|Kills: 11||Supplies: 16||Artifacts: 6||Relics: 0 (*)|
Introductory Cinematic: Over an exterior view of the ruined monastery that has come to be known as St. Francis Folly, we hear another excerpt from Sir Richard Croft's diary. He speaks of the Scion as being a repository of knowledge to rival the ancient library at Alexandria. It may, he speculates, even be able to explain his wife Amelia's disappearance. (Gamers who've completed Tomb Raider: Legend will notice the allusion to the storyline from that game.)
We then see Lara reaching the summit upon which the building is perched. She stumbles upon some discarded tin cans and comments, "Pierre, you litterbug."
LONG ENTRANCE HALL WITH BROKEN COLUMNS: The level begins just inside the monastery at CHECKPOINT 1. Advance cautiously to meet 2 lions that charge out from behind the columns ahead. Keep moving and try to stay near the middle of the room so they don't corner Lara and maul her. Once you've killed them, another movie plays.
Cinematic: Lara and Pierre play hide-and-seek among the columns. After an exchange of banter, they decide they'll each go after the next piece of the Scion, and may the best man—or woman—win.
CHECKPOINT 2 follows this cut scene. Now check out the room. There's a circular pressure pad on the floor near the center. This opens the gate on the high balcony at the far end of the room, but it must remain depressed for the gate to stay open. On the balcony above the entrance is a large bronze globe, which looks like it just might fit on that pad.
Face the entrance and climb up the first broken column on the left. To do this, use the horizontal cracks as handholds and traverse around until Lara is beneath another handhold. Jump up, etc. Once on top of the column, turn to face the exit. Then take a take a running jump toward the next column in the row that runs along the right side of the room. It's a long jump, so run and hold the jump key down as Lara flies through the air. When she grabs onto the crack in the column, you'll probably need to press Interact to perform a saving grab so she doesn't fall. Climb around to the right, jump up to grab the crack above, climb to the right again and jump up once more. You can't get on top of this column due to its uneven top, but from the highest crevice, you can jump backward to grab the next column. Climb to the top of this pillar and then turn to face the row of columns on the other side of the room. Take a running jump to grab the crack midway up the column on the right side. Climb around to the right and up to the top. From the top of this column, take a running jump to the ledge ahead.
In the alcove is a closed gate, behind which you can glimpse a glowing spearhead. You'll be back for this artifact soon. Stand on the ledge facing the end of the room with the globe. Jump down to the smaller ledge just ahead. Take a running jump off this ledge, grapple the metal hook above and wall run across to the alcove.
PERSEUS CONSTELLATION PUZZLE: At the back of this room is a gate preventing you from reaching the globe. There's also a painting on the wall depicting the constellation Perseus. The warrior holds a sword in one hand and the severed head of Medusa in the other. The jewels representing the stars in the constellation are lit up from behind.
Pass by the painting, triggering CHECKPOINT 3, and continue around the corner. Here a wall with another picture of Perseus blocks the exit. Notice that certain stars in this picture—Medusa's eye and Perseus's sword—are actual gems. Return to the picture with the lit-up stars. Step on the pressure pad in front of the picture to reset the puzzle, putting out the lights. Now switch to pistols and manual aim mode and shoot the two stars representing Medusa's eye and Perseus's sword. When you do, the previous door opens and CHECKPOINT 4 registers.
NOTE: You can take a shortcut here by immediately resetting the puzzle and opening the gate in front of the globe. Then reset it again and open the way to the artifact. See the relevant sections below for the correct combinations of stars. That way you can deal with the globe, climb back up to the artifact, then proceed directly to the exit. If you're playing a time-trial, you can skip the artifact altogether. Or, if you prefer, you can play through to discover the clues yourself.
OPENING THE GATE TO THE GLOBE: Return to the doorway that had been blocked by the wall with the second painting. Jump and grapple the hook high on the side wall and then wall run to the small ledge ahead. Take a running jump to grab the higher ledge and pull up. In this alcove is another picture of Perseus with different stars lit up—this time his sword hand, lower back and two feet. Exit the alcove, jump back down to the lower ledge and wall run back to the puzzle room. Reset the puzzle by stepping on the pressure pad. Then use manual aim to shoot the stars indicated in the previous painting. This opens the gate behind you, so you can reach the bronze globe.
Use the grapple to pull off the metal rings at each end of the globe. The pin running through the axis slips out, and the globe rolls off its stand. Push it off the ledge. Then either drop down after it, losing a little health in the process, or return to either side alcove, grapple one of the metal rings and lower Lara to the ground by lengthening the cable (Interact + Down) and then releasing it.
Roll the globe onto the circular pressure pad in the middle of the hall. This opens the exit gate, above on the far wall, and holds it open. This also triggers CHECKPOINT 5.
Go to the far end of the room (nearest the exit) and climb to the top of the column on the right. From there, you can jump to grab the column on the left (the tallest one). Climb to the top and take a running jump to the balcony with the exit.
