Tomb Raider: Anniversary Walkthrough :
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best_ever_ |
Walkthrough - FAQ/Walkthrough Tomb Raider: Anniversary
Unofficial F.A.Q
Version 1.2.3
05/15/09
DemiGodX (psiblade79@hotmail.com, demigod79@gmail.com)
Table of Contents
1. About the FAQ
2. Version Changes
3. Controls and Moves
4. Weapons
5. Walkthrough
5.0 - Croft manor
5.1 - Peru
5.1.1 - Mountain Caves
5.1.2 - City of Vilcabamba
5.1.3 - The Lost Valley
5.1.4 - Tomb of Qualopec
5.2 - Greece
5.2.1 - St. Francis Folly
5.2.2 - The Coliseum
5.2.3 - Midas's Palace
5.2.4 - Tomb of Tihocan
5.3 - Egypt
5.3.1 - Temple of Khamoon
5.3.2 - Obelisk of Khamoon
5.3.3 - Sanctuary of the Scion
5.4 - Lost Island
5.4.1 - Natla's Mines
5.4.2 - The Great Pyramid
5.4.3 - Final Conflict
6. Time Trial
7. Cheats
8. Contributions
9. Fun Stuff
10. Copyright Information
//////////////////////////////////////////////////////////////////////////////
// Section 1: About the FAQ //
//////////////////////////////////////////////////////////////////////////////
This FAQ is for the PC game Tomb Raider: Anniversary. It contains a complete
walkthrough as well as information about weapons, controls, cheats, and the
time trial. It should provide everything necessary to complete the game and
find out every secret. If there are any errors with the game or something you
want to add please e-mail me and let me know.
//////////////////////////////////////////////////////////////////////////////
// Section 2: Version Changes //
//////////////////////////////////////////////////////////////////////////////
Version 1.2.4
- Added contributor tip for Obelisk of Khamoon
Version 1.2.3
- Added contributor tip for Obelisk of Khamoon
- Added contributor tip for St. Francis Folly
- Added contributor tip for The Lost Valley (2)
Version 1.2.2
- Added more more tips and info by contributors
Version 1.2.1
- Added a major time-saving tip in Croft Manor
Version 1.2
- Included level synopsis
- Included level-specific time trial hints
- Included secret weapons tactics for bosses
- Fixed typos and other mistakes
- Completely rewrote St. Francis Folly
- Put in more diagrams
- Added a contributions section
Version 1.0
- Initial release
//////////////////////////////////////////////////////////////////////////////
// Section 3: Controls and Moves //
//////////////////////////////////////////////////////////////////////////////
- Looking -
The mouse is used to move the camera around Lara.
- Moving -
Use the movement keys to move Lara around (default = W, S, A, D). Like
Legends, the movements are dependent on the camera angle so you typically use
the mouse to assist her movements.
- Jumping -
Use the jump button (default = spacebar) to make Lara jump. Most of Lara's
maneuvers require jumping so you'll be using this move a lot.
- Rolling -
Use the crouch/roll button (default = shift) while moving forward to roll.
This can be useful when moving through narrow passages and avoiding certain
traps (such as the spinning blades in the Obelisk of Khamoon).
- Using -
The use button (default = E) can be used to pick up items, work levers and
switches, insert items into slots, grabbing grabbable objects, and accelerate
shimmying and climing movements. A little triangular icon will appear whenever
you can 'use' something.
- Targetting and Shooting -
Use the combat mode button (default = right mouse button or G) to target an
enemy and the shoot button (default = left mouse button or H) to shoot.
Targets that are within range have a red target icon while targets out of
range have a grey one.
- Grabbing -
Lara will automatically grab onto ledges, poles, ropes, and platforms
(provided the manuel grab is not on). To grab crates and boxes use the 'use'
button.
- Moving on Ledges -
The typical movement on ledges is shimmying left and right (use the 'use'
button to accelerate her movement). Lara can also jump up to a higher ledge,
drop down to a lower ledge, and jump off the ledge to the left, right, and
back.
- Climbing -
Lara can climb up ladders and some vertical poles. Use the 'up' and 'down'
movement keys to make her move up and down (use the 'use' key to accelerate
her movement). To climb simply walk into the ladders and poles (you can also
jump to them).
