Tomb Raider I
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Tomb Raider Bundle (Guides for the first 9 games in the series)
От The Angel of Darkness
Complete walkthrough guides for the first 9 games in the Tomb Raider series.

Games included in this guide are:

Tomb Raider I (Initial Release: November 1996)
Tomb Raider II (Initial Release: November 1997)
Tomb Raider III (Initial Release: November 1998)
Tomb Raider: The Last Revelation (Initial Release: November 1999)
Tomb Raider: Chronicles (Initial Release: November 2000)
Tomb Raider: Angel of Darkness (Initial Release: June 2003)
Tomb Raider: Legend (Initial Release: April 2006)
Tomb Raider: Anniversary (Initial Release: June 2007)
Tomb Raider: Underworld (Initial Release: November 2008)

If your after walkthrough guides for the next 3 games in the series please follow my links to the guides:

Tomb Raider (Initial Release: March 2013) -
https://steamcommunity.com/sharedfiles/filedetails/?id=2830871041

Rise of the Tomb Raider (Initial Release: January 2016) -
https://steamcommunity.com/sharedfiles/filedetails/?id=2829299463

Shadow of the Tomb Raider (Initial release: September 14, 2018) -
https://steamcommunity.com/sharedfiles/filedetails/?id=2824864749
   
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>>>TOMB RAIDER I COMPLETE WALKTHROUGH<<<
Part 1 - Peru (Level 1: The Caverns and Level 2: The city of Vilcabamba)
Part 1 - Peru

Level 1 - The caverns

Cutscene:
We start in front of the gate into the underground world of the Andean cave villages. Our guide, who brought us here, stops in front of the door while Lara operates the mechanism for it from above - wild dogs run out of the cave, Lara jumps down and shoots at them, catching them all, albeit too late for the Indian guide.

The Journey starts:
We start inside the Andean caves. Let's first run through the cave corridor, through a small pipe arrow trap Lara will indicate us around the corner on the right with the attentive movement of the head, where we have to go now, a snow-ice covered crevice up to a higher level.

But if you want to find all the secrets in this game, you should run further before, to jump at the end of the entrance path with a backflip onto a slope and from there forward to the higher cave (Ctrl), pull up to Secret #1, a medpack. Now back across the ice crevice into the cave, where a few bats fly towards us (use pistols for the first time). In the small ice cave we can still jump up from the side ledge on the right and pull ourselves into Secret #2. Back, the way of the raised level with the bats from just at the end left and in the coming central cave in the green plant overgrown opening down, at the end of the path flipped a switch, in the next cave a few more bats. Now left into another large cave with two bridges. Some dogs are running around below, barking terribly and Lara will probably have to appease them (the 9mm is a great argument, don't you think?!). Crossing both bridges, we come to a section with a small chasm that we have to jump over. Otherwise we will fall down to a brown bear... smile! If you fall down here, there is a way back to the hall with the two bridges via a switch that opens a door there and over the stone edge we go back the way over the two bridges - this time tare the run-up then.

Over the big stairs to a hall with some more dogs and a big entrance gate, for which we can flip the switch on the right, and then jump over the stone pedestal as fast as possible to the gate before it closes again. If you want to collect all the secrets in the game, you should jump from the pedestal level of the gate to the small balcony on the left (with greenery in front of it) to find secrets #3 in a small cave. Now pass through the big gate with the timed switch mechanism, and after another set of arrow-spiked stairs let yourself down one level to the hall around the wooden gate that Lara saw earlier from the entrance hall after the first switch, where you will also leave this level. To do so, first circle the hall above, jump over the small gap between the two sides of the hall and at the opposite end (dog!) press the switch for the level end gate, jump down to the gate (or down the stone slope at the gap) and leave the level through the now open gate.

Level 2 - The city of Vilcabamba

Lara runs through the now opening (so to speak second) gate to be received by a horde of dogs - Stella spoke in this context of wolves, I could not yet decide whether these animals were wild or domesticated). Kill them all! It's best to go around the outer street of the underground city to get rid of animals beforehand. In one of the corridors leading to the central hall you'll find a switch that opens an entrance to a wooden staircase, which you run up to jump over the opening balustrade to the opposite side. Here Lara now runs across the collapse slabs and jumps to the pedestal hatch opposite for a medpack or/and drops down to push a boulder forward (Ctrl+arrow-forward several times). In this two-level passage Lara finds a Golden Idol for the level exit as well as a Silver Key for the second level part in the side alcoves, then climbs over the stone pushed in to the upper level and (in the corner Medpack) drops down from the opening parapet. And now you can return to the middle central hall. In the stables to the side waits a brown bear, which requires a little more shooting, but leaves a medpack. To still get Secret #1 here, we can dive in the middle of the central courtyard, to the left an air hole to surface, to the right on the right side a lever that opens an exit hole above Lara above, through which we get to Secret #1 (a medpack). If we have turned the lever on the left side before the lever on the right side under water, we can now dive back to the air hole and find Secret #2 with the door just opened by the lever. Now back and from the courtyard to the small side door for the second part of the level, which we open with the Silver Key. Inside a few wolves after a pipe arrow trap. We use the initially open left door to get around a pool over stone pedestals and then up a staircase. Here we can flip a switch for the second, right, door. Then drop down at the outer parapet, jump from the roof in front of the door and here again around a pool, this time partly over collapsing slabs (but Lara can manage all jumps without using the slabs) to the top. Open the switch for the middle, third, door and again jump down on the outer parapet and quickly through. Here now through three swinging axes and then flipped the switch. We dive to a pool, at the edge of which sits a brown bear, which we probably have to kill. If we dive away to the right through the tunnel before, we will reach the second floor, where we flip the switch that opens the door in front of the exit. For the last secret we now have to (jump down into the pool) climb the stairs on the opposite side and at the switch that turns off the hatchets, go into the side passage and get the Uzi clips here, Secret #3. Now jump back into the pool and leave the level through the grate, inserting the golden idol on the side.
Part 1 - Peru (Level 3: The Lost Valley)
Level 3 - The Lost Valley

Lara starts behind the tunnel in a cave in front of a watercourse that pours over a precipice into a cave lake. Turning left, we can follow the watercourse to find the Shotgun at the part that is still closed by the mechanism at its end. However, since we can only set the mechanism in motion by means of gears yet to be found in the section below the waterfall, and we can do well there without the shotgun, I recommend first going right to get down the slope of the waterfall and start looking for the gears. So right the way down the slope, already prophylactically killing the wolves. Jumping over the stone block in front of the lake exit (another wolf!) we can also kill three more wolves in the dead passage on the right. After that we jump and pull up the big stone block in the middle passage, collect some medpack at the top and enter the valley of the dinosaurs. Awaiting us now are some more or less horrible prehistoric lizards, a few children and Mama or Papa Dino himself. Jump down the stone steps and don't run too far at the bottom because the first dino child is approaching. Kill from a distance (jump back to safety if necessary). Further into the valley, at the broken bridge above us, a dinosaur father (or mother... smile) approaches. From him/her only refuge in the rock passage on the right in the wall helps at first. From this cover we can loosely hold on to the upper dino, if necessary attracting him (by briefly going out and hiding again), until he is history. Through the passage further we meet another smaller dino. Now from its end back down into the valley Now straight we come to a temple, in front of which once again two young dinos are waiting to be killed. Then into the temple. In the pool inside we can dive and pick up gear #1 following the passage below on the right. Back, out of the temple, right onto the small block under rock tunnel, pulled up and followed the tunnel. At the end, at the broken bridge, make a running jump, precisely jumping off at the last moment, to the other side (cling Ctrl and pull up) and find Gear #2 on the stone balcony. Now, from the bridge carefully lowering back down into the valley, again straight through the valley to the waterfall in the stone in the wall. Dive into its pool of water at the bottom and pull through and to shore. Immediately another dino. Once he's done, climb up the stone rocks at the diving tunnel exit and find gear #3 on top of the stone pedestal. We actually already have our three gears now. Now to the three Secrets here. First at the waterfall where we just dived, right of it up the stone pedestal a Pack of shotgun shells - Secret #1. Then left of this waterfall and right of the following jumped / pulled up the stone pedestal. Jump to the crevice and shimmy over the waterfall to the right. At the central point pulled into the triangular cave above it and right a magnum clip strip and shotgun shells - Secret #2. Now once again returned to the temple where we found the first gear. To the right of him we can climb up the srein pedestal, jump forward, take a running jump one more pedestal and from here take a running jump to the roof of the temple where we will find several goodies - Secret #3. This ends our trip to the dinosaur cave and we can return to the cave entrance, pull ourselves up to the skeleton, from there lower ourselves down to the other side and through to the waterfall and climb over it again on the way we came. Now we can take the route on the left along the water stream that led to the waterfall. First a series of jumps (three) over the waterfall stream. In each case, start well, time each jump properly. If you slide into the water, the current pulls you to the waterfall and down it, which doesn't hurt Lara, but forces her to climb up and start again each time (so save for safety after each successful jump?!). After the last jump through a small rock tunnel section, we reach the bridge to the gear mechanism. We can insert our found three gears at the mechanism and pull the lever on the left to make the gate close, redirecting the waterfall stream into the cave passageway that was empty earlier. You could previously walk through this dry passage to have a look at it. Now it's suitably submerged and Lara can swim through it. But first we drop down to the edge to the water at the level of the gear mechanism switch, where we see (bridge to our right) a climbing crevice to the left in the wall. We shimmy to the left until we can lower ourselves onto a rock pedestal above the water. Now around the corner into the waterfall stream rock alcove for Secret #4. Now we can swim with the stream into the opened gate. But before we dive through the tunnel, quickly pulled ashore on the right to get a good weapon, the shotgun. So now dive through the watered tunnel (fast, because it's long) to emerge at the end through the shaft opening above Lara's head to Secret #5 (Lara wouldn't have come up this shaft as long as there was no water in the tunnel). Collected everything? Then we can return to the beginning of the level by jumping slightly left through the exit door here and now take the path to the lake below the waterfall (from before) again (either down the stone path or head into the water from the dry waterfall slope or so). Jump into the lake and swim to the rock tunnel opening behind the waterfall from before, pull in here and exit the level through this tunnel (rock door opens automatically).
Part 1 - Peru (Level 4: The Tomb of Qualopec)
Level 4 - The Tomb of Qualopec

Lara enters the tomb of Qualopec through the tunnel from before. In the entrance hall there are three paths that branch off. To the left is the exit, which is blocked by three metal gates. We have to open all three of them first. Straight ahead a slope leads to another gate, which closes as soon as Lara runs up the slope. If Lara runs up the slope a bit, a rock ball comes rolling (and the gate closes), in front of which she makes a U-turn ("END" key) and runs back into the entrance hall to let it roll out from a lateral position. We should at least have disarmed this bullet by now, because if we come back from above the still closed gate with the (first part of the) Scion afterwards, the bullet would otherwise catch us from behind. Now first flip the switch on the right in the entrance hall, whereupon the door to the right opens, but also two young dinos come out, which Lara of course kills first (the shotgun is efficient, but with a few jumps and constant 9mm revolver fire you can kill them anyway and save the good shotgun muni for more dangerous enemies). So into the passage to the right behind the gate that has just been opened. Here we are again faced with a fork of three possible paths. Above the paths are symbols for the possible paths - on the left a bird, almost a sun and on the right something that Stella (tombraiders.net) says should perhaps represent a face. Each path leads to one of the three switches for the three gates behind the exit corridor from the entrance hall on the left. The order doesn't matter, which is why I want to go clockwise in order. So the left corridor to an opening above a hall with two large pylon blocks, both of which have to be moved. The switch here moves the right one into the right position. Now drop down into the hall and follow the passage around the hall to the left until you come to the second pylon. From there jump (facing the hall) to the right into the balcony niche, pull up and follow the passage around the outside of the hall. At its end let yourself into the balcony right of the entrance, position in front of the first crazy pylon. Stand slightly in the middle of the alcove and move to the balcony on the right in the wall, hold (Ctrl), pull up for the switch for the second pylon, which now also slides into the middle of the hall. Now lower yourself back into the hall and pull up at the pedestal under the entrance opening to the first switch, where the door to the right of it is now free for the passage to the jump-off point from before. Jump through, over the plinth and from the alcove onto the first and then the second pylon and from this again into the alcove half-right (aim correctly) to switch #1 for the first of the three metal gates. Press it and carefully jump back into the hall (either over pylon 2 or on the hall floor far enough ahead) - in any case don't get caught in the spike trap.

And back to the 3-symbol fork and into the next corridor (middle or sun). Watch out for the raptor coming towards us! In the middle corridor we reach a hall with a statue and a switch in an alcove, which we literally want to flip. Be careful, though, because of the collapsing slab in front of it - we'll fall down anyway. We have to get down here. Draw weapons immediately because there are two wolves. Now run up the slope to the central marked boulder, which we pull out and then push aside (jump to one side) to open the entrance. Follow the passage behind to find another small medpack and reach switch #2 for the second of the three metal gates. From it, carefully lower backwards into the passage below and now from the 3-way fork into the last, right corridor ("face"... smile, Stella!). Push the marked stone block in the room at its end forward two(!) times, then the one to its left once to the left and across the collapse slabs (be careful!) to switch #3 for the last metal gate. On the way back jump if necessary, because of the spike trap under the possibly already collapsed collapse slab. Now we can return to the entrance hall and take the corridor (straight from us now) where the three metal gates have all gone up, which will lead us to a sacrilege platform guarded by skeletons with the (first) scion(-part). Behind the blowpipe traps, we can jump up the last one on the left (position directly to the right of here) into the idol alcove (Ctrl+pull up) for a door to open to Secret #1. We can reach the plinth with the shotgun shells via the collapse plates, the ammo below can be reached by hanging onto the plinth on the far right and sliding down (directly on the wall) or by carefully jumping from the entrance plinth directly in front of the shotgun plinth - Secret #2 (Magnum Clips). G-e-h-e-n through spikes (don't run) and jump/pull up to the entrance pedestal. Now back to the stairs behind the blowpipe arrows and the passage to the first Scion part. We get into Qualopec's tomb and see the SCION, or at least SOME of it. We can shoot the left one of the two skeleton men (counts as a kill). Take the first Scion part and wait for the falling ceiling parts and then run through the gate that closed earlier. In the entrance hall also quickly run through the falling ceiling parts, past the sphere from the beginning and back - more or less to the previous level - to meet up with Larson (known from the opening credits with Jacqueline Natla) again. Dive into the lake and onto its shore to instantly shoot Larson (don't sacrifice health if possible, or reload ONE medpack). If you are interested in all the secrets, dive into a diving tunnel on the right side of the lake (which wasn't there in the previous level) and take Secret #3 while refuelling. If you are VERY ambitious, you can jump behind the stones from the previous level and find a big medpack there. In any case, now follows with Larson (after you have shot at him enough) a small, beautiful

Cutscene:
The blond Larson from the beginning of the game ("although I'm not actually the one who wants YOU..."... smile!) explains to Lara that her Scion PART is only one of several, Miss Natla has hired a certain Pierre Dupont to handle the rest. After Larson refuses to cooperate, Lara decides (after kicking out the eagerly reaching for his gun... smile) to take care of the problem herself.
Part 2 - Greece (Level 5: St. Francis Folly)
Part 2 - Greece

Level 5 - St. Francis Folly

Cutscene:
In Natla-Technologies, Lara Croft uses a trick (welding through lift cables, silently floating upwards - what could be better?... smile) and learns about the tomb of Tihocan, one of the three legendary rulers of Atlantis, in a leather-bound book. The monk who wrote this describes the location of Tihocan's tomb under the ruins of the monastery of St Francis' Folly and within it the part of the Scion Tihocan. With a trip to Europe, Lara Croft arrives at the entrance, which is graced by a picnic camp. An empty drink can points the heroine to Pierre.

After Lara has heard about the 3 rulers of Atlantis, she goes to the monastery of St. Francis' Folly, Upon entering the hall (level start and save option) first jump to the left onto the plinth parapet, because that's where the two lions didn't catch me, and fight them from here... On the right in the hall, next to the high columns, is a small cuboid that is mounted on two Greek omegas ( - what the Americans like to call "horseshoes", smile - Stella!, we will find more such squares) can be pushed. Let's first push it forward to the temple entrance of the hall in front. The door of the temple opens. Now we run in there. Two monkeys welcome us, which Lara "kills" and flips the switch for the upper exit out of the hall. With the switch on the right she opens the way back (be careful, another monkey) - unless she has jumped over the omega at the doorway. Now Lara should meet Pierre, whom she can chase a bit for fun. He tends to lose a lot of blood, but does not die for the time being (you can eliminate him in level 9). He also disappears immediately if you shoot him well.

Now let's move the cuboid to the back omega position. A hatch at the top opens at the entrance (when the switch in the front temple hall has been flipped. If we push the cuboid forward again, we can now jump onto the smallest of the pillars and from there further to the left. If we turn backwards, we can jump onto a small stone balcony that leads into an inner room. Here we jump over a few jump slope combinations. First on the one to the left of the door, from there backflip onto the one to the right of the door and immediately jump to the stone edge of the second floor. Here from in front of the higher one with a jump to the lower one, backflip to the higher one and jump to the edge of the third floor, where we now - caution, collapse slab in front right - find goodies on the left - Secret #1. Now we can take the reverse way back, sliding off the platforms, jumping from the balcony back to our left pillar. From there to the highest middle one, where a large medpack lies, and from here to the opposite stone parapet and jump over it and over the small crevices to reach the front end of the hall, where we had opened the door earlier. In! Now a downward slide which, if timed correctly, will bring you into possession of Secret #2.

Save and slide. It is advisable to slide backwards, because Lara jumps over the second crucial slide when she is in the forward position. So slide backwards and grab the ledge from slide 1 with Ctrl. Now release the second slide backwards as far as possible and at the last moment backflip onto the room entrance opposite - Secret #2 (if you haven't got the shot yet, you can get it here). From here you can slide down one room, but don't flip the switch yet, because of Secret #3. First kill the crocodile in the water from up here, when it swims to your opening. Now dive through the water and up in the middle into the small room for Secret #3 (you will also get the shotgun here, if you didn't have it before).

Should you manage without the Secrets, you will have simply dived into the water from the first chute, swum through the channel, which you will do after Secret #3. And now you should surface at the room from before with the switch, flip the switch to drain the water and open the grate. Lower yourself into the crocodile channel and - if you haven't done so before - now turn crocodile into leather... smile! Then you can go through the channel passage now dry-footed and leave this first part of the level via a staircase to end up standing in a huge stair maze at the very top with the task of finding four keys that will open the exit from the level below. Now for this part:

The 4 halls are those of Neptune, Thor, Atlas and Damocles. Jump to the central staircase in the middle and drop down one floor. Here you open the hall of Thor. Lower yourself one more floor to open the Hall of Damocles. Two floors lower you can open the Hall of Neptune (at the top) and at the bottom of the hall, where the 4 locks open the level exit, you can open the Hall of Atlas with the switch. Return to the floor above via the outer stairs and climb the central staircase all the way to the top to complete all the halls one after the other. This has the advantage of getting rid of all the bats waiting near each switch. Down at the last switch there are no wild animals and Pierre is not active yet. But the gates are already open. Now I have climbed all the way up again and entered Neptune's Hall. (Jump from the staircase to the opposite side).

Of course, if you want to collect all the secrets, you have a task first, because when you take the first key, in this case Neptune's, our adversary Pierre appears on the scene and will shoot at us. So first of all jump from the floor of the first switch to the switch plate opposite, which will open a gate on the lowest level. Lara must have full health. A timed mechanism. Immediately hang right on the ledge and slide down and backflip to the next ledge and down to the floor, where we should be able to sprint (or jump and run at the same time) to reach the timed mechanism of the secret door for Secret #4. Now go all the way up again to Neptune's Hall. Here dive into the pool in the middle to activate a switch in the side passage below, which opens the hatch to Neptune's key, which you can now take as quickly as possible and dive back up the channel with the sufficient oxygen supply, now that the counter-current has disappeared. After entering the first hall, two lions and Pierre will appear below where we found Secret #4 and attack us.

One floor down in the Hall of Atlas a monkey is waiting for us. After him the omega field opens the gate to the hall for us with the key. Walk towards the sphere and when it rolls off, turn ("END") and sprint back and stand on the back ledge in the pit to let it slide over you. Medpack. Pull up halfway up the sphere passage to get the Atlas key. The omega door opened again after the sphere rolled down.

Now return one level down to the Hall of Thor. Here, at the entrance, a lightning ball shoots energy blasts at fields around the entrance. So jump at the right moment to get into the hall with the hammer.

Now stand on the plate under the hammer to use the hammer and jump back in time. Some rock pedestals can now be moved. Push one under the first floor to get onto it. There take the second one to the second floor, where you will find a medpack. Now take a running jump to the platform in front of the Thor key, which you now take. Now return the way you came. Watch out at the lightning generator again.

Now lower down to the Damocles Hall. Here you can go through the sword fields (marks on the ground) to open the hall with the Damocles key at the omega field. After you have it, you can return through the sword fields, but watch out for the swords falling from above.

Now shoot the lions from a safe position and subdue Pierre and then use the four keys you found correctly and we can leave the level through the opened door.
Part 2 - Greece (Level 6: Colosseum)
Level 6 - Colosseum

Lara enters a hall with a lake in which a crocodile swims - kill him! Through the lake Lara dives/swims to the rebuilt entrance of the coliseum. On the way out of the lake a lion. To the left around the building (another lion!) Lara finds a climbable pedestal in the back corner from which she can jump to the building frieze. Here she immediately pulls herself up to the second floor. Go around the coliseum antechamber and jump over the frieze hole and from there diagonally onto the rock plinth, drop into the passage at the back of the rock to meet two crocodiles at a trench, who leave her a medpack. Once she has fetched it, she can drop down from the front left at the shimmy across the ditch (halfway down the shimmy there is a cave to pull into for Secret #1) and behind it into the entrance of the Colosseum, where she finds a switch that opens the entrance from the antechamber to here, without which she would not have reached the Colosseum from the inside of the antechamber earlier. This door is for those who want to collect all the Secrets, because now we can once again (be careful, a lion appears right when we open the gate with the switch!) make the round of the second floor of the Colosseum antechamber, because this time we jump from the rock pedestal in front of the frieze hole straight on towards the start of the level, a little around the corner into the rock hole with the shotgun shells - Secret #2.

Now that we have opened the gate at the front of the building, we can run through here and enter the coliseum. First we meet our old adversary Pierre from the left, who is quickly put to flight with a little jumping and well-aimed firing. In the colosseum itself we can (before we lower ourselves down!) eliminate some lions and a monkey.

Now we can start in the colosseum at the left entrance. After the two lions we flip the two switches for the grate in front of the right colosseum entrance and the exit from here. Back through the just opened exit into the colosseum and at the back right (animals!) through the grate to the switch combination. Start at the back right in the small hall by entering the switch panel that opens the two grate gates. Immediately and quickly (!) through the left gate, flip the switch here, turn (roll with "END") and back and through the right gate, where the grate is now just open for the switch for the first of the upper coliseum doors. Then collect the medpack and get out and through the now open underground tunnel past the spike trap and over the jump steps onto the sandstone rock pedestal. From here Lara Croft can jump onto the pedestal to the right of the coliseum box plateau (collect goodies at the top). From here, take a running jump over to the box plateau, where two cute, fantastically programmed monkeys immediately await us. On the left behind the cube (pull it out of the wall!) the switch for the second of the upper coliseum doors. Now back across the coliseum below and the stone pedestal on the right to the upper level of the coliseum. We can now use the upper doors at the three corners.

Let's start at the top in the left corner, where we will flip the switch for another door behind the now open one. Exit and walk along the parapet to the door in the right corner of the entrance.

Here, after jumping over the bumpers, we will flip a switch for the next door behind the entrance in the left corner (if you jump up the combination of bumpers fast enough - at the first pillar you will hear the door open, at this moment jump from it onto the first bumper, right-flip onto the second, back-flip and so on - you can quickly jump on the platform BEFORE the switch through the now open door to Secret #3, the Magnums). At this door we will meet Pierre again and chase him away with a few well-aimed shots. Flip the switch here for the main exit door from the coliseum gallery and dive through the small water tunnel to get the Rusty Key for the grate gate to the right of the gallery exit, through which we will leave the level. Now we can climb back over the coliseum below through the gate on the right and through the spike trap onto the sandstone boulder mountain and jump back to the gallery, where we will find another medpack behind the opened gallery door and then use the Rusty Key at the grate on the right, dive through the crocodile water tunnel, surface in the middle at the air hole to activate the exit switch and leave the level through the now opened tunnel.
Part 2 - Greece (Level 7: Palace of Midas)
Level 7 - Palace of Midas

Lara Croft emerges through the tunnel just taken behind the grate and goes ashore. Around the corner in the corridor a crocodile immediately and then into the hall on the left to go (first a few monkeys) at the back through the tunnel into the vestibule (more monkeys) with the pillars, where the gate opens at the medpack. Here we flip the switch for the gate at the garden. Now we can go back and kill the two monkeys at the garden on the right side of the slope and possibly pull ourselves up to the passage to King Midas' riddle. But for that we still need three gold bars.

Now go into the passage to the left of the first hall with the garden switch. If you want to be very thorough, you can first run through to the right of the stairs to prophylactically eliminate all the animals in the large colonnade at the back. Now quickly climb the stairs to jump over the pillars on the left in the large hall from the back on the right (two monkeys - the Uzi sounds devilishly beautiful!). In the circle you will reach the counter gallery in the middle. If you let yourself down in its centre, you can open the exit with a switch. The five switches at the top have to be flipped in a certain order to open the four doors at the bottom. You will find the corresponding combinations above each door.

Let's start with the first door on the left in a clockwise direction. The symbols above it are down-up-up-up-up. Run down to it and jump over the fire bases that extinguish as you approach. You have to time your jumps a bit, of course, because otherwise the fires will start up again towards the last one. If necessary, you can complete the task at the back by burning with one or two medpacks and then jump into the water to extinguish them. So you get the first lead bar here. There are only three rats swimming in the water, which you can easily kill from the shore.

The second door clockwise has the combination top-top-bottom-top-bottom (the first symbol is a bit yellowed in the graphic). So enter this small hall with a pillar in the middle and run through the small passage at the back. First on the right is a room with a stone block, which you pull out to topple the pillar. Now take the stairs of this back section to the alcove above. From here jump half-right onto the sandstone ledge and slightly right onto the sloping sandstone plinth, from where you take a running jump onto the rest of the column. From here, half-right again onto the sandstone ledge. And the parapet in front of the hole in the facade. Now climb onto the upper level of the aqueduct, which we had cleared of animals earlier. We will have to eliminate a few more now though... smile! Then Lara Croft can swim through the water channel of the aqueduct after the crocodiles are history. Diving through the channel at the end into the small room with the collapsed ceiling above us, which we will cross later, we can jump from the right side of the shore over the stone slopes to Secret #1. On the way back you can drop from the ledge from where you jumped onto the aqueduct into the hole with the shotgun shells - Secret #2. As you are now on the gallery of the second floor of the aqueduct, you can jump on its left side (watch out for some monkeys) to the arch in the aqueduct, from where you can see a medpack opposite. Take a running jump over. Once you have taken the medpack, shimmy along the ledge to the left, jump from here to the corridor opposite (a bat) and run further down the room to the collapse slab above the first secret. Here you can simply jump half-right to the medpack and half-right again onto the sandstone plinth to avoid hurting the collapse slabs. Now down the slope and through the next room and then around the parapet of the upper floor of the entrance hall (a lion) you will reach the first pillar on the right in the vestibule of the garden switch temple. From there take a running jump to the second and here into the hall with the plunge pool. Jump through it and from the pedestal in the following hall to the roof of the Garden Palace Temple, where we now get the second lead bar. Eliminate the lions below from up here and then slide down to the right and back into the hall with the switches, where we now use the combination up-down-down-up-down for the third door. Now enter this third door. Carefully through the spike fields surrounding the pillars into the entrance on the right and pull the stone block out of the wall to raise the pillars with the switch behind it. Continue through the passage, now jump up from pillar to pillar and at the end into the small room opposite where (a monkey) the third lead bar is waiting for us.

With all three lead bars we can now go from the counter hall to the garden, which we had already opened earlier, to pull ourselves up onto the passage at the medpack and enter the hall to gild the bars at King Midas. (If you want to get to the last secret before, flip the switch behind the second tree left of the entrance in the garden, enter a knife trap with collapsing plates and spikes through the open grate on the left, which you can best take in one jump - Secret #3) Now take the hand in front of Midas' statue. One by one use the ingots with Ctrl on your hand and they will be gilded - but be careful not to step on your hand yourself, otherwise Lara Croft will be gilded... smile!

Now back to the switch hall behind the stairs in the corridor to the right of the level start.

Set the combination for the last hall to down-up-up-up-down and now enter the hall to insert the gold bars (a lion). Insert the three gold bars and leave the level through the opening door.
Part 2 - Greece (Level 8: Cistern)
Level 8 - Cistern

Lara jumps from her position into an antechamber, where she (rat) pushes a small (symbolic?... smile!) cuboid through the wall to the position in front of a switch. Pull the switch, big medpack behind the door, two rats and the entrance to the level is free (jump down). Now let's first run across the interrupted bridge construction to get rid of all possible playmates from a lofty position. After the territory has been cleared, Lara Croft can take the plunge into the cold water below. Lara makes her way to THE end of the hall, where a stone slope leads upwards, from which Lara always slides backwards. Let's jump from her apex plateau to the right onto the stone bridge to jump from the pedestal there into the passage directly in front of us by the balcony. When Lara enters the room behind the balcony, a familiar sniper will appear! After chasing him away with a few shots, Lara can dive into the water hole in the middle (watch out for rats), swim through the channel into the next room, climb ashore here, up the stairs and jump over to the first rusty key for the door, which we could see from the interrupted bridge during our reconnaissance tour at the beginning of the level.

Via the following room (hang the front, slide down, kill the rats, slide back to the main hall) we get back to the main hall, where we can now go to the door for this key. But if you want to find the first secret before, go back to the main cistern room where we scared Pierre away until the final victory in the next level. This time right onto the ledge and pull up into the bay above to collect the goodies on the ledge blocks - Secret #1. Via the slide in front of the two shotgun shells blocks we reach the main room again. Here, of course, you could and still can collect lots of goodies on the ledges. But now get back out onto the balcony in front of the main cistern room and from the floor below the tower-jump-point here jump from just there to the right onto the alcove passage surrounding the hall, pull up and run along the floor to the second Rusty Key. If you use the climbing crevice below, you can collect goodies on the corner, otherwise from the Rusty Key onto the passage platforms below and from here back to the interrupted bridge from the entrance. Now we can use our two Rusty Keys to get to the compatible doors. Before we do that, we flood the main cistern hall at the back of the main cistern room with the switch on the wall, which we haven't used yet. You are welcome to try flooding the hall first, then drying it again, whereby the crocodiles will then float in the air after drying and, as Stella so amusingly described it - put a crocodile on you as a hat... smile! (Thank you, Stella for that laugh!).

After the hall is flooded, we can return from the balcony to the interrupted bridge at the entrance and jump from one of its sections to the door with the first rusty key lock on the left, or swim straight across. If we take the right of the two doors, we can - since we just flooded the hall - dive over the spikes and pick up the Golden Key through the channels.

Next we use the left of the two doors with the Rusty Key. We enter a hall with two gorillas. Once both are history, we can do the jumping combinations from the hall entrance to the high climbing ledge above the hall end to climb right to the next room (watch out for Pierre!).

If you haven't got the magnums in the Colosseum yet, you can do a back-flip from the last bridge with the position back to the climbing ledge into the bridge with the magnum muni - just here the magnums, if you haven't got them before. Then, of course, you have to make your way back over the jumping bridges to the climbing edge and then to the right in the room with the slide.

Now the task is to find the two silver keys for the level exit. First slide down the slopes until you can jump from a pedestal on the left edge of the hall to the right cantilevered parapet and shimmy over to the ledge above it to the bay with the switch. Behind the door it opens, Lara jumps to the other side to avoid getting caught in the spikes and then uses the channel into the room with a silver key behind a still closed door. For him we will dry the hall again later. Now first dive down into the next hall, where there are not only goodies lying on the catwalks above, but also a few small rats whimpering. We flip the switch under the left catwalk in the water (Ctrl) to open the exit door, behind which we find the first silver key and dive back into the main hall. Now we swim back to the main cistern room where we dry the cistern again with the small switch. Now we make our round from the outer balcony back over the left parapet with the climbing crevice underneath to jump from the pedestals by the single rat back to the interrupted bridge and from it back into the left rust key door. Lara makes her way back over the jumping platforms to the climbing crevice and from there to the right again into the room with the bay window switch. If you really want to get down - there are still a number of crocs here - you can collect a medpack in the passage under the entrance and then backflip over the stone blocks and platforms onto the parapet under the climbing crevice to the switch bay. The easiest way is, of course, from the base of the first slide to the balustrade of the climbing crevice.

Now back to the room with the second silver key behind the locked door - this time the hall is dry, so we can also get to the parapets, which was difficult from the water. So up the stairs onto the parapet and right clockwise around over the platforms and parapet to the passage with the switch for the grated door in front of the key. Diagonally back over the stair base jumped back down to pick up (a nice rat... smile!) the second silver key. Pierre will meet us here again and is again best chased away by shooting at him from behind.

Through the diving tunnel from before, which is still watered, we take the way back to the main hall of the cistern through a few diving crevices. Here we can now also find ammunition through a small diving gap in the central water basin we are in - Secret #2.

Now take the way over the pillar at the cistern switch room to the northern balcony. On the left in front of the entrance we find another movable block, behind which - backflip right and jump to the balcony for the goodies - lies Secret #3.

Then Lara Croft can open the two doors with the silver keys and in the following room, starting from the right, jump out of the tunnel over the pillar in front of it and the central catwalk to the left to the alcove with the golden lock. After the gorilla use the golden key and then lower yourself from the balcony into the room with the two female lions(?!). Run to the switch at the back (but try to run over the collapsing slabs quickly, if at all), which opens the door to the right, attracting a few more lionesses. Once all the enemies have been killed, you can enter the room through the door at the back on the right and close it with the switch behind you on the right, if necessary. If, on the other hand, you pull out the stone block behind the switch in the two-lioness hall, you can push it under the balcony of the hall at the back to collect the remaining goodies from it above, which will also take you to the balcony of the room opened to the right.

However, you simply leave the level through the diving tunnel behind the stone block pulled out in the lion hall down into the next level.
Part 2 - Greece (Level 9: Tomb of Tihocan)
Level 9 - Tomb of Tihocan

Continue through the diving tunnel and swim to its end, down to uncover the switch at the end of the tunnel on the left and dive up to it again, after which you can now activate it while dry. The entrance to the tomb of Tihocan is open. In the following hall (a crocodile) jump over the stairs and plinth onto the plinth in the middle (watch out for pipe arrows from all sides!) and from it take a running jump to the parapet opposite, above the exit hole below. Switch! The hall is watered and the block under the exit is lifted out of it from just now. Down, pull onto it and leave the hall into the next diving tunnel (again a lever at the bottom), which we dive through as fast as possible with the current to emerge at the end at an ugly little rat with a movable stone block. We push the stone block under the alcove opposite and can thus climb it and from it clockwise over the parapets onto the parapet with the swinging axe and from there jump at the right moment through the axe to the opposite ledge. In the following room, jump over the ledge to the right to flip the switch, where you can jump down into the water (a crocodile!), collect goodies and leave this room, which we have now flooded to reach the footbridge, through the tunnel on the right with the single rat. If you wanted to collect Secret #1 before, you had to enter the crocodile room via the right entrance from the room with the swinging axe, through a knife door after a staircase (after closing it, go through it immediately) and meet our friend Pierre Du Pont again. If you now enter all three marked floor tiles in the still dry room with the crocodile, a small door opens on the right to a triple jump combination (in front of the first slope, backflip and jump forward three times in succession to the balcony, grab and pull up for Goodie) of Secret #1.

But once we have disappeared through the flooded crocodile hall in the side corridor, we dive into the next hall, where we encounter a brownish tiger (or lion?! - what is that... smile!). Don't get into the spikes . The passage to the water hall with the gold lock is not yet passable without the key, so up to the two gorillas. After their death the way up here is free... smile, which is good, because we have to start a spurt soon, and opponents wouldn't be very helpful now.

So back down behind the tiger into the back passage and here (save!) flip the switch to open the door above the spike field on the gorilla floor. Now return to the gorilla floor as quickly as possible and take a running jump to the left hand crevice and immediately to the right to the door that has just been opened, behind which Lara Croft will now find the golden key for the gold lock on the water pillar field from before. So now (successful the first time, then save!... smile) back out of the spike field room into the water field with the gold lock in front of the pillars. Use the key and jump over the pillars, the first three with a running start, the last jump from a standing position at the edge.

In the following room we can push a stone block onto four fields of the room. Start by letting Lara push the block onto the first accessible square. The right door at the back is open and we can get some goodies from it. Now move the block from the pushed direction one marked square further in an anticlockwise direction so that the grate door on the right above it opens. Jump over and carefully through the knife door again (after closing it immediately!) to get the first Rusty Key by a medpack. Back through the knife door and push the block to the third place marked counter-clockwise, a door will open (the second goodies room on the two-lock door side earlier, i.e. on the left, you must have taught) for a room with more goodies, which sends some rats at Lara. Once this room with the enemies is... smile - history, Lara moves the block to the last, fourth field and the last door opens for the second Rusty Key. Lara runs and jumps through to it in a passage, because otherwise dangerous bullets roll down from the sides, but we can simply let them roll off in the key alcove. Lara takes the second Rusty Key and leaves the whole territory through the door with the two locks for the Rusty Keys.

Now you can actually take the slide down into the lake, unless you want to get the second secret first. For this you have to jump slightly to the left from the top position of the slide onto the ledge and jump five times on both sides in the slide to land at a small hall, in which you again execute a fivefold jump combination, namely forward, left, forward, forward again and then slightly right and forward into the alcove to Secret #2. After this Lara Croft can calmly slide further down the slide into the underground lake, where she will initially only encounter a crocodile. Then Lara gets off at the first landing stage and runs into the mountain tunnel, where she will climb to the right to the top of a small cave, from the edge of which she jumps over in the slide to the other side, where she will (pull up) flip a switch that opens a gate somewhere else in the lake. Lara now dives through the water below and the continuing diving tunnel into the middle of the lake, where she will dive down in front of the two rider statues (take a breath first, Lara!) to surface through the just opened gate and flip another switch. The large door between the two equestrian dams is now open. Dive up and quickly into the door, because a statue is about to animate itself and start firing at Lara. From this cover, however, Lara can easily eliminate the horse gaul, after which she turns to the just opened hall, where she will now finally meet Pierre Du Pont. We hear the beautiful accented dubbing voice and Lara uses the usual technique from behind or simply perseveres enough to banish Pierre from this game. Afterwards she takes the Golden Key, some ammo and the second part of the Scion she was looking for in Europe from him.

Now cross the artefact pedestal onto the upper balcony (Lara can of course run outside in front of the tomb of Tihocan and kill the second horse rider), take the medpack on the side if necessary and then insert the Golden Key here. Now the door at the exit of Tihocans' Sanctum opens and Lara enters the tomb chamber for another beautiful

cutscene:
Tihocan is introduced to us as one of the rulers of Atlantis who left no child (smile... unlike me), we follow the Scion, the second part of which we now have in our possession, and the path now leads Lara Croft to another plot location, Egypt, with the scene of the Atlantean rulers
Part 3 - Egypt (Level 10: The city of Khamoon)
Part 3 - Egypt

Level 10 - The City of Khamoon

Cutscene:
In a pupil cut, Lara sees visions of the three Atlantean rulers and the power of the Scion, which is now broken into three parts, one of which concludes Lara Croft riding her motorbike on her way to Egypt

Save. Weapons drawn and forward, Lara Croft!

At the first deeper trench, Lara jumps down and into the left side passage to flip a lever (if you can't make the jump, just use the handhold) so that she can pull out the stone block from below. This will allow her to pull the block in the alcove above across the trench and close enough to the high rock, to which she now jumps up to hang onto the edge of the end of the trench and pull herself up. With this, Lara Croft enters the Sphinx area. A black panther and on the balcony above her a few goodies (e.g. the magnums if you didn't have them before) - out of the area runs a mummy in bandages, which explodes after a few shots.

Start at the sphinx. Climb sideways and behind it, where you will find the first Sapphire Key and some more shotgun shells. With it you can open the first lock for the two sapphire keys in front of the sphinx, after you have pulled out the stone cube. Jump onto a pedestal in front on the right, continue through the next longer corridor (another panther) and you will see the second of the two sapphire keys behind an opening on the left. Go through the next hall on the left into a larger hall with a crocodile and a stone ball, which rolls off when you jump over the ramp (you should disarm this trap now, otherwise it will kill you later). Admire the beautiful cat statue on the right in the middle of the hall - Lara will later place this artefact in her Manor treasury as a souvenir of the adventures around the Scion and Jacqueline Natla - luckily there are enough Anch'es on the sides to warn us about the dangers in Egypt (some people wear such a thing on a leather loop around their neck for good luck... smile!). In front on the right side of the hall is a small niche with Magnum Muni - Secret #1.

Now Lara leaves the hall through the puddle of water and dives through a long channel (lever left) into a pool with a crocodile in it. Pull onto the walkway, pull up one level at the left edge and push the obligatory stone block under the opening, which Lara can now enter via it. Here pull up over the platform, which is flanked by an ornamental vase, to flip the switch that lets the gold cuboids move out of the side wall. Now go back and push our stone block further along the path and then right around the corner and to the end so that Lara Croft can jump onto the opposite balcony, where she now pushes the second stone block all the way to the right so that she can then get onto the gold blocks from it. To do this, Lara enters the passage just opened by the stone block via the corridor between the sphinx and the cat statue and flips the switch for the ceiling hatch above the gold blocks (through the grate opposite you can once again see the second sapphire key in front of you). Now jump from the stone cube onto the gold cube and pull up onto the roof alcove, where Lara now flips another switch on the right for the floor platform of the cat statue and then slides down onto the balcony at the moon ornament in front (which costs her half a health though - you can also do the way across the roof constructions of the cat statue hall, to save this little medpack and collect lots of goodies), where she could already see an ultimate ammo when entering the cat statue hall - clips for the Uzi, Secret #2.

Now Lara can calmly slide down to the inclined ramp, as the stone ball was already rolled out earlier (otherwise side-flip). At the cat statue slide slightly left onto the platform in the open floor. Here Lara Croft can slide down and take the way to the back, at the magnum clips in the side. Lower onto the balcony above the dark hall, switch left to open a hatch in the cat hall and light up the hall here. If Lara has what it takes, she can lower herself into this hall and kill six black panthers guarding medpacks at the side hiding places. A little exercise for Lara Croft! To do this efficiently Lara should jump from the pylon in the middle to the small alcove with the cat statue at the back left, where she will find some more ammo - Secret #3. Then climb on the opposite side over the dark brown sandstone block to the level before the bridge to the pillar in the middle. As this way up is blocked for us for now, we take the passages behind the bridge to the back. Another mummy. Then through the first free room and its side passage into the second room. Here finally Lara Croft finds the second Sapphire Key. Now Lara Croft leaves this room on the other side to jump over the platforms above the small pharaoh statue hall on the side of the sphinx, to a switch in the wall. With this she fills the previous hall with sand (sound to be heard) and opens a trapdoor to the exit upstairs. Now return the platforms and in the hall from before, cross the sand hill, up the ramp, through the just opened trapdoor and use the second sapphire key for the exit from this level.
Part 3 - Egypt (Level 11: The Obelisk of Khamoon)
Level 11 - The Obelisk of Khamoon

Save, Weapons - Forward, Lara!

In the following larger corridor jump over the right parapet and from there to the left to turn right first in the corridor with the sapphire lock. In the following hall you can push all four movable blocks out of the pillars and collect goodies. However, only the front left, i.e. the first, pillar cuboid is interesting here. Behind it you dive into a pool of water (a crocodile), at one of its lower corners you will find the sapphire key. With it you can now open the sapphire lock you just saw in the corridor. Behind you in the room of the four pillar cuboids the golden door will open and the gate to the right of the sapphire lock as well. If you now enter the hall to the right of the sapphire castle, you can discover symbols of Egyptian mythology on the four bridges at the central pillar, which Lara Croft must now collect. During a dive you will discover a diving hatch in the foundation of the pillar base, which is still closed.

But first return to the 4-block room and climb through the gold hatch by pushing one of the blocks under it and pulling yourself up. We now reach a room above the central pillar - the Obelisk of Khamoon - (a mummy), where we can already lower the first artefact bridge with a switch on the left. On it (right) Lara Croft now finds the Eye of Horus as the first artefact. (the underwater door is illuminated in a cut).

Now go back and through the sapphire door, emerge at the obelisk just to the right of the shore to take the sloping slide down for the way to the next artefact bridge switch. At the bottom, two black panthers await Lara Croft (relatively aggressive, but no problem for Lara Croft!). Lara climbs over the waiting stone blocks and can already make a detour into the cave behind the pharaoh monument to lure out the two mummies (from the second of the entrance platforms that can be climbed via climbing pedestals) and prophylactically eliminate them, even if she has nothing to do in this room... smile! So Lara calmly climbs up the stone blocks in the visible order so that Lara Croft can jump from the two large stone pedestals onto the stairway platform in front of her (a mummy!). - in my case the mummy was relatively aggressive, but no problem for Lara Croft). Then we flip the switch half-left in front of the stairs to clear the bridge to the Anch Cross. If Lara Croft didn't have the magnums before, she can now simply drop down from this switch base to the magnum muni - or the magnum if she didn't have it before. And then up the stairs just cleared, where a gold door is still sealed but Lara Croft can make the floor hatch for a slide into a room with a black panther. Once he is gone and his Magnums Muni left behind is Lara's, she can flip the switch in the first of the three alcoves in the hall of the slide (the right one, in fact), which turns the slide from just now into a cuboid staircase, which Lara can now backtrack to collect shotgun shells on the free balcony alcove, if necessary. From the larger platform Lara can now go into the Obelisk Room and flip the switch on the right behind the large medpack, which turns the second slide into a staircase. On the way back, quickly jump over to the bridge of the anch cross and collect this artificial artefact.

If you want to be thorough and a good Tomb Raider, take the way up the first staircase and jump from the overgrown platform (behind the three pillars) at the switch for the Anch wing behind the mummy stairs onto the obelisk (the run-up has to be done blindly because of the pillar, but how could Stella not put it better - "Trust Lara! ", I am, so that Lara was still visible, but the whole graphic was shaking, because she chose the leftmost corner) and from there onto the obelisk - Secret #1.And afterwards from the obelisk itself to the pedestal with the moon symbol (which costs Lara a little bit of health) - Secret #2.

Now back to our cuboid staircase hall (over the parapet under the fourth artefact bridge) and carefully up the second staircase to the top (if the mechanism has changed the stairs again, you already know where the corresponding switches are) and from here take a running jump to the right to the facade, grab the edge of the handrail in flight and immediately shimmy to the right. Lower yourself down, in the switch alcove press the switch for the stairs, so that this third staircase also changes, now up it, and at the top after the mummy (smile!) in front the switch for the Anubis bridge and then at the side the switch for the small gold door, which leads us back to the Anch switch under the stairs after the aggressive mummy!

This time we can take the way back again via the ashlar stairs to collect the Seal of Anubis at the third lowered bridge segment. Afterwards we can go behind the bridge of the fourth artefact. Lara Croft immediately turns left and pulls herself up the stone ledge and shimmies to the right, where she pulls herself up to the alcove with the next ammo - Secret #3.

Now Lara can quickly shimmy back and this time take the stone steps properly down into the hall, where two mummies immediately jump towards us, which are a nice target for Lara Croft... smile! Or she jumps on again at the top on the other side of the secret alcove and reaches the shotguns shells over a parapet and the two long ashlar pedestals to the far right in the corner. Anyway - the hall is cleaned, secured, free of enemies and robbed of the last secret... smile! Now from the shotgun shells back to the block in front of it, hang from the ledge and slide down into the hole in the floor, along the ledge on the right onto the small jumping platform and from there take a running jump to the platform we couldn't reach before. Now you can flip the switch for the fourth bridge of the scarab. Let's take the way back over the stone steps under the third secret, as the hall is now free of enemies and enter the last tilted bridge and take a cute Egyptian scarab.

As you noticed with each artefact, the diving hatch under the Khamoon Obelisk was shown to us - well, after the fourth artefact this hatch opens and Lara leaves the Obelisk of Khamoon Hall through it. While diving down in the corridors collect goodies on both sides and now emerge at the end in a channel upwards, where a mummy is waiting, after that - after the passage - a second one and after that it is best to jump from the top of the sandstone image onto the staircase parapet on the right, which will now take us to the indulgence in front of the Sphinx, which now consists of a three-part staircase, where before there was a slide during our visit to that imaginary city of Khamoon, which I could not discover in any Brockhaus, world atlas or new world atlas, not even with the tiniest trace. Up to this point, we have once again got to know Egypt from its most ancient side, have four artefacts in our adventurer's rucksack, which are simply a sine-qua-non for someone who knows Egypt, are now standing in front of the "small" Sphinx again and are now going to the obelisk to the left of the Sphinx (the actual obelisk of Khamoon? - smile!), place all four found Egyptian artefact symbols in their four positions around the pillar and the city gate opens for Lara Croft to exit Khamoon.
Part 3 - Egypt (Level 12: The Sanctuary of the Scion)
Level 12 - The Sanctuary of the Scion

Save, draw your weapon and move forward Lara Croft! Immediately on the temple stairs a new form of monster comes running towards us, crimson monsters that we will encounter more often in Atlantis. Two of them. After them we can climb the stairs to the very top and here step onto the pedestal in front of a head that seems to be a sphinx, albeit from behind for now. Jumping from the side rock edge onto the back of its head, we can see one anch lock here already and on its back the second one. Both have to be unlocked by Lara Croft as well as another scarab artefact recovered and used so that Lara Croft can meet up with Jacqueline Natla.

So here Lara Croft sets out to find the third, final piece of the Scion to meet with Miss Jaqueline Natla of Natla-Technologies, the "Creator of All Glory". Now that Lara has mastered all the tasks so far, despite the adversary from Natla's drawer, she has already taken possession of two Scion parts, we can now prepare ourselves for the retarding moment, as they used to call it in school literature, THE part of the drama where things got complicated again shortly before the end. So let's get the third part of the Scion on behalf of Miss "Shut up - Larson!", after all, Lara Croft and I were already feasting our eyes on what the Natla boss had in store for us, although a well-bred person like Lara Croft also likes to say once in a while: "If money is all you have to offer!"

Behind the Sphinx, Lara Croft finds another large medpack, on the sloping ramp. Personally, I've had the cheats running for quite some time at this point, but Lara Croft wouldn't be Lara Croft if she didn't find the ultimate headshot killer right away with Secret #1, the UZI. About that in a moment. Now. let's first slide forward slightly left from the sphinx head onto the sphinx's left foot so we can get between her feet. Next to the Magnums-Muni here steadily scattered we can kill another Karmin-Killer, some of which can now be quite dangerous to us.

Then Lara Croft climbs the small rocks in front of the sphinx opposite. Pull up, take a running jump and grab in flight to the right and from here, slightly left onto the higher pillar, cling, pull up and to the very top of the parapet. Alternatively, of course, she can choose the walkway around to the right, over the small jumping stones, to the right at the ledge, pulled up to the top floor and from here further forward. You have probably already noticed the golden switch on the left. Now head towards it. Lara jumps forward over the remaining stones at the right moment, can also use the Ctrl-key for targeted landings and ends up on the bay window, where on the left is the small switch, which opens the big door to the right of the sphinx's backside pedestal. The way back would be one way to get there, another - for d-i-e Tomb-Raiders who like to collect all Secrets, side-flip-pen onto the shotgun shells platform, from it take a running jump onto the one in front of it, then a little further and from there side-flip onto the half-slide again and while gliding jump and land with Ctrl to continue the way along the right rock wall, and already inspect the golden entrance to one of the Anchs, which is still locked now.

But if you want to find one of the most beautiful secrets in this game, jump with Lara Croft from the third platform, i.e. the second after the side-flip onto the Shotgun plate, exactly northwards towards the side part of the sphinx, where some luminescent points tell you the presence of a weapon on an invisible platform. On the way back (kill the two crimson flyers either from here or the platform from before), return the same way you came to the third platform and then continue the way as described above.

To do this, we will first go straight along the side of the sphinx from this large door here until we reach a series of adjacent pillars. There we will jump from the smallest to the middle to the largest pillars in the middle in order to then pull ourselves onto the ledge above and go through a small metal knife door in the familiar technique and then jump along the stone edge over to the second small switch to flip it. It finally opens the gold door to one of the anchs we had seen earlier on the way back, before we landed at the back of the sphinx again.

The way back over the pillars (in front of the knife gate a flying crimson fighter attacks... smile!

Now we can walk the way over the stone edges in front of the sphinx to the left around it again in the sense described to enter the gold door at the end, which we had just opened. Push the stone block from the right, climb over it and kill the crimson rider from a safe distance, who leaves us an anch as well as a small medpack. Now go back the way you came and from the gold gate exit slide behind the sphinx again and slide down the side or around the sphinx to the spot left of the sphinx where Lara had opened the big door earlier. If necessary, collect the magnum clips and enter! Use the slide in front of you, sliding backwards, to cling to the edge, pull to the left and climb back up some stone steps from the shore platform. If Lara Croft slips into the water, three more steps on the right lead back to the top of the first slide. Now pull up along the ledge on the left into the passage and slide into the water at the familiar steps or the slide, first for the gold key. Now use it to emerge from the water at the steps, and back and this time jump from the slide at the last moment to the bridge opposite, cling to it while jumping, up and use the gold key at the back on the right to open this gold door for the second of the crimson riders, who again leaves us a medpack and the other anch.

Now Lara Croft can take the familiar path back over the stone edges to the back of the sphinx's head and this time jump from the side stone spot back onto the back of the sphinx's head, where she had inspected the two anch locks earlier. Use them both now, Lara Croft!

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Part 3 - Egypt (Level 12: The Sanctuary of the Scion Continued)
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The door that was closed earlier has now opened between the feet of the sphinx. So slide sideways again at the shoulder part of the sphinx and enter this new passage. This means Lara falls through a shaft into an underground lake that completely covers two Anubis statues. Did you hear the classic A-a-a-h! sound? Then don't maltreat Lara, but watch the oxygen gauge at the top of the screen, which indicates Lara's diving ability. Personally, I'm currently at 2 minutes of regular diving/air-holding. Lara Croft has set the standard 1 minute in many parts, which is of course a solid start! With this air cushion you can quietly dive to the Anubis'e feet and rob them of their goodies on all levels before resurfacing. On the next dive - you have already seen the switch halfway up the right Anubis - dive into the tunnel at the feet of that Anubis and (the left Anubis also has such a tunnel with a door at the back) flip the switch on the right in front of it to semi-dry the dive pool. The current will pull you upwards. You only have to dive out of the water to jump up two or three pillars in stages onto the parapet. You will then slide down the slope to the landing platform that you were just able to reach earlier when the water was full at the top. A crimson plane disturbs Lara a bit - no problem! Now, with the water level halved, drop down piece by piece from the side of this former landing stage and jump over to the right Anubis statue, to whose chest you can now jump down over the pillar half-right in front of it to activate the switch seen earlier for the gate between the feet of the left Anubis statue. Then dive down and through the just opened tunnel and resurface. Now you can run all the way up the spiralling path to the top of the entrance hall that closed behind us to Khamoon before we climbed onto the Sphinx's head - not without collecting all the ammunition Lara Croft is about to need. At the top, Lara Croft finds the third artefact of this level, the scarab. Afterwards the door to the entrance hall opens and Lara has to fight a medium hard battle against some "Carmesines", after which she can open the other grate on the left side with the scarab she found. Collect the last goodies and prepare to meet the "Shut-up" Larson from Dinosaur Valley, whom we spared there, again. A short but hearty fight and the loudmouth is silenced forever. Now Lara Croft can comfortably take the stairs to the last part of the Scion. If she takes it, Egypt is history.

Cutscene:
Lara Croft steps out of the pyramids of Egypt, as I once saw her systematically betrayed by her mentor Werner von Croy (later, in Parts 4 and 6). A bodyguard holds the beautiful Lara Croft and Miss Natla has the guards steal the Scion from her adventurer's backpack (lunch box? - sounds like it...) and wants her killed as the price.

Well - Lara doesn't stop when unpleasant guests want to SO reward her for a valuable mission. She escapes in the manner that became the quasi-standard for first-person shooters worldwide in the original Tomb Raider (Part 1) by diving headfirst into the water under the rock and watches the unfaithful Miss Natla drive away.

With her extra-class motorbike, she drives after the pack fleeing on a yacht, takes a run-up at a shore path and rushes into the water together with her motorbike to surface on the back of the yacht at the moment when the meanies are alerted by the bike or its sinking sound. She lowers herself into the yacht's back berth to take a little rest and wake up as suspicious noises approach. Natla and a crony are trying to make their way ashore in a boat. One jump into the water and Lara is in pursuit from the yacht....
Part 4 - Atlantis (Level 13: Natla's Mines)
Part 4 - Atlantis

13 - Natla's Mines

Save, weapons and forward - Lara Croft! It would be nice if it were always this easy. This time Lara first has to dive forward and ashore at an old barge and her weapons seem to be missing as well. Well, at least saving is one of the options we have now. So we go ashore at the barge, walk down the tunnel on the right side of the shed and pull the wooden crate away from the entrance to a mine tunnel in front of the mine gate blocked by a drill. The switch behind it is still barred by a wooden door. So back the way to the barge, into the water again and this time emerge at the waterfall, pull ashore and through the following passage to the switch for the wooden door in front of the switch in the mine tunnel from before.

Now Lara Croft can return to this switch and press it too, so that another door opens for us, this time the one after the first switch up the waterfall passage a little higher. Back now to where Lara can get through the now open door, take a running jump over the waterfall behind the red warning barrier and then up to a controller house with a lifted container in front of it, which Lara looks up at and under which lies the first medpack, as we only have little equipment (or armour) left. In the controller box, three fuses or detonators (smile...) are waiting to be used by us as well as a set of magnum clips. Now turn Lara Croft towards the passage from the controller's house on the left to get to a small mine room, where a wooden box can be pushed under the opening in the ceiling so that there is a firm hold when she jumps down later and Lara doesn't get damaged... smile!

From here left through the passage a bit through the mine and we find the first safety breaker, but we can't take it yet. Instead, we go back to the crate just pushed under the ceiling opening and take a running jump from it to the roof of the nearby shed, through which Lara Croft lets herself down. Now go around the corridor to the right until we flip the switch for the boat, which makes it float a bit towards the start of the level, and then continue the corridor and slide down through the hole in the floor onto the crate. Now go back along the corridors, jump into the water at the caution tape and from the boat onto the opposite crate-landing spot. Pull out the first one and push it to the left side, then pull out the second one and push it to the right side, so that Lara can flip the switch behind the NATLA containers for the trolley drill, which now lets the trolley come out of the first NATLA mine room. Now make your way back across the swimming area and left to the shore to the lor'ch that has now come out. Behind it another container can be moved forward so that Lara Croft can climb over it to a set of Uzi clips and the next switch. It opens the passage behind the conveyor belt, where we already saw a fuse. If we now go a bit behind the container downstairs again along the passage we see the first fuse lying in front of us, which Lara Croft takes (if Lara goes further, one of NATLA's cowboys appears and this voice ... "is nothing personal..." and it starts shooting at us), and all the way back to behind the waterfall, which, if the cowboy is present, also separates us from him again if necessary (hopefully for good!... smile). Now we can take the old way again over the warning beam jump and the little safety container in the air (if necessary use the first safety for a first lowering, so that the container slides down a bit) and then continue the way to turn left again at the ceiling box from before to start the conveyor belt behind it, which will bring Lara Croft the second safety in front of the end of the conveyor belt. Take it, Lara Croft! Feel free to use the second safety now. Now back in the jump box room from the branch to the conveyor belt to its far end, where Lara will automatically open a door, behind which a somewhat tricky passage begins. The complicated solution is to jump over the first warning barrier, let the ball roll across from the left and then sprint all the way across the remaining barrier so that Lara can scurry into the tunnel branching off to the right before the second ball appears from behind on the right, because otherwise the second ball blocks the entrance to here. The easier solution is to jump up at the edge right at the entrance in front of the sphere and shimmy to the beginning slope, because then the right sphere is not triggered and Lara can jump to the hole to continue. Back here Lara Croft will now find the last safety catch. Now Lara Croft has to continue through this passage, where just around the corner two balls come rolling towards us, which Lara dodges with well-aimed side-flips so that they don't catch them. Slide down through the following hole in the floor to the previous puzzle with the two balls. If the first one to the right of the entrance has already been triggered with the correct solution, Lara now pulls herself up to its starting position and leaves this safety puzzle through the following passage. If she used the trick earlier, she now only has to trigger the first ball and can then follow the passage, let herself down again at its end by sliding down and now gets back to the fuse box, in which all three fuses (or the last one at the top) are inserted, so that the container can be lowered and Lara has her worldwide unprecedented pistols back, which she now takes from this container. Save? (...smile!). Finally Lara Croft can defend herself against various cowboys etc. again. And she is now in pursuit of Miss Natla and the artefact she shamefully stole from her, the Scion - so we can collect Armor again.

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Part 4 - Atlantis (Level 13: Natla's Mines Continued)
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Now let's start looking for secrets for the eager Tomb Raiders. Let's start right here: climb onto the roof of the lowered container and take a running jump to the shaft in the wall. Immediately on the right, Lara Croft can pull herself into a passage, a door opens and closes behind her - be careful not to slide, because the wooden hatch quickly gives way into a base of flames. Take a running jump from the door to the opening half-left in the wall and collect the medpack and Uzi clips - Secret #1. On the way back, use the wooden hatch to jump onto the way back through the door, which is now open after we have hit the switch at the secret. Lara can take the shortcut around to the right through the passage you jumped into from the container and come back out via a slide at the levee entrance lake.

Next a goodie, the Magnums back. Lara runs from the jetty again along the familiar path on the right to the trolley brought out by the drill and this time runs behind the Natla container again, now to clean up with Natla's cowboy. It's best to stay under cover in the corridor, because the hall has many lava traps (you have to get your pistols from the inventory first, so that you can use them now). Once our "cow" boy is history, Lara Croft will also have her Magnums back (from him). On the way to the second secret we first have to cross the lava lake in front of the "Cow-Boy-Plateau". Hang from the edge of the plateau on the far right and drop down onto the edge platform. From the outer edge slide down to another platform with a medpack and then turn right along two crevasses to a stone spot. From there take a running jump to the last crevice and shimmy across to the right towards the entrance of the tunnel. Here Lara can continue normally through the tunnels to a slide and then you come to an underground lava river. On it Lara Croft jumps from platform to platform through the whole river, of course only using the non-sliding ones, to disappear at the end through the shore corridor to the left, lowering herself down a slide (Ctrl to brace) and jumping over the lava hole (Ctrl and pull up). However, if you are interested in Secret '#2, make a running jump into the tunnel on the right side of the wall when jumping through the lava river at the second pillar. Here Lara immediately pushes the crate forward so that it won't be hit by the ball rolling in from the left. Then push the crate away to the right - Secret #2 - and climb up through the left hole and collect all the goodies up here. Afterwards drop down through the longer tunnel onto the shaft of the ball roll from before (more goodies) to push past the ball and jump back onto the pillars of the lava river and continue the way as described before. (If you have a problem getting past the sphere, go, pull, drop your way back to the spot above the crate and slide through a hole in front of the sphere there).

So now after the lava flow you come to a small hall with a couple of TNT crates (explosive, Tri-Nitro-Toluene, nothing unusual in mines unless it explodes... smile). The last one on the right is movable and Lara pulls it under the opening in the hall at the TNT exit hall on the left in front of a tunnel into the mine to the left, to which she can jump from the crate. Now walk part of the way through the mine to a lava hole, for which I used the left (the right should also work) plane side level as a stopover to jump from it to the opposite end of the lava hole. Then follow the corridor again and we get to the other side of our cow-boy plateau lava lake to get around to the right to the switch (Uzi clips) that Lara Croft had surely seen earlier. Use. A blast occurs at the TNT crates, which Lara now runs back to from here. And now, at the TNT crates, comes the tricky task of getting your Uzis back. Once you have crossed the lava hole again and arrived at the moved TNT crate, you will see that not only have the crates exploded, but the mountain of rubble to the left of them is free. Run over it into an area of a concrete half-pipe where a skater is practising his tricks - "shoot me, doll..." because he has your Uzis. The best thing is to chase him from behind while he's skating and he'll be eaten in a few shots and Lara Croft will have her Uzis back.

For the last secret now a little dive. In the holes of the "half-pipe" (square-pipe would be better said for a skateboard and not a pipe) there is a hole from the entrance at the central intersection to the left, which is filled with water instead of lava. There Lara dives in, through the opening door, collects the goodies - Secret #3 - and on the way back dives up in the passage in front of the door to surface and pull herself over some steps into a tunnel exit above the half pipe. Lara now leaves this again from the central intersection to the left through the tunnel at the end of this pipe section. From the end of the tunnel to the left, Lara has dodged all three "sloping upwards" blocking balls and the one at the top from the left as well, and now uses the tunnel here at the top left to climb up at its end. Over several jumps Lara Croft pulls herself up to a level where dark brown cuboids in brown walls reveal moving blocks. Lara now pushes each of these forward. First two to find a gold door where she lowers herself down to the right of the block she just moved. (You should pull the second block towards you and then into the spot to your right). If you now pull the block on the level below the first gold door towards you, you can go back to the very first dark brown block and move it further, which will reveal the switch on a second gold door that might have been visible at the beginning of the graphic, with which Lara can now open the first gold door above. Return to the floor of the first gold door and now through it. A crate still blocks the way, the gold door that opens when you run on is a kind of camouflage and unimportant, but the switch on the left in the corridor here opens the first gold door downstairs for a certain sequence. So hurry back there (at the first switch!) and run through into the forecourt of the pyramid, where a Pump-Gun-Guy awaits us with the words "Please smile...!". Now Lara Croft, a few side-flips to avoid the Pump-Gun-Muni, and each time - best from the dead spot behind him... smile - hold onto it and he is also history and leaves you the Shotgun. If you now go to the pyramid, you can climb onto the gate from its left pedestal and from here jump up the single notched steps to the very top, then do a side-flip so that Lara can slide down into the jumping ledge on the far right of the pyramid's underside. Here, in the alcove on the right, flip a switch for the two gold doors on the houses in front of the pyramid on the right and left. Slide back down the pyramid to the bottom and enter the golden door on the right to find the pyramid key and some goodies. With this, Lara Croft can now open the pyramid and enter (with all the Secrets?!).