DARK ANTEROOM: Enter the dimly lit room ahead. Go to the left side of the ledge and use the grapple to snag the metal hook on the wall above. Adjust the length of the cable if necessary (Interact + Up/Down) and wall run to the small alcove on the left, just below the ledge where you started the wall run. Pick up a large medipak and drop down to the floor.
Notice another circular pressure pad on the floor. Depressing it opens the gate at the top of the stairs (and triggers CHECKPOINT 6), but you'll need to retrieve the globe to hold it down. Use the switch to open the door (CHECKPOINT 7) and get ready to fight 2 more lions that appear in the LONG ENTRANCE HALL WITH BROKEN COLUMNS. This time you can run forward to get their attention and then retreat into the DARK ANTEROOM shooting. If you jump back onto the stairs, the lions won't follow and you can kill them from above.
ARTIFACT #1: Now go back for the artifact. First take note of the picture of Perseus on the ceiling above the door. This one shows 7 stars lit: Medusa's eye, Perseus's sword, his sword hand, lower back, knee and both feet. This is the pattern needed to open the gate in front of the artifact.
Return to the LONG ENTRANCE HALL and climb to the top of the first column on the left. From there, you can jump to grab the column on the right (the tallest one). Climb to the top and take a running jump to the ledge in front of the alcove with the artifact. (Or, if you have trouble with long jumps, jump to the column in front of the ledge, then to the ledge itself.) Jump down to the smaller ledge ahead, use the grapple to wall run across to the alcove. (CHECKPOINT 8, which is in the same spot as 3) Step on the pressure pad to reset the constellation puzzle. Then use pistols with manual aim to shoot the 7 stars pictured in the last painting. This opens the gate in front of the artifact (and triggers CHECKPOINT 9, also the same as 3).
Wall run back to the small ledge, jump to grab the higher one, then go into the alcove and claim ARTIFACT #1. Jump onto the nearest column and climb down to the floor.
EXIT THROUGH DARK ANTEROOM: Go to the bronze globe (CHECKPOINT 10, same spot as 5) and push it all the way into the DARK ANTEROOM and onto the second circular pressure pad. This holds open the gate at the top of the stairs (and triggers CHECKPOINT 11, same as 6). Exit through that gate and descend a long spiral staircase to emerge on a wide ledge overlooking the next area.
VERY TALL ROOM WITH CENTRAL STRUCTURE: CHECKPOINT 12 registers as you enter. The goal in this area is to use four switches to open four different doors—named after Hephaestus, Poseidon, Atlas, and Damocles from Greek mythology. Behind each door you'll find one of the four keys needed to open the level exit. (NOTE: The Anniversary edition uses all Greek gods and heroes, which the original game did not. If you're not familiar with the myths involved, you might want to do a little research.)
You need not explore in any particular order. I have suggested one possible sequence, which I hope minimizes backtracking. But in case you get disoriented or forget to throw a switch, you can climb up and down between the different levels. Here's how the room is laid out: 6th (top) level = POSEIDON SWITCH and HEPHAESTUS SWITCH, 5th level = HEPHAESTUS DOOR, 4th level = ATLAS DOOR, 3rd level = POSEIDON DOOR, 2nd level = DAMOCLES SWITCH and DAMOCLES DOOR, 1st (ground) floor = ATLAS SWITCH and LEVEL EXIT.
POSEIDON SWITCH: From the entrance take a running jump across the gap to grab the top edge of the central structure; pull up. This walkway is roughly U shaped. Go to the right end. Grapple the ring on the wall ahead and pull to extend a small ledge. A similar ledge, just to the left, is already extended. Take a running jump to the ledge that you just extended. Jump from there to the other ledge and from there to the rough alcove ahead on the right. From there, take a running jump to grab the horizontal pole in the corner. Swing and jump over to the next ledge. Go up the steps and pull the switch to open the POSEIDON DOOR, which is below on the third level. A ledge extends in front of the switch toward the center of the room, and CHECKPOINT 13 registers.
Two bats fly out when the POSEIDON DOOR opens, but it takes them a little while to reach you. You may need to go down the steps on either side to spot and shoot them. Take a running jump from the newly extended ledge back to the central structure.
Return almost to the end of the U-shaped ledge near where you used your grapple to extend the small ledge. Hang from the inner edge and drop to the level below, landing on a raised chunk of broken walkway. Turn around and step down onto the ledge just below.
This is the FIFTH LEVEL. Turn to face the HEPHAESTUS DOOR (still closed). Turn left and shoot the button on the wall (shown here) to extend a ledge in front of that button. Turn left again and use your grapple to snag the metal ring at the top of the stone column and pull it down. Now turn to face the corner between the wall with the button and the one with the column you just pulled down. Take a running jump off the corner of this ledge to land on the freestanding rectangular ledge ahead. Drop down on the right side to the level below.
HEPHAESTUS SWITCH: Now you're on the FOURTH LEVEL. The ATLAS DOOR is just below on one wall. Climb up onto the stone pillar you just pulled down. It rumbles a bit but doesn't fall as you walk across the gap to the other side. Climb up on the left and get a small medipak. Jump to grab the higher ledge on the right and pull up. Climb onto the next block and grab the handhold ahead. Traverse around to the right. When Lara braces her feet against the wall, jump up to grab the handhold above. Climb to the left, then up again. Pull up.