- Pole Balancing -
Lara has the new ability to jump onto vertical poles and balance on them. To
do this simply jump towards the top of the pole and she will balance
automatically. However, she can't balance for too long (although you can
recover indefinitely) and she will often times have to recover (especially if
the jump to it was bad).
- Swinging on Poles -
Like Legends Lara can swing on horizontal poles. She can swing forwards and
backwards and can also move along the pole. Use the 'jump' button to get on
and also to swing off.
- Swinging on Ropes/Grapple -
Also like Legends Lara can swing on ropes and her grapple. To swing on the
grapple jump towards a ring and shoot the grapple at it. You can swing back
and forth on it (you don't need to press back, just forward) and can also
climb up and down the rope, turn around on it, and jump from it. Lara also has
the new ability to run along the wall using her grapple. It's initiated by
jumping towards rings on walls and shooting the grapple at t. Use the 'up' and
'down' buttons to make her run back and forth and the directional buttons
along with the 'jump' button for her to get off (pressing left or right will
make her jump off the wall in that direction).
- Adrenaline Dodge -
New to Adventures is the adrenaline dodge. This move can be performed when an
enemy is raged out, which happens when they take a lot of damage in a short
period of time. When you can perform the dodge the game will slow down and the
directional buttons will appear. When that happens stop shooting and dodge
(default = shift) in one of the four directions. After you dodge you can
perform a head shot; wait for the red circle to appear on the head of the
enemy and shoot. Head shots will typically kill an enemy instantly (with the
exception of bosses) so this is the fastest way to do battle. Note that you
need to use the adrenaline dodge for all the bosses in the game so learn to
use it well (I find that dodging to the right produces the best results).
//////////////////////////////////////////////////////////////////////////////
// Section 4: Weapons //
//////////////////////////////////////////////////////////////////////////////
- Dual Pistols -
Magazine capacity: 40
Max capacity: Infinite
Amount per ammo pick-up: N/A
Acquired at: Start of game
Description: This is the default weapon, the one you start the game with. It's
the most reliable weapon in the game as it has infinite ammo and is always
available (except for the first half of Natla's Mines). Its damage is mediocre
at best but you can still perform headshots with it so it's useful throughout
the game. Since this weapon is the only one with unlimited ammo (aside from
the cheat weapons) it should be the one you should be using for shooting
buttons and other inanimate objects.
- Shotgun -
Magazine capacity: 8
Max capacity: 40
Amount per ammo pick-up: 8
Acquired at: Peru - Tomb of Qualopec
Description: The shotgun is slow but powerful. It has the unique effect of
knocking enemies down (except for airborn creatures and bosses) and packs
enough punch to max out an enemy's rage meter with one shot. The disadvantages
of this weapon are its short range and slow reload and fire rate.
- Dual 50 Caliber Pistols -
Magazine capacity: 30
Max capacity: 150
Amount per ammo pick-up: 15
Acquired at: Greece - The Coliseum
Description: This is an upgraded version of the Dual Pistols. It fires much
more powerful shots but has less shots per clip. It's good for taking down
some of the tougher opponents and is also excellent against bosses. This
weapon should be your second weapon of choice (right after the Mini-SMGs).
- Dual Mini-SMGs -
Magazine capacity: 50
Max capacity: 250
Amount per ammo pick-up: 25
Acquired at: Egypt - Sanctuary of the Scion
Description: This should be your weapon of choice for obvious reasons. It
fires rapid automatic shots (no need to keep pressing the fire button) and can
take down enemies faster than any other weapon (other than the cheat weapons
of course). You'll be using this a lot in the last couple of levels.
- Golden Shotgun (cheat weapon) -
Magazine capacity: 64
Max capacity: Infinite
Amount per ammo pick-up: N/A
Acquired at: Lost Island Time Trial
Description: This is one of the two cheat weapons and is probably the most
powerful weapon in the game. Although it fires as slow as the normal shotgun
and has the same range it is immeasurably more powerful. A single shot from
this weapon is enough to take down any enemy unit and this even includes some
bosses (you should see what this gun can do to the T-Rex!). One of the best
things about this gun is that it drops enemies on the spot, meaning that you
never have to deal with an enraged enemy again (aside from bosses, but that's
a different matter). It is the only weapon that can do this, due to its
tremendous firepower. It can also sometimes take down multiple opponents if
they're in the firing line of your target. This weapon is excellent for
close-in fighting against tough opponents but it has trouble dealing with
multiple swarming enemies (such as bats and rats) and, like the regular
shotgun, is useless at long range. However, for sheer brutal firepower nothing
can match the Golden Shotgun.
