IMPORTANT: The only health packs available in this level are toward the end, after the boss fight (spoilers below). Unless you're very nimble with the controls, Lara will take some damage during that battle. So I highly recommend not using any health packs as you go along. Save manually every few checkpoints. Then if Lara is injured, reload from a checkpoint and go on.
There is also a bug in the Xbox version of the game that can prevent you from completing the boss battle near the middle of the level. I suggest making several manual saves during this level so you can try reverting to earlier points if the bug occurs. There is more info on this in the relevant section below.
The initial cinematic ("Destination: Cornwall") shows Lara's rendezvous with Zip and Alister at a derelict tourist attraction called Professor Worth's King Arthur Museum. Alister mentions rumors that a real tomb was discovered here some years ago. Lara apparently agrees it's worth checking out.
ENTERING THE MUSEUM: CHECKPOINT 1 is at the start. Here Lara looks up to the right at a grate on the wall above the "Gift Shop" sign. Use the magnetic grapple to pull out the grate. Move the wooden crate from inside the gift shop under the opening and climb up. Shoot the small wooden crate to get the bronze reward (1/9) inside. Use the grapple to pull out the metal grate at floor level. Duck to get through the opening and drop into the alley behind the building, where you'll find CHECKPOINT 2.
BACK ALLEY: Go forward to the iron fence. To get over it, jump to grab the top of the third window (i.e., the one nearest the fence). Jump up to grab a higher handhold. Traverse to the left above the fence and drop down. Throw the switch on the electrical box to restore power. This also causes current to spark from the wire dangling into the puddle on the other side of the fence.
Climb the drainpipe in the corner and jump to the right to grab the ledge. Traverse to the right, jump to grab the top of the window and then jump from window to window above the electrified puddle all the way to the right. Jump to the right once more to clear the puddle. With the power on, the door now works. Re-enter the building and go through the first room and around to the left. Pull on the "sword in the stone" to open the wooden door. Go through, passing CHECKPOINT 3.
KING ARTHUR'S COURT EXHIBIT: Throughout this area, you can press buttons to activate the various exhibits. These elicit anguished comments about historical inaccuracy from Alister and a few jokes from Zip. Mind the hole in the floor. If Lara does fall through, there's a pile of junk and a makeshift ladder she can use to climb out.
To the right of the hole, opposite the exhibit with the 3 knights, there's a square opening in the wall. Jump over the gap in the floor to grab the edge of this opening. Pull up and hop down into the room beyond. Shoot the box to get another bronze reward (2/9). To get out, climb into the opening, tap Forward to drop and hang from the edge, then jump back to land on the floor beyond the gap.
To get over the big hole in the floor, stand at the right side of the hole, facing the 2 horizontal signposts sticking out of the wall. Take a running jump to grab the first signpost. Swing around it and jump to grab the second signpost, which swings toward the right wall. Before it swings back, jump to grab the horizontal pole protruding from the back wall (and now directly behind Lara). If the second signpost swings back before you can jump off, jump back to the first signpost, turn around and try again. From the horizontal pole on the back wall, swing and jump to grab the top of the wooden door ahead. It opens downward like a drawbridge. As it starts to descend, jump back to the pole. Then quickly turn around, swing around the pole and jump into the opening before the door closes again. If you miss the jump through the wooden door, climb up out of the pit and repeat the whole sequence.
Beyond the exhibit about Excalibur, there's another hole in the floor. Use pistols set on manual aim to shoot the shiny ring above the ersatz crypt, which looks like it may have been made from a rowboat. The crypt leans out over the hole, forming a ledge. Jump onto it and from there to the floor beyond. Again, if Lara falls, there's a ladder made of boards that can be used to climb out of the pit.
Before leaving this room, duck or roll through the small, square opening at floor level in the right corner. There you'll find another bronze reward (3/9) in a wooden box. Get it and come back out.
Pull the sword in the stone to break open the wooden panel next to it. Stand facing the door. Use the magnetic grapple to hook the counterweight behind the panel you just opened, pull it as far as possible to open the door, release the grapple and run/roll through the door before it closes.