Now you're on the TOP LEVEL again. Go to the top of the stairs and use the switch to open the HEPHAESTUS DOOR, below on the FIFTH LEVEL, and extend a ledge in front of the switch. CHECKPOINT 14 registers and 2 more bats fly up from below. Take a running jump from the newly extended ledge back to the central structure. You may get a clearer shot at the bats from here if you weren't able to kill them from the ledge with the switch.
Drop down to the FIFTH LEVEL and take a running jump to the freestanding rectangular ledge just as you did before. This time, instead of dropping down to the next level, take a running jump to the ledge in front of the button. (Be sure to shoot it first to extend this ledge if you didn't do so before.) Take a running jump to grab the handhold above and to the right of the alcove with the button. It looks like it's too far, but Lara can do it. Climb to the right and jump to grab the next handhold. Climb to the right again and pull up into the alcove above.
Turn around and jump to grab the horizontal pole. Swing around and jump to grab the stone handhold above the rough archway ahead. Climb to the left so that Lara is directly above the straight section of the doorsill below, rather than the angled part. Drop and grab and, since it's a long drop, press Interact for the saving grab. Pull up into the alcove. Go through to the other opening and very carefully move to the left edge (right if the camera is facing the alcove). Lara will not drop and hang from the angled edge, so make sure she steps off where the ledge is straight. Traverse to the right and pull up into the doorway.
HEPHAESTUS DOOR: CHECKPOINT 15 is triggered as you enter. Follow the hallway to a metal gate. The switch on the right should open the gate, but it's broken. So instead go to the climb the handholds in the opposite corner until you can jump to grab one long handhold that extends across the room. Climb to the end of it and jump back (not right) to grab the opening above the gate. Pull up and drop down on the other side. The switch that opens the gate from this side is on the left. Ignore it for now and continue along the hallway to CHECKPOINT 16.
LIGHTNING TRAP: Ahead is a lightning trap. The fiendish disco ball on the ceiling emits bolts of electricity. These aren't instantly lethal (like the ones in the Thor room in Tomb Raider 1), but they will injure Lara severely if they hit her. Try to start with full health, just in case. Now take a look at the floor. It has moving sections that raise and lower in seemingly random patterns. The lightning bolts only strike raised sections of the floor. So the lowered sections are safe to run over. There are also four raised floor tiles which function as buttons or pressure pads. In order to open the gate beyond the trap, you must step on each of these four tiles when it is in its lowered position and remain standing on it long enough to depress the tile completely.
So, watch the movements of the floor. When one of the buttons lowers and a path opens up leading to it (i.e., those tiles lower), run to the button and step on it. When it lowers fully, you can run or jump off it. If a tile Lara is standing on starts to rise, run/jump on to another lowered tile, or run/jump across to the safe area near the gate or back at the start. It may take a little while to depress all four tiles, but with patience you can do it with little or no injury. Once you've pressed all four, the gate opens and you can enter the inner room, crossing CHECKPOINT 17.
HEPHAESTUS'S HAMMER: On the left is a huge hammer attached to the wall and beneath it, a pressure pad. Standing on the pad causes the hammer to smash down, crushing Lara if she doesn't get out of the way in time. Opposite the entrance is a gated alcove containing the key you seek. There are also 3 small, round pressure pads near the middle of the room with brass-bound diamond shapes on the floor nearby.
Grab the handle on the back of the bronze bust mounted on the small pedestal, move it onto one of these round pressure pads and turn it so it faces the nearest brass diamond on the floor. Looks like a good fit. Now you'll need two more. Grab the stone block with the brass bands and push it onto the pressure pad beneath the hammer. Step back as the hammer smashes downr, destroying the block and revealing a second bronze bust. Grab it and pull it off the pad. Then maneuver it onto another of the small round pads and turn it so it faces the nearest brass diamond on the floor.
Before going after the third bust, make a couple of pick-ups: Approach the pressure pad beneath the hammer. Stand to one side so Lara is facing the pad and the hammer is on her right. Step onto the pad and then quickly move back as the hammer comes down. Immediately jump toward the hammer to grab the metal band around it. Immediately jump up to grab the top of the hammer and jump again to climb on top. As the hammer starts to retract, take a running jump to the ledge ahead, where you'll find a large medipak. Drop down and return to the side of the pressure pad where you were before.
ARTIFACT #2: Once again, step on the pad, back off, jump to grab the metal band, jump up to grab the top of the hammer, but this time jump back to the ledge behind. Pick up the shotgun ammo. Take a running jump to grab the horizontal pole. Swing and jump to the ledge ahead. Enter the dark alcove to find ARTIFACT #2.
HEPHAESTUS'S KEY: Exit the alcove, turn left and take a take a running jump to grab the next horizontal pole. Swing and jump to the ledge ahead. Push the stone block off the ledge. When it hits the floor, it shatters, revealing a third bronze bust. Drop down and push this bust onto the remaining round pressure pad. Turn it so it faces the brass diamond on the floor. If you haven't already turned the other two busts to face the center of the room, do so now. This causes the pressure pad below the hammer to shift.
