|Kills: 7||Supplies: 22||Artifacts: 4||Relics: 0 (*)|
THE OBELISK – EYE OF HORUS SWITCH & ARTIFACT: From CHECKPOINT 1 at the base of the ramp, head up to the sunny courtyard. At the center of this open area stands a tall, square obelisk. Go to the right, pick up a small medipak behind the column nearest the switch and then use the switch to drop one of the four bridges leading from the side areas to the obelisk. This also triggers CHECKPOINT 2.
Walk out onto the bridge and take the EYE OF HORUS off the obelisk. CHECKPOINT 3 registers when you do. There are three similar artifacts on the remaining faces of the obelisk. Getting the rest of them will be a little more complicated than this.
Return across the bridge toward the entrance, turn right and climb down the ladder to the lower level at the obelisk's base. Pick up some 50-caliber clips near one of the columns on this side of the pool. Swim across to the other side to find a small medipak behind another column. There's an alcove with a switch off to one side, but the sturdy bars prevent you from reaching it yet.
TRAPPED HALLWAY: Go through the doorway at ground level on the opposite side of the pool. Follow the hall to CHECKPOINT 4. To get past the block trap ahead, stand a few steps from the stone doors. Then when they close completely, run toward them and Lara should pass through safely as they start to open. Continue through a small room to another block trap. Pass through the same way you did before and continue to the double block trap beyond. To get past this one, stand close and run through just as the first set of blocks begins to open. CHECKPOINT 5 registers as you enter the next room.
RUINED THRONE ROOM: This tall room has numerous ledges high above. You're headed for the very top. First go behind the dais to find a box of shotgun ammo on the floor. Then climb to the top of the dais and jump to grab the switch on the wall. Lara's weight pulls it down, activating a mechanism that lowers a square column on the other side of the room. When you regain control of Lara, jump back off the switch to land on the dais, run across the room and jump on top of the column. You must go quickly before it ascends again. Ride it upward as far as it goes.
Turn left and take a running jump to grab the horizontal pole. Swing around, jump and grab a handhold on the wall ahead. Jump up twice to reach the highest of the three handholds. Climb almost to the corner and then jump back to grab the retracting ledge behind Lara. Quickly pull up, jump across the two sections of this ledge before it slides into the wall and then jump to grab the corner ledge ahead.
Turn right and take a running jump to grab the broken ledge that spans the middle of the room. This jump is a bit difficult to nail on the first try. It helps to back up from the edge a bit, run and jump right at the edge, then hold the Jump key down for the longest possible airtime. Pull up and repeat the same kind of jump to the ledge against the far wall.
NOTE: The artifact at the top of this room is one of the silver tablets you can collect to unlock bonus content in the game, not one of the four artifacts needed for the obelisk puzzle. You'll still need to climb to the top of the room, but you need not race if you are not after the artifact.
TIMED RUN FOR ARTIFACT #1: Go around the pile of rubble and use the switch to extend 2 horizontal poles high above. These are timed to retract after about a minute and a half (1:40 including the cut scene showing the location of the poles). This is plenty of time if you are not hunting artifacts for bonuses and only need to reach the lower of the two poles; however, if you want to reach the artifact on the very top level before the upper pole retracts, you'll need to hustle. You may want to do a few practice runs at an easy pace first.
Here's the procedure: Pull the switch, wait for the cut scene to finish, then run to the opposite side this ledge. Keep running as you veer to the right, jump off the ledge and grab the long ledge in the middle of the room. Pull up, grab the lower handhold on the square pillar ahead then jump to grab the higher handhold. Climb around to the right and jump backward across the gap to grab the top of the broken square pillar behind. Climb all the way around to the other side and jump backward again to grab a handhold on the next square pillar, which has an angled top. Climb around to the right and then jump up to grab the top of the pillar. Climb then jump to the right to grab the horizontal stone handhold on the wall. (It's just above the round dart pipe.) Climb to the right, jump and grab the horizontal pole, which should still be extended. Swing and jump to the long ledge ahead. When you land there, CHECKPOINT 6 registers.
NOTE: If you are not going for the artifact you can slow down now. You've passed the first part of the timed run, but you'll still need to follow the same path to reach the exit. If you want the artifact, keep going as fast as you can.