ROOM WITH CRATES and FORKLIFT: CHECKPOINT 4 is near the forklift, which you'll now use to find a couple of rewards and open the exit.
Press Interact to get on and off the forklift. Use direction keys to drive around and the same keys as Combat Lock and Fire to raise and lower the fork. (The Controls page has details.) In case you've never seen a real forklift in action, note how each crate is set on a wooden pallet with a hollow spot where the fork fits. To move a crate, lower the fork and drive the forklift straight at the center of the crate to fit the fork into the pallet. If you hook the crate off center, it will be harder to pick up. Once the fork is in position, raise it and drive slowly to where you want to place the crate. Then lower the fork and back away.
First, you want to move 3 crates into the corner below the small metal grate. Stack one crate on top of another directly below the grate and place a second crate next to the other two. Use the grapple to pull out the grate. Then climb the stacked crates and pull up into the opening. There's also a silver reward (1/5) in plain sight, and by examining the notes on the desk, Lara discovers that the professor who created this "museum" may have known more than the cheesy exhibits let on. Perhaps the real tomb is nearby.
Climb back down to the forklift and use it to clear the opening behind the stacked crates. Drive through and down the stairs.
CENOTAPH and SECRET PASSAGE: Lara and the guys discuss the difference between a tomb and a cenotaph, this being the latter. Ram the forklift into the crypt directly opposite the entrance, revealing a silver reward (2/5). Now use the forklift to move the crates away from the rough section of wall and smash through to a hidden passageway. Ignore Alister's warnings for now and drive through, crossing CHECKPOINT 5.
Raise the fork and drive through the spear traps. Lara will not be injured. When you come to the closed gate, lower the fork, drive toward the gate and then raise the fork all the way to lift the gate. Drive on through another spear trap and continue forward, smashing through the wall.
An interactive cut scene begins. Press the controls indicated on-screen to save Lara from a long fall.
TALL ROOM WITH BROKEN STAIRS: CHECKPOINT 6 is triggered once you survive the cut scene. There are 2 bronze rewards (4/9 and 5/9) in alcoves, one to the right of the entrance, one on the far wall to the left. These can be retrieved using the magnetic grapple. Once you have them, go down the broken stairs on the left. Watch your (Lara's) step. It's a long way down.
IMPORTANT: The way the next checkpoint is positioned relative to the nearby reward is problematic. The checkpoint registers just before you get bronze #6. If Lara subsequently dies, the game reloads at checkpoint 7, placing her in a position where you can no longer get that reward. It's probably a good idea to save manually after checkpoint 6. Then if Lara dies anywhere in this room, reload the save after checkpoint 6, get all three bronze rewards (4-6) again and continue to checkpoint 8 before saving again.
To get down, first take a running jump from the stairs to grab the sill of the small alcove on the left wall. Traverse to the right and jump to grab the narrow ledge beyond. Quickly traverse toward the corner before the ledge crumbles. The broken stairs below are also unstable, so as soon as Lara lands turn and run to the bottom of the stairs. Then jump the gap to the solid landing in the next corner.
From there, take a running jump to grab the horizontal pole jutting out of the wall above. Adjust Lara's position left to right then swing and jump to the tall, narrow alcove on the far side of the room. Drop and hang from the edge. Traverse to the right and jump to grab the narrow ledge. This long ledge crumbles as Lara goes. So tap Interact to move more quickly as you climb to the right. When you reach the corner, triggering CHECKPOINT 7, don't drop down onto the ledge. Instead, pull up into the alcove above. Run behind the row of windows to the left to get a bronze reward (6/9). Return to the opening near the corner and drop down onto the ledge.
Take a running jump to grab the dangling chain just beyond the bottom of the broken stairs. Climb down a bit, adjust Lara's angle, then swing and jump to the broken stairs in the middle of the far wall. The stairs begin to collapse, so quickly turn right and take a running jump to the landing in the corner.