Go to the pad, trigger it and jump back out of the way as the hammer falls. This time the gate in front of the key opens. Enter and take the KEY OF HEPHAESTUS. (CHECKPOINTS 18 and 19 occur when the gate opens and after you take the key, respectively. Reloading either of these puts you in the same spot as CHECKPOINT 17.)
Getting past the lightning trap is much easier on the way out. Stand near the right wall and watch the moving tiles. Wait for the row along the wall to lower and run across. If the middle tile starts to rise up as you are passing, just jump over it and run/jump on to the exit.
When you reach the gate room, use the switch on the right. Before the gate starts to open, grab onto the wide metal bar at the middle of it. Ride upward as the gate opens. Then, just as it starts to close again, jump up to grab the edge of the opening above. Drop down on the other side and follow the hallway past CHECKPOINT 20 (same as 15) to emerge where you started.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A ledge extends in front of the doorway as you approach. Take a running jump from this ledge to grab the light-colored handhold on the right side of the central structure. Climb around to the right. Drop to grab the handhold below, drop again, then climb to the right. Pull up onto the ledge in the middle of the central structure. Cross to the other side, climb down the ladder and drop onto the rectangular ledge. From there, drop down to the level below.
Now you're on the SECOND LEVEL. The DAMOCLES DOOR (still closed) is off to one side. Go to the side below the ATLAS DOOR. Grapple the metal ring and pull to extend a small ledge from the wall. Jump onto it. Take a running jump to grab the handhold to the right. Climb to the right then jump to grab the next handhold. Now make your way upward and around the corner to the right using the various handholds. Pull up into the alcove above. Climb up on the right and duck or roll through the low opening. Carefully step down on the other side.
POSEIDON DOOR: Follow the hallway past CHECKPOINT 21 to another gate with a switch. Pull the switch, grab onto the metal bar in the middle of the gate and ride up as the gate opens. Then, when it starts to close, jump up to grab the opening above. Drop down on the other side, kill 3 big rats and continue to the inner room and CHECKPOINT 22.
Pick up the small medipak behind the second column on the right. Jump into the pool, swim down and pull the lever to the left of the gate. Surface for air if necessary. Then swim down through the gate and follow the passage onward and upward to another small room. Climb out of the water near CHECKPOINT 23.
TALL BLUE-TILED ROOM WITH FISH FOUNTAINS: This room has three levels with a domed ceiling above. When you enter, the first level is flooded. There's a lever on the central column which you can't reach yet, an artifact gleaming behind a gate opposite the entrance, and another small medipak in an alcove to the left.
ARTIFACT #3: Hop in the water and swim down to find another lever on the side of the central column opposite the alcove with the artifact. Pull this lever to open the gate in front of the artifact. Surface and retrieve ARTIFACT #3.
POSEIDON'S KEY: Swim back to the center and climb to the top of the column. Here on the third level, you can see POSEIDON'S KEY behind a gate. There's also an alcove with a fish statue and a stone block, a crumbling alcove with another stone block, and a smaller alcove with nothing in it. Cross the walkway to the alcove with the fish and block. Pick up the 50-caliber pistol ammo. Then pull the block away from the fish statue. Water pours out of the fish's mouth, raising the water level.
Swim across to the crumbling alcove and push the other stone block off the ledge. It sinks, landing on a ledge on the second level. Swim down to the central column and pull the lever on the second level—the one you couldn't reach when you entered this room. This opens a grate on the bottom of the pool, releasing a small, wooden platform, which floats up and gets stuck under a walkway.
Return to the surface and climb out in the alcove with the fish. Push the block against the fish again, stopping the flow of water and lowering the water back down to the second level. Jump into the pool, climb out on the second level and go to the fish statue there. Move the stone block (the one you pushed off the ledge above so it landed here) in front of the fish to block the spout, lowering the water level further. Do not drop down from here or Lara will take damage from the fall. Instead, climb down the handholds to the right of the entrance.
With the water drained down to the floor, you can use the grapple to pull the wooden raft to the other side of the room. Try to position it near the grate and lever but not quite on top of the grate. You want it to float upward into one of the open areas between walkways when you re-flood the room.
Climb back up the handholds near the entrance. Pull the block away from the fish to flood the lower level again. Now swim over to the larger alcove with the circular grate in the floor. From there, grapple and pull the wooden raft so it's not under one of the walkways and more or less below the square opening up on the third level.
Now climb back up the central column to the top. Pull the block away from the fish to raise the water to its highest level. If necessary use the grapple to reposition the wooden raft beneath the square opening. Jump onto it and from there, jump to grab the edge of the opening. Pull up, grab hold of the narrow ledge on the right, climb around the corner and jump to grab the ledge above the gate. Climb into the opening and drop down in the room with THE KEY OF POSEIDON. Pull the switch to open the gate and trigger CHECKPOINT 24.