If Lara dies during the second phase of the run, the game will reload at CHECKPOINT 6; however, the pole above will have retracted into the wall. Rather than starting over all the way down at CHECKPOINT 5, jump back to the horizontal pole, move in toward the wall, swing and jump toward the handhold ahead. Even if Lara misses it, she'll fall to the ledge below but only lose a tiny smidgen of health. Then you can jump back to the ledge with the switch, pull it and try again. Also, throughout this section make sure to tap Interact to climb faster whenever Lara is hanging onto a ledge and climbing laterally.
From CHECKPOINT 6, turn right, run along the ledge toward the far corner and jump to grab the lower of the two handholds. Jump up to the higher one and then jump back to grab the retracting ledge behind you. Pull up and quickly take a running jump to grab the narrow ledge spanning the middle of the room. Do not pull up. (If Lara lands on the ledge, quickly drop back and hang from it.) Climb to the right past the first column. Pull up and run off the other side, grabbing the edge and hanging so Lara's back is toward the big, colorful mural.
Climb to the left (i.e., continue toward the center of the room). When you reach the end of the ledge, jump up to grab the handhold above. Climb around to the left and jump back to grab the handhold at the same level on the square column behind. Drop down to grab the handhold below. Traverse around the corner to the right, climb quickly until Lara is hanging below the flat part of the ledge and then pull up. Take a running jump to grab the lower handhold ahead on the right wall. Climb to the left, jump up to grab the handhold above and quickly climb into the corner.
Jump back off the wall and press Grapple to hook the metal ring above. You won't have time to adjust the grapple cable or run back and forth along the wall more than once or twice. So make every move count. When you jump off the wall to grapple the ring, wait as long as you can before grappling without allowing Lara to fall. That will ensure you have the longest cable to work with. As you run along the wall, press and hold the left then right direction keys (or press firmly on the stick) as long as you can before releasing and pressing the opposite direction key. Run forward (left), then back (right), then forward (left) again. When Lara runs to the left the second time, jump to grab the handhold in the corner.
Climb along this handhold, tapping Interact all the way. At the end, lean out and jump to grab the next handhold, just a little higher up on the same wall. Quickly climb to the left until Lara is hanging below the dart pipe. Jump back to grab the top of the square pillar behind. Do not drop down. Climb around to the other side and jump back to grab the lower handhold on the next square pillar. Climb around to the right so Lara is on the side of the pillar away from the flying darts. Jump up three times until Lara is standing on top of the pillar. Turn left and look ahead.
If you've reached this point and the horizontal pole ahead on the right has already retracted, do not jump over to the stone ledge ahead. Doing so will trigger another CHECKPOINT and you'll need to climb all the way down from there. It's much easier to just fall and die, reload at CHECKPOINT 6 and follow the instructions in the note above to get back down to the switch. If you are not trying to get the artifact, then go ahead and jump to the stone ledge, pull up, cross what will be your CHECKPOINT 7, and continue from there, skipping the next paragraph.
If the horizontal pole to the right is still extended, you've made it in time! Take a running jump to grab the stone ledge ahead, pull up, turn and take a running jump to grab the pole. Swing around and jump to the ledge ahead. Now you're high above the switch where you started. ARTIFACT #1 is near the middle of the ledge behind a pile of small, dark-colored rocks. Taking it triggers CHECKPOINT 7. At this point, the horizontal pole remains extended. So you don't have to hurry. Return to the end of the ledge, jump back to the pole and swing over to the stone ledge.
From the stone ledge between the two horizontal poles, take a running jump to grab the pole nearer the ledge with the wide staircase. Swing and jump over to that ledge. This is CHECKPOINT 8. Before going up the stairs, pick up a large medipak on the far side of the ledge. Climb the stairs and get ready for a fight.
DUSTY ROOM LINED WITH COLUMNS: A cat mummy lurks in the room ahead. Keep moving and shooting, and try not to let it knock Lara down. Its death triggers CHECKPOINT 9.
HALLWAY WITH TRICKY PIT & TRAPS: Continue out the other side of this room. Just ahead is a shallow pit. Drop down and go to the far end of the pit to get a small medipak and shotgun shells. Return to the end where you dropped down and climb the ladder to the rim. The 2 horizontal poles above the pit begin to move downward as soon as Lara grabs them. To get across you must jump to grab the first pole then immediately—before swinging around even once—jump to grab the second pole. Then immediately jump again to grab the scarab switch on the wall of the pit. Then immediately jump up to grab the handhold above. If you hesitate, you'll have to drop down, climb back to the beginning and try again. Once you make it to the handhold, climb around to the left and jump to the stairs.