- Silver Mini SMGs (cheat weapon) -
Magazine capacity: 400
Max capacity: Infinite
Amount per ammo pick-up: N/A
Acquired at: Lost Island Time Trial
Description: This weapon is the other cheat weapon and it is just as
formiddable as the other. Like the Golden Shotgun it is an improved version of
a regular weapon but it's a lot more powerful. Simply put, this is the fastest
firing gun in the game (it fires twice as fast as the regular Mini SMG). Thus
it can deal a tremendous amount of damage in a very short period of time. This
gun is devastating against groups of smaller creatures (it can down a swarm of
bats literally in the blink of an eye) and is also excellent for long-range
fighting. However, this gun doesn't pack as much punch as the Golden Shotgun
(enemies can still be enraged and become tough to take down) and may not be
the best choice for close-in fighting (at least with regard to the other
cheat weapon). Yet it is still a very powerful weapon and, like the other
cheat weapon, can wreak havoc on bosses. Equip yourself with this gun and
blaze a path to glory.
* Although the two cheat weapons can be used solely on their own they are
meant to complement each another and you should switch between the two to
meet the needs of each situation. Used together there's no battle scenario
that's too difficult and no enemy that's too tough. ;)
//////////////////////////////////////////////////////////////////////////////
// Section 5: Walkthrough //
//////////////////////////////////////////////////////////////////////////////
==============================================================================
Here are some basic points about using the walkthrough:
- Be familiar with the controls and moves -
This walkthrough assumes that you are familiar with all the basic controls and
moves (looking, running, jumping, swinging, shooting, targeting, etc. -- refer
to section [moves]). This walkthrough will not instruct you on how to perform
the moves, only what you should do with them.
- Pick up items automatically -
This walkthrough will not tell you to pick up any general items (ammo, health
packs). It is assumed that you can spot and pick up any items in the immediate
area and will do so automatically. The only items this walkthrough will notify
you about are specialty items (keys, relics, etc.) and items which are hidden
or difficult to see.
- Poles -
There are two types of poles: 1) horizontal ones you can swing off of, and 2)
vertical ones you can climb or balance on. With reference to the second type
the following phrases are used:
"jump onto" - jump onto the top of the pole (and balance on it)
"latch onto" - latch onto the body of the pole itself
Sometimes descriptive terms will be used for the poles (e.g., beam, spear
stake, spike, etc.). All other times they will be referred to as simply
"vertical pole" and "horizontal pole".
Note that there is only really one way to go when swinging off horizontal
poles (rarely do you swing back so for the majority of the times you're
swinging off in the forward direction). Therefore, the walkthrough will not
give much details on where to go after swinging off the pole (e.g., when it
says to swing off to a ledge it means to the ledge in front). The same applies
for sloping edges as well.
- Moving on ledges -
The following phrases are used with respect to maneuvering on ledges:
"shimmy over to the left/right" - shimmy all the way to the left or right side
of the ledge
"shimmy around to the left/right" - shimmy around the immediate corner or bend
"shimmy all the way around" - shimmy around more than one corner (usually
around to the other side)
"shimmy left/right a bit" - shimmy just a little bit (one or two arm's length)
"jump backwards", "jump to the ledge/platform behind" - jump off the ledge
backwards
"jump up the ledges" - jump up all the ledges above (until you're at the top
one)
"drop down the ledges" - drop down all the ledges below (until you're at the
bottom one)
"jump to the left/right" - jump off the ledge to the side (if not at the edge
then shimmy over to it first)
Note that the term "ledge" usually refers to the ledges on walls but sometimes
it can also refer to small platforms. Grooves and niches should also be
treated the same as ledges.
- Directions -
Sometimes the walkthrough will tell you to turn in a certain direction. When
it does it's always relative to the direction you should be facing following
the action immediately preceding it (e.g., the direction you face when
climbing onto a platform or going down a passage). Thus the directions should
be fairly obvious (in places where it's not visual cues will be used).
