfer from a mantle jump to a walkway leading to a round stone tunnel. That's the way to the blue fuse.
Take the fork with the ladder leading down. Drop from the round tunnel to the processing area below. Take the blue fuse
and mantle onto the machinery. The columns here are like the electrified ropes in Project Carbonek; touch them and Lara
fries (takes damage).
Time the steam and column jump to the top. The rotating spike machine is a rotating ledge; grab to either side and
transfer to the sloped (but not slippery) green machine next to the tall column. Again, time the steam and use the column
to get to the ledges leading back into the round stone tunnel, the fork leads back to the spot where the green fuse was.
That is an extraneous detour. Take the original route back to the control booth and use the blue fuse.
Retract the crane and put the box over the small building. Smash it open with the blue switch and get Lara's guns back.
Note that if you didn't have Lara get the secret in the big mining room, you can still have the dumb bimbo do the spirejump
by using a ledge jump from the side of the habitation building. To get out of the building, shoot the glass.
With handguns, Lara can shoot out the small booth near the green fuse's cage. This places the drilling machine on the
track. Get on the vehicle and turn it on. The controls are on the back of the machine.
Take out Larson using a button pushing mini-game. Lara will take the blue fuse automatically, but the shotgun is
optional. Plug in the fuse in the control booth, raise the box and continue into the mine.
Relic #7 - Armed with handguns, head back to the
waterfall and shoot the anchors holding the hanging
boxes. One of them holds the secret.
Mario had it, now Lara has it. Hot-butt world. This is referring to falling into lava and having a hot butt. This usually leads
to death.
There are some free Magnums under the spot where Lara starts hot-butt world. To get them early, hop to the short
platform (that's the only one leading on), drop down once to the ledge, then vault to the very low spire-jump. Gran the
magnums, then hop back onto the ledge.
Instead of a normal spire-jump, Lara needs to do some columns to the spire-jump (a steel girder) and then to the
checkpoint. A detour, but one that gets her gear back early. You may need to skip this one on time trial since it is not only
dicey, but time-consuming.
Note if Lara did not find the Magnums in the lava area, she may do without them for the rest of the game, since only the
dead French guy used them (Lara takes enemies' weapons).
From the checkpoint in hot-butt world, it's possible to get some more items and the secret. Otherwise, just negotiate the
ramp jump and rotating bar and skip through this part as quickly as possible.
Exit lethal lava land and head up the ledges to the next section. Ramp jump to the ledge (meaning, slide off a ramp and
jump so Lara gets the height and speed she needs) and fight the rest of Natla's trash, the big black guy and the whiny
Vanilla Ice wannabe. Button push the mini-game and take the micro Uzis.
The entrance to the great Atlantean pyramid is redone (kind of). Lara needs to spire-jump onto the half dozen or so spine
switches protruding from the pyramid face. Alas, Lara also only has one chance for the last secret. If the spine switch is
depressed and she misses the jump to the secret, kill her by pushing her off the cliff (the one leading back to the lava
room). The checkpoint after killing the two idiots will suffice.
Secret 3/4 - From the checkpoint in the lava room, grapple
onto the anchor and lengthen the rope until Lara barely
scratches lava.
Note she can immerse herself and die, so use your best
judgement for the rope length.
Line her up with the ramp leading to the swivel bar and
swing over (not on) the ramp. This puts her on a spirejump
to the secret.
Use a yellow box to mantle onto the left side of the room. Lara needs to spire-jump from her side to the other side. Use
your best judgement when tackling the spine switches. For time trials, the final one should be near the right side of the
room, since Lara needs to hit the switch in the pyramid face's center to end the level.
Once all the spines are stood upon, the pyramid's face should be all powered up and such. Spire-jump to the top of the
pyramid and jump into the switch. That opens the door to the exit.
Lost Island - The Great Pyramid
Go into the pyramid and take the ammo items. The next big fight occurs after the ominous looking bio-pod room. Lara
fights two Batlanteans and two Atlantean crawlers. Try to use the narrow tunnel to trick the Batlanteans into firing and
taking their own splash damage. The entrance to the outside is now sealed, and a new side room will be open, complete
with ladder to the second level.