Continue to a double block trap similar to the one you encountered earlier. Stand close to the first set of blocks and run through just as they begin to part. Next comes a new twist on the same trap—blocks that open and close vertically. Here you must take a running jump through the opening as the blocks begin to separate. Don't just run through or Lara will fall into the little pit where the lower block goes and get stuck. Ouch! Continue to the end of the hallway and CHECKPOINT 10.
THE OBELISK – ANKH BRIDGE SWITCH: You emerge on a ledge overlooking the obelisk and the pool below. Grab onto the short stone handhold on the left side of the door when facing it. Jump up, then left to the next handhold. The right section of the handhold below is weak and will crumble under Lara's weight. So climb all the way to the left along the upper handhold and then drop to grab the lower one where it's safe. From there, jump back to grab the horizontal pole. Swing and jump to the next ledge.
Use the switch to lower the bridge leading to the ANKH OF ISIS, some distance below. This also opens the gate on the opposite side of this area, on the same level where you are now, and it triggers CHECKPOINT 11.
Jump back to the pole, swing over to the handholds and return to the doorway where you entered this area. Now take a running jump to grab the handhold on the other side of that door. Climb all the way around to the doorway, tapping Interact to speedily clear the crumbling sections of the ledge.
HALLWAY WITH SPINNING BLADE TRAPS: Follow the hallway to a whirling blade trap. Run or roll between the two blades as they retract into the walls. Next is a shallow pit with a horizontal bar across the middle and another set of whirling blades. Take a running jump to grab the bar as the blades start to retract into the walls. Don't swing all the way around, just grab then immediately jump to grab the opposite side of the pit. Pull up and continue along the hallway to CHECKPOINT 12.
SLOPE-TO-STEPS ROOM: The metal ring on the wall ahead is retracted, so you can't grapple it yet. Slide down the long slope to land on the shorter one below. Slide to the floor and immediately take aim at the cat mummy standing to the right. If you circle around to the left, shooting constantly, you can probably take it down before it can reach Lara. Pick up the shotgun shells on the floor and 2 small medipaks—one in the small alcove with two entrances, one in the leftmost of the three raised alcoves.
Climb into the raised alcove on the right and use the switch to change the slope into block steps, open the two barred doorways and extend the metal grappling ring on the wall near the entrance. CHECKPOINT 13 registers after these changes occur.
Pull the movable block out of the little alcove and go in behind the block to find another small medipak. Climb onto the block and jump to grab the handhold above. Jump to the handhold above and then, jump to the left and grapple the metal ring above. Wall run back and forth and jump to the left to grab the handhold in the corner. If you grab the scarab switch below instead, quickly jump up to the handhold before the switch descends too far. Climb to the left and jump to the ledge.
Climb onto the stepped blocks to get the SMG clips and small medipak. The very top step is too high to reach, so hop down and go to the far right corner of the ledge.
WALL RUNS PAST SPINNING BLADES: Climb the handholds and press the Back button (or Down on the analog stick) to lean out toward the middle of the room. This will enable you to see the spinning blade on the wall behind Lara and the metal hook above. Jump and grapple the hook just as the blade retracts. You can then run forward, back, and forward again before the blade extends again. When Lara runs to the left the second time, jump to grab the scarab switch on the wall. Immediately jump up to grab the handhold above.
You can't reach the corner handhold above from here. So you must swing past another spinning blade in order to get to it. This involves the same basic tactic as before. Lean out to the left and watch the blade. When it retracts, jump to the left and grapple the metal hook above. Run to the left, run back to the right and jump to grab the handhold above the one where you started. If you miss, Lara should grab the handhold where you started, so you can try again. Just don't attempt to run back and forth more than once or the blade will extend, cutting Lara's run (and life) short.
Once you've reached that corner handhold, jump to grab the one above. Lean back to take a look behind Lara. This wall has 2 spinning blades and a metal hook. Wait for the first blade to retract into the wall, then jump back, grapple the hook, swing to the right and immediately jump to grab the handhold beyond the second blade. Do not attempt to swing back to where you started, or the blades will cut the cable and Lara will fall.
Climb to the right, pull up onto the step and climb onto the step above on the left to trigger CHECKPOINT 14. Whew! Good work!