If you're a good swimmer, you should be able to make it back to the start without lowering the water level, but doing that makes the swim a bit shorter. So, push the block against the fish again to lower the water to the second level. Hop into the water and surface near the entrance, crossing CHECKPOINT 25 (same as 23). Jump into the small pool there and swim down, forward and up to surface in the small, square pool where you started. Climb out of the water. (Three of the edges are low enough to reach.) Cross CHECKPOINT 26 (same as 22) and continue to the gate room.
Pull the switch, grab onto the metal bar in the middle of the gate. As the gate opens, ride upward. Then, just as it starts to close, jump to grab the opening above. Drop down on the other side and follow the hallway past CHECKPOINT 27 (same as 21) to the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A ledge extends in front of the doorway as you approach. Take a running jump from this new ledge to grab the handhold on the right corner of the central structure. Jump to the handhold above. Climb around the corner to the right and then jump to the right to grab the freestanding rectangular ledge. Pull up.
DAMOCLES SWITCH: Face the wall with the switch alcove below and take a long running jump—leap off as close to the edge as you can and hold the Jump key in the air for more distance—to land on the slope and slide down to the switch. Pull it to open the DAMOCLES DOOR, which is off to the left, and trigger CHECKPOINT 28.
ATLAS SWITCH: Hang from the edge of the alcove, climb to the left and drop down twice. Turn left and climb the stairs to the final switch. Pull this one to open the ATLAS DOOR, up on the FOURTH LEVEL, and trigger CHECKPOINT 29. Drop down from the ledge to the floor.
CLIMBING BACK TO THE TOP LEVEL: You're now on the GROUND LEVEL and need to return all the way to the top of the central structure in order to reach the ATLAS and DAMOCLES areas. First, head for the central structure (passing CHECKPOINT 30) and climb onto the low block near one of the square support pillars. Pick up the shotgun ammo. Face the exit (between the colorfully lit keyholes) and then take a running jump to grab the higher block near the square support pillar on the left. Pull up.
Grab the light-colored handhold and climb around to the right. Jump and grab the ladder and climb to the SECOND LEVEL. The DAMOCLES DOOR is off to the right, the DAMOCLES SWITCH behind. Ignore that door for now and keep climbing. Vault up onto the chunk of broken walkway and take a running jump to grab the handhold on the square support column opposite. Climb all the way around to the other side and jump to grab the handhold above. Climb all the way around to the right. The next higher handhold is too far to reach, so jump and grab the freestanding rectangular ledge. (This is where you were before you jumped over to the DAMOCLES SWITCH.) Turn left and take a running jump to grab the wider ledge ahead (also part of the central structure). Pull up.
This is the THIRD LEVEL again. The POSEIDON DOOR is on the left and ahead is a wall with 2 metal boxes and a stone column. Ignore those for now and keep climbing. Grab the handhold on the right, climb around the first corner and jump up to grab the handhold above. Climb all the way to the left and then jump to grab onto the next support pillar. Jump up and climb onto the ledge above.
Now you're on the FOURTH LEVEL again. The ATLAS ROOM is straight ahead. Unfortunately the distance to the doorway is too far to jump. So keep climbing. Vault onto the chunk of broken walkway. Grab the handhold on the square column, climb around to the other side and then climb to the top.
This is the FIFTH LEVEL once more. The HEPHAESTUS DOOR is straight ahead, and the button you shot earlier is on the left. Face the HEPHAESTUS DOOR and then turn a little to the right. Jump the gap to land on the jutting corner of the ledge in the middle of the central structure. Grab onto the support pillar ahead and climb around then all the way up to the U-shaped walkway on the TOP LEVEL of the central structure.
At this point, I highly recommend jumping back over to the entrance and using the save point there (CHECKPOINT 31, same as 12). The next section is a little tricky and it helps to have a closer save in case Lara dies.
Return to the U-shaped walkway and face the two ledges with the metal rings. Jump over to the one on the right. From there, turn right and take another running jump to grab the handhold near the corner. Drop onto the ledge below. Now, you can either hang from this edge, drop to the slope below and immediately jump forward to grab the handhold ahead (beneath the overhang from which you just dropped). Or, hang from the edge, climb around to the right, drop to the lower handhold, climb around to the right again and drop from there to the slope. This gives you a little bit of room to slide before you have to jump to grab the handhold ahead. If you don't jump in time, Lara will miss the grab and slide to her death. When you make it to that handhold, climb all the way around to the left and drop to grab the handhold below and use the saving grab to hang on. Pull up and enter.
ATLAS DOOR: CHECKPOINT 32 is just inside. The gate room ahead is the same as most of the others. Pull the switch, grab onto the metal bar in the middle of the gate. As the gate opens, ride upward. Then, just as it starts to close, jump to grab the opening above. Drop down on the other side and follow the hallway past CHECKPOINT 33 to the inner chamber.