NOTE: It's possible instead to swing from the chain to the alcove on the left wall and then climb along the alcoves until you can jump to the broken stairs; however, the second and third alcoves crumble when Lara grabs them, so this takes a little finesse.
Jump to grab the edge of the alcove on the left wall, just beyond the bottom of the stairs. Traverse to the right around the corner and into the alcove. Then drop to the ledge below. From there, drop to the floor.
NOTE: On one side of the room there's a movable panel with the Roman number III carved into it. This is part of the gold reward puzzle, but you can leave it for now since you'll return here at the end of the level.
CORRIDORS WITH FLAME TRAPS: Go up the stairs past CHECKPOINT 8 to a gap with a pool of flaming oil below. Take a running jump across the gap—either on the right side or diagonally from jutting corner to corner.
Continue to a series of flame traps in the floor. The first set of traps consists of a grate with flames that cycle on and off, then an area of burning coals, then another grate with intermittent flame, then more hot coals and finally a grate with no flames. To avoid stepping on the burning coals or a grate with active flames, first use the grapple to hook the metal box sitting on the burner ahead. Pull it toward Lara. Then carefully position it on the first grate without letting Lara's feet touch the flames. Climb on top of the box. Now watch the cycling flames. Jump over the hot coals onto the middle grate just as the flames are about to go out. Then, before the flames flare up, quickly jump over the next section of coals onto the third grate where there are no flames. Once you've passed the first trap, use the grapple to retrieve the box so you can use it to get over the second flame trap the same way.
When you've cleared the second set of flames, use the grapple to pull the box along after you. Push it up against the gate and use it to climb over into the next room. CHECKPOINT 9 is just inside.
ROOMS WITH SPINNING BLADE TRAPS: The other doorways leading out of this room are blocked by spinning blades. Each set of blades can be stopped temporarily by positioning a box in the doorway. Pull the lever to raise the gate you just climbed over so you can retrieve the first metal box. There's a second box in the room to the right. To get it, push the first box beneath the blades in the doorway to stop the blades. If you position the box on the right side of the opening, you can use the grapple to pull the second box through the gap beside the first box.
Next, use either box to halt the blades in the doorway on the left (i.e., left when Lara's back is to the open gate). Retrieve the silver reward (3/5) and come back out. Now push either box beneath the blades in the middle doorway (i.e., opposite the open gate). Position the box on one side of the opening so you can go through and then use the grapple to pull the second box through.
Now you're in a large room with high ledges on both sides and another set of spinning blades at the far end.
NOTE: There are movable stone panels on both of the high ledges. These are also used in obtaining the gold reward. Since you'll be returning this way at the end of the level, you can ignore them for now.
Push one box beneath the blades at the far end of the room, go through and use the grapple to pull the other box after you.
SECOND CORRIDOR WITH FLAME TRAP: This flame trap is a bit larger than the previous ones. Lara will need both metal boxes to cross without getting singed. Push one box onto the first grate. Then line up the second box right behind it and keep pushing so you have two boxes in a row, covering parts of two of the grates. Climb on top of the boxes, run across them and jump to clear the flames. On the other side, use the lever to open the door and run through.
POOL AND PRESSURE PAD-TRIGGERED GATE: Follow the hallway to CHECKPOINT 10. Just ahead is a pressure pad that opens the gate at the end of the hall. The problem is the gate closes if there is no weight on the pad. To get something to hold it open—and get a reward on the way—enter the room to the left, swim across the pool and climb out on the right side.
Stand facing the barred alcove with the bronze reward (7/9) so the dangling chandelier is between Lara and the reward. Use the magnetic grapple to pull the chandelier toward her. Release so it swings toward the alcove, breaking the bars. Then use the grapple to snag the reward.