ARTIFACT #2: The steps on which Lara is standing are what used to be the slope where you entered. The metal ring on the wall above is now extended. Hop down to the second step from the top and take a running jump to grapple that ring. Adjust the cable length if necessary so Lara's feet are just above the line between the carved and plain sections of the wall. Wall run back and forth until Lara is running nearly all the way to the far corner. Then, the next time she swings that way, jump back off the wall and quickly grapple the ring on the underside of the ledge behind her. Slow your swing until Lara is hanging by the cable above the step with the artifact. Swing just a tiny bit to the right, so she's directly above the step, and press Duck to drop down. Collect ARTIFACT #2.
NOTE: If you're having trouble jumping off the wall perpendicular to the direction Lara is swinging, you may want to review those sections in the Croft Manor and St. Francis Folly levels.
After getting the artifact, turn to face the block steps below the entrance. Take a long running jump to land on the lowest step (not the one in the corner but the next one up). Be sure to give Lara a good run-up and hold the Jump key while she's in the air or she won't make it.
NOTE: If Lara dies after reaching the artifact but before the next checkpoint, the game will reload at CHECKPOINT 14, and you should have the artifact. Just repeat the two wall-run sequences without dropping onto the step where the artifact was.
Climb to the second step from the top. Now repeat the first wall run to reach the second ring. This time, instead of dropping onto the step, do a wall run along this wall and jump to grab the corner ledge to the right. Pull up, climb the handholds and jump to grab the doorsill to the left, just above the second grappling ring. Pull up.
SEAL OF ANUBIS BRIDGE SWITCH: Follow the long hallway to a small room overlooking the obelisk. Use the switch to lower the bridge to the SEAL OF ANUBIS and trigger CHECKPOINT 15. This bridge is way down below, so you can't get there directly from here. Instead, return along the hall to the doorway at the top of the SLOPE-TO-STEPS ROOM.
SLOPE-TO-STEPS ROOM (again): Use the metal ring on the ceiling to grapple swing across to the handhold on the opposite wall. Climb around the corner to the right and drop down in the doorway. This hallway leads back the way you came, which is not where you need to go now. So instead, drop down onto the stone steps, triggering CHECKPOINT 16 (same spot as 14) and climb down to the floor.
ANOTHER TRAPPED HALLWAY: Go through the doorway that had been barred, cross CHECKPOINT 17 and turn to face a deep pit lined with traps. To get across, run between the blocks as they open and jump to perch on the first vertical pole. Wait for the whirling blades to begin to retract into the wall and jump to the second pole. Jump to the third post when the blocks are closed but just about to open. Immediately jump from the third pole to the ledge ahead.
NOTE: The third post can be a bit buggy. Lara will sometimes land strangely, but instead of losing her balance, she'll do a sort of stutter-step, making it impossible to control her. Then the blocks will close in before you can get her moving again. It may help to tap the HUD key just before jumping to the third post. Then Lara will jump forward in a straight line and be less likely to lose her balance when she lands.
SEAL OF ANUBIS: Continue along the hallway to the bridge you just lowered. Pick up the small medipak in the doorway, cross the bridge and take the SEAL OF ANUBIS, triggering CHECKPOINT 18.
Return to the doorway, turn left and swing across the two horizontal poles to the ledge with the carved columns. The bridge to the SCARAB OF OSIRIS is still retracted so continue to the other end of the ledge. Pick up some shotgun ammo and a small medipak behind the columns. Then swing across the next two horizontal poles to the ledge beyond. This is CHECKPOINT 19.
ANKH OF ISIS: Pick up another small medipak and take the ANKH OF ISIS from its receptacle on the obelisk, triggering CHECKPOINT 20.
NOTE: If you fall during the previous sequence, you can climb the ladder in the corner, cross the bridge that led to the EYE OF HORUS and jump from there to the ANKH bridge.
YES, YOU GUESSED IT, ANOTHER TRAPPED HALLWAY: Cross the bridge and follow the hallway to another gauntlet of traps. The first is a pair of whirling blades. You can either move forward crouching to pass beneath them, or stand to one side, and follow the nearest blade as it moves away, then when it reaches the end of its track, move to the other side and continue forward. The next trap is a simple pit with a wooden post. Jump to perch on the post. Then jump to grab the far edge of the pit and pull up. Jump through the block trap as the blocks open. There's a safe spot between this trap and the next, so there's no need to hurry. Jump to the next post just as the blocks are about to open. Then quickly jump to the ledge ahead. Continue to CHECKPOINT 21.