Cutscene:
Miss Natla places the Scion in a designated mechanism and apparatuses are set in motion that seem to hide gruesome secrets. The pyramid shakes and Lara Croft enters the pyramid.
Part 4 - Atlantis (Level 14: Atlantis)
Level 14 - Atlantis

Lara Croft sees some of these devices in front of her and is about to find out what they have hatched. So take the Uzi-Muni that can be found in the pyramid corridor and enter the entrance to the system of the pyramid of Atlantis to get on the trail of someone who apparently must have been an Atlantean ruler himself and who is not interested in possessing the complete Scion for nothing... - Jacqueline Natla. If you walk through the following hall, three of the imaginary creations of Scion abuse break out of the apparatus and attack Lara Croft. The Magnums had the most penetrating effect on me, but the Uzis could also be very good, just a little less efficient. After the first three warm-up fights, Lara Croft runs out of the hall at the back left through the opening door to the upper floor to flip the small switch on the right side of the entrance, then the now free one opposite on the left side of the entrance, which opens the door at the hall exit on the second floor in front on the right, over which Lara opens the switch for the hall exit and now returns to the first floor. By now all the other three creatures should have become free. This is where the second handicap of the carmine creatures becomes apparent - if you run through the hall exit onto the open walkway above the abyss, the carmine creatures that might be chasing you can simply scoop you off any parapet. So not only are they particularly aggressive, hurling fireballs and other ammunition, but they also jostle like bad guys on a tram. The third handicap of the crimps is that if they explode near you, they also damage Lara. So watch out! And now enter the platform after the entrance hall exit. Look up once - all the way to the top Lara Croft will now fight her way up to confront Miss Jacqueline Natla. The first flying crimson is already attacking us on the platform, but it's still pretty stupid and is, like many later, an easy catch from the cover in the passage they can't follow. So cross over to the platform on the right and with caution through the knife trap.

However, if you are interested in all Tomb Raider Secrets again (although no bonus will await you for this at the end of the game, except the excellent statistic of each level), let yourself slide down from the outer edge of the exit platform from the first hall from the hitching (with hold Ctrl) to pull yourself into a passage for Secret #1. Now you can follow the passage and get behind the knife trap, which you would have passed faster without Secret.

In the following room step in front of the jump spot, turn right, to the ridge and jump to the crevice in the wall on the right. Grab, slide down and grab the ledge below to pull yourself into this passage for the switch which opens the door behind the jump spot. Behind the switch, run across the jumping walkway, jump back onto it and now take a running jump over the hole in the walkway to continue through the opened door before the awakening crimson flyer spots us... smile! In the following hall jump onto the big pedestal in the lake.

Dive into the lake and flip the switch for the left door at the back right (it stays open for about 40 seconds). Now return to the big pedestal and jump onto it.

From here, take a running jump over the flat sandstone fields of the slope, avoiding the balls (if necessary, make a first run to defuse the balls - you can still swim back to the big pedestal), so that you can still reach the now open door by sliding down with a side-flip at the back. A short digression to Secret #2? You can flip the timed switch for the left door again in the water. But when you have reached the jumping spot on the right, the flat spot in the sandstone from which you side-flip to land on the door pedestal below after sliding down, simply take two almost invisible flat sandstone jumps to the left and right and then up the slide to the very top so that you can pull yourself right into the rock to some goodies - Secret #2. When the 40-second time limit is over, dive to the switch again and - as the bullets are already disarmed - you can easily make it now, even with Secret #2 in your luggage.

The door for the pedestals on the right is still closed. For them we now enter the hall, run through to the switch at the back right, to which Lara Croft can pull herself up with a jump. Flip the switch for the door on the right. Now back to her and through. Jump over the two waterfalls, collect a medpack and flip the switch in the alcove on the left, which opens the exit from the cave behind the lake with the switch for the right door. Now whichever way, left or right, back and jump left onto the pedestals in front of the exit and into it. Through the following corridor, up some stone steps with a spike hole, a section for diving - switch right in the wall opens hatch for diving through, then resurface. - we come out again at the main hall Atlantis, where we started to climb up at the first Secret. Again a crimson as soon as we go behind the knife trap into the open, which we can best lure and lynch from the cover of the passage behind the knife. After that we jump to the right. You already notice that we now climb higher and higher via such jumping combinations along the big hall with the lava floor, following back sections of the hall.

Now dive again into a large pool with breeding balls on the walls. You will notice a side tunnel exit, which is still blocked by three doors and you can pick up a small medpack at the bottom of the pool for the upcoming fight with the hatched creatures. So step out just opposite the swimming entrance and flip the middle switch. A Carmesian comes close to you. After him, flip the switch on your right - if you are facing the hall from the switch you just flipped - and then the one opposite you in the hall on the left. This will open all three doors from the swim-out. The other two switches will only get you into trouble... smile! So swim through the front exit of the hall (or the swimming area in the pool) through the three doors. Lara now comes to a small fork in the road. Turn right and flip the switch to enter a small hall, from the right level of which a ball immediately rolls down and blocks her way. In order to block it (for the next attempt), Lara pushes the movable stone pedestal right in front of the rolling slope into the hall and then in front of the rolling slope. Now use the red pulsating passage on the left side back, flip the switch again at the fork and the ball will roll (on the second attempt again from the original position) only up to the ashlar pedestal. Continue along the now open way out.

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Part 4 - Atlantis (Level 14: Atlantis Continued)
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Once again Lara Croft crosses the main hall with the lava below. Once again she lures a "crimson" to her in the passage and kills it before jumping to the half-right to reach a new hall with incubators. Into this hall Lara Croft goes so that one by one the two Carmesines are hatched, which she then kills back out of the passage cover.

Now slide down the slope to in front of the spikes - each with a red pulsating field, because Lara Croft can jump there. At the top collect goodies and enter the next crimson spiked hall. First run onto the walkway to lure the first one, trick it and finish it off. Then from the entrance turn left onto the balcony, from here onto the small platform in front. Another Carmesine flies in from the incubator on the left. Kill him from cover, Lara! At the top of this walkway behind the facade still some ammo, then from the platform (both behind the facade are possible) jump over to the red-pulsing main path in the middle behind the dead spot, which we couldn't pass from the hall entrance, as we always slid back upwards. Now we can kill two bullet-throwing Carmesins in their cave from just before the next dead spot on the left. Then jump from the main path to the right parapet, where Lara Croft flips the switch on the right and then (goodies on the ground) reaches the stone on the parapet, which she pushes away, because she just opened the door behind it with the switch. Now we reach the finish front of this hall with crimson stones. Here Lara goes through the usual knife trap again and can now also jump over to the cave of the two bullet-slashing crimps killed earlier. Climbed up the stone steps, collected the goodies - now back to our main hall and jumped to the right over its lava abyss to the next pedestal for a backstage part, after the obligatory crimson killer is history again. (Look up - you can see a big platform, almost hanging freely above the lava floor, on which Lara Croft will have her first boss fight in the next level) This time Lara Croft comes to a big lava pool with stone pedestals in it to jump over. First jump straight onto the pedestal of the passage to the left to change the constellation of the columns with a switch at its end. Now return to the entrance pedestal and from there jump over the stone pedestals to the middle passage where a switch changes the constellation of the columns again. Now jump the rest of the way to the hall exit. After the following passage we first have to kill three Carmesines who come towards us in the hall that rises diagonally upwards. Once we have done that, Lara can step on a differently textured floor tile in the corridor from before, where she could also take cover from the Carmesins, which opens a door on the right side of the ascending corridor, which Lara could already see before. Behind it some goodies - Secret #3.

Continue on the way through the door opening and closing behind Lara Croft. Don't use the switch in front on the right, because it only sends an evil tongue of fire at Lara Croft, which is of course a trap... smile! Instead, pull up behind the closed door (which you have to let close first, of course, because otherwise it blocks the way up... smile again). Now Lara Croft gets back to Atlantis' main hall above the lava pool and - what a miracle! - this time she doesn't have a flying Karmesiner against her. So she crosses the hall half-right again and now into a small hall, from which a Carmesine comes towards us. After him we took the Uzi-Muni from the ground and now through the pipe-arrow-trap and immediately to the side away from the rolling ball and after it again up the ramp into the hall with what Stella described as three thrones.

They are stone blocks set into the fence surrounding the walkway, the left one of which can be pushed forward twice. (Please note the inscriptions on the stone bases - they are the letters as initials for the names of the three Atlantean rulers: Q for Qualopec, T for Tihocan and [above the movable block] N for Natla - a new clue for our final opponent in the game) Once behind the fence, Lara can press one of the two switch trapdoors at the red door in front and then slide down (if necessary by back-flip-pen from hanging on the edge). At the right switch you have to jump over a fire pit and immediately back-flip-pen so that the ball rolls out into it, at the left switch you have to back-flip when hitting the slope to avoid getting caught in the spikes. In both cases, however, then continue and to the left. Press the switch for the red door and get back behind the three-stone-block hall via the pedestal from above. Now go through the red door into the room with the three incubators. First, after closing the door, we meet a crimson rider. After his "passing"...smile we can use the exit switch. If possible, don't wait for the two incubating creatures and don't step on the red pedestals on either side of the door, because they will attract more creatures. After the slide at the bottom of the hall, kill the two creatures if necessary, so that Lara can first admire her counterpart. A creation that makes absolutely the same movements as Lara, only mirror-inverted, and when Lara shoots at it, it simply shoots back... smile, I found this one of the cutest gimmicks of all of "Tomb Raider - The Original". We now have to use a switch to open a pitfall into which we lure the "creation" in order to not let it hinder Lara any further. To do this, Lara Croft first jumps on the dark stone pedestals the two pedestals and from the second one over to the platform (save!). Here now flip the switch that opens the trapdoor with the fire hole for a while. Lara Mirror Creation is now opposite on the sandstone pedestal. Now you have to move quickly. Take a running jump from the platform to the sandstone pedestal, to the second and from there to the sandstone platform and here touch the floor where the floor hole is on the tuff platform. Lara's schizophrenic double is dead. And the exit door is open. (Unfortunately, my double froze at this point for technical reasons - because I had just saved what you shouldn't do at this point! to revive the double, you step onto the slope that has slid down here... smile!).

So now through the exit and onwards and upwards. Uzi clips collected and to a fight with a rider and a jumper. With normal means relatively quickly fought out, Lara can still collect the goodies of the hall and now devote herself to the switches. Both switches on the right and left of the hall have to be flipped so that the drawbridge to the gate is lifted and the gate itself opens. But hurry, Lara, it's a timed mechanism.

So now Lara Croft enters the hall where Jacqueline Natla had earlier, at the beginning of Atlantis, used the complete Scion, stolen from Lara, to animate her creatures.

Collected all the goodies? Then go to the side of the pedestal to the Scion and take it to learn the story of the three Atlantean rulers Qualopec, Tihocan and Natla.

Cutscene:
Natla had stolen the Scion from the other two rulers, used it against their armies and wanted to create creatures that were supposed to be more evolved, but only used the pyramid to create terror (we see the crimson double here again as well). The two righteous Atlantean rulers then freeze Natla with all her limbs, bodily fluids up to her brain in an Atlantean block, which we were already able to admire (often enough?... smile!) in the opening sequence of the game in Los Alamos, New Mexico, where Natla was unfrozen, to stasis.

Lara now meets her adversary Natla at the end. Natla explains to Lara her intention of breeding a new race - "on steroids...", as Lara sarcastically remarks. But the time for an abort has already passed as Natla screams "NO" at Lara's reference to the Scion - a brief scuffle, Natla plunges into the lava pool beneath the Atalantis main hall, not without first animating one of her hideous creatures.
Part 4 - Atlantis (Level 15: The Great Pyramid)
Lara holds onto the creature's platform and the incubator counts down "5... 4... 3... 2... 1!".

Save, weapons and forward Lara Croft!

Level 15 - The Great Pyramid

So now a fighter is released, which crashed the game for me (although I have a very good AMD 2000+) several times just when I revived it. This is partly due to the un-handiness of the original "Tomb Raider" on a new XP system, and partly due to my somewhat run-in configuration, which is why I always like to recommend that any 'Tomb Raider' play a new original game on a completely reformatted machine. For the last part of Lara Croft ("Angel of Darkness") I bought a new computer, took a holiday, a completely new operating system - Windows XP (which I think is the best in this context) - including the latest DirectX (usually included on every game CD, at least for Tomb Raider... smile). Only with completely optimal systems can a modern 1st-person first-person shooter run smoothly, without stuttering, crashing and dying... smile!

Now hop around our "bolide" in circles, taking care that he doesn't scoop you off the edges of the platform onto which Lara, unlike Natla, was able to save herself. From the back, if you catch him there, you can fire enough salvos, after a good 5 minutes the "half bolide" should be history and the exit door from the platform should open (be careful if necessary when he explodes - safe distance!... smile). A good tip for the fight might be to save the game from time to time, because then the progress of the fight is not lost. Collect the Uzi clips around the platform afterwards or in between if necessary. Nevertheless...

From the platform into the corridors. You can go down the ramps right away. Push the stone block forwards, the second time twice, so that you can climb up at the same spot in front of the ramps. At the next fork, first push the stone block down to the right under the switch and then take the other way (straight ahead) to flip the switch now (of course, push the stone block closer beforehand and run around the stone block again now). At the sandstone ramps jump from the non-sliding, i.e. flat fields and at the end through the stone passage (the lava flakes in the air actually only light up the health indicator, but don't really seem to hurt).

However, if you want all the secrets, cross the sandstone ramps with three well-aimed side-flips, first three times on the right side, so that a bridge is set in front of the entrance, which is (generously) timed. Back-ge-side-flip-ped and over it to the goodies - Secret #1. If necessary, flip the switch twice to get the remains of the bridge for the back-flip, then do the described jump along the sandstone levels.

Run up the following passages a bit at a time, roll with "END" and back before the ball rolls off the top. And then enter the collapse slab to clear it, back, then hang on the ledge and slide down and Lara Croft is back down at the scion.

This time Lara Croft finally shatters the Scion with her weapons, causing pyramid-wide explosions. Instead, the door through which we entered the Scion balcony, we open. Through it - three mutants, all of whom we can kill straight away from corridor cover - and then let off the bridge onto the floor, which is now stone. Through the hole in the floor (hang on and slide down) down to the stone platform above the lava. Now make a running jump to the left to the ledge, shimmy all the way to the right, back-flip out of the slide and into the next room, restoring lost health if necessary. Here you can go all the way down the slope to the swinging axe trap. But first go down on the right to trigger the ball on the left so that it rolls off. Now jump left at the axe when it is left and then g-e-h-e-n through the spike fields. Turn left around the corner and up the slope until you are in front of the two-tiered spike fields. Take a running jump onto the collapse slabs and make a running jump over to the opposite rock base. If necessary, a side-flip from the last collapse slab will help.

In the following hall you can get the second secret. To do this, Lara Croft uses the shimmy gap on the left side of the hall, which she reaches from the starting platform by jumping slightly to the right, if she doesn't want to simply use the three sliding pedestals without a secret until she jumps to the shimmy section ahead. Shimmy to the far right for three large medpacks and uzi clips - Secret #2.

To continue, back-flip from this balcony onto the last slide and from there flip onto the column in front of it or jump this way without a secret, so that Lara can now jump out of the lava hole and shimmy to the right.

In the following hall cross the collapsing slabs and in front of the sphere jump right through the axe at the right moment. Then stop for a moment and save. Now slide down the slope on the left (maybe with?!... smile! - forget it!) Medpack, stop again. The next slope on the right Lara slides down and (hopefully, with good timing!) through the hatchet in time to jump over the bullet-flame-pit before the following bullet and pull herself up or land on the other side. Now from this pedestal to the small hall with the medpack in the middle and the exit opposite. Run to the medpack and take it, with the fire tongues coming out. From here you have to jump over the following ones and run to the switch in front of the exit. Now you can use it to open the door.

If you go through, the door closes and two bullets are waiting for Lara Croft. At the first one, jump in time to land close enough to the hole so that it rolls behind you. At the second one, take another run-up and jump so that you hang onto the ledge in front of it, so that it rolls away over you. Then continue right back out of the 2-ball hall.

Congratulations! You did it! Now sit back for a final short movie: Lara runs out of the pyramid just in time. She takes Natla's boat and speeds out to sea as the island explodes.
>>>TOMB RAIDER II COMPLETE WALKTHROUGH<<<
Training Level: Lara's Home
Training level

From the menu screen (main menu) you can select "Lara's House" to enter Lara Croft's Manor for a warm-up workout. The only time Judith Gibbins doesn't say "NO", the Lara-like voice at the beginning tells you that "back from last year's adventure" (part 1) she built herself this training course where she trains her best times. The computer voice guides you through the course when you make mistakes, explains what to do and how. Train the course a few times to find your personal weak points, then times under 1:30 should be the minimum. The first time is always the best time. Personally, I had my limit at 1:21, but I like to use the Manor course as training for my daily fitness in front of the computer, because I always get the necessary stimulation to keep myself athletically attractive and fit and then I like to end up at least at 1:22.

Then, when you're ready to see "the rest of the house and the garden", it's best to enter the castle itself through the door. There is no point in completing the maze if the castle door is still closed. Look around the castle - I have something like that in mind for my personal needs, spacious, stylish and reeking of money. Those who have seen Movie 1 "Tomb Raider" will remember how Lara just smashed her entire castle into shards and rubble to deal with the Illuminati; only to sweep in a bucketful of broken glass the next day... .

So you have a separate music room, a library, an attic, the banqueting hall where you can deposit atmospheric music, the swimming pool with a diving tower where you can try out, for example, the roll in the air ("Köpper"), and the kitchen, and so on.

As an intimate refuge, you still have your bedroom with bathroom and secret room, which you will only open at the end of the game in order to free your manor in a final battle and to give the player, who is impatient to see Lara taking a shower, a discreet surprise, in true Lara style... .

To get to the cellar, you first have to complete the labyrinth in the garden. Enter through the labyrinth door and always take the first turn. Explore the route first until you reach the switch that opens the cellar door and sets a time mechanism in motion. On the way back, you must use all the shortcuts you have memorised to get back quickly enough before the cellar door closes again automatically. A time under 1:10 is a must. The best thing to do after opening the cellar door with the switch is to do a roll (END or NUM-PAD-5) and immediately jump from a standing position so that you land in the ditch and can start running. It's best to light a torch with "-" while you're running so that you don't bump into anything in the dark passage and lose time. The torch can also serve as a guide: if you light it immediately, you have as much time to get back to the cellar door as the torch has to burn - if it goes out, the cellar door closes again. But it can easily be done before that... .

Take a look at the artefacts found on previous expeditions and then start the game itself (Main Menu; Passport; New Game).

There are also reports of various tricks in the training level. Described above is crashing the bed to get a first weapon, the harpoon (infinitely loaded with arrows) to shoot the servant in the heels to make him run away. Similarly, it is interesting to jump up from the outside of the manor, standing under the balcony - SO that part of Lara's figure disappears into the building texture - because after a while Lara lands on the balcony itself (otherwise inaccessible!) and even on top of the roof, where she can get a grenade launcher. Try out these tricks - as described above - as well as Lara's diverse reaction possibilities thoroughly first, if possible with solid times before the actual game. Then start your adventure at the Great Wall of China, to end up right back here in the Manor again later - at the end of the game...
China - Level 1: Great Wall
Level 1 - Great Wall

From the cave entrance slide through the middle of the cave (helicopter flies out at the top) right through the pond left up the stones - shoot the first tiger. Over the single block around the parapet, pull up, over onto the walkway, shoot the second tiger. Jump to the right - on the parapet lies the silver dragon. Return, pull up the blocks. Jump over the opening at the slope, pull up into the first tower of the big wall. Here you can see a piece of the Great Wall of China in front of you (out of the window). This monument, which is about 1000 kilometres long, is supposedly visible from the moon. I like to see the moon from the balcony when I go out for a smoke... !

Slide inside through the drop hole, out the stairs in the water, around and jump over to the door opener. Back through the door onto the Great Wall. Shoot the three eagles. In the middle slide down the slope and jump into the water. Dive, in the tunnel on the right is the guardroom key. Surface, climb out, kill the tiger and return to the Great Wall via the green blocks on the side. Open the door with the key. First shoot the spiders. Red splashes show hits. Climb the ladder to get the Rusty Key at the top (another spider). Go down the ladder, open the door, kill spiders again. Goodies at the side. Pull the stone block and pass through. Slide down into the water. Slide through the line of bullets to the other shore. Climb out, save again to be on the safe side, because now it gets more complicated. Quickly run over the collapse slabs through the sloping hall to the exit on the left, faster than the following stones at any rate. At the bottom of the slope jump over the spike trap into the cellar tunnel below. Unjump the following spikes, maybe taking the goodie in the middle, pull up to the cellar passage out of the wall. Here jump over the collapse plates and knife blades through the passage, in the following hall maybe take the green (jade) dragon, but ultimate fast. Run through the next passage, passing the collapsing plates and spikes as fast as possible. Down into the next cellar. Leave it before the spikes through the cave-in slab. Take the medpack in front of the next two cutting rolls, pass through the rolls into the room with the ropeway. Shoot the spiders on the right. To get the golden dragon, don't use the ropeway for now, but slide down its left edge to an entrance to the passage with the downward shaft, which can be reached via a climbing gap. Hang on, climb down. Personally, I always use this trick: while hanging, briefly release the Ctrl/Strg key and immediately tap it again to hold on - then Lara will drop down a little bit quickly each time. If you do this many times in a row, you will be faster than with the normal stair descent. Down through the passage to the cellar with plants and dinosaurs (two). It is best to run through to the back, avoiding the dinosaurs. Enter the tunnel, collect the gold dragon and the goodies and shoot the dinosaurs from a safe position. Then return to the climbing tunnel, climb up, this time all the way to the top, and jump down to the level of the cable car. Quickly kill the spiders and then cross the gorge with the hanging ropeway. Here now immediately kill the two tigers and through the following passage to the exit door, which will meet you in the first cutscene with a rogue of Marco Bartoli, who, because you ask him for the Dagger of Xian, brings you to the first track - Venice.
Venice - Level 2: Venice
Level 2 - Venice

You will be let into the side entrance of the canal section of Venice, which is always under water, sliding down a stone block. Turn around ("END"), pull out your weapons, move forward. Kill the running dog, also the sniper on the balcony roof frontally from the canal. When running into the woodshed shoot immediately, because the dog and the manslayer will follow again. It is best to keep shooting while jumping back - a cinch! Turn right into the woodshed. As an orientation aid, the torches are always practical for the dark sections of the game (one will follow shortly) - real magnesium torches, which can also be ignited under water. Switch, up wooden ladder, on the second floor from hanging backflip (Alt+Arrow) to land on this second floor. Switch, up again. Shoot in the window. Through second window (shoot in) over roof awning onto sniper balcony. Take the key.

Now go all the way back. Dive through the water channel in front of the wooden shed, under the boat shed door, from the boat right onto the jetty, open the shed door and hatch at the top of the previous shot window. Now back through the water channel, carefully exit at the jetty so that you can kill the next sniper again. Automatic! Now back up the wooden ladders through the shattered window and the now open hatch, kill the dog, through the bridge corridor, flip the switch. This opens a door for Lara Croft at the entrance to the dark part of the channel above. There you go. First shoot the glass pane at the corridor entrance. Take a running jump out of this window to the opposite side, hold on to the awning's edge in flight and pull up. Over the individual awning balconies to the roof hole you have just opened. Switch, the gate below for the cellar canal section is released. Now Lara can drop into the water channel, swim into the boathouse (how long do you hold your breath when diving? ). Pull into the boat and steer through the channel into the gate. Immediately park here on the right (footbridge). In the passage on the right is the silver dragon. Return. Follow the canal with the boat, drop into the deeper part of the canal (with the boat of course), get out at the bottom, dive down and collect the next dragon (gold). Continue with the boat to the next bigger room. Dock here on the left. The boat has to go into the section behind the gate - you can let it go in and jump to the left onto the footbridge. Shoot the glass, kill the sniper and the rat. Flip the switch to close the gate and flood it. Now climb the ladder, dive at the boat and open the front gate with the wall switch. Now take the boat into the inner suburban canals of Venice.

On the right you will only meet a sniper on the footbridge. So first turn left. Drive through the dead boats, land. Cross the wooden crates and the awning onto the bridge. First equip your shotgun. Eliminate the thugs with the dog. From up here, use favourite-gun pistols to kill the sniper at the exit of the level (saves ammo). Run into the courtyard above, kill the next sniper, steel key. Open the door. Downstairs, flip the switch - the first of the two level exit gates is now free - pull back up, kill the next sniper and back into the boat. First disarm the mines at the level exit where the sniper was killed. To do this, sacrifice your first boat. Enter the level exit and jump out at the beginning. Swim back for the second boat. Now swim back from the beginning of the suburban canals and keep right. Pass the sniper and turn right into the channel, immediately left, right again - run over two boats and land. It's best to get something sharp right away, because a racket is coming... . Kill him and his two rats. And inside the now open room flip the switch. The door at the channel before opens. Return there by boat (one channel recursively). Land, get out and take the Iron Key in the room that closes behind you. Climb up the wall bars. At the top quickly finish off the bat with the dog and flip the switch. Go down through the now open door and back to the boat. Watch out for the sniper on the jetty - dive and kill him, otherwise he will be a nuisance. Now return in the boat to the level exit where you have defused the mines. Land and open the room with the iron key. Kill the sniper. Flip the switch for the second level exit. To leave the level, drive back past the room where you found the Iron Key, turn left and enter the door on the right - it closes behind you - then kill the sniper, park the boat so that you don't lose time at the end of the level when you flip the switch. But before that, for the sake of completeness, you should take the jade dragon and goodies from the room above the canal, above the wire mesh fence, where the ramp leads up to. Then the final spurt after flipping the switch with the boat (use the Ctrl key to boost) through the now opened two canal gates and the previously demined level exit into Bartoli's hideout.
Venice - Level 3: Bartoli's Hideout
Level 3 - Bartoli's hideout

Land, kill rats, turn left around the building, kill killers, rats, flip the switch - wait for the next killer (try the grenade launcher... ). Back into the now open building. Kill the sniper on the platform and the one running towards you. Shoot the dogs behind the glass and collect the goodies. Then pass the swordsmen at the window. Run through each one so they don't cut you, they are deadly. At the back flip the switch for the gate at the back of the building. Now go up from the middle of the hall. Jump back two steps in front of the diagonal block (backflip) and then jump up to the wooden edge, pull up. Push out the block, jump over to the sniper balcony. Ammo. Climb the wall bars on the side to the window. On the balcony kill the sniper on the other balcony in preparation for the dragon there (so that the sniper doesn't interfere). Now from the balcony over to the awning. Climb to the left, pull up and backflip onto the balcony behind. Take a running jump from here to the wooden plate and from there take a running jump to the next awning and from there jump with Ctrl/Strg in flight to land on the side entrance. Dogs, be careful!

Up the stairs, clean off a sniper at the door.... ! Flip the switch for the balcony with the silver dragon. Back out of the room with the switch through the window, clean the sniper on the balcony, through the next window, clean the next thugs/dogs. Now through the chimney. Push the stone block, climb up (rat). Jump over at the following blade (also below). Through the fires when they are out - but it is easier to dive underneath. Exit at the last one and go through. Door opens to the ballroom. Snipers and dogs!

In the ballroom jump onto the first, deepest chandelier, from there to the second, jump to the side on the right and flip the switch to open the painting for the key behind. Back to the second chandelier, to the third and up onto the tier. Rats. From the beam (shimmy/up) over to the stone platform. In front of the wall gun, because behind it bat. After him jump onto the wooden pedestal for the switch. Flip it! The chandeliers have changed in turn. Back in front of the wall drop through the hole onto the now high chandelier. Jump down the sequence until you can reach the library key sideways. Before you can now leave the ballroom through the waterfall hole, which you can now reach via the chandeliers back after the switch on the side parapet over the floor border, you should explore this underwater area more thoroughly and collect the gold dragon and open the floor flap for the waterfall hole. To do this, jump from the bottom of the hall onto the side parapet, through the shot window and drop into the water at the wall bars. Dive underwater through the window, take another deep breath and light a magnesium torch. Now dive down through the underwater hole, through the cellar walls to flip the switch on the side at the back (trapdoor) and take the gold dragon and a few grenades with you. Now dive back (timing - it's best to catch your breath at the now open waterfall hole), up the wall bars again, in the hall over the three chandeliers to the top, to the side on the wooden balustrade, switch and on the outer floor to the waterfall hole. Drop into it! Aaaaaaaaaaaaaaaaaaaaaah!!!!!

Once you've reached the bottom, flip the lever and you'll reach the library, which you can now enter with the key found in the painting. With the flipped switch you once again gained access to the underwater area for the gold dragon).

Library. Watch out for the sniper!

There is a switch to flip in the library. Straight through, up over the book walls, backflip, get rid of the rats and flip the switch. Now you come to a now open room (watch out for the sniper on the way back!), in which you climb up the side book wall, jump over to the opposite book wall, up the next one and come through the window to the courtyard. (If you want, you can flip the switch at the entrance door to the room you have to go through later to kill the snipers! - Save yourself a lot of trouble later). So - from the window now down the awning with flip to the other side, the balcony. From here back to the other side onto the roof parapet, from here onto the wall. Now stand at the right edge in the corner and take a running jump to the opposite roof. Grab the edge and pull up. Over the roof, jump onto the opposite wall, so that Lara comes up. Below you will find some goodies. Drop down from the roof to the entrance of the warehouse below to kill the coming sniper immediately. Here you will find the detonation key. Use it to get back to the opposite entrance, which opens automatically - Sniper! Through the window from the main library hall through the door with the switch in front of it - two snipers! (You could already eliminate them before). Cross the courtyard through the door to the detonation switch, which you can reach via the side walkway. Before you insert the detonation key for "kaboom!", go over the wall ledge to the end to the building to be blown up, over the roof through the window and get the green dragon. Now return to the blast switch, insert the key and be careful - Sniper will come after the blast. Now run over the right side wall to the collapsed building at the back. Pull up from the plinth, jump over to the platform, pull up, backflip and leave Bartoli's hideout after the roof passage via the downward slide towards the theatre. If you don't want to blow up the building, after the jade dragon (jade is green, isn't it? - so green dragon = jade dragon) you can also pull yourself over the upper roof (left) to where you would otherwise later slide over the roof passage and down the downward slide into the theatre.
Venice - Level 4: Opera House
Level 4 - Opera House

Stop in front of the crate, as it costs blood. In order to jump to the other side, you first have to open the hatch bottom flap there. To do this, turn left to the stone wall on the other side of the theatre forecourt to activate the switch - so jump into the water, up the ladder on the other side, activate the switch on the platform on the side, make a running jump from the top platform (climb higher) over to the platform on the access side. Start running, jump back to the entrance platform with the swinging crate. Make a running jump over to the now open hatch, equal to the club kill. Ornament Key. Exit through the passage (Sniper!). Take the same way back to the starting platform, from here make a running jump to the right, pull up and jump diagonally over to the platform above the window in front of the right atrium conversion (if you still had time to kill the sniper stabbing you in the back under the entrance platform crate - he leaves ammo, for the automatic, I think). Drop down to the window (Ctrl/Strg to hold while falling), shoot through it, inside. Walk over glass floor shards (shift key to walk). Exit at the back. Go up via ladder and to the suspended slab level above the backyard of the theatre. Take a running jump onto the platforms and keep jumping so that they don't pull you down when you fall. At the end, jump to the right onto the fixed platform when the suspended slab passage is over.

Now the first sniper will be waiting for you on the right above the roof of the theatre. So jump into this theatre starting position of the roof dome. One thug and three snipers, two dogs. Kill them all and pick up their goodies. On one side you reach the roof of the dome. From here jump over to the ledge where the crate swings. Run quickly so that it costs you little blood. Down behind it is a switch that opens the floor trapdoor to the dome entrance into the theatre proper. A thug and a sniper will reappear and leave you goodies after they die. Now jump into the opened floor hatch.

First press the left switch to open the grate on the left, otherwise you won't get in. Down the ladder you can press the switch at the bottom to close the grate again and open the entrance to the theatre. If you explore the platform at the switch, which you will later use to leave this extensive section, the stones you would have to avoid at this point will be triggered. So let them pass so that they don't bother you later. Now climb the ladder again and drop over the entrance to the theatre on the left. Sniper! Goodies! Watch out for the sandbag falling from the ceiling - run! To the right you'll meet a sniper with a dog, to the left you can disarm the two "Dobermans" behind the first one in the back passage near the lift... !

I started my tour through the theatre from the entrance to the right to get down to the stage, lowered myself to the second floor at the hatch in the front corner. Bat and Dog appear in the stalls, easily defeated from up here. The Sniper on the sectioned off part of the second floor is harder to get as he stays at a distance. Now drop down over the first floor to the stalls. Swim through the flooded orchestra floor, over the crate onto the stage. Dog from the left and a sniper, which you could also kill before (before the ditch). 2 sandbags fall from the ceiling, so dodge them! To the right in the following room, where you can continue, you will be greeted by two thugs - goodies. From the back room of the stage another sniper emerges ambush-wise. The sniper from the partitioned part of the second floor can be caught from here, from the stage, by jumping up from a standing position at the edge of the stage and shooting.

Now you can turn your attention to the following part. To the room to the right of the stage. After flipping the switch in the room left of the stage, the grate is free. Climb up, g-e-h over the broken glass and jump over to the climbing crevice - preferably to the middle because of the sandbag. Shimmy left, switch for the footbridge. Return to the footbridge, jump over to the other side, pull up, take a running roll to the top platform with the ratt. Jump past the first sandbag, land at the second one to the right of it, jump to the switch, flip it to clear the floor hatch on the stage (sandbag from above). Slide backwards towards the stage, Ctrl/Strg to hold, drop towards the stage - uses little health efficiently. Now go under the stage through the hatch into the water. Diving straight ahead you will find the relay for the lift on the right, on the wooden plank behind it the switch for the exit. Now dive back from the start on the left and you will find the first secret, the silver dragon, in a swimming channel. Now climb the ladder by the lamp back into the theatre.

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Venice - Level 4: Opera House Continued
CONTINUED FROM PREVIOUS PAGE

On the third, top floor, go into the back passage where the two dogs have already been eliminated. Use the realais on the lift and bring it up with the switch. To get Secret #2, lower the lift again (don't get in!) and jump up the ladder on the right, pull it up and over the broken glass to the gold dragon. To the left of him flip the exit switch and exit through the broken glass, still picking up the uzi clip. Now go back around to the lift. Call up, let it go down and jump in before. When going down, immediately arm yourself (M16? ... ), because two snipers are already waiting in the backyard of the theatre. Flip the switch to send the lift back up and dive into the water. Here pick up the circuit and flip the lever for the exit gate. Surface, rat. Pull up - opposite Sniper! Jump into corridor, rat. Dog. Through corridor, shoot windows, down. At the bottom push the crate through the glass (shoot it!) for later. Now open the steel door, slide down, jump down to the ornament key. Raise the pedestal, jump over to the slope, jump down the slide and then through the shaft to the left (rat!), jump over in front of the rotor blade. Backflip onto the plinth above. Again the same. From here jump across to pick up Secret #3, the Jade Dragon, in the shaft directly in front of the rotor blade. Drop down, backflip up and in the small hall push the wooden crate away to reach the switch and open the door. Now push the crate into the exit hall, underneath the one already placed. Stack both and pull them up from the ledge. Bat from here with M16. Then back through corridor with now sleeping doggie. At the back jump to other side of shaft to return to theatre auditorium. Pick up the ammo and use the ornament key on the side to leave the inside of the theatre through the open hatch. You had already disarmed the stone blocks before. Now flip the switch again so that the grate to the entrance at the dome opens again and you can insert the circuit at the top. Now flip the right switch. The stage backdrop is lifted and releases the exit to the back. So return to the inside of the theatre (as you just did with the grate swinging over the switch at the bottom etc.). Drop down to the stage (be careful, snipers on stage), through the back room exit. Two thugs, one dog. Through the stack of crates at the back, find the crate to pull out to find the switch behind it for the exit up out of this back room. At the top avoid the sandbag and leave the stage roof over the ledge on the right. Jump up to the right to flip the switch which opens the door opposite. Now jump through sandbag (caution is the mother of china!). Equip with weapons, because a little creep is coming now. Drop down into the crate stack storage room. My strategy was to run into the first corridor on the right, because this way you avoid the killer and can kill the dogs while running. You can simply shoot the normal sniper while running. But the best thing is to make it to the small crate at the back to pull yourself up onto the crates at the top. From here you can comfortably eat all the remaining creeps, including the killer. The killer is otherwise very nasty. Now jump over the crate roofs to the right, holding on to the switch at the entrance on your right, which will open the exit door for you (another sniper). If you collect all the ammunition goodies left behind here, you will get the grenade launcher here instead of the grenades - if you don't already have it from the first level. So now leave the theatre in Venice, jump into the plane to be taken to the drilling tower in a beautiful cutscene. You overhear a conversation between Marco Bartoli and one of his assistants (hints about the seraph who is supposed to bequeath power to Marco from his father), Lara is involuntarily stopped and finds herself - with the normal equipment, but without weapons at first - in a wooden crate storage room inside the drilling tower.
Offshore and Sunken Ship - Level 5: Offshore Rig
Level 5 - Offshore Rig

Drilling rigs are a domain for dangerous, explosive and also highly paid and qualified work. So now we see one from the inside...

Lara wakes up disarmed in a box-stacking room that is still closed. Clear away the crates at the back to find the time switch for the exit door. Sprint out. Jump into the water before the running thugs. Dive. At the propeller with the jade dragon behind it is a lever on the left. Pull it to open the door for the channel on the right. Now dive back behind the barrels and keep to the far right, into the channel. Dive through (how long do you usually hold your breath? Me 2 minutes, Lara 1 minute.... ), pull out of the water at the end, through the passage and over the parapet, past the windows, to the switch at the bottom, so that the plane's underside flap opens. Into the water, dive down and in. Switch for propeller. Dive back. Jump from jetty onto propeller (Ctrl/Strg to pull up). On top of the plane through the floor hatch to the longed for 9mm pistols. Now Lara Croft feels more comfortable.

Now you can swim back to the entrance at the wooden crate room. Eliminate two thugs, pick up goodies - the "yellow card". Through the following corridor, let the barrels roll, use the yellow card at the back. Through the next door to the right. Open the revolving door at the top - two goons, one of them comes out of the immediately closing door before the end of the level. Then right - revolving door. 1 bat, easy. Goodies in the team room and on the bunks of the "Drillers". Immediately up left here press the switch, to the front, pull up right and pull left into the hatch.

Slide down the slope backwards, hold with "Ctrl" and "cat-grip" (I call this my technique of letting go and holding on and being faster) to fall down. Move the two boxes so that one is in front of the fires. From it over to the rung ladder. Up. Racket with a "red card". Cross the ladder on the left to reach the silver dragon at the top. Continue along the passage, drop back into the water, now in the water pull the lever to open a back door from the propeller in the dive, dive back there so you can take the jade dragon.

Now back, past the plane, through the windows at the "yellow card" (shoot!) through its opened door. This time on the left. A grenadier with dog, roll barrels, use "Red Card".

Two thugs, one soldier. On the soldier's parapet on the left push the crate in, pull it out from the other side, from here push it again so that it is on the ledge in front of the entrance hole at the top. From the right jump over to the crate, from the crate up into the entrance, around to the right, soldier. In the control room flip the switch. The water basin outside fills up. Through the water basin outside to the other side, behind the tank barrels, flip over the pipes onto the concrete base, flip the switch for the floor hatch in the control room. Return there. Drain through the floor hatch into the underground labyrinth. Around the corner on the right you can see the sniper standing - out-of-control for the moment. On the left you can jump over and make your way over the parapets and edge passages of the underground diving hall. But since you surely want the gold dragon for the sake of completeness, jump into the water and dive. Kill two divers with arrows from the harpoon. On the third concrete base of the pillars in the water you will find the gold dragon.

From the fourth pillar jump to the ladder, pull yourself up, jump over to the playpen with the next fighter, from him you get the Shot-Gun, the good old shotgun, otherwise he will leave you ammo. Jump over to the single standing walkway, from here you can already eliminate the guard opposite with the grenade launcher. Now to the goal of your stay in the underground labyrinth section. Jump over to the last platform, after the later exit, to jump through the glass and get the "green card". With it back to the control room via the exit from before. A sport killer with a bandana... . Use the green card here to open the door to the next hall to be flooded in front of the control room. Press the switch behind you again to get water in the exit, enter the pool and leave the level through the tunnel (lever!). And into "The Depths".
Offshore and Sunken Ship - Level 6: Diving Area
Level 6 - Diving Area

From the entrance jump over the water on the right, grab the ladder, up. In the corner use the switch to stop the valve wheel. Jump back into the water, maybe grenades behind the valve wheel, then flip the lever to open the door, at the edge of the pool. Get out, through door, use grenade launcher to eliminate all friends coming. The door in the corner is only for those who slip during the upcoming task. Jump to the platform of the swinging crane hook, keep right (in case of need on the edge with Ctrl), make a running jump to the second platform, keep right, make a running jump to the footbridge. If necessary, kill the last friend. Goodies collected? - ! Here you get the Uzi, if you haven't had it already. In the next hall, slide down into the sloping hole for the silver dragon. Pull up on the ledge, slide down precisely and jump over to the footbridge opposite above the green magma. Continue left, up the long ladder (nice music - hmmmm...), right into the round room with the floor opening, grenades and automatic muni. Slide down from the left, in the slide Ctrl/Strg to grab the ledge, trap with Ctr/Strg to grab, pull up and kill the comrade. Now to the blue map. To the right of the footbridge at the gap in the fence cross over to the hall floor bulge and touch down with Ctrl/Ctrl, slide into the blue map find hole. Take. Leave the vault through the raised exit hole, back to the long ladder, up again and slide down again to reach the door with the blue card lock on the footbridge. Now you are in the final part of the level you could see earlier with the one fighter when the door closed in front of you.

Run through the corridor first so that you can easily deal with the few enemies (also flamethrowers...). Through the doors with the valve wheels. The one on the helicopter is still closed, so run through the other one. Only a sport killer. The block at the door opens the desk to the code card lock. Now dive into the pool. The door with the two friends is still locked. In the pool you can quickly harpoon the diver, but then you should go back and catch your breath, as there is now a time passage. At the end of the tunnel with the diver from now lever, turn and through the opened door on the right, next lever opens the door in front of the helicopter, which was just closed. Continue diving in a circle, through the automatically opening door and past the dead diver back to the surface. Exit at the small sunken jetty. Now go to the hall where the helicopter takes off. You have probably already opened the valve wheel door. At the top you are greeted by a helicopter taking off, as well as three Bad Guys, which you of course kill immediately... . Go over the helicopter take-off area to the flame goodie puzzle. First flip the switch to the right, then press the switch to the left, so that the flames extinguish themselves for a bit (timing). Now quickly through. Jump at the hatch, otherwise it will turn out to be a pitfall. At the back take the chip, turn. Sprint back and out of the helicopter hangar. With the chip you can now go back to the room with the plunge pool. Insert it at the wall cabinet. In the next room you will kill a flamethrower and a simple fighter before you dive into the depths (the diving tanks on the wall will tell you). If you step on the electronic console at the back of the room before diving, it will automatically open the access to the switch with which you can open the hatch at the bottom of the diving pool for the jade dragon. Following the tunnel, at the bend avoid the deep-sea divers and pull ashore at the edge on the right. From here you can take out our two "combat divers" as well as the two bad-guys on the parapet, which you can't reach yet. Now flip the switch on top of the block and dive back (a "combat swimmer" will follow you). Pull out at the jetty. From the door that has just opened on the block, two more friendly Guys will run towards you, the two friends who were still busy with themselves before the dive. After their unfortunate demise... big, you can flip the switch in the control cabin that moves the concrete slab on the crane hook to the middle above the pool. Jump from the edge of the pool onto the slab and down to the other side, but in such a way that the circular saw blade does not cut you (i.e. sideways from it). To the right of the circular saw with the red card next to it, behind the box, is the switch that opens the level below the helipad in the room with the launched helicopter. Now back to the helipad - that was the passage behind the other valve wheel door. A couple of bad-guys are still coming towards you. Dogs etc. Then jump into the pit level under the helicopter column. Through the passage you come (drop carefully) into the chamber, which is centrally located behind the passage, from where all our action locations just opened up. A fighter awaits you, who leaves you the next chip for the desk to turn off the circular saw. This is quickly followed by a flamethrower, which you should parry with a grenade, otherwise you can quickly get confused when jumping into position.

Now return to the room with the pool, where the circular saw is still blocking the "red card". Jump over again, insert the chip and take the red card.

Now back over the concrete slab or through the pool through the central passageway inside through the door to the room where we had just found the chip for the circular saw on the red card. We can now use this red card here. This opens the passage to the tunnel at the end of the level. You pass the water surface from the dive to the switch for the control room at the circular saw and (picking up goodies!) leave this part of the exit through the straight corridor at the back. Lower left and follow the tunnel - we hear a probably Tibetan monk, namely Brother Chang from Barkhang, chatting with a "brother" - to the light brown platform with the stairs and the two Bad-Guys. After you have eliminated them, you can find the gold dragon in the back room before you talk to Brother Chang. Now Brother Chang tells you that he wants to prevent Marco from finding the seraph in order to find a treasure that is evil. The Tibetan monks have had to take up arms again, which means that their trail should lead us to Tibet, but not until later. And Lara Croft, not without having shot the chief villain Marco Bartoli, leaves "the deep" clinging to the descending submarine to continue even deeper, namely "40 fathoms deep", under water.
Offshore and Sunken Ship - Level 7: 40 Fathoms
Level 7 - 40 fathoms

Dive immediately, following the trail of barrels, they mark the way to the entrance of the shipwreck. Dive down the anchor. Surface for air (the minute dive time should be close to exhaustion - as I said, a healthy person actually holds their breath longer, but they only gave Lara Croft 60 seconds.... ). It is best to harpoon two emerging sharks right here. Then through the hole in the next room and follow the path to a lever in the right corner, which opens another diving hatch. Go through it to finally resurface on a crate on the water surface. Finally air again!

You can drain the water around the crates if you pull yourself up behind the crates into the hall above, flip the switch. Then simply jump from the left to the middle one and then forward to the iron entrance in the hall with the first secret, the silver dragon. A gun-man is quickly killed (in front of the secret, of course... ). If you go towards the trapdoor, it opens downwards. Two grenadiers, one leaves you a medipack (but don't let him lose it on the slope, otherwise it's out-of-reach). On the right in the corner is a jump combination for the crate to jump to the entrance of the next hall. Jump between the two big crates, pull yourself up to the middle crate and do a back-flip. When you hit the second crate, jump forward and land on the last crate for the jump to the exit. Now take a running start and hold on in flight to the exit edge.

Left of the entrance is a switch that opens the door behind the left corner after the long corridor with pipes. Jump over the pipes so that you don't lose time to enter the door. Here you can now dive down and pick up the jade dragon in the underwater hall in the middle left, avoiding the attacking fish. Back.

Now go back into the corridor you just passed through. In the middle you will find a flame pedestal combination. To pass it you have to do the following:

First run into the small passage in the middle of the corridor opposite. In the middle, up the ladder is a switch at the top. It opens a first flame socket switch. Back, turn right from the corridor at one end, past the Secret Water Hall, you will find this switch in the corner on the right. It extinguishes the first two flame pedestals. Quickly track back to them and flip the switch on the second pedestal. This switch in turn opens the hatch to the switch for the last two flame pedestals in the opposite corridor maze corner. Run to it, extinguish the last two flame pedestals. Then return to the switch for the first two flame sockets and turn them off again. Now sprint (running and often jumping) back to the now switched off flame sockets, which you can now just pass. At the end, flip the switch to open the exit to the water tunnel. A barracuda, which you should kill right at the beginning.

Diving up through the hatch you have to complete a time mechanism, but you will also find the gold dragon. Dive through the two hatches to the top level. Flip the switch, immediately dive down with the "END" roll, through both hatches into the now open hatch below, where you will find the gold dragon on the right and have to flip a switch straight ahead to open the exit hatch on the top level above the switch. A few more barracudas will start moving towards you. You have to be quick. Dive through both hatches, you don't have time to kill the fish now. Be at the exit before the minute dive limit, pull up. You can then kill all the nice fish with a grenade from above. Dive back again to see how the time exercise looks now without barracudas. Pat on the back! Continue through the following corridor.

Through the hole you round the following hall to get one floor lower. Drop or slide down from the slope? In this hall you start on the right, where you put a crate under the level from the left corner to climb up. Flip the switch - blast!

Through the opposite exit you will reach a deep hall, which you have to flood first. To do so, in the middle of the just blasted hall, open the hatch near the big trapdoor. Around the hall, jump from the hills right of the biggest one in front of the steel level onto the biggest one and pull yourself up to the switch for the hatch at the bottom of the deep hall.

Now back, perhaps through the big trapdoor, carefully! Up the other hatch, further away from the target exit. Run around it in a circle from the right and climb up to the switch to flood the shaft with the now open hatch.

Now back the way through the blasted hall through the exit to the now flooded hall. Dive. Diver. Harpoons! Into the diving tunnel, out at the end and immediately kill two grenadiers! Switch, exit!
Offshore and Sunken Ship - Level 8: Wreck of the Maria Doria
Level 8 - Wreck of the Maria Doria

Dive down! Harpoon the divers! Surface. Medpack. Slide down and drop from collapse plates. Two grenadiers! So this should now be the wreck of the Maria Doria. Just look at the beautifully rotten inventory of the great hall. Rust, decay. The ship must have been here for at least half a century, but thank God it's populated with bad guys, killers and grenadiers, which Lara knows very well. So you are not alone in this world! How nice to know at the last moment!

Run in the direction of the grenadiers and first push away the three crates so that you have access to the rooms behind them. The first one deep into the free corridor, the second one behind it still into the corridor and the third one so that both entrances are now open. First into the right entrance.

After jumping down eliminate the coming Soldiers Bartolis (or who the hell has positioned these killing machines here again?). Now jump up from the corner of the platform on the right, shimmy along the opening in the stage and eliminate the grenadier there as well. Shimmy to the other side. Take a running jump to the first breaker.

You need three breakers for the hall, which you will reach later by diving in the opposite direction from the entrance hall of the Maria Doria wreck.

Now in the left corner of the hall of the first breaker (note the hatch over the stage parapet from just now, you're about to get through). Through the spikes g-e-h-e-n, in the hole drop/grab into the tunnel pull for the washroom key. Back, jump up opposite, pull up, back to the three crates. This time into the other entrance.

Here you can once again admire the flooded tween decks of the Maria Doria. Wonderful panorama, isn't it? Reminds me somehow of the last Elbe flood - Magdeburg really does have a stable flood system from centuries ago and doesn't look like a duck pond after the snow has melted, when a few more flakes fell and thawed during the winter. At least in my home town, professionals were at work.

Insert the washroom key in the right-hand corner, press the switch on the open door and quickly shoot the fighter away. The switch behind him opens the described hatch at the stage parapet of the hall of the first interrupter. Return via the other entrance to that hall and shimmy back up via the plinth to the hatch on the stage parapet and into the rusty corridor. You will notice a lock at the entrance for which we now have to find a rusty key.

Both valve wheel door spaces open. The first is an empty room, but the second, into which you drop from the shimmy, has an exit leading further. To do this, push the crate from the right to under the switch for the exit, the crate out of the wall at the switch after you have pressed it and opened the door, and climb from it through the exit. Through the corridor and the hall with the closed hatch, centrally, follow the corridor, shoot the grenadier and you will find the rusty key under the movable crate. Push the crate under the switch on the wall and use it to open the door, through which you pull yourself back into the rusty corridor, now to the lock for the rusty key. Go down through the new hatch. First push the crate from the right to the right of the one already standing, so that you can pull the one above out far enough to leave the room later. Now you can push the crate in the wall forward to clear the passage.

Now continue through the passage you have just cleared. You will come to a new corridor area. Run through the corridor, carefully over the collapsing slabs to the right, so that the barrels roll off before Lara has to pass them (otherwise †). On the right is a hole above where Lara pulls herself up to release the barrels, jump down again and press close to the wall to avoid † again. At the top get the Jade Dragon. Down the corridor, turn left and you will come to a grid platform (a fighter is obviously waiting for you). Drop through the hole in the floor onto the barge in the water below, dive down briefly and release the switch on the wall to open a hatch above the barge. From the barge quickly climb back up through the hatch before it closes again. The following exercise is a bit tricky. Go to the two-sided slope on the right and slide down. Before you reach the bottom, jump to the other side and from there back again and back and forth until the floor hatch has closed so that you can find a foothold on it in front of the broken glass in the floor. Now pull up to the switch in the wall tunnel, which opens a hatch to another three-storey hall of Maria-Doria. On the way back you can now use the switch at the entrance to the two-sided slope for the hatch. Get out and leave the grate above the boat in the direction leading out. Turn right to reach the exit where the hatch for the three-storey hall is now open.

Two somewhat Russian-"mushik"-looking warriors shoot at you. No problem from a safe distance with the M16 or the grenade launcher. On the left side is a switch that opens the hatch for the way down to the second floor. On this floor you will find the next, second, breaker. Now flip the switch here, which releases the water under the boat from before. If you run around in a circle to the right, you will find the field that opens the way back up. Quickly run further right to the combination of slopes, from the left of which you jump straight up to the right to pull yourself back up to the third floor. Now you can return to the boat, but lower yourself down carefully, because otherwise Lara would like to die again... . Open the valve wheel hatch on the wall and run up the sloping corridor. Pull yourself up into the rusty corridor. The corridor to the left leads to two floor hatches, the one over the blocks leads back to the room of the first breaker, the second one takes you back to the washroom key room. To open the two floor hatches you should run straight through the rusty corridor. Slide into the floor opening. Two grenadiers, so have grenades ready. Pick up the harpoons and open the two floor hatches with the switch on the wall. If you have already activated the switch on the washroom key lock again (I described it above), both wing doors are now open and you will find the third breaker on the other side. If the two wing doors are still closed, you can lower yourself via the lower of the just opened floor hatches into the washroom key room with the pretty panorama of the flooded ball rooms to press the switch for the two doors again. Once you have the breaker, it's best to lower yourself down here as well, because now you have all three breakers together. Back through "the washroom" (the other hatch exit leads to the room of the first interrupter) past the three shifted wooden boxes you can now pull yourself up through the hole in the ceiling on the right in the corner of this antechamber, at the end of the corridor (Grenadier!) lower yourself into the hole at the entrance hall of Maria-Doria, where you have surely already discovered the secret, the silver dragon.

CONTINUES ON NEXT PAGE
Offshore and Sunken Ship - Level 8: Wreck of the Maria Doria Continued
CONTINUED FROM PREVIOUS PAGE

Now you have all three breakers together. And you can leave the entrance hall of Maria-Doria through the diving tunnel, through which you reach the hall, where you use the three breakers immediately on the right (grenadiers!) so that all the flames go out and you can push the crate under the wall opening. Pull up, switch for the ceiling steel constructions, which will now lower. From the switch, take a running jump onto them. Run over each of their sloping ends to the end and then jump to the next one each time until you exit the room into the wall opening at the end.

From the corridor through the pool of water (barracuda!) pull onto land at one of the two walkways. Fighter!... . Through the corridor to the left. The crate pit contains a switch, which you can't turn on yet. Go to the door with the valve wheel. Behind it is a switch that opens the opposite door for you, but only for a sprint-like period of time. Pass the pressure gauge, looking left at the aquarium hall with the cabin key and the gold secret. Behind the now open door a crate which you have to push in. Torches and the switch for the floor hatch to the aquarium with the cabin key. At the back left again past the valve wheel door to the left, diving all the way down the corridor into the hatch. Dive, to the right behind the hill, where - flanked by barracudas and sharks - you will find the cabin key. Also close to it is Secret #3, the gold dragon. Opposite the dive entrance is another air vent in the ceiling where you will find this secret, and - if you have found all the secrets - a set of hand grenades. Dive back in - Lara has been holding her breath long enough...

Now use the cabin key to open the cabin on the right in the corridor from the two wooden crates that have not moved yet. Flip the switch. The second wooden box at the manometer, or rather the steel lid of it, opens, so that Lara Croft can now get behind the (first) wooden box to push it under the switch for the hatch in the cabin (from before). Switch, back into the cabin, pull up. You are now back in an inner hall of the Maria Doria. First eliminate the two deadly comrades from below. 1 grenade for both together - looks nice and colourful... . Hang from the lower ceiling and let yourself down to the floor at the opposite section of the corridor, the only stable, not glass shard-obstructed floor plate above the underwater section. If you make it, kill the two divers from here, otherwise let yourself into the water and harpoon them...

Now fill up with air (enough for one minute, of course) and dive down towards the stone cliffs underwater, turn left at the first barracuda and then pass the others until you reach the level exit from the wreck of the Maria-Doria.
Offshore and Sunken Ship - Level 9: Quarters
Level 9 - Quarters

Dive forward, on the left is a lever that opens the exit at the top, through which you dive into the quarters. The air is enough. At the top kill the white-shirted fighter. Then enter the room with the cylinder connecting rods. Of course you can eliminate the grenadier at the exit of the connecting rod jumping field from here. Then run to the back left, onto the machine block, because you can see an important lever from there (Lara looks up).

From the machine block down to the front into the tunnel hall with the closed hatch above, left right, into the trench. Three fighters. Kill them all! (If you were asleep before - Dream a little, Dreamer... - you still get the automatic and the harpoon here). When you step out into their corridor, be careful because barrels are rolling towards you, quickly hide in the trench from before until the barrels have passed. Then through the hall on the left onto the slope (you can't reach the switch yet, the room has to be flooded first). From the slope take a running jump straight to the crevice above the flames and shimmy all the way to the right into the safe section. The switch here turns off the flame blocks. Pull up into the next rusty passage, continue up and here at the end flick the switch for the connecting rod mechanism. Slide down through the hole in the floor. Now return to the engine block in front of the connecting rods. Jump onto the first one (jump on - Ctrl/Strg to hold and pull up), from its end to the second, higher one. From there, take a running jump all the way to the fourth. From this fourth connecting rod you can jump over to the right to get the first secret, the silver dragon. Now jump to the exit in front of the connecting rods. You have already killed the grenadier. You can now pick up the automatic muni he left behind. Go through the next passage until you come to the crate at the end, which you can push forward to reveal the floor exit to the switch for the connecting rods on the left. Push it three times so you can go further.

Up here there is another crate to move. Once you have moved the first crate three times, an opening will appear on the left. Through it you can reach the crate, which you have to move to release the jump connection to the connecting rod switch. Now you can slide down here, flip the switch of the connecting rods so that they are in the other four-stroke engine position again (the one from the beginning). You pull yourself back up the jump connection, go back the way you came to the platform from the end of the connecting rods and now jump back the four connecting rods in reverse order to jump over from the end to the switch Lara was watching at the beginning on the engine block. Pull. The burner hall is flooded.

Now from the last connecting rod back to the engine block and through to the ditch and hall with formerly burning plinths, which are now flooded. As you run into the corridor you will see that the hatch up in the ceiling is now open.

Collect air and dive to the previously unreachable switch, which you now pull to open the door at the back of the room. Dive through it (time your dive so that Lara doesn't run out of air... ). Dive down into the larger cave hall. You can finish off the combat diver right now. Then you will find an air hole in the ceiling to breathe in.

Now move forward through the exit of the cave hall to the left, keeping left so that the killer fish doesn't get you. Press the switch and dive back sideways away from it without taking any damage. Emerge in the ceiling through the now open hatch.

Have your weapons ready. The hall with the again rusty texture is big, a fighter is running around on the upper floors. You can catch him very well from down here.

In the middle on the metal strut to the switch for the door opposite behind him. Enter. On the right side there are two switches, flip them both to raise the platforms opposite. Immediately (after flipping the switch, automatically roll ["END"] and make a running jump) jump up to the shimmy plates and shimmy to the right to the switch that releases a similar plate in the rusty-textured hall. Down and out of the switch hall, pull up over the floor plinth, now in the big hall to the back left corner to the jumping combination. Stand in front of the right slope, jump onto the left one, backflip onto the right one and jump forward to the ledge (GRAB, pull up). From here Lara Croft now jumps over the just released slab onto the walkway one level above the ground. Halfway around and moving the crate back one place, you can now jump behind the crate and onto its other side. Here you can shimmy up the brown-textured steel wall to jump off. Go around the closed corridor on the right and make a running jump to the left over to the blue-textured area. Through the corridor, blow away the killer on the right with a grenade.

Here you can also find your second secret. In the right corridor at the end you will see the pit with shards of glass and the gold dragon behind it. Stand on its edge and jump to the ground above, pull yourself up and drop through the collapse plate. Now take the gold dragon and g-e-h through the shards. Jump and pull out high. Now continue through the blue-textured corridor. Down the slope, but be careful at the collapse slab (jump). Down in the water, run over the floor slab to clear the entrance to the last secret. Fish can be harpooned or "grenaded" if necessary, or simply avoided. In the plunge pool after the passage on the left side in the middle is the Jade Dragon. Return and continue through the passage.

Run onto the floor slab and diagonally out onto the ledge. From there side-flip onto the slope, jump down the slide and pull up on the edge to the right. Now cross the slope to the exit in the top right corner. Through the wooden-textured corridors (clean off the grenadier at the slope near the "Mother Theresa" picture), past the gallery to the wooden crate. Pull it out backwards. Now jump from the balcony over the railing, one grenadier and two more behind the corner - easy prey! The pit in front of the level exit is still dry, it has to be watered so that you can reach the footbridge to the passage to the next level. Once you have pulled out the crate in the back left corner, take the theatre key and run back to the crate at the gallery and through it into the theatre. A vest killer is waiting in front of the entrance to the box - blow him away. On the chaise longue is the lock for the theatre. Unlock it. Now enter. Two grenadiers are waiting. One under the box, the other in the box. After them - gentlemen! So you jump up the rows of seats to about the third and over to the box (watch out - another soldier!), where you press the switch for the stage area behind the curtain so that you can get to the back.

Now quickly get onto the stage, backstage ("Förster Grünrock" also wants his part) and up via the retracted crate. Here you can now (be careful at the pit - skip it) press the switch for watering the ditch at the exit of the level.

Now back the way through the theatre (one more grenadier) and swim through the trench, pull out at the footbridge and into the next level.
Offshore and Sunken Ship - Level 10: The Deck
Level 10 - The deck

First turn right and clear the two fighters, the bat and the flamethrower out of the way. After you have collected their goodies (grenades, or the grenade launcher if you didn't have it yet), you can first roughly explore the upper section with several floors here with them to get an overview. But there's nothing to do here yet. We'll start at the bottom.

To do this, go all the way back to the entrance to the level. From here through one of the two concrete wall openings, drop down into the pool deep below you ( Lara: "Aaaaaaaah..."). At the bottom, if necessary, get rid of the two barracudas, which otherwise interfere with diving, and pull ashore on the left, over the stone parapet in a circle around until you find the star key on the pedestal on the right. With it you now dive through the pool and the diving gap along the cave to the right, left and upwards until you can pull yourself ashore in a rusty-textured hull hall in the lower section below the upper floors you have just inspected. Bad Guy. Run around to the right once around the oversized upside-down boat hull wreck in the middle. Next on the right is another flamethrower, easy to kill while running. You can't open the storage shed entrance above the big propeller yet - we'll leave the level here later, but until then there's still a lot of work to do - return around to the three crates with a fourth on the middle one. First push the left one, single to the right, towards the other three. Now you can climb onto it to move the upper crate to the right. Now push the left crate back again, this time two spaces to the left. Now move the middle crate (under which the upper one was) one space to the left - the passage to the door with the star key lock opens in the middle.

Unlock it. Enter. Dive down. Pull the lever on the wall in the middle and dive back in. Out and now into the second rusty textured hull hall with the flamethrower from before - now another Bad-Guy is waiting for you (if you had explored the hatch before, otherwise he might still be waiting downstairs - you can get shotgun shells from him or the shotgun if you didn't have them yet). Drop down the ladder (or just jump down - nothing will happen to Lara) at the opening hatch on the side. At the end of the corridor you can now climb up the ladder - we have just opened the hatch at the top, so you can now flip the switch at the top right to drain the water in the hall behind the star key, so you can now pull out the blue box, which you couldn't do underwater before. Now return to the star-key hall - this time without water. Carefully slide down from the edge of the dive. Get to the blue crate and pull it out twice. Now pull up through the freed passage, on the right. You will land directly behind the big propeller.

Swim straight ahead into the oversized lake in the hall. Here you will find two divers whose oxygen bubbles you can spot from a distance, and later three sharks. Pull ashore on the shallow bank on the left. You cannot get onto the boat from the water. A bad guy (Uzi clips or Uzi and clip). Then right along the shore, jump left into the cave opening. Along the passage turn right twice. At the level where the next Bad-Guy meets you, there is a fork to the left. This climbing route will take you back to the upper levels later. Now, however, first go straight ahead, where at the end, near a medipack, you will come to a drainage hole, through which you can get onto the boat in the middle of the oversized lake. Hang on, drop - costs quite a lot of health, but there is no other way (the medipack was lying next to it...).

Now take the cabin key (+ harpoons) on the boat, finish off the sharks, if you haven't already, and dive again in the other direction of the lake. On the right hand side you will find your first secret in this level, the silver dragon.

At the shore, turn right again, into the tunnel, turn right twice and then left halfway up to make the climb to the top, where you will reach the upper floors ("On Deck") again (jumping over is best).

Explore the four decks. First of all there are some bad guys to kill. One will meet you immediately, the second one is in the back of the top deck, near the goodies in the jump pits. After you have explored everything up here, you can run down the stairs in front on the left, where you will be met by another "wrench-wielding" bad guy. Still from this deck, kill the flamethrower by the swimming pool. This is the best place to finish him off, because he will be hard to get from close range later - as always, the flamethrowers. You can now slide down the slope the Bad Guy climbed with the spanner. Go to the ledge and kill the Bad Guy one level down. Here you can push a crate (goodies behind it) under the third deck level to get back up. There is also a slope on the left side, over which you can jump back up to the top deck level. Now you can go to the swimming pool on this second top deck level to get Secret #2 (another "spanner swinger"). Kill the barracuda from the shore and dive through the opening revealing a diver to the gold dragon. If you now go down one deck, there is a crate to move on each side of the second lowest deck, which you can use to get back up. But you should have already completed the previous tasks here to leave the upper decks now. From the right side of the second lowest deck you can jump sideways diagonally onto a block covered with wooden planks (Ctrl/Strg to land), from here take a running jump onto the block in front of the abyss, from where you can take a running jump onto the upturned hull.

On the right you can already see the jade dragon, but if you jump over to it now, you will have to go all the way back across the lower parts of the level to the upper decks, because there is no way back from the lowest deck level. So best leave this task for later when you will have completed the task with the inner parts of the top floor, which we are leaving for now.

Now jump over to the upside down hull. Lara can do this easily from the right. Jump forward over the hull, hang on to the opposite ledge (camera view to look around with NUM-0) and briefly let go and hold on again to hold on to the climbing gap. Climb to the left, pull out at the man-sized opening. From here take a running jump over to the opening in the rock massif. Continue to the right through the rock corridors to the jumping pedestals, over which you reach the top. Here you will meet two more Bad Guys, one from the right, one from the left, a medipack as a thank you.

Now come out where you can jump over to the roof of the top deck. Jump over. From the roof you can see the big rusty head standing opposite, running edges on both sides - on its upper body you can see a key, for later. Jump right and down through the hatch, which opens automatically. Bad Guy. Around the corner the door to the exit opens, another baddy appears. Now quickly pull the crate out of the wall so you can flip the switch behind it. He opens the front door on this top deck (again) so that you can get to the cabin for which you got the cabin key from the boat in the cave lake. Now you can enter the cabin. Two rows of collapsible slabs are available to you for the way to and from the switch. It opens the door in the back of the uppermost deck, opposite the one where we activated the switch for the cabin antechamber. Now return there (another Bad Guy on the way out).