Now use the same procedure to swing the second chandelier above the pool toward the alcove on the opposite wall, breaking the bars there. Use the grapple to pull the coffin in the alcove down into the water. Jump or climb on top of the coffin. Then use the grapple to hook the sconces on the walls above the pool and pull Lara along on top of the floating coffin. When you reach the doorway near the pressure pad, grapple the sconce beyond the pad and pull to bring the coffin right up to the edge of the pool. Release the grapple, hop off the coffin, turn around and grapple it. Step back a bit. Then pull the coffin out of the water and onto the pressure pad. Now go through the gate and continue to CHECKPOINT 11.
FLOODED PASSAGEWAYS: This area is shown in the diagram at right. The approximate path you'll take is shown by the red dotted line. Numbers in parentheses in the walkthrough refer to the corresponding spots in the diagram. At the checkpoint (1), just below the grating Lara is standing on, you can see a sparkling reward. Jump into the water (2). The current carries Lara to the right. Swim against it (tap Interact to make Lara swim faster) into the space below the grating to get the bronze cross (indicated by an orange dot). Surface for air then swim down to pull the underwater lever (3) on the opposite wall. This opens the gate (4) near another floating coffin.
Swim to the coffin and climb on top of it. As the current carries the coffin along the passageway, jump into the opening above on the right (5). If you miss it, climb back onto the coffin and use the grapple to hook one of the wall sconces. Then pull the coffin, with Lara on it, back to the opening. Hop down from the opening into the water on the other side. Swim forward, then left, then left again. At the end of the passage is a gate, beyond which you can see the previous passage and the coffin Lara was just riding. Just below the water to the right of the gate is another underwater lever (6) Pull it to open the gate (7).
Get on top of the coffin again and use the grapple to hook the various wall sconces and pull the coffin back along the passage the way you came. Move the coffin as close as possible to the high alcove with the silver cross (8). Then jump up, grab the reward and jump back down onto the coffin. Float straight on to the gate (9) where the water flows out of this area. Jump from the coffin to the top of the gate. Then jump into the water on the other side. The current carries Lara away (10).
NOTE: The rewards in this area are bronze reward (8/9) and silver reward (4/5). The numbers were left out of the description to avoid confusion with the numbers in the diagram.
A brief cut scene shows Lara going over a waterfall into a large pool.
SUBTERRANEAN LAKE and TOMB ENTRANCE: Swim across the lake toward the building and climb out of the water. The door is locked, so Lara will have to find another way in. The lovely ledges are enticing, but before starting to climb, use the magnetic grapple to arrange the 2 movable lampposts so they'll be useful. Position the lamppost to the right of the entrance so its end points toward the lake; move the one on the left so it is parallel to the base of the ramp. To the far left is a square pillar with luminescent blue bands that serve as handholds. Climb to the top of the pillar, which is CHECKPOINT 12.
Turn right and take a running jump to the ramp, slide down and jump at the bottom to grab the movable lamppost. Lara's weight causes it to rotate around to the left. Swing around the bar and jump, then quickly press Jump again to hook the grapple onto a fixture high above the door. Swing back and forth on the cable until Lara is swinging as high as she can go. As she swings toward the second movable lamppost, jump to grab it. The lamppost then rotates to the left. Swing around it and jump to grab the narrow stone step ahead. Pull up. Climb onto the higher step and jump to grab the light-colored windowsill above. Traverse to the right and jump to grab the next sill. Jump from there to grab the gold chain. Climb to the top and jump onto the roof.
ON THE ROOF: Cross the rooftop, past the belfry with the dangling rope, to the far side. When Lara's back is toward the lake, you're aiming for the back left corner where it's quite dark. There you'll find another silver reward (5/5). Return to the belfry, jump to grab the dangling bell rope and climb down into the tomb.
Lara examines the King's crypt and those of his knights. Lara and her helpers have a lengthy discussion on the archetypal nature of the Arthur-Merlin legend. (This cut scene is titled "Myth Becomes Fact".)
THE KNIGHTS' FINAL RESTING PLACE: Approach Sir Bedivere's crypt, second from the left in the row of crypts on the left when facing the King's glowing sarcophagus.
In another shorter cut scene ("Bedivere's Legacy"), Lara reads aloud how Bedivere returned a fragment of Excalibur to Arthur.