LONG RAMP WITH ROLLING GLOBE & DEEP PIT: Ahead is a deep pit. Try not to fall in. To get across, go to the wheel mechanism and grab onto one of the wooden handles. Turn the wheel by pushing the handle. You'll need to press each of the direction keys in turn to make Lara walk around the axle in a circle pushing the handle ahead of her. This gradually closes the retracting floor over the pit. When you've turned the wheel as far as it will go, the floor should be closed all the way. When Lara lets go of the handle, the floor starts to slide open. Quickly run across, jumping the gap in the middle, to reach the other side.
Head up the ramp. (Don't worry; the globe won't roll down yet.) About halfway up on the left side is a handhold you can reach. Climb up and to the left to reach the ledge above. Pick up some 50-caliber clips. Drop down to the lower end of the ledge and pull the switch to extend a horizontal pole above the pit. CHECKPOINT 34 registers here. You can't reach the opposite ledge with the medipak and artifact yet. So drop down and continue up the ramp.
At the top is a huge statue of Atlas carrying the world on his shoulders. Below are two rows of razor-sharp spears and a tempting box of ammo. You can't reach it yet, so be patient.
Stand as far from the statue of Atlas as you can while still being able to target the 2 buttons behind the statue with your pistols. Now get ready to shoot and run. When you hit the first button, the statue gives a little lurch and one set of spears retracts. When you hit the second button, the second set of spears retracts, Atlas keels over and the humongous globe tumbles down the ramp toward you. Get moving or it's Croft-cakes for breakfast.
Even with Lara positioned as far from the buttons as possible, I found I couldn't move the camera behind her before making the run. (Maybe you'll have better luck, or maybe this is a feature of the game.) So press and hold Back/Down to start running down the slope toward the camera. When Lara reaches the edge of the pit, press Jump to leap off and grab the horizontal pole. Keep holding Back/Down to swing around the pole—only once—then jump to the other side of the pit. If you're successful, the globe rolls into the pit with Lara safely on the other side.
ATLAS'S KEY: Turn the wheel mechanism again to close the floor and take a running jump across. Return to the top of the ramp and get those shotgun shells (if you have room in your inventory for them) and the KEY OF ATLAS. This is CHECKPOINT 35.
ARTIFACT #4: Go partway down the ramp and climb the broken column on the left to reach the ledge above. (The right side of the column is flat, making climbing easier on that side.) Pick up the small medipak and climb onto the upper ledge to get ARTIFACT #4. Hop back down to the lower ledge and pull the switch to extend the floor above the pit. Drop down and take a running jump across before it reopens.
Follow the hallway back past CHECKPOINT 36 (same as 31). At the gate, use the switch, grab onto the metal bar in the middle of the gate and ride upward. This gate gets stuck in the up position, so jump back to grab the horizontal pole. When you do the gate closes and you can swing, jump and grab the opening above. Drop down on the other side and continue past CHECKPOINT 37 (same as 30) to the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A ledge extends in front of the door as you approach. Before descending to the DAMOCLES ROOM, you can go after the fifth artifact if you like. (Skip the next paragraph.)
NOTE: If you already have the artifact or don't want it, skip the next two paragraphs and continue with the section that begins, "To reach the DAMOCLES DOOR from the ATLAS DOOR...."
ARTIFACT #5: To get this reward, exit the ATLAS ROOM and go to the left side of the doorway, not all the way out onto the newly extended ledge. Alternately, walk out onto the new ledge, turn to face the door and take a running jump to grab that same handhold, which is on the right of the doorsill when facing it. Dangle from the edge and drop to grab the handhold below. Climb along that ledge below the doorway and as far to the left as you can. Jump past the gap in the ledge to grab on the other side. Continue climbing all the way to the left. Jump back (not left) to grab the horizontal pole. While hanging, climb in toward the corner a little if necessary. Then swing around and jump to the ledge ahead. Vault onto the block on the left and pick up ARTIFACT #5.
Step down onto the lower ledge and take a running jump to grab the horizontal pole again. Swing and jump to the upper handhold on the other side of the corner. If you're following this walkthrough and have not yet explored the DAMOCLES area, climb back along the handholds to the right and pull up near the ATLAS DOOR. (Skip the next paragraph.)
NOTE: If you have completed all the side areas and just came back this way for the artifact, after getting it and swinging on the horizontal pole back to the handhold near the corner, drop down twice to reach the alcove below. Pull up, turn around and take a running jump to the alcove on the other side of the corner. Grab the handhold above and climb around to the left. Jump to grab the ledge above the DAMOCLES SWITCH. Drop onto the small slope and slide down to the switch (and a CHECKPOINT). Drop to the floor and proceed to the exit.
To reach the DAMOCLES DOOR from the ATLAS DOOR, take a running jump from the newly extended ledge to the central structure. Climb to the left and drop to grab the handhold on the support column (press Interact for the saving grab). Drop down once more, then jump over to the freestanding rectangular ledge on the right (same as before). Pull up and take a running jump over to the wider ledge between the other two support columns.