Secret 4/4 - One of the spine switches is near a ledge she
can grab. Remember to catch
Lara's balance then hit and hold Jump for the biggest
jump she can muster. This lets Lara reach the ledge
where she may proceed to siddle across and get to the
secret.
.
Have her reach the second level and spawn two more Batlanteans from the bio-pod room. Take them out as well and
move into the main lava chamber. It's time to put Lara through some obstacle running.
Puzzle First Set
Shoot the target anchor and wall-run to the next platform. Watch for the single Batlantean. Notice the ominously ticking
timer. That can be reset by shooting the switch again and applies to all puzzle sets.
Second Set
Shoot the target anchor and do the same thing to the next platform. Again, watch for the single Batlantean. Use magnums
or micro Uzis to down the enemy quickly for a clear shot. Another checkpoint.
Third Set
Shoot the target anchor to spawn two Batlanteans (micro Uzi or Magnum to erase the interference). Shoot the switch
again to renew the timer (and re-extend the platform). Have Lara jump onto the odd looking nook for a ramp slide jump to
the low bar.
Quickly transfer to the upper bar, reset the camera, and head for the ledge. Lara needs to complete the third bar swing
and do two wall-run jumps (both anchors) to reach the safety of the fourth platform. Dying a few times will get you inured
to this; the checkpoints occur for this reason alone.
Fourth Set
Two Batlanteans spawn again; kill them quickly. The shotgun (one click away) can deal with the pest or you can risk
having her do the run without killing the enemy. In that case, it will dog Lara on the next platform.
For this set, ramp jump to the first bar, swing to the second ramp, and jump to the second bar. This places her in the
safety of the upper ledge. Note that if Lara fails to reach the appropriately high ledge, she dies.
Fifth Set
Again, two Batlanteans come out. This set involves having Lara ramp jump twice to anchors to let her wall-run around the
edge of the lava flue to the final platform. Once she makes it, a checkpoint bags all enemy survivors and time saved by
fleeing.
The traps are easy to evade (dodge and duck). Simply time it and see about a way to get through it undamaged as
quickly as possible. Note there not many medikits for repairs, so taking no (or very little) damage is imporant during a time
trial.
The final fire trap and crusher are only deadly since there is a greater chance of the crusher killing Lara while you can
have her take one solid hit from the fire trap and keep going (at full life).
Secret 1/1 - Before leaving the familiarity of the lava flue,
look for a ledge near the exit.
This spawns another enemy, but you can have her leave
the area and head into the trapped passage.
The next puzzle is the infamous doppelganger puzzle. First things first, since Lara targets anything that ain't her, place
her behind one of the pillars and use the trusty shotgun. The pillar will shield Lara from the doppelganger's shots. The
corners will have just enough room for her to move around and deliver close up knockdown power against the Atlantean
freaks in the room (there are three).
Once the room is pacified, loot the items and reload the shotgun. The center dial switch will extend platforms to some
switches. One side leads to the room's exit switch; the other side leads to the room's exit and a switch that opens a lava
pit.
The solve is to open the laval pit, then hop down and switch sides with the doppelganger so the skinless clone jumps into
the trap. For insurance purposes, it will be the lava that kills the doppelganger, not Lara Croft. Hit the exit switch and get
out.
The next room is lava filled and trapped with two Batlanteans who spawn with each switch. One switch extends a bridge
across the lava, the second opens the door. The bridge switch (left side) is easy.
Simply run past the pistons into the safe zones. For the door switch (right side), time Lara's jump so she lands when the
pistons are protruded; she only needs to jump from the middle piston to make it to safety. Once the bridge is extended,
leave.
Chances are that it will vault back up and ground pound the platform, so have Lara evade. If the boss does a ground
pound, it will probably change patterns. Instead of charging when enraged, it will do a smash punch; continue with the
enrage, dodge, headshot combo.