Now, to retrieve that sword fragment and open the door. Notice the two thick, light-colored columns on either side of the center of the room. One of these is broken off. Grasp the foot of Bedivere's crypt and slide the chunk of stone across the room and up against the broken column. Stand facing the door with Lara's back toward King Arthur's remains, the dangling chandelier and bell between Lara and the door, and the broken column ahead on the left. Use the magnetic grapple to pull the chandelier as far as possible toward Lara. Release it and run to the chunk of crypt you just moved. Use it to climb onto the broken pillar and, from there, jump to grab the dangling bell rope. Lara's weight will raise the bell. If you've swung the chandelier hard enough, it will then strike the bell.
A cut scene ensues, in which the bell's reverberating ring shatters the sarcophagus and opens the exit. Lara takes the piece of Excalibur, with apologies to the King of course. Before Lara can share her triumph, she hears her friends over the headset. Trouble has arrived. (This cinematic is called "The Final Piece".)
BATTLING THE SERPENT: CHECKPOINT 13 registers after the cut scene. Exit the building and prepare for a confrontation. As Lara nears the broken bridge, a huge serpent rises from the water. It cannot be defeated with normal weapons. Instead, you must use the objects at hand to bring it down, while dodging its spitting attacks and staying away from its powerful jaws.
There are 4 levers and 4 huge cylindrical bells on little islands out in the pool. Each lever is just reachable with the magnetic grapple from the shore or the broken bridge. Grappling and pulling a lever causes a metal cage to drop from above. The goal is to shoot each of the bells repeatedly with pistols so the ringing sound will mesmerize the serpent. Then quickly holster guns, grapple the lever next to the bell and pull to drop the cage on the serpent's head. This must be done four times in all. Each time you succeed, the serpent destroys that particular bell and cage and loses a fourth of its health.
Simpler said than done, naturally. Here are some tips, in no particular order, which will hopefully make things easier. If you have other suggestions, I welcome them. (Thanks to Claire, as well as various players on the Eidos Forums—namely Zerstörer, The Dark Lady and Pendragon—for sharing their strategies.)
BUG WARNING: There is a bug in the Xbox version in which the far left cage gets stuck and won't drop when you pull the lever. Eidos support recommends replaying the level, though perhaps just reloading from an earlier save will help. Several players have suggested not pulling any levers before entering the tomb and then, when fighting the serpent, using the levers beyond the end of the bridge first, then the two near the shore. If none of these suggestions work, I'm not sure what to do. I'm looking for solutions, so if you have any information, please let me know.
BACK TOWARD THE START: When the serpent is finally defeated, swim to the lever beyond the left end of the broken bridge. Climb out of the water and up onto the serpent's body. Move along to the bend in its neck where you can jump up to grab a stone ledge. Climb from there to the exit. Follow the passageway to CHECKPOINT 14.
Grapple-swing across the pit. Take a running jump to grab the horizontal pole above the next pit. Swing around the pole and jump to the other side. Slide down the slope and jump to clear the gap.
An interactive cut scene interrupts. Press the keys indicated on the screen to escape from a second serpent—or perhaps the first one regained consciousness and came after Lara.
When the cut scene ends, a bronze cross is clearly visible behind the portcullis ahead. Shoot the shiny ring at the top center of the gate to free the chain. Use either of the decorative shields mounted on the left and right sides of the gate to climb up and grab the top edge. Traverse to the center and jump straight up to grab the chain. Swing over the top of the gate and drop down to claim the last bronze reward (9/9).
Climb back up to the chain, turn around and swing to the high ledge on the wall opposite the gate. Use the lever to open the door next to it. Cross CHECKPOINT 15 and slide down the ramp into the next room.
ROOMS WITH FLAME TRAPS and SPINNING BLADES (AGAIN): When you drop down from the ledge, 2 mercenaries approach along the hall to the left. The lever just below the ledge controls the flame trap in that hallway. If you like, you can wait for the mercs to walk over the trap and then toast them by pulling the lever. However, you won't get any of their belongings if you do this. Shooting them or hitting both with a well-aimed grenade can provide you with a SHOTGUN and/or ammo, health and grenades.