Through the now open door up the stairs. Pull up the two stone pedestals and turn left into the blue granite passage. Two jumps from and to the high pedestal will take you to the level above the upturned hull of the top deck, where we just saw the storage key lying. So jump down and take the storage key.

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Offshore and Sunken Ship - Level 10: The Deck Continued
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Now it's the easy way back across the top three deck levels to make the diagonal combination across the wooden crate pedestal onto the jump to the large upturned hull with the propeller in the middle of the level. This time we don't jump over, but now get Secret #3, the Jade Dragon, from the right (take a running jump to the crevice and pull in to the right, g-e-h-e-n over the glass shards and take the Jade Dragon and goodies). Now we can glide down again, eliminate the two flamethrowers opposite on the right and leave the lowest deck - as at the beginning of the level - with "Köpper" down into the deep water, dive through the diving spot, out at the hatch on the other side and run around the big overturned hull again. This time to the camp, which we can now open. Take the seraph with which you have decided the race between Marco Bartoli and the monks of the Barkhang Monastery for Lara Croft, which is the end of the level.

A beautiful cutscene lets you return once more to the inside of the drilling tower, start the plane in which you had found your favourite pistols again and set off into the snowy world of Tibet, where Lara suffers a crash, but gets out of the plane in one piece, into the next section in front of the Barkhang Monastery.
Tibet - Level 11: Tibetan Foothills
Level 11 - Tibetan Foothills

So Lara gets the ultimate leather jacket with arm stickers on the plane and saves herself with a small, rectangular "parachute" (the Russian and English word for parachute). Lara stands in her - for me - most beautiful outfit in this game in the snow-covered Tibetan highlands (this outfit is already a real eye-catcher and an orientation basis for the weekend shopping in the supermarket... ). An eagle comes too close to her - pistols!

Now slid down the coming slope, kept left so that you can hop to the right between the two staggered arriving snowballs and then protect yourself left in the small bight from the further large snowballs. Pull forward to the stone edge, run onto the ramp at the top right and jump across through the shattering ice disc. Immediately in the slide jump and hold on to the opposite climbing wall and climb down to the top and right onto the passage to the level start. Two more eagles won't bother Lara Croft to enjoy the beautiful view (if you shoot them... ). Opposite the snow glider you have to go now. To do so, first let yourself slide down backwards from this vantage point, from the following slope as well, holding Ctrl/Strg while falling, and drop down one more level. Here is the entrance into the rock. In the following passage, drop into the water hole and pull out opposite so icicles fall from the ceiling BEFORE you and don't harm you. Further on, in a circle around the waterhole gorge, along the rocks on the right, you will come to two more tunnels in the passage. The one on the right shows you the Silver Dragon, but it's still blocked for you here. So follow the other passage, in the middle of the rocks through a waterhole, avoiding the icicles, or just "defusing" them. At the back left around the waterhole gorge you could now jump back to climb to the starting point of the waterhole gorge, but you jump as soon as you reach the open gorge again to the left, over the slope and over to the medipack you can still pick up. Now you can climb up the ice rocks to reach the snowmobile.

Two Gun-Men are waiting for you as well as another eagle from the air. Once you're done with them, collect their goodies and quickly pick up Secret #1, the Silver Dragon, on the right corner. Now you can board the snowmobile, as always using the arrow keys to steer and the turbo key to accelerate, to jump over the upcoming ramps, of which there will be a few. First through the open tunnel, killing a guardsman along the way, you'll come to a larger courtyard with a large ramp in the middle. From this large ramp you can land (diagonally across the ramp, directing in flight) on the artificial path ridge so you can continue. You now have to get onto a ramp, but it is still blocked by ice blocks. So you should first clear these out of the way by yourself, preferably before the big ramp. To do this, run over the ramp in front of it sideways into the passage from it. Two leopards are also waiting there to be killed. So from the big ramp to the landing area diagonally opposite on the right. You can also land directly on the ridge if you are very good and concentrated. Now turbo (Ctrl/Strg) over the ridge ramp into the just freed gate.

Continue left over the ramp (jump can only be done with turbo). Continue left through the tunnel passage. Dismount at the upcoming fork, take the path on the right, up the ladder, flip the switch that opens the wooden gate on the left to continue. On the way back grenades at the bottom of the ladder and two snipers on the way. Turbo over the hole and down through the now open wooden gate to the left. Continuing along the path, cross a gorge ice bridge (Gunman overrun) and in the following passage more Gun-Men. Before the bridge, dismount to turbo jump. Jump to the right, pick up the Jade Dragon. You can still take care of the two leopards that appear from here. Jump back. Now turbo jump over the gorge and descend on the other side. (If you still want to do the climb down, you can find goodies there and kill three more leopards).

Now driven the gear further. For the next part over the steep slope over the ravine, dismount beforehand and, if necessary, release the first shee balls manually so that they don't hit you when you drive through. Now drive through. Through the corridor to the right into the hall with the ramp all around, for which the middle ramps are still missing, which we still have to fold up, for which we need the key for the lock at the entrance to this ice rink. So go back once more (this can also be done on foot), at the bend near the wooden door you can pull the lever and get back through it (if it is now open) to the cave opposite the steep slope near the ravine from before. However, Lara won't survive the jump over. So once again walk back to the steep slope above the ice ball gorge. The snowmobile remains in the hall with the ramp all around for the time being, for which we now get the key. In the ice ball gorge jump onto the steep slope from the pedestal on the steep slope, SO that we can now slide down backwards and cling to it with Ctrl/Strg while falling, and then climb down the climbing wall below us. Drop into the cave with the (ramp) drawbridge key. Down through the hole in the floor, let the sniper shoot the ice wall clear, then kill him of course, continue into the narrow passage with the wooden gate. Dodge the icicles and then flip the lever by them for the wooden door. This way you'll come to the foot of the already reached part of the big jumping bridge with the jade dragon, which you'll now climb over the climbing wall again to follow the path back to the ramp cave with the drawbridge, for which we now have the key. At the steep slope gorge you simply jump over this time without a snow cart yourself and the rest of the way also runs nicely. Back at the drawbridge hall, use the key to close the bridge. Now drive all the way around the ramp and over the bridge. At the sign "Avalanche danger" watch out for the snowballs rolling down. It's best to sprint through with turbo. In the next hall to the left you first trigger the blast, so that you can now jump over the ice hole with "Turbo" again. On the other side down again, you will now land in the blasted drawbridge hall. Here you get the key for the hut from the beginning, where you had climbed the snowmobile. At the same time, however, a sniper appears on another snowmobile. There are three ways to deal with him:

1. Jump around avoiding him and try to shoot him down.
2. Climb on the ice block by the key, but keep to the edge so he can't run you over (you're within reach of him from all other places) and shoot him down.
3. Continue with your snowmobile immediately after taking the hut key, you'll hang the sniper on his snowmobile at the latest at the next turbo jump - he doesn't have a turbo.

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Tibet - Level 11: Tibetan Foothills Continued
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There's also no point in switching to his admittedly attractive snowmobile, it just doesn't have a turbo and can't get over the jump bridges. I simply left him behind with my turbo bike. So now the way back to the hut from the beginning. At the last gorge before the hall with the big ramp you have to choose the left ramp in your direction of travel this time, otherwise Lara will fall. Go through the hall with the big ramp from the beginning and through the first used tunnel to the place where a ledge blocks your way. From here continue on foot to the hut. You will get a new bike right away. Open the hut with the key you just bought. Inside pick up the goodies and flip the switch to open the wooden door on the side. Three snipers will come in through it. Kill them all, take their goodies and go through the wooden gate. Around the corner you will come to a jumping spot, from where you will drop down from the shimmy. Immediately another sniper on a bike will approach. You save yourself from him on the ice tower in the middle of the hall and shoot him from up there (but don't let his bike stop in an inaccessible place, otherwise you'll have to reload your game). Now take his bike and continue straight ahead through the hall exit. Now ride over the abyss. Choose the way left over the parapet, because you won't make the jump with this turbo-less part anyway. Stop on the other side, dismount, go back and climb down the climbing wall to pick up Secret #3, the Gold Dragon, by dodging the snowballs with a left jump.

Now continue up the passage, then down into the open area. Shoot the two attacking snipers on bikes with "Ctrl/Strg" when you block them from full speed.

Of course you can still drive around a bit and let Lara shoot with the snow mobile. In front of you at the end of the hall is a movable block of ice. Now push it forward, twice or three times. You will come to two more Bad Guys. Shoot them quickly with the M16. If you run forward to the cliff edge, you can shoot the third bad guy at the bottom right. The easiest way out of the level is to take one of the three remaining bikes and fall over the edge into the ice pond. Lara will detach from the bike and you will swim with her to the left to the jetty that will take you out of the level to the left. You can also do this path on foot over the left ledges. Found all the secrets? Then continue to level 12.
Tibet - Level 12: Barkhang Monastery
Level 12 - Barkhang Monastery

This is a more complex level.

Since Barkhang (or Barkang or whatever) is not even in the 30-volume gold edition of Brockhaus, I'm happy to refrain from mentioning Tibetan monk legends - I just don't know Tibet as well as Reinhold Messner or the American refugees from themselves.... (Yeti - Allaaf!)

Right around the corner move carefully towards the fighting monks - they kill the snipers, who otherwise had always left a good impression. But afterwards they proved to be not exactly cavaliers with their lances, because if they get too close to you, they touch you and Lara sensitively says "Aaaaaah!". But you mustn't attack them, because they will be your allies and can kill snipers for you if you lure them onto them - so don't attack the monks at all, otherwise they will all automatically become your enemies.

The large entrance door above the stairs in front of you is still blocked, so first explore the area to the left of the stairs. Now you can climb up a ladder opposite the stairs. At the top is another eagle. After him jump onto the pedestal behind the stairs and from there forward. Grab it and pull it up. Over the sandstone parapet onto the sandstone pedestal above the gate. Shortly slant to the right, then right again onto the sliding pedestal, slide down, fall/grab with Ctrl/Strg and shimmy in the climbing gap to the left. This will take you to the upper parapet of the monastery building. Here you can enter the first room through the first window (shoot it). Through and to the right further, in the corridor on the left another monk is waiting for you (apparently a race that can only be enjoyed with caution - after all, they are supposed to fight for us as our allies), just in the room in front of you comes another sniper from the balcony, which you kill well with a couple of grenade shots. On the balcony more goodies.

Now enter the side corridor in the middle, where a monk was already patrolling. In the room on the right with the two rotating discs you are still missing the key for the door at the back. At the end of the corridor the door leads into the hall. You can get the key for it now. To do so, go left into the room, where you will probably meet another monk. As I said before - don't attack the monks - they can be your allies to get the snipers out of your way.

In the back of this room you'll find a typical Lara Croft climbing ladder to the top, the kind you can pass through on your way back down in seconds with a quick let go and keep grabbing. So climb up to take a look from above at the hall for whose gate you are now to get the key. The monk above comes from a passage into the hall, where you will now find the hall key. Then go around the parapet to the right. At the back into the wall. Beware of a stone ball coming from the right - dodge it to the left. Through its tunnel, in front another ball comes into your path from the left, so jump back. Then pass it into the passage on the right. Go down the next ladder. Down here you can't do anything except push the wooden box in the left wall. Now go all the way down the two ladders with the hall in between from the top back to the middle corridor with the hall entrance. You can now open it with the key. Be careful! Some snipers are already waiting for you. You can try to lure the monks onto them from the corridor if they don't come to your aid by themselves. Or you can bang a few of the grenades you found on them... ! But the best method is the one with dodging and luring the monks. Here in the hall there are many monks and they kill snipers in no time. Always stand on a position so that you do not interfere, then the snipers will not pay attention to you and the monks do their work quickly.

Then first inspect the hall as a whole. In front of the oversized Buddha you will find a passage on the left to an exit hall. You will notice that exactly 5 prayer scrolls are still missing from the side walls. You will now have to get them here. Go into the corridor to the right of the Buddha, another sniper (all in all I had 4 or 5 of them finished off by the monks here - so I soon had a small army of prayer brothers ready to fight, but peaceful to me). In the hall itself (in front of the Buddha) there are two more entrances on the right side and a trapdoor with a key on the left. Now first go into the first entrance (closest to the hall entrance) on the right. Via the first swinging sword you will find the chamber key in a small room with more monks on the left.

Now you can go out of the big hall directly in front of the Buddha on the right into the longer passage. In front on the right you will come to a hall with crates, which, if you leave it at the end via the opening trapdoor, prepares the way to an adventure with about 4-5 of the worst snipers. Lara had problems firing the grenades, reloading medipacks, and of course there was no sign of monks. That's why I put this exercise on the back burner for now.

You can now take care of the Secrets in the longer corridor. At the very end, the last left entrance BEFORE the room with the branch to the left leads you to a small pool. Dive into it and at the opposite exit you will find the Silver Dragon in a diving gap. Swim back and now through the room with the fork to the left. A small skill course:

At the first fire choose a side, wait on the extinguished fire until the respective swinging half is gone and jump into the hole in the ground. Do the same exercise again and at the rotating circle first run through the corridor to the following room, so that you can capture the trapdoor key here. Now return to the rotating circle. This time turn right into the corridor with the various hiding niches, let the circle pass from niche to niche and then jump through the two iron hack doors in time at the end - you will now find the Jade Dragon.

Now you can make your way back past where you found the trapdoor key, through the small pool and down the longer corridor once more back to the Buddha. This time you go all the way around him to the hall with the 5 missing rolls and climb up behind the Buddha in the middle (jump) and pull yourself up to the Gold Dragon.

In front of the Buddha you can now use the red trapdoor key you just found (see above) to open the trapdoor left of the Buddha (facing him on the left) and get behind the big gate that was still locked. So first run to the small switch in the wall on the left, which will open the big gate for you, whereupon another sniper comes forward to be killed by our monks ("Salamm-Maggi!!!"... ). But now you can - after the gate remains open - run up the slope in the opposite direction. You'll come to a larger hall room, where you can continue upstairs as well as downstairs. Now choose the wooden ladder in the alcove in the back left corner for the way up.

At the top, continue on the brown path and cross the bridge (watch out for snipers and crows and probably no monk at hand!). Over the bridge and right to the small monastery pavilion, where the monk also waits patiently until you (preferably with the revolvers) have finished the two crows. Now take a running jump over the slope on the right and the ledge to the pavilion. And through the floor hatch into the interior. Here you will find the first prayer scroll for the hall behind the Buddha, which will later open the place of the seraph for you.

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Tibet - Level 12: Barkhang Monastery Continued
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With the switch back out of the pavilion, you'll see the monk from before fighting a sniper outside. Maybe he won't make it alone. Then you kill the sniper. He will leave you Schroti-Muni. Now go back the way you came, cross the bridge, climb down the wooden ladder on the left, go back through the ascending floor path into the now already open hall door in front of the Buddha, where the snipers have already been eliminated by the monks, this time go right through the original entrance out of the hall again and keep left at the end this time.

Here you can now use the chamber key at the room with the sniper from before to get the roof key in the chamber. With it now back in the passage in front of the hall entrance and this time jumped through the two rotating saw blades in the room on the right you can now open the passage to the roof and take the stairs up to the roof.

Here you first flip the switch in the small alcove on the right to extinguish the flame pedestals in the corridor. Then jump over the extinguished pedestals. In the passage to the left, two snipers and two monks are waiting for you, who will fight each other. In my case Lara Croft had to help a bit. Now flip the switch for the two trapdoors down and go down. At the bottom you'll come to the room at the end of the corridor of the three cutting blades, where you found the chamber key before. At the glazed alcoves you can get (shoot the glass) the two gems. Around the corner, hit the next switch (trapdoor 3) and climb up to the roof again.

This time, turn right after the deleted pedestal passage to insert the first gem.

In the hall behind the opening golden star, pull out the box on the left for the second prayer scroll. Now you can exit the roof in the opposite direction again via the extinguished flame pedestals and down the stairs through the room with the two rotating cutting knives.

This time we turn right again from the Buddha into the longer corridor and take the first door on the right to the smaller antechambers, which led us over the trapdoor in front of the task with the 4 snipers. Before you go that far, you might want to move the first two wooden crates in the stack each to the left at the entrance to find ammo under the second one. I found automatic muni there.

Now anyway over the trap hole and the four snipers done - without monks a bit lurid, but manageable. Shoot the window at the back and head into the courtyard. Here you can open the high door with the small switch for the way back. Now behind the monks in the stone vault on the right, climb the four wooden ladders one after the other to find the third prayer scroll at the top.

Back up the ladders and through the opened high door now again over the trap hole and the longer passage to the right of Buddha. This time, in the large hall, with the Buddha directly in front of us, we take the second small door on the right - opposite the drop hole with the key from the first scroll. The ladder takes us all the way to the top. And we take a running jump over to our Buddha. Over his right hand, his head and his left hand we reach (jumping!) the place of the second gem. This opens the hatch under the Buddha. So take the reverse way back down to in front of the Buddha and jump down into the trap hole directly below him. Here we get behind the exit at the pool of the Silver Dragon, where the monks always disappeared (but we couldn't follow them). We can flip a small switch to open the way to the source of the water in the basin, a small waterfall. From the left we now push the boulder in front of the fall so that the water is blocked and we can jump back over the drain hole into the now dry basin. Behind the wooden crate halfway up (push it aside) we find the fourth prayer scroll. Return to the Buddha's hall. (You can climb up the wooden ladder to the passage level).

Now once again out of the hall entrance into the left door and climbed up to the gallery around the hall, where we had found the hall key at the beginning. Now we go around the whole gallery again and climb through the passages with the now already rolled out balls. This time, however, we go around to the left at the "T" where the second one rolled down and keep climbing up. We come to a pool with a current. Dive in and - not too high, not too deep, try to dive into the hole in the wall at the back right. The best way to do this is to go straight up the middle of the climb and then keep halfway up to the right. We end up at the bar-locked spot we could see from where we found the first pulley. We drop into the deep hole (Lara's well known "Aaaaaaaaaaaaaaaaaaaah!"), light a torch and time'en through the three slamming steel doors. The exit to the right and then up, two snipers and a single monk await us for rescue. So Lara will have to do it herself here again! Then in the hall from which the snipers came, climbed up over the idle flame pedestals, we get the fifth prayer scroll. Now again in the central middle of the now active flame pedestals jumped down (BETWEEN the flames) and outside the crates crazy. Behind the earlier (at the beginning) already crazy crate we get back up, at the rolled down balls over the gallery at the hall of the Buddha, down the ladder, back into the hall and to the Buddha. To the left of him we can now use the 5 prayer scrolls and in the opening hall behind them the seraph (from the previous level). With this we leave this level into the next one.
Tibet - Level 13: Catacombs of Talion
Level 13 - Catacombs of Talion

Talion - anyone else without a 30-volume Gold Edition Brockhaus entry? Monk Latin... .

At the beginning we dodge the falling icicles again (if only they would exist here in Central Europe - once this winter we had a breeze full of snow from the school roof across the street, but now already again 1.2° C outside, so no snow, my g-/loved Lena has a cold and I turned the heating all the way down, because I really long for 40° minus, either the frozen Lake Baikal on a desert island, or... !).

So in front of the big, deep hole, where the Yeti greets us already now from below winking, first left at the gap long shimmied. Behind the stone we find a pack of magnesium flares (also flammable in the Himalayas... !) as well as the Silver Dragon, thus Secret #1.

Now back along the crevice and this time slide off the slope. You can jump over to the walkway on the other side, cling to it, but for now drop down one level, kill the yeti, at the very bottom of the grate flip the switch to open the door at the walkway, let the leopard out and then climb up the wooden ladder over the right ledge, go back to the slope and this time jump over to the walkway, where the leopard will probably already be waiting for you. Kill him! But now the door is open.

Go down the stairs first. At the bottom of the pool explore the territory. Two snipers and two leopards will attack you, kill them all - from the snipers you'll get goodies (for example Uzi-Muni, or - if you haven't had them yet - the Uzis themselves).

Now first go back to the pedestal from the beginning of the hall. From here you can jump onto the snow ramp on the left. If you run a bit towards the snowballs above, they will come loose and roll towards you. Dive down into the hall in front of them, maybe best into the pool - good aim.

Now you can jump from the elevation on the left or the ramp on the right with a long jump onto the ice platform. Then you run to the right over the collapse slabs towards the ladder, which you either jump to (holding Ctrl/Strg) or grab at the end. You climb it to not quite the top to "back-flip" onto another platform. Up here you get the Tibetan mask (flip switch, slide to mask and jump down) and the bottom hatch in the pool in the middle opens. So now go down the other way again to continue through the floor hatch. Before you do that, you might want to look through the grates behind the slope after the hole at the back right of the hall to see what's waiting for you. But now climb on through the hole in the now dry pool. After the spike trap the iron gate, which you can now open with the Tibetan mask.

Beware of the approaching snowballs - immediately jump to the side into the courtyard. Four leopards are also quickly eliminated! In the back right corner of the courtyard is a ladder to a balcony alcove with two grenades and a gate with another Tibetan mask lock. But for that you need this second mask first. So from the large, snowy gate ramp in the center front, jump over to the left, continue at the still-closed door, into the open hall with the ice hole in the center and the fire hedgehog above. Four leopards from both directions and then first right through the passage into the hall with the ice wall. Here turn left behind the rocks and dive into the ice water hole for the second Tibetan mask (you'll get the gong hammer visible behind the grate and through the ice hole in the next level). With it you can now return to the large entrance hall (after the gate with the first Tibetan mask) and use the second mask in the courtyard at the back right. It's dark in this hall, so maybe the one or other magnesium torch will help... . You can climb down to collect goodies in the corners of the hall (grenades on the right or the grenade launcher itself, if you haven't done so yet) or go straight to your task.

Walking around the parapet on the left you will reach a switch in front (via the still open hatch holes) that will open the gates and close the floor hatches. To keep the gates open when you flip the switch for the hatch of the just closed wooden door (with the face on it at the entrance to the left large hall with ice hole, fire hedgehog, ice wall and diving hole), you have to push the stone block from the right into one of the openings (preferably the first one...). Inside, flip the switch to open the wooden door and now quickly kill our four or five yetis with grenades. Then you can leave this hall again.

Right after the door draw your weapon, three more snipers are coming, leaving goodies (among others the automatic, if you don't have it yet, otherwise still ammo for it). Now back into the hall with ice hole, fire hedgehog and ice wall. This time immediately through the now open wooden door and first trigger the snow globes, before which you can run back comfortably and let them roll. And now you can inspect the ice wall hall from above.

Over the ice pedestal on the left to the right to the ladder, pull up. Now drop into the ice water hole at the end on the right. First kill the three attacking fish. From the shore with the harpoon easy prey. Now continue through the ice water hole, following the right bank - disarming three icicle traps - about halfway up the next wooden ladder and back-flip to the jade dragon at the top. Now continue through the ice water holes, pulling up on the single standing rock from the side of the still closed door. From here take a running jump to the next wooden shimmy ladder and - not quite at the top, just below it - back-flip onto the footbridge with the switch for the gate from before.

After the gate is open, go down to it and behind it kill the next leopard and now flip the switch for the big hall gate, so that the big gate at the end of the snow ramp opens in the entrance hall of the first mask. You can see the fire hedgehog still hanging over the ice hole from up here - he's supposed to melt it after all. Now drop down to him (to the ice hole) to choose the shortest possible way.

Back to the main hall, against the gate of the first Tibet mask through the big, now open, gate at the snow ramp. Jump over the gap with the leopards and release the ice balls from the level on the left so that they break through the ice gate on the right. To do this, stand in front of the ramp backwards, do a backflip and jump slightly to the right onto the ramp in front as you come down in front of the approaching ice balls. Now the ice door is free. Through it you come to the last section of Talion's catacombs.

Here there are two "ge-time'te" switches on the floor, the first one triggers the final exit door behind the two now already visible. The second one opens the left door, which leads you into a small room with a spike trap, from which the right door automatically leads out again. First run over the second switch, jump through the time door into the spike hall, g-e-h through the spikes to the right, so that you can pull yourself up on the wall bars to collect the last secret, the gold dragon. Now leave the spikes room again through the left automatic door. Now first trigger the first switch for the back exit, then QUICKLY trigger the second one to jump through the time door on the left, jump over the spike traps and run through the exit door before it closes again. Now climb down the wooden ladder and exit this level with all the secrets and hopefully a good kill ratio and a good total time.
Tibet - Level 14: Ice Palace
Level 14 - Ice Palace

Now you start at a bell, which is the entrance mechanism for a door (wooden door with a face motif). Just shoot it with the shotgun so that it rings, then the door will open.

You will find more such bells here - each as a mechanism.

There are springboards in the floor of the next hall. If you step on them, they will catapult you somewhere to higher floors or simply into the air. Start with the trampoline on the right in the corner towards the entrance. It will take you one floor higher, where you will find a medipack. The three yetis over in the cage still stay in their 4 walls. Therefore drop onto the central trampoline in the middle. It will catapult you to a switch that opens the grate above the cage. On the opposite side, jump down again and you can now (tightly) go through the now open grate. Another medipack and a yeti behind the corner. Kill him! Flip the switch near him, he will lift a playpen in the exit hall. Going back, you will discover a movable block in the wall, which you pull out. In the hall inside you can drop onto an invisible gangway right in the middle and walk on it to your first secret, the gold dragon. Now you can drop into the now open Yeti cell on your way back and clean up with Reinhold Messner's mythical creatures. They will come to meet you in a Yeti-like friendly way... .

After them (!) into the exit hall, where the playpen had lifted. From the side (without weapon in hand) you go on the trampoline and press "Ctrl/Strg" in flight, you land directly on the grid. From here shoot the next bell opposite, the second grate at the exit will open. Now go back and use the last trampoline here (before the very first one forward) to shoot the bell for the first exit door.

Now you can pass the exit. Here again a new trampoline. Again in flight "Ctrl/Strg", you land on a ledge. The next two slopes you can either jump along at an angle, each with flips and backflips, or hang onto one and shimmy to the side, where there is another ledge. This is where it gets a little more complicated. Jump up - another bell visible (for the grate opposite). Now stand towards the bell in front of the sloping ledge on it. Have the shotgun ready, but first unlock the safety. Pull up, backflip, pull out the shotgun while flying and coming up, from the opposite edge after the back- now a normal flip and shoot at the bell while flying (slipping down onto the ledge) - the grate opens. Back over the ledges, at the end do a backflip with a diagonal jump on the following flip to land on the ladder. Up it. Land on the level with the magnesium torch box - a yeti. Now through the hole in the wall. You can already see the silver dragon on the right from here. So go up the slope on the right and back into the room you just saw to get the second secret, the silver dragon. Now go back into the central passage (if necessary pick up a medpack on the left), through the passage into the hall with the three leopards. Here you will get another Tibetan mask. Afterwards you can go back through the central passage, this time on the right through the now open hatch.

You slide down through the hole, over the monastery area from the previous level. Take another look at the beautiful area. You're about to pour the fire hedgehog into the ice.

Drop down through the hole one level below. At the hatches you can carefully drop down to the level below. Some places have spikes underneath (deadly for Lara Croft!). I recommend the first hatch at the entrance, immediately slide down on the left. Before that you could get a medipack from the left back corner of the hall with the floor holes. Now first inspect (best with a magnesium torch to avoid running into the spikes) the hall below. You will find the window alcove with an exit to the balcony. Insert the Tibetan mask you found here. The wooden door with a face on it opens to the left for the wooden bridge. Cross it and turn left to reach the switch that pours the fire hedgehog into the ice hole and thaws it.

Now you can slide over the slanted stones and plunge into the water. Here you will find the Gong Hammer. Right after that two fish appear in the water and two leopards on the shore. Kill them all first (you should have enough harpoons). Then dive through the submarine gate into the hall after that. Avoid the falling icicles and shoot the approaching four or five yetis.

Now you can pick up another medpack in the back right of the hall. On the left you enter a small dark hall (watch out for icicles!) with a yeti and two sets of grenades (or the grenade launcher, if you haven't got it yet). Now right at the found medipack up the stairs and left carefully step into the hall with the snow globes and immediately back to let the first few run off. Let a few run off, then run forward right to the exit from the hall, where the snowballs will follow you. But you are faster, Lara Croft!

In the following ice crevice you slide backwards to the edge, hold on with Ctrl/Strg and shimmy pretty much to the left to pull yourself up again and immediately do a backflip to the opposite edge. From here take a running jump to the opposite ice wall and climb up. At the top you come to a slope, which you slide down backwards while holding on to the slide (Ctrl/Strg) to land at the gong of Talion, where you can now use the gong hammer.

But before that, you should get your last secret here before a beautiful jeep chase cutscene kicks in that will take Lara from Tibet back to China.

So before you hit the gong, first descend from its pedestal to the ice level, go to the very front left here, where you'll see a ladder opposite. You can jump over to it. Drop down it ("spider monkey grip" is faster - Ctrl and drop piece by piece, holding on to it) and then drop down to the left (spike trap on the right) to the switch that will open the entrance door at the small hut on the side of the gong. Now shimmy back up the other way, do a backflip on top of the ice and get the third secret, the Jade Dragon, from the hut.

Equipped like this, you can now (from before - from the left) work your way back to the gong platform to hit the gong. One floor below, the ice window to Talion will become free. Now climb down there to get the talion.

Now you can use the right ascent side to lower yourself back down to the ice platform below and lure the ice monster, the Talion guardian, which you will have finished off with three or four grenades (in his cave you can still collect goodies with a little work) - from the pedestal on the left in front of the gong (with a view of him) this goes completely protected to now enjoy a beautiful cutscene from the early days of Tomb Raider. Lara steals from the Bad Guys Marco Bartolis and drives a jeep and gets back to the Great Wall of China, where she will put the Talion in the castle for the Dagger of Xian.
China (Revisit) - Level 15: Temple of Xian
Level 15 - Temple of Xian

You start inside the wall wings of the Great Wall. Run immediately through the chandelier-flanked corridor sections until you see the Dagger of Xian in the jaws of the symbolic beast in a huge hall in front of you, just like our two grave robbers must have left it in the title cutscene of Tomb Raider 2, sometime in medieval times - doesn't it look more like a spear of the very old Teutons? Long lath at the back, it's not a dagger, is it?

Of course, you won't get it yet. The last three levels will slowly take you to him. When you step onto the rusty platforms, they first make you fall, or rather slide, into the depths. At the second following slide you do a roll in the air while jumping and pull yourself onto the platform to the first secret, the gold dragon. If possible, use the "Ctrl/Strg" key to slide down ridges correctly, so you automatically avoid all obstacles on the never-ending way down to finally dive over waterfalls in a pool of water quickly to the surface. It's best to kill two small fish right away. Then get out sideways at the edge to hear Lara's tasteful "NO" again at the gate lock, for example. Now our real adventure in the temple of Xian begins.

You dive through the lateral passage (there are two) into the entrance hall. Here, for now, there are only two tigers to kill. To the side of the main entrance you will find a catapult that will catapult you upwards (holding Ctrl/Strg while flying). Here you flip the switch for the entrance at the "NO" switch entrance you just found. Now dive back (eagle!) and climb the ladder to the passage. You'll come to a few lava halls.

In the first one, climb down the ladder again, one floor lower, to "grab" your way to the left, where one floor lower again, you can "grab" your way to the right to your second secret, the Silver Dragon. Back and along the edge to the opposite ladder. At the top, from the hall with the spikes, shimmy up, to the right, back-flip onto the slide ledge and immediately jump onto the parapet above the collapse bridge over the lava.

Here you run quickly across the collapse slabs to jump at the end. You slide over a slope, from which you jump sideways to the right just before the end to land in the field WITHOUT spikes. Pull up, to the switch, and the gate in the entrance hall opens. Now you can dive back through the exit passage into the entrance hall to enter the gate of the entrance.

In the entrance hall you can pick up a few more grenades from a warrior (he lets his sh...sword fly when you attack him), then pull yourself up the corridors over the next lava trap.

Here you take a running jump onto the slide and slide through the few slide combinations to pull yourself from the last one in the jump with "Ctrl/Strg" onto the ledge. From the top take a running jump over to the highest pedestal. Slid through the next passage - in the next hall immediately jump to the switch in front, flip it, roll (END) and sprint (jump) back out of this hall into the passage.

Now in the following hallway some dodging combinations from the rolling balls (first to the right into the alcove, at the second to the left into the recess and at the top at the third again down to the left), then pulled up the wooden ladder at the top. At the top in the room where you better light a lamp, flip the switch (Tiger!) to pull into the passage above. Now slide down the shaft via the blade. Down past the two rotating blades into the passage above the entrance hall (two eagles!.. aaaaahhhhh?). Here you can't get any further through the passage for the time being. So turn left to the switch to open the gate opposite. Take a run, roll and sprint over the bridge constructions to get through in time before the gate closes.

In the following passage past the swinging spikes come two switches. First flip the right one, then the left one to extend the floor plates in the following passage and open the door behind it. Just as quickly as flipping the switches, jump through the passage with the collapse plates to sprint through the following lava hall before the following sphere on the run, first jump forward to the platform with the mask, the seal of the dragon, which you can now take.

If you now jump to the right, you come to a passage behind where you found the dragon seal, where you flip a switch (goodies) to activate the pedestals in the hall. Out the other side, slipping down over the pedestal combinations, you can now begin your jump through the lava hall. First two pedestals on the right directly above the lava. From the second one take a running jump to the middle, slide down correctly and jump up to the slope of the slide and from here slide forward to the pedestal in front of where you found the seal mask. From here to the right (which is of course to the left from where the seal mask was found) and to the next pedestal. From here onto another trampoline, which will take you to the slope above the entrance to the Dragon Seal Hall, where you immediately dodge the approaching ball from above with a well-aimed jump, up to the right and from there back again, dodging the next ball. Once you have blocked both balls, you can now turn right (counterclockwise) and make a semicircle over the pedestals to the very top, where you will open the way down behind the top pedestal after pulling out a wall box with a switch.

You have noticed from the pedestal combination the third secret on the balconies above where you found the Seal of the Dragon. So before you start the way down through the opened lattice hole, return once again to the hall of the Dragon's Mask. Slide down the slopes on the right, jumping onto the trampoline below, springing back from it into the air with "Ctrl/Strg" pulling you onto the wooden platform above. Now jump over to the next platform to Secret #3, the Jade Dragon. And after that again over the pedestal plates counterclockwise down the hall to the exit at the top at the back.

Now through the hole opened with the switch down, past the next bast ball, in front on the left, you get back out there (and even have a way up), where you triggered a sword wielder with grenades at the beginning. You can take a closer look at the dead army of the Emperor of China (Secrets? - they are standing in the garages until the end... ). On the subject of China, the only archaeological gem I can think of at the moment is that people in Southeast Asia like to eat dogs. At the last soccer world championship one has saved such a "splendid specimen" from the eating death. Well, dogs... Probably one more reason why Lara Croft shoots saber-toothed tigers and eagles and fish and monsters in these final levels! So here are two more tigers!

Here you can now insert the dragon mask. Another way down opens promptly.

CONTINUES ON NEXT PAGE
China (Revisit) - Level 15: Temple of Xian Continued
CONTINUED FROM PREVIOUS PAGE

Dodged by the rolling knives on the right and left, at the end right down the slide - you flip the three possible switches in the coming room, maybe grab the medpack at the skeletons and poof-di-woof out of the coming down spikes of the ceiling into the room with the water channel system. First, of course, kill the peaceful fish - ...wasn't there a suitable song by Scooter, where the fish was also placed on the altar day in and day out, so that the almond-eyed one could scream "Djigaa" or something like that! Use the switch in the corner to turn off the counter-current in the channel. Now swim through the channel to the lever, flip it, turn off the channel current that is pushing you out, and now swim into the shaft opposite the lever that turned on the channel current. Here you will find another lever next to a medpack, which will raise the water level in front, so that you can quickly dive back again - get air at the air hole in the ceiling above. Now dive there again, this time into the now open shaft right of the previous lever, where you flip the lever to open the big door in front at the very first lever. Now take another breath of air at the water level hole now at the top and swim into the now open hall, here also turn the lever, which this time opens the hatch at the air hole at the top. Surface and enter here. Through the water-filled room with the goodies into the room with the movable spiked wall. Flip the switch here to get ahead before the spikes approach you.

Now swim through the channel, take the Golden Key at the end and maybe a medpack(? ;-)), swim out into the temple entrance hall, where we killed the two tigers and the eagle in front of the main gate. So now you can use the Golden Key. But not at the right smaller gate here, but - diving through the water - at the lock to the big main gate near the pool from the waterfall dive after the slide "Dagger of Xian/Golden Dragon"... .

Here now right into the left door, killed the ornamental fish, flipped the switch and this time swam through the door left from the inside and at the end through the now open hatch out quickly. At the top another ornamental fish and then pulled ashore at the jetty, where you immediately enter the hall combination with the spider monsters. Kill all the spider monsters with grenades first. Now you can make your jump around the hall from the lowest accessible pedestal, so that you can jump from the opposite parapet (spider monsters!) over the high pedestals standing in the middle of the room to the exit. Now from the next hall take a running jump to the key in the middle on the pedestal. This is the silver key. With it you can now take the submerged path back to the temple entrance area to open the smaller door to the right of the main entrance.

Here first jump up the three stone pedestals clinging diagonally, at the second one dodge the bast ball to avoid another bast ball at the top from the following hall, where you can now find some more ammo. Now follow the sideways passage over the temple entrance hall (we couldn't jump onto this bridge before) (eagle!) to eliminate another tiger in the next room. The jump combination from right back-flip'end on the center pedestal and now still quickly in the left chamber over the scroll up, you can if necessary still the slide and ladder to the goodie over the lava down "stab", would have to make then but again the way recursive up to here.

So, pass the swinging knife in the small room here, cross the bridge (eagle!), flip the switch to open the gate leading on. Now run back in rhythm with the swinging knife, still collected the two goodies maybe at him and now backwards back to the center pedestal, from which you will now jump sideways into the passage with the trampolines upwards to create the sloping hall upwards following their momentum. There are four trampoline bases. You stand in front of the first one, back-flip onto it and press only the "Ctrl/Strg" key while flying to get over all four pedestals to the wooden parapet at the top. Where you'll be immediately greeted by eagle Lincoln... - so etch him away before he shoos you from your laboriously gained platform again.

Now you can jump into the just opened gate from your wooden plank. You'll reach a hall filled with lava. Here you first jump to the platform with the small keyhole, where you'll later put in the chamber key.

From there run through the spiked wall ladder before it comes out of the wall and immediately jump onto the pedestal in front on the left and pull yourself up so that you can escape the spikes on the pedestal as well.

From the ladder you jump onto the parapet so that you can climb further up from here. Now there are two more small rooms with spikes coming out of the walls and then you should have reached the top. On this floor is a small passage. Here you can explore the trapdoor that will open later. But first you have to go through the open door (switch), so you can jump around the dragon, from pedestal to pedestal - well time. From the last pedestal you jump onto the dragon track itself. Here you first take the chamber key with you and then lower yourself down the chute, sliding, and jump at the last moment onto the next tangible pedestal. From here you can get back to the entrance platform.

Now you can jump to our chamber key lock. With the key you open the further way to the next dragon slide. But this one is only in case you slip while climbing.

So first jump to the left over this new, small pedestal to the ladder now up. Shimmy upwards until you can jump from the next pedestal (right) to the next ladder again. Here you will find the way to the exit. It goes over the following three ladders always upwards, in each case shortly before the knife blade "back-flipped" and further climbed or jumped.

At the end you reach the level exit on the right.

Cutscene: Here Lara Croft will see the dagger of Xian thrust into Bartoli's heart - so to speak in front of her eyes and nose... .
China (Revisit) - Level 16: Floating Islands
Level 16 - Floating islands

So now you are on the floating islands, so to speak. They are high above the horizon and float in the air, so to speak.

First of all, walk along the footbridge here. A flying warrior will be waiting for you. You can actually avoid him, but you'd better use your grenades, because - flying warriors are stubborn - 3 are enough... !

Now jump from the front of the green to the green slide and let yourself slide down it, best backwards, so that you can press Ctrl/Ctrl while sliding down to hold on to the edge and let yourself fall down from it, where you will land on a pedestal, from which you will get the Mystic Plaque on the pedestal in front of it. Return to the platform from before, now jump over the wall so that you (not waking up the sleeping Warrior) can get back up over the outer ledge to the green pedestal.

This time let yourself forward onto the slide and jump down onto the next slide and from there again to the edge of the brown-textured hall with the switch.

Here you first flip the switch. Through the narrow brown corridor with the locked door to the right you reach the next slide, from which you jump onto the larger platform with two sleeping warriors. One of them is guaranteed to wake up, but maybe both... . The hatch opened by the switch you now jump immediately and get the second Mystic Plaque above. Besides some goodies...

Back down, the next warrior wakes up. But after you've blown him away - quickly jumping from the edge of the wall onto the wooden roof and collecting Secret #1, the Jade Dragon - you drop down to the plum blossom bush-like corner one floor below and hold on to the green. Pull yourself onto the ledge and flip the switch for the way through the other green platforms. Now jump over the gap into the green hole. From here to the next green pedestal. From there turn left and go straight over the other green pedestals until you are above the floor with the brown passage. From up here you can now fight another flying warrior, as well as the second one from the brown floor. Before you jump straight over to the castle platform. (Backwards you could take the way back to the platform with the open hatch at the closed grate gate, in case you forgot something).

Now jump over to the castle platform. Here, after you've pocketed two Uzi Clips collections, you'll insert the two Mystic Plaques. This will open the gate to the castle. A newer Warrior will meet you right at the bridge, which won't take you any further for now, even if you have to kill the Warrior now.

On the right, jump into the diagonal corner to collect the second secret, the Silver Dragon, through the passage. Now turn left onto the green slope. At the top jump over the ball, which of course will roll after you, and slide over to the next green slope, where you simply jump over the coming green ball while running.

Now jump from this ledge to the green platform with the ropeway and let it take you down into the castle. Jump off on the bridge.

In the coming room there is a switch on the left. First a warrior comes towards you, after flipping the switch two more. With this switch you have opened the gate for the cable car. Now turn right to the ropeway. Lowered... . It's best to let yourself slide down the slope, so that you don't slip off the "ropeway"... . Grabbed the opposite wall from the jump to climb up. Up the next ladder and back-ge-'flip' to the green ledge. Now shimmy right along the ledge. From the platform below you can either climb even lower to take another nice medipack (which will of course immediately wake up a green warrior... ) or jump straight up from the platform to get over the roof again right onto the green chute, from which you then jump over to our nice ropeway again, which this time will lead you into the green vault, because the gate is now further open.

Now turn around after the ropeway part, jump to the right onto the green platform. You can easily fight two incoming warriors with grenades - you'll also find ammo on the wall edge on the right, but only after you've placed the small green box under the ledge. Flip the switch at the top. But only once please, otherwise Lara will sink into the green block that has now fallen into the lava. So now quickly jump onto the now sunk green block and flip the next switch, which opens the floor hatch at the back right in the big lava mass, into which you now have to jump. So once again quickly up via the left, please. From the wall, where the grenades lay, take a running jump down into the now open hole in the floor. In the dive maybe still the lying Schroti-Muni, but then straight ahead to the switch for the door above the ropeway end. Now back up and dive through the diving slot, out to the right and flip the next switch so that the three rotating blades turn off. Now you can go through this passage (hopping up) again from the ropeway end to the platform on the right and take a running jump from here up to the new platform, the entrance. In the back part you will get to a platform with a switch over a gap, which opens the invisible door in front of the grate. So now jump back and through the now open door into the area with the two green stone warriors at one gate. You slide down the slope in the middle so that you can flip the switch at the bottom, which will open the bars in front of the knife throwers and the other warrior. Of course you'll kill them all "-end". Now you should be able to reach the small switch behind the two sleeping warriors. To do this, first, after you have "massacred" the two sleeping warriors, wake them up by gently approaching them, and then flip the switch behind them as well, after you have killed them.... so that the exit becomes free. Now the opposite switch, so that you can open the exit above the two still petrified warriors. Now you can climb up the nice big stairs again through the opened black grate, so that you now kill our two warriors who are suddenly no longer petrified. Now through the exit that had just opened and climbed up the climbing wall above the green lava spikes. With backflip and turn-as-you-jump to the opposite climbing wall, climbed up here again and "back-flip-turned" again.... . Get off at the top on the far left and flip onto the walkway to the ropeway, where you are met by one last knife thrower (2, 3 grenades... ). Now you can ride the cable car again. First you have to push the last green block into the middle, so that the flying discs can't hit you and you can reach the cable car from above. With one ride - as Stella wrote so nicely "Indiana Jones style" - you are at the end of the level. If you want to get the last secret of this game before, jump from the green block on the slopes on the side, let yourself go to the opposite edge (jump) and from here back into the gate. At the end of a dark passage lies - quite far to the right - the last golden dragon of Tomb-Raider 2. Back you can now back-flip twice from the gate to jump straight into the finish gate, or take the long way over the ropeway. Anyway, now comes the final real level.
China (Revisit) - Level 17: Lair of the Dragon and Level 18: Epilogue Croft Manor
Level 17 - Lair of the Dragon

Start at the green Warrior by equipping yourself with goodies and killing the one already awake. Here now the switch opposite, kill the coming Warrior and flip the switch at the entrance as well. The way into the forecourt of the dragon's lair is now free. A few more knifemen and off through the black door. Now kill the remaining Knife Throwers so they can give you the last Mystic Badge. With it you can now open the door to the actual dragon's lair. Drop down the slope to your boss.

In the middle of the Dragon's Lair lies Marco Bartoli, who had previously stabbed himself in the heart with the Dagger of Xian. Well, of course, he immediately turns into the dragon. If you ran to him immediately, you should actually be flushed into the plunge pool by the pressure wave of the transformation... . Here you could first collect some goodies, but you know - Lara only dives for a minute and what you haven't collected by then... . Emerge through one of the many openings in the floor and immediately hide behind one of the handy pillars. From this cover you can calmly fire the deadly shots (grenades are probably the most effective) at our little dragon. After a short while he lies down - "fatally shot" - and you are immediately with him and pull the trophy of this adventure instantly from his belly, so that he does not have one last try against you. Now you spurt straight out of the now open door through the corridor with the Dagger of Xian, always dodging the falling debris.

Lara Croft lands outside, at the Great Wall of China. Some bigger and smaller explosions and we are back home... .

Level 18 - At home

Lara wakes up in front of her cozy fireplace, where she normally only sits in her blue short bathrobe, namely on the bed.

In the inventory we have both Xian's dagger and the key for the bedroom closet door - the armory, with which we can now finally reach the ammunition not yet accessible in the training level. Medipacks galore, shotgun shells along with the shotgun itself - collect everything immediately and the first Bad-Guys are already on the spot. The first ones always catch you right away in the bedroom wardrobe. Once you have them, you can jump down over the balcony or slowly down the big staircase. In any case, it's best to make the rounds around the manor once to catch the serial snipers. For the final sniper you can return to the actual apartment, your sleeping quarters with bathroom and balcony. Here you can best finish off the last fighter from Marco Bartoli's brigade, so that Lara Croft - the original voice of Judith Gibbins always says "NO" anyway - asks demonstratively at the end:

"ARE YOU STILL THERE?!!!"

Enjoy the credits, because they should motivate you to keep going yourself....
>>>TOMB RAIDER III COMPLETE WALKTHROUGH<<<
India - Level 1: The Jungle and Level 2: The Ruins
India - Level 1 - The Jungle

As she slides down, Lara grabs the shotgun on the left and the associated ammunition and takes the diamond on the left. It runs along the right edge of the swamp, crosses the clearing and enters the labyrinth, flips the lever, jumps into the water and drifts back to the clearing. There she goes into the now open door and presses the switch, which sets a spike wall in motion, but which is easy to dodge. Lara climbs up the back wall and uses the rope to get to the other side of the bank. She runs through the aisle and presses the switch on the left, whereupon a huge ball rolls towards her, which you can dodge to the left. On the way back, she operates the left switch, which opens a door next to it. At the end of the following path, it finds itself in a clearing with a central hole, which should be avoided due to the spines located there.

Instead, she keeps to the left, crawls through the small corridor, then follows the path to the right and sinks the diamond lying around there. She climbs up the path, enters the room and slides down the side immediately after the entrance, as dangerous spines lurk straight ahead. Once at the bottom, she goes to the left entrance, lights a torch and walks along the wall because of the sting, pulls herself up on the rope at the end of the corridor and lands out of the clearing again. It runs all the way back, passes the spines sideways again and jumps to the other side. On the right wall, she swings all the way to the right, jumps onto the platform and collects the next diamond. Lara goes back the path and continues to the left, climbs up at the end and finds herself in front of a labyrinth, at the end of which there is a switch that she presses again.

Now it's time to run. Our archaeologist, pursued by a bullet, has to go back to the entrance. Since Indiana Jones already mastered this, after the Kuller has rolled by, she runs all the way down, jumps over the wall and enters the jungle through the big gate. Up to the riverbank, Miss Croft keeps to the far left and then goes for a swim until she has found an entrance under water on the right side of the river, which she "swims". Once inside the underground hall, Lara uses the two switches at the end of the jetty and dives down to the next hall. In one corner there is a block that has to be pulled twice, opening a door that leads to another room where another switch is waiting for the operation.

Last but not least, the third switch in the main hall is also pressed, which clears the way into the area with the lion statues. In one of the rear waterfalls there is a corridor with a ladder that leads to a platform that leaves Lara to the right, climbs onto the block and jumps to the rear level. Once in the next room, you have to flip a switch again and jump down again (nothing can happen to Lara). On the second block, it pulls itself up, jumps into the small niche and on to the diamond. After that, water contact is announced again, with a passage under the blocks in the middle of the room. In the end, the Miss Miracle uses the ladder and shoots the monkey who stole the "Indra" key. With the key in your hand, it goes down again and to the big gate, which can now be opened.

India - Level 2 - Temple Ruins

On the right side there is a switch to be pressed that opens a trapdoor into which we jump in. At the end of the aisle, Lara keeps to the right, goes upstairs and finally finds herself in a fairly watery area that invites you to swim - beware of the piranhas! Arriving on the other side, the switch is flipped, which opens an underwater door on the wall into which Lara swims. Once she has mainland under her feet again, climb the left hill and follow the path that takes her back to the beginning of the level and offers a diamond, which of course is taken with her. With a run-up, we then go over the opposite tree to the other side of the bank, where our archaeologist runs to the left and pulls herself up on the rope. In the following corridor, she stays on the right side, as she is once again pursued by a bullet.

As soon as we take it, we have to kill a statue again. Once this is done, Lara goes through the right gate, lights a torch, runs to the switches, presses both and jumps into the hole. Below, she picks up another key and climbs back into the hall. There she runs into the back room, grabs the diamond and jumps into the pool. There it has to swim along the edge, otherwise it would be caught by the suction. At the end, she presses a switch again, takes the third key under the entrance and swims up and uses all the keys on the locks. This opens a gate that leads out of the temple.
India - Level 3: The Ganges and Level 4: Kaliya Caves
India - Level 3 - The Ganges

This level is mostly solved with the quad bike. With the same Lara drives up to the rocky outcrop, which can be skipped at full throttle, which lands on the other bank. On the precipice, the "handbrake trick" works excellently: put on the handbrake, accelerate, release the handbrake and turbo to the other side, where it drives up to a locked door, where it descends, turns around and goes back. She jumps over the next abyss, crawls into the opening and presses the switch. Then it's back to the bike, into the door and to the diamond.

Then she jumps over the river again with a handbrake, climbs onto the platform and goes into the small niche, then crawls to the right and grabs the key. With that it goes all the way back and on the right wall into the next niche, then to the end of the corridor to the keyhole. Here we use the key, climb through the hole on the ceiling at the end of the tunnel and walk to the other side. But beware: on the right is a deadly swamp! In the end, Lara gets the diamond on the right and jumps from the sloping platform to the wall where she pulls herself up. Once at the top, she goes into the opening and jumps from the tree to the next platform on the left.

Behind the following door, she takes the key and runs back to the room with the hole, climbs down and presses the switch that opens a door. In the following courtyard, she climbs onto the block and pulls herself up against the wall. When she arrives at the two locks, she puts the key in the left hole and goes back to the bike, with which she rides through the quicksand and drives through the second gate. Then continue straight ahead to the river, which is skipped. There is again a diamond that Lara inserts and walks through the right aisle. There she climbs on the left rocks, jumps into the water, swims up to the waterfall and leaves the level by climbing up to the right behind the waterfall and following the corridor.

India - Level 4 - Kaliya Caves

Here Lara takes the right aisle, slides down the ramp and flees from the rolling ball at the bottom. After that, it goes to the right, pulls itself up and crawls through the opening until it reaches a purple glowing corridor. Here she keeps to the left and pushes the block standing around to the side. She follows the purple corridor to a hole in the ground, which she climbs down and walks along the green corridor to the next hole. Here Miss Croft lights a torch, skips the hole, takes the diamond and then climbs down. Once at the bottom, she lights the next torch and immediately runs down the aisle and dodges the ball by crawling into the niche. At the end of the tunnel there is another diamond and the first boss, which can be done by jumping back and forth on the platforms and constant shooting. Once this is done, Lara grabs the crystal in the middle of the room and leaves the jungle and goes after...

Nevada - Level 5: Nevada Desert
Nevada - Nevada Desert

Lara's next destination is Nevada:

She runs past the small lake into the cave, where she jumps over the two abysses and finally arrives at a mountain. There she jumps on the rocky outcrops opposite the black box and continues to hop until the path is over. There she jumps down and follows the path, at the end of which she jumps to the other side with a run-up. Once here, she goes straight ahead again to the black box, in whose opening she climbs in. Landed in the water, she swims through the tunnel and finally lands in a valley. Here it jumps again from rock to rock and pulls itself up at the end of the path at the protrusion. Once at the top, she jumps to the opposite side, from there to the slope and on to the snake, which of course has to be done beforehand. At the end of the path there is a hole that offers two alternative paths:

1.) If Lara jumps into the hole, she gets a few bonus items, but has to run all the way up again.

2.) Lara places herself at the edge of the hole, lets herself down two levels with the "Shift" key pressed and then swings to the left. At the end, it pulls itself up, hangs itself on the ceiling and hangs all the way to the left to the two blocks. From there, she jumps onto the right wall next to the waterfall (hold on with "Shift"), pulls herself up and makes a reverse somersault at the very top.

Once on the platform, Lara turns a little to the left, jumps on the opposite rock, pulls herself up and continues to hop until she arrives on the platform in the water. From there she jumps to the shore, climbs on the water wheel on the right, continues straight ahead and jumps into the adjacent pool. There she puts the two levers over and finally swims through the now open corridor between the two yellow blocks, where again two levers await her actuation. Lara then swims through the tunnel, activates the switch at the end of the aisle, and then jumps through the opening on the right. When she walks back down the jetty, she notices that the water wheel is working again.

This climbs down and goes into the second entrance of the cave. Inside, she grabs the key and the diamond, runs out of the cave again and stands on the blocks in front of the waterfall. Here she climbs up the wall, grabs the diamond at the top and activates the explosive device with the help of the key. Attention! From the side, a massive ball suddenly comes rolled up, which Lara has to quickly dodge to the side. After this is overcome, she runs down the cave to the boulder, pulls herself up, turns around and skips the ledges until she reaches a narrow passage, which she has to cross creeping. At the end of the tunnel, Lara is on the edge of a fenced area, where she walks along the fence until she arrives back at a narrow corridor. After crossing it, it jumps over the hole, pulls itself up and then drops into the water.

There she puts two levers over, leaves the water and the cave, then runs straight ahead and enters the left cave. There she goes into the left hut, flips the switch, goes back and jumps backwards out of the cave. Afterwards she runs back to the grotto with the narrow corridor, but this time jumps into the hole. Once at the bottom, she follows the path and climbs into the building on the other side via the rear ladder. There is again a short dive on the agenda, after which Lara jumps over the fence with a start. In the back of the site there is a quad bike, with which Lara drives to the left out of the hall and up the ramp. At the top, she takes the code card, drives back down and to the building with the office (around the corner). In the second room, she uses the map and goes to the next room, where she presses the switch, runs out quickly and rides the bike to the main gate. After the switch there has also been pressed, we continue to the cave with the hut, where Lara only has to drive at full throttle over the red stone ramp, which brings her to the next level...
Nevada - Level 6: High Security Wing
Nevada - High Security Wing
In the cell, Lara first jumps to the window, whereupon a guard arrives, whom she has to track down as quickly as possible. Then she presses the left switch on the wall, whereupon the neighboring cells take care of it, whose occupants take care of the guard. Lara, on the other hand, runs across the bridge and also opens the other cells. In one of the dungeons, there is a passage above the sink, which Lara crawls through to the end, moves the block at the end and finally climbs upwards. The first barbed wire can be skipped, while the second is crossed at walking pace. At the end, Lara presses a switch again, pulls herself up and drops back (with "Shift"). She climbs down the ladder until she sees a corridor on her left.

She walks along it to a floor opening, jumps down and avoids the guard. At the end of the aisle there is a glazed computer room, where you have to press some switches again. She collects some ammunition and a code card from the now murdered security guard, uses the latter at the big gate and runs to the left. There she opens the door and positions the blocks standing around so that she can reach the passage on the ceiling. At the top, she jumps over the pipe and presses the button, runs back to the floor opening and jumps into the now water-filled room where she swims to the other side of the room. In the ceiling there is a passage that leads outside (beware! Do not fall down, as the hobs are quite hot.). There Lara walks along another corridor, jumps over the barbed wire pits, presses the switch and runs back.

This time she can jump into the hole without worries, as the stovetops are now off. The door on the side is opened by means of the switch, then it goes on to the right and then to the left door. Arriving in the room, Lara presses the switch, runs back to the stovetops and climbs up. At the top, it then slides backwards down the slope and holds on to the end with "Shift". Now she swings to the left, crawls along the corridor, climbs up the ladder and follows the corridor to a hatch. At the top, she runs to the right, climbs the wall up and takes care of the guard. Now speed is the order of the day again: Lara runs out and to the left - until an opening in the ground is visible. There she jumps in and presses the switch. A cell is opened, the cellmates take over the guard problem again and we have a new code card.

We use them in the lock behind us, go through the open door and press the switch there. Then it goes out again and to the right to a floor opening, which should not be skipped (too risky). Instead, Lara uses the ladder, does the guard below according to the well-known "release cellmates" principle and then grabs the yellow key and the torches. Then she runs out to the courtyard and uses the key in the door at the back right. The corridor leads her to a hall where Lara jumps into the hole. At the bottom, she immediately presses the switch, after which the guard no longer causes any problems. Lara walks over the parapet, jumps over the laser and shortly afterwards finds herself in a new hall. There she jumps onto the platform and goes up the stairs. From the penultimate stage, she jumps to the lower level and runs from there diagonally upwards into a computer room, where she presses a switch again, whereupon the satellite dish on the roof shifts.

Lara goes through the door to the roof, jumps into the hole in the middle and ends up in the water. Attention! Under no circumstances swim in the middle, otherwise Lara will be chopped up. Instead, she prefers to swim upwards, pulls herself up on the platform, jumps to the left and from there to the green entrance, where she presses a switch again. Then it's back into the cool water, through the wall opening and on the other side through the corridor to a switch. After actuation, Lara climbs up the ladder, goes to the other side of the room, takes the turnoff to the right and pulls herself up at the end of the corridor. At the top there is another key that Lara takes with her, goes back to the first ladder. Around the corner is another computer room where Lara uses the key, climbs the ladder and jumps into the water. There she now swims through the tunnel in the middle and presses the lever, whereupon a door opens. After another short dive, Lara pulls herself up the platform, hops over the laser and swims through the next tunnel. Arriving on the other side, Lara goes into the large hall, climbs over the blocks to the other side, presses the switch and runs into the next room, where -Tataa- a weapon is waiting for the archaeologist.

With this she runs back, in the large hall to the right and then to the left to a new hall, in which the guards willingly move out a blue key after a battle. With this we climb up the ladder, use it in the castle and press the two switches in the next room. Afterwards we walk back to the first hall, use the ladder upwards and hang on the ceiling to the right. Once on the platform, we pull ourselves up, get rid of the security guard of his key, walk back the way and put the key in the hole at the big gate. In the fresh air, Lara gets into the truck from behind and lets him take her to Area 51...
Nevada - Level 7: Area 51
Nevada - Area 51

Once here, Lara runs to the left, presses the switch, crawls through the column and pulls herself up into the following room. Then it goes on to the left, up again and then to the right. After the following room, Lara keeps to the left and presses the switch. Then it goes to the right and down. Once at the bottom, Lara presses the switch and walks down the aisle until she falls one floor down. Below, Lara crawls along the narrow corridor and runs to the left until a grid opens under her. On the left side there is then a passage that leads to another room with a switch, which of course is pressed again. In the next room, she crawls down the corridor to the left. At the subsequent turnoff, she goes to the right to the room with the yellow rocket, takes a run and jumps to the ladder on the other side.

She takes the CD from the following security guard, jumps to the ground and climbs up the ladder. Then she runs straight ahead, climbs down the railing using the ladder and uses the CD with computer in the corner. Lara then climbs the ladder in the back of the room, jumps over the two holes, takes the keys from the guard and lets herself down. She uses the key in the lock on the second ladder, goes back to the rocket room and jumps down there. She crosses the narrow corridor and continues straight ahead until she arrives in a large hall. There she jumps to the corridor with the rail, which she does not touch #m1, as this would result in dissolution phenomena. Instead, she climbs up the left ladder, presses the button at the top, climbs back down and continues to walk until she stands in front of an exit. Here she crawls to the left, climbs the ladder, jumps on the subway-like block and pulls herself up the platform.

Then she hangs along the ceiling until she has solid ground under her feet again, jumps down, jumps over the rails and keeps to the left. In the following "UFO room", Lara simply sprints past the dangers, climbs over the boxes and finds herself in a new hall. Here she climbs onto the central block, jumps to the left platform and presses the button located there. The same fate befalls the switch on the other side, whereupon Lara should now hurry to get through the two now open doors, as they quickly close again. In the following hall, the following switches must be pressed (from the left): two, four and five. After that, Lara runs back to the UFO room and presses the rear switch, climbs up the ladder and just before the end of the ladder a reverse somersault, whereupon she lands on a platform from which it continues to the left.

From the edge of the pedestal, Lara makes another reverse somersault, which gives her the opportunity to board the UFO. There she grabs the code card, runs back to the blue room and lets herself fall into the hole. At the bottom, she presses the button, uses the map with the computer in the computer room, whereupon the rocket starts, which causes Lara to flee to the back room. This must be done quite quickly, otherwise our princess will get too much tan. If the rocket has disappeared, the rocket shaft can be entered. Here Lara climbs to the very top, presses the switch, goes through the door and finally gets into the fresh air. Then she goes to the right room, takes the CD from the guard, and presses the switch. Once this has happened, she turns around, runs out again and jumps into the bottom hole. At the end of the aisle, she climbs up, walks through the UFO room and uses the CD with the computer. After that, she enters the room with the alien, grabs the diamond, goes to the UFO and pulls herself up through the lower opening, goes a few floors higher and grabs the meteorite splinter. This demystifies Area 51 and Lara ends up in the South Seas...
South Seas - Level 8: Coastal Village and Level 9: Crash Site
South Seas - Coastal Village

Lara gets the key at the bottom of the lake, finishes her bathing trip, swims to the beach and slides down the slope. Then she runs straight ahead to the swamp, jumps on the block and from there into the entrance. In the forest, she climbs the rocks, pulls herself up, jumps on the tree on the right and gets the red snake stone from the next tree. From here it jumps onto the rocky outcrop on the left and further into the basin at the bottom right. From here she goes into the corridor behind the waterfall, takes the second snake stone and climbs up the left ladder outside. Once at the very top, she climbs onto the left block, turns around and jumps twice more until she holds the third snake stone in her hands. All three stones are inserted one after the other at the entrance.

After that, Lara runs back to the swamp, turns the lonely wheel on the wall and runs back to the village. There she climbs up over the rock and enters the house by bike, which must also be turned. Then it goes back again, up the ladder and from there into the corridor. From here, Lara jumps onto the left platform, goes right to the opening and jumps to the opposite side. After safely passing through the spines with the "Shift" key pressed, Lara goes straight ahead until a hut appears on the right, which she enters. Inside, she presses the switches, goes back to the fire trap and jumps on the grid above, where the next switch is already lurking at the end of the aisle. Then she goes to the left, presses another button, walks through the open door and jumps into the lake (attention, crocodiles!). Lara dives through the underwater passage, enters the mainland, climbs the ladder and jumps to the opposite house, where she meets a pilot in need.

South Seas - Crash Site

At the swamp area, Lara jumps over the leaves to the other side with the help of the swamp map (see inventory). There she keeps to the right until she arrives at a cave where she pulls herself up and walks along the corridor to the plane wreckage. Here she goes into the right entrance, pulls herself up on the block, jumps down after the small battle and runs in a right direction through the lake. The pilot no longer needs his key, so Lara takes it. Then a T-Rex appears, which can only be done with massive ammunition, so it is wiser to bypass him. So Lara continues to run, presses the side lever, runs to the other side of the lake and also presses the lever there. This action opens a passage that leads Lara into the first cave.

So she runs back to the plane, jumps on the ledge, runs to the right through the heights and suddenly finds herself in a clearing. Here she climbs onto the block and pulls herself upwards with the help of the plant (a liana?). At the top, the well-known reverse somersault takes place again, followed by a forward jump, so that Lara lands on a tree. Continue to the right ledge, up the tree and straight ahead to the dinosaur corpse. This is quite useful, because when Lara shoots her, the piranhas in the water are not busy with her, but with the carcass. So she can safely swim to the other side, enter the building and flip the three switches. After that, she pulls herself up, gets the next key and runs back to the plane. Behind him, she jumps onto the platform, hangs along the branch and drops at the ladder. She climbs up it, continues to swing straight ahead until it is no longer possible.

So she jumps into the floor gap with the "Shift" key pressed, climbs down, swings to the left, pulls herself up and crawls into the niche. She then climbs onto the block, jumps to the ceiling and dangles to the entrance of the large hall. She then lets herself fall, runs around the corner, presses the switch and runs back to the entrance. Here she pulls herself up again, hangs herself to the end of the path and lets herself fall down one floor. Lara pulls herself up, enters the left opening and presses the switch. Continue to the block with the diamonds, and from there to the next switch. After that, Lara hangs on the branch again, hangs herself up to the wall and climbs down to it.

Shortly before the end, the reverse jump takes place again, which transports Lara directly to a platform including a lever. After this has been pulled again, Lara jumps again against the wall and climbs to the right into the niche. From the slope it jumps backwards, so that it lands on a platform that leads back to a slope load via a corridor. In the end, Lara jumps on the tree, from there on the roof of the plane and into the opening. In the cockpit, she uses the keys of the pilots, runs to the rear and jumps into the hatch. The switch there opens the rear of the aircraft and extends a cannon with which Lara turns off the approaching dinosaurs. Once this has been done, all that remains is to smash the wall on the left side. After that, the way is clear, Lara jumps over the river, climbs to the top and gets to the ...

The good old dinosaurs are also back - and annoying as ever
South Seas - Level 10: Madubu Gorge and Level 11: Temple of Puna
South Seas - Madubu Gorge

Here she runs to the right, jumps on the following platform, descends two flights of stairs and jumps on the block in the water. From there it hops to the other bank, swings to the left to the other side of the bank. There it jumps to the edge of the ground so that it can swing to the right. From here she takes a few steps forward, runs into the aisle (beware of the spines!) and activates the switch. After that, she runs back to the spines, hangs herself on the wall and climbs up to the door, jumps to the waterfall and jumps to the ceiling behind it. A hangelei later, she climbs onto the blocks, slides down the slope and hops on the next rock while sliding. Here she pulls herself up, jumps into the niche and follows the corridor.