The only change when evading a smash attack (opposed to the charge) is Lara will blind the creature, then needs to
change targets to the injured hand.
When the boss' hand is injured enough, it will lack the strength to hold itself up when it lunges and hangs onto the
platform. It's most likely at this phase of the boss fight Lara can fire on the hanging hand and like any other unwanted
chad, dispose of the Egg Boss completely.
Hop across the lava to the spire-jumps. Upon arriving at the platform, kill the Batlantean. Pulling the switch results in one
shrinking platform and one extending one. The basics are obvious. In the next tunnel, where Lara can see a secret (but
not get to it yet), kill the centaur around the corner. There will be Atlanteans spawning (in singles and pairs) when Lara
approaches pods, lands on platforms or uses switches. Keep all weapons reloaded.
Relic #8 - Before leaving, tap the targeting button to find a
weak spot on the ceiling. Shoot it to collapse the ceiling
into the tunnel.
This creates a ramp for Lara to jump and grapple swing to
a secret area at the lava's edge.
Lara Croft ... see-crets.
Have Lara use the switch in the room -- this closes the door to the secret and opens a new one to a room with a pool. Kill
enemies. In the room with the pool, dive in and use the submarine lever switch. This extends a platform she should take.
Kill enemies. Push the box off the ledge; when on the box's high ledge, rotate the camera for a secret.
Use the box to get up to the very obvious switch and kill enemies. The switch opens the door back to the previous secret.
Use the box for reach assistance.
Secret 1/4 - At the pool room, Lara gets to push a box
from a high perch. Stop and rotate the camera after
pushing off the box. There is a secret in the area!
There are three switches in the pool room that require Lara to use her wieght to drag the plate down to reveal a target
switch. The last one is sealed off by broken rubble, so Lara needs to use the box to reach some ledges to get her around
the blockage.
Ledge across the air vents and grab a safety ledge in the corner. Wall-run to the tunnel leading to the final switch, trigger
it, kill enemies, and dive into the pool for the next area.
Secret 2/4 - Seen earlier, take the box pushed out to
move on so Lara can reach the alcove with this secret.
Continue back in the room when done.
Have Lara cross the lava and have her go on the ladder. From the ladder, make her ledge up and above the flamethrower
trap. Ledge jump across the lava river and drop down (past the medikit). She can ledge transfer to some lower ledges,
leading her safely down to the lava surface.
The small rocks here sink when she puts her weight on them. Get across and grab the ledges for safety.
Secret 3/4 - When hopping across the sinking rocks, veer
Lara around to the right and behind the lava fall.
The ledges lead to some spire-jumps and a swing bar covered by a flamethrower. Easy. Hop to the ladder but don't head
into the next area just yet.
The final fight with Natla involves a lot of gunfire and medikits since she does tremendous amounts of damage. If you've
hoarded large medikits to the tune of about 30 to 40, now is the time to stay alive.
Stay near one of the pillars and peek out to fire on the boss. This reduces the damage taken since Lara needs to shred
the wings of the boss to down her. The rage meter doesn't figure into it right now. Natla warps around the room and you
need to be quick with the camera to reset it and re-acquire a target.
Secret 4/4 - After hopping the lava and right before
entering the final chamber, there is a grappling anchor
Lara can take to an upper area over the lava.
There's a flame thrower trap, but that pales to the final
secret in the game. Get it before facing the last boss.
Once the boss has both wings destroyed, use the micro Uzi or shotgun at close range to quickly build the rage meter.
Switch quickly back to the handguns and prepare to shoot-dodge the boss when it charges Lara (it will do charge attacks
so long as there is rage left).
Shoot-dodge backwards or forwards -- not to the sides. The boss does a wing sweep that tends to connect when Lara is
not dodging backwards and away from the boss. Headshot the boss when the chance arises and use up the remaining
Magnum and Uzi ammo.
Repeat this pattern and do the button-pushing mini-game to end the fight.

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