Turn the flame trap off if you turned it on. Then follow the hall back to the room with the spinning blades. Take out the second pair of mercenaries on the ledge to the left.
Use the movable box to climb up onto the ledge where the mercs were. Using the grapple to move the box is faster. You can then finesse the positioning by hand. Retrieve any items the mercenaries dropped (health, grenades, SUBMACHINE GUN and/or ammo). I recommend taking the SMG here, since lots of ammo is available.
Before climbing down from the ledge, locate the movable panel with the Roman numeral II. Push it in as far as it will go. Drop down, move the box to the opposite ledge and climb up. There's another movable panel here. This one has the numeral I. Push it all the way in. Then climb down to the floor. This is the first step in getting the gold reward.
Use one of the movable boxes to block the blades in the middle doorway (i.e., opposite where you just entered this room). Cross CHECKPOINT 16 and advance carefully toward the corner before the next set of flame traps.
There's one soldier lurking behind the bars there and another soldier down the hall beyond the flame traps. Deal with both before crossing the flames. The first drops a SHOTGUN or ammo, the second a MACHINEGUN or ammo. Now the intermittent flames below the grates are off. So you don't need the boxes to cross as long as you jump carefully over the areas with burning coals.
Beyond the second flame trap, continue to the steps above the pool of flaming oil. Kill the mercenary on the other side and then take a running jump across the gap. Pick up whatever the soldier dropped (MACHINEGUN or ammo, health, grenade) and continue past CHECKPOINT 17.
TALL ROOM WITH BROKEN STAIRS (AGAIN): This time things are a little different. A mercenary with a grenade launcher is guarding the room. Kill him quickly and take his GRENADE LAUNCHER if you want it.
GOLD REWARD: Before getting on the elevator, locate the movable panel with the Roman numeral III. Push it inward as far as it will go. As long as you've pushed the other two panels in the previous area, a secret compartment on the next wall will open. The gold reward (1/1) is inside.
NOTE: If you didn't push all three panels, it is still possible to do so. Just backtrack the way you came to the ROOM WITH SPINNING BLADES and check that section of the walkthrough for details.
Climb onto the elevator and press the button to ride up. At the top, there's a soldier shooting at Lara from the ledge near the entrance. Take care of him and get his SMG or ammo. Then turn to the right to locate the metal crate behind the grating in one of the alcoves. Use the grapple to hook the crate. Pull as much as you can and release to start the elevator platform swinging. When it swings back toward the grapple point, take a running jump to grab the edge of the alcove above the one with the crate. Climb to the left and jump to the broken stairs. Go up the stairs to the entrance and CHECKPOINT 18.
In the next hallway you'll encounter 3 mercenaries and 2 pit bulls (first a man and a dog, then a man alone, then another man and dog). You can use the crates for cover or jump on top to avoid being bitten by the dogs. Or, just get each dog's attention and back away firing, then move in to kill the handler. Pick up any grenades, health packs and SMG ammo they drop. You can also get a MACHINEGUN here if you don't already have one. CHECKPOINT 19is just before the next room.
CENOTAPH (AGAIN): Inside 2 soldiers in riot gear guard some equipment. As in Kazakhstan, a good way to deal with these guys is to run forward and when you get close to one of them, begin firing and tap Jump twice to do an aerial attack. As Lara sails over the enemy's head, press the Fire button a couple of times to finish him off. Repeat with the second soldier. Pick up SMG ammo, grenades and possibly health packs and move on.
ROOM WITH CRATES and FORKLIFT (AGAIN): The 2 soldiers here are the rank-and-file variety (no riot shields). As soon as you kill them, the level ends.
Zip and Alister are under guard near their van. The soldier watching them hears a commotion inside and goes to investigate. He comes out dead. Lara and friends head for home. (This cinematic is titled "Team Reunited".)
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