The arrows can be bypassed crawling, so that Lara finally comes out behind the waterfall. Here she hangs herself again on the ceiling, hangs herself in the back left corner and lets herself fall into the opening. Then she turns to the left, climbs up the wall and jumps into the kayak in the following water basin. A few rapids later, she lands in a hall where she paddles left against the current until she reaches calm waters. She leaves the kayak, goes upstairs and drops onto the platform at the end of the aisle. From here it jumps to the ceiling, drops on the next level and drops a few platforms further down one floor. From here it goes back over the ceiling to the right, from where Lara jumps to the opposite wall and climbs to the top left.

In the subsequent cave, she climbs down, avoids the balls by ducking at the base of the stairs and continues to the ramp. Here she has to run to the end and jump quickly to the left, otherwise the Kuller is faster. Continue straight ahead, she jumps on the right platform at the water, climbs to the left on the wall and runs to the next level. She continues to jump until she comes to the cable car, which takes her to a room full of heads. On this she climbs upwards, presses the lever on the left, runs back and takes the left turn. This leads back to the kayak, which is shortly afterwards caught by a whirlpool and lands in a hall. Underwater there is a lever that Lara operates, then climbs out of the water and enters the Puna Temple through the door.

South Seas - Temple of Puna

In the temple, Lara runs to the right until she reaches a hall with rotating knives, which she simply avoids. She presses the buttons on the wall, runs to the other side, presses the buttons there, grabs the diamond and leaves the room. She slides down the following slope, presses all three levers and jumps into the hole in the next room. Then she runs to the left, pulls the lever and sprints out of the hall and to the right, as there is again a ball on her. Then she runs to the right to the boss. When he turns to her, she has to dodge the four flashes by jumping and then fire at him on all the pipes. The following lizard must also be done as quickly as possible, after which the boss himself becomes active again and the whole action starts all over again. Sooner or later, however, he takes up arms and the meteorite splinter is ours.

After all the sun, Lara is now drawn to the...
London - Level 12: Thames Quay
London - Thames Quay

Through the next roof, Lara reaches a platform, pulls herself up, makes a reverse somersault and thereby reaches a protrusion on which she presses the button that makes another platform appear. Then she uses the cable car, drops to the second floor and swings to the right to the new, green level. At the top, she goes into the room and to the left, where she jumps on the plate. Over the broken platform it goes only in the Sauseschritt, whereby it jumps off at the last moment and thus gets stuck at the edge. She pulls herself up, kills the guard carrying a key and walks back the path, turns left and jumps onto the lower platform. Then she falls down another floor using the "Shift" key, presses the switch and falls one floor lower. From there, she can jump to the ground and get the diamond in the corner behind the blocks.

Then she presses the switch in the other corner of the room and climbs up the grid, then runs back to the edge of the roof and jumps first to the lower protrusion and from there to the walls opposite. She leaves the room and presses the switch outside, which again extends a platform. She falls down one floor again, climbs into the purple tunnel and crawls to the other side of the building. Once there, she jumps straight to the button on the other side and presses it, whereupon a switch is exposed. Then she crawls back through the tunnel, jumps from the left platform to the lower roof, whereupon she slides to the ground, where a crystal awaits its transport. Above the boxes, Lara climbs the ladder of many ladders up to the roof, jumps to the top of the opposite platform and from there over the courtyard to the roof. On the right wall she swings to the right, pulls herself up at the end, goes down the aisle to the right, jumps to the other side and presses the switch.

After that, she turns around, jumps on the elevator and from there into the niche where the found key is used. She crawls into the open door, takes the diamond, presses the button, goes back and jumps back on the elevator. From there we continue to the platform below and, once at the bottom, along the long tunnel. In the fresh air, Madam pulls herself up and jumps into the hole at the top. A slide later, she grabs the diamond, goes straight ahead and jumps back into the hole. In the following room, she uses the lever on the wall, runs to the end of the corridor, jumps into the cool water and pulls the lever there as well. Then she runs back to the previous stick and pulls it again. Then it's back into the corridor, but only to the turnoff, where Lara jumps back into the water and swims around the water screws with a zigzag pattern. Then she leaves the pool, enters the right tunnel and goes to the end of it.

Attention!

Do not touch the robot, otherwise it will explode! He can easily be bypassed by Lara sneaking past him on the edge. Then she goes to the back of the following room, presses the light-giving switch and runs back to the grid, which she carefully pulls out (because of the patrolling robot) until the robot lands in the switch box. After the short circuit, a hatch opens, Lara leaves the room and climbs up the ladder. Back in the initial room, she presses the new switch, pulls the lever again, runs behind the aisle and jumps into the water basin. On the left there is a reddish passage that leads to another pool where we swim to the other side.

We press the button and the alarm is triggered. So we go back, at the now empty pool to the left to the grids on the ceiling, where we hang to the other side until we reach a room with a diamond. We jump into the hole, land in a water hall, walk back to the switch boxes and press the third button. Lara then crosses the rear water hall again to the alarm room, where she swims through the underwater hatch and arrives in a tunnel with a light current until she arrives at a cathedral. Once there, she climbs the ladder, takes the diamond, jumps on the next ladder and finally reaches the roof. Here she jumps on the platform at the crane, from there on the right roof and works her way up with the help of the protrusion on the left side. Once at the top, she goes through the corridor to the other side of the building and leaves the section.
London - Level 13: Aldwych
London - Aldwych

Lara leaves the pool, follows the aisle, enters a ticket hall and jumps on the last machine. From there she reaches a platform, pulls on the grid, runs further to the left jumps into the hole and lands back in the hall. Here Lara pulls herself up on the machine on the block, goes to the other hole and carefully descends it. Downstairs, she finds a key and presses the switch, whereupon the door opens and she lands back in the main room. But this time she goes to the rear subway shaft, jumps on the tracks and runs to the left. Attention! If it does, Lara has to hide in a niche as soon as possible, because subways are bad for her health. At the end, Madam jumps on the boxes, continues on the pile next to the entrance and gets the diamond.

Then it goes back to the first stack, from there to the left corner, then into the hole between the boxes, where she presses the switch. Then she climbs out of the hole, jumps to the grid and pulls herself up. At the top, she jumps backwards and lands on a small platform, from where she then climbs onto the box, turns around and jumps to the upper grid. A slope later, she drops at the end and lands on another platform, which she walks along to a slope. There it turns around and drops backwards with the "Shift" key pressed, whereupon it lands on a ledge, falls one floor lower, jumps to the left and then makes a reverse somersault. The whole thing has to happen very quickly, because the platforms are very brittle. Downstairs, she goes to the back room, climbs onto the box, grabs the diamond behind the column and jumps from the box to the niche.

Along the corridor there is again a slope that leads to a grid, from where Lara makes a reverse somersault and lands again on a ledge on which a switch has to be pressed. After that, she jumps back onto the grid, climbs up and makes a forward jump. After that, it runs straight ahead until it reaches a holey grid, where it simply drops, runs to the hole and jumps in. She climbs up the boxes to the bike, jumps on the bike and gets the key in the niche. She goes straight ahead and lands at the entrance to the tracks, where she collects the coin, opens the door with the key, bags all the objects there, presses the button and runs back again. There it pulls itself up through the hatch, goes through the right aisle and pulls out the block at the bottom, which opens the upper hatch. So Lara climbs all the way back to the top, jumps into the hole and crawls through the aisle until she arrives at two switches, initially only pressing the right one.

Then she immediately runs up, right, left and then in the hall to the right entrance. This must all happen very quickly, otherwise the door will close and the whole action may be repeated! Once in the room, Lara presses the switch on the right side, slides down the aisle, goes straight ahead and presses the right button again, but this time runs into the middle entrance. Then she runs into the corridor at the top left, presses the right switch there and drops into the lower room, where this time she presses the left button and runs to the left door. Behind it is a water basin, where Lara first hops on the cuboid and then on the grid, where she hangs along to the other side and drops there. There she grabs diamond and keys, jumps into the water and swims into the corridor, coming out at the end of the ticket hall. There she goes to the unlit machine, puts the coin in the slot and takes the ticket herself.

Afterwards she runs through the various entrances at the subway shaft, then onto the tracks and follows the shady guy into the niche. There she presses the button, goes back to the tracks, into the other niche and moves there on the button, whereupon a door opens. At the end of the aisle, she presses the right button, goes back and into the right tunnel, presses the left button there and then back to the first turn. There she goes straight ahead, left, left, right and then left again until she reaches the hall with the sacred objects. She uses the two keys in the locks, after which a chamber opens. Lara runs (beware! The bridge is brittle!), grabs the hammer lying around and jumps into the water-filled hole in the corner, where it swims along to the end of the aisle.

Again on dry land, she jumps onto the block, then on to the opposite side, from where she drops onto the grid. Here she climbs onto the block, hangs herself on the grid and hangs herself to the other entrance. Here, at the end of the tunnel, she uses the ticket at the vending machine, which opens a door that Lara passes through and keeps to the right. After the stairs, she opens the door with the hammer, presses the switch, goes into the left shaft, jumps into the hole and crawls along the corridor at the end of which she climbs through the upper hatch and presses another switch. Then she goes through the just opened hatch, crawls on to the hall, runs there twice to the right and ends this section by jumping into the hole.
London - Level 14: Lud's Gate and Level 15: Downtown
London - Lud's Gate

Lara follows the guy to the water basin, continues to the grid, climbs up, crawls halfway down the path and pulls herself upwards. Then she walks down the corridor, lets herself fall and shifts the block in the next room until a ringing can be heard. Then she presses the button on the door, takes the next turn to the right and comes into an Egyptian-inspired room, where she pushes the block to the exit and climbs up over it. In the upper aisle, it then jumps down, goes to the right, turns left shortly before the end of the tunnel, jumps onto the platform and from there to the switch. After actuation, she goes back to the blocks and hangs along the boards. On the right side there is a switch, after which Lara squeezes through the small hatch between the exit. At the slide, she jumps onto the opposite platform, drops and finally lands in the water.

Here she swims to the right, pulls the lever, goes back through the now open hatch and presses the button again in the next room. Then it's back into the water, to the left through the hatch and in the right tunnel to the next lever. Lara then swims back to a narrow corridor, where she kills the guard and takes her key. Then she goes to the back, jumps into the canal and swims up to a hall with many small chambers, where she first gasps for air in the upper left corner. Then she dives to the top right, grabs a diving suit and submarine, swims into the green room and presses the lever there, as well as the switch above. Finally, a lever is still waiting in the red room for its use. Attention!

Always take a look at the oxygen display! Then she swims into the first right aisle, flips a switch again at the end of the tunnel, jumps from one platform to another to a room with three hammers that can be circumnavigated with the right timing. Then she pulls herself up, jumps to the right to the ceiling and hangs to the left. She climbs into the waterfall, uses the key in the lock at the end of the corridor, takes the diamond and presses the button. Then she swims back to the underwater hall, dives through the hatch in the purple chamber and skips all the platforms again up to a passage in the ceiling where she pulls herself up. In the corridor she jumps to the opposite wall, pulls herself into the niche, goes through it and repeats the whole last action, so that she can also leave this section.

London - Downtown

Lara leaves the office through the back door and climbs up the big block with the Lightning Lady, hangs herself on the ceiling and hangs herself to the other end, where she lets herself fall. There she crawls onto the next block, from there onto the bridge and presses the button. After that, she runs back, pulls herself up the platform, jumps on and climbs to the next footbridge. Here she runs to the end, goes through the niche, turns around and pulls herself up. After that, she jumps to the next level and shoots at the box, which energizes the bridge with the lightning lady. After this has been done, Lara climbs on the box, jumps to the other side, presses the button and grabs the artifact. That would also end London.
South Pole - Level 16: Antarctica, Level 17: RX Techs Mine and Level 18: The Forgotten City of Tinnos
South Pole - Antarctica

After the crash, Lara jumps over the ice floe to the hut, hops to the other side of the shore and swims to the next platform. Then she climbs the right blocks of ice, hangs herself on the ceiling and drops over the ship. There she follows the gear, presses the switch in the engine room and jumps into the hatch. At the end of the following gear, she activates the switch, goes through the door, jumps into the hole and presses the switch at the end of the ship, whereupon the yellow motorboat is launched into the water. Lara runs back, jumps to the upper level, presses the switch and jumps to the boat at the ship's protrusion. With this she sails to the left side of the ship, drives through the canal and jumps on the block next to the hut at the following building. Here she hangs herself on the grids and hangs herself to the end of the path.

Then she runs straight ahead and jumps into the pool with the pipe. At the other end, she climbs the ladder, turns the second and fourth wheels and climbs up another ladder. In the engine room, she pulls the lever, runs outside to the left to the barred building. After opening the gates with the switches on the side, she enters the house, takes the keys in the back and runs back to the ice tunnel. There she goes to the boxes and into the next tunnel. At the end of the corridor, she runs through the two doors, takes the crowbar at the back, runs back to the first hut and breaks open the door. Inside, she uses the key and presses the button, after which a gate opens. This is passed by boat, Lara gets off at the end of the river and goes upstairs. Once there, she walks along the fence, runs to the hut and meets an old acquaintance... which she pursues to the mine.

South Pole - RX-Techs Mine

At the bottom, she crawls through the niche and continues to walk until she has heard the door noise six#m1 times. Here she runs back, goes through the left niche, climbs down and presses the switch. She goes on and uses the lower lorry and changes the course during the journey. After the lorry stops, it runs to the entrance, presses the switch and quickly runs through the door. Eventually, she lands in a room with a flash of light. Here she runs to the left, then to the right, climbs up the ladder and keeps to the top right. She presses the switch and follows the gear, jumps into the water and takes the lever with her. After that, she runs back to the house, opens the second door and presses the next switch. So she ends up back at a lorry, which brings her back to the exit hall.

This time she uses the right bridge, uses the lorry again and walks along the corridor in the following room until she arrives at a platform. Here it swings to the right, drops one floor, swings all the way to the left and falls one floor lower again. Then she dangles back to the right, jumps to the crevice, swings to the left and crawls into it. In the following room, she jumps onto the jetty, takes the crowbar and turns around. She jumps with a run on the ice block, then further to the right, straight ahead, climbs the ladder up and follows the corridor. In the end, she pulls herself up on the ice rock, climbs the ladder and runs to the tracks, which lead her back to a lorry that takes Lara to the main hall. Here she breaks open the locked door, takes the batteries with her, runs to the "Lorenhalle" and goes up one floor. She takes the next lorry, ducks throughout the ride and then runs to the crane. Here she inserts the batteries at the bottom and the lever at the back, whereupon the crane launches a diving bell into the water. Lara jumps behind, swims into the bell from below, takes a breath and dives through the metallic passage. The right shaft leads upwards, where she follows the path and opens the building with the switch. This leads them to...

South Pole - The Forgotten City of Tinnos

Lara first climbs up the ladder, goes straight ahead, operates the lever, jumps through the opening and then diagonally into the next entrance. Here she takes the key, runs to the right, opens the grid and then climbs the ladder. At the top, she presses the lever, turns around, goes straight ahead and presses another switch. After that, she runs back to the building, goes downstairs and activates the left switch. In the large hall, this time she chooses the left entrance, climbs up the ladder and presses the first two buttons from the left. The gate is open and the corridor leads Lara to a bridge. She jumps to the left, pulls herself up on the block and hops to the other side. Here she runs straight ahead to the next hall, where she goes to the left and presses the lever. In the next room, she enters the entrance next to the block and lifts again.

Back in the room, she jumps onto the large block, pulls herself up, runs to the right and crawls through the niche. With start-up, it jumps onto the opposite platform, crawls through the narrow corridor again and presses the lever again. Then she crawls back, jumps onto the platform, presses the next switch after a short crawl and turns around again. She drops down twice with "Shift", presses the switch on the left side, climbs on the left blocks, jumps backwards and presses another button. As a result, she falls down, climbs up again, presses the switch again and goes down again. Halfway Lara jumps to the right level, from there on to the next platform. Here she lets herself fall under the bridge, hangs on it and hangs herself to the end of the corridor.

There is already another switch waiting. After actuation, it jumps to the left, pulls itself up at the bridge and hops to the very first switch, which must be pressed again. Below she goes through the gate, takes the right key in the next hall and uses the left ladder. At the top, she flips the lever and uses the key with the lock. In the following room she goes up the stairs and along the green corridor, through the quicksand to the right to the niche on the left. Here she climbs up and finally comes into a room with the first mask. As soon as Lara has taken them, the room begins to shake. So Lara runs to the left, jumps over the lava and the abyss to the other side. Then it's on the next ledge and to the right entrance (beware of the boulders!).

Here she climbs down, walks down the aisle and slides down. At the bottom, she presses the switch, hits two sideways rolls to the left, climbs up and then goes back into the hall with the fire beam. Here she runs up the ramp, into the right entrance, hangs herself on the edge and lets herself fall into the water between the knives. She dives through the underwater tunnel, swims into the aisle with the rotating knives, presses the lever, swims out again, into the right entrance and upwards. Here again is a lever to press, which opens a grid through which Lara swims into the next room. Here she grabs the second mask, presses the lever, swims back to the knives and there to the other side. In the tunnel, she pulls the lever, crawls to the niche in the next room and appears.

CONTINUES ON NEXT PAGE
South Pole - Level 18: The Forgotten City of Tinnos Continued, Level 19: Cave of the Meteorite and Secret level: All Hallows
After a short visit to the mainland, she jumps back into the water, operates the next switch and is transported downwards. Arriving in the fire beam room, she runs back up, climbs on the rocks and examines the map on the ceiling. According to this plan, she jumps to the exit, and has to jump on invisible blocks in the next room. On the third rock, it must turn left to press the switch. Then we continue towards the exit, where the next mask awaits her at the altar. Back at the fire beam, Lara goes back up, through the left entrance into the labyrinth. The path to follow is as follows: right, left, two times right, two times left, second right, left, straight ahead, right, two times left, two times right. At the top of the ramp, she finally jumps onto the block, dodges the roller to the other platform by jumping sideways, runs on, jumps back to the other side and finally grabs the well-deserved mask. Lara uses all the masks in the room with the fire beam, jumps into the middle and comes to the final opponent...

South Pole - Cave of the Meteorite

The Obermotz is easiest to defeat with this strategy: Run off and always stay about half circle away from the opponent. Always shoot at him in between. But the most important thing is to always keep moving, otherwise he shoots with deadly lightning for Lara. Eventually, he topples over. Before he does, he stops briefly. At this moment, Lara has to run off and grab a crystal from the niches. Then immediately back and continue to shoot at him. She repeats this until she has the last crystal in her hand. As a result, the ball falls down in the middle of the room and the spider is practically defenseless. Lara then climbs up the ladder, takes the left aisle and comes out at a platform. Here she hangs on the ceiling to the left, jumps on the next platforms, pulls herself up and hops to the left. After pulling herself up, she runs outside through the tunnel, goes to the back of the station and boards the helicopter. With that, Miss' Croft's adventure is over again.

Secret Level - All Hallows

Here Lara pulls herself up on the left block, jumps onto the platform under the dome, pulls herself onto the sloping plane and jumps to the next plateau with a run-up. One turn later, we continue to the left and to the grid on the ceiling, whereupon Lara swings forward. Above the slope she lets herself fall and then falls through the dome into the cathedral. Safely landed, she turns to the bookshelves, jumps to the next platform and from there to the organ. Over the black and white railing, she pulls herself up to the niche and presses the lever. Then she lets herself down to the platform again, jumps to the gap in the wall, swings from there to the left and presses the switch. Then it's on along the crevice, down to the ground and through the open door.

At the other end of the tunnel, a lever has to be turned again. After that, Lara hangs herself back on the grid and dangles over the hole to the exit. There she pulls herself up at the organ, jumps in the direction of the lever, continues to the ceiling and hangs herself towards the tops in the corner. There she climbs the ladder, grabs the key, descends and pulls herself up to the cable car. Shortly before she arrives at her destination, Lara has to jump off, otherwise she will end up in spikes. After that, she crawls into the crevice on the side and follows the opening secret passage to the spikes that she passes over the ceiling.

Since Lara catches a little fire during this action, she should quickly fall into the water on the other side, for cooling purposes. Since it is now wet anyway, it swims to the hammer and on to the exit. Here she gets out of the pool, crawls through the corridor, presses the switch and crawls back. Here she climbs up the wall, pulls herself up at the top and jumps into the hole, whereupon she lands back in the water. She swims out again, uses the key on the door and runs to the next pond. In this she crawls first straight ahead, then to the right and finally to the left to the exit. With solid ground under her feet, she climbs up the wall, enters the hall and has made the game!
>>>TOMB RAIDER: THE LAST REVELATION COMPLETE WALKTHROUGH<<<
Combodia Training Level - Level 1: Angkor Wat
01, Cambodia 1984, Angkor Wat:

Follow your teacher Werner Von Croy to the point where he asks you to jump. There, let yourself fall naughty into the water to find a golden skull. In the room with the waterfall lies a second golden skull. During the swimming exercises you will find a skull in the water pool and healing packages in the underwater side passage. Press the conspicuous lever when getting out and follow Werner into the aisle. Immediately to the left, climb up the wall and press the lever at the top. As you've learned, don't jump down with a painful sentence, but stand backwards to the edge, take a step back, and hold the button. When you get outside, wait a moment until Von Croy is done with the wild boars. Then discover the fourth skull in the second courtyard. After the two stone lions, be sure to stay away from the large spines in the ground and find a skull again in the same room.

Crawl:
At the big round secret door it does not go any further and you have to crawl into the shaft with the help of the button. In the right side shaft there is once again a golden skull. After Lara finds her backpack, pull the lever and crawl back. With the shooting traps, you need the so-called "jump roller", which is executed while simultaneously pressing < >. In the room after that, a skull lies behind the railing.

Path of Virtue:
You will come to a room with a locked round door and a water basin. Just in the upper left corner you climb into the shaft with the somewhat complicated key combination ++. The rope takes you to the decisive switch. To avoid frustration Better save before the jump! On ropes, you can get momentum with the < > button.

The hunt for the iris:
As soon as Werner gives the starting signal, you can use all the action possibilities you have learned on the following route. Take your time, because you don't have to win the race! If Von Croy blocks the way with a grid, you can continue through a hole to the left of it. At the other end of the large hole, you can climb up the opposite wall with a jump. If the path is blocked by a large door, you will find the opening mechanism to the right of it.
Valley of the Kings - Level 2: The Tomb of Seth
02, Egypt 1999, The Tomb of Seth:

Plug in the torches that can be activated with the <.> button and the rifle a few meters away. Kill the red-eyed jackal. At the fork in the road, keep to the right, jump over the scorpion hole and climb the heel on the right wall to find a hidden healing package. In the next room you will discover a locked door and in the corners more torches.

Tip:
If you look through the binoculars and press the button, the environment will be illuminated.

The Eye of Horus:
Reach into the second left hole in the wall to fill the adjoining room with sand and thus get to the first piece of eyepiece. In the right hole there is a healing package. In the next room, walk down the stairs and wait for your guide to trigger the massive knife trap. Then take the second eyepiece fragment and combine the two pieces in the inventory. Now insert the preserved "Eye of Horus" into the conspicuous eye sign of the vestibule and kill the emerging jackals.

Uzi:
The rope allows you to swing over to the heel. Get a lot of momentum, hold and push to let go. Climb up on the right side and jump over to the top heel with a short start. There you are safe from the rotating knife. Let yourself slide down a bit to the other side on the right and jump over with your arms outstretched. After killing the three jackals, let yourself slide down into the shaft, pick up the submachine gun and finally land back in the familiar room with the help of it.

The Timeless Sand:
In the room with the large stone head you will find ammunition and healing packages to the right and left of the entrance. On the left you come to another room and your companions ignite the flammable water. Follow it a bit until you can turn right into a green corridor that will take you through a room with a pool of water and to another room with a train chain; that you operate. After your companion has ignited the water, you will see five floor elements marked by rays of light. First, stand on the scarab symbol at the entrance and then jump from one symbol to the next - only to the right - without touching other floor elements. After each successful jump, not only does the previous symbol burn, but another oil lamp is lit on the opposite wall. If the action fails, you have to run back and can now enter another corridor. There is a pull chain that allows you to reset the mechanism at any time. Take the Timeless Sand and walk through the opening to stand at the foot of the already known stone head.

The Hand of Orion:
Directly to the left of the huge stone head is a barred room. Climb up the wall next to it and operate the lever to open the grid and get ammunition. Follow your torchbearer, who opens the next door for you, but then looks for the distance in fear. Kill the scorpions and use the Timeless Sand on the statue of the next room. Now return to the room with the stone head and climb into his mouth with "ducking". Slide down the aisle and press the lever. Orion's hand lies on the floor in the next room, but triggers a deadly trap a few seconds after picking it up. Therefore, jump immediately afterwards into the left aisle and past the coming spike traps. Here you will meet vases for the first time.

Tip:
Shoot vases only with the pistols to save the better ammo and sometimes get nice gifts.
Valley of the Kings - Level 3: Burial Chamber
03, The burial chamber:

On the left wall you will finally see the matching lock and use the hand of Orion with it. The resulting activated mechanics look worse than they are, because only the small rotating leaves hurt! Jump over with a few sentences and heal yourself afterwards. But make sure that Lara has full life energy before the action! If you fall down, you can only pull yourself back up at the entrance.

The Amulet of Horus:
You come to a room with a sarcophagus. Stand on the small staircase at its foot to automatically get the Horusa mulette. In the corners of the room there are two more gifts lying around. In the next room, push the statue in the middle first to the north - then to the west; on the marked bottom piece. As long as you don't get too close to the mummies, they stay calm! Your path will then take you through a coffin - past the mummy in the west. Lure the bandaged monster out first and run past him without shooting. At the end of the aisle, let yourself fall down to safety.

The Golden Serpent:
You are now in the large cave. Run west towards the eye-catching portal and kill the attacking jackals. Do not enter the entrance at first, but keep to the left, then east, until you come to two brightly lit statues. In between is a ladder that takes you to two pretty vases and the golden snake. Before you take the good piece from the pedestal and thus awaken the mummies, take a quick look over to the right side of the room. There you will see a grid that is about to open - your escape route! If you are at the top, be sure to save the save, because once you have slipped down the following gear you have to be very fast to survive! Once at the bottom, turn immediately to the left and run with the acceleration button < > into the safe left corner of the room. The path leads you back to the cave and to the eye-catching portal that you now enter. In the right corner of the room there is a symbol in which you can insert the golden snake.

The Hand of Sirius:
Now return to the cave and take the path over the suspension bridge. Passing more jackals, you will reach the huge main room, to which you can lower yourself backwards. Walk under the spikes to the other end and climb up the heels to the left to the point where you will find a colorful flower-shaped symbol in the wall. There you jump up again to pull yourself up on the overhanging Sims. At the very top, press the lever and climb the same path back to the ground to now walk through the open grid below the entrance. Climb the ladder there and operate the lever. This will rotate the room you are in and the large room 90° to the left! Back in the rotated main room, carefully drop into the hole in the floor and insert Sirius' hand.

Scarab talisman:
Now, when you get into the large main room, you first climb straight up to the first block and jump on the colorful block marked with two circle patterns. Stand all the way to the left corner and jump over to the next paragraph to finally reach the opening on the southwest side of the room. At the end of the aisle, jump to the opposite ladder and climb down. Be sure to press before jumping! At the bottom, pull on the chain and quickly look for the distance in front of the mummies by taking the opposite ladder upwards. The large main room is now straightened again and you climb up again to the flower-shaped symbol. Insert Sirius' hand, after which a rope appears on the ceiling. Over this rope you swing over to the previously unreachable corridor, to the southern wall center of the main room.

Take the talisman and follow the aisle. With the rifle you greet the three jackals on the way to finally land back in the well-known cave with the eye-catching portal. Now go back to the entrance of the portal - where you have already inserted the snake symbol - and use the scarab talisman on the symbol, in the left corner. While the ground is now slowly filled with sand and carries you up and to the exit, play "Catch Me" with the awakening mummy.
Valley of the Kings - Level 4: Valley of the Kings and Level 5: The 5th Tomb in the Valley of the Kings
04, In the Valley of the Kings:

After the sequence, you immediately take the rifle in your hand, because you will be attacked by some unfriendly gentlemen. Take a few steps outside and wait without turning until you are attacked. Then make two reverse somersaults back to the exit and wait for the enemies to emerge on their own. The gang of murderers leaves behind many useful things and the important car key - collect! Southeast of the exit is a corridor where you will find a secret and other stuff.

Jeep driving:
Now use the key on the open jeep and accelerate, is the brake. With and < > you switch between forward and reverse gear, and with + you get out again. Take your time while driving behind, because this is not a race! Approach the grenade-throwing car very slowly each time and wait for it to continue again. Follow the path and run over emerging enemies comfortably by jeep. You drive through a gorge with a path on the right. Drive up the path and roll over the gun-mad enemy. On the other hand, you bravely drive down again and overtake the other currently stuck car. After driving around the next bend and running over another enemy, brake and keep to the far right so as not to be pushed into the gorge by the passing enemy car. Ignore the right aisle in the next depression and continue straight ahead.

05, The 5th Tomb in the Valley of the Kings:

As soon as you see the waiting enemy car, get out of the jeep, light a torch and pick up the beautiful things from the ground. Then take a few steps towards the enemy car so that it disappears. With the jeep you now drive past the statues, and stop in front of the first underpass.

Kindling:
Get out and do the guard on the wooden structure first, before driving around the rack with the jeep and stopping again just after the next underpass. On the right before the second underpass you will discover a shaft with a secret and a large healing package. Now jet with momentum into the coming courtyard and smash the wooden structure on the left side of the courtyard. As usual, you flatten the tumble villain with an elegant curve. Park the jeep and get a healing package from a niche to the left of the gate. Then climb up in the middle of the right scaffolding and explore the whole frame to find Secret, other stuff, and another enemy behind the box. At the very top, make the difficult jump to the rope and swing over to the other scaffolding to hang yourself on the opening lever.

The Desert:
Now take the jeep through the open iron gate and the steep corridor to the top - in the left niche in front of it is a healing package. First keep to the left and avoid the three rolling down spiny balls. As you drive through the gate into the desert, keep to the rocks as far left as possible and bravely drive around a dangerous hole. This will finally take you to the raven-black entrance to the west. Drive deep into the darkness to complete the level.
Karnak - Level 6: The Temple of Karnak and Level 7: The Great Hypostyle Hall
06, The Temple of Karnak:

Climb into the large courtyard and kill the black scorpions. A sting from them leads to persistent poisoning, which, however, can be cured with a small healing package. To the south you will see three entrances - take the middle one. Just to the left of the first paragraph, climb all the way to the top. You will find ammunition and healing packages there and then return to the heel. Now go further into the room and let yourself fall into the hole. Be careful, because there are a few scorpions lurking down here! At your feet, a short shaft leads to a secret room, to more scorpions and to vases, which, when shot, reveal a lot of gifts.

The first vase:
Now return to the large courtyard and take the columned entrance to the west. In the first room on the right you will see the decisive gullwing door, through which you can only leave the level later. Behind the second pillar of the next room, climb up two paragraphs on the right and discover two bright wall elements. Reach into the recesses to open the grids. Take the rifle, the important golden vase and in the farthest corners of the floor the ammunition.

Dive:
Descend to the water basin and dive to the bottom. Insert the torches and look at the opening on the side. Then show up and save your game. Now back down and through the opening to a door. Open the door and swim back to catch your breath. With full lungs and a torch it goes down again, through the underwater door and always along the left side to an opening in the ceiling. Catch your breath and discover a secret. Be sure to save the game here! A little further on, you will discover a triangular opening on the left wall, which you will visit several times. Behind it you will find a dark room with secret and some other things. Use flares and return to the opening in time for each dive when your air supply is half used up.

The secret doors:
Now walk back to the large courtyard with the monolith and climb into the northern opening of the wall. You can pull yourself up there on the right, then jump further to the right to get to the canopy and get ammunition and a healing package there. Now climb down into the small courtyard and take one of the outer entrances - the left leads over a heel, the right through a shaft. You will enter a room with two empty pools of water, scorpions and a wide staircase leading to a water bowl. In the right pelvis, a scorpion crawls and lies a healing packet. As shown in the "Vase Sequence", it is now necessary to press the clearly visible button on the opposite side of the room. To do this, stand on one of the bright stone blocks located in front of the water basins, jump up and hold on to the ceiling. Now you move to the other side, kill the scorpions there and press the button. Behind the door at the entrance, which is opened by this, there is another button that opens a secret door under the water bowl.

Open sesame:
Carefully let yourself fall down through the resulting opening. On the back of one of the two trumpet statues, you can insert the vase into a small niche and open the gullwing door in the neighboring building. Before you start the way back over the high shaft in the eastern wall, you will dive some ammunition in the accessible water channels. You can't reach the statue in the next room at the moment! On the way back through the shaft, you will have to rotate and press Lara twice by 180° to get ahead. Once you're outside, spin and continue straight ahead to climb up the heel on the opposite side. Now walk back to the courtyard and through the now open gullwing door in the west building.

07, The Great Hypostyle Hall:

With pistols in your hands, you first walk to the south side of the courtyard to pocket healing packages and torches. Then take the entrance on the north side of the courtyard and have the pistols ready because of the many scorpions. Immediately walk the corridor to the right to climb up to the false ceiling in the corner of the east room. In addition to two scorpions, you will also find ammunition there.

Tip:
Dark corners can also be illuminated by constantly firing with the standard pistols.

Abyss:
A few meters north of the entrance there are low stone blocks on the floor. There you can climb up to the ceiling again and find torches and rifle ammunition. Now continue north, until you reach the abyss. After the sequence, you make the difficult jump over the abyss. You have to jump off with start-up, outstretched arms and also extremely tight - save urgently beforehand! The shaft in the corner of the next room leads to a locked gate that you can not open at the moment. Therefore, continue walking, pick up the healing package and let yourself slide down the coming slope.
Karnak - Level 8: The Holy Lake and Level 9: The Temple of Karnak (Part 2)
08, The Holy Lake:

As soon as you get outside, you will be attacked by bats and a crocodile. Jump on a stone block on the opposite wall to be safe from the crocodile and take care of the Flatterheimer first.

Outing:
Walk south and note the small shaft on the south wall. The shaft leads to a hidden courtyard with two monoliths. Except for some ammunition and a healing package in the water, you can't get anything there at the moment - you will visit this place later anyway. Therefore, kill all crocodiles on and in the lake first! The normal pistols also do it when you run backwards and shoot hard.

Acrobatics:
From the water ramp you swim to the opposite side and find a room with bats and three holes in the ground behind the currently barred lake building. Climb down the middle hole under the torch and let yourself slide down to the long pole. With 15 moves, you pull yourself up on the pole and perform with + a reverse somersault in the direction of the second bar. Rotate Lara so that her back points exactly to the second bar. If everything has gone well, land on the lowest fastener of the second pole and climb up it. The faster but more dangerous way is to slide through the right opening from above and make a daring right somersault.

Tension chain:
From the top of the second bar, again make a backward somersault to the near heel. Climb through the shaft and operate the pull chain in the following room - then back on the same path. With your arms outstretched, you first jump back to the short - then to the long pole and let yourself fall from the lower fastener all the way down and into the water.

Secret shaft:
You will end up in a basin where you will find a torch and a healing package. Take a deep breath and swim along the long southern underwater tunnel into the open air. Dive quickly ashore and take care of the unpleasant crocodiles first - the acceleration button helps!. Swim into the now open lake building. Opposite the entrance, pull vigorously under water on the pole, which is located under the protrusion and thus open the secret underwater flap, in the middle of the pool. Get the various utensils from the corners of the lake building and then dive through the flap. Open the underwater door and return to catch your breath. Be sure to save the score now, because the following diving process is life-threatening!

Tip:
If you run out of air under water, you can still survive for a long time. When the life energy is almost exhausted, open the inventory and take healing packages.

Respiratory air:
With torch you dive along the narrow shaft, a bit up and further until you come to a place where you can dive upwards or to the right. Take the right shaft to enter a room with breathing air and healing packets. Save your game, because you may need several attempts to complete the next task.

The second vase:
Dive back to the spot where you can swim to the top. You come into a room with a large mirror. Seen from the door on the left, about in the middle between the entrance and the mirror, there is an invisible hole in the ceiling. If you look in the mirror, you can see the secret opening very weakly. Climb into this opening to catch your breath and insert the second vase.

09, The Temple of Karnak (Part 2):

They are now back in the well-known secret room, where the two trumpet statues and the water bowl stand. Insert the second vase into the recess of the other trumpet statue. As a result, a remarkable liquid flows into the water, because now you can actually walk across the water to the previously unreachable statue!

Electromonolites:
Take the corridor behind the statue until you can see a large courtyard with two spark-beating monoliths. If possible, kill all the crocodiles before jumping down and then get the rifle ammunition in the pool and at the edge of the pool. Dive under the electromonolites and press the button at the end. Now you can insert the small statue of the Sun Queen and the hypostel key.

Troublemakers:
As at the end of your first Karnak stay, you now walk again to the large courtyard, then into the west building with the deep well and through the gullwing door to leave the level. Therefore, return to the trumpet statues and take the same way back as described in the section "Open Sesame". As soon as you come back to the small courtyard, you immediately pull off your Uzi's and blow out the light of some scoundrels.
Karnak - Level 10: The Great Hypostyle Hall (Part 2) and Level 11: The Holy Lake (Part 2)
10, The Great Hypostyle Hall (Part 2):

For individual black ninjas, use the pistols if possible so as not to waste ammunition. These black devils have the talent to fend off your shots! Therefore, if necessary by jumping and rolling, bring a distance between yourself and the ninjas and aim at them, but without firing! The threat alone is enough for them to remain in the defensive position for hours. Then turn slowly until Lara loses the target. They now hear a metallic sound from the ninja, count to three and fire again at the briefly unprotected boy. Repeat the game as long as necessary. In the north aisle, you bump into another ninja and fire only exactly three shots at him with the rifle, then turn to feed the ninja attacking from behind.

Hypostel key:
Jump over the abyss as usual and climb into the narrow shaft of the next room. Use the Hypostel key on the wall box and kill the two ninjas in the first room - others will come later! In the second room there are some particularly large and colorful columns. Look at the ceiling and discover a striking black bridge piece on the west side of the room. With a black lever, on the west side of the third room, you must first fold up the bridge piece. To get to the lever and finally to the black bridge element, use the ribbed ceiling elements that are everywhere and you can hang along.

Shot put:
Then move to the black bridge section and reach the ceiling via a few heels. There you will see a large stone ball resting on a column. Take the guns and shoot at the bullet so that it falls down and tears a neat hole in the ground.

The Solar Disk:
Climb back to the ground and jump into the hole. The corridors on the left lead to the central room, with a blue pyramid. First, take the corridor straight ahead and after a climb you will come to three rotating mechanisms with obelisks hanging from them. You now have to rotate the obelisks so that their red marked tips point to the central room. The swivel rods must point to the south in the first mechanism, to the east in the second and to the north in the last mechanism. If the obelisks are aligned correctly, you can now pull the chain in the central space and thereby free the sun's disk. Now disappear through the new floor opening, on the west side of the room.

11, The Holy Lake (Part 2):

You come into a courtyard with two monoliths. Kill the scorpions and combine the sun disc with the small statue of the Sun Queen. After you have applied the resulting solar talisman to the strange pointed thing between the monoliths, the gates open all around. In the basin you will find healing packages and ammunition, in the north gate a small healing package.

South Gate:
While the west gate leads to the end of the level, you can still find a few useful things and a secret in the south. To do this, dive into the underwater shafts and use reverse somersaults on the pole as usual.

West Gate:
Climb the bright rocks in the middle of the room and hang towards the southern wall opening. As soon as the bats attack, drop to the ground, kill the beasts and scramble back to the wall opening. Let go here briefly and press again immediately to hold on to the edge. In the left shaft there is a gift. At the very top, you continue by jumping over to the distant heel with a short start and outstretched arms. Immediately on the left in the next room you can reach the opening if you stand in front of it on the right and jump diagonally to the edge. Walk to the north end of the room, hang yourself backwards from the ceiling and let yourself fall into the depths. Get an Uzi and torches on the south side and run outside. Insert the amulet of Horus between the two statues of Anubis.
Karnak - Level 12: The Tomb of Semerkhet and Level 13: The Guardian of Semerkhet
12, The Tomb of Semerkhet:

After Werner Von Croy has imprisoned you, shoot the vases and slide down the slope into the next room. In front of the countless beetles you bring yourself to safety with a jump to the ribbed middle of the ceiling, where you continue to the pole.

Beetle plague:
One floor down you will find a torch that you light at the provided fire. You can put down the burning torch at any time and pick it up again. Leave the torch on top, because the highly dangerous beetles can only partially impress you! In the lower room there are three triggering mechanisms in the bright wall elements. You need to trigger the mechanism in the east and in the north, so that the door opens on the floor above - the other mechanism holds only a healing package. Let yourself slide almost all the way to the bottom of the pole. Then align yourself so that you look exactly at the targeted mechanism. After all the bugs have gathered among you, everything must go very quickly. Make two reverse somersaults, jump over the fast bugs and run to the mechanics with the acceleration button. Don't turn, but do five backward somersaults. Now the pole is right in front of you and with one sentence you jump back to safety.

The Torch:
Now climb back to the entrance of the hall and jump tarzan-like from one rope to the other - letting go with . From the third rope you get to the east heel, kill the bats and make a start jump to the pole. Pull yourself up nine times and come up with a back somersault to the next east paragraph. Jump to the lever - then back to the bar and back to the top paragraph. Now you can walk on the folded-up floor element and pull a torch out of the wall opening. Throw the torch down, jump to the pole and drop down hanging from the top of the column. This way to the ground is painful but short!

Circular knife:
Pick up the torch and run with it into the adjacent passage. Behind you are two extinguished torches in the wall that you have to light. To catch a fire, walk back to the hall. Light the extinguished torches to open the secret flap in the ground. Follow the corridor - a secret! - and perform a diving roller through the dangerous circular knife. First take the blue ammunition, then the grenades from the first right pedestal. Only then do you insert the healing package from the middle pedestal and open a second flap in the aisle - your escape route. As a result, unpleasant bugs stream in again. The scarab plague haunts you until you have pulled yourself up to the left at the end of the corridor.

Exit:
Now walk back to the entrance of the large hall, jump again from one rope to another, then on the east heel and up on the pole. With a start jump you get to the other side of the room and pull yourself up to a small room with two ramps and an ankh sign. The black lever above the entry hole opens the exit. Before taking the exit, however, you pull yourself from the top of the cage one floor higher and receive a secret and gifts.

13, The Guardian of Semerkhet:

Jump through the two circular knives as usual with diving rollers and land in the map room. Climb into the opening on the west wall, which takes you over a narrow shaft to the knife room. Be sure to save now, because the following frustrating task is guaranteed to cost some of your lives! Press the wooden wheel six times and then run and then jump over the circumferential platforms as quickly as possible to reach the door on the north side of the room. You don't have much time, because as soon as you let go of the wooden wheel, the door slowly starts to close again - practice, practice!

Golden Vraeus:
A knife trap is still waiting right behind the door. That's why you walk a few meters further! Before you insert the golden Vraeus, note the four dark lines on the side of the pedestal. As soon as you take the artifact, knives pop out of it. Therefore, stand diagonally in front of the pedestal. Then let yourself down to the floor of the knife room and walk diagonally past the dangerous knife holes to get back to the wooden wheel at the south end. Now return to the map room and place the Vraeus in the symbol provided for this purpose.

Little Beasts:
After the strange spider mechanism has opened the small pyramid, take the "Key of the Guardian" and put it in the golden device on the east wall. Follow the new exit and enter a corridor full of locked doors, behind which the guard crashes and tries to get to you. As long as you stay away from the lever in the north aisle, you have nothing to fear from it. Run east and pick up the healing package. Then jump to the ceiling and swing back west to crawl into the narrow shaft on the left - a secret! Directly in front of the shaft you let go and grab it again right away! You only take care of the bats constantly gnawing at you in the following room. You already know the fire holes. Proceed in the following order: twice west, twice east and once reach into the south hole. The North Hole leaves you alone, because there are only a lot of beetles!

Large Beasts:
Via the iron ladder you return to the corridor in the same way. Now run without drawn weapons and on the left side to the end of the north aisle. If you get close enough, the guard of Semerkhet breaks out and rushes towards you. Take two steps back and sideways somersaults to avoid the guard. In a free moment, you then quickly press the lever. The Guardian is a kind of bull who is invulnerable but very sluggish and stupid. You can easily confuse him if you are constantly walking in the Zig-Zag. In the next room, walk past the fire pit - remember this position! In said curve style, you continue to run down the aisle, ignore the bats and come to the right into a room with a healing package on the floor and two extinguished torches. On the low edge all around you are safe from the monster, flatten the flutters and get a torch out of the hole. With pretty S-curves and with the acceleration button, you get fire, at said fireplace, and put on the two torches. Jump through the new opening and pick up the secret and the gifts. With the pedestals provided with traps, you proceed in the same way as described in "Golden Vraeus".

Head forward:
Now run the long main course back to the very end, stand close enough in front of the locked door and wait for the bull. If you jump to the side at the last moment, the guard will run down the door for you. In the following room there are three eye symbols. Just like with the door, you get the rabid guardian animal to run in these symbols. The middle eye must be run in in any case. After the right eye icon, the door to finish the level opens. The left icon opens the other door, which leads to some gifts and a spiked ball.
Eastern Desert - Level 14: A train in the desert
14, A train in the desert:

Press the working lever and fight your way back to the end of the turn. Look into every room and smash every box. Along the way, many ninjas will face you who will treat you in the same way as in Chapter 10. When attacking two ninjas at the same time, you take turns shooting a few shots at one, then at the other.

Green cargo:
On the trailer, on which there is a large piece of cargo covered with a green tarpaulin, you will not get any further by jumping! Stand backwards on the outer edge of the flat area and hang yourself on the side of the car. Now you can comfortably hang to the other end.

Crowbar:
On the left wall of the wagon you climb on the last wagon and kill a ninja. Hang yourself backwards to the place where the troublemaker came up and climb into the wagon. Get the healing kit and the special revolver ammunition and return to the roof. About in the middle of the car you do the same on the north side of the wagon and find in this entrance next to rifle ammunition the all-important crowbar.

Way back:
Use the crowbar on the defective semi-circular lever and take care of the immediately jumping ninja. Now walk all the way back to the starting car and insert the crowbar into the defective lever here as well. On the way back, however, new ninjas appear. From the last orange car, make a return somersault to the empty freight car. After the sequence, quickly hop back to the iron grids of the orange wagon and take down the confused ninjas comfortably from above. In the case of a difficult diagonal jump into the last wagon, save and do not stand too close to the jumping edge!
Alexandria - Level 15: Alexandria and Level 16: The Coastal Ruins
15, Alexandria:

Follow the corridor and take care of the scorpions and the healing package in the next dark corner. With weapons drawn, you will browse the large courtyard, as well as all open areas, eliminating the emerging white coats and scorpions. The last green corridor on the left, on the south side of the courtyard, leads to the level exit - don't take it now! If you see a few palm trees you are already too far and go back. You can't get close to the motorcycle at the moment.

Friends:
From the fountain you can see the secret door lever, at the top left of the south building. Open the door underneath and kill the ninja. Then open the door of the east building and take a red staircase to your friend Jean. After the conversation, plug in the things on the southern side of the room, walk to the left on the balcony and do the two white coats. Jump over to the other side and pick up the ammunition. With a start-up jump, you now make a sentence to the red roof edge of the south building and hang yourself over the secret door switch. Let go to hold on to the lever again immediately. In the south building you will now find secret and healing packages. Back in the east building you will get more information from Jean. If nothing happens, jump down the balcony and run up to it again.

16, The coastal ruins:

On the south side of the courtyard, take the path to the level exit. At the second palm tree, turn right to the nailed entrance "Egyptian Adventure", which you shoot in. Find the other nailed entrance by keeping largely to the left. Behind it, you need to get the crossbow from the farthest corner of the mirror room. The mirror reveals the positions of the spike traps.

Shooting exercises:
Combine the crossbow with the laser device, load the explosion arrows and run to the shooting gallery. Let yourself slide down the ramp and shoot an explosion arrow at the targets. Now you can get the coin on the floor and crawl back over the shaft in the wall.

Rope trick:
Now to the room with the flute player doll, insert the coin and up the rope. At the top you will find a wooden stick and propel the east hook out of the wall with the crowbar. Hook and rod are combined.

Gate key:
Back down, take the corridor back to the right and stand very close to the striking light stone, which is located in front of the black metal grilles. With the stick hook you now fish the important key. Attention! You still have to pick up the key from the floor!

Skeletons:
Back to the palm trees you walk the way to the east, through the right archway and come to a water basin. Jump diagonally to the shaft on the opposite wall and crawl into a new room, on the east wall of which you climb up and finally get outside. You will see three buildings in the hilly landscape. Walk to the tallest building in the southwest. As soon as you enter the building, two skeletons are awakened and come down to you. Skeletons can only be disassembled with the explosion arrows. But save yourself the valuable arrows better and take the rifle to throw the rattle racks through the recoil into the hole.

Tip:
With the recoil of rifle shots, you can conveniently eliminate undead by shooting them into an abyss or into the water.

Stone Ball:
Walk all the way to the top and unlock the gate. For a short time, you switch to the next level to press the white wall face in the last room. As a result, a platform is driven out of the ground in another room. Now go back into the courtyard and climb into the hole, with the suspended stone ball. They find a torch there, light it by the fire. With a jump you plug in the fastening rope of the stone ball.

Hauruck:
After the trap has been defused, climb into the shaft and open the iron gate with the crowbar. Drag the column onto the dark platform and then return to the top of the building, where you will first find ammo and healing packages on an eastern heel and then run back into the room with the white wall face. Now drag and press the large wooden block into the previous room and onto the floor field, with the small face.
Alexandria - Level 17: Catacombs
17, The Catacombs:

This action opens the door in the same room and lets a spirit of light pop out. Run through the new door, along the right aisle and stand near the small cross figure to get rid of the ghost. Run back to the pole and let yourself slide down. Go to the west side and press the lever to get into the puddle room. You now have to swing over the two ropes to the heel above the west door - save beforehand! This action is a bit tricky, but it can be mastered if you keep the following in mind:

1)Be sure to wait on the rope until it stops moving, because if you change direction while still swinging, the rope will start to slither uncontrollably! To speed up this thing, pull yourself all the way to the top and then slide back down.

2)Always slide all the way to the end of the rope to get enough momentum.

3)Check with before and also after the swing whether you are swinging in the right direction. The target usually has to be right in the middle before you let go in order to hold on to it again. Run into the short corridor and jump to the opposite shaft wall, where you can hold on and climb down.

Water room:
Over the pile of sand you climb into the south corridor. You can get to the ammunition in the vases by jumping and holding on. Let yourself slide over the hole in the ground to the water room. Go ashore immediately to the left in front and jump over the heels to the southwest corner of the room. Flip the lever and jump over the two paragraphs to the vase; which contains blue amo. Here you hang over the ceiling to the second lever. Ignore the emerging light spirit until you have pressed the lever. Then jump into the water and dive to the right south side of the water room. There you will discover an underwater passage and behind it a well-known cross puppet.

Trident 1:
Wait until the spirit of light has dissolved and then overcome the same distance until the second lever again. With a start jump you jump to the middle platform, shoot the skeletons into the water and reach the green shimmering southeast corner via the small platform and the two new paragraphs. Jump into the small depression on the left and then hang yourself backwards on the edge. Now continue hanging sideways! With start-up you jump on the rope and swing over to the right platform. Shoot the skeletons down when they are in the jump. Then take the trident and take care of the skeleton awakened behind you.

Tip:
You can greatly shorten the swinging out of ropes by climbing all the way to the top and then letting yourself slide down.

Trident 2:
The many vases all contain only air. Therefore, jump to the west platform, then over to the left north side and take up the ladder. At the top, plug in the second trident at the appropriate moment without wasting ammunition at the skeleton guard. Via the rope you first reach a space in between - one of the vases contains explosive arrows - and finally land back at the starting point of this level.

Krawum!:
Now have the crossbow with the explosion arrows ready and let yourself slide over the pole back towards the puddle of water. Blow up the first skeleton and stand on the edge of the room. Press the <0> button on the numeric keypad to activate the laser aiming device - zoom in like binoculars - and pulverize the two stroking skeletons. With a start-up jump it goes down over the north ladder. At the bottom you take the north corridor over the short ladder.

Trident 3:
Always keep to the left until you see a low corridor with vases and a reclining skeleton on the right. Smash the vases and kill the popping skeleton. This and other skeletons are best lured to the bottom holes located in this section to dispose of them in an explosion-saving manner. At the end of the corridor, crawl up the wall and jump over the heels to the northeast corner - in the southeast corner there is some ammunition. Blow the emerging bone heinis into the depths as usual and take the ladder upwards. Right at the front you will now find the third trident.

Trident 4:
Over the rope you swing to the northern platform and jump from there into the opening, which is located in the large middle column. Up the pole you come to the last trident. The greenish wall behind the trident is a ladder that leads back to the coastal ruins - you don't take that exit now! Plug in the trident and flee from the awakening skeletons on the same path you came on.

Lift:
At the foot of the pole, however, do not jump over to the platform, but let yourself fall down on the red-pink checkerboard pattern. Walk east and skip the first abyss. On the left you will now see a stone window in front of which you can lower yourself into the corridor. Walk through the door and take the elevator upstairs to pick up Secret and from the shattered vase explosion arrows and more. Now walk back to the puddle room. To do this, take the shaft out of the room, let yourself down into the corridor on the right and walk it straight to the south. The right corridor with the stairs at the end is the right one.
Alexandria - Level 18: The Temple of Poseidon, Level 19: The Disappeared Library and Level 20: The Halls Of Demetrius
18, The Temple of Poseidon:

If you don't have the four tridents together yet, get them first in chapter 17! Now it's the middle passage next to the puddle. Remember exactly where the cross figure stands! If you have climbed down the shaft on the opposite wall, you will come to the central chamber and see large stone faces.

Statue East:
Walk to the stone face in the east. Turn 180° and discover a wall to climb up to the right. With the rifle in hand, you run to the statue of Poseidon and shoot the skeleton into the water. Then stand directly in front of the statue and insert the first trident One of the vases contains blue amo. As soon as you get back down, you will be attacked by a spirit of light. So walk back to the middle and quickly climb up to the cross figure. If the ghost has exploded, it goes down again.

Statue North:
At the bottom, take the north aisle to the right - two skeletons are waiting. Crawl into the low shaft, just below the stone face. Use the second trident here without danger. It only becomes dangerous in the side aisle if you want to mess with fire holes and two skeletons because of the gifts available. Dive back to the Central Chamber.

Statue West:
To the left of the west face is a shaft and below it a sensitive fire hole. Stand to the left of it and make an oblique jump to the edge of the shaft. After inserting the trident, use the explosion arrows to keep things tidy. Don't worry, the fire hole remains cold now!

Statue South:
At the south aisle, climb up the pole, kill the skeleton by the water and mount the last trident. Run carelessly past the second skeleton and jump down to the pole.

More ghosts:
Now jump into the shaft filled with water, in the middle of the central chamber. Via an underwater passage you get to another area, eliminate the skeleton and finally end up in a room, with two large vases. Smash the large vases to uncover cross figures that kill the two spirits of light. First armor glove:

Press against the face in the south wall to open a floor flap opposite. This coastal passage leads back to the coastal ruins. Therefore, do not take it now, but go to the adjacent west room. Stand in front of the coffin and press the action button to get the first piece of armor. Run into the now open corridor and jump into the high shaft.

19, The Disappeared Library:

The central door room, with twelve doors and the main gate, you will visit several times. However, the doors on the upper floor cannot be reached directly from here. Avoid the door in the northwest corner. As soon as you enter this room, two armed gold knights jump out. Then fire with the normal pistols and constantly bounce backwards and in circles to eliminate the stable fellows relatively easily.

Fire door (south wall center):
In this room, two fire spirits are released. With the acceleration button, you then immediately run into one of the other two gears and jump into the nearby water basin. Wait a few seconds for the spirits to dissolve. When Lara comes to the striking circle picture on the floor, she automatically looks into a ceiling hole. Look with binoculars and inside to look at the colors of the chart.

Saw door (north wall center):
Slide the bar all the way down. Don't let yourself down piece by piece and wait before sliding past until the saw blades move away from the pole. The yellow lines on the pole give you orientation. At the bottom you heal yourself, follow the corridor and climb up again on the second pole. You can overcome the saw blade at this point by immediately performing a reverse somersault when Lara's upper body looks into the upper room. Heal yourself here and save!

First Gold Star:
In the next room, a golden knight attacks, who can tolerate a lot of lead. Shoot only with the standard pistols on gold knights! Run towards the knight on the left and skip him. Then stand with your face to the wall under the round picture and wait for the Gold Knight to approach. Then make a backward somersault over him and fire at the golden guy as you hop backwards. Now pull the first gold star out of the wall. On the east side, behind the southern cogwheel, you can climb into the gear hole to pick up secret and gifts.

The Equestrian Jewel:
Just to the left of the Gold Star, climb up the ladder behind the pillar to enter a room with a gold knight and a horse statue. Although this rider is even better armored, here too you only use the pistols! Proceed as you did with the first Gold Knight - jump backwards, shoot forward. Gold Knights are only vulnerable if you shoot at the jewel in their chest! With the rider, you have to dodge so that you hit the jewel from the axe side. However, do not move too far away from the attacker. If you have landed enough hits, the Gold Knight falls off the horse and must be disposed of in the proven way. Pick up his equestrian jewel from the ground!

20, The Halls of Demetrius:

You come into the picture room, with two large pictures and a large gate. First walk right into the south aisle to take Pharaoh's knot unspectacularly from a pedestal, then through the north aisle.

Spectacles:
After Von Croy disappears behind the bookshelf, pull out your Uzi's and sift through the gun-mad ninjas at the north entrance. Run up again and slide the lamp towards the bookshelf. But only push up to the middle aisle to open the shelf door! Let yourself fall rudely through the bottom opening to land in a pool of water. In the room you will find healing packages, arrows and in the middle between the columns a broken pair of glasses.
Alexandria - Level 21: The Temple of Isis of Pharaohs and Level 22: The Palace of Cleopatra
21, The Temple of Isis of Pharaohs:

In the middle of the ceiling, a shaft leads upwards. Jump up the ladder to get back outside and take a short excursion through the coastal ruins. Run to the palm tree and jump into the water there. Past the building, where the front door is half in the water, always swim along the right bank. After a few meters you will discover an underwater shaft on the right. A good time to save, because you will not only have to struggle with little air, but also with a voracious shark!

Hammerhead:
At the end of the shaft you will enter the small forecave and dive further into the narrow tunnel marked by a colorful aquatic plant. Immediately after being carried into the large underwater cave by the strong current, swim over to the underwater building. You will see a slightly larger depression in the middle above the still closed entrance and smaller holes on both sides. Dive over to the small left hole to breathe and put "Pharaoh's knot" into the device. Then dive to the other small hole and do it there as well with "Pharaoh's Column". In the middle of the underwater cave you can also emerge and get rid of the unpleasant shark. Pick up crossbow and poison arrows, look through the laser and wait patiently - Peng!

Stairwell:
Dive through the now open entrance at the base of the underwater building and shoot the skeleton into the water. A jump into the pool will take you to three underwater doors. Open the north door. They enter the stairwell at the end of the short tunnel and are attacked by a poisonous snake bird. You treat this croaking something with a few shots from the rifle and then shoot the room's wooden boxes filled with gifts. When shooting in the dark corners, make sure that the boxes often contain more than one item!

South staircase:
When you enter the room, the front door first closes. Plug in your weapons, because here your speed is more in demand. Note the two side shafts that are not accessible at the moment, on the outer walls and the bright floor element, in the middle of the room. On both sides of the large Isis statue, climb on the heels and lever out the two black bugs - one of them is defective. Unfortunately, masses of beetles pour out of the resulting holes. As soon as you have lured all the bugs down from the heels, you can climb up again if necessary and take a little breather there.

Tip:
Lure bugs to a far corner and use the acceleration button for a time advantage

Floor opening:
In front of the side shafts, heels have now come out of the ground, through which you can now enter the shafts. Quickly pull yourself all the way to the top to be safe from the bugs and press against the bright wall switches. If both wall switches are activated, the floor element in the middle of the room releases an opening. Run to the opening and drop backwards into the hole while holding down the button to hold on to the opening edge. Fearlessly, you hang back and forth a few times until all the bugs have fallen down. Then pull yourself up again and take a step away from the hole. As a result, all beetles fall all the way to the bottom. Now let yourself fall through the hole on the heel, heal yourself and save!

Wind-up key:
On the north side of the room you will see a small pedestal - your destination. You must now first climb to the low left heel and make a jump to the second beveled paragraph on the right side of the room. Climb on the low heel so that you can run all the way to the wall and make a run-up jump over the corner. While you are still flying over to the beveled paragraph, press + to immediately perform a backward somersault. This is the only way to get to the back of the room! Take the wind-up key and press against the large switch, in the middle of the north wall. They have to pass the beetles again, but come back up the ladders relatively safely.

Tip:
Instead of taking healing packages, you can also briefly enter another level and return.

22, The Palace of Cleopatra:

Back in the stairwell, shoot the skeleton into the pool and now take the north aisle. Immediately after entering the room you jump into the water basin and dive into the narrow underwater passage, on the right side. At the end of the shaft, get out of the water and reach into the wall opening. As a result, a ceiling element lowers in a section that you can not reach at first - search pointless! Later you will find explosion arrows there.

Burning oil:
Dive back and take the left aisle to the north, then up the ramp. Of course, look into every box you discover! Pull out the rifle and run onto the balcony from where you can see the fountain. Turn and shoot the materializing skeleton down the ramp. Then head east and open the eye-catching door with the crowbar. With torch you run to another door, which you also open. Now save before sliding down the following ramp. Once you get to the bottom, you only have a few seconds left for the oil to ignite. Until then, however, you manage to wade north through the oil and pull yourself to the safe heel on the right. Take the black beetle out of the wall and jump back diagonally to the heel. Unfortunately, you have to jump briefly into the burning oil to get back to the exit. It is best to make a sideways jump so that you stand with your face to the exit. Now pay close attention to the life energy and possibly take healing packages. Fortunately, once you pull yourself up, Lara stops burning.

Scout:
Run back, explore the level a bit and smash all the boxes. At the walk, in front of which you see a scarab symbol in the ground, you will not get any further at the moment because of the sting traps. Therefore, return to the Temple of Isis and the stairwell.
Alexandria - Level 23: The Temple of Isis of Pharaohs (Part 2) and Level 24: The Palace of Cleopatra (Part 2)
23, The Temple of Isis of Pharaohs (Part 2):

Again, you'll have to kill a golden snake bird before walking up the west stairs. After looking into the boxes, you come to a room with a strange pyramid. First of all, you now need to get rid of the emerging skeleton. You can shoot the rattle rack into one of the three existing floor holes or lure it into the stairwell.

Last beetles:
Each of the three holes leads to another black beetle. But don't take the North Hole! For the other two bottom holes, do the following: Let yourself slide down the ramp and jump forward just before you reach the oil to save a lot of time. Wade undeterred through the oil, straight towards the black bug and quickly pull yourself out of the liquid. Take the beetle and transport Lara back to the entrance with a sideways somersault, then quickly pull herself upwards.

Mechanical scarab:
Now use the four black bugs on the pyramid to open them. Take the mechanical scarab and combine it with the wind-up key.

24, The Palace of Cleopatra (Part 2):

Back in Cleopatra's palace, go back to the corridor with the spike traps and put the mechanical scarab on the scarab symbol in the ground - "USE" possibly select several times by hand! You have to stand close to the scarab symbol so that the little one also finds his way.

Second armor glove:
As soon as the crawling beetle rattles off, follow it through the corridor and pick it up again at the end. The traps triggered by the beetle remain permanently deactivated afterwards! You come to two corridors - go into the left and take the second arm guard out of the coffin. You blow up the skeleton with an explosion arrow. You can easily get past the rhythmically snapping folding knife if you walk through it exactly at the moment when the blades are closed.

Sting ducts:
Back again, take the east aisle and lure the skeleton to the small pool of water in the left aisle to shoot it in. Jump over the pool, make a turn and fire when the skeleton jumps over to you. ATTENTION! Do not use the mechanical scarab now on the spiked passage that is located next to this pool of water, as you would have to overcome two sting ducts there! Unfortunately, the mechanical scarab only works three times - then it automatically breaks! Later, however, you need a "charge" to get an extremely productive secret. Therefore, run to the other spiked passage in the south and disable this trap with the mechanical beetle.

Gift coffins:
Just to the right is a room with a coffin containing rifle ammunition and a healing package. The skeleton is blown up here too! This time, however, you can overcome the folding knives even more easily by simply ducking and crawling underneath. Up the stairs to the east you come to another coffin, which contains only a small healing package. With the rifle you have to calm a golden snake bird here. Past the stairs you go west. In the corridor with the vulture pictures (goddess Nechbet) you pay attention to the bright monkey door - opens automatically later. A few meters further you will see a floor opening on the left, if you have activated the trigger mechanism at the beginning of the 22nd chapter. Jump in and get ten explosion arrows out of the box.

The portal guard:
Take the familiar path back to the very top, press the west lever in the usual way and save the score when you have arrived on the top platform again. With a start-up jump you make a set to the western niche and get the handle out of the opening. Run past the skeleton into the niche, make a turn and shoot it down. From the eastern niche, get the head piece and combine it with the handle to the portal guard. Now use the portal guard on the lever that is located to the left of the southern monkey door.

Armor complete:
As soon as you enter the new corridor, a skeleton appears that you treat just like the last one. In the following room, you will be attacked by seemingly invincible guards. These big guys not only growl frighteningly, but also shoot with blue bundles of energy. With a lot of shot from a short distance and some healing packages, the two can be switched off, but much cheaper it is with nimbleness - therefore save yourself any ammunition and plug in the weapons! Ignore these journeymen as much as possible and first run into the east chamber to take the armor part out of the coffin. Wait in a corner of the chamber until the active guard comes to you, and then run accelerated to the west chamber to get the last piece of armor out of the coffin. You may want to use a small healing package and then jump into one of the holes in the ground that rose just before the throne.
Cairo - Level 25: The City of the Dead and Level 26: The Tulun Mosque
25, The City of the Dead:

After the long sequence, you are immediately under fire and therefore make two backward somersaults to hide in the corner of the black east gate. With three laser-aimed poison arrows, carefully take out the shooter on the roof of the south building and then his hidden comrade, in the southwest corner. It is best to run directly towards him and stand very close to the heel on which he stands. With three jumps and three rifle shots, the matter is then settled.

Revolver:
The shooter in the corner finally leaves you the long-sought revolver. Disconnect the laser vision device from the crossbow and now combine it with the revolver. If you do not have a laser yet, you can organize this device in the later section "Laser Vision 2". If possible, do not waste the scarce revolver ammunition on enemy gunners, but only use the high penetration power in special cases! Get on your motorcycle and continue to the construction site. Emerging snipers are simply run over.

Tip:
Just like with the jeep, you can also drive around enemies cheaply by motorcycle.