ROOM WITH MUMMIES & SARCOPHAGUS: Whatever happens, no matter how lovely and golden it is, no matter how it may call to you, do not allow yourself to be seduced by the shiny switch on the left wall. Using it does nothing useful. It only extends a bunch of spinning blades that will drastically impede your progress through this room.
Instead, jump down to the small, square ledge below the second step. Drop and hang from the far edge of the ledge and climb down the handholds to the small, L-shaped ledge in the corner. Turn so the wall is on Lara's left and she's facing out into the room. Do not slide down the slope below, or the 3 cat mummies lurking below will be on her in a flash. Instead, use the metal ring above to wall run over to the ledge in the opposite corner.
You should be able to kill all 3 mummies from here using just the regular pistols, though you may have to change position on the ledge a few times. If the mummies move in very close to the wall and you can't target them just by shooting, press and hold target lock. Then fire. Lara should be able to shoot them even if you can't see them.
From this ledge you can see an artifact in an alcove above. You'll have to take a roundabout route to get it. Drop to the floor, cross the room to the side opposite the sarcophagus with the carved jackal. Climb the handholds to the doorway. This is CHECKPOINT 22.
RETURN OF THE SON OF TRAPPED HALLWAY: Follow the hallway to a double spinning blade trap. Make sure Lara has at least half her health before going through, just in case. Fortunately this trap isn't lethal unless you just stand in it doing nothing. To get through, wait at the bend in the hall, a few steps before the blades. Wait for the higher blades to approach then run and roll under them. When Lara stands, immediately take a running jump over the low blades and keep going.
Around the next corner is a deep pit with spinning blades and three wooden posts with crushing blocks above them. Position Lara squarely at the middle of the pit a few steps back from the edge. Tap the HUD key to move the camera behind her and if she's not squarely facing the first post, adjust her position and try again. If she's lined up squarely with the post, she'll be less likely to lose her balance when she lands. Take a running jump from the edge to the first post just as the first set of blocks begin to separate. Immediately jump to the second post, then the third, then immediately jump forward to grab the handhold below the whirling blade. Climb to either side, wait for the blade to move to the other side of the ledge, jump up to grab the rim and then pull up.
Continue along the hallway to a small room. Beyond the barred opening you can see the pool at the base of the obelisk. Pull the switch to lower the bridge to the SCARAB and trigger CHECKPOINT 23.
Return past the gauntlet of traps to the ROOM WITH MUMMIES & SARCOPHAGUS. CHECKPOINT 24 registers in the doorway (in the same spot as CHECKPOINT 22).
NOTE: Now you can decide whether to go after the remaining kills and pickups in this area, including the third and fourth artifacts, or head directly to the exit. Skip down to the section titled EXITING THE MUMMY ROOM if that's what you want to do.
ARTIFACT #3: Turn right and take a running jump to the square ledge in the corner. Grab the handhold on the wall above and climb to the left. Drop to grab the handhold below, climb to the right past the broken section of the upper handhold. Then jump up to grab the solid section of the upper handhold. Continue climbing to the left around the corner. When you reach the end of this ledge, lean out to spot the handhold you're aiming for. It's quite a distance below and to the left. Jump to the left, grab and press Interact so Lara doesn't fall. Climb around the corner to the left and pull up into the alcove with ARTIFACT #3. Drop to the floor.
Return to the doorway. Once again jump to the corner ledge on the left and repeat the climb along the wall to the next corner. This time, instead of going all the way around the corner, pull up onto the ledge above. Climb onto the low, square step and grab the handhold above. Climb all the way to the left and jump to grab the next handhold. Climb to the left and pull up onto the ledge above. Then climb the handholds on the right to the ledge above.
Follow the hallway to the left. Round the corner at the top, turn around and re-enter the hall. Another cat mummy appears out of nowhere near the bottom of the ramp. Kill it so it doesn't ambush you on the way back later on. Return to the opening, climb the handholds on the wall ahead and jump back to grab the square ledge behind. Pull up.
Now face out across the room with the wall on Lara's left. Take a running jump off the ledge and grapple the metal ring above. Wall run back and forth and jump to the ledge on the right, where you can pick up a large medipak and shotgun shells.