- Objectives -
To make it easier to navigate through the walkthrough certain sections will
have a specific objective, which will be denoted by starting and ending double
dashes (e.g., "-- objective --"). When that objective has been reached a
single set of double dashes will be used ("--").
- Special Locations and Maneuvers -
Sometimes locations that you will return to later on will have special terms
attached to them (e.g., "henceforth this location will be referred to as
BLAH"). The terms will be capitalized for easy reading and reference. For such
locations remember how you had gotten there and when required to go back to it
use the same method as before (some maneuvers which you need to perform
repeatedly will also have a special term for it).
- Optional Parts -
Some parts will be marked by an "* Optional *" heading. Such parts often take
up a lot of time or are sufficiently "out of the way" to consider skipping.
They can be done when playing the game normally but should be skipped when
doing the time trial. The same can be said about "** Artifact **" and
"*** Relic ***" parts.
==============================================================================
-----------
Croft Manor
-----------
Section 5.0
==============================================================================
Synopsis: As in all Tomb Raider games the Croft Manor serves as a training
area where you can get familiar with the controls and gameplay elements.
However, this time there are some puzzle-solving elements as well and, unlike
the previous Tomb Raider games where you just run around and explore
indefinitely, there is actually an end to the level. In general, the level
isn't all that difficult (although trying to keep track of which doors leads
where can be a bit confusing) and for new players I suggest playing around
here a bit first before heading into the fray.
Time Trial: The time trial for this level depends on knowing how to solve the
puzzle. You have to know which item to get in which order and which door leads
to what area. It's also helpful to memorize the path through the maze garden
(refer to figure 5.0.1).
Time Trial Time: 19 mins
Relics: 0
Artifacts: 8
==============================================================================
When you start you will be in the main foyer, which has doors leading to all
the other areas.
-- Retrieve Guns --
Take the left path up the staircase in the main foyer and enter the first
door. Go down the corridor and open the door to enter the study.
* Optional *
Retrieve the Maze Map by pressing the book on the bookshelf to the left
of the entrance (your left as you enter).
Now go up the staircase to the upper platform (or for a shortcut you can
stand on the white chair below the big painting and jump to it) and enter the
upper room. Press the two protruding books on the bookshelf opposite the
entrance and retrieve the Dual Pistols.
--
** Artifact **
Go out of the room and shoot out the glass casing on the upper level to
retrieve the artifact (#1).
-- Retrieve the Empty Bucket --
Go out of the room and face the big painting (to the left just outside the
room). Jump and cling onto it and it'll move down to reveal a target. Jump
back to the platform and shoot the target to open a secret door by the foot of
the staircase. Go down the stairs to the floor below (or jump down) and go
into the passage that just opened up. Pick up the Empty Bucket in the passage
(on the shelf to the left of the crates).
--
-- Retrieve the Sundial Gnomon --
Continue down the passage (you might have to shoot a crate or two to get by)
and enter the relic room beyond. Head up the stairs to the upper platform and
go into the room at the end. Shoot out the glass covering the Sundial Gnomen
and retrieve it.
--
-- Open the Maze Garden --
Now head out of the upper room and go down the stairs to the floor below (or
jump down) and press the red button to the left of the main door to disable
the lock. Then go out of the room and head down the corridor to the door at
the other side. Open it and you will be on the upper level of the main foyer.
Go down the stairs to the floor below (or jump down) and open the door that
leads to the garden (turn right at the foot of the staircase and then turn
right at the wall). Go down the passage and open the door to enter the garden
and head for the sundial in the center. Place the Sundial Gnomon on it and
then grab the sundial and turn it to the XI, II, and VII tiles, in that order.
Make sure to stop over each tile until it is raised (nudge it back and forth
the general area until you get it). Once all three tiles are raised the gate
to the maze garden should open.
--
-- Retrieve the Grapple --
Enter the maze garden and make your way to the center to pick up the Grapple.
A rough map of the maze is shown below, highlighting the fastest path. Once
you've acquired the Grapple use it to open the gate (thank you Justin ;)) and
backtrack all the way to the main foyer.