Machine guns:
You come to the construction site marked with red and white barriers and remember this place as well as the large pile of sand for later. It is better not to shoot the eye-catching barrier boards and drive right into the eastern cul-de-sac. Park the motorcycle and pay attention to the heel and the narrow shaft at the very end of the north wall. Ignore this shaft at the moment, first walk back towards the construction site and then take the second road to the north. As soon as you pass under the bridge, you will be shot at by two automatic machine guns located on the roof. Save your ammunition, because unfortunately you can only switch off these fire sprayers later and via a detour. Until then, you have to avoid the unavoidable hail of bullets as much as possible and patch yourself up with healing packages in time. Run accelerated to the blue-lit wall below the rifles and discover an entrance with grenade launchers and healing packages. The road to the west brings you only two snipers and a currently insurmountable ramp. To the east is the still firmly closed exit gate.

Impossible shaft:
Opposite the automatic rifles you will discover a door, under a ledge. Without weapons drawn, you run over, open the door and get to safety in the room from the wild shooting machines - pay attention to your life energy!. Pull the corpse down from the grid so that it can be opened later. You can't climb into the shaft above yet! Go outside again and run past the machine guns back to the construction site, then back to the motorcycle, into the eastern cul-de-sac and now climb into the shaft. Press the lever twice to get an opening in the ceiling and open the grid on which the corpse was previously lying. The new openings bring you back to the half-height shaft, which you can now reach with a standard jump and the button. Press the lever only once to open a roof door above you. However, this roof door will not take you to the automatic machine guns until later.

Revenge is sweet:
Back in the stairwell, you walk up a flight of stairs and climb up over the stone block that was previously raised. At the end of the aisle you have to jump over to the other side with a start jump - save beforehand! Pick up the revolver bullets next to the defective machine gun. If you have proceeded as described in the "Impossible Shaft" section, the door on the north wall is now open. As soon as you get outside and listen to the music, stop and pull the laser-equipped revolver. You are now at the same height as the annoying automatic weapons and watch the scene with . Zoom in and shoot at the red explosive barrel. Stand in the middle so that you can light a fire with one shot. The subsequent explosion tears the unpleasant guns.

Exit gate:
With a start jump and held button, you jump over to the short ledge, which is located across the street. On this roof you operate the lever that finally opens the large exit gate and insert the healing package. Hang yourself on the outer edge of the road to get down painfully but quickly. Get the motorcycle now and ride through the exit gate into the new level.

26, The Tulun Mosque:

Ride a motorcycle down the mountain and turn right to roll over the first shooter. They are immediately targeted by another sniper, which is located high up, on a heel. Either brake immediately and use to get out of firing range, or drive directly under the heel, in Oststraße. With laser-aimed revolver, you then shoot down the villain.

Central chamber:
The East Road leads to an abyss, which you only overcome later by motorcycle. First, walk back and enter the vestibule. Immediately to the right of the entrance, note the paragraph to which you pull yourself up. With a start jump you come to the archway platform. On the west side of the central chamber there is a narrow slit in the wall, to which you also make a start jump. Be sure to hold on tight to hang yourself on the slot. Move to the right, jump to the ladder and hang around the ladder corners to the next platform. Now a path leads all the way to the top and to the prison lever. Do not operate this lever at the moment, as this only closes the doors of the central chamber for about two minutes. Later, however, you can use this circumstance to temporarily imprison an invincible colossus.

Tip:
To save torches in particularly dark levels, save your game, explore everything first with many torches and then load the old savegame. Flying giant beetles:

Save and jump past the corridor to the platform on the west side. From the thin protrusion that protrudes into the room, you reach the rope. Let yourself slide to the bottom end and swing over to the east side. You will find a secret, gifts and two stag beetles that are too big, but they can easily be eliminated with the rifle. Now back to the rope. However, you probably cannot reach the very distant rope directly. Then jump over to the archway platform of the west side and take the familiar path again. Again at the end of the rope you take strong momentum, over to the south side, where a shooter, revolver ammunition and a healing package are waiting.

Central chamber output:
Through the ground hole and the ramp you land again in front of the front door. Now go back to the central chamber, find grenade launchers on the west side and a healing package in the northeast corner. In the far north is the central chamber exit. As soon as you get outside you will see a straight road tunnel that leads over a ramp into the trench level - don't take it yet! Directly above it is a shaft that leads to a secret, revolver ammunition and other gifts. To reach it, jump up to the ledge and pull yourself up.

Minotaur:
Save now, because you will now walk into West Street and meet the untötible Minotaur swinging a huge thunder hammer. In the same courtyard there is a wooden wheel that you need to operate four times to open a gate on the west wall. Unfortunately, the Minotaur seems to have something against you and wants to prevent that. You now have two alternatives:

short & painful:
Ignore the Grobian and heal yourself once in a while pulling on the wooden wheel four times. Jump over the wooden wheel, run through the gate and try to climb the ladder. You probably won't make it all the way to the top because the hammer wielder is causing a real earthquake. Then go to the end of the side aisle and wait a moment. Then quickly run back to the ladder, jump up and try your luck again. Climb up on the far right side!

CONTINUES ON NEXT PAGE
Cairo - Level 26: The Tulun Mosque Continued and Level 27: The Gateway to the Citadel
CONTINUED FROM PREVIOUS PAGE

long & healthy:
In this variant, the motorcycle must still be located at the first central chamber entrance. If you have already skipped the abyss, come back the same way. Run accelerated back to the central chamber and its first entrance to quickly pull yourself onto the heel that will take you back to the prison lever. Then proceed as described in the "Central Chamber" section to imprison the Minotaur. This time, however, you operate the prison lever and swing directly to the southern exit. Skip the abyss of the Oststraße now with the motorcycle, possibly flatten a monster beetle and operate the wooden wheel undisturbed.

27, The Gateway to the Citadel:

After outwiting the Minotaur, talk to the seriously injured sergeant. He asks you to get a code card and the frequency of the minesweeper and then pick him up by motorcycle. Right next to it you will find a packet of revolver ammunition.

The Half Dragon:
Save the save now urgently, because you are now making acquaintance with a huge half-dragon! This angry lindworm not only seems to be in a bad mood, but also spits fire and sends out flocks of locusts. You can't do anything against this beast at the moment. Luckily, the beast can't move away from this place and you run past it with the acceleration button. Ignore the truck in the right side path and continue walking along the road until you come to a blue illuminated area.

Crocodiles:
Walk into the right cul-de-sac, all the way to the end and jump on the small beveled heel, on the left. There you are safe from the crocodiles. After killing the first one, stand just in front of the shaft on the west wall to lure out the second crocodile. The shaft leads to a low room, with poison arrows and revolver ammunition.

Cemetery:
On the north side you climb to the small cemetery, where there are two large stone coffins. On the north side, operate all three levers once, allowing one of the stone coffins to release a corridor. Jump into the aisle and use the crowbar on the defective lever - a door opens in the still closed parallel aisle. Back outside, walk to the west wall and stand to the left of the burning torch, on the small heel to jump up and pull the lever there.

Rope:
Now the second coffin rolls back and you come across the corridor to the last lever. Make sure that you have enough life energy, as locusts attack after actuation. The lever finally opens the golden door, in the southeastern corner of the cemetery. The corridor leads past grasshoppers and bats to a rope - save! If you need a secret, explosive arrows and healing packages, swing over with the rope to the right bell on the north side. Directly below is a shaft with said gifts. Otherwise, take a strong swing and swing south, to the far away paragraph on the other side of the road. You should hang at the bottom of the rope!

Canopies:
From now on, save after each successful step, otherwise you will have to repeat the whole procedure for a single error! From here, jump to the striped canopy to the east and continue to the slightly higher platform, on the right, where you will be greeted by a flying stag beetle. With a starting jump we continue to the canopy on the left side. Then make a standard jump to the opposite ladder and hang around the corner to the left, where you drop to the ledge. Stand all the way to the edge and make a standard jump to the east-facing balcony, where you'll have to shoot down a fat bug again. Jump diagonally and while holding down the button up to the ribbed ceiling elements to hang on to the opposite side. Hang yourself on the slot there by letting go briefly to immediately hold on to the edge of the slot again. Ignore the common humming beetle until you have hung yourself to the left and stand safely on the heel. Now jump down to the large striped canopy in the southeast and start to the heel on the south side.

Special petrol (for motorcycle):
The corridor leads you to a very deep abyss. Jump to the northwest, to the white-lit edge. After the stag beetle, climb into the courtyard, kill another insect and find the special gasoline canister behind the overturned vehicle. But don't get too close to the fire!

Back:
Now walk all the way back to the sergeant. You can easily overcome the abyss by sliding backwards and hanging yourself on the edge of the abyss. Now you can hang over to the south side. The safest way to pass the half-dragon is to jump. After the sequence, you will briefly return to the "Tulun Mosque" level and run past the Minotaur. Fortunately, he can't get into the lowered part of the level. Ride a motorbike through the road tunnel into the trench level.
Cairo - Level 28: Trenches and Level 29: The Tulun Mosque (Part 2)
28, Trenches:

Turn right around the bend and park, right in front of the large palm tree. Take the path to the east, past the palm tree. Follow the path and save as soon as they have turned off the shooter, because if you run around the next corner to the right, you will be shot at by an automatic weapon.

Flamethrower Rifles:
You must now go to the shaft located just above the machine gun position. Unfortunately, this machine is not only completely immune to any frontal attacks, but also spits fire as soon as you get too close! Therefore, do not squander defenseful ammunition! There is only one way to destroy automatic rifles directly!. On the back of such machines there is a cylindrical container. With revolver and riflescope you shoot as accurately as possible at the red mark of the container - one shot is enough! The only problem is that such weapons automatically turn to them as soon as Lara is detected by the sensors. However, the sensors only work if there is no obstacle in between! Plug in your weapons so you can duck right away! Therefore, run as far to the right as possible past the machine and immediately duck behind the first low box. Crouched, you now crawl very close (also in the corners) along the boxes and thus unnoticed to the rear end of the room. If the automatic rifle has not noticed you, make sideways steps there very carefully until you can shoot straight at the container with and through the wall slot.

Code card:
On the platform in the southeast corner, four heavy shells lie around. Now climb up the north face and jump into the hole. Attention! Just to the right around the corner, first crawl into the shaft, which is located on the left at ground level, because if you continue walking the aisle, you will be roasted. Ignore the dangerous steam pipes and kill the shooter in the room first. In the big box there is blue Amo. In the Northern Niche, you pull yourself up on the west wall and destroy the automatic machine gun, as described earlier. Kill the sniper too - but be sure to shoot at his legs! Now crawl back to the aisle and follow it until you hear a recognition music. To the right around the corner is another shaft, with steam tubes. You will find the code card you are looking for.

Pressure valve (for motorcycle):
The corridor continues to the north. Use the slot to hang past the steam pipe and the abyss. Turn off the shooter and get the healing package, behind the defective rifle position. Stand in front of the engine block of the overturned SUV and use the crowbar to remove the pressure valve. Watch out! Because as soon as you stand in front of the engine, another shooter appears.

Motorcycle Power:
Get the healing package out of the rearmost box and take the same route back to the motorcycle. Now combine the pressure valve with the special gasoline canister, from chapter 27 and install the resulting distributor in the motorcycle. To do this, imagine yourself in front of the motorcycle as if you wanted to climb up. Then open the inventory and select "USE" manually. From now on, you can accelerate significantly more with the acceleration button < >. You won't explore the rest of the trench level until later, as you'll need to get a key beforehand. Head west and left into the tunnel, back to the Tulun Mosque.

29, The Tulun Mosque (Part 2):

The afterburner now opens up completely new possibilities. Head east, to the ramp-shaped staircase. Start from the edge of the abyss and jump over the stair ramp to the large - inaccessible without motorcycle acceleration - opening, which is located in the north wall.

Fire alarm room:
On the west side you will find a door, a shooter and a ramp over which you slide into the fire alarm room. Look at the ceiling and register the two fire detectors, as well as the suspended box. First, take the west aisle into the basement, kill a shooter and open the dark door behind which another shooter lurks. In the same room there is a burning wall torch that you remember. Walk back to the fire alarm room, then to the northern crate room, where you'll find a grenade shooter and torch. Take the torch, run it back to the basement to light it on the wall torch. Back in the fire alarm room, hold the fakel to a fire detector to open a door.

Attic key:
Behind it you will find a lever that sets a mechanism in motion. Walk again to the box room. Now you come over the stacked boxes to the opening, in the east wall. Smash the boxes (even the little ones) in the storage room to get some gifts. With laser-aimed revolver you shoot the padlock, on the metal grille. Zoom in completely, but only shoot at the lighter metal bracket of the castle. In the middle of the dark wall there is a hole. Reach in to get the attic key. Back to the motorcycle, bravely descend the opening again and through the tunnel back to the trench level. If you accidentally fall down without a motorcycle, you come back to the basement via the small north wall shaft and a ladder.
Cairo - Level 30: Trenches (Part 2) and Level 31: The Street Bazaar
30, Trenches (Part 2):

Park again at the large palm tree, but this time walk through the pointed underpass to the north. Just to the right behind the stairs is a heel where you can jump to a white lever. But first kill the sniper, who immediately attacks you from the opposite roof. From the heel to the west is a niche with healing packages.

Wooden block:
Jump on the lever and hold firmly so that the flap opens. Via two shafts (in the corridor in between there are crossbow arrows) you come back outside above the large palm tree. You now have to hang yourself on the outer edge and continue to the left. But before that, you shoot the wooden block that blocks the climbing slot. A targeted revolver shot is enough. In order for Lara to pull the gun, however, she must first kneel! Therefore, hang yourself briefly on the outer edge and then pull yourself back up.

Attic:
From the next platform, jump up to the ribbed ceiling elements and hang yourself to the other side. Meanwhile, ignore the emerging locusts. After killing the shooter, use the key on the attic door and save.

Control box:
Take a run-up jump to the north building, across the street, where you can hold on to an edge. Turn left until you can climb into a corridor. Through a wall opening you can see a control box in the distance. You now have to shoot at the red button until the box starts to smoke. Only a single targeted shot with the crossbow is necessary! To do this, separate the laser device from the revolver, combine it with the crossbow and load this weapon with simple arrows. As soon as the box smokes, the exit gate opens unnoticed in another area.

Level output:
Hang yourself backwards on the edge of the wall and let yourself fall back onto the street. If you now look around the corner to the left, you will see two spotlights in the north and a staircase to the right that leads up to a pile of sand. The other staircase (to the left of the headlights) will only lead you to two more snipers. If there is still the exit gate at the top of the sand pile, you must repeat the "Switch box" section. Now get the motorcycle and race up the pile of sand with an afterburner to jump through the open exit gate to the other side. The ladder leads to the next level.

31, The Street Bazaar:

After the sequence, plug in the minende tonerator housing, the defective jack behind the car and the crank from the west workbench. The broken jack and the crank are combined to form the jack.

Jack:
The red button opens both exit doors. The east door leads to two snipers and the minefield, which you will visit later. Take the south door and ladder upstairs. The shaft next to it contains a healing package. At the end of the corridor, jump to the ribbed ceiling elements and sway east, where you'll enter a small room through a wall hole. Climb on the heel and stand directly on the south wall. Then use the jack to open the grid above you.

Flashes:
After the locusts, you need to push the strange larger wooden frame onto the platform, on which lightning is constantly beating. Beforehand, push the smaller box in the way into the niche and save your game just before you move the frame completely under the dangerous lightning. The next lightning strike then clears the way over the bridge.

Mine position data:
From the bridge, make a jump to the opposite ladder and swing to the left to the roof heel. For a secret, poison arrows, four tracer grenades and a healing package, you can jump diagonally to the northeast. Then return to the roof heel and follow the corridor. Drop into the hole to land in another hallway that will take you to a yard with boxes. On the west wall you go into the tunnel and at the end of the ramp you will find the cassette with the mine position data.

The Taurus:
As soon as you pick up the cassette next to the headless corpse, a bull known from the 13th chapter comes trampled into the yard. Apparently, the guardian of Semerkhet got a little lost and still seems to be mad at you. However, as long as you stay on the bright floor of the ramp, it will not attack. On the southeast wall of the courtyard, three brow boxes are stacked, which block the exit to the trench level. Do not even try to shoot at the boxes or blow them away - useless! To clear the way you also use the bull, as a battering ram. Lure the blue muscleman to the north side and then quickly stand in front of the brown boxes. The bull rushes up and you jump to the side at the last moment so that he sweeps away the boxes and thus clears the exit. Before you leave the yard, you can also destroy the other boxes in this way. On the paragraphs of the south side you are sure. However, the two boxes on the southwest side contain only a small healing package and torches, the box on the north side some Uziamo On the balcony you do a shooter and can slide back to the trench level via the corridor in the south wall.
Cairo - Level 32: Trenches (Part 3), Level 33: The Gateway to the Citadel (Part 2) and Level 34: The Citadel
32, Trenches (Part 3):

You now have to return briefly to the STREET BAZAAR LEVEL and the garage with the workbenches. Therefore, first walk past the large palm tree, straight ahead to the west, until you come back to the northern stairs and to the pile of sand over which you jumped by motorcycle. This time, however, you will jump over this sand ramp without a motorcycle. On the other hand, you may shoot a sniper and climb on the heel, which is located in the large pile of sand. From there you jump slightly diagonally to the northeastern heel - where your motorcycle should already be located. Then take the ladder up, back to the street bazaar level.

The minefield:
Back in the garage, this time you go through the east door, open the blue door to the outside and - if not already done - do the two shooters in the yard. In the northwest corner you not only come back to the TRENCH LEVEL, but also stand in front of the minefield. Combine the mine detonator housing with the mine position data cassette. Use the now ready-to-use mine detonator to blow up the minefield. After that, you can enter the minefield safely and press the red button on the other side. This opens the door to the south behind which your motorcycle is located. Now drive up the ramp to leave the level.

33, The Gateway to the Citadel (Part 2):

They come to an abyss marked by warning skull signs. Skip the abyss on the left. The afterburner is not necessary for this - just some momentum! If you are on the other side, be sure to hold the "Gas" button until you have driven to the right in safety - save.

Dragon Death:
Drive back the already known path to the half-dragon. The emerging crocodiles simply roll over you and jet on to the injured sergeant. In the following sequence, the lindworm is blown up into its individual parts.

34, The Citadel:

Go a few steps further to activate another sequence. Von Croy has found the ceremonial plaque and brings two dead knights to life.

Burning rope:
From the initial room, walk as far south as possible, up the stairs and press the lever that opens the large gate in the opening room. Pick up the torch in the small western niche and light it immediately on the wall torch. Now back to the middle room, where the camera looks at Lara from above. Hop into the wide western niche and light the rope with the torch. Once it has burned through, a piece of floor is removed in the initial room. Back in the opening room, get the Uzi ammunition from the open large gate and jump into the ground hole with the burning torch.
Giza - Level 35: The Sphinx Complex and Level 36: The Temple in the Valley
35, The Sphinx Complex:

Kill the two blue coats. One of them leaves the silver key with which you open the small metal door. In the next courtyard there are still two blue coats waiting, which you can already attack at the entrance by shooting in the jump. On the east side, press the two levers to open the exit door. After calming the approaching ninja, you'll find red rifle ammunition in the Southern Niche.

Difficult jumps:
First, overcome the right abyss to the north. To do this, you jump to the side heel, to the left of the abyss and jump slightly diagonally and with a run-up to the north side. This jump is again extremely difficult, but succeeds after saving as follows: Slowly go to the corner of the side heel so that Lara aligns herself at the jump edge. On the other side you will see a board gate and to the left of it a large pile of sand. Turn on the corner now so that you look exactly to the middle of the sand pile. Control the jump direction with . Then make only one jump backwards and with the button held a start jump over to the north edge. You cross the second abyss in a similar way, shoot the blue coat and enter the door.

Tip:
For difficult jumps, you first bring Lara slowly to the desired jump edge, so she positions herself automatically, for an optimal jump point

Grid:
There's some Uzi-Amo in the boxes. Push the shelf to the side and use it to reveal a grid that you shoot with the standard pistols. Before you crawl into it, squat directly in front of the shaft and also shoot the grid at the other end of the shaft.

Bucket part 1:
In the next room, you will be met by a shooter who leaves red Amo. In one of the boxes you will find the important shovel base - called the metal blade. If you push the two shelves to the side, you will find a rifle (Amo) underneath. Now press the button on the northwest side and wait with weapons drawn in the corner until the two blue coats storm in.

South:
Now back over the abyss, this time in a southerly direction. With start-up jump it goes first to the right side heel, then to the left. With a standard jump you come back up and overcome the southern abyss. Here you come on the left side and with a start jump to the first paragraph of the other side, then to the northwest paragraph.

Bucket part 2:
Walk towards the west and although Lara shows great interest, you first resist the temptation to examine the light stone between the sphinx legs - that comes later. Continue to the West Shelf and jump down to the front right paragraph. From here you can easily kill the two ninjas who are still standing around unsuspectingly on the distant north side. To do this, use the crossbow with normal arrows and laser vision device. A run-up jump just past the rock face and then leads you north over. Smash the boxes and find the shovel in them.

Light Stone:
On the same path it goes over the abyss back to the light stone between the sphinx legs. Examine the stone and then notice the unusual dark bottom depression. Combine metal blade and wooden handle now to a neat shovel. Then stand exactly in the middle of the dark depression and use the shovel to make Lara dig a corridor.

36, The Temple in the Valley:

As soon as you enter the Bull Room, the bars close behind you. Take the binoculars with night vision and take a closer look at the room. First examine the walls, right and left at the entrance to discover two levers. Each prison lever closes and opens the metal grille next to it. The two Aries bulls remain quiet in their places until Lara gets too close. Make a big bow around the two nervous animals to explore the room at your leisure, finding a scroll and torches.

Aries Taurus:
Now it is time to lock up the two bulls with the help of the prison levers. Get so close to a bull that it awakens. But approach in such a way that only one of the two bulls comes alive! Then lure him into a prison cell and quickly close the room with the appropriate lever. However, this is easier said than done. A good method is to run into the cell and stand right in front behind the entrance wall opposite the switch. With your face to the door, wait patiently for the bull to come in. Then immediately walk past him to press the switch. You do the same with the second bull.

Symbol switch:
Now stand in front of the three large symbol switches on the north side, on which two feathers, a bird and a ramp can be seen. You now have to press the switches several times in a very specific order. Whenever the order is right, a new grid opens to another room. If the order is not correct, the northeastern death grid opens.

Hint:
To complete this level, it is not necessary to go through the death grid! Any incorrectly pressed order opens the death screen in the northeast, which leads to a lever over a deadly route. The lever merely opens the grid for the way back and brings the symbol switches back to their original state. Every time the death screen opens, you have chosen a wrong combination and should better load an old savegame. Because after you have jumped over the abyss, you have to beat yourself past many knife and spike ball traps - twice! Therefore, save each mall before trying a new combination.

Stone of the Maat:
Dive back to the exit hole and walk back to the Bull Room and the three switches. Save the game and press the symbols now in the order 4)Bird/Ramp/Feathers to open the Northwest Grid. On the far left side you come over the abyss to the north face. After killing the small bloodsuckers, crawl into the shafts. The east shaft leads to a fork. From there, the south turnoff will take you to a secret and a grenade launcher. The other turn ends in a deadly sting trap.

Tip:
If you crawl very slowly on the rotten wooden flaps and immediately crawl back as soon as the sound of snapping knives is heard, you will not automatically fall into the hole.

Then crawl into the north shaft and always keep to the left to get to the Stone of the Maat. The other corridors end in spike traps. Now with torch in the south shaft, just left, at the junction right and left again. There you press the lever that opens the output grid. Here, too, the other courses end in unhealthy spike traps. You will now come back to the Bull Room by making a diagonal inrun jump to the southwest side at the abyss and from there making a standard jump to the edge of the west set.

Taurus-Room Exit:
Now that you have all four stones together, walk through the west grid, into the symbol room, with the colored wall shafts. Insert the stones into the small niches by simply standing in front of them and pressing.

Deadly blanket:
Just behind the now open exit grid is a deep abyss! Jump to the ceiling and hang yourself to the other side. Attention! Save now, because as soon as you get to the next room, spiral knives screw inexorably from the ceiling. Take the four sacred statues out of the niches as soon as possible to open the exit. Jump through the next room to avoid the snapping knives and hang yourself back over the ceiling on the coming abyss.
Giza - Level 37: The Pyramid of Menkaure and Level 38: In the Pyramid of Menkaure
37, The Pyramid of Menkaure:

In the cave you will find two Uzimagazine and climb up to the metal flap in the southeast corner. Attach a torch and examine the flap for a lever. Face north and then stand exactly under the lever and jump up to open it. Now stand directly on the edge of the paragraph and jump up to move up with you.

Giant Scorpions:
Immediately pick up the garnet with light grenades to shred the two oversized scorpions and the shooter. Per scorpion, however, there are also two shots with explosive arrows. Your few heavy grenades are better saved for worse times! Bag in revolver ammunition and healing packs lying around before jumping over the abyss in the north and killing a third scorpion. Skip the next abyss and smash two more of these red monsters

Bunch of keys:
Now walk to the abyss in the east and stand on the left side exactly on the corner that protrudes into the abyss. Take a step back and make a jump to the edge of the stone, in a southerly direction, while holding down the key. Pull yourself up and immediately perform a forward somersault on the slope to land safely on the other side. Kill a scorpion there and open the door, on the south side. Kill the wild scorpion and pick up the important keychain from the dead guard. It is not absolutely necessary but advantageous to save the guard from the beast. Then, as a thank you, you will receive the armory key, which will be useful later. Then put all the gifts in the niches.

To the pyramid entrance:
Back outside, you'll take care of a new scorpion and walk back to the western bottom you came across. Stand to the right of the abyss and very close to the bright wall. Jump up to hold on to the edge and swing to the left over the abyss. Keep hanging until it doesn't go any further and only then let go. You now have to climb up to the pyramid. Start the ascent from the abyss in a northwesterly direction and have the rifle ready for life-weary stag beetles. From the long middle step you jump as far as possible to the west and slide down a little bit to the long west step. From there you can now comfortably climb five steps to the top. Save your game and make a jump to the east to get to the pyramid entrance. Kill the stag beetle and open the gate, with the keychain.

38, In the Pyramid of Menkaure:

Walk sideways past the pendulum knives and shoot a few bats. Then walk halfway down the stairs until Lara looks up on her own. At the very top, you can see a golden star that you shoot with a standard arrow from the laser-aimed crossbow. This opens a flap in the large tub of the next room. Load the crossbow with explosive arrows and go all the way down the stairs to blow up the mummies into less dangerous individual pieces. In one corner there is revolver ammunition.

Spiny pits:
Make a set in the large tub and come through the bottom hole to a spike pit. Now it's time to jump up to the rope and go over with momentum. Slide all the ropes to the very end, otherwise the swing is usually not enough. Again, you have to blow up mummies before swinging over the two ropes of the right, northwestern sting pit. Before jumping to the first rope, position Lara so that both ropes are right in the middle. On the other side of the pit, operate the lever that opens the flap to get ahead.

Key to the Western Shaft:
Then take the same path back to the northeastern spike pit, which you also overcome with the ropes. Save and load the grenade launcher exceptionally with heavy grenades, because it's about to get serious! Once you have pulled yourself up, a very dangerous guard attacks. Three heavy grenades or several explosive arrows are needed to stop this plasma gun. Stand in front of the white dot located at the large wall star and pry out the object.

Trapping:
Take the same path over the spike pits, back to the room with the tub. Walk up the stairs again and slide through the new opening on the east wall. Plug in a torch and run off on the right immediately accelerated. Then, when you hear a metallic sound, perform a jump roll to avoid the approaching knives. At the end of the aisle, jump up to the lever, which is located directly on the flap and load the grenade launcher again with light grenades.

Switch:
At the top, crumble two giant scorpions and walk between the two east pyramids. Turn north and discover a well-camouflaged stone switch at the base of the pyramid. The switch opens the top of the pyramid, which is located on the precipice, and lures another giant scorpion.

To the top of the pyramid:
Directly to the left of the abyss you can climb two steps to the top. Save and make a start-up jump in a southerly direction to land on another stage. From there, you can easily climb up to the open top and climb backwards into the pyramid.

Tip:
With long ladders, you can save time when climbing down if you let go several times and then quickly access again.

Sphinx level output:
A start-up jump takes you over the abyss and to a ribbed ceiling, over which you continue to hang on. You can overcome the pits with the pendulum knives by jumping over on the outside when the pendulums begin to swing to the other side. Since the pit is very long, align yourself with the edge beforehand and hold down after the jump. After the second pendulum pit, pay attention to the narrow south corridor, but first jump over the third pendulum pit and pull once on the train chain. Then it's back to the narrow south corridor and you hang over the ceiling to the exit grid - save. Now do not slide down the ramp in the middle, but jump diagonally from the exit grid to the right side. This not only avoids the deadly sting pit but also gives you a secret and a new Uzi. Through the hole you come back to the Sphinx level. Run southwest and jump over from the abyss to the left. Now put the "Key of the Guards" in the lock to open the large gate.
Giza - Level 39: Mastaba and Level 40: The Great Pyramid
39, Mastaba:

Have the standard pistols ready, because from now on you have to expect jackals and bats to appear everywhere, but they are more annoying than dangerous. First, run north to the truck to plug in the gasoline canister. Stand directly in front of a fuel pump and open the inventory. Now select the canister and "USE" manually to fill the canister with gasoline.

Hidden floor flap:
Now back to the south and to the building, with the nailed entrance "DANGER". Shoot away the boards to get into the room and shoot the bats. In the middle of the room there is a well-camouflaged floor flap, but you can easily see it with binoculars and night vision. Face east to the edge of the flap to open it and climb down the long ladder. Secret and healing packages are your reward.

Small water bag:
Climb out again, into the open air and between the two buildings to the east. There is a door there that you enter. Open the floor flap and follow the aisle to a fork. First, walk into the east corridor and come into a room with three lion faces, healing packages and arrows. Now mount the laser vision device back on the revolver and use it to shoot the crystals in the snapdragons. Explosive arrows do it too. But you better save them for the mummies that appear afterwards. Take the small water bag out of the niche and return to the fork to take the south aisle outside.

Tip:
Wait until attacking mummies stand closer together to blow them up with a single grenade.

Sandbag:
You must now jump over the abyss to the east and go through the second board door labeled "DANGER". You will find in the building not only another jackal, but also a floor flap. At the first fork you go east and also find a room with three lion faces. Proceed in the same way as in the "Field bottle" section to get the sandbag. Back to the fork we go into the north aisle. Always keep to the left to get revolver ammunition and healing packets. Also from there always along the left walls to get to the exit and a door.

Scale space:
Through the door and the plank you come to an abyss and make a short jump over to the small northwest corner. Also in a northwesterly direction, another jump takes you to the other side. Through the flap in the walls it goes down again and as usual you shoot the crystals in the snapdragons. You now come into the scale room and fill the water bag out of the puddle of water, just behind the scales. Stand in the puddle and select "USE" manually. Take a closer look at the three scales and pay attention to signs on the sides. You now have to use the full water bag on the water wave sign, the gasoline canister filled at the gas station on the sun sign, and the sandbag on the sand pile sign. Again, it is not automatic and you activate "USE" manually.

Key to the northern shaft:
Now walk into the south room and through the corridor. Always keep to the left to get to a corridor end with a torch on the ground. Now the same way back to the scale room. Light the torch and put on the gasoline at the sun sign, as well as the four wall torches. Go into the open west room, shoot the snapdragon crystals and pry the northern shaft key out of the wall.

More flaps:
This opens the door to the east room, where you will find revolver ammunition and shoot three crystals again. Further down the aisle you will find a healing package in the left turn, which immediately makes two jackals appear! Always along the left you come to the exit and are welcomed by small scorpions. On the left side of the abyss, jump over first to the east, then with your arms outstretched, south to enter the door. Back through the flap and at the fork to the north, where you will find revolver ammunition next to a scorpion. Back to the fork, take the east aisle into the open air, smash the "DANGER" entrance and enter the door.

Monkey Room:
This is followed by the usual game. Shut up, down, knock off cattle and smash snapdragon crystals. After the small sequence, use the crowbar on the defective lever, in front of the middle monkey statue and kill the attacking monkey. Only then do you press the lever on the east monkey statue, with your arms in front of your mouth. Do not shoot at this monkey under any circumstances, but wait, because it opens the eastern space for you. In the open east room there are mummies and the "key to the southern shaft". Smash the two crystals here as well. Now to the west room, three crystals shot and further and further through the corridor.

40, The Great Pyramid:

Shoot your way through the board and past the blue coat. With laser vision you can also do the blue coat in the west. Skip the abyss first to the southwest. After taking care of the blue coat in the north, open the door and finish off blue coats and stag beetles before shooting your way through the next plank. In the next room, another villain is standing around and you see a floor flap and a door. Leave the deadly flap alone and walk outside through the door.

The Gorge:
After the sequence you will find in the "DANGER" building Uzimagazin, light grenades and a healing package under the flap. Skip the gorge at the narrowest point. On the other hand, turn east to explore the gorge with binoculars. There you will see the place that you first have to reach to change back to the gorge side.

On the pyramid:
First go west, down the ramp and with a run-up and over the abyss. Now four steps up and past a stag beetle. From now on, save more often, because a wrong step can be deadly in this confusing climb. Now with several jumps back to the east. After the first jump, you immediately duck in front of the falling rock. This is followed by two standard jumps on a smaller and a slightly larger east step, where you also have to avoid a boulder. Climb one step higher and jump two east steps further. From there, make as long a jump as possible to the east and slide down the pyramid. In front of the thundering rock you immediately duck to the side. Jump over the gorge and kill the beetle monster before crossing the gorge further east.

Higher:
Climb up two heels and get the healing package. Now climb the pyramid in a northwesterly direction. Where the beetle attacks, you climb two steps higher and jump to two east steps, where you have to duck in front of a rock again. Climb up there until you come to a very long step where two stag beetles sit.

To the west:
From this long step you make a start jump to the west to slide far down on a slightly steeper bright slope. Once you've landed safely, make a run-up jump to the next west step, where you'll climb two steps. If you jump one step further west. you will be attacked by a bug. From here two steps lead up, but you do not take them! Instead, continue to the west until another beetle appears. You have to alternately jump down one altitude step, then up again. Three steps now go up and a start jump to the northwest brings you one step higher. Make a set, straight to the west and immediately a second west jump to escape the boulder. With a last jump to the west you come to a slope and slide into the new level.
Giza - Level 41: The Royal Pyramid of Khufu and Level 42: In the Royal Pyramid of Khufu
41, The Royal Pyramid of Khufu:

After two giant scorpions and the shooters, you go through the left entrance and smash all the boxes to get many gifts. You can now only open the iron grid in the right entrance if you have earned the weapon key in the 37th chapter, section "Keychain". Back outside, jump along the left side of the abyss, between the pyramids and to a scorpion monster. A jump to the east will then take you all the way over the abyss. Now climb the two southern steps and kill the stag beetle.

North:
The next long jump north is very difficult. Therefore, you save, align yourself exactly at the jump edge and stay as far to the right as possible when jumping off. Continue to the northern stone and from there across the abyss. Zoom in on the revolver with the laser device and shoot the stag beetle waiting in the north. With start-up and it goes on to the sloping north heel. Around the corner, you need to kill a large scorpion before inserting the healing package and pushing the large beveled stone [ABSTEIN] into the left west corner. This opens a door to the southwest.

Key to the Eastern Shaft:
Climb backwards into the flap downwards. Here you are in a confusing labyrinth, full of small scorpions and scarab holes. However, you can easily find the right room if you only turn right. After the fourth right turn, a well-known plasma guard awaits you, guarding the Eastern Shaft Key and needing three heavy grenades. Take the key out of the wall. You must now return to the same entrance through which you entered the labyrinth. From the Ostschaftschlüssel room go to the right, the second aisle to the left and at the torches to the right again. Before that, you can find two Uzimagazine, once rifle ammunition and two healing packages in the wall holes. Of the total of 16 holes, however, 11 contain only scarab beetles.

Pyramid entrance:
Back outside, you jump over the gorge and two paragraphs to the north. After the stag beetle, climb up to the pyramid. Climb two steps up and make four run-up jumps to the northeast to get to two beetle monsters and the pyramid entrance, which they open with the keychain.

42, In the Royal Pyramid of Khufu:

Skip the abyss and take care of the ninja and a blue coat. Take the right aisle upwards. Passing a blue coat, you will enter a room with ninja, which you treat as in the 10th chapter.

Tub room:
Walk into the lower aisle and walk past the dangerous stone columns rushing back and forth at the appropriate moment. Between the columns there is a place to wait. Kill the jackals and get the healing package and torch out of the broken tub. Attach your torch to the burning torch and light the four extinguished wall torches. In the now open west wall, pull the star room lever and insert the blue ammunition. New jackals are now waiting in the tub room.

Star room:
Past the pillar trap you leave the tub room again and walk up the ramp to the north. Place the four shaft keys in the provided wall locks. The resulting blue light rays penetrate the floor in the middle of the room. Press the lever on the north wall and take care of the emerging blue coats

Exit:
Run back down into the tub room, where the light beam has also drilled a bottom hole. Now press the other lever in the open east chamber to open the level exit. Back to the main course, two blue coats await you. Continue walking down, skipping the chasms and walking through the open grid. In the second abyss you will discover a heel, with secret and crossbow. At the last abyss you will find a blue coat and a healing package. Climb down the outer walls of the shaft and follow the corridor.
Giza - Level 43: The Temple of Horus
43, The Temple of Horus:

In the room you can see a beam scale, as well as a caged monster. Pick up the large water bag from the floor and note the two waves of water carved in stone above the pools. The number of shafts indicates the required liters on all floors. Therefore, you must now fill the large water bag with two liters of water and place it on the scale so that the bottom flap opens.

The Beast: If there are not exactly two liters in the bag, the cage grid opens and the monster attacks you. With a few shots from rifle or revolver you get rid of it again. However, explosive arrows remain ineffective! Every time you put the wrong weight on the scale, a new beast comes running.

Floor flap:
To get two liters, fill the large water bag at the water basin by manually selecting "USE". Now combine it with the small empty water bag. Exactly two liters remain in the large bag. If the small bag is not empty, "USE" it to empty it beforehand. Place the large water bag with "USE" on the scale.

>>>TOMB RAIDER: CHRONICLES COMPLETE WALKTHROUGH<<<
Rome - Level 1: Streets of Rome
ROME

The streets of Rome

Equipment:
Pistols, binoculars, 3 torches, Timer-TMX, 3 small Medipack's, 1 large Medipack and Merkur Stone

On the left in Opera-Backstage (if you want all the secrets) and follow the instructions in the parkour. After the first big jump up on the iron framework and get 1 small Medipack, then get on the crane and torch and get 1 large Medipack (crawl). Now you can shorten by jumping on the yellow crane, or back on the iron frame and jump on the jetty and continue the course. After a few jumps and walks you come to a water basin. Ammunition can be found if you do not get out of the water after the dive through the first large pool, in the second pool, but dive again and go all the way down through the opening at the bottom of the pool - so you get 1 large Medipack, 6 x Shotgun shotgun cartridges and 6 x Revolver Ammo. Now you come to a rope that Lara can balance over. But before that, jump on the floor in the back room empty the shelves and move the empty shelves, with one you will find ammunition and at the shelf, which can be pushed 2 times you will find the first secret. After the balancing act, search the shelves over the rope (1 small Medipack). Continue to follow the path. After opening the last gate, leave parkour. The game begins.

Leave Opera Backstage to the left. Pull pistols and straight through the first gate, then left to a locked gate (remember). Back and immediately left to an open square with a fountain. A dog attacks. Then immediately to the right (at awning) down the alley, at the end touch the stone face (pull the lever). The locked door from earlier opens. So from there. Touch the stone face again (you can't kill the bats that are now attacking). Turn around and jump on the now appeared pedestal and pull up. Place between columns and diagonally right 1 kl. Get MP and jump back. Now run into the aisle. Shoot through both windows and in a 1 kl. MP with you. Climb up the other window and jump over to another house. Immediately right into the corridor and upstairs get the key, then run down and up the other way and jump on awning (over railings) and take torch. Below, a dog is already waiting to get done and jump down (note: the path past the windows also leads back to the square with fountain). Unlock the gate with found keys. Attention: in the next section Lara is shot at from above, fired back. Then walk to the entrance and take path down. On the boxes is a garden key – take it with you. Then run to the top. Lara is shot at from the other side – shot back. Then balance over rope. At the other end of balcony jump, the lever on the wall opens again a gate to square with fountain. So turn left in another direction, then turn right and immediately left again and take revolver Ammo – gate is still closed (remember). Get out and run left and steps up and take revolver at the end. Then run to the right up to the locked door, which Lara can open and take laser aiming device inside and combine it with revolver in the inventory. Then aim at the lock behind the barrels (with laser aiming device) and get the second garden key. Back to the place where Lara jumped from the balcony. This time take the other direction. At the end you can insert the two garden keys and the front gate opens. Run in

Cutscene

When you can act again, walk behind the building (where Lara used the stone in the cutscene) and walk into the hallway. The other passage leads only to one water. Walk all the way to the top - to the bell. There you will find second laser aiming device and at the back still revolver Ammo. Aim at the bell. A passage opens from which you can jump on another building. There again touch stone face and back to the bell. Now the door has opened at the bell. Get the secret first. Run back down and to the place where you found Revolver Ammo with the gate closed – this is now open. Kill dog and take secret and loot shelves (1 gr. MP). Back to the bell and now through the door into a room with two birds on pedestals. Immediately run into the left rear aisle and press the lever at the end, then turn the bird that is now white, now to the corridor on the opposite side, there has now been a door opened corridor follow. The swinging battering ram blocks the way. Place your back against the wall, drop a few steps to the right and down and hold on. Then

swing to the right, pull up at the end and operate the lever. Jump down and turn second wise bird. A gate has now opened under the bell. Get the secret first. Jump over again to the stone face, there are now two niches open. 1 kl. Get MP and Secret, then jump back down and get Saturn symbol

Cutscene
Rome - Level 2: Trajan's Markets and Level 3: The Colosseum
Trajan's Markets

Right in on the right. Shoot the box and take Lasersight. In the opposite room, shoot box and take iron bar. Ignore the next two doors. Open the metal door with iron bar, shoot the box and 1 kl. MP. Climbing up scaffolding. Before crossing the rope is turned around and jump to the window and 1kl. Get MP, jump back on box and cross rope. Then jump over, climb up to the end, jump to the right twice, turn around and get shotgun shotgun cartridges with a wide jump from window niche – jump back. Get his next room from the floor torch and revolver Ammo (at wooden door) and jump up on other pedestals.

Cutscene (wheel drive)

Let it fall down and climb up at the penultimate pillar (opposite wall). Hang around the corner and drop it. Jump to the right (right of Lara when she looks towards the column on which she climbed). Pull three times on the rope (wheel moves upwards – cutscenes) back to the platform from which you came and now jump on to the next one. Jump into the niche and pull once on the rope. Large gate (cutscene) opens. Jump back once and then jump into the window niche and get Uzi Ammo. Jump down to the big open gate and turn right (do not go into the room). Climb up the pedestals and break out of the room behind them with the iron bar gold coin (you can't kill the rats). Then back and now run into the room to the statue and insert the gold coin in the pedestal. 1 kl. MP and Revolver Ammo and now run to the position from where you got into this section, there has now opened a hatch in the ground, from which you can get Revolver Ammo, Shotgun Ammo and Secret. Now run through the newly opened gate back into the first section and run through new gate immediately to the left, until all the way to the end (past water) and revolver get Ammo. Then jump into the water and dive to the end and pull up. Go through the first pass and then carefully look around the next corner (cutscene). So that Lara can just aim around the corner with the laser aiming device and shoot the eyes away from the metal spider head monster. If it is destroyed, jump down into the room. Pick up the Mars symbol from the ground. In the next room (red machine) jump up on the grid and jump on the red machine and get Secret. Back to the room where the metal monster was and run to the end take revolver Ammo, open the floor hatch there and climb down. Jump straight into the water and 1 kl. MP. Then dive down further (as far as the fan allows) and dive into the narrow opening. Follow path at the end Shotgun Ammo and get bike. Back to the red machine. Insert and turn the wheel. Back to the water - fan is now switched off - dive deeper into the next gap. Follow the path (a branch leads to 1 gr. MP) before the fan is still switched on turn right and dive upwards get out and turn the wheel. Back into the water also this fan is switched off and Lara can dive past and dive to the top. Climb out of water and take ammunition with you. In the next room kill the giant knight and Uzi Ammo and 1 kl. MP with you and on the Sims in front of the window still a kl. MP with you. Then jump down and back to section 1. There just to the right, because at the back there is still a gate opened – get Secret. Then dive back to the water and dive left through passage and get Venus symbol, emerge and get out.

Cutscene

Just behind buildings run sideways and jump back and forth and fire, so you can (for Lara) most painlessly kill the dragons (or snakes?) one after the other. Then collect ammunition. When they are defeated, insert the missing symbols and enter buildings. Jump to the other platform with a long jump. When jumping on the next platform, it tilts away and Lara slips off.

The Colosseum

After the slide, cross the first room and turn right in the second room and push rocks back twice and get Secret. Back to the room and continue to

Passage (grey stone slabs). Now run over it very quickly and jump. In the end (when all the plates are broken away) jump back backwards and hold on and sway to the left and crawl into the gap and press switches inside and return. Continue walking through and slide down. A lion is already waiting to be done downstairs. Press the switch on the wall and

next lion. In the next room, climb up, turn around and take gemstone. In the next room, kill the attacking gladiator and in his cell 1 kl. MP with you. Run upstairs and kill the next gladiator. In his cell, take Uzi Ammo and press the switch. Run up twice and kill lions and gladiators. In her cell at the very back get Uzi and 1 gr. MP. Run down once and walk right to white square in the middle. Turn left and jump to the bottom platform. Pull on the rope three times and run as fast as possible (preferably from the platform to the left under platform and run) to the elevated platform (with white square), there is now a pedestal where Lara gets another gem piece. Combine the two gemstones in the inventory. Run to the grey door, it opens – keep walking, Lara slips off.

Cutscene

Now put your back to the abyss, jump back and hold on – swing to the right and climb up. Then continue to the elevation with white square and run towards the door, where Lara slipped down before the cutscene. Now she can jump to the other side (the door is open) and get the secret and slide down again. Now run through the door into the next room and insert the gemstone (combination of both) into the door (it is best to save beforehand). Roll and run to the other end, the floor breaks away, but at the other end Lara comes to a stop on a platform. Now jump to the other side with a start and hang to the other side. In the next room, climb up from the pedestal and kill the lion and gladiator at the top. Pick up the key from the ground (use torch if it can't be found) and unlock the next door with it and kill the knight. Climb into the opening and get keys. So that the next door opens and slides down. Before you break out the stone, jump to the next platform, crawl into the hole and get Secret back and get stone.

Film
Russian Submarine - Level 4: The Base and Level 5: The Submarine
RUSSIA

The Base

Equipment:
Pistols, binoculars, 3 x torches, Timer-TMX, 3 kl. MP, 1 gr. MP

Walk down, carefully enter the hall. The crane is operated remotely and is dangerous. Run to the other end and get silver keys out of the box. Then walk to the opposite side and unlock the door (behind stacks of boxes) with it. Follow the path up, smash the window and kill the guards. Take the key cards and take the Uzi out of the box. Walk down and walk to the right door on the other side of the hall and use key card. Run up and jump on top of the boxes, quickly to the diagonal right and then to the middle stack (you can only snap out on the stacks of boxes at the wall, where the crane can not catch Lara), from there jump diagonally right towards the other wall on stacks and jump from there into the opening (where railings are missing). Press the button and run through the now opened door.

Cutscene

From box 1 kl. MP and Uzi Ammo. Get out, back into the hall and open the still unopened door with key card. Kill the dog and shoot through the upper grid on the right and get Secret. Then through the new passage on the other side of the hall. Kill the two attackers and run left into the open. At the back, open the blue gate with key card and take care of guards. Take the silver key and return towards Halle. Where before the two attacks were run up. Unlock the door with the key.

Cutscene

Get the laser target from one of the platforms. Jump down and open the gate – kill the dog. Go right through the water into the back right corner and open the grid. Dive in and get Secret at the end, then return and search the boxes – Uzi Ammo, kl. Find MP, Deser Eagle and ammunition and take the A fuse with you. Just open the door and run straight out into the open air. The snipers kill and jump on the box that hangs on a chain. Turn

and look towards the building. On the right is a stack of boxes on the wall, on the top is the Secret. Target the gray boxes and only jump over with a jump button (without grasping) and get the secret at the top and jump down again. In front of run (to blue already opened gate) and inside insert the A fuse. A wide door opens, the dog coming out of the open air and then press the switch. Jump back on the box (on chain) and jump on the submarine.

Cutscene

Film (Lara is captured)

The submarine

Right in the middle aisle get the bar (iron handle) and break open the grid (where there is no fire extinguisher) with a pole and go in, crawl through and climb up the wall. Crawl through and let down backwards and hold on. Climb down and get into the left shaft Secret, climb back and follow the left shaft and climb up. With the power cables, lower backwards again, hold on and crawl into the next shaft. Open the grid and let it down. Search the shelves and cabinets and

Battery (-), kl. Take MP with you and go back to the power cables and move to the next side. Then climb up the shaft and follow the corridor.

Cutscene

Keep crawling and climbing – continue to follow the corridor. Then open a grid again and let it down. Sneak up on the cook and knock it down with the stick. Pick up the key and unlock the door at the back. Search the shelves and cabinets and take pistols and silver keys. Unlock the next door and pull out the gun and kill the two attackers. Take the ammunition with you and turn right and go to the left door (TOILET), kill the attacker and take ammunition with you. Then go to opposite passage. Follow the corridor and climb up, kill all the attackers and get from the upper stack of boxes gr. MP and breathing mask. Pick up the shotgun from the ground. The box to the right of the entrance is slightly damaged and can be opened with crowbars. Take Secret and go back to lounge. Now open the door with your bike. Turn right and kill attackers. Search the shelves, climb on box and open grids. Pull up and follow the path – crawl through, in the second place where Lara can stand, climb up and get Secret - to the next grid, open it and jump down. Kill attackers and search shelves and cabinets – battery (+). Follow path, not back to dining room, but climb down twice, kill the attackers, collect ammunition and follow path further. (not yet go through closed door with bike) in crew room 1 kl. TAKE MP with you, then open the door with your bike. The attackers kill and climb up. Open the first door on the right, kill guards and take the suit console. at the end of the corridor on the right, kill the guard and open the other door. In the inventory, combine the suit console with breathing mask and the battery (-) with battery(+). Insert the suit console into the diving suit and then apply the suit battery to it.

Cutscene (Lara goes diving)
Russian Submarine - Level 6: Scuba Diving and Level 7: The Submarine Sinks
Scuba diving

Dive straight through to the right. At yellow underwater submarine (small) dive down into a cave and get Secret (only one in this level). Back towards the submarine (large) and right and then again towards the yellow submarine and then to the left behind and follow the path to a crater, dive down it.

Cutscene

Quickly back to the submarine (diving suit is damaged).

Cutscene

The submarine sinks

Climb down and run forward. Kill attackers and walk to the right, kill attackers and climb up. Towards the recreation room jump over the fire (when Lara catches fire, duck and extinguish). Attention: Power cables hang in the water, so jump from table to table to the other side and in

jump the aisle and kill attackers and take his key card and quickly get the secret back through the dining room and in the kitchen. Back by corridor with fire (previously right out of the room kl. MP from shelf) and then turn right and open the door with a key card. Ignore the passage on the right with power cables and climb up. Ignore the passage laterally and continue in the front right – cross the control room and open the door with your bike.

Cutscene

In the control room there is a broken grid at the top, shoot through and roughen. Follow the corridor to the right and open the grid. Turn off the power – jump up to a switch and hold on. Then back to the control room and out. Now in the right passage into the next room and get nitrogen bottle, out and right, climb down and through right passage (power cable). Unlock the door and search cabinets – oxygen cylinder and kl. MP. Back to the control room - kill attackers and remove bronze keys. Climb back to the room where you have turned off the power and unlock the door with the bronze key and get Secret (last in this level) – back to the control room. To the room where the captain (Russian) lies and climb the ladder, insert embroidery and oxygen bottle.

Cutscene

Movie
Ireland - Level 8: The Gallows Tree and Level 9: Labyrinth
Ireland

The Gallows Tree

Do not crawl down into the hatch behind Lara, but run towards the abyss and jump to the other side (towards the grey platform). Then jump up, hold on and swing to the left, hang around the corner and let go. Then turn and jump in the direction of the gray oblique platform, Lara slips off, so hold on. If you want all the secrets, you can let go and land on a platform on the tree. There jump onto the right raised platform and see an entrance at the bottom diagonally to the left opposite. Turn into the corner and jump over. There you will find 1 gr. MP and a secret. Down to the floor and 1 kl. TAKE MP behind the tree. Then away from the tree towards the platform on the right which leads back up, from there you can still 1 kl in the far corner. MP with you (2 jumps towards the corner). Then climb back up to the starting position and jump over the abyss again, swing to the left around the corner and jump towards the sloping gray platform and hold on to the edge. Now swing to the right around the corner. There you can now see a narrow passage. Let go briefly and grab it again and crawl into the gap. Jump diagonally to the right and climb on the pedestal. Jump up and hold on and get into the cave via the monkey swing to the other side. In the cave on the right take 1 gr. MP and then slide down.

Cutscene

Walk towards the entrance (where Lara slipped down), pull up on the slope and land on the elevated platform with a reverse somersault and take Secret – jump down again. When approaching the well, a small carnivore demon appears. Ignore it for the time being and don't let it get too close. Jump up to the right of the fountain at the rock and get to the other side via monkey swing. Follow the corridor to the end and get into the fountain with a simple jump. Dive through the corridors (always keep to the right) and at the end dive up and climb out of the water. Jump on the jetty and go to the end. Now turn towards the house on the other side and jump over. from there turn around and jump on the slope slip and jump straight towards the house (with footbridge). Now you can get into the house by crawling. There you will find 1 gr. MP and in the cupboard a rubber hose. Dive back to the jetty and jump to the other side of the water and climb out. Walk back to square with fire, walk towards the tree and crawl under the rock. At the end, run under the platform and find a pitchfork in the dark corner and combine it with rubber hose in the inventory. Now jump onto the raised platform, place in front of the wooden boards and use the catapult (pitchfork + rubber hose) that has just been made.

Cutscene

Go in and take the iron rattle at the bells and let it down into the hole in the ground and follow the path. You come to a cemetery with coffin rooms. In the first left - no matter where Lara climbed up - take a torchwood with you. In the second coffin room on the left you will find 1 kl. MP and in one room you can light the torchwood. Then lower the next hatch. If you

just from running on, the ground breaks away under Lara – blocking trap. Then walk immediately to the right and at the end turn right again and follow the path. Carefully go through the lock trap, crawl through at the end and get gr. MP and Secret – now back again and follow the path further and place it in the last room under the root of the tree and light it with a torch. Take the heart.

Cutscene

Follow the priest and 1 kl. Take MP and slide down and walk back to the coffin rooms. Go to the end there and use the heart in the right niche.

Cutscene

Run into the now open room.

Cutscene (Lara uses the iron rattle and scares away the carnivore demons)

Jump down and crawl through and follow the path. Take 1 gr. MP and climb up, continue following the path.

Labyrinth

Walk to the left door.

Cutscene

Then walk to the rear wall in the chapel and press the middle, then the left and finally the right switch. Beware of the almost invisible skeletons – dodge and walk to the crypt. Remove the knob (watch in the cutscene) at the bank and you get a bag of bone dust. With this go back in the direction of the three switches to the wall and go to the stone bowl and apply bone dust to it.

Cutscene (ghosts disappear)

The other door in the chapel has opened to go through and climb up, press the lever and not yet slide down. Again in the crypt (bench with knob) and through the now open door. Take the gr. MP with you and get Secret out of the back of the wall. Back (where levers have just been pressed) and slide down in the next room jump down. If you don't end up at the bottom of the water, run down and jump in.

Cutscene

Now run up and run into the aisle. Don't walk along the jetty yet. But where the railing is missing jump to the other side and swing to the right and pull up, and jump on the other jetty and get Secret. Back to the jetty. Press the lever and follow the path and run up once. DO NOT press the next lever and follow path and get book and jump to the other side. Follow the path again and get gr. MP and jump to an elevated platform, then hang on the monkey swing and at the other end into the gap and crawl in and then let it down backwards, hold on and hang to the other side – take Secret and back to the raised platform. But now (no longer on monkey swing) jump to the raised opposite platform and then jump to the next elevated one and follow path. At the end slide down and follow path. Now quickly follow the light (ghost) so that the demon does not catch Lara (straight, jump over abyss, right, left, jump over abyss, run to the end right, jump over abyss, do not turn left to the very end but first turn left and jump over abyss, run to the end right and slide down). Take 1 gr. MP and keep running.

Cutscene
Ireland - Level 10: The Old Mill
The old mill

Where Lara is standing on the right, go in and follow the path. At the junction, below 1 kl. Get MP and then go up.

Cutscene

Lara is shot at by the carnivore demons. Jump on rope and hold on. Turn towards the entrance (where Lara has entered section) and then jump onto the raised platform and fetch torchwood. Jump down and walk down the aisle once right and then right and left and light the torch. Back to the carnivore demons and jump over and throw torch – the carnivore demons are out of action. Then crawl under the stem into the gap and get Secret. Back towards the entrance and jump on rope. Now jump over to the elevated platform with iron grid and get crowbars, jump down again and back to the

Rope. Then jump on the sloping rock on the opposite right side, immediately perform a reversal somersault and hold on to the gap and crawl in (it is best to swing twice on the rope and briefly release the action button and then press the jump and action button at the same time so that Lara can make a turn in the air after jumping away from the rock). Crawl and hang on the other side and get 1 gr. MP and chalk. Drop down and return to the starting position in this level. Place on the brown square and use chalk

Cutscene

Jump down and follow path.

Cutscene

Walk behind the right house (left side of the house). Jump over electricity and follow path. In the open air just to the right and in front crawl into the right cave. Run/jump over fire and get Secret – quickly into the water when Lara burns, swim through and pull up at the end and run towards the mill. Dive into the water and keep to the right, dive all the way down until you see the water witch. When it disappears into its cave, steal a coin and quickly swim to the cage (front of the mill under water) and put coins in.

Cutscene

Back to the hollow of the water witch and dive in, so you get into the mill. Run up to wheel and turn three times and run quickly to the end of the platform and swing over pole to the other side, turn around and jump diagonally left and run/crawl through the door. Do not slide down yet, but jump up and then jump over to levers, then down and slide the slope into the water. Dive out through the corridor. Now return to the starting point (to the houses). Behind a few rocks is a stream - go in and do not yet enter the right platform, but dive into the corridor until an opening can be seen on the left, dive in. Get the secret and now go back to platform and pull up. Climb up and jump outdoors over the platforms to the roof to the next house with a pointed roof. Place there with your back to the roof, press the creep button and the action button at the same time and let them down backwards into the house. Operate the wheel inside.

Cutscene
VCI Headquarters - Level 11: The 13th Floor and Level 12: Escape with the Iris
SKYSCRAPER

The 13th floor

Equipment:
HK pistol, headset, 3 kl. MP, 2 gr. MP

Walk to the left and put your back to the grid. Pull the weapon and roll and shoot at the same time. Get the gr. MP and keep crawling.

Cutscene

Continue to follow the aisle. Beware of floating lasers, skip the hole and shoot through the left grid and crawl in. Overcome the next laser and crawl to the end. The grid opens on its own – get Secret. Back to the grid that Lara shot through and follow the other aisle and loot camps. Then back towards the starting position. Climb up where there are two lasers. Aim for the next lock and Lara slides down. If the guard notices Lara, do it with a targeted headshot. Then jump up the shaft and climb into the next one and jump down. Now quickly walk along the corridor (otherwise explosions). At the end, pick up ammunition and climb up. In the next room behind the ladder, jump into the niche and get ammunition, then climb the ladder. Pull the weapon, turn it to the left, jump up and fire at the same time. Climb up, get ammunition at the back left, follow the gear, let it down and kill guards. Lasers are attached to the drinks vending machine. So shoot through grids, crawl through.

Cutscene

Slowly (walking) moving forward to the sleeping guard and take high-level keycard. Open the storage room there with it and loot (what the hammer is for I do not know, I did not get the grids with it). Then slowly go to the lift and get it. Take the lift and crawl out on the next floor and put it behind the last box and do the guards (three in total). Then open the red door with the high-level keycard and slowly go to the next room (otherwise the self-firing system will activate). Ignore the men in orange and the back switch

press leave the room and walk to the end of the corridor, below a door has opened on the left. Follow the path In the room with the man in orange, press the green switch next to him and Lara can pick up an access disc from the floor. Back to the lift. Right past the drinks vending machine (lasers were suddenly gone with me) and go to the end to the terminal and use the access disc. The grid opens, climb up. Jump on the pole and slide down about half and get Secret with reverse somersault, then slide the bar down further (costs some or a lot of life energy because of many explosions). Follow the corridor and slowly go downstairs in the next room, open the door downstairs with a high-level keycard and loot the closet. Climb on the crate and shoot guards in the face also kill the second guard. Then open the gate and pick up ammunition. To the next door and kill attackers. Pick up the Iris Lab access (sdisk) and apply it to the terminal. In the next gear, it is best to go through it as quickly as possible. When the guard walking up and down sees Lara, the self-firing system activates. Now you can go with your gun drawn to the man in orange or, if you want all the secrets, proceed as follows: Despite good advice to let the man live, Lara shoots him.

Cutscene

Now many guardians are coming. Walk back down the aisle and turn left at the end. Kill all attackers. At the bottom with floating lasers on the left get the secret and follow the gear. Run up the steps and go into the control room. On the right there is a switch. Press and as fast as possible walk the steps all the way down, go in and follow the corridor and in the large hall take Iris and out to the next door.

Escape with the iris

Run forward. Lara has to give up her weapon. Keep running (take MP out of a box). At junction you can pick up ammunition on the right (attention laser, you can only see with headset). Then follow the other gear. View the monitor and then search all the offices, take the chloroform bottle and cloth with you and combine it in the inventory. Slowly sneak up on the guard and stun. Search the nearest offices and take a WC keycard with the number 8526 with you. Then walk back to the toilet. Enter the number from the card (8526). In the ladies toilet you will find 1 gr. MP. In the men's toilet, turn open the first door, take a step in, jump up and open the ceiling hatch and climb up. Drop down at the end. In red light, climb out exactly in the middle and hold on. Land on a chain with a reverse jump and slide down. Jump to the secret at the bottom, back and climb up the chain, jump back to the top of the platform. From there onto the pole and on to the next niche and from there onto the lift. Open the hatch, go in and press the switch. Leave the lift slowly, ignore guards and turn left and call the next lift. Start the lift when the door opens, Lara is already under fire, so quickly press the switch again.

Cutscene

So that the lift does not crash completely unbraked, quickly press the switch again and Lara survives. Now climb out over a pole jump to the next platform and climb up the grid. When a ventilation shaft becomes visible on the right side of the wall above Lara, jump onto a platform with a turn-backward jump and pull it up. Then swing over the bar to the other side and pull up there, crawl through and then slide down. Land at the second slope with jump on pole, continue to the next pole and swing there until the fire goes out briefly, then jump on the platform. Turn left and jump the niche. Balance over the bar and at the other end take the chloroform bottle (you don't really need it anymore) and slide down. Crawl out onto the aisle at the bottom. Quickly run to green glass on the wall. The guard shoots it through and you can get a secret out. Then quickly continue to the stairs. Do not run up the stairs, but turn around and jump on platform and climb up next to the door. Run and press the switch on the wall at the top. Then run to the fire extinguisher and jump back and forth. Lara is shot at, but the shooter hits the fire extinguisher and the wall clears the way to a secret. then down to the now open door, quickly pass through. Then run towards the green glass and jump – do not touch the ground. The glass is shot through again by a guard and you can press the switch in the room and run into the next room. From there now with start and jump into the next room (in the next room Lara can only move slowly – self-shooting system – and has an advantage if she is further inside the room).

Cutscene

Press both switches and slowly go out through the door. If the door protects Lara, she can

run again. To the end through the next door, cross the room to the next door. There are some containers, all from the middle rear container contain only explosions. Get the teleporter disc from the middle rear container and run back into the large room to the front door and apply it to the terminal. Now run into the middle of the room – to a large X – and use Iris Artifact.

Cutscene

Now a hole in the floor (somewhere in the room) is circular and follow path.

Cutscene

Use the headset to see what combination of numbers the Guard enters – 1672. Follow the path when the guard makes his next round and goes back through the door. Quickly follow, enter the number combination run up the path or walk near the guard and hide behind the boxes. When he makes the next round, press the switch in front, crawl through the gap, climb up and jump down through the opening hatch. Get the gun back and kill guards. Then get out again (where there was a weapon) and follow the path. At the turn to the left and at monitor at the door on fire extinguishers aim and fire and pass.

Cutscene
VCI Headquarters - Level 13: Red Alert
Red Alert

Do not move and aim straight up and kill guards. now run up the stairs and jump to the other side. Then quickly up the first flight of stairs, run on the second and immediately press the action button so that Lara holds on to it after the stairs break away in an explosion. climb down into the niche and get Secret. Drop down and go up the same path, jump on the broken stairs and climb up on it. Jump to the next platform and move on. Attention also this staircase breaks away, run fast and jump on platform. Put it on the wall and press the action button, then Lara enters it. Crawl in and follow the aisle. Proceed in the next section and jump up at the end (under black grids), hold on and thus open grids. Climb up and take care of guards. From the boxes get ammo and hook launcher Ammo, turn to gear and put on headset. Observe the laser trap and walk through it step by step. After the laser trap on the left side of the boxes get 1 gr. MP, pull the weapon and run to lift, kill the attacker. Use the lift and when the door opens remove guards.

The following can only be done if you want all the secrets (very difficult):

Through the second door on the right (first is locked), take the ammunition and press the switch now very quickly hit all targets, then the first door opens which was previously locked. Save(!), then enter this room. Press the button again and hit all the targets before crossing the first mark (very heavy), otherwise gas will flow in and the door will be locked and Lara will die. If it is successful, the left door has opened at the end of the corridor and you can get ammunition and a secret.