Now you're on the THIRD LEVEL again. The POSEIDON DOOR is on the left. Straight ahead is a wall with 2 metal boxes and a stone column. Use the grapple to pull that column down, forming a bridge across the gap. Walk across to the other side. Climb up on the right and pull the first metal box as far as it will go. (You may have to ease it out gradually to keep it from sliding back.) Hang from the edge so Lara's back is toward the open room. Climb to the right and jump past the gap in the ledge to grab on the other side. Climb around to the right and drop down near a small medipak. Return the way you came to the end of the fallen column between the two metal boxes.
Climb up on the left side this time and push it as far as it will go. Climb back over to the first box and get on top of it. Jump to grab the handhold above the second box. Climb around to the left as far as you can go and drop to grab the lower handhold. After moving the second box, Lara should be able to brace her feet against it. She can then jump to grab the next small ledge on the left. Climb to the right and drop down in an alcove with another small medipak.
Dangle from the edge of this alcove and drop to grab the handhold below. Climb around to the right and drop onto the ledge. Carefully slide down the little slope into the doorway.
DAMOCLES DOOR: Follow the hallway past CHECKPOINT 38 to another gate room. This one's a little trickier than the others. Use the grapple to snag the metal ring on the stone block above the gate. Pull the block out of the opening so it falls to the floor. Throw the switch and then, when the gate opens, push the stone block underneath it to prevent it from closing again. Climb onto the block and jump up to grab the metal bar on the front of the gate. From there, jump to grab the opening above. Drop down on the other side and continue to a square pressure pad. Step on the pad to open the door ahead and trigger CHECKPOINT 39.
NOTE: I experienced a bug in the gate room, in which the block fell and landed on the wrong side. It should land with the metal rings on the top and bottom rather than on the sides. If it lands incorrectly, it won't be tall enough to hold the gate open far enough for Lara to reach the opening above. If this happens, return to the main room and jump off the ledge. When Lara dies, the game will reload at the last checkpoint and you can try to pull the block out again. (Or save manually and reload at that checkpoint.) If that doesn't work and you're playing the PC game, you are welcome to download my savegame file for the next checkpoint. (Instructions are included in the download.)
SWORD ROOMS: The rooms ahead contain a number of sword traps, none of which are active yet. Head through the outer room with the checkerboard floor to the inner room. Pick up a small medipak and 50-caliber ammo in the back right corner. (NOTE: If you already have 120 rounds for this gun, you won't be able to pick up any more ammo until you use some.)
DAMOCLES'S KEY: Take THE KEY OF DAMOCLES from the pedestal and immediately run or jump out of the way to avoid the deadly chandelier of swords that crashes down from above. A brief cut scene shows the outer door closing and various traps in the area arming, followed by CHECKPOINT 40.
The on-screen instructions explain how to walk using Alt + direction keys on the PC (the PC manual incorrectly lists Ctrl as the key for walking) or a light press on the left stick if you're using a controller. Good advice but not needed yet, since there are no more sword traps in the ceiling or floor of this inner room. You can move freely for now.
Go to the back of the room, run up the ramp formed by the fallen walkway. Jump off the end and grapple the metal hook on the wall above. Wall run over to either of the corner ledges. From there, jump onto the central walkway surrounding the key pedestal. This once-square walkway is now broken so it forms more of a U shape.
Go to the right end of the U, jump the gap to the small, freestanding ledge, and from there to the barred alcove. (The alcove on the left contains an artifact, but it's lined with swords, so avoid it for now.) Pull the lever to retract a crucial section of the checkerboard sword trap in the outer room and trigger CHECKPOINT 41. There's a large medipak behind the bars but you can't reach it yet.
Drop to the floor and cautiously enter the outer room (CHECKPOINT 42). In order to avoid each of the huge swords that fall from the ceiling as you approach certain spots. The first of these is just beyond the doorway. After it falls, turn right and follow the wall around (no more falling swords here) until your way is blocked by swords sticking up from the floor.
Turn to face the checkerboard floor and observe the pattern the swords follow when extending and retracting. Stand facing the nearest white square. Then make your way carefully through the swords as they retract. The camera goes a little wonky here, so you need to be especially careful with Lara's movements. As you go, try stay near the middle of each square because even brushing against the swords in the next square can injure Lara, throw her off balance and prevent you from moving to the next safe square quickly enough.
Here's the sequence: Wait for the swords on that first white square to retract then step onto it. As soon as the swords on the two squares ahead retract, move forward onto the red one, then left onto the white one. (You need to do this quickly because the swords on the first white square, then the red one, soon pop up again.) Wait on this white square for the swords on the two squares ahead to retract. Then quickly step forward onto the red square, then right onto the white one. (Again, the ones behind pop back up.) You should now be facing the next red square and one of the support columns. The red square Lara was just standing on should be behind you. As soon as the swords on the two squares ahead retract, run across the red one onto the slightly raised white square between the two columns. This square is safe. No swords pop up. Be careful not to run on into one of the falling swords in the open area near the exit.
NOTE: If you're having trouble with this trap, you can to download my PC save file for the next checkpoint.
If you angle the camera upward, you can see the sword points and anticipate where they'll fall. Then you can avoid them or, if you prefer, carefully walk back and forth to trigger all 7 falling swords without being injured. Then you won't have to worry about accidentally running into them later.