Figure 5.0.1
+---------------------------------------------------------------------+
| | | | |
| +---------| | +---- ------------------ | | | ---+ ------+ |
| | | | | | | | |
| | -------------+ | | | +--------+ --+ | | | | | |
| | | | | | |o o| | | +--+ | | |
| +--+ +-- | --+ | | | | +--- | | |
| | | | | | | A ....|--------------------+ |
| | | | | | | +--+ | .| .| .......| ....| |
| | | | | |o o| .| .| ... | .| .| .| |
| +--+ | |-- |-- +--------+ .| .| ... | .| .| .| |
| | | | | .......| ...... | ....| .| |
|-- | +-- | --+- +----------- .---------------------------+ .| |
| | | . | ...... |
| +-------------------| | O O O | .--------|
| | | | | . |
| | | +---- | | ---------+ .--+ | |
| | | | | | | ..... | | |
| | | | | | | | .+--+ | | |
| | | | |---| M | .| | | |
| +--+ +---+ | | | | | .+--+ | | |
| | | | | * | | . | |
|-- | | o +---- | |-------+ .| +------ |
| | | | .........| | |
| --- ------ ----+ | | .+----- | | | | |
| | | | .| | | |
| --- ---------+ | +-----------G-----------+ .| -----+ | ------|
| | | ..............| | |
|----- +-----+ | |-------------+ .+--------------- | +--------+ |
| | | | | | .| | | | | |
| --+ | | | | | | .| | | +--| | | |
| | | | | | | | .| | | | | |
|-- | | | A | | .| | | | | | |
| | | | | | | .| | | | | A| |
| --+ | | +-------------+ | .| +--------- | | +--------+ |
| | | | .| | |
|---------------------------------+ E+--------------------------------+
G = Gate
E = Entrance/exit
* = Grapple
M = Music Box
A = Artifact
. = Path
--
* Optional *
Maneuver around the map to the locations marked with "A" to retrieve the
artifacts (#2, #3, #4).
-- Retrieve the Wrench --
Once in the main foyer head for the door to the left of the fireplace. This
will lead you go the gym. Once in the gym find the mat labelled with the
number "1". From that mat jump to the horizontal pole and let it swivel
around. Then jump to the ledge on the wall and jump again to the ledge to the
left. From that jump to the second horizontal pole and once it swivels
around swing off to the ledge on the wall (move to the inner side of the pole
to avoid missing the ledge). Finally, jump to the wall on the right and climb
up to the top, then jump to the ledge behind. Press the button in the alcove
to raise the four balancing poles in the center of the gym.
Now drop down to the ground and find the mat with the number "3" on it. From
that mat jump to ledge on the column. Jump again to the ledge above and then
shimmy over to the right. Jump a third time to the ledge above and then jump
to the ledge behind. Shimmy around right until you get onto the metal ledge on
the wall, then jump to the metal ledge to the right (henceforth this position
will be referred to as "METAL LEDGE"). Now drop down to the lower ledge and
shimmy all the way around to the right until you're up against the wall. Then
jump backwards and use the grapple to run along the wall and jump to the ledge
on the other side. Shimmy all the way around to the right and continue until
you stop, then jump to the horizontal pole behind. After it swivels around
swing forward into the alcove and press the button. This will turn the second
pole behind the METAL LEDGE.
Use the column with the handholds to get back down safely and make your way
over to mat with the number "3". Do the same as before until you get to the
METAL LEDGE. Now jump backwards to the two horizontal poles behind and then
swing off and latch onto the blue vertical pole beyond. Climb up the pole,
then jump and latch onto the next one. From here jump to the balancing pole
to the right and then onto the next one and finally to the metal platform
beyond to pick up the Wrench. To get back down safely jump to the column with
the green handholds.
--
** Artifact **
Go to the mat labelled with the number "2" and jump onto the ledge on the
column. Jump to the ledge above and then shimmy around to the left. Then
jump backwards onto the balancing pole behind and jump to the next one. Now
jump to the ledge on the wall and shimmy all the way around to the left.
Finally, jump backwards to reach the alcove with the artifact (#5).
** Artifact **
Go to the mat labelled with the number "3" and jump onto the ledge on the
column. Jump to the ledge above and then shimmy around left. Jump again to
the ledge above and shimmy over left (henceforth this position will be
referred to as "GYM ARTIFACT LEDGE"). Now jump backwards and use the grapple
to run along the wall and jump to the ledge on the other side. Shimmy over
left until you're directly over the metal ledge below and drop down to it.