Enter the room through the right door at the end of the corridor and stand in front of green laser barriers and take catch hook throwers. Take care of the guard who is coming now. Take the ammunition and the catch hook with you and go to the next room. Kill the guard there and apply catch hook throwers to ceiling grilles. Swing on the rope, possibly swing on the top box and get ammunition, otherwise jump on the opposite wall, Lara claws at the wall. Swing into the niche, pull your gun and slide down. Downstairs do the two guards and take the lift again. Take care of the guard behind the boxes and go through the laser barriers again. Then jump down and crawl back to the stairs. There, apply the catch hook thrower and swing to the other side – jump into the niche to the right if possible. There is a slope, from which jump off immediately, otherwise Lara lands in the fire. Continue to follow the aisle. Now comes a deep fall, with luck the guard below does not see Lara the same, just move walking, otherwise the self-shooting system triggers, so press the switch on the right and out and right to the lift. Use the lift and in the next room kill the attackers who let themselves off the ceiling. Look at the large stack of boxes, at the top is a grid. Use a rope from the attackers and swing on the boxes. The hatch opens. Kill the attacker here and the one on the ground and follow gear – Lara slips off. Follow the path, crawl through the bottom, climb up – a grid opens. Jump on the pedestal. Aim for the wheel in the corner. Water comes into the room, now shoot the robot below until it is incapacitated by electricity and water. The ground is now energized. So jump on the right pedestal, immediately make a backward jump and then immediately perform a forward jump and another backward jump, otherwise Lara will not land at the top. Take the catch hoe and climb on the shaft. Apply the fang hoe thrower to the ceiling grille and jump into the opposite niche. There

press the switch twice and return through the shaft. Now a laser barrier is gone and Lara can take this path. Quickly walk the aisle to the end – Lara is shot at by helicopter. In the room with the bar, crawl behind the bar and press the switch at the end. The door in this room is broken, so all the way back. Now an attacker is added, he has to follow Lara (does not always work, sometimes it helps if Lara shoots at him a few times). Sprint up the aisle again and run right into the passage to the end and left and immediately left again, the robot attacker should now be visible via Lara (grid). Quickly press the lever to lock it in the room above. Up the aisle and left, at the laser barriers it goes anyway only left. Save(!): in the next rooms gas flows in, so quickly run through and flip switches in the last room. In this room there is a gap at the bottom through which Lara crawls to a secret. Now run out through the next room and then run into the right room and flip switches there as well. Now Lara sees her pursuer die. When he is done, flip all the switches again and run to the room where the dead pursuer is. There Lara can now pick up key part on the right. Walk towards the helicopter and then crawl right, down and run back to the room with water and dead robots. There the water is now drained and Lara can pick up key part on the left. So back and after crawling immediately continue to the left. At the end of the path climb up the wall and you come back to the room where the attackers have let themselves off the ceiling. Combine the two key parts in the inventory – insert the landing area key at the door.

AND HERE IS THE END
>>>TOMB RAIDER: THE ANGEL OF DARKNESS COMPLETE WALKTHROUGH<<<
Paris - Level 1: Parisian Backyards, Level 2: Derelict Apartment Block and Level 3: Industrial Rooftops
Paris

1. Parisian backyards (practice level)

Walk to the entrance opposite (chocolate, 10% life). Walk right to the box and climb up. Continue up to the balcony. Jump over to the opposite balcony. Follow the course and climb the ladder. Follow the course at the top and climb through the window. The closet does not open yet, but the two white base cabinets. Open and browse (left: chocolate, right: money).

Get out again, turn right to the ladder and climb up. In the left corner are doubloons. Put on the edge and jump to the balcony opposite. Pull up and climb over the railing on the left (chocolate). Back again and hanging on the edge. Let it down and jump forward (gr. Medipack, 100% life). Turn around and jump back into the yard. Climb up again over the box and balconies to the balcony from which you just dropped.

Go to the right to jump to the next balcony. Raise the rain gutter and swing to the right onto the ledge. Walk to the end, jump up and hang around the corner until Lara can pull herself up. Walking around the roof around the small house (bandages, 40% life). Turn around and walk on the same side to the opposite corner. Pull the barrel away there. Go behind the barrel and climb down (crowbars).

Up again and to the little cottage. Break open the door (Lara gets stronger). In the closet is a weapon (M-V9). Out and left around to the edge where you entered the roof. All the way back to the window through which Lara initially entered. So hang again and run the rain gutter. Go to the edge and jump with a hop on the balcony with the window. Climb through the window and break open the closet (necklace).

Back to the roof. Ladder left up, jump to the opposite balcony, continue to the rain gutter, hang and you are back up.

Go to the platform where the crowbar was (back left). Put on the edge and hang over to the balcony. Sneak along the wall (the door on the right does not open yet, we have to get the key first), around the corner and take the keys. Continue sneaking to the security guard. Press CTRL and Lara beats the guy together. Back to the door, unlock and climb the ladder. Now just let go and you get to the next level.

2. Derelict Apartment Block

Ignore the cupboard and door (cannot be opened), as well as the side corridors until you come to a large hole in the hallway. On the left is the apartment we want to go to!

Jump over the hole with a run-up and continue to run high. Left in the hallway (healing pills 20% life). Continue up pull away cabinet and further. Links (kl. Medipack). Entering the door in the same hallway, Lara becomes stronger. Open the cabinet (VP ammo) and Lara also gets air again. Get out again and keep going up. At the next left corridor (kl. Medipack). Continue up and pull the box to the landing of the stairs. Climb up and jump to the railing.

Open the door on the right (roof key, apartment key). Pull the lever and get the elevator. Get out into the elevator and press into the "1". If no display with floors appears, press the button on the outside of the elevator, then it should actually work. Drive down, out and up the broken stairs. Sharp left, unlock apartment. Browse in the cupboard and drawers (Vector R35 ratchet, chocolate, VP ammo). Out and back to the elevator. Ramp up again. Go through the roof door and you get to the next level.

3. Industrial Rooftops

Here there are several ways to get to the goal.

Climb up the ladder and hang over the cable with the duck button. On the following roof, run and duck behind the boxes (bandages). The Hubi shoots, but we can easily stand it. Jump on the roof opposite and crawl into the box (bandages).

From here there are now two ways:

Way 1:

Get out of the box, hang on the edge behind us and let it fall down. Enter the door (doubloons), follow the hallway and open the next door (chocolate). Enter the next door and climb down the ladder.

Walk around to the right (M-V9 Muni). Crawl under the gate (gr. Medipack). Back to the ladder, walk past on the left. In front of the grid turn left into the corridor (gr. Medipack). Back to the ladder and push box under the ladder, Lara gets stronger. Climb all the way to the top.

Way 2:

Get out of the box and jump on the roof opposite. Hang on the edge and drop on the platform below. Enter the door. Climb down stairs, hang on the edge and fall to the next platform. Run to the left end and let it down (gr. Medipack). Crawl under the gate, keep right (M-V9 Muni). Continue walking, past the ladder to the left. In front of the grid turn left into the corridor (gr. Medipack). Back to the ladder and push box under the ladder, Lara gets stronger. Climb all the way to the top.

If you are at the top of the next ladder. Behind us is VP ammo. Jump opposite, left healing pills. Ladder up, jump to the next roof. To the left of the cottage Doublonen. Run to the gap in the fence and you get to the next level.
Paris - Level 4: Margot Carvier's Apartment and Level 5: Paris Ghetto
4. Margot Carvier's apartment

Attention: Ask the right questions, otherwise we won't get the notebook!

• Choose suggested answer

• A package?

• Paintings of Darkness?

• That doesn't suit Werner at all.

• As I said I don't know exactly....

• Mademoiselle....

• I really need the notebook urgently

Now we get what we want. Save quickly!. If the Polente catches us, the game is lost. Quickly run into the kitchen and grab the wine bottle on the left. Out and through the kl. Hallway across the street running. Open the door. Lara goes to the window and peels off. Next level.

5. Paris Ghetto

Note: You come back to the ghetto very often and find a lot.

Get out of the wagon and walk to the guys. Speak!. Back to the wagon on the pipe and climb up. Go to the right and crawl under the pipe (gr. Medipack). Climb up the wire mesh to the right. Jump onto the second catwalk with a run-up. Go pretty far to the right end and jump on the little Sims, fish to the right until Lara can pull herself up (money + chocolate). Hanging on the edge again let us fall. Climb over pipe again on the wagon. Climb up the wire mesh in front of the pipe, where we crawled through before. Pretty much go to the end of the catwalk and jump in the direction of the guy. Walk past the guy to the right. Down stairs (money). Up the stairs again and talk to the guy. Again, pay attention to the choice of words

• What do you know......

• Who should I talk to...

A reference to an entry in the diary appears!.

Walk through the door and talk to the prostitute.

• Don't worry...

• Ah? Anger?

• This is the best....

A reference to an entry in the diary appears!.

Again, there are two options, either we look for Bernard or go to Café Metro to Pierre. It doesn't matter which of the two we talk to, but we can only talk to one of them, the other then shut up.

There are two ways to Bernard.

1. Short way:
At the street sign opposite in the right corner money. Follow the street 1st staircase to the left and around the square concrete fence until you find a door. Bernard stands through the door at a bench. On the other hand, and talk to him. We are to get a box from the Serpent Rouge for him.

2. Long way
At the street sign opposite in the right corner money. Follow the road first turn on the right, lift the gully cover. Level change.

2a. Bouchard's hiding place

Walk down the aisle. Now you have three gears available. On the left you come back to the ghetto via a ladder. You come right back up with the prostitute (Janice).

We can only make full use of the corridor on the right when we come out of the Serpent Rouge, because we still lack strength.

So we take the corridor straight ahead. Climb on the box and then on the ledge. Jump to the opposite and hang to the entrance. Crawl under the ledge. Opposite in the next entry. Level change.

2b. Paris Ghetto Gardens:
There are masses of people lying around in front of us. 1x Desert Ranger ammo, 1xVR35 ammo, 2xmoney, 1xVP ammo. Go through the door and we also come to Bernard. On the other hand, and talk to him. We get the key for the Serpent Rouge and are supposed to get a box for him.

How to get to Café Metro to Pierre:
At the street sign opposite in the right corner money. Back and up the stairs at Janice. At the benches behind us money. Straight ahead onto the large square. Search space money. On the right you come to a herb shop and find a garbage man or security guard, but neither the herb keeper nor the other guy can help us much. I have not found any ammunition or valuables on this page. If you go from the large square to the left you come to another square and to the Café Metro. Enter the café. Level change.
Paris - Level 6: Cafe Metro and Level 7: The Serpent Rouge
6. Café Metro

Go to the barman and talk to him.

• No...

We get the key for the Serpent Rouge and are supposed to bring him a box as well. Leave café. Level change.

Note: I got the ammunition and the money on the way to Bernard and then I am

went to Café Metro without talking to him.

Paris Ghetto Revisit

From the café, turn left. Across the large square towards benches and down the left stairs. Already you are back with Janice. At the foot of the stairs to the left, we see a scene with Curtis. 1. Turn right and through the small side door. Level change.

7. The Serpent Rouge

Sneak up on the security guard and beat him up (V9 Muni). On the table chocolate, 2x DR Muni and stage key. Get out and follow the gear to ignore the power switch on the left. Choose your weapon, open the door and kill the guards (2x V9 Muni). Go up to the DJ and take the record with you. Press the switch on the stairs and activate the lighting system. Two guards appear, shoot (2x V9 Muni). Go to the bar and press the button for the elevator (2x VP Streumuni). Take a bottle of wine with you to the sink and chocolate next to the cash register. Run up stairs, kill security guard (V9 Muni). Walk to the 2nd staircase and push the box to the railing. Climbing up on bars. Jump over the bar bridge opposite and shoot the appearing guards (2xV9 Muni, gr. Medipack, bandages). Jump to the movable lighting system. Then jump on the opposite Schen-kel. Climb up at the left lattice post. Jump to the other side across the street. Now jump on the lattice walkway on the right wall with a run-up. Ladder up and straight ahead to the next ledge. Continue jumping until you hang on the lighting grid of the headlights. Swing to the right until Lara can pull herself up. Jump over the pedestal to the wheelhouse. Door does not open, we are still too weak. So step around the raised piece of stairs. Lara gets stronger. Enter the door of the wheel house. On the right side of the wall is a switch, but I always overlooked it and therefore never pressed it. But presumably he turned on the headlights so that you can see which one is broken. With the levers on the control panel, I simply tried out which headlight the box is in. With the left lever you turn the headlights with the right you get you forward into a waiting box. If you have positioned a headlight, get out of the house, over the bridge, up the ladder and look in the maintenance box. Have you finally returned the box to the wheelhouse and killed the security guard (V9 Muni, key for the ticket booth). Climb down the ladder to the left (chocolate) and through the door. Take the same path down that you came up earlier. Shoot a security guard and down the stairs. You are back at the bottom of the dance floor. Going to the ticket booth, this is the door behind the stairs, which you have just come down and to the left of the main entrance (money, key cash house). Unlock the door to the right of the bar, go down the stairs, open the door and down the ladder to the right of the steps. You are now under the dance floor (chocolate, R35 Muni). The lever here was also ineffective for me. Back on the dance floor and the usual way up. Once you have reached the top via box and lattice walkway, turn left to the door to get back to the top of the wheelhouse. Ladder up and through the door to the left of the switch. Level change.

Paris Ghetto Revisit

Climb back into the gully that takes us to Bouchard's hiding place. Level change.

2a. Bouchard's hiding place

Walk down the aisle. At the junction, take the right aisle. Go to the right end of the ledge and climb down (diamond ring). Jump up to the lead again and jump to the other side with a run (R35 Muni). Ladder up and door enter, Lara now has strength (gr. Medipack). Keep running (money). Run back and jump back to the other side. Run to the account point. Corridor opposite used. Climb ladder quite far back. Level change.

Paris Ghetto Revisit

We are back at Janice's and can go to Café Metro again or to the pawn shop to move our clunkers. I went straight back to the café.

Up the stairs at Janice. Straight ahead or slightly left onto the large square. If you go from the large square to the left you come to another square and to the Café Metro. Enter the café. Level change

Café Metro Revisit

Enter the café and talk to Pierre again. He gives us francine's address and the code for her door. Francine, rue, Dominique, Code: 15328. Level change.

Paris Ghetto Revisit

Straight ahead over the two squares. Behind the 2nd place is on the left Francine's apartment. Enter code. 15328. Through the door up the stairs and open the apartment door.

Paris - Level 8: St. Aicard's Church and Level 9: Bouchard's Hiding Place
8. St. Aicard's Church

Talk to Francine, then go through the blue door on the right. Jump on the balcony and climb over the railing. Raise the rain gutter and swing to the right until Lara can pull herself up. Running over the ledges, the last one is safe. Hang on the edge of the last ledge and swing to the right to the next balcony, drop. Hang over the cable to the next balcony. Go to the gap in the railing, hang on the edge and drop on the grave house.

Walk down and to the right, at the very back right behind a gravestone is a kl. Medipack. Back and across the way to the other half of the cemetery. The first guard dog appears. If you climb on the small coffins, you can kill the dog very well. At the large gate on the right behind the grave house by the tree is bandages.

Back to the grave house where we landed at the beginning. The tomb has a reddish door. Jump to the grave opposite with a run-up. Then turn left onto the grave and continue to the next grave. Now to the grave in the fenced area on the right. Climb down and open the door (DR Muni). Lara is stronger now. Climb back to the grave and jump on the big grave right next to the fence.

Down and climb onto the grave just opposite with the cross on the roof and next to the other fenced area. Jump into the fenced area. Open the door of the grave (DR Muni, bandages). Climb back to the grave and climb the grave with the cross directly on the fence. Down and the second dog appears. Depending on where he is, shoot or climb very quickly on our initial grave. Jump around again until we arrive in the right fenced area. Go to the stature and push it over. Jump into the grave. Level change.

9. Bouchard's hiding place

Kill rat and follow path, it breaks away, so watch out. Let it down and kill the rat or quickly run to the wall opposite and climb up. There is still a hole on the right where you can crawl through, but in the other shaft I did not get back up. So it was like climbing up from the first shaft.

Hang over the pipe at the top right to the other side of the shaft. Keep walking, the ground breaks away and we have to dive. Dive through the gap in the opposite wall, emerge and swim to the right back corner and climb up to the gap. Swing to the left until we have solid ground under our feet again.

Follow the corridor and prefer the large stone at the end so that the corridor behind it becomes free. Turn over and open the ventilation grille. Kill rat and crawl through the opening. Right R35 Muni. Open the door, through the hallway, open the next door and we are back at the beginning. Turn left and walk over the rubble. Swim or dive through the water basin. Follow the corridor and go through the hole in the wall. In the next room, enter through the door and the infirmary. Where the type is located kl. Medipack. Go through the lattice door and then to the wooden door. Open the door and we are at Bouchard. Pay attention to the right choice of words, otherwise he will shoot us.

• Watch out....

• He is a straw man...

• Passports!

Bouchard gives us the passports and sends us to the pawnbroker. Reference to diary appears.

Pull the lever to the left of the lockers. Leave Bouchard's room and go through the lattice door opposite the infirmary. Behind the intact coffin DR Muni. Out again, left through the lattice door. The left room is open. Pull/push the box under the door and climb up. Pull the lever. Door in Bouchard's room opens. Back to Bouchard and through the door. Level change.

St. Aicard Church Revisit

Between the benches pass to the opposite side. Up the stairs and push the block to the left wall in front of the stature. Lara gets stronger. Climb the block and climb up to the Sims above. Climb up the wall on the right, turn around and hop on the boards.

Right bar strand go to the end. Hang on the small beam piece and on the left side. Swing a bit to the left. Let go and grab it again immediately. We land on a Sims (kl. Medipack). Now you can jump back to the starting point via the simse or let yourself down and go back to the block. In any case, you have to get back to the boards.

This time you walk the left beam strand to the end and jump with start to opposite, because the center piece breaks away. Hang again on the small beam piece on the left side and hang a bit to the left. Let go again and grab it again. We land on a Sims again (V9 Muni, DR Muni). Back to the starting point.

Now it doesn't matter whether you go left or right over the beams or jump, you have to jump in any case all the way to the end and on the roof of the organ house. Go down from the roof and to the organ (diamond ring). Back up and over the bars back to the starting point. Climb down. Now you can go to the ring and have a boxing match to take off the coach's watch or you can leave the church.

To get to the exit, you walk past the guy by the sandbag, swing to the left and enter an anteroom. Through the door and you are outside. Level change.

Paris Ghetto Revisit

We come out opposite from the gardens. Follow the road to the right. 1. Turn right, down stairs and turn right past Janice. Open the door on the right. Level change
Paris - Level 10: Renne's Pawn Shop, Level 11: Louvre Ventilation Shaft and Level 12: Louvre Gallery
10. Rennes' pawn shop

Down stairs and pick up wallet, inside is the code for Renne's armory. Code: 14529. Go to the armory. Enter code and collect everything. Attention: The cards at the end!

• K2 impactor weapon

• 4 stun arrows

• 10 K2 ammo

• Dart SS weapon

• Explosives

• Map of the sewerage system

• Map of the excavation site.

It is best to take the right card at the end. Now a laser trap goes on and a hidden bomb acts. Press the button for the door, run out, turn right to the floor flap. Open the flap and jump in. Walk along the aisle and jump into the next hole. Keep running. Level change.

11. Louvre ventilation shaft

A reference to an entry in the diary appears!.

Follow the aisle, shoot a rat, chocolate on the right. Straight up stairs up gr. Medipack. Down again, through the water and kill the next rat. We are at a junction with a total of three pipes. Turn left up and continue around to the drain pipe. Climb up, swing to the left and pull up. Follow the catwalk and use the switch to turn off the Venti. Back down again. Ignore the first two pipes and run into the third. Kill rat. Rear right ladder up and turn Venti. Lara gets stronger. Crawling under the wings (VP Streumuni). Follow gear and turn the wheel. Back to the node and into the pipe opposite. Kill rat and through the door left back (DR Muni). Follow gear and turn the wheel. Back to the junction and climb up the drain pipe again. Walk over the narrow footbridge in the middle and turn the last wheel. Down again. Now there is water in the hole in the middle. Jump in and dive. Straight ahead, left, right and then upwards. Swim to the lattice walkway and climb up. Hang over the cable on the bridge and go to the bike. Turn the wheel. Back over the bridge to the cable and continue to the other side. Where the nearest lattice walkway is. Climb. Follow the bridge, jump to the next piece and turn the wheel. Jump back. Ignoring the pipe leads back to the beginning. Go a bit forward. Now jump up and pull yourself onto the lattice walkway above. Jump on the bridge with the door. Open the door (V9 Muni), follow the corridor, walk over the narrow bridge about to the middle and hang to the last wheel with the help of the cable. Turn the wheel and hop back onto the bridge. Jump into the now free pipe, climb up and go through the door. At the end, hang on the edge and let it down. Turn left and walk to the oil tank. Attach explosives and quickly jump into the water. Dive into the pipe, straight ahead and at the 2nd junction turn right. Keep swimming and show up. Follow the course of the pipe. At the end, let it down and walk over the ladders towards the oil tank. You don't catch fire with two backward jumps. At the tank go through the broken wall, turn left to the door. Level change.

12. Louvre Gallery

A reference to an entry in the diary appears!.

Run up stairs and do security guard (K2 Muni). On the way up we see a door notice!. Walk all the way to the top, open the door. We are in an exhibition space with several infrared traps. Climb onto the small display case right at the front, turn left and go to the edge. Jump opposite on the stone exhibit (gr. Medipack). Go back as much as possible and jump over the first infrared trap to the next showcase opposite. Hop on the middle display case or climb in case you fall down. Jump over the next trap to the next showcase again with a start. Go to the edge, wait until the light goes out and sprinkle over. Hang on the right edge and hang around the display case until you are safe, only then let go. Turn around and go to the display case on the right wall. Climb up and hang on to the Sims, hang to the left through the rays to the lamp, let go. If you get through to the rays, grilles go down and lock the doors, unless a security guard appears. If you have killed the guy, you can reactivate the traps with the switch at the entrance and start all over again. Out the door and into the next showroom. Under the first trap through seals. Turn right to the wall and sneak past the trap with the sneak button. Guard kill (security code card). Go through the door where the security guard was standing and into the next room. Also kill the security guard there. Pull away the small display case in the back left corner. Lara gets stronger. Now slide the large display case in the middle forward to the Mona Lisa. Go back to the corner where the small display case stood and use the security guard's card to turn off the trap in front of the Mona Lisa. Quickly to the large showcase, climb up and jump on the Sims above the picture.

Crawl into the ventilation shaft, turn right, follow the course, crawl again and climb the ladder. Open the ventilation grille and take care of the security guard. From the ventilation shaft, climb to the right onto the white block, continue onto the ventilation pipe and pull onto the Sims. Take a look around and aim for the location.

First go to the left, hang on the edge and hang around the first grid, pull up. Walk a bit again and hang around a grid again. Hang over the cable to the other side. Lara gets stronger. Turn right to the drain pipe and climb down to the window. Get in through the window and kill the security guard (key for maintenance area). Get out again and climb all the way down. Up stairs, down stairs through the door and open both doors left and right (bandages).

Back again, drain pipe all the way to the top, descend to the right. Jump into the gap on the railing and run to the other side. Ladder down and to the right to the maintenance room, unlock (crushing iron). Out and ladder up again. Open the door with the crowbar and climb up to the ventilation shaft, crawl in. Down the ladder, turn left and follow the path.

Let down into the room, open the door and kill the security guard. Open front door. The cabinets in the front room are empty. We don't get the closet in the back room open yet. Notice!. There are gas masks in there, we need them later. Get back out into the hallway and open the other door. Kill security guards in the second room.

Here are cameras, but we're only interested in the far left. Go and see through. We see Madame Carvier's office. Use the Alt key to zoom on the note on the screen. Code for the office: 146 39. Leave room and take the gun with you in the front left (R35 Muni). Use the code to open the office. Go to the desk (code card of Madame Carvier).

A reference to an entry in the diary appears!.

Office examine, gives nice information. Walk out again and to the door at the end of the aisle. Open the door with Carvier's card. Walk down stairs, follow the corridor and go to the right into the room. Wach-mann killen. Through the next door and you are back in the large exhibition room in front of the room with the Mona Lisa.

Cross the room and kill the security guard. Again with the sneak button past the first trap under the second seal. Turn left, open the door and you are in the room with the many traps, but they are now deactivated. Walk through the room, follow the corridor, down two flights of stairs and open the door on the right (this was the door from the beginning that could not be opened). Guard kill. Rear kl. Medipack and bandages.

Out again, up the stairs, through the exhibition space. In the next exhibition room, walk past the traps in the usual way and all the way to the back. Open the door in the back left, follow the corridor, down two stairs and right into the open space. Guard kill. Get out again and continue down the stairs, open the door. Go to the left and immediately into the large room. Go to the door on the opposite side and open. Level change.
Paris - Level 13: The Excavation Site, Level 14: Tomb of the Ancestors and Level 15: Hall of the Seasons
13. The excavation site

Right past the fence towards the generator house. Guard kill (10xK2 ammo). Enter the room and turn on the power with the switch between the generators. Get out again, turn right and kill the next security guard (DR Muni). Go to the second building and take paper from the printer. Get out again, turn left and kill the third security guard.

Go to the big door between the buildings and open. To go to the table and pull the lever. X-ray machine is active. Use the cursor keys to move the device back and forth and up and down until a blue bordered icon appears. Exit X-ray mode and remove the sheet with the symbol from the printer.

Out again and back towards the entrance, on the right side there is a gap in the fence with a ladder, climb down. Turn around and turn left to the next ladder, descend. Jump past the following ladder and to the opposite. Next ladder down and climb over the railing. Guard kill. Go to the wall and climb all the way to the top.

Hang on to the Sims opposite. Climb up the wooden pedestal. Walk to the elevator and activate it. Jump back down on the Sims and jump on the elevator with a run-up. Go to the rotating symbols and consult the diary and printout of the X-ray machine. In the diary, the order of the symbols is shown on the last page. Three are known to us and they belong in places 1, 2 and 4. In addition, on the same page above, we see all the symbols shown. The missing symbol is the fourth in the top row.

Turn the discs with the lever and thus bring a symbol into position, no matter which one. If the symbol is in the right place, turn around and run to the left outside. There are levers. Lock the symbol with the corresponding lever. Back to the disc and position the next symbol until everyone is fixed.

If the order is correct, the entrance to the tomb of the ancestors opens at the top of the elevator. So back up. Jump from the elevator onto the Sims and continue up the wooden pedestal. Past the elevator, sharply left and into the new entrance run or jump or let down. Level change.

14. Tomb of the ancestors

Follow the gear to hang on the edge and let it down. Hang on the edge again and let it down. Follow the corridor to the entrance. Hang on the edge and climb down, slightly to the left on the protrusion. Annoying bats kill. Jump to the right on the beam and from there into the hole on the wall. Follow the corridor to the hole in the ground. Get down. Jump to the other side of the bridge (bandages). Place on the left side of the railing and jump to the right on the ledge. Continue jumping on the lead with the figure next to the other half of the bridge. Hang on the edge and hang under the figure through to the left around the corner, let it down. Go about to the middle. At the bottom right is a ledge, either climb around the right side and down or jump there. Continue jumping on the bar with the lever. Pull the lever. Platforms are being extended. Jump down the protrusions. Arrived on the last one, look for the square hole in the wall. Hang on the edge and let it down. Ignore the guard or jump over it and run to the hole. Crawl in and pull levers. New platforms appear. Get out again, run to the lowest (left from the hole) and climb up. Jump up the platforms to the next lever. Pull the lever, the grid on the ground opens. Run down the platforms and into the open grid and let it down. Follow the aisle and enter the door, Lara becomes stronger (2xVP ammo, VP Pumpgun). Out and turn right into the bright corridor. Enter the next door. Go to the second room. The doors are locked. Pull the lever on the right. Now quickly zigzag through the poison arrows and jump at the passages (skewers) before the door on the other side closes again. Through the door, follow the corridor. In the next room in front of the next door a reference to an entry in the diary appears!. Open the door and go to the next room. Level change.

15. Hall of the Seasons

Note: A very long level with a caustic boss!

Where the room is entered, there are four pictures of the elements earth, wind, water and fire. The associated crystals must be inserted into these images. To get the crystals, go to the center to the four switches with the symbols of the elements. It doesn't matter which one you start on, you have to go to all four anyway. If you stand on one of the switches, three doors open. The first time, it doesn't matter which door you go to first. With two levers, the floor opens and only with one the gate opens and you come to the challenge of the element. I started with the earth. Place on the switch, from the entrance at the back left. Element: Earth. The three doors on the left in front of us open. First, pull into the left door and pull the lever. You fall through the floor flap. Follow the corridor and go to the left, Lara slides down (VP ammo). Turn around and go forward. Now you are under the hall in a round room with several traps. Right on the right is a car with knives, as soon as you start running, he comes behind. In addition, there are extendable skewers on the left side of the long section. Run to the left and zigzag through the skewers. At the end sharp left into the dark area. There is a gang (Viper Muni). Wait until the car has rolled past. Wagon follow, on the next long piece is a door on the right. Notice!. At the end in front of the car turn left (gr. Medipack). The car returns to the starting position. Everything back again, at the end in front of the car turn right and wait until it is over. Out and this time right long. As soon as you walk over the narrow bridge, the next trap comes out, a kind of circular saw that moves horizontally and vertically, i.e. speed. Behind the jetty turn right into the corridor. Pull on the chain and wait until Lara stops, turn around (bandages, VR ammo). Pull again and wait again until Lara is finished. Turn around and start running, the gates open automatically and you are back in the big hall. Do not walk through the middle but around the top and to the right door. Put in front of the lever and save. If you pull this lever, you fall down again, but there we are finished and since we have saved, we can now reload and coolly go to the lever in the middle door. Pull the lever, the gate opens and the challenge of the element earth begins.

15.1 Wrath of the Beast

Note: In this level it is necessary to make pace, as we are constantly faced with the ground under the

Butt collapses.

After the cut scene, go to the right and let it down (bandages). Up again and straight-out until it doesn't go any further. Over to the lead. Run and jump across the bridge. Walk close to the wall to the next ledge. Jump, hold on and pull up with a run to the edge opposite. Quickly continue to the right, Lara is sure as long as we do not move. With start further to the right, quickly up the steps and onto the podium in the corner. Don't stay too long on the front pedestals, everyone breaks away. Jump to the next podium, pull up and move on to the next one. Jump to the last podium. Run and jump over the bridge, because it also collapses. In front of the crystal 2xVP ammo. Take earth crystal.

The floor is restored and there are now water columns on the doors. Turn around and run to one of the levers. Fire guards appear, so first past the lever and under the water fountain at the door opposite. Wait for the guards to move away from the levers. Run and pull levers. If you are fast enough, then immediately to the second lever. Or first under a safe water fountain and wait until you can operate the second lever. The door opens and you come back to the hall.

CONTINUES ON NEXT PAGE
Paris - Level 15: Hall of the Seasons Continued
Go to the center and put on the switch from the entrance at the back right, element: fire. The doors on the right in front of us open. Run into the right door and pull the lever. The grids open and so does the entrance to the next challenge. Go through the gate. Level change.

15.2 Refuge of fire

Jump over the stones in the lava to the other side. Attention the stones do not stay where they are. Also make small hops. Over there, take the fire crystal and go back to the stairs. New floating platforms have appeared. Via the platforms to the left into the opening (bandages, VP ammo).

Once again, a new platform appears. With start-up you can go directly to the pedestal with the stairs. Jump on the stone in front of the stairs, from there jump to the right. Above us appears a second floating stone on which we can pull ourselves up. Continue to the left to jump to the floating stones. Now down to the stone in the lava, wait a short time. A bridge appears. Follow and go to the floating stone on the left outside. More stones appear, jump. Another stone appears, jump and from there run up to the entrance and through the gate. Level change.

Again in the middle and this time on the switch from the entrance front left, element: water. Doors open on the left behind us. Run into the left door and pull the lever. The grids open. Run into the gate to the next challenge.

15.3 Hall of Neptune

Immediately run to the next room and behind a pillar, the fire watchman meets us otherwise. Look at what the guard does and run to his side with the help of the pillar cover (2xVP ammo). Continue into the next room and jump into the waterhole, dive down. In the room below you can see a lever straight ahead. Swim and pull. Show up and get out. Run into the room with the fire watchman and jump into the hole in the middle, the room is now flooded. To the right of the door with the Neptune head is another lever hidden in a hole. Dive and pull. The room will continue to be flooded. Back and show up. Get out of the water at Neptune and go into the passage, turn left (gr. Medipack). Get out again and swim to the left passage. Again from the water on the left (R35 ammo). Out again and to the passage opposite. Out of the water and follow the corridor to the left. Jump into the waterhole. Follow the course (gr. Medipack), follow the corridor and dive into the next hole (gr. Medipack). Back and take a breath first. Back, straight ahead at the second hole, attention skewers. Follow the aisle, turn left at the end and emerge. Dive again and go straight ahead (R35 Muni), continue straight ahead and get water crystal from the pedestal in the middle below. On the column is a lever, pull it and at Neptune a door opens, in addition, the grid has opened directly above the base. Swim up and take a breath. Dive into the room behind Neptune and go up through the hole on the ceiling, we are back at the waterhole through which we entered at the very beginning. Get out and through the door, jump over the guard if he's in the way. Level change.

Go to the middle and enter the switch from the entrance on the right front, element: wind. On the right behind us, the doors open. Run into the door on the right, pull levers and face the next challenge. Level change

15.4 Breath of Hades

Go to the right and push the wall (2xR35 ammo), pull lever. Tree trunks come up and the grid opens at the wind crystal. Hop over the tree trunks to the crystal. Take the crystal and jump back, walk through the door. Level change.

Insert crystals into the pictures at the entrance (if you come from Hades, go to the left). In the round room below us, a door is unlocked. Now run into the far left door at Hades and pull the lever. Drop down through the floor flap. Follow the corridor to the left and slide down. We are back to the many traps. The car is now to the left of us, so run to the right and jump up to the skewers and quickly sharp right into the aisle. Wait until the car is over. Run out and left around to the door and jump. Open the door, down the stairs, pull the lever, down the next flight of stairs. You get into a room where the element machine has to be set in motion. From the entrance, follow the bridge to the left and turn the wheel for the element wind. Run to the other end and jump to the ladder opposite. Ladder up and turn the wheel for the element earth. Again down over the bar to the right to the next ladder. Jump to the ladder and climb down. Hang over the rope to the machine. Walk around the machine and down the ladder. Turn around, opposite the big wheel is Viper ammo. Back on the wooden walkway, circle the machine and climb the ladder on the right. Continue to the next ladder. We are back on the jetty at the entrance. Walk the bridge almost to the end and jump to the top level of the machine with a start-up. Circle until you find a rope, hang over to the wooden walkway. Ladder up and turn the wheel for the element water. Down the ladder, over rope back to the machine and with start on the bridge at the entrance. All the way down, run to the machine and up the ladder again. Circle the machine until you find the wheel for the element fire. Turn the wheel. The machine starts moving. Ladder down again and turn around. Go to the outermost edge and get as close to the saw blade as possible without injuring yourself. Hang on the edge and hang past the saw blade. Pull up and walk comfortably to the ladder further out. Next ladder up and you are back at the entrance. Pull the lever up the stairs, up the next flight of stairs. Run out the door and jump. Enter the aisle in front of the car on the right and wait until the car is over. Go to the exit and pull yourself back up into the hall with the chain. In the hall there are now four columns that move. Jump up over the pillars, climb from the last pillar onto the wheel. Walk over the only flat corridor (2nd footbridge on the left) to the railing. Jump over it. Walk down to the stairs on the right. Guards appear, just jump over it. Up stairs, through the door arch on the left, up to a hole in the floor. Climb up the wall on the left to the lever and pull it. A door opens. Back down and back. Where we entered the upper level, a door has opened. Through the new door (VP ammo) and slide the wall on the right, Lara becomes stronger (gr. Medipack). Back to the lever. Now follows a strenuous climbing game.

On the Sims with the lever, climb up next to the lever as soon as Lara turns around to the podium on the left and rest. Now you have to go straight ahead, to the left and upwards. That was the moment I used the cheats. Lara does not crash with endless energy and you can also climb. If you are upstairs, go to the door, then turn left through the next door, up stairs. Another door opens and we see the 4th painting (the statue that lights up). We'll meet our boss right away. Enter the room, after the cut scene, immediately run into the outer area and collect the stuff (gr. Medipack, Pumpgun, 5xVP ammo). Keep running, don't run, pick up ammo, go to the next run and pick up the next ammo. Then the Spirit comes and steals energy from us. Better to walk around more often and stop several times until you have everything. If you have everything, you have to get the stature back on. Just walk through the middle a few times until one of the statues comes on. If you walk past the luminous stature, the light jumps to another stature. So you can control the light. The mind must be balled until it rests for a moment, then one can walk to the luminous stature and get the painting. I walked past the statues until the light was at the front of the middle stature at the door. Then I took a position near the stature and shot at the ghost until it finally stood (it stops for about two seconds). If the mind jumps up on you, it saves energy. Quickly take the painting and run out the door. The hallway is now water. Straight ahead to walk towards the door at the end.
Paris - Level 16: Besieged Galleries and Level 17: Von Croy's Apartment
Tomb of the ancestors Revisit

The water continues to rise. Dive through the hole on the ceilings at the end of the hallway to the very top. In a corner (bandages). Dive down a bit again and through the upper hole. Level change

The excavation site Revisit

Run to the box and climb over the fence. Go to the Louvre. Level change.

16. Besieged Galleries

Stairs up through the door, next stairs up. Guard kill (R35 ammo). Continue up the stairs, cut scene. Up stairs Guard kill (R35 ammo), follow corridor through the door. We have to get to the office with the gas masks and quickly. Guard kill (Mag Vega weapon). Through the room, straight ahead kill guard who comes from the ceiling (Mag ammo). Out and turn left to the metal stairs. Guard kill (Mag ammo). Up stairs, through the door, kill guard and straight into the first door. Quickly into the back room, open closet, Lara can now sprint (well finally!). Take out the gas mask, put it on. Out again, down the stairs, turn left. Two guards kill (2x Mag ammo) and turn left through the door. Guard who comes from the ceiling kill. Continue to the left, kill the next guard, down the stairs and this guard must also believe in it. Keep left and down another flight of stairs, continue through the passage to the left. Cut scene: Curtis appears and kindly takes the weapons from us.

17. Von Croy's Apartment

A reference to an entry in the diary appears!.

Search the apartment. Straight ahead jackal walking stick. Do not go into the dining area yet, as soon as you take the weapon, the problem solver appears. To the stairs behind the column bandages. Kitchen, on the floor Rigg 09 ammo, worktop Rigg 09 ammo, on the stove Rigg 09 ammo. Go to the door at the stairs, enter. Lara gets stronger. In room 2xRigg ammo, 1xViper ammo. Stairs up, in the bathroom on the left R35 ammo and right on the wall kl. Medipack. Small stairs up and you are in the bedroom. At the bed Rigg ammo, in the dressing room gr. Medipack, Rigg ammo, R35 ammo. At the desk Rigg ammo opposite next to the stairs on the floor Viper ammo. Before you get the rest out of the dining area, search the apartment for information. At the desk in the bedroom and downstairs in the work corner. Down stairs and into the dining area 5xRigg ammo, Rigg 09 weapon. The problem solver appears and gets on our nerves. Run and shoot, pull back, until the type peels off. The problem solver has to defuse two traps for us, unfortunately you have to shoot at him until he looks for the distance. Costs ammunition and energy. Follow the problem solver, out of the door into the hallway, turn right to the end of the corridor, open the door (gr. Medipack, Rigg ammo). Back into the hallway and into the open door on the right. Straight ahead Rigg ammo and at the overturned sofa Rigg ammo. If you pick up the muni on the sofa, the problem solver appears again. Again from taken bombardment and retreat until he peels off. On the wall to the right of the hole is a good place. Through the hole, chocolate, Viper SMG, 2xViper ammo. In the hallway and right under the laser beams through seal. Follow the corridor, the staircase is blown up. Jump over on the landing, but carefully, otherwise you will end up in the fire. A two steps back and jump off, then it works, kl. Medipack. Back again and on the heel below on the wall. Go down backwards. Below gr. Medipack and in front of and under the stairs Rigg ammo. Stairs up again, the fire is now out and we can safely go up over the rubble. Turn left, follow the corridor and quickly walk into the niche on the left (Viper ammo). The problem solver was waiting at the end of the hallway. After running into the niche opposite (Viper ammo). Pay attention to the laser beams as soon as the rear trap goes out, run off and jump into the next niche. Draw a gun and wait for the last trap to go out. Run off and attack the problem solver. Cut scene, level change.
Prague - Level 18: Crime Scene of the Monster and Level 19: Strahov Fortress
PRAGUE

18. Crime Scene of the Monster

A reference to an entry in the diary appears!.

Turn right and notice the flap in the ground, continue and in the 1st branch on the right. Shoot dog and guard. In the next gear and kill the security guard in the back, notice the floor flap. Across the square and into the aisle behind the guy by car. Guard kill (hammer). Back and talk to the guy at the car.

• The building with the police barriers....

• As far as I know....

• You said...

• Keep talking....

• Who is everyone?

Across the square and to the floor flap at the back right. Climbing down (kl. Medipack). Up again and to the other floor flap. Turn right into the next gear and climb down. Follow the corridor, jump right over the pipe and immediately right through the hole in the wall. Stairs up and left through the door frame. Up stairs, follow corridor. You meet Bouchard. Talk to him

• A real psychopath...

• The Cabal?..

• I found Vasiley's faxes....

• Killed....

In the door opposite. Now you are in Vasiley's apartment. Up the stairs and push the cabinet to the scaffolding. Lara gets stronger. Climb on the scaffolding, jump to the left to the next piece and continue to the first chain. Pull until a cabinet swings to the side at the bottom. Jump over to the other chain, pull until the grandfather clock opens at the bottom and a Roman three appears. Jump to the next piece of scaffolding on the right and climb down.

Down stairs and to the cupboard hiding place (kl. Medipack). Go to the grandfather clock and set three clocks with the cursor keys. The floor opens and releases a staircase downwards. Run down and pick up the paper right in front of the desk. It is a fax from Vasiley to Madame Carvier with the code for the safe. Code: 315 97. Open the safe and take the 5th stitch. Read the information on the showcases. Stairs up again and leave the room through the door between the cabinet hiding place and the clock.

Out of the room, left down the hallway and into the now open door. Bouchard take the keys. Stairs down to the room with the hole in the wall. Unlock the red door opposite. Up the stairs, go to Luddick and talk to him. Level change

19. Strahov Fortress

A reference to an entry in the diary appears!.

In the open container gr. Medipack. Get out again and walk to the right towards the gate. The crane comes and lifts a container from the triple combination. Climb on the right container next to the combination of two. Jump to the combination and pull up. From there, turn right onto the grid on the wall. Continue to the right onto the wall. Jump onto the lattice walkway. Follow path, down a ladder, follow path. Look where the guards are. If they are far enough away, let them down. Kill all guards (2xMag ammo, Strahov access card). Walk to the boxes in the corner where you just came down. Push small boxes to the big ones, climb up, on the small box and from there jump to the ladder, climb up. Walk around to the left to the door and open it. Guards kill (2xMag ammo). Follow the jetty to the end and kill the guard at the top. Ladder up (likes weapon). Activate the crane with the lever. Out again, down, ignore door on the left, only leads back to the other room and to the large ladder opposite. Ladder up and to the crane. Destroy the MG's with the crane. Back to the ladder where you activated the crane, continue to the right and down the ladder. Through the door at the end of the guide track. Straight ahead through the round area and immediately to the right. Push the two small boxes to the stack so that one is directly in front of the highest point and the other in front of the lattice door. You have to hang yourself over the fence, for this the top box has to be pushed all the way back. Climb on the box at the door and push the block backwards. Pull on the just pushed block and the top box towards the fence, down again and climb from the other side on the boxes. Push the top box to the fence. Lara gets stronger. Down and to the right around the fence to the double stack. Move the stack to the other side. Climb up and turn off the steam wheel. Back down and back on the stack of boxes on the fence. Dogs kill, climb on the boxes and hang over the fence with the help of the duck button. Down and up the ladder. Pull the lever so that the circular saw destroys the ventilation shaft. Turn left and pull onto the carrier. Carriers follow until this is crossed by another carrier. Follow this beam and climb onto the ventilation shaft. Follow the ventilation shaft to the end, hang on the edge, release and immediately grasp again. Pull into the shaft and follow the course. Use the forward button to go one level deeper. Follow shaft. Cut scene. Continue crawling straight ahead. With forward button down and kill guard (Strahov access card, high security). Turn around and walk through the passage to the command center. Open the door, wait for the guard to come to the door and kill (Mag ammo). Through the room to kill the wall and two more awake (2xMag ammo). On the tables chocolate and 2xMag ammo. Walk into the front room and browse the cabinets (4xScorpion ammo). Go to the control panel and turn off the power. (Nice cut scene). Out, through the passage and to the left into the corridor. Open door, on the bed Scorpion ammo. Again out to the left on the shelf Mag ammo. Shoot at the standing cable reel at the large passage. It rolls off and triggers the bombs. Seal under the laser beams through to the other side. Right past the fence to the door.

A reference to an entry in the diary appears!.

Open the door. Level change

Prague - Level 20: The Genetic Research Laboratory and Level 21: The Sanatorium
20. The Genetic Research Laboratory

Straight through the door, down stairs and search the greenhouse. Left outside aisle at the end Viper ammo. On the same side at the very back in the corner behind a stone Scorpion ammo and Mag ammo. In the middle go to the gardener and talk to him. Then pull to the well in the middle and pull the broken gargoyle. At the entrance on the right, a door opens. Walk through the new door, ladder up (2xR35 ammo). Pull the lever and open the door at the end of the greenhouse. Back through the greenhouse and through the new door. Press the switch and move to the next room. Go to the left stairs. Cut scene. Kill creature. More creatures appear, but you can jump over them well, shooting is not worthwhile, only costs ammunition. Sprint to the stairs at the back right. Up the stairs and sprint to the end (2xR35 ammo). Sprint back, down stairs and up the opposite one again. Sprint to the middle (2xMag ammo), sprint to the end (Viper ammo). Again in the middle and over the pipe upwards on a catwalk above the glass cylinders. Turn right and turn the wheel, to the other side and also turn the wheel. At the bottom of a broken chamber, the floor opens. Down the ladder and drop. Attention, if you have too little energy, you die, so maybe refuel quickly. Arrived at the bottom immediately to the right into the broken chamber with the open floor. Emerge, emerge from the water and follow the corridor. Jump over the slide to the ladder and climb up (kl. Medipack). Through the door, follow the corridor, up stairs, through the next door and the guard. Down stairs and jump on the pipe (Mag ammo). Turn off the steam wheel and jump back. Over the stairs up to a hole in the ground, jump over and climb the ladder to the roundabout. Search the roundel (Viper ammo, Mag ammo, healing pills). Climb back and next to the ladder to the left of the vegetables to get to the grid on the ceiling. Cheats used. Pull the lever and send the elevator to the other side. Down the ladder, hang on the right edge and hang a bit to the left, climb down. Stairs up again, up to the hole in the ground and jump over again. Walk over the narrow bridge to the pipe. Pipe up and swing to the left to the next platform. Again hang on the greenery up on the elevator on the ceiling. Down the ladder, press the button and through the door. Press the next button and follow the path. A plant holds the exit closed. Up the stairs and slide the table against the wall. View drawings. The crossed-out drawing shows how to get the output. Turn wheel 1, 2 and 4 and pull the lever. Walk down stairs and to the exit. In the next room, go to the right from the entrance and kill the security guard (access card 1st, light security level). You need three cards to be able to open the door at the very back. Turn left onto the wall and climb the ladder. Follow path, turn left and up the stairs. Climb onto the block and hop to the next one. If the security guard is nearby, shoot, otherwise just later. Hop down one block. Climb backwards from the block and slide down, hold on to the gutter and hang to the pipe. Pipe down, in the corner is bandages. Jump into the water and swim to the stairs. Out and back up to the roof. This time to the last block. From there jump to the right to the gap in the railing and pull up. If the security guard is still alive on this level, snap off. Circle the first roundel and notice where Lara has to jump off later. To the second roundabout, turn right and follow the path to a hole in the middle. Jump over with a start (gr. Medipack). Lara gets stronger. Jump back and to the first roundel and the jumping off point. With start over. Stairs up and to the end of the path. Climb up to the right and continue to the right. Pull up and follow the path. Nasty cut scene. Continue to the dead security guard in the middle (access card 2, high security level). Continue to the end (Viper ammo). Back and one level down, run to the corner and let down. You are back on the level with the two roundels. Walk to the door, down stairs and follow path to the hole. Kill the guard opposite and jump over the hole with a run-up (access card 3, medium security level). Walk to the ladder (Mag ammo) and climb down. Follow the path, turn left in front of the door through which you entered the room and follow the path to the end. Insert cards and walk through the door. Down stairs, left around, next stairs down and into the waterhole on the ground. Follow the path under water, emerge and get out. Pull the small box under the hole in the lattice walkway and climb up. Browse lockers. On the left bandages, on the right healing pills. Ignoring the door is broken. Back through the water and up the stairs to the lattice walkway. Run opposite and press the switch. Out and to the left. Cut scene. Level change.

21. The sanatorium

Now you are courtesy. He endures more and can jump higher than Lara. Nevertheless, you should pay attention to the ammunition and the energy in this and in the next level. Right Borax ammo, hang on the edge and drop. To the ladder (Borax ammo), hop to the ladder opposite and climb down the ladder. Turn right and jump onto the jetty. To the other end go and let down (healing pills). Go to the other end of the jetty and let it down. Run into the elevator shaft and land on the elevator roof. Open the elevator, down into the cabin. Out and down two ladders. After opposite jump to the higher edge and pull up. Turn left to the door and enter sanatorium. Beat up the first prisoner. Straight ahead Borax ammo. Cut scene. Continue straight ahead, turn around and immediately right again into the open cell. Talk to the prisoner. Out and to the door. Kurtis gets the code with his skills. Code: 062 89. Enter code and the door opens automatically. Walk to the next door. Now it's time to be quick and tell the prisoners to save energy and muni. Through several lattice doors and a metal door. After the metal door just to the right in the chocolate room. Out and around to the right. About in the middle of the path is a numerical code on the right side of the door, opposite the cafeteria. Pause briefly and remember numbers. Code: 384 71. Continue down the aisle to a laboratory. Straight ahead Borax ammo and at the dead scientist code card. Leave the laboratory and go to the cafeteria. On the middle way Borax ammo and on the right is chocolate. Run to the back right into the corner and open the door. Up stairs and to the right, in the back there is a gr. Medipack. Back and over the hole in the ground. Enter the code on the left side of the console. The door opposite the cafeteria opens. Through the new door into the next section of the sanatorium. Follow down the hallway to the right, cut scene. Follow the hallway, shoot prisoners, beat them up or jump over them. Follow the hallway to the ventilation grille. Open the grid and follow the shaft. Straighten up and pull up opposite. Follow the next shaft until you are in the laboratory, where the scientist was killed. Cross the laboratory and open the next ventilation grille. Follow shaft, pull up again and crawl to the end, cut scene. Once the proto has run away, into the room. To the left of venti is Borax ammo. Now shoot at the yellow gas cylinders on the right until the ladder falls over. Climb onto the jetty and turn the switch on the right. The Venti stops. Crawl down and under the Venti into the next room. Turn left into the ventilation shaft, follow it, out and down. Level change.
Prague - Level 22: High Security Wing, Level 23: Department of Marine Biology and Level 24: Vaults of the Trophies
22. High-security wing

Straight ahead through the lattice door. A code must be entered in the room on the left. Remember space. Through the next lattice door. Follow the corridor and at the end through the steel door. Turn right and in front of the 2nd closed door on the left. Kurtis gets the code with the help of his skills. The code is written on the back of a dead prisoner. Back and enter the code in the room at the beginning. Code: 170 68. Out again and back to the door where Kurtis just got the code. Run into the room turn around and kill emerging prisoners. Get code card from the dead security guard, there is chocolate on the table. Get out, turn left and open the door at the end. Turn right down the hallway and through the next door. Turn right down and open the next big door on the left. The proto appears. When he is gone, run into the room, turn around and kill the emerging prisoners, or jump over it. Get out, turn right twice and pass under the ventilation grille before the next prisoner appears. Down the stairs, turn right into the corridor. Follow the corridor and at the end through the door. You are in the room from which the proto escaped. Follow path, up the ladder, continue to the left and climb onto the capsule in the middle. Jump to the right onto the grid and follow the path. Jump to the next piece and turn right into the ventilation shaft. Follow shaft, down twice, right, then left, again to the right and again to the left. Down and up the ladder. Get a code card from the dead guards, chocolate from the lockers. Press the switch and leave the room. Turn left twice and open the door. If you have given away too much ammunition, turn on cheats. In terms of energy, you can get there quite well. Down stairs, cut scene. Shoot proto as soon as he lies down (at least three times) get gr. Medipack. Once the proto is done, turn on the power. Level change.

23. Department of Marine Biology

You are Lara again. Thank God!

Press the switch on the right and enter the next room. Attention: Below are MG's. Let down on the left outer edge. Squat down and crawl to the left into the niche. Under the passage through seal and turn on the steam with the wheel. Seal back and crawl left to the end of the room to the pipe on the wall. Climb up pipes and swing to the right to the Sims. Hang on the edge and drop on the platform below. Follow the aisle until you get to a camera. See through it. Where the camera is, there is a door on the side, we have to go there. Leave the camera and enter the room carefully. Crawl to the MG's, between them to the switch on the right back of the wall. Quickly get up, press and through the door. Up the ladder, follow the aisle and enter marine biology. Turn right down the stairs and follow the path to the end. Jump into the pool and dive into the broken laboratory. Pull the lever on the left, turn around and dive upwards through the door opposite. Left rear kl. Medipack. Press the switch and leave the room. After opposite through the newly opened door, follow the corridor and press the switch. Press the next switch on the right rear. the elevator is coming. Enter the cabin and press the switch on the side. Elevator goes downhill. Get out of the stairs through the next door and pull the lever. Back to the elevator and with the counter on the right in front of it get the cabin. Drive back up. Out and back to the lab. You can see a lever, a switch and an open trapdoor. Walk into the middle, pull directly above the pool and the feeding bowl onto the transport platform. Send bowl to opposite. Now push the bowl straight ahead until it is no longer possible. Pull the lever in the same room. The bowl is filled. Pull the bowl back onto the transport platform. Lara gets stronger. Send the bowl to the other side again. Pull the full bowl back to the starting position. Stairs back down and right around to the opposite side to the trapdoor. Up the ladder and follow the path to the end. Climb up the pipe on the right, hang to the right, up the next pipe and now hang to the left onto the platform. (Creates them just like that). Use the switch to get the platform from across the street. Go on it and drive to the other side. Through the door, press straight out of switch, press through the next door and next switch. Take care of the security guard and search the cabinets to the left and right of the entrance in the niches (Viper ammo and Mag ammo). Out and turn right to the switch to let the feeding trough into the water. You can see a "1" with a lever. Get out of the room and jump into the water, the mutant fish is busy eating. Swim and pull to the lever on the "1". Goal "1" in the middle opens. Take a breath and then dive through the hole with the "2" opposite. Dive up and take a breath. Pull the lever with the "2". Goal "2" in the middle opens. Back to the pool and take another breath. Now dive into the middle through the two gates. Level change.

24. Vaults of the trophies

Follow the aisle. Dive through the skewers and immediately turn right into the corridor. Follow the aisle until you cross the aisle again, where the skewers are. Take a breath in the middle. Submerge, dive straight ahead and to the left into the bright passage. Down, to the right and then to the left and again to the right, emerge. Get out of the water, bandages and breathing mask. Back into the water and dive straight ahead. Enter the wall and dive into the vault.

A reference to an entry in the diary appears!.

Dive opposite and enter the next wall, take a breath. The figures must be rearranged. Dive into the vault and look at the large stone picture. There you can see two initials L and V. Move the 2nd figure to the left and right of the air hole respectively with the help of the chain behind it (Vaisley and Limoux). Between taking a breath. Hole in the ceiling opens. Swim up and emerge. Follow the corridor, sprint through the trap with the rock. Pull the lever on the right. Platforms appear, but they are not preserved. On the platform in front (2. Start from the left) and jump to the right to the hole in the wall. More platforms are appearing. In the hole breathing mask. Hop on the platform directly in front of the hole and then jump into the middle on the large stone platform. Jump over the small platforms to the right to the corridor. Follow the aisle. In the room immediately race to the right to the lever and pull it. Dodge the guards and sprint to the chains on the wall opposite on the left in the corner. Pull chain and the wall hanging on the same wall goes up. Climb up the wall below and swing to the right to the wooden walkway. Turn around and hang along the ceiling for the next piece. From there, hang in the middle on the chandelier and let it down on it. Below, two secret doors open. Hang back again and climb the wall down almost to the top. Jump backwards, continue by backwards jump to behind the big table. On the left is the 5th picture and on the left is bandages. No matter what you do now, you definitely have to hurry. Sprint to the niches and get the painting, as well as the bandages. Back behind the table and escape through the extinguished fireplace. Through the door and into the waterhole. Follow the corridor, at the end turn right, straight ahead and upwards. Take a breath. Down again and immediately to the right. Follow the aisle and emerge. Level change.
Prague - Level 25: Return from Boaz, Level 26: The Lost Empire and Level 27: Eckhardt's Laboratory
25. Return from Boaz

You are kurtis again. Enable cheats, endless muni and invulnerability. Circle the cattle and shoot at the four flaps from which they spit. Always search for a new destination with the end button. Between working through the human head. At some point, the cattle mutate into a fly. Processing time: 20min to 3 hours. Once the mutation has occurred, turn off God mode and shoot at the fly until it is done. Compared to before, this is really fixed. Level change.

26. The Lost Empire

A reference to an entry in the diary appears!.

Immediately to the right into the corridor and jump to the lever and hop. Pull levers, Lara gets stronger. Over the wooden bridge back, gr. Medipack. Turn right and pull the next lever. With a run to the first stone and on to the next. Sprint on the 2nd stone and let go shortly before the jump. Follow through the door and the corridor. In the next room, jump to the left to the ladder. Ladders up and over the broken bridge to the other side. Before you jump over to see to the left. There on the small platform we have to deactivate the trap on the stairs. On the second part of the broken bridge go back as far as it goes. Jump onto the platform opposite with a slight right swirl. Pull the lever and turn off the trap. Let it down and jump to the stairs. Up stairs and through the door. Level change.

27. Eckhardt's Laboratory

Follow gear, slide to the left and jump onto the ledge. From there turn left down into the corridor. Follow the corridor to the laboratory. Up stairs and turn right. Under the wood kl. Medipack. At the back of the table on the right in the corner (1st Alchemistic vial, pure oxygen). Back and pull the lever in front of the cage. The grid in the ground opens and on the right side of the ladder a trapdoor. Ladder up. At the end of the wooden walkway on top of the Sims gr. Medipack. Jump from the jetty to the cage. Attention, guards are now running around below. Slowly go to the trapdoor in the cage and step on it to open. Let it down and get 2nd alchemistic vial, pure hydrogen. At the trap door quickly pull up again and swing up to the left. Now the cage is in hot water and you should stand on top of it. Go to the hole in the wall and get the 3rd Alchemistic vial, alchemistic refined salt. Climb back onto the cage and climb up the wall. By jumping backwards out of the hole and the vials began. Always nice to avoid the guards.

• 1st vial: up the ladder, follow the path and insert the vial

• 2nd vial: stairs up behind the lever and insert vial

• 3. Vial: At the waterhole in the next room.

The hot water now cools down. Dive into the waterhole and down, 3rd splinter. In the laboratory, the lattice door opens. Reappear, get out and quickly through the newly opened door. Slide down ramp and through the next door. First, circle the room on the outside. Right at the front of the column on the left is a switch. Notice. Run to the middle, but first choose a good weapon. Cut scene. After the cut scene, immediately lay flat on the floor. With duck and sneak button. As long as Eckhardt attacks us, stay put. When he summons himself in triple execution, get up and wait until he has arrived at the third. Run into the middle, follow and shoot. Lara can withstand a blue burst of energy well. Lara stabs Eckhardt with one of the splinters. As soon as Eckhardt starts shooting again, lay flat on the ground and wait until he summons himself again. I waited until he fired blue bursts of energy again. When he summoned himself, I gave him the second and third splinters. In between, he sometimes takes fire, because the method works with running into the middle and shooting not so well. When Eckhardt is finally gone, Karel shows up and we have the next problem on our necks. After the cut-scene, get Eckhardt's glove and quickly to the column with the switch. Dodge the energy balls on the way. Press the switch and up the ladder. Follow path to the next ladder, also up and to the left to the last ladder. Descend to the left and walk to the platform opposite. Jump on the sleeper and hold the buttons.

A cut scene follow's and the game is over.
>>>TOMB RAIDER: LEGEND COMPLETE WALKTHROUGH<<<
Bolivia - Level 1: Tiwanaku
Level I: Bolivia I (Tiwanaku)

Well, anyone who has played through the demo has already had the pleasure of accompanying our "pattern of virginity" through the entrance level until the discovery of that temple of Tiwanaku, at the entrance of which Lara Croft moved three boxes onto printing plates so that the entrance to the interior opened and thus completed the "demo version".

There are only two news to date, namely on the one hand a few unarmed panthers appear, but they attack in such a way that the automatic targeting does not work, so cause enough damage. You can also do the sighting manually, but I found the fight against Panther once very amusing.

On the other hand, and secondly, the bronze, silver and gold treasures to be collected are already appearing in Tiwanaku, which Lara can collect at all points in the game if she takes a little care on her way.

For the simple playthrough of the game, reaching the checkpoints is completely sufficient. Of course, if you want to unlock all bonuses, you have to find all the secrets, for which I recommend a careful playthrough.

Well, after passing the demo-level exit gate, first of all reacts quickly, because the ground opens under Lara Croft and she jumps to the side even after her unattractive spreading of the legs, but now she has to control again, so that she can only pass the bottomless passage by reacting quickly, which we do with the help of the displayed controller buttons, to then land in front of a gate in a pond with skull trees that closes behind us.

From above, it may be advisable to shoot the panther. Once the panther has been removed, Lara Croft can slide down from the edge into the pond and make a jump from the platform from the entrance on the right to the first of the five gallows trees, which turns her a quarter further, jump from this position with roll start to the next, again quarter turn and from here to the stone edge in the wall opposite, which she swings to the right (jump) to the right side under the exit.

Consecutive jumping upwards, and from there hanging to the left to the exit platform, from where it jumps into the exit aisle to the end of the level. Here again a checkpoint, the corridor to the exit passes and then maybe saved again after the checkpoint, because now comes the final fight of this level. Step to the edge of the wooden bridge for a cutscene.

Lara remembers the discovery of an artifact sword together with her mother. This reminiscence of memory is followed by a cut with a young adventurer who presents her with a piece of the artifact she just saw. We see a typical german blonde Tussi, who Lara thought was dead for a long time, and then it's "Action!" again!

Run as fast as possible over the wooden bridge, jump over the holes caused by the helicopter shooting at us and at the end to the opposite edge that Lara Croft pulls up to take up the final battle against a handful of soldiers.

End of level

Since I didn't change the default setting, I struggled in the normal difficulty level. But even here there do not seem to me to be any significant problems. One medpack was enough to heal the small wounds. And the Soldiers can also be eliminated without exception from the automatic visor.

This is followed by another cut and the level completion screen, which familiarizes you with your game results and unlocks the time game (in the standard case) as well as with the bonuses earned based on the goodies statistics. Let's go to level 2:

Peru - Level 2: Return to Paraiso
Level II: Peru (return to Paraiso)

This level begins with the prospect of meeting Anaya and Amanda hinted at in the cut. Both are old friends of Lara from times of excavations here in the area. We will learn more about this shortly. The meeting point with Anaya is at the market square, so in principle only left around the corner straight ahead.

If Lara has decided to go to the marketplace, she will meet her friend Anaya Imanu in a cutscene.

Anaya Imanu works as a civil engineer in the poor areas of South America. She has been very close friends with Lara Croft since her studies and is delighted to meet Lara Henshingley again. La Paz, the capital of Bolivia, is briefly mentioned before danger is announced and Lara sends her friend away to face a moderate number of soldiers!

Some "soldiers" leave the incoming truck - if Lara shoots fast enough at the tank of the vehicle, she will have eliminated most of them before getting out. Otherwise, it does this right now with the standard pistols RPG caliber 5. Integrated counterweights of the weapon reduce the recoil. The magazine capacity of these models has been increased especially for Lara Croft.

If all the soldiers from the forecourt are done (don't forget to collect the treasures on the sides, if you care about the statistics and the bonuses - compare the treasure details at the end of the walkthrough), a fighter appears on the roof at the entrance, which shoots at a distance. But you can also finish him off, or go to him at melee distance and try out the different melee attacks, grappling, bullet time, kicks, etc. (the advantage of bullet time is the time delay when shooting).

You get to its position by using the flagpole as a climbing pole, and swinging from it to the second balcony above (did you use the cable car from the site of a treasure on the balcony left of the entrance? - great, not?!), from here with the magic-grapple to the balcony of the sniper and eliminate this here at the latest.

Through the door behind him and still the grenades taken from the tables (the cabinets, doors and so on here you can kick and smash by the way - you will probably find goodies behind them), you now leave this room to face another moderate number of opponents on the roof of a bracke. They are actually a gimmick for Lara Croft's automatic visor, but beware of grenades that your opponents also use.

The technique of shooting at enemies so they can't escape from Lara's own grenades in cover may also be quite good. In any case, however, you should use a grenade on the stationary machine gun entering from the right side of the road, because this actually causes deadly damage instantaneously. Now turn left in the direction of travel of the stationary machine gun away behind the last soldiers here, so that Lara Croft can finally sit on a nice vehicle again and drive that it is fun!

On the subject of motorcycle riding, this much: That you accelerate a motorcycle with the right side of the handlebars is normal and known. Accordingly, Lara Croft uses the accelerate arrow-up key in the game. In critical situations, braking is also recommended.

We will be attacked by various cyclists on their machines, which Lara can efficiently eliminate with the usual mouse button. Perhaps a good tactic is to start with the rear of the attackers, and not to drive in front of the attackers so as not to give up a target.

But sprinting away is also a good tactic. Along the way, Lara Croft finds health upgrades as well as huckels that help her skip certain sections of terrain. The explosive barrels are also a good tactical weapon, used against opponents.

Two checkpoints fix Lara Croft's motorcycle tour. The first at the destroyed bridge, which Lara Croft crosses over the first left and then right ramp, after the second checkpoint after the moderate pursuer battle after the bridge follow three trucks. The first one is overtaken so that the loads of it do not hurt, behind the second you take cover in front of the third truck, so that this third truck first throws off its loads, which can not harm us in the cover.

Then we can eliminate the soldiers on the third truck and drive up to this truck when the ramp folds down afterwards, so that Lara Croft swings backwards over the cab in a nice cutscene to Anaya, who has now caught up with her...

Now we finally go to the excavation site, where we get our friends in a sequence, who are looking for help from an "unknown being" who "terrorizes" the entire excavation activity - Lara Croft must not only be faster than the "unknown being", who partly follows us, but is partly simply faster than us, but also, if possible, save all their friends.

So now follow the feasible path. Arrived at one of the "friends" we see in front of us behind a floor trap (attention!) a stone figure in the wall, which we have to climb. To do this, Lara pushes the box onto the ground trap, but she does not injure herself.

From the box Lara Croft now jumps to the spear rod out of the wall and from this again to the platform in front of it, from this platform again with a run-up to the climbing figure in the wall, on the edge of which Lara Croft can hang perfectly (jump up) to the left to get to the next checkpoint with a jump.

For the next room, it may be advisable to throw a torch to better inspect the room with the trap it contains. Well, on the right you can also easily pass the trap here. A friend behind it will ask us for our help, which Lara Croft is reluctant to turn down.

The round boulder in the corner has to come down from the trap, but this makes it active again - so carefully past the side. From the platform in the corner to the rope and from there again - from a sufficient height - to the upper platform. Through the door to the checkpoint!

Now we slide down to the right to take the path in front of us straight ahead. Here we see in a cutscene the unknown being who pursues us and also tries to get our friends into trouble, who will therefore ask us very much for help.

Fleeing forward from the unknown being, which will probably overtake us. In the larger room we find again a trap on which we have to push a stone ball, which we find through the platforms on the left side of the room.