ARTIFACT #4: The fourth artifact is on the high ledge on the far side of the room above the handholds you climbed just after killing that last mummy. First, take a running jump from this ledge and grapple the metal ring again. Now retract the cable so Lara's feet are just below the knees of the painted figures in the wall mural. Practice running back and forth to test out the arc. You want to make sure Lara can reach the very top of the gray carved panel to the left of the mural. You'll need to run back and forth several times to get enough momentum to do this. If Lara doesn't reach that point when running as high as she can, stop running, adjust the length of the cable and try again. When she's able to run all the way to the top of the carved panel, leap off the wall and grab the ledge behind. Pull up, turn right and take a running jump to grab the handhold on the wall between the ledge and the horizontal pole. Do not try to jump and grab the pole directly. Climb to the right and jump to grab the pole. It slides downward along a track in the wall, but don't worry. There's no need to hurry. Just wait until it stops moving, swing around and jump to the ledge with ARTIFACT #4 and some 50-caliber pistol ammo.
[DELETE THIS AND INCLUDE IN DETAIL SECTION ONLY. Once you're sure she can wall run that high, keep running and move the camera as far as possible to the left, toward the wall, so you're looking at Lara almost side-on.. press Right + Jump to make her spring off the wall and grab the ledge behind her. Alternately, as she runs, keep the camera perpendicular to the wall, and when Lara reaches the top of the carved panel, press Back + Jump to leap and grab the ledge. This jump is quite tricky, but if you've practiced the technique in previous areas and make sure to line things up correctly beforehand, you'll make it.]
Turn right and jump down to the ledge below. Drop down and re-enter the hallway ahead. You'll need to kill that cat mummy now if you didn't do so before. Continue to the bottom of the ramp. Turn right and climb down the handholds to the ledge below. This ledge is a little buggy. Sometimes you'll try to drop off it only to have Lara stutter-step for a minute before falling to her death. Most of the time you can avoid this bug by running off the ledge close to the wall and grabbing the edge.
NOTE: If Lara does fall and die here, you should still have both artifacts, since these are recorded in your profile, rather than the individual save files. To check, press Escape/Start then choose Level Statistics from the menu. However, if you want all the kills and supplies, you'll have to replay everything from CHECKPOINT 24.
Once Lara is hanging from the problematic ledge, climb to the right. Jump to grab the next handhold and climb over to the ledge with the square step. Drop and hang from the edge then climb back along the handholds the way you came to the corner ledge. Then drop down to the floor.
EXITING THE MUMMY ROOM: To reach the entrance, climb onto the block in the opposite corner of the room—the one you stood on when killing the 3 mummies earlier. Use the grapple to wall run across to the L-shaped ledge on the left. Climb the handholds to the ledge above. Take a running jump to grab the lowest step on the right. Pull up and cross CHECKPOINT 25 (same as 22).
Return past the various traps to CHECKPOINT 26 (same as 20) near the side of the obelisk where you got the ANKH.
SCARAB OF OSIRIS: Take a running jump to the bridge on the left and remove the SCARAB OF OSIRIS from its place on the obelisk. This opens the underwater gate at the base of the obelisk and triggers CHECKPOINT 27.
Drop into the pool and swim through the gate you just opened. Swim down then forward along a straight passage with alcoves along both sides. At the end of the passage, swim upward to a small room where you can surface. Climb out on the ledge, pick up a small medipak and mini SMG ammo. Then pull the switch to open the trapdoor above, which is actually the base of one of the pharaoh statues in the TEMPLE OF KHAMOON. This is CHECKPOINT 28.
Climb the ladder and go to the right between the statues then through the doorway on the left. Follow the hallway back to the OPEN AREA WITH TWO SPHINXES.
A centaur is waiting for you outside on the right. Don't worry; this one is much easier to kill than its badass buddies guarding the Tomb of Tihocan. It does hurl fireballs, though, so watch out for those. When it's dead, go to the obelisk and place each of the four artifacts—the SEAL OF ANUBIS, EYE OF HORUS, ANKH OF ISIS and SCARAB OF OSIRIS—in its proper place to open the exit and end the level.
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*ABOUT ARTIFACTS & RELICS: Finding artifacts and relics (formerly known as "secrets") unlocks various extras like outfits and concept art. A complete list of these bonuses and how to get them will be added soon.
**ABOUT TIME TRIALS: After completing a level, you will be able to replay it in Time Trial mode to unlock cheat codes. Again, more info will be added about this once the main walkthrough is done.
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