Now jump to the right into the alcove and press the button. Slide down to
the ground and make your way over to the GYM ARTIFACT LEDGE again. Jump
backwards and use the grapple to run along the wall again but this time
jump off the wall to the left to the sloping edge (on the column facing mat
"2"). You may have to shorten the grapple rope a little bit to do so (your
feet should be just above the markings on the wall). When you get onto the
slope jump immediately to the sloping edge in front, and then jump from that
to the horizontal bar. When the bar swivels around swing off towards the
alcove to pick up the artifact (#6).
-- Turn on the water --
Go back to the main foyer and make your way to the garden again. Run along the
corridor with the marble heads and go into the fenced area at the end. Use the
Wrench to turn on the water and full the Empty Bucket with water from one of
the heads along the wall (which should be spouting water now).
--
-- Retrieve the Decorative Arrow --
Now head back to the main foyer and use the Bucket of Water on the fireplace
to put out the fire. Then go towards the pile of crates and drag the small
crate (the one with the red sticker on it) to the panel in the center of the
room. This will open up a panel behind the fireplace and allow you to
retrieve the Decorative Arrow.
--
-- Retrieve the Decorative Bow --
Now open the door to the right of the fireplace to get to the swimming pool
(which is currently under renovation). As soon as you enter the room a target
will appear. Shoot it to release the pivoting board and then grab the red
garbage bin (located just to the left of the entrance) and place it between
the two platforms above. Now head to the other side of the room (from the
entrance) and jump onto the crates to the right. From the top of the crates
jump onto the horizontal bar and swing off to the circular ledge. Shimmy over
to the right and then jump to the wooden ledge behind (henceforth this ledge
will be referred to as "POOL LEDGE"). Shimmy around to the right and jump to
the platform behind. Climb up and turn to the left and you should see a
ring-like object hanging from the end of an angled spear. Jump towards it and
hang onto it as the spear moves down (hang on until it drops you).
Now go back to the crates and make your way back to the POOL LEDGE. Shimmy all
the way around to the right and jump backwards to the spear that you just
lowered. Then swing off to the platform and climb up. Now grab the red cart
(the one with the word "Lug" on it) and drag it over to the center of the
platform. Place it into the circular depression (on the other side of the
statue) and let go of it, then grab the statue next to it and turn it
clockwise until it stops. Then grab the "Lug" cart and turn it so that the
pole is on a mirror angle of the statue's spear (they should point to one
another). When you get the angle right the stone tablet in the center will
rotate and reveal a target. Shoot it to roll back one of two underwater gates.
Now go around the crates on the other side of the platform (other side from
where you came) and shoot the knot to release one of three ropes for the
hanging statue.
Go back to the side where you got onto the platform and jump to the spear (the
same one you used to swing onto the platform). Swing off to the wooden ledge
and shimmy around left. Then jump to the platform behind and climb up. Now
jump onto the pole of the red cart that you dragged into place and jump across
to the platform on the other side. Run over to the other side and turn right
and you should see the ring icon for the grapple. Jump forward and use the
grapple to run along the wall to the other side. Push the crate off the
platform and run onto the stone platform. Go to the center of the platform and
use the grapple to pull the switch below the statue of Atlas. The sphere will
roll down onto the circular panel and it will roll back the second underwater
gate. Now jump onto the crates on the other side of the platform and shoot
the knot to release the second rope.
Now go to the diving platform (notice the high wooden boards to the left of
the pivoting board) and jump off it to the pivoting board. Make the board
pivot up towards the high wooden boards (if you fall off you can use the crate
you dropped earlier to get back up) and then run up the board and jump to the
wooden ledge (you might have to do this a couple of times to get it right).
Once you're on the ledge shimmy over right and jump to the wooden ledge
behind. Then shimmy a little bit to the left and jump to the platform behind.
Shoot the knot to release the third rope and the statue will fall, crashing
through the wooden floor boards and into the water. Follow the statue down
into the water and pick up the Decorative Bow.
--
** Artifact **
Swim through the underwater tunnel and pick up the artifact along the bottom
(#7).