Then we can jump from the platform at the back to the one in the middle to jump to the flagpole in front of it, from which we can jump to the rope, and from here (climb a little higher, please) to the platform with the checkpoint. (Our friends - Amanda - asked us for help through the bars of the grid, with Lara Croft seeing the "unknown being" again).

Following the following course, we continue over a metal rod over the ground pit studded with spear arrows to finally return to the present - the actual excavation site.

Here begins a slightly "tricky" affair with a dive for which Lara Croft has to use her virtual lungs completely this time. I have reported several times in the previous walkthroughs that Lady Lara Henshingley Croft's lung volume is regularly limited to 60 seconds, i.e. one minute, to complete tasks under the water surface.

And that I personally like to train something like this, in my normal diving practice I hold the air for about 2:00 minutes, usually, with optimal performance about 2:30 minutes. The fact that such diving exercises are practiced in special environments should therefore be self-evident. The fact that you have to use a diving device from a diving depth of an atmosphere seems to me to be an equally noteworthy quasi-standard.

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Peru - Level 2: Return to Paraiso Continued
CONTINUED FROM PREVIOUS PAGE

That's probably why Lara has been equipped with some newer techniques under water and also over water. She now not only swims excellent breaststroke (breaststroke, as a basic swim, no backstroke, with an approach to dolphin crawling, which is known to be the fastest type of swimming not only since Mark Spitz) but can also dive very quickly under water thanks to the increased use of the use button "E".

But she now also needs these techniques very, very much. First dive downwards and forward through the tunnel. If you emerge, refuel your breath. Then dive forward through the curved lattice steel rods during the new dive and upwards again to catch your breath.

Then continue to maintain the direction through a small tunnel into a larger basin, where Lara Croft can once again optimally recharge the air into the virtual game boundary lungs. Now follows a dive that allows the optimal use of the quick dive swim button (do you also orient yourself on the 50-meter lanes that an athletic swimmer, a combat diver, a lifeguard, an adventurer, suddenly dives under water? (at least for me at the moment as well!) mandatory.

With the "E" button, which constantly presses repeatedly to accelerate, we have to press the four blue illuminating switches in the wall in the right time phase one after the other with "E" (which we even need to "let go, when consecutively accelerating") so that they are switched on.

Towards the end, Lara Croft becomes very short of the oxygen supply, but technically this task is at least feasible. If all four switches have been switched on consecutively in this way, the hall is defluted. Lara experiences a beautiful cutscene and can now continue to roam the complex.

So let's now follow the open passage and continue the journey, following the side edges (jumping up, and further higher) from the upper position on a side balustrade with final use of the magic-grapple, to finally land behind a ground hole (another checkpoint), in front of which saving may be recommended again.

Lara must now control an interactive cutscene to cross the abyss of collapsing floor slabs. She first runs (arrow-up) on the column to the side, from which she jumps at the right moment (again arrow-up, so forward) on the base plate in front of it and from this to the edge to the end, which she now only has to pull up in time, for which she immediately presses when the arrow symbol arrow-right is attached and lights up.

Managed?! I have been so done at this point, but have received nice help from friends (thank you Helene End!) and am now finally over the dead end.

Lara pulls herself up the edge and enjoys the prospect of a fantastic mechanism through the PDA. Three balls must be placed in three lowerable bowls in the ground. The first is located on Lara's left on the column and can be taken off the column with the magic-grapple.

The second is almost in place and only has to be brought into the right shell (both, all pull with "E"). Then we should be able to see the image at the top in a cut (two beams already triggered).

Now to the visible sphere on the right side of the mechanism. For the third sphere, we take the now extended ladders sideways of the right part of the mechanism, jump, almost at the top, sideways into the middle of the mouth rock and here twice up on that symbol and from there to the left to the ladder, which leads all the way up to the ball, which we now only have to "push" (do not push ourselves down).

Jumped the way back or left onto the middle, front mechanism department and slid down the slope and climbed down the ladder (goes faster). Now we only have to push the fallen ball into the last bottom depression to learn in the cut of the sword "coincidence", which is already associated with King Arthur.

Well, let's climb the side of the artifact mechanism irradiated and triggered by the triggered beam, so there we have our artifact. What Rutland had shown us in Bolivia was just a ceremonial copy. The top here is broken off. But for the main part, Shogo Takamoto seems to want to cheat us, with whom Lara wants to arrange a meeting. Anaya reports on opponents who immediately come to us blinded.

Now the way back over the abyss that we came before in the interactive cutscene. It now goes all the way backwards up to the excavation site.

First of all, here jumped from the artifact exit to the right to the edge of the base and all the way to the top. From here to the ladder on the ball base, on which there was no ball before, its right ladder jumped, this climbed upwards, jumped to the other side of the base and to the column opposite and pulled up.

Jumped to the edge above and hung around the corner on the left, then jumped twice in brittle places to the left. Consecutively lowered to the column in the middle ("F" several times). From here jumped on the rope, on the column diagonally opposite, from it with a run on the one in front of it and then slid down the slope, killing the soldiers.

Their goodies still collected and then the way back along the two magic-grapple fixed points to the entrance to the cave, where now three soldiers patrol. Either grenade from the cover beforehand in or immediately "slaughtered" by hand itself. Then in the front part of the cave now up the rope, swung into the opening that was previously under water.

A soldier killed and at the end up the rope/ladder up to the foot of the excavation site, where we finish a moderate number of soldiers in melee combat to finally get a soldier spotted shooting at the car under which Anaya is hiding. Lara Croft does it now.

And Anaya and Lara discuss Amanda's success in the excavation and Lara Croft goes to the meeting with Shogo Takamoto of the Yakuza, whom she is supposed to reach through his confidant Toru Nishimura, who in turn is her friend, in Japan.
Tokyo - Level 3: Meeting with Takamoto
Level III: Tokyo (meeting with Takamoto)

Descend into the lobby of the hotel and talk to the barman, but also look at all the nice couples of dancing Japanese civilians. Isn't this graphic adventure flawlessly done? Now into the side corridor to Nishimura's office, who greets you kindly and prepares you for Takamoto.

Back in the lobby, you will meet Takamoto. Shogo Takamoto does not want to know about his theft at the mentioned university and leaves Lara his yakuza. Well, the small to medium (depending on the level of difficulty) group Yakuza are not a serious threat to the lady, who now looks a bit more adventurous after her evening costume and carries weapons again.

After the success with the Yakuza, Zip also gets in touch and Nishimura gives us the keycard for the lift to the roof, from which we should come to the apartment Takamotos opposite, if this should also be an adventure trip. So go to the lift entrance below, use the lift with "E" and go upstairs.

Here you can enjoy the wonderful rooftop view over Tokyo's nightlife. The details are really lovingly done - I would be the last one who didn't want to pat Toby Guard, Eidos and Crystal Dynamics on the back with enthusiasm.

If you shoot the barrel marked by a warning sign laterally of the exit on the actual roof, it explodes and clears the way over a riser pipe and then jumped sideways on the roof over the hall with the motorcycle up here.

At the top of the roof (where I have shown Lara in the picture above while stretching), you can still take a treasure (but this time I describe the list of treasures extra at the end in a list - see below).

From this position, you can use your magnetic hook on the silver-shimmering sliding roof construction, which you have certainly already noticed, which pulls the roof back so that you can now climb down through it, following the path all the way down to the motor bike, which you now climb with "E" (use) and carefully (!) set in motion.

Now drive the noble part carefully (do not offend) on the roof towards the broken bridge - an interactive cutscene takes over, in which you only have to press three directional buttons, which are shown to you, so that Lara arrives exclusively of the motor bike, but undamaged, on the opposite roof on the right.

Here we now follow the upper catwalk path of the scaffolding around the building to the right of Takamoto's apartments house (Below you can still get a treasure - but to the list of treasures known at the end of this document).

The rope in the middle is freed from its crate weight load by targeted (key "Y") visors and used as a swing rope, at the end if necessary elegantly the barrel is set in rotation to-clear the way-through-fall down, so that Lara can now swing to the "cable car" rope to Takamoto's house and over to him.

Here are a few exercises with the magic-grapple, with the help of which ("Q" to hook in, "E" to pull) you pull a few platforms to yourself within jumping distance to use them one after the other around the whole building as a path, finally swinging from the last magic-grapple point to the right on the roof of the entrance to Takamoto's apartment (picture).

The soldiers here, and the two dogs, are a relatively easy target. The discount lights - marked by warning signs - once again represent explosive objects that can be used as a weapon if necessary. Then turn right around the corner and pass the door into the stairwell.

Pass the next door on the right again for a moderate fight with a group of yakuza, but they only attack them when they discover you, so you can still look for cover behind the partition opposite.

This small group also leaves goodies, such as Muni and Medpack, but after that the beautifully rendered room is free for inspection (two treasures). Then let's take a look at the larger monitor wall opposite. In the middle a round field for the magic-grapple metal-shimmering field.

There we place the grapple to tilt the monitor wall slightly, which frees up the two ceiling holds, which Lara Croft now shoots to jump over the completely run-down monitor wall into the corridor behind it, where she fights two nasty yakuza again.

Then she can leave this office apartment through the green marked exit to (cut) again on the outside of Takamoto's building under a small row of billboards (see picture). First you take the climbing pole up to the right, jump to the right to the wire cage and hang Di around him on the right to jump up on it.

From here you can tilt the billboard analogous to you with the magic-grapple, like ebn within the office apartment to jump on the stellage behind it. And from here it goes in an analog way consecutively up the three billboards, whereby you can use the grapple on the last off the pole in front of it, and then jump backwards, in any case over the third billboard still running in time to land on a small platform at a last checkpoint before a small acrobatic interlude.

You jump to the pole in front of you and climb it up fast enough (at best accelerating with "E") in order to jump in time for the first of the four horizontal poles standing out of the wall before the bar breaks away, which you jump along one after the other with ONE roll each to get momentum, in order to save after the fourth (they break away "of course" if you stay too long) behind the door into the apartment at a checkpoint if necessary.

Now you can take the entrance area of the apartment "to your chest". Some yakuza are buzzing all over the area, to your right the first one doesn't even notice you. You can follow him to get to the top, clean up a bit here and from the upper floor kill the group at the bottom of the art objects (maybe shoot the chandelier efficiently?).

Or you can start right there, because you have to continue from this room to the left into a small corridor with control room behind it. Zip points us to the gun at the end of the corridor. You can make the laser beams visible in advance by switching on the sprinkler system in the control room on the fire extinguisher.

Now you can either jump through the lasers even with the appropriate laser trap position - but it is easier to push the large ornamental ball in front of the corridor in front of you as cover, and in the end to let the gun shoot in the cover until it stops, after which you quickly release the ball and disappear in the side corridor.

Here you are in what the Japanese are used to as partitions of a corridor, namely wooden sliding walls with paper decorative fillings with paintings on them. Geishas are supposed to feel particularly comfortable in something like this. But geishas only exist in feudal or bourgeois orders. I think my spiritual orientation is rather conservative-communist according to my youthful education and upbringing.

Which in no way means that I wanted to have ignored in the slightest the ladies concerned, who are at home in the language area of Takamoto, where Lara Croft is now located, and also maintain cultural homes in my hometown. But money is probably only a very indirect payment for a communist.

So let's enter the living room of the Takamoto. First of all, we receive three yakuza here, but they are not a significant problem for Lara Croft. When inspecting the inventory, we notice a secretary on the front. From it we could actually get to the upper floor.

But a glass wall still stops us. Looking back, Lara Croft can use the magic-grapple to pull the ceiling object into the glass wall, which finally opens the way up. From down here, however, we can still prophylactically finish the two yakuza up there.

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Tokyo - Level 3: Meeting with Takamoto Continued
Now up, right around the corner still looted the weapon goodies chamber and then Lady Lara Henshingley Croft can take the lift to her level boss fight with Takamoto.

The lift runs (and it goes quite a long time, but if you don't do the boss fight efficiently enough, it will still ride up here with you many times from this checkpoint). Lara Croft enters Takamoto's hiding place.

An over and over Asian tattooed fighter appears to us with a free upper body to present his "jewelry" and the sword, whose legend associates with one from King Arthur round table knights. Now that Takamoto's fighters have all been eliminated, Lara Croft wants to quickly take stock here.

The boss fight is best done by climbing up to Takamoto over one of the poles behind the art objects in the room below and bringing yourself as close as possible to shooting position, but at the same time avoiding Takamoto's dangerous energy field attacks. Once you have eaten up his health bar (orange right) and maintained yours (left), the cutscene that concludes this level follows.

You will meet Toru Nishimura again, who will pick you up in a helicopter after your successful boss fight. Lady Lara Croft, of course, is essentially just excited to pursue Rutland in Ghana.

Ghana - Level 4: Hunt for James Rutland
Level IV: Ghana (Hunt for James Rutland)

So now we're on the trail of James Rutland. Lara Croft gets off a motorcycle, which should simply be the dream of an adventurer - who can hold and steer such a vehicle with two hands, has probably deserved his driving license, right?!

Here in the jungle of one of the continents, where the seasons have a completely different rhythm than on the Central European plate, and from where humanity is said to have converted from the tribe of apes to prehistoric man once in primeval times, which seems to be an archaeologically and biologically "proven legend", a spectacle awaits us, as it was fortunately not too often seen in the run-up to "Legend".

Around the corner of the jungle, a panorama opens up to us on a waterfall of a wild stream in Ghana. Even capable computers tend to kneel easily with such a graphic. But enjoy this view, which is actually only disturbed by a few "outrageous termites" at the top right. Well, WE will probably take care of them.

But I also can't help but absorb the contemplative moments of life, like standing on such a viewing plateau, very deeply into myself. Life really has beautiful sides, which people sometimes simply want to be pointed out...

With the space and arrow high as well as F key at the right moment, Lara Croft performs her Swandive, a head jump, which she performs this time without the otherwise typical hysterical screaming. On the right we can inspect the surroundings more closely for the obligatory goodies, in the middle, however, we climb to the small island at the bottom of the waterfall, which will immediately present itself as the entrance to a temple as soon as we have opened the gate to it.

To do this, we climb the slopes on the right and jump to the rope in the middle, so we can glide to the most central position, from which we use the magic-grapple, before pulling going far enough backwards to open the gate of the temple with "E". Well, we talk a little bit with Rutland, who seems to want to receive us in the temple itself.

So let's enter this elaborately programmed complex of a temple behind one of the most beautiful artifacts of "Legend" - namely the West African waterfall, which fortunately could not be seen as often and avalanche-like in advance as certain details from "Angel of Darkness", as avalanche-like promo campaigns always associate themselves with great misfortunes.

On the way inside, Lara looks at an ornament, a stone painting, in the wall that seems suspicious. But first we follow the path to a water channel to get to its first rope, to cross, Lara Croft pulls a raft with the magnetic-grapple, to the first, and from this swings to the second rope.

Then continuing the path to reach a strange trap in the "entrance" flanked by a lonely sniper (in the standard difficulty level), whose first spear no longer works as a trap. Don't worry - the other spears don't kill Lara either, she just has to enter the floor plate in front of the moderate spear collection and then pass through the lattice door at the end of it in time.

With this she enters an area that is occupied by a - again moderate - number of opponents. Here the "lady with the A... in her pants" is now allowed to shoot hard again, as at the fair, the fair, at the "Ёлка" festival. If you have eliminated all enemies, you should be offered the following "pacified view".

As you can see in the picture above, there are three ropes placed in the room that will now help Lara move forward. We first jump to the left, front, in order to touch the column in front of us with "on-swing" so that it releases the blocked water wheel when it collapses.

Then a short swing to one of the now rotating spears of the water wheel. Once this spear, which we "clutched", has driven to the sufficiently high position, Lara Croft swings to the rope in front of it, with a start, and from this in turn with momentum to the platform opposite, which was previously unreachable.

From here we pull the floating platform into position with the magic-grapple, enter it and pull it with us with the magic-grapple to the new position directly in front of the last rope, to which we can now swing over to enter (jump) with its help (again correctly position) the starting level, where we are informed about it, that we still have to activate the deadly traps so that we can pass them.

So we definitely have to go back to the last rope, whether from the swinging platform or from the edge of the "trap reconnaissance" - from this third and last rope only we get to the dead wheel with the horizontally protruding spars.

Swinging from the first to the second and from this again to the ladder opposite, we climb it to get to a checkpoint, from where we climb up a ladder again, jump to the left, continue to the left, one hanging level higher, and now left around the corner, jumping to the ladder above us. Here we will be informed about the mechanism of the waterfall or water wheel, whatever you want to choose...

So let's climb the ladder to its highest point for the next checkpoint. In front of us opens up what Lara Croft and Zip have just mockingly referred to as the mechanism of the waterfall or water wheel, i.e. the technology behind the waterfall temple in Ghana.

Strange, isn't it? - A temple that can be completely hidden behind a waterfall. Well, such immense performances - I had said that my computer also went down very easily because of the beauty of the spectacle of Mother Nature, but I also do not want to leave it unmentioned that I had already had much more "technical problems" with "Angel of Darkness" up to this point.

And I would like to explicitly say a big and big compliment to the programmers behind the scenes of core successor Crystal-Dynamics and Eidos for the overall excellent and excellent performance of the game. Even the "inside" of this in the previously downloadable interactive sequences (17MB at that time in the run-up to the exemplary 'modest' release) have always caused stack loads.

The waterfall temple of Africa, the "Mother of Humanity", in Ghana, with Lara Croft and Zip in the fight against James Rutland and a "handful of termites", is so exemplary with the standard system requirements for computers, which are available in cheap trade for less than 500 euros, that you simply have to have praised it if you are allowed to enter such a virtual, programmed landscape as an adventurer.

Well, downstairs, below us, a panther is loitering. From up here, he's a cute target. After that, Lara Croft can let herself down there. Shoot a few wooden boxes for fun. A metal raft is ready for the magic grapple to pull. But we will probably first have to water this basin in order to use the raft for us.

On the left you reach the first parapet, from the bottom of which you can see large blocks of stone floating in the air above you. Go to the left edge and climb up the stone embankment (jump, pull up).

From here you jump on the first floating stone block and in the onward run, while this lowers by Lara's weight and thus raises the second stone block, from here on the second stone block, which you must not let yourself be lowered too deep so that you can still jump to the opposite ladder in the rock.

Climb the ladder! Here you have the grandiose view fixed at the top of the picture, whereby a camera cut shows you the upcoming path of the immense puzzle. Finally a beautiful inner life of a peaceful puzzle.

From the front edge (on the right in view the beginning of the solution shown in the cut) we climb down over the column on the right and pull ourselves from this deeper plateau the raft with the magic-grapple, jump up, pull ourselves with the grapple at the breakpoint in front further into the current and feasts so in the left inner hall section, where we can land the raft at the edge with the grapple to jump to the shore.

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Ghana - Level 4: Hunt for James Rutland Continued
The ladder on the turned side up, with arrow-down and jump backwards on the floating stone block jumped - the same exercise as before: the second stone block moves up by Lara's weight on the first block, so that we can jump on it and, if it is still high enough, to the opposite edge (left in the corner, by the way, a treasure), from here again with the grapple clung to a stopping point on the ceiling and curved to the platform opposite.

From here a few targeted jumps, opposite to the edge, right around the corner, down, right around the corner, again downwards, sideways to the right, upwards and finally sideways to the right to the pedestal with the ground trigger for the mechanism.

You see (right) in front of you in the middle of the solid wall a small plate with a goddess statue, both arms of which are tied by thick handcuffs. If you climb here on the pressure plate in the ground, the left shackles come loose for the moment until they are automatically retracted. If you could anchor the base plate, the handcuff would not go back again.

Now from here behind the statue platform on the (so to speak right of it) other side a second such pedestal, only this time (after the first floor switch) with a box on it. So now you jump (since there was a checkpoint here, you could easily create a save here) over the rewound handcuff switch plate to the plateau in the middle of the goddess and from here over a second plate to the right [from the goddess] pedestal.

Here you can now simply push the box onto the base plate for the beginning, take the same way backwards again to the first handcuff switch plate at the checkpoint, stand on it again with your own body weight and jump as soon as the handcuff switch plate is rewound.

But the handcuff even, slower away from closing, over the plate to the plateau of the goddess and hurry up to have triggered the mechanism of the goddess in time with the grapple before the second handcuff is closed. This waters the mechanism of the temple water wheel, about which Zip and Lara exchange ideas.

Problem solved - Candidate lives, also such a game-accompanying ulterior motive, which comes from me, but fits well into the mental world of Lara Croft. The heroine does the dirty work and Zip congratulates her that the water wheel mechanism of the Ghana Temple is working. So, nothing for bad - Lara Croft.

Because now we can finally look for the way back to the deadly trap, which we had to activate even more, so that the game is finally fun in Africa, because apart from the few mercenaries of Rutland, the task for me was really once in nice strong puzzles.

The fanatics among us will have found all the treasures again, but I would need someone to kick my butt so that I can finish over Easter. So on to the activated traps for the skill tasks, part 2, before the final for this level meeting with Rutland.

Just let yourself down into the water from the edge of the "goddess of handcuffs". Either with Lara's unhysteric Swandive or, with enough air in her lungs, with an Olympic-ripe jump.

Enough goodies collected? The raft platform from the inner hall entrance should already be powered as a landing platform if necessary. Just follow the path along the now flooded canal, using the Lieter downwards at its waterfall, downwards and at the second partial waterfall down the second ladder, where we now see the second water wheel in motion and finally activate the traps on the platform opposite, so that we can pass them at all.

Jumped to the rotating second water wheel, its spears and jumped from a sufficiently high position to the rope to the platform of the activated traps and swung from it to the platform itself. Well then - Lara Croft: Puzzles that are deadly are not my world, but we have to get through here, whatever the cost.

First, through the closing spearheads, we can simply go through at the right moment. With the following rotating leaves, we have a block of stone on the left at the beginning of the trap, which we can push - exactly in the middle - in front of us so that the leaves do not touch us.

Since one does not seem to produce such a thing after Lara's sarcastic comment, we then walk up a flight of stairs for the second rotary knife trap, only this time without a protective box. No - here too there is a small block on the right side of the wall that offers us protection! After this tiresome exercise, we climb up a flight of stairs and down one again to notice a knife trap in front of us in the corridor.

Approached close enough, Negro Zip tells us about "Hell! Hell!", as only a black man can put it, and from behind comes an oversized ball on our heels. To avoid it, we have to go through the door behind the spear trap. So now first jumped right over the individual spear, then rolled left under the individual and jumped over the spike trench, so that Lara in a cut right behind the door so that the ball can roll out.

Thank God there is a checkpoint here. Now follow some swing exercises along poles and rock edges. First right over the pole to the edge of the rock in front of it, left upside down and - in front of a breaking rock in time opposite on platform above the entrance here after the ball exercise. From this platform it goes to a suspended scaffolding, from this to the middle platform and from this to a second suspended scaffolding and from this in turn the opposite fixed platform.

Here it is now necessary to jump to the pole in the wall, with roll-start to the rock tip, left around, jumped up and, again in time before breaking down another rock to the first of the upper poles from the rock to the right. From this with rolling start further to the right to the pole, turn, to the left to the pole, from this to the edge of the rock opposite, far enough left, so that Lara can hang to the left around the corner in time before a new boulder breaks down.

Jump higher, left around the corner and positioned to the left at the stone edge to the entrance to the rock interior here above the actual Ghana waterfall for another checkpoint. After that, Lara finds an amulet from her father for her mother. Let's follow the corridor, if necessary with the personal lighting system, to a corridor section with two spike traps, over which we translate with the grapple.

At the end, we enter through the gate a short section with 3 soldiers before stepping out of this tunnel to a new checkpoint. To the right over the poles, opposite the square stone wall, jumped up the side niches consecutively to jump backwards (arrow-down) to the upper poles (two) and arrive on an inner waterfall with a bridge above it, from where we face a moderate group of soldiers.

They are not so extraordinarily dangerous that they would not be easy targets. You should cross the bridge quickly so as not to endanger yourself, and also quickly turn off the soldier in a bright T-shirt (just shoot him down the abyss from behind). Now enter the hall with rope in front of us, from which a Jaguar runs towards us.

You run left (jump up) to the stairs and jump when a first ball rolls off, to the right in the middle to the rope. From here you should also be able to trigger the second ball with swings, or you can use the side niche on the stairs to dodge. Now to the very top, up the stairs, and here enter the switch that gives us the entrance to the boss fight with Rutland.

Let the door go all the way up, then get through it as quickly as possible, with a dive reel, and now be greeted by Rutland as a "rival" in the fight for the Ghalali key, which reassembles the sword, the fragment of which Rutland presents to us and immediately uses in the fight against us.

In the fight against Rutland, pistols help to wound him, but he occasionally flees to one of the four pedestals to heal. At that moment we see signs of respect on the pedestals, the pedestals of which we can now shoot. The next time Rutland is on a pedestal, we can use the grapple to bring down the pedestals one by one.
Kazakhstan - Level 5: Project Carbonek
Level V: Kazakhstan (Project Carbonek)

Cutscene:
So Lara defeated Rutland in this beautiful boss fight. So we already have two of the parts of the broken sword, which can only be reassembled with the help of the Ghalali key, as we learned in the last level. The blonde Tussi, whom we as Amanda had been remembered as unfaithful former acquaintances at the excavation site in Peru, has now broken into our Manor(!).

Zip is allowed to sweep up the shards and look for something called the "Ghalali Key". Meanwhile, Lara Croft can go on pursuit again, this time Amandas... Smile!. A motor bike, as I myself of course drove one to my school before graduating from high school for a long time... smile..., brings Lady Lara Henshingley Croft to Kasakhstan.

Well - here is a save point (checkpoint) so: Save save game, weapons and forward Lara Croft!

Well, I wanted the point above to be fixed a little bigger(!). Because finally I was allowed to hear my favorite mother tongue Russian here. But let's get straight to that:

First, you start from the position where Zip whispered lovingly in our ears that we were allowed to do everything on our own again, with a bold leap forward. The parachute opens automatically and Lara Croft only needs to press the arrow-down button at the bottom when landing.

Then she stands on a beautiful military storage shed in Kasakhstan. You may have already changed clothes in the Manor. Here, however, winter things may be recommended.

Here on the landing point stands such a cute machine gun gun. Lara Croft, we activate it with "E" and first shoot ourselves free of the scale opposite. Barrels are good for exploding, and the Soldiers are all a bunch of wimps.

Then enter the shed, maybe collect all the "goodies" beforehand and then climb over the ladder to the roof, from where you kill a first more sniper opposite. You jump on its roof and slide from up here into the next fight. If you have killed the moderate group Soldiers, you look at the Tor code lock - the code is still missing. Now you enter opposite the sheds on the second machine gun.

And now I finally had what I look forward to every day in Central Europe, Russian words in Lara Croft's mouth. "Спасибо - желаете мне удачи!" I once heard such an association from Angelina Jolie's mouth.

She said to a little Russian girl in Siberia, shortly before the meeting with her famous father Lord Henshingley Croft "Увидишь его, своего отца!". I would like to have such words around me every day... honest! With this combination, we are equipped here completely automatically, so that we can now open the gate previously blocked by the code lock calmly and calmly with "E".

Lara Croft now jumps immediately sideways so that the rolling exploding gasoline barrels can roll off from above, where a sniper stands. Once you have decided to do the course, you simply run in such a way that you jump over an easy-to-grab rolling barrel and can now run to the sniper above, to whom you can present the "RPG Caliber 5", the hand machine gun or try one of the countless melee fighting techniques that Lara also performs manually very beautifully and efficiently.

Now enter the building, where you will be informed by Zip at a control desk that Amanda is trying to start with a train to escape us with the artifact.

Then you can climb the roof of the checkpoint house via the ladder from the inside to the top. Here you jump over to the platform with the starting point of the cable car. Jump up to the cable and use it as a cable car, down, and then continue to the left.

Here, another moderate group of attackers will be waiting for us and Zip will inform us via head set that the train with Amanda is about to depart. So rush down to them, kill them all if possible, or just be faster and definitely use the motor bike from now on for the ride into the tunnel, in pursuit of Amanda.

Once you've started efficiently, a cutscene sets in that gets you on track of the train. Now you can control a very good motorcycle Lara Crofts via computer keyboard control, via your PS2 consoles or the X-Box.

It is important in this slightly longer motor-bike pursuit sequence that you drive fast enough on the one hand not to lose sight of the train - so always nice and accelerate at full throttle! - and on the other hand constantly keep the attackers on motor bikes and jeeps at bay with your weapons with your free hand.

There are a number of checkpoints to which we have to fight our way through fast enough. And in the end, the drawing sequence will turn into an interactive one, namely when you jumped OVER the train twice after the last checkpoint, fast enough(!), and then on the train so that you can control a bit of Lara Croft on the motorbike on the moving train.

As soon as the cutscene becomes interactive, so you have to press the corresponding displayed buttons, you press them to see some really exemplary, excellent stunts that even gave me something. Now you land on a pedestal, in front of you a rope that can be pulled up with the magic-grapple, and learn via head set from Zip about Amanda's whereabouts, for which you as Lara Croft have spotted a door for pursuit in front of you.

Pull the rope with the grapple to you, take a run and jump on it, swing with the rope to the opposite ladder on the platform, which you climb to jump to the right to the colorfully painted board. From here it goes to the left directly over the burning train on two poles, and finally on an analog board.

If you let yourself down, you can still pick up the treasure (Secret, Goodie) in the corner, in any case you pull a rope with the grapple again afterwards to swing over the rest of the burning train, so that you now have to swing fast enough. From the next platform with start to the edge opposite, jumped up and into the following corridor.

Now follows a whole series of corridors teeming with two types of obstacles: on the one hand, torn power cables, which you either jump over and under, and fans, which you have to shoot in time, partly from running, partly from sliding, so that they do not obstruct.

Two halls offer once again - depending on a pole for swinging - a rope (the second time it is just the magic-grapple) to cross, in order to then - there were now enough check-points as storage points for a save game - to land in a small hall, in which Zip on the headset meets us cooperatively by recommending us to follow Amanda through the door, which - according to a map that Lara Croft recognizes there - can only be opened by a generator, which currently has no more fuel.

Now that the deadly tricks are already behind us - I just wanted to have encouraged. Here it is now: Rear behind the generator (analogous to the picture), which still lacks the fuel, on the box, on the box on the wall, from there to the right on the platform, on the edge opposite, behind the generator on the right and from here on the rope curved to the generator. Now you can see Lara Croft as she is present when filling the fuel (which a machine does for us).

Then we take the position in front of the generator again, as before, and with the help of the magic-grapple pull the switch to us, which will now start the generator. So the Russian plan, which is so discreetly displayed to us, had a simple purpose.

Well, corridors to Amanda's hiding place in Kazakhstan (at Lara Croft Kazakhstan, maybe English? - of course!, correct actually Kasak Sowettik Social Studies Respublikasy, capital Alma Ata, east of Lake Caspian to Siberia, after the conquest of the powerful Qarakhanid Empire of the 10th century in the 12th century by the Golden Horde of Genghis Khan and its decay then in the 14th century, The emigration of some nomadic tribes of the two khanates, the Nogai and the Uzbek, led to the formation of an independent khanate, whose inhabitants were called Kazakhs - so much for history).

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Kazakhstan - Level 5: Project Carbonek Continued
Here we can simply transport ourselves over the platforms, platforms, rods and sometimes also rods pulsed in a certain direction over the clouds of incoming gas, which is likely to be harmful. Light acrobatic fare. And then we arrive at Amanda's hiding place.

In the cut, we meet the "apostate" in a well-dimensioned large hall inside the Kazakhstan complex. In the central center a gun, a magnetic cannon. And on the wall we can see the activation lights up to the magnetic cannon itself on the sketched control panel. Zip informs us, when we sit in it, about the switches that we have to close beforehand so that this "tank cannon" shoots flawlessly.

We are with her on the persecution of Amanda, which is presented to us just after reaching the hiding place in a cut with bleached, formerly probably blonde and now almost white hair and tries to be equal to Lara Croft in toxicity, although she only wanted to set a monument to her at the excavation site in Peru, where someone seems to have betrayed us again..., the "unknown being" that we encounter for the first time with Amanda's return to challenge the sword fragment.

Well, you can sit in this beautiful magnetic cannon for fun. You will be pointed out by Lara and Zip that she doesn't have enough energy yet. Lara Croft has already done the enemies up here, so turn down over the bridge broken in the cut to eliminate the remaining three.

After that, a slightly acrobatic interlude begins, so some timing, good nerves, strength and acrobatics and - be careful! You climb up the current pulsating pole as soon as the pulsating spark is out of reach and danger until you can jump sideways to the platform with the checkpoint.

From here one level higher and from here over two rods to a rope and from this again at right angles to the pole in front of the two again electrically pulsating. Take a good look at the task to be mastered beforehand and then simply "time'e" your jumps according to the sections to be mastered. There is little time left to get between the electrical impulses.

Unfortunately, it also cost me two attempts. But it can also be done with a little good will. Once on the opposite platform, you can now get some information about the KGB from another dead scientist (the first one you had already taken a note in the corridors with power cables and fans).

Since the generator in front of us is still without a core, we have to use the gear in front of us, behind the generator. Here are a few poison gas traps that you skip over side platforms on the left. And then you jump from the last platform to the central pole to the entrance into the space of the core of the generator.

Now jumped in here and first of all "murdered" all the soldiers. The petrol barrels displayed with warning signs are also suitable for this purpose. Then on the right side of the room pushed the plasma crystallization point to a better position for jumping and jumped to the ladder opposite. Here Lara is notified by Zip via headset and Amanda mixes into the conversation.

One discusses the parallels between "Project Carbonek" and the King Arthur saga, references to which Lara has often associated. I was so free to visually fix the laconic remark "You have probably learned Russian now", maybe I could once again write a love poem to the First Lady of my heart, shed hundreds of tears and extrapolate my spiteful ideas of family happiness.

All right. So - from this pedestal to the pole in front of it, from this to the next pedestal, from this to the rope to the right of it, from this with momentum to the plasma crystallization point in the middle, hung around it, backwards to the rod behind it and from this to the platform of the previously unreachable ladder. Jump to the ladder so that it is finally extended.

And then to the platform on the right, from where you explode the barrel to the entrance of the control panel (shoot!), so that you can swing through the resulting opening with the help of the rope in front of it into the control room, where you will find another scientist who can no longer deal with science.

Now Lara Croft presses the lever here to charge the "Core".

Then you make your way back to the actual plasma crystallization point. Lara Croft can now move on position by position with the help (as her friend Zip reports) of the magic-grapple, where the charged "Core" clears the metal waste from the rails at the same time.

After you have set the core in motion through the door, it automatically follows the rails and we can take our time to follow it. In the following corridor we encounter energy balls that hang dangerously on emitting positions. With the grapple, we can make them vibrate to take advantage of the moments when they are not hanging in the emitting position and causing damage to run past them.

First two individual balls one after the other then two in pairs one after the other, in the next corridor. So we get all the way back to the platform that we had taken over the poles in front of the core point, where we now have to use the core for the energy of the Tesla cannons.

Simply from the position of the dead scientist (you took his note?) with the grapple pull open the door for the core, which then automatically retracts. Grapple again and now Zip should tell us about the energy of the core, which opens the doors that were previously closed.

But be careful now when passing through the doors. They wear themselves and are under deadly current. You can roll through or just go through/run quickly at the right moment. Inside the room here, Lara will then discover an ancient shield that reconnects with Arthur's Round Table.

Then we leave this room through another such half-closing door, where we find a scientist at the exit with a note with him.

Then we are back to the first Tesla cannon. Now on the other side there are some (three) soldiers with protective shields ready, from which we can seek cover in the Tesla cannon. We can use it to record items with "G" in our energy field, put them on and then shoot - for example, at the three soldiers opposite.

But we can finally use the cannon to get the floating platform from the left to the position on the right above the broken bridge and then translate with two jumps to the side of the soldiers, whom we had either already killed with the Tesla cannon or can now kill manually.

Then we use the gate passage here to get directly to Amanda's hiding place via a series of platforms. The platforms are dragged forward with the magic-grapple, whereby you may have previously eliminated disturbing objects by shooting or ducked or jumped through the objects in the case of energy objects standing in the way.

So we come at the very end to the right to the second hall with a Tesla cannon. Here the small cutscene explains the betrayal of Amanda, who had touched the "unknown being" and tamed it into a friend since then in the excavation site in Peru. And now it will rush at us. We first have to press the four small switches on the small pairwise balls, but the "unknown being" already begins to attack us.

Set one switch to green and then put it in the Tesla cannon, because now the large balls on the ceiling have to be made to vibrate. Quickly swing all four large balls on the ceiling in such a way that they get into the fields of the smaller balls and thus the protective shield around the sword fragment on the ceiling is lifted for a short time.

Immediately leave the cannon and use the grapple to secure the sword fragment, which triggers the last cutscene of the level. A hot tip (thank you, XzDanielzX15 - terrific!) is also to put on the "unknown being" with the Tesla cannon and shoot between the two Tesla coils ("G" to put on the "object" and then sights and shoot in!), because then you get the necessary time to recover the fragment.

Cutscene

On to the home country of Lady Henshingley Croft.
England - Level 6: King Arthur's Tomb
Level VI: England (King Arthur's Tomb?)

Well, we end up in an "ancient" seeming house, a building ruin, in which everything is broken, except for three knights' castles on a shelf with two poisonous snakes. Well - don't worry (?!) - everything here is almost negligible with kicking and shooting almost except for the crumb and the flake. Lara Croft can't move the sword that's in the corner yet, we just needed electricity for it.

Use the magic-grapple to pull the metal protection surface from the position on the second floor, push the indestructible wooden box from the "artifacts" cabinet room under the hatch to the second floor, crawl up there to the second floor, collect the treasure from the wooden box if necessary and leave through the window outside to the courtyard, this to a museum of dead artifacts of Merlin, of the alchemist of the Round Table Arthur, reminiscent offal of the "museum".

From the window you can let yourself down to hang here in the courtyard over the window ledges to the left and jump to the very end over the blocking grid, where you can gently (!) descend at the outermost corner on a rain gutter. Having pressed the switch here, we get energy for the "'Artifacts' Museum", which unfortunately means that the puddle on the right under the Hangel-Sprung-Fenster-Simsen is also under power due to a stupid short circuit.

So now we take the way over the rain gutter back to the top, jump back to the right to hang over the edge and then jump on the floor of the window upper ledge all the way to the right, from where we can jump to the right into the part of the courtyard not covered by the puddle, because we can only land safely here - but now the electrics in the "museum" work like this again, that we can now also go back inside through the courtyard door with the normal switch.

So, and as a result, Lara can now open the sword door/gate lock with the electrical energy she bought at the risk of her life.

So much for the preface. From the wooden beam at the beginning of the room, Lara Croft can jump (please less deadly acrobatics and artistry and more pedagogically valuable and fun-loving puzzles!) to the swing bar in front of her, from this now to the right buckling in front of it and from this again at that moment.

If this is turned to the right, backwards to the pole in front of it, to jump with swing to the folding parapet in front of it and from this again immediately (!), when it folds down, back to the pole from which it came, so that it can now, again immediately (!) again, before the drawbridge has been raised back, jump on the latter and thus out of the rubble-driven pit zone!

Here she shoots down the angel statue diagonally in the second pit so that she has a bridge over the second rubble pit. The closest British sword to King Arthur's (?) Round Table, we will now use the magic-grapple to open a gate (quickly through!), which will take us to another "present" part of the "museum building" - namely a small courtyard, whose slide exit is blocked by a few boxes standing on pallets with a forklift typical of this type of "loads" in front of it.

If you have placed two of the boxes with the forklift under the hatch to be pulled out with the magic-grapple on the top right, on top of each other, and a third in front of it, for climbing, you can hang over this 2-step ladder into the hatch at the top and go to the office of the "professor" to learn there at a "treasure cross" that the whole museum is just a fake anyway, as well as perhaps the whole "Arthurian" legend.

Never mind. I also have my own opinion. And that's why we can also make a detour down behind the boxes that can be removed with the forklift, whether we have seen the office of a "professor" who can only present us with mummy fakes or not. Down here there is just another mummy fake coffin waiting anyway, in which only another cross treasure initiates us into King Arthur's "bloody secrets".

But now we can break through the brown glowing wall with the forklift, because the wooden boxes can be shredded by the steel hooks, of which ONE remained with me in the end, but the forklift as such DESTROYS EVERY wall hook! You can even use it to lift up the "Gold Gate", drive it underneath, break through the last wall, and then it's just "ARROW-UP!", so that Lara Croft gets rid of the forklift at least once in the "interactive cutscene".

And now we take the stairs sideways and jump from their end laterally to the right, so that we, jumped right again, have quickly accelerated in the corner with "E" to the far right in the corner to get here before the next staircase collapse on the section of stairs in front of which another pole is waiting for Lara Croft, but here at least once the landing does not break away, because I can not see dead at all.

To the pole, from this with swing to the wall opposite and from there as quickly as possible to the right, on the straight section to the far right accelerating with often -"E", because otherwise the ridge breaks away. (here you can still climb up into the crypt for fun for another "Iron Cross" from the "Treasure Row"), then the stairs down, opposite to the rope, from this with a swing to the breaking landing half right in front of it, from this to the edge half right again, and now right into the graves(?!) wall so that you can once again go to the lowest point of King Arthur's pre-tomb. (see picture!)

Once you have arrived at the bottom of the ground, you can follow the central entrance so that - after a "checkpoint" - you can first jump right over the oil pit, and then in the following double corridor you can pull the box to you so that you can push it to the first fireplace, climb on the box itself, and from there with the stopover over the middle, lightly burning oil trap also crosses the last fireplace jumping.

Turning backwards, the box retreats from the front to itself to the back, around the corner, and repeating the same procedure at the second corridor, with the aim of pushing the box at the exit of the second corridor now under the unopenable gate, which you can cross from the pushed box with a jump.

After that, it will most likely become even more deadly again, I assumed after the brief look over the flashing gate, because I immediately discovered three deadly rotating traps. But what would a life without deadly traps be if the woman in question is Lara Croft - so: maybe give her the God mode right away.

So you climb over the metal-flashing gate and can simply open the gate from the inside with the lever behind it and get the box after you. If you use it on the left, you get to another "treasure secret", if you pull the box from the right with the grapple, you can use the right path, if you use your box straight ahead, you can use the straight path.

In any case, you should have pushed one of the boxes through the straight path to use it again at the next trap directly behind it. This time you may block the trap, and then pull the box back with the grapple from behind the trap, which was blocked with it, to you behind the trap, so that you can then push it back on "King Arthur's Special Bath Oil".

The gate, which you could see there behind the "Bath Oil Fire", you open with the lever to the right of it, if you had previously pulled the box from its rear position to you in front, directly to the gate, so that you can push the box immediately (!) under the gate when opening the gate, because otherwise it closes immediately (!).

Through the gate now and then into the entrance with the floor switch right at the beginning, which opens the gate in front of you for a moment before it "snaps" again (the door behind you closes). In order to fix the floor switch and position it so that it holds the "snapping" gate at the top, you now only have to swim left in the water hall to the middle level, get out there.

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England - Level 6: King Arthur's Tomb Continued
Make the chandelier vibrate to your left so that he opens the tomb opposite, pull out the coffin so that Lara Croft finally has a whole new raft. With this "raft", Lara Croft can now pull the raft coffin along the illuminating torches ("Q" / "E") to the landing site at the ground switch of the entrance, get out and quickly turn so that she gets the coffin behind her to the shore directly on the ground switch. Thus, the gate that constantly "snapped in" would be "snapped open" forever!

Since this snap shot reminded me quite "subconsciously" of Nina Ivanovna, at whose death we also distracted ourselves with "work", because the many lost tears simply became too embarrassing for the time, I simply "photofixed" this "coffin from dance of the vampires" here in memory of N.I.

Well, continue your way through the gate you just opened until you come to a canal system start that we are about to pass.

Jump into the pool in front of you and (after you may have picked up the treasure at the bottom) dive into the beginning current. Right here at the beginning opposite is the switch that opens the gate on the "coffin treasure boat", which should now drift right in front of us in the corner.

After pressing the switch, you swim after our "boat" and climb on it to jump from it at the right moment into the right open corridor, where we will continue the path. If you slip, jump back on the "boat" and retreat along the lanterns to try again. Click here in the second channel.

You swim straight ahead and at the second junction on the left you should find the switch that will open our "coffin... ", which we can now climb again to continue on the path. This time we use the wall lights again as a holder for the Grapple, so that we can pull ourselves at the passage to the jump point in channel 3.

Here we continue our way swimming again. To "dive" this time into a lake through a beautiful waterfall. From here we swim through the entire lake to arrive on the opposite shore with a "great view", as our colored assistant did not notice for nothing.

Here we first move the two lampposts at a 90° angle once further, so that we then from the left, a bit behind him, the three jump steps to the podium, from which we jump to the slope in front of it, slip and jump on that just passed, turned left lantern hook, which turns back with us again by that rotated 90°.

The following jump is a little more complicated. We start at our left holder to place the grapple on the lantern in the middle at the top when jumping off with "Q", so that we can get momentum for the jump to the right lantern holder.

This right lantern holder now also speeds back the mentioned 90° with us. From him to the stone edge, which was previously unreachable, to the front, another edge higher, from her up the wall, one floor higher, jumped to the right, from this base again to the right to get from there to the "chain rope".

Climbed up the "chain rope" and jumped backwards to the top of the roof of the lake complex. Lara Croft now goes to the fountain pavilion to jump on the rope and descend to the next cutscene for some friendly explanations and conversations about King Arthur, Merlin and all the righteous rulers of this world! Now?!

One more "legend"! At the graves on the right, we choose the second one from the left to pull its broken piece to the other side, to the broken column. Lara Croft can now jump on the pillar.

Position noticed?! (Analyze once again the character of Lady Lara Henshingley Croft's stretching movement – for me personally, this new movement is just a pleasure!) Now back to the central position in front of the egg, with the head to the chandelier in line with the bell in front of it. Lara pulls the chandelier with the grapple in motion, lets it swing (loosen grapple) and climbs sorfort the pushed coffin part.

To jump from there on the pillar stump and from this on the counterweight of the bell, which is pulled upwards by it, so that the chandelier with still enough momentum with right timing should actually hit the bell on the first attempt and thus make the egg of Arthur burst.

Zip and Alister are in danger! So you go through the now open gate back to the lake we crossed earlier to see a very cute "boss fight" opponent here. I simply gave the nice monster the British-looking name "Nessi".

The task is to "put "Nessi" to "rest" by shooting at the 4 towers on each side, and at the same time to operate the mechanisms of the cages on the towers with the "Grapple". If you ever operate a cage incorrectly, simply run to the next one and use this next one to bring the previous one back into the starting position.

If you have placed all 4 cages on "Nessi's" head in this way, "Nessi!" Take your last rest to the point where you can now cross the bridge, which was previously impassable. Namely, by swimming to the front left cage tower switch relic and using the "snake Nessi" as a bridge. From the head upwards, upwards again and finally the gear forward passes, so that we successfully reach the "check point".

So now you are moving forward on the path that "reveals" itself to us here. First a jump with "Magic-Grapple" over the gap before, then a jump to the pole over the following gap. Jump forward from the swing and immediately (!) take care of the slide when you come up.

That you jump over the chasm in the slide and then simply perform the interactive cutscene with the appropriate interactive buttons, so that the emerging "sea monster" leaves us alone behind a stable grid. Then the following grid jumped over left up to the very top and from here with the ready rope crossed (maybe before a treasure from below?) to the side with the gate, which we open with the lever on the right.

Now it goes only the whole way back to this point, down into the corridor of the rotating knife traps, where this time only a fairly moderate number of "soldiers" await us, who really do not pose a serious problem for Lara Croft's standard weapons (I say "RPG caliber 5").

Back again with the previously brought here box through the knife trap straight ahead, further with the box back over the two fire traps that had come, then through the corridor back to the first oil bath, which we (one soldier opposite!) easily jump back again, to then finally efficiently "murder" the handful of "Soldiers", so that ultimately the level "England - King Arthur's Tomb?" closes us with a beautiful "Action Interaction Sequence!".
Nepal - Level 7: The Ghalali Key
Level VII: Nepal (The Ghalali Key)

Well - the "interactive cutscene" not only brings us a reunion with our "doctoral" and "butlerating" friends (!), but we also recognize the mechanism of assembling the sword, which brought death to the mother Lady Lara Croft(s) at that time, as you, we, remember very well from previous "interactive cutscenes".

Lady Croft, i.e. the young Lady Croft, the daughter of Lady and Lord Henshingley, Lara Croft, has nothing more urgent to do than to leave for Nepal.

At the beginning an exercise on dexterity. Almost impossible - but that's the game! Don't worry, it's not so bad; and there are also save games. From the starting point of view, we jump to the edge and hang around to the left, under constant "E" acceleration to the far left on the heel behind the collapsing edge behind us.

From here upwards, on the pedestal - slide party and jump at the end on the pedestal in front of it, on the roof and on the last pedestal, on which Hangelfries slide ("F") and hang around to the left to the end. Now blindly jump with arrow-back and jump backwards to the opposite edge and immediately swing to the right (of course positioning the angle with the mouse, so that you can hang at all).

Jump up and gather strength, because now comes again a hard part (beloved Croft-Manor, what can you rest in you nicely from such killer inserts!). We jump on the edge path on the rock face in front of us on the right and walk over this collapsing path as quickly as possible, as it also breaks away.

At the end jump to the flagpole (still in the jump arrow-up) and from this in turn as quickly as possible to the edge of the rock wall in front of it, because the pole also breaks away from the wall. Here now only up to the check-point at the column. Throw the Magic Grapple at the bell and translate to icicle. For the first, from this to the second and from there again to the third icicle fast enough, because they break off again. Swing all the way to the right, jump upwards and here all the way to the right to the end. Jump up again.

On the platform up here you can shoot out the ice block in the wall, go through to the next checkpoint. Now Lara Croft should actually discover the plane wreck that shaped her fate but we have already passed a checkpoint. Well - it's still a long way until the next one.

Let's start on the right to descend to the wreck. First jump from the edge to the right to the rock base. From this to the slide down, from this to the slide in front of it, which changes our slide direction, and from this again jumping on the rock base in front of it (but not too late, because otherwise Lara can not run out).

Now turn around, jump on the breaking pedestal and consequently immediately continue to the pole in front of it. Jump off this in the swing and use the grapple for the swing point in front of us, swing into the passage, pass it. A helicopter is shown to us, which the assistant suspects will get Rutland back on our heels, Lara too, although she suspects that Rutland probably prefers to put his feet on the table at home.

So right on the broken wing of the wreck, jumping from its frame backwards to the wall, which we do not reach alive from the Rutland discovery point of view, and consecutively lowered downwards. Here now lowered over the ice rock edge and further down to the very bottom to our Panther and the actual plane wreck, which we (Lara Croft) can carefully enter from behind.

Not too far in - you just heard, and you know it - Lara has been the thing in her childhood already fate formative on the way). From here at the rear, you can pull the broken engine part onto the tail strut so that the wreck does not once again shape fate. Now Lara Croft is allowed to enter the wreck herself.

At the front of the bow, on the pilot's cockpit, Lara Croft discovers the amulet, which probably reminds us of something. The interactive cutscene offers us four buttons to control and "just react immediately!" Then Lara Croft is also at the next checkpoint with an amulet. Well - there were enough checkpoints up to here. But Lara Croft tells us that she won't be on the road for much longer. Beautiful!

Now, after you have efficiently left the plane wreck, a small acrobatic mission follows. It is again a task with flagpoles breaking away. Some of you loyal friends really helped me and pointed out to me the "technique" that you have to use.

As soon as Lara swings to such a breaking flagpole, you have to press the forward button in flight so that it starts to swing immediately when the bar is reached. Otherwise, it will no longer be able to make the turnaround and crash. So here again jump from the edge to the slide first and foremost, slide off, jump forward at the last moment and use the just described technique of the pole turn.

That is, press "forward" while still in flight and jump the bar forward with a turnaround, again, leaving. This takes Lara Croft to the next slide of the roof in front of her, from which she jumps back to the next slide at the last moment, slides down it and jumps down again on a slippery plane, in front of her a destructible ice wall in sight, which is marked with a warning sign.

Either you shoot her while sliding on it or Lara jumps through the destructible ice wall herself. The next slide down again to another breaking away flagpole, which Lara Croft masters again with the learned technique. And then you should actually arrive at a checkpoint where you can save again.

Now Zip welcomes us again with the comment on a "fantastic view". So we jump to the edge of the ice rock in front of us, pull ourselves up, take a run and jump to the next pole in front of us, from which we swing off again to the edge of the rock in front of us. Lara Croft can rest here for a moment. But then comes another passage with this time a breaking edge.

So we jump from this edge here to the next edge on the left, which we then pass with "E" accelerating as quickly as possible, in order to be so far left when breaking down that Lara Croft gets to grip the edge underneath. From this edge now again a nice backward jump to the flagpole in front of it and from this again with momentum to the icicles in front of her in the cave.

This climbed a little higher, so that the jump continues to work. So, turn backwards to the next icicle and perform a backward jump on it. From this second icicle (treasure in front of you noticed?!) again a backward jump to the ice surface behind it, which begins to break away. So quickly jumped from it to the opposite edge and hooked to the right until you can pull yourself up to the surface of the edge.

From here we jump left up to the higher edge to hang on it to the right. From the right corner of the edge we can now jump to the next edge, let ourselves down from this one plane and jump backwards back to the icicles, or the chain rope, yes, according to what you think this is.

Jumped from the icicle chain rope again to the edge on the right, hung all the way to the right and now jumped to the breaking edge opposite right. These must be taken accordingly with "E" accelerating very fast, so that you can jump up at the end before the edge has broken away. There should now be a checkpoint here.

After that, a handful of Rutland's henchmen await us. Which, of course, are not such a big problem, with the easily programmed difficulty of the battles with Lara's "RPG Caliber 5" or all her other invaluable techniques. Afterwards you will climb the middle small ice hill. From him to the other small ice hill on the massive edge and from there again jumped to the right on the corner.

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Nepal - Level 7: The Ghalali Key Continued
Ultimately, Lara Croft can use the grapple at the bell here to transfer to the place where a rope takes her to the opposite side of the small area. Isn't it really nice to be as alone with Mother Nature as Lara Croft was in Nepal? Sometimes I wish for nothing more than to be all alone in this world. I know it's nice to have friends, people, animals, nature - but when you're all alone, life is actually very beautiful.

Well, from the place where Lara Croft had left the rope again, down the slope. Now carefully jumped on the first ice floe, from this to the next etc. - in front of you the large icicles you simply shoot down to get another ice floe. So you jump here to the very end of the hall to change at the edge there into another hall with drifting ice floes through an icy stream.

This time we have to turn left towards, i.e. against the direction of the flow of the ice floes, hopping from one ice floe to the other, getting as little into the ice stream as possible, because the water cools down quite quickly and is therefore dangerous. Then jump ashore in time to climb a staircase into the interior of a temple in Nepal, the place where Lara Croft survived a plane crash in her childhood.

But this has had a very strong influence on her biography, as she is a "little fighter", which I can't admire enough about her. Well, when entering the temple, unfortunately, a snow leopard welcomes us. But after we have discreetly cleared it out of the way, Lara Croft can swing from bell to bell at the top of the ceiling with the Magic Grapple to arrive on the opposite side at the large Buddha statue, at its feet, so to speak, where unfortunately a snow leopard is still waiting.

Now we have to get the golden box on the floating platform at the feet of Buddha, for which we can use the three boxes of different sizes.

The easiest way, which is also described by the official creators of the game, is to first pull the smallest box on weighing pan on her side (Lara Croft jumps on the weighing pan so that it comes down and then pulls the box with the grapple), then jump on the weighing pan on the side of the golden box and here also pull the golden box on the bowl, and then add the middle box on the other side (again weigh down with the personal weight).

Once at the top (the small boxes now pull the big golden one upwards), Lara Croft can pull the golden box onto the golden base plate at the feet of the Buddha (be careful, for example, it got stuck on the edge for me and I then tipped it with Lara Croft's help).

Now the door at the feet of the Buddha would be open. Lara raves a bit about objects that should be given more attention, especially in the world out there. If we walk through the door, it immediately closes behind us. But Lara Croft can now insert the amulet into the sword, which she chased through the entire game part by part: Excalibur!

Now we can leave the hall down here again, not the stairs to the entrance, but behind it smashing the door with Excalibur. Immediately a cutscene takes over, which will then immediately put Lara in front of the next skill task:

The entire hall begins to break away. But there is still the way over a few loosely stopped platforms. You had already had the opportunity to explore this path when you entered the Buddha Temple at the beginning of the Buddha Temple.

Now you will have to use and cross it quickly. Lara Croft first jumps to the left platform, immediately after her assistant tells her in the ear to run. From this to the one in front, from here again to the right to the also breaking down, to the last platform before and finally to the edge to the end of this level.
Bolivia - Level 8: The Looking Glass
Level VIII: Bolivia (The Looking Glass)

Now to the two-part boss fight of "Tomb-Raider - Legend". For personal reasons, I don't want to include so many details of the battle here, so that the role model character of the game is not dragged into the bad by an end-time battle vision. But at least so many hints:

1. First of all, Lara Croft has to fight against a relatively large number of "soldiers". You know the combat strengths of Lara Croft's battle strategies from your own experience. With Excalibur, she has got a new great weapon that is not only very powerful, but even sends energy waves. Use the opportunity to attack with full combat power, because Excalibur can not withstand the "Soldiers".

2. If this largest number of enemies in the game is defeated, Amanda once again rushes the "Unknown Being" on Lara Croft. This is the actual boss fight of the whole game. The Unknown Being attacks with waves of energy that it shoots slowly (with both hands) or quickly (with one hand) at the island of Lara's, which it circles.

The energy bar of the Unknown Being symbolizes its rest of life. Once the Unknown Being of Lara's attacks with Excalibur is sufficiently weakened and sinks to the ground, you can sprint/roll directly up to him to make the deadliest attacks.

Once the life energy has disappeared from the unknown being of Amanda, just sit back and enjoy the beautiful credits of this game, which you can then proudly put back in your closet, perhaps having told you that you have successfully led Lara Croft through heavy fights, solved the problem "Legends" and, if you are so in love with the brunette, Brown-eyed people, like me, may want to spend many more beautiful hours with Lara Croft.

Onto the Next game...…
>>>TOMB RAIDER: ANNIVERSARY COMPLETE WALKTHROUGH<<<
Peru - Level 1: Mountain Caves
Peru - Mountain Caves

You start your adventure in the mountains of Peru. Your guide has just managed to climb a ladder, but under his weight the good piece unfortunately collapses. Now you have to make your own way to the top. Look around and you'll discover a few ice-covered platforms on the right. From here you can't reach them yet, so first walk straight ahead.

Run behind the pillar, which was once a suspension bridge, and jump up to the ledge. Now move to the right and around the corner. Jump over the gap to reach the second part of the lead. If you now hang another bit around the next corner, you can now jump to the icy level. Pull yourself up a bit and jump to the next platform on the left.

Now run in the direction of the column and jump up, as well as again to get to the third platform. Now you run to the left and use your hook to swing to the other side during the subsequent jump. Now you have reached the upper end of the destroyed suspension bridge. Run up the steps and you will finally arrive at the gate where your guide is already waiting for you.

But the good man cannot open the gate. Run up the levels on the left and jump over the abyss to the next platform. Now you use the throwing hook to get to the other side. Now turn to the left and jump over the crevice. Now you swing to the left and courageously jump to the top edge. Now you jump on to the left platform.

Press the pressure switch in the wall and the gate below you will open. After a short video sequence you can enter the cave. Upon entering the mountain cave, you trigger an arrow-shot trap on a platform. Two levers in the corners turn them off, but you can also easily get through the trap with a little patience and right timing.

At the end of the corridor, follow the bend to the right and walk up the steps in the corner. Turn left and jump over the gap in the wooden bridge. Run to the very end and look to the left. Now a daring jump over the next gap and you can drag yourself to the next level.

On the left side you reach the next edge in the wall. Jump up and hang around the corner to the left. At the end, jump over to the left to reach the next platform. There you pull yourself up. After a few steps you will make unpleasant acquaintance with three bats. Therefore, draw your pistols and quickly put them down before they can reach you.

You can now continue to the left or to the right. On the left you will find a Medipack in a corner, to the right it continues. Keep running until you are attacked again by three field mice. A few precise shots make the fluttering animals quickly tumble to the ground. Slides down the platform at the edge and kills two more bats. Now run into the dark entrance further to the left.

Climb all the way down to the tunnel that leads to a large door. Pull the lever on the right wall and the door will open. Follow the path to reach the next checkpoint. You will now enter a large cave with two wooden bridges. If you fall down, you will have two hungry wolves, but you can already kill them from above.

Run over the first bridge, it will collapse under your weight, but fortunately it also leaves a climbing opportunity where you can pull yourself up again. To the right side your way is blocked, but at the edges you can hang along and jump upwards. Pull yourself up to the higher bridge. You can now walk over this bridge safely.

At the end, go to the left and climb up in the corner to the next room. In addition to a deep abyss, this also offers you some stone columns. Carefully turn right to the edge. Among you is a bear. Kill him to get rid of his annoying hum. Now run down the ramp and follow the given path. Pike up the steps and go to the right at the end.

Continue to the corner and now jump to the pole that you can see protruding from the left wall. Now swing to the other side and run to the right corner and climb further up there. Continue up the steps here and turn to the top left. You now come to a longer trench. Again, there are arrow shot traps, but you can't turn them off this time.

With quick reflexes, however, you can get through safely and build the other side of the room. You don't even need to roll off, just run through it in the rhythm dictated by the arrows. When you reach the door on the other side, you will discover a retractable floor plate that will apparently open the door once you have set a mechanism in motion.

Now go to the left and work your way up with the help of the edges. Once at the top, run to the right. Three poles allow you to swing over the abyss. Two wolves are already waiting for you and attack you after a few meters. At the end of the corridor you will discover a stone element with a dragon's head. Pike on it and pull it down.

Use the ledge to get back to the door and climb up to the left again. Stick to the ledges on the right and you will get to the second counterweight. Pulls this down as well. Return to the big door and use the switch in the floor to finally open the gate.
Peru - Level 2: The City of Vilcabamba
Peru - The city of Vilcabamba

When you walk up the stairs, a bear storms towards you. Retreat and shoot out of all the pipes. If the bear reaches you, jump to the side or jump away. After completing the bear, run up the stairs and you will come to an abyss in which there are two posts. Jump to the first one, slide down on it you will find a Medikit behind the rock.

Then you jump on the right wall to the edge where you can cling. Climb forward towards the second post, jump to the next edge and then immediately to the post, which you now climb up. With his help, leave the pit and follow the path. You will now reach the abandoned city of Vilcabamba.

Well, don't leave completely, because as soon as you walk down the stairs, two wolves attack you. When you have reached the bottom, a bear will also come towards you. Finish off the animal and then go to the water basin. Jump in and dive through the underwater passage. At the end of the tunnel, you have to quickly flip the switch to open the ceiling plate above you.

Appears at lightning speed so as not to drown miserably. You are now in one of the huts. Operate the lever on the wall to open the front door. Smash the lock at the gate to open it. Now push the box through the narrow passage, into the back of the hut. Slide the box to the right wall. Climb up and from there on to the upper floor.

Run there to the left and over the boards. At the end you will find a small Medipack and shotgun cartridges. In the back of the chamber on the left around the corner you will find the key of the city. Now use the key at the designated keyhole to open the next gate.

As soon as you walk through it, you will be attacked - once again - by two wolves. Then run around the pillar and out on the other side, where another wolf is already waiting for you. Now you walk up the steps on the right and along the path on the left. Jumps over to the edge in the wall at the end.

Pike high to the overlying edge. Move all the way to the left and then jump on to the following edge. Climb all the way to the left and jump to the ornate gap in the other wall. Turn left again to reach the entrance. Now pull yourself up and step through it. Run up the ramp to the right and run to the right around the corners until you get out on one level of the water chamber.

Two field mice attack you here. Then pike over the abyss to the other side and climb out into the window. Jump ahead to the handle to flip it. This activates the left door mechanism. Now you climb down from the roof above the other entrance. Now go through the left passage and run up the steps to the left. This time you have to orient yourself to the left, walk up the steps and then run to the right.

Jump over the gap at the end to reach the higher platform on the wall. Pull yourselves up. On the wall is a gap in the wall. Jump over at full speed and hold on tight. Now move over to the right. Jump all the way to the right at the end and grab the next part of the lead. Continue to the right. Jump to the back at the end and then to the entrance.

Now you run up the aisle to the left. Again, a few bats await you. Jump back over the abyss to the other side. Pull yourself up and go to the edge. Jumps to the next handle. This also swings around and unlocks the remaining wing of the large door. Run through the open door and follow the corridor to the end to a pit.

Jump over the gap to the slope opposite. A wolf is waiting to attack you, so he is already pulling the guns as you slide down. Kill the cattle and then pull the box out of the wall. Push it into the corner and pull yourself up: Jump again on the slope and jump off firmly to reach the pole protruding from the wall.

Swing yourself to the next platform. Pull yourself up and jump up on the mast from the end. Keep the balance. As soon as Lara starts to lose her balance, quickly presses the interaction button. Now jump on to the other side. Continue along the corridor to the next pit. Climb or jump down. Keep walking and you will reach a very similar room.

Jump down, look for a heel on the right side that you can hold on to and jump to the rod attached to the wooden pole. Now it goes on to the opposite side and there you jump vertically upwards and then up on the wooden pole to finally get further towards the exit. So you can completely bypass the arrow trap. Walk down the aisle and you've reached the end of the level.
Peru - Level 3: The Lost Valley
Peru - The Lost Valley

First, kill the attacking wolves from the stairs and take gear number one. then you climb up the rocks and jump over to the edge of the wall at full speed. Jump up to the highest edge and then right to the next edge. Then it goes even further up. Now you jump over the river with a run and climb right out to the very top, jump backwards and pull yourself up at the edge.

Aim at the knot of the bridge rope to shoot it. It now folds down. Jump up at the edge of the wall, climb left around the corner and jump backwards to the pole and swing over to the entrance. Run to the abyss and jump off, quickly insert the magnetic hook and swing over to the other side of the bridge. Climb up there at the edges of the walls and now jump over to the right.

Shoot the ring so that the suspension bridge falls down. At the bridge you now climb down and jump to the right into the opening. In addition to a shotgun, you will also find a large Medipack here. Then climb back up the broken bridge and swing back to the other side with the hook. Take the second gear and jump to the rod of the spinning wheel and on to the edge of the wall.

Pull yourself up and climb all the way to the top and finally jump backwards. Go to the lever and pull on it. The lever now opens an underwater grid at the bottom of the river. Let yourself fall into the river from above (a wonderful head jump is the most fun here!) and go ashore again. Climb up the ladder and set in the gear. Pulls the lever next to it and jumps to the rod of the wheel next to the lever.

Jump on to the rod of the next gear and before there finally to the ladder. Inserts the second gear there and pulls the lever here as well. Climb right over the edges of the wall and jump onto the footbridge, then turn left to the edge of the wall and climb right around the corner. Now jump one level higher and then backwards to the rope. Swing to the next edge of the wall, climb right around the corner after the jump and at the end jump to the right to the next edge and let go.

Now you can go into the entrance and walk over the boulders in a crouched position. Then sneak through under the thick chunk. Once again, a bear is waiting for you, what a surprise. This time, however, you have significantly less space available for evasive maneuvers, so be careful! Climb to the roof of the hut and jump off so Lara can grab the edge.