Now head for the wall on the opposite side of the checkerboard floor from where you entered that trap. You'll be able to walk along this wall all the way to the corner since you used the lever in the inner room to retract the swords blocking the way. Climb onto the cylindrical chunk of broken column and jump to grab the handhold near the corner. Climb up and around to the left and pull up into the second barred alcove. (This side is safe with no swords.) Pull the lever to retract the swords on the other side of the bars, as well as the remaining squares with swords near the outer walls. CHECKPOINT 43 registers here. Now if Lara dies, you won't have to navigate the checkerboard sword trap again.
NOTE: If you're replaying this level and already have the artifact on the other side of the bars, or if you're not interested in it, don't drop down from this alcove. Skip the next two paragraphs and continue to the exit.
ARTIFACT #6: Drop down to the floor and return around the edge of the checkerboard trap to the inner room, crossing CHECKPOINT 44 (same spot as 42). Use the wall run to reach one of the high corner ledges at the back of the room the same way you did before. Jump over to the central walkway surrounding the pedestal where you got the key. Go to the left end and jump into the barred alcove. (As long as you used the lever on the other side of the bars, there should be no more swords here.) Take ARTIFACT #6, triggering CHECKPOINT 45.
OPENING THE EXIT: Drop to the floor and go through the doorway (CHECKPOINT 46, same as 42). Return around the perimeter of the checkerboard room to the cylindrical chunk of broken column. Climb onto it, jump to the handholds and climb up to the alcove with the lever as you did before.
Climb the narrow, white column on the other side of the alcove. Jump to the square top of the fluted column to the left. Turn so the alcove with the lever is on Lara's right and jump to the column ahead. From there, jump to grab the narrow, white column in the other barred alcove. Slide down and pick up the large medipak.
Face out over the checkerboard room and take a running jump to grab one of the handholds on the wall to the right. If Lara grabs the lower handhold, jump to the upper one. Climb all the way to the left. Then jump to the left and throw the grapple to snag the metal hook on the wall above. Extend or retract the cable if necessary (Interact + Forward/Back) so Lara's feet are on the lower of the two long horizontal bands of decorative carving. Wall run back and forth until Lara is swinging as high as possible. Keep running and move the camera as far as possible to the right, toward the wall, so you're looking at Lara almost side-on. When she runs all the way in the other direction, press Left + Jump to make her spring off the wall and land on top of the fluted column to the left. Or, alternately, move the camera behind Lara as she runs back and forth along the wall. Then, when she runs all the way to the left, press Back + Jump to make her jump to the column.
NOTE: If you're having trouble with this sequence, try practicing in the safe setting of Croft Manor. These are the same moves required to get Artifact #7 in the gym.
Jump across the columns (two with square tops, a broken one, and another with a square top) to reach the nearest handhold on the far wall. Climb to the right and jump to grab the handhold in the corner. Climb to the right again, jump past the gap and continue along to the right. Climb around the corner but don't drop down. Instead, jump to the right to land in the alcove.
Grab one of the handles on the wheel mechanism and push. In order to turn the wheel, you'll need to press each of the direction keys in turn so that Lara walks around in a circle pushing the handle ahead of her. This gradually opens the portcullis-style exit door below. When you've turned the wheel as far as it will go, the door should be open all the way. When Lara lets go of the handle, the door begins to close. So quickly drop down off the ledge and run or roll through.
Cross the square pressure pad, which reopens the door to the sword room (in case you forgot anything) and triggers CHECKPOINT 47 (same as 39). Follow the hallway to the gate room. Pull the switch but don't try to exit through the gate past the stone block. Lara won't fit and she'll be skewered by spikes when the gate closes. Instead, after using the switch, grab the metal bar on the gate, ride upward as it opens, and then, just as it starts to close, jump to grab the opening above. Drop down on the other side and follow the hallway past CHECKPOINT 48 (same as 37) to the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A ledge extends in front of the doorway as you approach. You can't reach the central structure from here. So instead drop to the ledge below, just in front of the ATLAS SWITCH.
LEVEL EXIT: You should now have all four keys—ATLAS, DAMOCLES, HEPHAESTUS and POSEIDON. Cross the room to the exit, which is flanked by keyholes with colorful lights. If you start with the ATLAS (green) keyhole on the right and work your way to the left, the correct keys will appear at the front of the inventory screen each time you press Interact. CHECKPOINTS 49-51 register after the first through third keys are used. The fourth key opens the exit, after which the game prompts you to save at the first checkpoint in the next level.
NOTE: If you've reached the bottom of the room and are missing any of the four keys, it's possible to go back and retrieve them. Follow the instructions for CLIMBING BACK TO THE TOP LEVEL (above) in order to reach the level(s) where you need to go.
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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.
Copyright © 2007 - Stellalune. All rights reserved. Feel free to copy or print this walkthrough for personal use. By all means, share it with friends, but please include this credit line so people can send me their corrections, comments and suggestions. This walkthrough may not be reproduced in any other manner without the author's written permission.
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