-- Retrieve the Sculpture Gear --
Swim through the underwater tunnel and pull the lever to open the gate. Swim
into the gym and then make you way back to the main foyer. Now go over to the
crates and climb up to the top to retrieve the Sculpture Gear (shimmy across
the painting to get to the other side).
--
-- Retrieve the Music Box Cylinder --
Make your way back to the garden and enter the maze again. Fit the Decorative
Bow and Decorative Arrow onto the statue in the center (the floor panel should
tell you which goes where). Now go around to the side of the lever and use the
grapple to pull off the panel below the statue. Fit the Sculpture Gear into
the gears and then pull on the lever. Retrieve the Music Box Cylinder and then
make your way out of the maze and head back to the main foyer.
--
** Artifact **
Go back to the study (first door up the stairs to the left) and pull down
the chandelier with the grapple. The bookcase to the right of the entrance
will open up and allow you to retrieve the artifact (#8).
* Optional *
Go to Lara's room (second door up the stairs to the left) and retrieve her
diary by pulling on the two daggers beside the Medusa's head.
Go up the stairs to the right and enter the second door. Use the Music Box
Cylinder to unlock the door and enter it to complete the level.
---------------------
Peru - Mountain Caves
---------------------
Section 5.1.1
==============================================================================
Synopsis: Geez, this level sure brings back memories -_^. The developers did a
really great job recreating the TR1 feeling in this level and it's great way
to start the game. I particularly liked the pit with the bear because I
remember the exact same pit from TR1 (when I got to the pit I was debating
about whether or not to drop in there because I knew there would be a bear in
there from my memories of Tomb Raider 1). At any rate, this level was a great
intro level and a good re-introduction of the series. The level itself is
pretty straight-forward and should be easy enough to get through (aside from
the artifacts and relic).
Time Trial: The only major obstacles for the time trial are the shooting traps
at the beginning and end of the level. Going through them one by one is very
time-consuming although running straight through them courts huge risks. I
generally recommend doing the former. Although there's a good chance you can
run through unscathed the consequences of getting hit can be quite
disasterous. Alternatively, if you have the infinite health cheat you can
feel free to run right through.
Time Trial Time: 6 mins
Relics: 1
Artifacts: 3
==============================================================================
Head straight down from the starting position to the ledge left of the broken
bridge. Jump onto it and shimmy over to the right. Shimmy around the bend and
jump the gap and then continue shimmying over to the right. Jump back to the
platform behind and climb up (or you can jump straight to the right, although
you'll have to quickly jump forward to prevent yourself from falling off),
then turn left and jump to the platform there. Run up the steps and jump up
the ledges to the platform at the top. Now turn left and use the grapple to
swing across to the platform on the other side and then continue up the stairs
to the right.
-- Open the big gate --
Head left up the steps and jump to the platform. Now turn right and use the
grapple to swing across to the ledge on the other side. Jump onto the ledge to
the left and shimmy over left. Then jump up to the ledge above and jump to the
platform to the left and climb up. Press the button to open the door.
--
The scene inside should be familiar to TR1 fans. Head straight down, avoiding
the shooting traps on the wall until you come to a staircase leading to a
broken bridge. Head up the staircase and jump across the gap to the other
side. Turn left and go to the end of the stone platform and jump across to the
wooden platform on the other side.
** Artifact **
Turn around on the wooden platform and jump onto the upper ledge. Jump
across the series of ledges and when you get to the last one slide down the
slope and jump to the ledge with the artifact on it (#1).
Jump up to the ledge to the left and shimmy around left. Jump over the gap and
climb into the passage above. Go straight down and you'll encounter your first
enemies: bats (ah, the nostalgia ;)). Shoot them down and continue along the
passage (there's a Big Medipack in an alcove down the left path). You'll now
come to a large pit. Shoot down the bats that come at you and then slide down
the sloping edge to the ground.
** Artifact **
Instead of sliding down to the ground jump off and use the grapple to swing
to the ledge on the wall on the other side (you may have to adjust the
length of the grapple a bit). Now shimmy over to the left and jump up to the
ledge above. Then jump to the ledge behind and shimmy right a bit, then drop
down to the ledge below. Shimmy around to the right and over to the edge,
then jump backwards to the platform behind to |