Now you can capture an artifact. Then jump to the top of the pole from the higher level and balance on it. Turn Lara towards the next pole and jump on it. Then jump towards the exit and pull up. Now you slide down, climb up the large pole, then jump to the top of the small pole and into the next exit.

Here you go immediately left over the edges down to the small Medipack and out again on the same way. At the abyss you jump to the sloping plane and immediately forward to the wall gap. Now jump off to the right, collect the ammunition, peck at the pole and on to the edge of the wall and climb up there. So, now jump to the right edge, climb to the left around the corner and jump backwards to the next edge. Kill the arriving bats.

Now hang yourself on the edge, drop one level lower and jump backwards to the next edge. Now it's on to the valley, where some raptors are already waiting for you with cravings. Jump immediately to the right on the rock and eliminate the dinosaurs in sight mode. Now attract the next three and do them the same way. Now it gets serious, one of the most notorious game scenes in history takes its course - again.

A T-Rex stomps around the corner roaring. In an interactive cutscene, you have to press the displayed buttons very quickly. In the PC version, these are: [Down], [Up], [High]. But now the fight really begins! The T-Rex plugs in a lot, and can hurt you badly. If you have not yet mastered the adrenaline move, you should read the manual again, because this movement sequence is now urgently needed!
Peru - Level 4: The Tomb of Qualopec
Peru - The Tomb of Qualopec

Go to the abyss and jump to the top of the stake. From there it goes on to the pole, directly to the next pole and now to the right corner. Now it goes into the imposing hall with the four statues. One of them is destroyed, to the left of it there is an edge where you can climb. However, first go on to the stairs and quickly back again so as not to be run over by the gigantic ball.

The bullet causes considerable damage in the room. The aisle from which the ball came down is closed with three gates. Look down into the pit. There is a wooden support pillar with a platform at the top, which previously supported the large middle platform and was exposed by the falling ball.

However, this pillar can be moved. On the ground there are lighter spots on the right and left, where probably such a pillar stood before. On the left side there is a wooden box and you will find some ammunition there. Climb down into the pit and collect the ammunition. Then run to the movable column. Push the column to the side where the ammunition lay.

Now go to the small wooden block and push it under the stone protrusion in the wall. Climb up there and jump to the right part of the ledge. Jump up to the part above and again to get completely up. Now climb to the left and pull yourself up. Now look at the pit and you should be able to see the pillar on the left. Jump to the column from the center of the platform. On the right there is a ledge, to which you can now jump.

Pull yourself up there and jump to the left to the edge of the next wall. Swing to the left and jump to the top edge. From there you jump to the right to the edge of the statue. Jump up a level and then pull yourself up. Jump to the pillar and climb up. At the top you jump back to the roof of the entrance. Turn back to the pit.

Now you can see the gong on the ceiling. A targeted shot and the gong falls down into the pit and will destroy even more of the platform. Now the hook is used to swing you to the other side Press the lever in the niche and the first of the three gates that block the staircase opens now.

Now climb down again. Walk down the aisle and jump to the pole and then on to the edge. Now turn left to the next edge and immediately backwards to the other wall. Here you jump after a short break (attention arrows!) to the right to the edge and then on to the ladder, where you jump further to the right and continue into the corner. Now jump on the pole and into the entrance, where a Medipack is waiting for your discovery.

Cross the arrow passage again and cast the hook to swing onto the stairs in the hall. From there, jump down to the pole and horizontal pole, from there to the edge and up to the bridge. Jump to the edge above the lever and drop there. Pulls the lever to open the second gate.

Back it goes through the arrow passage. But beware! Now the aisle also has dangerous pendulum knives and at the end even a hungry dinosaur to offer. Finish off the raptor and then run to the edge of the pit. Jump past the arrows to the crossbar and from there back to the gap. From the top edge, continue to the left to the next edge.

Jump to the ladder at the end. Jump past the arrows to the next gap and from there past the arrows again to reach the last of the protrusions here. Now jump to the edge in the wall behind you and from there to the right edge. Now jump back to the crossbar and then swing into the aisle. Follow the corridor back out into the large room.

Now push the two pillars so that you can reach the other entrance and continue. Hang yourself on the edge and jump from the bottom edge to the pole and let yourself slide down to find an artifact. Go over the other stake to the exit. In the following hall you will find a little ammo. Now run to the lever. You will now fall down and be attacked by two wolves.

Quickly remove and go up the jetty. Pull the box out of the wall and push it to the edge and let it tumble down. Now push it to the column to reach the climbing edge, jump up and to the pole. Now peck to the other pole and from there to the crossbar. Now you can swing to the next ledge.

Jump up two edges and swing to the right. Now jump back to the pole. Climb up until you are as high as the edge above the lever. Jump backwards to the edge and drop down to the lever. Press it to open the third gate. Now jump to the right to the crossbar and swing to the edge. Hang around the corner and pull yourself up to the exit. You continue the walk and after a few seconds you do a new Raptoren.

Then go back to the big hall. Return to the platform in the middle and jump from there into the corridor with the steps leading up. Now you run backwards and up until you reach the burial chamber of Qualopec. Run down the ramp and around the wall. Then jump back to the platform in the middle in the large room and from there on to the former entrance. Now run down into the aisle and jump to the platform. Jump to the top of the pillar and then on to the other.

Jump to the crossbar and then swing on the remaining pillar. From there it goes on into the corridor. Now run back through the corridor to the waterfall. There you meet Larson, who wants to snatch your Scion part from you after a short dialogue. Now a new interactive sequence follows. On the PC, you now have to press the [Up], [Down] and [Right] buttons to finish the scenery successfully.
Greece - Level 5: St. Francis Folly
Greece - St. Francis Folly

At the beginning you are in a large room. If you look around, you can see that the roof of the former church has collapsed and also with the supporting pillars the ravages of time have gnawed vigorously. After a short time, two disgruntled lions attack you. Prove yourself as a cat tamer and put the two to sleep for good. Afterwards you will be offered a cutscene again.

On a pedestal there is a ball that you have to get to. For this there are different ways to the goal, we want to describe one of the possible ways. Go to the high columns at the other end of the great hall and hang yourself on the lower gap in the right column with a view to the gate. Now jump from the right end to the gap above you. Then it goes on to the third edge and now all the way to the top. Turn and continue to the large pillar opposite.

Swing to the left and jump up a crack. Then swing all the way to the left again and jump up a gap again to finally get back to the top of the column. Now look at the balcony where the ball is located. But jump to the side balcony on the left and pull yourself up. Take a close look at the niche here. On the floor you can see a picture. Perseus is depicted with medusa's head in his hand.

Now jump on the next ledge, where you have to start a wall run. Jump forward towards the ring on the ceiling and quickly throw out your hook so that Lara latches on and now hangs on the wall like a mountaineer. Look towards the wall and run back and forth with left and right until you have developed momentum and then jump off with the jump button in the selected direction. Now you get to another picture, which has a floor switch.

Stand on the switch to turn off the shining stars in the image. At the other end of the corridor you can see the same picture, but it has two marked places. Go back to the mural, and shoot on these two places to be able to open the gate on the abyss. Now you run along the wall like a mountaineer to get to the ledge, and then jump on to the next one, where you will discover another picture.

Stars are displayed again. Return to the mural and shoot at these places, which now opens the door at the ball. Now you can use the throwing hook to pull the two side rings out of the ball. It then rolls down and you can push it into the abyss at the edge. Jump down to the left onto the smaller pillar and let yourself down to the ground.

Now push the ball onto the floor switch and the door at the top opens for good. Jump to the highest column in the manner already described, and then jump to the open door with a start. Pull the lever at the bottom and remember the constellation on the ceiling. Now go back to the big hall and finish off the two invading cats.

Run back up to the mural and let all the stars fade. Now you shoot at the places of the last clue picture, which you found below. Now you can also get an artifact that was previously blocked by a grid (in the niche). Then go back down to the hall and push the ball onto the floor switch in the small hall.

Run down the spiral staircase and you will come to a room that is very deep. Here you will discover four levers that open four doors. Behind each of these doors you will discover puzzles about Atlas, Hephaestus, Poseidon and Damocles. There is a key in each of the rooms. With the four keys you can finally open the gate to the Colosseum.

Hephaestus Room

Pulls the lever and climbs over the edges into the passage above the locked door. Now drop down on the other side and go to the Hall of Lightning. In the corners there are four raised plates, which turn out to be floor switches. You have to enter each of these plates when it is just lowering, and then quickly run back to safety.

When you have activated all four floor switches, the grid opens. In the next room, slide the three busts onto the three round floor switches. Then push the moving box onto the pressure plate under the hammer. The heavy hammer falls down, smashes the box and reveals a new bust. Moves it into the recess in front of the hammer. Now return to the hammer. On the right you will now reach the crossbars.

Jump on to the horizontal pole and swing onto the small roof above the niche with the key. Then jump on to the next pole and then on to the balcony on the right. Push the box down here and it will break as well. Again, another bust appears, which you put on the last remaining place.

The pressure plate under the hammer changes. Run there and bring the hammer down again to open the grid with the key behind it. Collect the key from Hephaestus and then cross the room with the lightning again. Now run back into the corridor and pull the lever in the right wall. Then quickly jump to the edge of the door to get to the top.

Now you can hear a knock. The third time you should jump to the top. The door lowers again and you can reach for the opening. Run out and then back into the big chamber.

Poseidon Room

Jump from the platform to the right to the climbing edge of the tower and hang around the corner. Drop to grab the edge of the floor and pull yourself up. Now descend the ladder where you drop onto the jetty. Now continue down until you reach the plain with the Damocles door. Pull the platform out of the wall with your hook and jump on it. Now you climb to the right up to the door.

Pull the lever there and quickly jump up the door and hold on tight. Now jump up to the passage as soon as the door goes down again. This is how you get to a basin. Dive in and pull the lever. Then swim ashore in the hall. Climb up at the column in the middle of the hall. Pulls the block away so that the hall can fill with water. Now dive to the lever on the column and put it over.

A raft now appears. Swim to the niche with the other block and push it into the water. Now you push the first block back to the well so that the water level drops again. Now you jump into the water, go ashore and push the block that fell down to the well. The water level will fall even further. Hang yourself on the edge at the entrance of the hall and let yourself down to the floor.

Pulls the raft with the throwing hook onto the floor grid on the other side and climbs back up over the two edges. Now you pull the block away again to fill the hall with water. Now you climb up the column and pull the block away, so that the water level rises again to the top. On the right, over the edges, you will reach a room where the Poseidon key can be found. Then pull the lever, push the block back to the well and you can return to the great hall.

CONTINUES ON NEXT PAGE
Greece - Level 5: St. Francis Folly Continued and Level 6: The Colosseum
Atlas Room

Run to the extended platform and sprint from there back to the platform in the middle. Opposite you will find a ladder that you climb down. Let yourself fall to the ground. Run up the steps to pull the lever. Now the door to the Atlas Room is open. Now you have to climb to the top again. Run back to the top of the right end and then jump onto the extended platform. Turn to the right and jump over to the gap in the wall.

Let yourself fall on the platform below you and then hang yourself on the edge. Now climb all the way to the right and let yourself fall to the next edge below you. Also hang yourself here to the far right and let go to plump on the slope. Jump off before the end and grab the next edge. Move to the left around the corner and drop there again. Then pull yourself up and run through the door into the hallway.

Press the lever on the right wall and then hang yourself on the door to be taken upstairs. Jump to one of the edges on the side of you. When the door goes down again, jump to the window above the door. Climb through there and follow the corridor. Turn the handle there counter clockwise until the abyss is closed. Then let go and jump over to the aisle. There you pull yourself up over the edges on the left and pull the lever.

Now you go up the aisle and shoot at the top of the two switches to the left and right of the big ball. But only go so far that you can just shoot at the switches. If you have activated the second switch, run quickly backwards and jump to the pole, from which you quickly jump off again. Now you can go into the corridor to the checkpoint.

Turn the handle again to get back into gear. Now get the Atlas key and run back. Now you climb up half the pillar on the left. Then pull the lever and quickly jump back over the pit. Run to the lever and quickly jump to the door, from which you then jump off to the crossbar and thus get back into the large hall.

Greece - The Colosseum

Walk along the path and you will come to a room where two nasty rats attack you. Few shots with the pistols and they are history. Then climb to the platform on the left and jump to the opposite side. Another rodent asks for your valued attention and wants to be taken in the rat heaven.

Fulfills the animal's wish and now looks towards the entrance. On the left is a small pond. Jump in and go into hiding. Follow the path and keep to the left. Dive through the destroyed wall and then quickly up at the opening to catch your breath again.

A few bats and two fat rodents greet you unfriendly. Quickly pull out the pistols and turn off the welcome round. Then jump on the small cage. From there it goes to the large cage, on which there is a Medikit and now back to the floor. Back on the small cage, then jump over the edge to the exit. Here now left to the edge and to the pole.

From this pole you will reach the next larger cage. Jump over the blockade and then run up the path to arrive in the arena, where two massive gorillas will attack you.

With the shotgun and clever adrenaline moces, the two guys are quickly done. After the battle, collect the ammo on the wall and then head to the ramp. Jump from there to the grandstand. Climb up the rows and kill two beastly bats that suddenly attack. Climb up the column and jump onto the ledge.

Now it goes to the slightly sloping wall and to the next platform. From here you can reach the balcony of the temple. Pull the lever and go back to the arena. But quickly use the ramp again.

Quickly to the stands, because from below two gorillas and also two hungry tigers rush towards you! Finish off the stone-throwing monkeys and growling kittens, then run through the open gate. You will now come to a chamber where you will find a little ammunition. Now run all the way to the back and orient yourself there to the left. Stand on the cage and turn towards the smaller cage.

Pull it down with your hook and now push it to the right over the wooden plate to the other end. Now you can climb on the other cage with the help of the pushed cage and collect the key.

Run back to the arena and finish off two fresh cats from the Todbringer range. Climb back to where you turned the lever and follow the back gear. Now use the key on the door and climb the ladder. Jump onto the platform and use your hook to get to the next level with momentum. Drop there and cling to the edge.

Now jump to the pillar, hold on to this edge. Climb up to the roof of the building and jump from here onto the rocks below you. Now jump on the balcony and walk down the path. Once again, two bats attack you, which you quickly kill. You will now get to the next level!
Greece - Level 7: Midas's Palace
Midas's Palace

Fight off the three gorillas down the tunnel. Lara can lead them back up the stairs, or look for a platform she can mantle on (the best one is the one to the right of the palace's entrance). Similarly, the shotgun can push them back.

Get a checkpoint by climbing to the statue's side and getting the switch on its back. There are two more switches in the room that opens two more doors, but one of them is unreachable for a while. Once you get a checkpoint, try standing on the fallen statue hand to see a cool death.

There are four doors and three switches in the Midas statue's big room. The switch on the back of the statue (mantle on the statue's side to reach it) opens the right door. The switch on the right side of the big room opens the left door (and gets a checkpoint -- you can touch the fallen hand for the movie now for a cool death).

Left Door: The Spike Room
In the spike room, go open the gate and head upstairs. Raise the platforms and try to get to the corner Lara just created in the spike room. Each white platform starts sinking once Lara places weight on it, so you need to plan out where she needs to go.

Quickly have her make transfers to the spiked towers (some are ledges, some you can have her beat the spikes), and move to ramps and extended platforms before the gronk-gronk timer chime times out. For the first lead bar, Lara can zig-zag across the room to reach it.

On the way back out, two gorillas will attack; head back into the big room and use a platform to avoid too much damage from the battle.

Right Door: The Pillar Room
The right door leads to a large central pillar, with the item Lara needs at its base. Since she can't force apart or climb over the metal cages like a normal person, she needs to take the stairs leading down. Take out the tiger and the gorilla, and use the grappler to take down the rubble. Take the second lead bar and head back up. Go back to the stairs overlooking the whole pillar room.

With the room thus wrecked, Lara can now go up and over the wreckage to the other side (this is to reach the third switch in the palace's throne room). Some ingenious use of Lara's wall run jump will shave some time off for time trial; get her to the platform holding the rope and she can shortcut to the pillar room's upper entrance.

Back Door: Fire Traps
Go behind the statue for the door holding the last lead bar. The innocuous looking pool has crocodiles, so kill them before having Lara explore. One of the pillars has an underwater lever switch Lara can pull. This raises a pillar for her to move on.

Lara triggers a fire trap once she actually attempts to cross the water. The fire traps have a narrow area of effect, but if Lara gets too close she will take damage. use the ledge as a means to avoid the intense heat.

Examine the fire patterns and remember Lara needs to run in order to get the best distance for her jumps. Get her to the raised switch to get another fire platform. Get her across to the ledge and the third switch in the fire trap room. This raises the final tower to the third lead bar.

From the third switch's checkpoint, have Lara use her grappler on the pillar of fire; this rotates the structure to reveal an important ledge, as well as block off the upper row of fire spouts. For the last pillar, Lara needs to jump and then mantle-jump once more to escape the fire moving around the pillar's base. Fast movement is mandatory for Lara to avoid being burned; move quickly to the safety of the platform and grab the lead bar.

Take all three lead bars to the main room, turn them to gold, and plug them into the various slots in Mida's throne room. This opens the level's exit. Note the same two gorillas killed 5 minutes ago respawn so Lara can kill them again as she leaves the fire trap room.
Greece - Level 8: Tihocan's Tomb
Greece - Tihocan's Tomb

After the dive you will enter a room with a box. Push them into the following room without further ado and put them under the lever. Now climb onto the box and press the lever that is now available. Then let yourself fall down through the now opened trapdoor. Two rats want to get to your skin, rivet it over and then step out into the cistern. First of all, ignore the path in front of you.

Rather jump to the crossbar on the right side and swing to the edge in the wall. Now move to the left and let yourself fall into the niche below you. Here you will find a little ammunition. Then you let yourself be hung from the lower edge in the wall ahead and jump to the right to the gap in the bridge part. Jump up and pull yourself up. Jump back to the gap in the wall and from there on to the one at the left end.

Jump off and use your magnetic hook to walk along the wall. Walk along the wall to reach the walkway. Turn left and jump over the abyss to the other part of the bridge. Follow the path around the bends. Jump ahead over the abyss and run to the wall. Jump over the next abyss and run into the corner. Turn left and jump to the crossbar. Continue to the second pole and from there on to the next path. Slide the box down on the ledge at the end.

Now jump to the eyelet, insert your magnetic hook, swing to the pole and jump from there to the entrance. To the left of the entrance is a winch. With her is also a curved path, from which you jump into the water at the bottom right. Two crocodiles want to show you who the lord in the cistern is. Takes care of the two handbag raw materials from the edge. You can walk a bit to the left and collect a Medikit there.

Then run back and look for the stone column. Run up the ramp and peck to the edge. Jump up once and hang around the corner here. Now jump to the pole and from there to the platform. Climb up to the right in the niche and look at the column. With start-up you jump to the edge above the pole. Climb up and run to the winch. Operate them, walk along the curved path and jump into the water. Once again, a crocodile comes along. Disregards it and avoids it without further ado.

Swim from the curved path to the columns opposite. On one column are two gates and at the back there is a switch. Press it and turn around. Now swim back to the path and go ashore here. Look at the wall with the niche with the wind, go into the water. Swim along the wall until you discover a niche on the left. Go ashore and jump to the edge. Now it goes backwards to the edge on the other side. Hang around the corner and you'll come to a niche with a box.

Throw the box into the water to the right of the path. Now run back over the paths to the winch and operate it. Now turn left over the path and just jump into the water. Climb in the same place as before and you will now see your box standing here. Grab them and throw them into the water again. If you now look at the water, turn to the right, walk along the water and left in the back corner you will reach a platform, with the help of which you can reach another wind over a small wall.

Act these winds and the water lowers. Let yourself down the gigantic steps to reach the bottom. Once at the bottom, you will find two printing plates in the floor. Slide the two boxes onto the two printing plates. One of these pressure plates lowers the metal grid that separates the ditches from the water basin. The other opens a grid on the ground, under which there is a raft.

Now leave this area again and run to the block with the slanted field, in the corner behind the box that has opened the grid on the floor. Climb the rock and jump on the slope. Jump quickly again and throw out your hook to start a wall run and reach the block on the other side. Now jump to the gap in the wall and swing around to the left.

Jumps up to the edge and from there to the back to the crossbar. Continue to the next edge. Swing to the left and jump backwards to the next crossbar. Swing to the next edge and hang around the corner. Pull yourself up there to the upper end of the slopes. Now slide down and quickly jump to the platform on the wall. Crawl back up with the help of the crevices and turn the lever counter clockwise to let the water run back into the pool.

Now you move the raft into the area that was not yet accessible because of the gate. Swim to the raft and adjust it from the dry so that with the help of the raft you reach the protrusion where the three gargoyles stand. Stand in front of them, dive into the water and just let yourself be carried away by the current. Diagonally opposite the waterfall is a corridor through which you dive. On the other side, you reappear and look at the building. Dive again and look for the tunnel on the wall.

Dive through it and press the switch in the following cave. Now dive out again and you discover a small island where you can find a little ammunition. Now go to the building and pass the door. An interactive sequence will now follow. You have to press the following buttons here: [Down] to duck under the weapon and [Right] to grab the weapon and trigger an elbow kick.

Afterwards there is a boss fight with two dangerous centaurs. Not only can these boss enemies hurt you significantly with their normal attacks, but they also have two special manoeuvres at their disposal. Pay attention to the fireballs and the green petrification beam! In the first phase of the battle, you have to make the centaurs angry with a few shots - similar to the T-Rex fight - and then give them a targeted hit with your adrenaline move.

Now they are briefly paralyzed, which gives you the opportunity to snatch their shields with your magnetic hook. In the following time, you stay close to the shields and continue to infuriate the centaurs until they use their petrification beam. Now quickly run to a shield, pick it up and now direct the beam back to one of the centaurs. The petrification does not last long, so get your best weapon out and shoot what the stuff holds!

Repeat this approach and focus your efforts on one of the two centaurs if possible, as the powerful enemies can regenerate. One of the toughest fights in the entire game! Now you can finally progress to the next level, it goes to Egypt!
Egypt - Level 9: The Temple of Khamoon
Egypt - The Temple of Khamoon

Go a bit ahead and pull out the block on the left side. Take the ammo and then bring down the two large pillars with your hook. Now you can climb on the block and then continue up on the left side, around the corner and further up. Jump to the crossbar and jump further onto the oblique plane. At the end of the slide you jump to the edge and hang around the corner.

Then jump over the two poles to the block in the corner and get to the entrance. Now you peck at the decorated handle and a little further up. Slide down at this point, jump to the bar and continue to the handle. Also jump up here and you get into a hall. A panther attacks, which you quickly kill with the shotgun. Now jump up to the exit with a little start.

Two mummies want to scare you to death, after a short fight you have eliminated them. In this room there are two sphinxes, one missing a piece of her face. Stand in front of the undamaged Sphinx and climb on the left side to the foundation of the destroyed column. From here, jump to the edge of the next pillar and hang around the corner, jump backwards to the next pillar and climb up here. Jump on the stone platform and then on the next one and here you will see a switch that you can shoot at.

Now a crossbar moves out of the wall, with the help of which you swing to the next platform. Does this quickly, as the rod retracts after a short time. Now jump on the first round pillar and directly on the second. Now you jump to the ladder and climb up it. Now jump on the head of this Sphinx. Look for an eyelet for your climbing hook on the right.

Swing here to the next round platform and then directly to the next platform. Now you have to complete two wall runs directly one after the other to reach the next platform. Jump from here on the small slide behind the undamaged Sphinx and slide down. Press the lever and climb down from the Sphinx and run through the now open gate. You come into a room where there are statues on each side.

Two Panthers want to be done here by you. Pulls the lever, whereupon Panthers attack again. Now you pull the lever again so that the statues move forward again, run quickly to the other end, where you jump over the small rock up to the statue at the entrance. Now you jump off to the last platform on this side of the hall and with a run to the eyelet in the ceiling to hook in there.

Swing off to the edge in the corner, let yourself down an edge and then jump to the right for decoration on the door, where you quickly jump up to the edge above the door. Then continue to the right into the entrance. Now you go on and slide into a pit Follow the corridor and finish off the rats. You will find a box right next to the small sand slide, which you grab and pull to the other end of this rat hole, because only with their help you can climb up at this point.

But now leave this hole with the help of the block. You come to another small sand slide. Slides it down and then uses the edges on the right to get back to the starting position. Now jump to the pole, which retracts and out again and again and directly to the next bar. From here you jump to the scarab and directly vertically upwards. Now follow the path and you will reach the shrine of the Egyptian goddess Bastet.

Two crocodiles attack you here. Jump into the water and dive. Operate the lever, swim firmly through the open gate and appear. Now climb ashore and jump to the scarab and straight up. Climb onto the platform and run over the long jetty to jump over to the other platform. Attention, the platforms drive in as soon as you run on them, so speed is mandatory here! Now jump to the edge and swing to the left.

Jump there to the next edge and let yourself fall on the small jetty. Run immediately and jump to the next scarab and then further up. Continue to the right and through the passage. Then climb up the pole, jump backwards to the scarab and then up. Now you push the block to the end of this level, from where you can jump to two superimposed edges in the corner.

Jumps up to the edge. Now jump backwards onto the platform, quickly pull up and jump over to the other part of the retracting platform, and there quickly continue to the decorated handle in the corner. This lowers, so quickly jump up to the edge of the wall. Now jump to the right to the next handle and quickly up to the top edge. Then turn left to the edge, and backwards to the pole, where you swing to the entrance.

Now you have to pull down the flap on the other side with the throwing hook. As soon as it is at the bottom, you quickly swing on the flap with the throwing hook on the ceiling eyelet before it closes again. Inside you will find a lever, which you of course operate. Enter the next chamber and finish off the attacking panther. In the right corner is a hatch on the ceiling and below it is an entrance at the top of the wall, which you can not reach so.

Instead, climb into the passage on the left to reach a small chamber. Climb the ladder to the right. In the next yard you have to eliminate a cat mummy. Note the thin pillars and scarab mechanism on the wall. Run to the ladder on the left and climb up. At the bottom left you can see the six moving statues. Run ahead to the lever and operate it. Run to the abyss and jump on the roof of the first statue on the right. From there we continue to the other side, to the first statue.

Jump on to the second statue on the left. The path is blocked in advance, so you jump over to the second statue on the right. From there, jump forward to the third statue on the right and then continue to the other side. Pull yourself up and then run into the next gear. You are now behind the fence in the chamber with the scarab mechanism. Operate the wall lever at the end and the bolts will now be retracted. In addition, the six statues in the hall are pushed to the center.

Run back to the abyss above the six statues. Jump back to the other side and orient yourself to the right. Climb the ladder back down and return to the chamber with the scarab mechanism. Now run to the other side and to the stone steps on the right. Climb to the highest level and jump to the left. Throw out your hook to walk along the fence. Stop the wall run and just let yourself be hung on the rope.

Climb up until Lara puts her feet at the bottom of the fence and you can jump back onto the top of the thin pillar. Then jump off. Jump from the middle pillar to the top of the smaller pillar and from there on to the gap in the wall. Move to the left end and jump to the left to reach the crossbar at the scarab.

When you hang off the pole, the mechanism is set in motion and the nearby floor hatch opens. Now run to the open hatch and let yourself down there to grab the gap underneath. Let go again to reach the next gap and finally let yourself fall to the ground. You are now standing on a sand hill. Climb into the corridor from here and follow it to the left. You will reach a chamber with several obelisks and stone blocks under the columns on the walls.

Act counter clockwise as follows: You start with the block to the right of the entrance. Pull out the block and collect the ammunition. Then pulls away the next block. in the chamber behind it you can discover a picture. Memorize it. An obelisk has now been raised in the chamber, where you can now see the picture from the chamber. You must now align the image from the chamber on this obelisk to the locked gate.

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Egypt - Level 9: The Temple of Khamoon Continued and Level 10: Sanctuary of Scion
Behind the fourth block a panther comes towards you, but you will also find some ammunition and a new picture here. Memorize again and then align the image with the new extended obelisk on the locked gate. Pull out the next block, memorize the image behind it and align it with the new raised obelisk on the gate. Behind the seventh block there is another panther to discover and a new picture.

Memorize it and align it with the raised obelisk also on the gate. Finally the gate opens. Go to the column to the right of the open gate and push a block to the left of the column. Now you can reach the edge. So jump up, hang around the corner and jump backwards to the next edge. Then backwards again on the first obelisk. Jump over all the obelisks to the edge on the other side and let yourself down there to the bottom edge. Now you can leave the level through the gate.

Egypt - Sanctuary of Scion

First, you run up the steps. You will now be attacked by two cat mummies. Then run into the chamber. There are four pillars in the room that you can rotate. These are connected to each other by mechanism. You have to align them according to the wall drawings behind them. If you turn the first pillar on the left, for example, the second pillar turns to the left and the second to the right. To solve this puzzle, you need to think about the connections of the pillars.

The first left and the second right are already correctly aligned. The first right and the second left you have to turn twice. As soon as you have turned the two pillars twice, a platform comes out of the ground. Now run to the extended column and let yourself be hung from the edge. Jump up and pull yourself up. Now you have to climb up the protrusions in the shaft and jump to the ladder. Then climb the ladder up and run into the aisle and around the bends to the right, as well as to the left.

Some squeeze walls are waiting for you. Jump at the opportune moment to the platform on the left and on to the edge in the left wall. Once there, hop on to the top edge and turn right. Jump to the moving platform and quickly move on to the next edge behind you. Again, you have to pay attention to a few squeeze walls. Jump past it on the left and climb to the left end. Jump on to the next gear and go further out. You come into a room with a gigantic Sphinx.

On both sides of the Sphinx you will find steps that lead up. However, these stairs are incomplete, you will not get any further at this point. On the side of the Sphinx there are ladders. Climb down and drop down to the side. Now run to the front of the Sphinx. Rats attack you, but you have done them quickly. At the upper end of the steps there are two sockets for ankhs. Run up the steps to the ladder on the opposite wall and climb the ladder.

At the top you go to the right. Jump to the edge on the right and hang yourself to the end. Now jump on to the first crossbar and on to the second pole and from there on to the steps. Run into the corner to the ladder and climb up it. Now you run to the right and up the ramp. Jump to the edge to your left and hang to the right. Now jump up to the edge. From there you jump from the right end to the path and then pull yourself up there. Turn right and look at the first pillar.

Jump to the gap in the column and climb to the right end. Now jump up to the next gap and then up twice to reach the top edge. Swing around to the right until you get to the gap at the top of the ceiling. Climb up and attack you with two flying demons. Do these, but be careful not to fall down! Then turn left and jump to the crossbar. Now swing to the roof of the entrance and run to the end.

Uses the edges to get down safely. Pulls the lever on the wall. Part of the stairs on the right now extends and you now have the opportunity to move forward more easily. Then head to the passage and run up the steps. Walk along the aisle to get to squeeze doors and two crossbars. The first bar is constantly retracted and extended. Wait until it is extended and then jump over quickly.

Immediately jump on to the second bar as soon as the crushing doors allow it. Continue to the edge. Pull yourself up and keep running down the aisle to get into a new chamber. Ignore the lever here at first. Turn right from the entrance and jump to the edge. Swing to the left and peck to the next edge. Jump left to the ladder and climb down. Keep jumping to the second ladder and continue climbing down until you see the edges in the wall to your right.

Jumps to the top edge and from there to the mechanism. Let yourself hang from the top edge and wait for the mechanism to snap into place at the bottom. Jumps backwards to the edge of the obelisk. Jumps to the edge above and again to the top edge. There you jump on the platform above the mechanism and continue to the lead on the right. Now up to the second edge and then back to the crossbar. Jump along the four poles, to the edge on the opposite side.

Now go over to the right and jump to the top edge of the mechanism. Wait there until the mechanism snaps into place here as well. Now you jump into the water. Swim to the platform in front of the gate and climb out. Turn left and jump on the pillar that protrudes from the water. Jump from there to the ledge and up to the second edge. Now to the left, to one of the edges. Jump up to the top edge and wait there for it to snap into place.

Now jump backwards to the gap on the obelisk and peck up to reach the top edge of the obelisk. Now jump backwards to the platform above the mechanism and jump from there to the edge. Jump up and from here to the back to the crossbar. Swing to the path and jump to the next pole. Swing to the edge in wall and jump from here to the mechanism. Jump upwards wait until this mechanism also snaps into place.

When all the obelisks are extended, you climb back to the top. Then jump backwards to the obelisk and jump to the top edge. Hang around the corner and then hop to the path. Run to the closed passage. Turn left and jump to the crossbar. Jump quickly to the next one and then to the lead. Now go up and from there to the ladder. Climb to the top and jump to the next ladder. Climb back up and then turn right to the ledge in the wall.

Then turn right again to the next ledge. Now jump to the steps to your right. Run down and pull the lever. This lowers the obelisk on the ceiling. Now a door opens. Run up the steps again and jump from ledge to ledge to the ladder. Climb down and then to the second ladder on the right. Continue climbing up and then, as soon as the archway of the passage appears, waist to the right. Hold on tight and swing to the right.

Drop onto the extended platform in front of the door and run into the chamber. A cat mummy attacks you. Then take the Ankh key from the pedestal. In the room below, a grid now opens. Go out and jump into the water. Swim to the platform and climb out of the water. Follow the corridor and you will come out at the side of the Sphinx. Turn right to get to the square in front of the Sphinx. A centaur probably looks at you as lunch.

Get it off your neck and then run to the ladder and climb up. Turn to the edge on the left and jump off. Hang yourself to the left end and jump down to the stairs. Jumps over the gap to the upper part. Run up and climb the stone. Climb up to the right and continue up to the left. Slides down the slope and jumps off to grab the edge. Jump up and pull yourself on the path. Now run up the ramp and turn to the top left and jump to the gap of the third pillar.

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Egypt - Level 10: Sanctuary of Scion Continued
Jump up to the second gap and hang to the opposite side. Jump there to the highest gap and turn with your back to the second pillar. Sprint off and hang around the column. Jump from the back to the first pillar and hang around here as well. Jump to the highest gap and turn your back to the wall. Jump to the gap and jump up there to reach the top edge. Jump backwards to the path and you will be attacked by two flying demons.

After completing these, jump to the crossbar and swing on to the next one. Swing to the platform at the end and jump ahead to the gap in the wall. Swing around to the left and jump backwards onto the archway of the passageway. Climb down at the other end and press the lever to close the gap in the stairs. Run to the passage, up the steps and into the aisle. You come to a rammer trap.

Duck and move forward to the bottom depression as soon as you have seen through the rhythm of the trap. Wait in front of it crouched and the trap will close over you. Now wait until the big rammers open again and then jump to the other side as quickly as possible. Duck again immediately and follow the path to the next trap. Again, wait for the trap to open and then hop past the depression. Duck and wait for the trap to open. Jump past the next depression and duck again.

Finally, you jump to the other side and run out into the chamber. Do not press the lever here either! First of all, the obelisk has to go up! After a small swim, climb onto the platform and climb on the rock directly at the obelisk and jump from there to the mechanism that makes the obelisk go up. Jump up to hang yourself on the top edge. Wait there until the mechanism finally snaps into place. Now jump backwards to the edge of the obelisk.

Jumps up to grab the top edge. From there, jump backwards to the platform above the mechanism. Jumps to the gap in the wall. Jump on to the ladder and turn left. Jump quickly over the four crossbars to the gap in the wall and let yourself be hung from the lower gap. Now jump to the left and continue to the mechanism. Again, it goes all the way to the top until the mechanism snaps into place. Now you jump backwards to the edge of the obelisk.

Jumps to the top edge and then backwards to the platform above the mechanism. Jump to the ledge on the right and up to the top edge. Once there, you jump backwards to the crossbar. Jump along the four poles back to the ladder and then over to the gap in the wall on the right. Hop onto the platform above the mechanism and then turn right to the protrusion in the wall. Jump further to the right to the next mechanism, again upwards until it also snaps into place.

Jump back to the obelisk and then to the very top, swing to the right and jump to the extended platform. Now run over to the left. You see a hook grip point. Start a wall run and jump to the small ledge. From there, turn right to the mechanism. Again, jump up to the top edge and snap the mechanism into place. Now climb back to the lever and operate it Now a chamber opens to the Ankh.

Run up the steps again and jump along the protrusions to the ladder. Climb down and peck to the second part of the ladder. Climb down even further and jump to the left to the edge at the end. Now let yourselves fall on the path below you. Step into the chamber and the door will close behind you. Attention, a cat mummy attacks you. Then take the Ankh key from the pedestal. In the room below, a grid now opens and the exit of this chamber opens as well.

Run out and jump into the water, swim to the platform with the grid open and climb out. Follow the corridor and you will come out next to the big Sphinx. Run to the left to get back to the square in front of the Sphinx. Two centaurs greet you a little unfriendly. Now run up the steps and insert the two ankhs on the left and right side. Enter the corridor under the Sphinx. On the left is a rolling ball. You can take them down by pushing them.

So she rolls over a few of the rats on the way. Run down the second slope to the right and finish off a few more rats. Now run down further to the right. On the next slope, you will meet two nasty rats again. Follow the next bend to the right and rats will lurk you again. Continue to run down to the right until you enter the large chamber. The chamber is filled with water. Below the surface of the water you can discover two statues of Anubis and Horus.

Jump into the water and dive deep, between Horus and Anubis to operate an underwater lever. Now you let some of the water out of the room. Swim up to the surface and swim along the aisle. Climb out to the statue of Anubis at the end. Go left to left and climb onto the platform next to the foot. Then jump up to the next edge and over it. From here you jump backwards to the crossbar and quickly swing on to the next ledge.

Hang around the corner and jump along the wall from the end and throw out your hook. Run to the other side and jump to the ledge. Climb the ladder up there. Now jump backwards to the higher edge on the side of the Anubis statue. Jump all the way to the top and swing to the left. From the end, continue to the left. Here, too, continue to the left and jump up to the edge above and hang around the corner. Let yourself fall on the platform.

Here you can see an image of four scarabs arranged in a pattern. On the wall, under the closed grid with the lever, is a mechanism with four scarabs. You shoot them individually and align them according to the picture on the floor. The gate opens afterwards. Climb in and press the lever to let some water flow back into the chamber. Get out of the niche again and climb the ladder on the right. Jump to the top right to the top edge and scramble around the corner.

Jumps to the top edge and from the right end to the next gap. Continue to the right and jump on to the next edge. Move to the end and jump backwards to the crossbar. Now swing to the edge in the wall. Jumps from the end of the edge to the lever on the wall. This lever opens a time-controlled door at Horus, now hurry is required! Let yourself fall into the water and dive the corridor between the statues forward. Dives through the open grid between the shins.

Pay attention to the image of scarabs on the floor. Dive up and climb out of the water. Climb up the step and pull yourself out of the opening between the arms of the Horus statue. Turn around. Again, there is a mechanism with four scarabs on the wall. Shoot at it until they give the picture you saw on the ground. The gate then opens. Run into the chamber and operate the wall lever here as well. The water level increases again.

Swim back to the Anubis statue and this time dive into the chamber where the wall lever is located. Behind it you appear to reach the chamber behind it. Get out of the water here. And jumps up to the moving edge on the right and quickly continues to the stable edge. From there it goes backwards to the crossbar. Quickly swing on to the second and then to the lead over each other before the poles sag. Swing to the left and go into the entrance. Now to the right and to the ledge.

Jump to the third lead and swing to the right. Pull yourselves up. Now turn to the statue of Horus. Jump to the lever to fill the chamber even further with water. You will now reach the exit above you. Run down the aisle and finish off two centaurs and two cat mummies in the room with the columns. Then you go from the entrance to the right to the red pillar and jump to the edge. Climb up to the top edge and keep hanging until you hang your back to the next.

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Egypt/Lost Island - Level 10: Sanctuary of Scion Continued and Level 11: Natla's Mines
Let yourself down an edge and jump to the second pillar. Jump to the grey pillar and hang around the corner. Jump in this direction and drop your hook on the eyelet. Swings and jumps to the fourth pillar. Climb up and keep hanging. Now jump to the fifth gray pillar. Climb up and then jump to the fifth red pillar. Again, you climb up and finally jump backwards to the small platform with the insert hole. Use the Scion of Tihocan here and then return to the first red pillar of .

Jump to the second red pillar and use your hook at the eyelet. Swing to the fourth pillar on the other side and hold on to the edge. Crawl up and jump to the fifth pillar. Climb up and jump to the fifth outer pillar. Jump back to the fifth inner pillar. Climb up again and then jump backwards to the second bet hole. Here you use the Scion of Qualopec and then go through the gate. Take the Scion.

While examining the Scion, you will be surprised by Natla and her followers. The Scion will be taken from you and you will have to pass a new interactive sequence. You have to press the [Right], [Up] and [Down] buttons one after the other. Then you have finally completed the level and can continue to the mines!

Natla's Mines

Welcome to the new level. Here you get wet feet. You are in a lake. Swim over to the waterfall. Behind the waterfall there is an edge. Climb it up and follow the path in front of you. Have you noticed that you are unarmed? Well, it will probably go like this first, right? You are standing in front of an edge again. Look to the right. With the help of the pole you jump to the first edge. Continue to the left and jump to the next edge.

From the ceiling hangs a box, attached to a rope. Jump backwards on it and from there on to the next wooden box. Have you already discovered the Medikit on the container? So, nothing like there. Jump from the container back to the second wooden box. Look around and you will see a rope dangling from the ceiling. Jump on it and from there swinging to the ledge to the left of the waterfall. Now hang around the corner and jump backwards on a path.

Walk along this path to the rails. As soon as you discover them, continue to the left until you are in front of a pit wagon. But beware, aggressive, evil rats will chase you. There is a fuse on the pit wagon. Take them and walk back to a staircase that leads up to the left. Go up and you'll get into a control room. On the left side of the room you will see a switch and an opening. You can plug the fuse into it and then press the switch.

A container then moves. Go out of the room again and to the boxes that are not far from the stairs. On top of one of the wooden boxes you will find a Medikit. Once you get it, go to the room in front of you. In it you will find your pistols. How do you think they got there? Well, unfortunately the room is locked. It would also be too easy if you could get to it without much effort.

Push the yellow container to the left of you against the wall and climb from there up to the roof of the room. Here you can see two poles. Jump on the front and then on to the next bar.

At the front there you continue to the edge on the left. Continue up to the next edge. Now backwards to the pole. You have to jump to the first platform. On the next platform you will find an artifact. Now it goes back down. From here you have to go back to the roof of the room. Behind it is a corridor. Jump down and follow the aisle. Caution. A rift will open up in front of you. Jump over it. Goes all the way to the exit.

There is a conveyor belt there. Climb on it and go to the left. You have to climb on the box and from there along the wall to the next conveyor belt. Run to the end and turn right. From here you have to jump to the closest edge and one more edge higher. Continue to the left and jump out in front of there to another conveyor belt part. Run further and over a gap to the next conveyor belt part.

At the end of it you jump down. Now take the fuse and plug it in. Now you run along the wall. In the end, you have to jump to the left to the ledge. From here, continue to the right and jump to the platform where there is a ladder. Climb the ladder and now you jump to the left over the fence. You are back on the way with the rails. Run back into the familiar control room. Here you have to insert the fuse in the middle.

Now press the switch. Now the switch on the left side. Do you remember from which container you got the Medikit? Good. Then climb on it again and jump to the edge of the box hanging from the ceiling. You have to swing around to the left and jump from there with a reverse somersault on the conveyor belt. Then you walk along to a tunnel on the left hand, which you then walk along.

When you come to the tunnel fork you have to go the right way. You climb down the two ladders. Now go on to the ledge, hang on to it and let yourself fall. Now you will find here in the back area another fuse.

Take them and then climb up on the generator. Behind you is a pipe. From this comes steam. Unfortunately, you have to jump on the pipe. Be careful, the steam can hurt you. From this pipe jump to the right of it on the next pipe. Climb up and jump back onto the previous pipe on the platform. Now jump to the back of the object rotating in the middle of the room. You rotate on the object until you come to the first container on the left.

Jump on it and quickly swing to the right and then jump on the next container. You now have to swing further to the right and then jump backwards to the protrusion of a ventilation shaft. Urgency is required, because the containers move downwards. Move around to the right and jump backwards to the pipe. Climb up and now you jump back to the ventilation shaft. However, to the upper edge. From here you have to climb up into the niche in the corner.

You must now jump back into the corridor from which you came. Back to the ladders you climb. You have to go back into the control room and put the fuse in the right opening. It is now important to first press the other two switches and finally the one next to the right fuse. The roof of the room where the pistols are located has now disappeared. So climb over the yellow container into the room and get the pistols.

Smash the window and climb out of the room. Now you can finally confront the rats. Now run back to the lake. To get to the dinghy, shoot through the line and as soon as the boat, which is now floating on the lake, gets stuck somewhere on the shore, you swim there and climb in. Now you jump from the boat on the left rocky outcrop. Continue to the right to the next edge and then jump up to the third edge.

Jump backwards and you are already hanging on another edge. As soon as you hang around to the right, you reach a small niche. Here is another artifact.

Now walk through the corridor that you have already entered from the waterfall. Why the box hangs from the ceiling, you will find out as soon as you shoot it from the ceiling. Climb in and you will find a relic. It now goes back towards the control room. But run back to the pit wagon. There is a machine there. Jump on it. Now you see a window in the next room. Jumps into the room through the window, but first destroys the window pane.

There is a switch in the room that you have to press. Leave the room again. Now stand on the back of this drill. You can ride on this drill as soon as you turn it on. An interactive sequence follows. You have to take a shotgun here. Run back into the control room and put the blue fuse back into the opening, press the switch and continue with the drill until you get into the lava room.

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Lost Island - Level 11: Natla's Mines Continued
Run to the end of the rails and jump onto the platform on the left. As soon as you turn to the right, you can see a block in the lava. Jump there. Below the rails there is a plane on which pistols lie. Get the pistols by jumping down. You can get away from this place when you see the pole protruding from the lava. Jump on it. Do you see the pillar in front of you? Jump to the lead to the right of it.

Hang around and then jump backwards at this post where you still have to climb up. Turn a little and jump on the post that protrudes from the lava. Turn euc to the right and jump to the tower. Now you hang around to the left and jump up to the ledge. Now jump to the platform with a backward somersault. Now take your climbing hook and jump to the eyelet with it.

Now take a run and jump onto the platform, jump off and hold on to the horizontal pole. With that you drive around the corner. Jump off and you're back on a platform. Jump off here and hold on to the ledge. Jump up and hang around. Now jump to the rails and climb up. On the right there is a tower.

Jump on it. Further to the left is a niche with the pistol ammunition and a Medikit. With the help of the climbing hook you reach this niche. Now go back to the exit at the rails. Let yourself hang down at the bottom. On the right is a small post stuck out of the lava. Jump on it. Can you already see the artifact? Jump over the posts, grab it and jump over the posts back to this somewhat slippery platform.

Over this moving pole you come to the path that leads you to the exit. Walk out of the room again to a stony wall. On the right is a loose rock. Jump on it. From there you jump to the lowest edge on the left. Climb up and on to the platform. Now jump to the platform below you on the right. And here you climb to the right edge. Now jump back to the other side on the platform and then on to the exit.

Now you have to pass an interactive sequence again and take kid's submachine guns. With a view of the great pyramid, run to the left and push the box to the rocky outcrop. Climb up from the box to the platform on the right. It continues over an edge up and on it you hang around the corner and jump sideways on the next rock. Climb all the way to the top. Look over to the Great Pyramid. A mystery has to be solved.

You have to jump on the knobs, which have an extended attachment at the bottom. As soon as you jump on it, the nubs disappear. But first look at the other side of the room. There you will see the last artifact. You have to jump so that the last nub is the one that is in front of the artifact. Then you have to jump to the edge of the rock on which the artifact stands.

You only have one attempt to get the artifact. Therefore, consider every step. After you have taken the artifact, you climb up along the other nubs and press a lever at the pyramid and a gate is opened at the bottom. Now go into the great pyramid.
Lost Island - Level 12: The Great Pyramid
The Great Pyramid

Continue until a sequence appears. Kill the approaching demon. Then you climb up the ladder in the back right and do two of the flying critters again. Now go through the exit and into the central lava hall. Shoot the sign on the wall on the right. Again, you will be attacked from the air, which you do from the corridor so that you do not crash.

The sign on the wall now activates a throwing hook ring, which disappears after a short time. So now you have to shoot at the sign again, jump to the right to the wall column quickly swing to the next column and jump off to the platform.

Again you have to extend a ring by shooting action. Now you have to shoot at the sign again quickly, because now the platform also moves in. Quickly swing to the next platform. Now it's getting tricky! Shoot at the sign, kill two demons, shoot the sign again, then jump on the piece in the right pillar in the corner.

Swing directly to the crossbar and on to the next one, turn around and jump to the gap. Now latch on to the next pole and on the wall ring. Here start a wall run into the corner, jump backwards and latch on to the next ring.

Swing to the column in the corner and jump onto the platform. Work your way to the top and run through the sliding door. Continue through the next traps. Once you get to the top, you'll enter a remarkable hall with a doppelgänger of Lara! She imitates you, so you resort to a special tactic: turn on the block in the middle of the hall until platforms extend at the two ladders. Jump quickly to the ladder, to the right to the climbing edge, and now quickly backwards on the bridge.

Pull the lever and let yourself down quickly. Turn again on the block in the middle and work your way up to the other bridge, so that your Lara counterpart finally disappears. Again you will be attacked, the submachine guns work wonders here. Now you pull the switch on the bridge, and quickly go through the exit on the other bridge. In the following chamber, jump over the three bars to the other side, and pull the lever there.

Run back to the entrance and over the beams to the other corner, where a lever still needs to be pulled. Now run onto the new bridge, and shoot at the target above the exit. Slide down the ramp, sprint off and hook onto the ceiling. Swing into the corridor, go on and up the ladder. Then climb back into the hall on the left and follow the corridor to get to the final battle!
Lost Island - Level 13: Final Battle
Final Battle

You have to move your opponent down. This requires numerous adrenaline moves, in the course of which you not only rage the boss monster, but also shoot incapacitated for a short time. So you can deal a lot of damage by shotgun in these moments. Once the big cattle are done, you go through the exit and jump on the rock slab in the lava. Continue to the platform, then with a little run to the top of the column. Now continue to the next pillar and the bridge, where you pull yourself up.

Kill the approaching enemy and then pull the lever. Jump quickly to the next platform and continue to the next hall. Again you will be attacked, your submachine guns are a good choice. Then pull the lever and wipe out the approaching demons. Then enter the next hall and jump to the edge in the right corner.

As soon as the Groff is shut down, you turn around and quickly shoot at the now exposed sign. A grid opens. In the other corner you proceed in the same way, also here an underwater grid opens. Now you jump into the water, dive to the lever and operate it. Now quickly go ashore again, and jump over the new lead into the niche. Slide down the cage and go back to the first hall.

Then push the cage to the rock at the still closed entrance and jump up over the cage. Attention, a few demons are attacking you again. Climb up and jump on the ledge, where you pull the switch. Now push the cage back into the hall so that you can get to the rock. Jumps to the edge and through the other edges into the corner. Plug into the wall ring and start a wall run to get to the edge on the other wall.

Jump high into the entrance. Here is a sign on the wall. Jumps to the handle so that it shuts down. Now let go and shoot at the exposed sign here as well. Again, a grid opens. You can now dive into the next hall. Go up to the lava and hop on the rocks. Jump to the other side of the aisle. Take a run and jump to the ladder. Climb up and jump to the left edge at the right moment. There, quickly climb up a level and quickly to the right.

Jump one level higher and now quickly jump to the left to the edge on the column on the wall. Now turn left to the next edge and let yourself down to the edge here. Then let yourself down a level and jump backwards to the edge. Here you let yourself down on the rocks in the lava. Now jump fixed, as the next plates sink into the lava, to the next safe block to the right behind the lava stream.

Jump into the niche to jump over the unstable platform in the lava to the edge, then one level higher, hang around the corner and jump backwards to the top of the column. Then it goes to the next pillar, and to the pole. From here you swing to the platform, and quickly on to the safe level. Now over the next unstable rocks to the ladder, and up there. Now you can enter the chamber where Natla is already waiting for you.

A sequence appears. Then you fight against Natla. As usual, the opponent's anger increases under your constant fire. Use the standard pistols to increase anger until the subsequent attacks. The difference in The Anger Mode with Natla is that she will attack you several times with rage attacks.

Natla is especially vulnerable on her back! As soon as Natla starts her rage attacks, you switch to a more powerful weapon. Now keep the weapons in the attack, but do not shoot yet. As soon as Natla rushes towards you, you perform an adrenaline move with the direction button forward. So you jump over Natla and put a head shot. You will end up right behind her while she is still a bit dazed.

Now shoot out of full pipes to the green dot, your vulnerable spot! After a few repetitions, you have brought Natla's life bar to zero. A final interactive sequence is waiting for you. Press the [Up], [Down] (2 times) [High] and [Left] buttons one at a time. Now you can enjoy the final sequences, you have successfully completed the adventure!
>>>TOMB RAIDER: UNDERWORLD COMPLETE WALKTHROUGH<<<
Prologue - Croft Manor
Level I - Croft-Manor

The computer explains Lara Croft's moves to us in multimedia when we follow the corridors of Croft-Manor. First up the wall, then the stairs, and then using the switch that opens the door. After the door that the switch has opened, you first have to duck. Over the floor objects you can use the Grapple for the first time, namely to open the next door.

In the following corridor we will first see a Medpack. We now have to cross the hole in the ground to move a box, jump on it and from the box to the edge above it, which you can then hang through to the right. Jump on the saving ground until the door opens, where you have to jump (with a little start) over the chasm to finally arrive in the centre of Croft-Manor.

Where the lady used to have the choice between the news centre with a "tattooed" zip, the gymnastics hall and the study or Lady Lara Henshingley Croft's private apartments. On the opposite side you have to use the Grapple. After that, Lara Croft can slide through the floor chasm to complete this introductory level.

And then a cutscene should actually set in, in which Zip will try to shoot at Lara Croft. Of course, we can imagine that this is not a real "zip", but "someone who is stuck in zip's skin". And thus this "cutscene" also has its quite artistic value!
Mediterranean Sea - Level 1: Puzzle Gate and Level 2: Niflheimstor
Level II - Mediterranean Sea

From the boat we can now start our adventure in Central Europe. The boat floats. It floats on the Mediterranean, the Meditteranean Sea. To start the adventure, we just have to jump into the water from the boat and dive. But if you are swimming on the same wavelength with Lara Croft, you may first want to inspect the boat itself. Because this boat is the yacht of Jaqueline Natla.

Or at least the association is very obvious, because - wasn't it so in "Anniversary" that Lara Croft, as in the original part 1 of the first-person shooter "Tomb-Raider", the island of the pyramid of hatching of the alleged "Karmesins", a race on steroids - exploding with Jaqueline Natla of NATLA-Technologies after her death, the allegedly indecent of the three rulers Atlantis, who betrayed her two male partners and tried, , but before that was transformed into eternal stasis in a crystal block in Los Alamos, the eternal place of the "green male seekers", the alien explorers and the believers in the colonization of our planet by Extraterranians (artificial intelligence of alien stars) - leaving on this very yacht roaring away, the problem of "artificial world domination" once and for all... ... have solved.

You don't necessarily have to jump into the water from the yacht and dive into the depths. Finally, finally and here at the beginning and beginning of this game - after we left Croft-Manor after the explosion and in flames - there is here on the yacht first of all our inventory to look at, to inspect the entire yacht, with its now not exactly "bells and whistles", but million-dollar equipment.

The PDA, weapons and inventory items described in the introduction not only flash beautifully fluorescent in the new high-resolution pixelated graphics, but - you can also once with our (not only under water) weapons shooting at several opponents at the same time, the "Dual Pistols", a few shots - now not exactly on the control of the yacht ... but towards the baking - hand over. After all, Lara Croft and I usually tend to approach the opponents from behind.

And then we can actually - and? also feel the beautiful swell on the yacht? it's actually like wanting to get seasick, bend over the railing and let a beautiful torrent of green ice cube droppings into the water... - start our dive.

1. Puzzle Gate

After reaching the seabed, we can turn to the first task down here. It - "they" (the task) - is the first work requirement after leaving the "burning-burning" Croft-Manor, referred to in the official solution book as the "puzzle gate on the seabed". Only through the "Puzzle Gate" can we enter the Mediterranean "underworld" environment at all.

Once you have found the main entrance tower, while diving... , you can swim through the small ruin recognizable on the left through the square entrance made of stone, but better ignore the jellyfish. The jellyfish only show us the way. And we know, from zoology, that jellyfish are not touched because of the electric shocks. At the end of the path we find the large metal key. Afterwards you can return to the path and enter the main tower. Floating naturally, through the cave entrance.

After passing the jellyfish, we find a large three-part circular disc, with open and closed eyes. Here we can use the first - already found - key. We buy the second key on the pedestal in front of the door. If you now "pull" the keys, the discs rotate until all three open eyes are on the middle disc.

However, I only describe the "secret treasures" to be found at the end of the walkthrough. For us, it depends first of all on the progress of the game. And therefore to the "Niflheimstor".

2. Niflheimstor

After the "Puzzle Gate" we follow the tunnel that the jellyfish show us. At the end through the hole in the wall upwards, so that we can emerge again - this time not to draw air, because we have THEM now INFINITELY... . But to show up. Then we pass the passage. Over the boulders on the left we get back into the water. We swim to the left.

Afterwards we can leave the water basin again. On the right we follow the slope. Over the edge we jump to the overlying edge. By hanging-to-the-right we can jump one edge higher again. From where you can continue hanging. A backward jump brings us to the pole. Which we leave through the turnaround with momentum to the next edge. Hang us around the corner. And let us slide two floors down to the ground.

Now we have to open the "Niflheimstor". To then take the stairs to the top, over the boulders into the corridor.

To the "Niflheimstor":

You shoot the "Grapple" hook at the head of the snake statue. Then you can pull the head down with the hook (e). The two small stone blocks now only have to be placed on the floor. On the floor switch in front of the left statue. This fixes it activated. Now you can pull the lever in front of the door to open it.

After completing the "Niflheimtor" we take the stairs on the right, and enter the corridor after the blocks. After we have skipped the gap, we can let ourselves slide down. Climb the next flight of stairs, crawl under the large stones, and let us down the edge into the pit. So after we have crawled through the small tunnel we let ourselves down into the second pit, climb out on the other side and go up the stairs.
Mediterranean Sea - Level 3: Tentacle Spectacle and Level 4: Thor's Glove
3. Tentacle spectacle

After we have come up the stairs, we have our "kraken" in front of us. Admirable?.... Jellyfish, Medusas... , can emit electricity, while octopuses only spray ink. . So who showed us where to go? The jellyfish to the "Kraken" or Lara - thanks to the new diving skills - to the "Meucheln"... .

So you follow the corridor to the right to hang over the pit and also a second one. After the corridor we enter the hall on the left. After we have jumped on the pillar broken from above, we can also jump to two more pillars. And then to the edge. To attract us to the platform.

In the following first "adrenaline sequence" we can jump to the horizontal pole to get to the bridge. In the adjoining room with the lever then the edges along the left wall, backwards to the rod, the slope, and then to the floor. Now follows the actual "tentacle spectacle"... :

Attach hooks to the ring above the tentacle, with e for activating get the octopus away from the mechanism forever. He shrugs away... . Over the slope and the pole and then hanging along the wall you get up to operate the lever for the first of the two bridges. The bridges hold the solar platform above the octopus. After that, we can return to the Hall of the Octopus to circle the stone head of the large statue on the right.

From the "hand" of the statue you jump to the sun platform. You pass the second stone head. Then you can place the "Grapple" hook on a ring in the next room to make a gear snap into place. Now you can also catch up with the bridge here, with the lever. Then you simply return to the "arm" of the statue in the main hall.

Now to jump from the "arm" of the statue to the edge on the left, to swing around the corner, and jump backwards to the platform above the octopus, pull the lever, shoot the chain links on both sides, and let the solar platform break on the head of the octopus. This would also make our little "Kraken" history... . Because adrenaline-shock-fatal-headaches are also the end of the Mediterranean octopus... .

Then you can anchor the hook in the ring. To let yourself down on the rope of the "Grapple". And where just "Kraken personally"... ... , you can now open the exit with the lever.

And now it's time for "Thor's Glove"

4. Thor's Glove

Through the corridor along the stairs. At the bottom hole up the wall (or better "along"...). On the other hand, according to the next chasm to balance the beam. And balancing... was our MOST BEAUTIFUL exercise, wasn't it?!! ... Then under the rubble along the newly created path. In order to open the room to the "Glove of Thor", we have again a puzzle passage in front of us, which briefly fixes as follows:

The column in the corner right up, backflip into the opening and down on the other side. From the stone blocks that can be used, we take one, and stand on the pressure plate in the floor so that the door opens. Now we can throw the cuboid through the door to repeat this exercise again with a second one. After that, however, you have to run through the door quickly, otherwise it will close again.

Then you can now place the stones on the pressure plate of the floor. If you now attach the "Grapple" hook to the door ring, Lara Croft can go to the second switch in the form of a base plate to "open" the door, the two brackets of which are now loosened, with the "Grapple"... . So with that we have entered the "glove chamber". You can enjoy the short cutscene.

So we would have a beautiful new "inventory item", the glove of the Norse god Thor. It should actually do us useful service later in the game, when we will also have the "Hammer Thor's" in the inventory, because it can recharge my energy, then begins to fluoresce slightly violet, and gives strength... if you know what I mean.

Now we can return to the boat. And for this we use the exit that opened to the right after the explosion.
Mediterranean Sea - Level 5: Pillars and Level 6: Middle Sea End
5. Pillars

The first passage in this 5th section is a column passage. In order to describe their structure in more detail, here is again a fixed solution:

The column on the right, up to the second column, which seems to have been opened, and is located from top to bottom in the room. If you now "backflip't" again, you reach the platform... . From it (the platform) you can continue half-left to "fight your way forward" to the next platform... . If you now, i.e. leave the column tip on the right balancing over the next column tip towards the platform, you have the exit in front of you.

So now we would be "behind the pillars"... . Where you can then leave left into the rubble with "Crouch". And the following corridor then brings us back to the room of our previously "so beloved" "Octopus". Where we can now reach the platform opposite with the "Grapple" tick on the right. Via the ruin rubble we reach the "Swing Spar"... , so "that" which animates us since "Legend" in the form of skewers from the wall to the "Salto-Mortale".

I'm not a big fan of "Salti-Mortale", especially when it comes to my very best friend, and that's why I always handle technology carefully, because I don't let my girlfriend get into danger so quickly by carelessness - after all, you LOVE who you have as a comrade-in-arms, and if - as in this case - It's Lara Croft, it can just be the beloved virtual icon that you don't just let infinitely long Salti-Mortale accomplish!

With a turnaround, we are also reaching the next platform. Now that we can glide down the slope, we leave through the opening to the left. Move along the back edge to let us slide three levels lower on the right.

And NOW we can use the way back. To the starting point, the beginning of the "Mediterranean section". So, on our "boat", our "yacht", our "million-dollar equipment", which rocked so "pleasurably" on the waves that the sailor wanted to pour a torrent of green ice cube poop over the Railing into the Mediterranean with joy, not?... .

Down the stairs to the chasm. Left along the wall up the edges. Top to the right over the hole. At the end around the corner, after you have let the edges slide down to the bottom. So where you can pull yourself up again to "crouche" the rubble again. Then it's just back down the stairs. After the corridor on the rocks turn left. About the "barricade". . After which we now meet the "Niflsheimtor" again.

Where you can now jump into the water to get out nicely on the other side. If we now follow the "rocks"... and turn right, we can get into the water again. To follow the "jellyfish path". This illuminated the path, at the end of which we now cross the hall with the "Puzzle Gate" from section 1 of the "Mediterranean" to reappear at the boat, where finally a beautiful "Cutscene" awaits us.

And with that we enter the last section of the "Mediterranean" level to remember once again the old friendship with Amanda Evert and Jaqueline Natla ....

6. Middle Sea End

From the yacht to the anchor. Up the chain links, up the top. And about the "Re(e)ling"... ... to the ship. A few tired warriors still holding Jaqueline Natla or Amanda Evert. Since we have the right ammunition, the right weapons and from the right position from behind can control our icon combat behavior absolutely excellently, efficient in the kill ratio... , these are just small boring "skirmishes".

Once recapitulating that we have so far had no one to the opponent except the "Kraken", this is for us only a skill game along the containers to the upper area of the ship. Using the "contrast jumps" on the container stack, Lara Croft reaches the upper deck via the blue container.

Now only the "relatively boring" follows (I want to use this term explicitly here, because the fighting techniques usually cause a certain mental damage, which I do not like to do to my main heroine, namely in such situations, when the 3D-rendered first-person shooter environment simply becomes too stack-heavy, because I simply do not like unfair gambling behavior, which I can not classify under the term "cooperativeness") Part of the fight through to the stern of the ship, where Lara Croft has to reach the helipad (and launch site, of course...).

From here it goes down the stair shafts. At the back of the boat again a moderate number of mercenaries, for whom a sticky grenade is sufficient. And then you can enter the interior of the ship at the back of the boat. In the corridors we can still expect some close-up fights, but afterwards a new cutscene at the "engine room" shows us again. Then take the turnoff to the left in the corridor. And so we now have to leave the "sinking ship" with the "engine room cutscene".

So we leave this room to pass the corridor as Lara Croft in a hurry, using the bends to the right. After the final door and a final corridor follows one of these "adrenaline situations", where thanks to the adrenaline rush that Lara Croft has accumulated in her inventory, you can get into the aisle on the right in "slow motion" by sprinting or rolling off so that the barrels cannot catch you from behind.

After this final corridor, the sequence of climbing up in the shaft begins. The struts of the shaft offer a lot of support. And the individual moves are explained by the respective situation, so that with the usual (and in the demo level "Thailands", which I had described before the game, you could first of all test the climbing skills on a shore rock, which are used here absolutely analogously) luck at the end also makes the finish to the top left.

And then a small corridor leads us to the next "climbing part". Here the task is also analog again. Only the "balancing strut" takes us to the other side shortly before the end. With this we pull ourselves up at the end of the second shaft to leave the "sinking ship" and go to the next level after.
Thailand - Level 1: Precision Jumping and Level 2: Way to the Temple Elevator
Level III - Thailand

1. Precision Jumping

So we actually start again on the state-of-the-art luxury yacht, which is equipped with equipment that - thanks to the precautionary programming "behind the scenes" - is not destructible. Of course, if you still want to fire a few shots, aim either at the stern of the "yacht" or at its bow.

For me personally, these are the only two directions from which enemies usually converge. But thank God the virtual friend Lara Croft at the stern of the ship already shows us the destination on the shore with a slight head movement. There - if you had looked through the binocular, the "zoom", to call it that - a blue and a red parrot with their "flying up and away" showed us a small island at the foot of a steep slope that we have to climb.

The sharks at the beginning of the Thailand level actually do nothing to us, and we can swim calmly through the water from the yacht to the small island. The descent to the secret, as well as now the finding of the further secret to the right of the climbing slope, which we will now climb, with a jump to the right by spiders that disturb annoyingly.

So up the rock half-right, up and then half-left to the summit. Carefully climb up at the edge of the wall, turn left, pull ourselves up and jump to the opposite edge, where we move around the corner with our backs to the wall. Then the short precise jump to the entrance jungle gate edge.

Over the stones up and through the forest, down the slip edge to jump to the pole, for a jump (after a change to get swing) to the edge of the rock in front of it. Up. Then turn right through the corridor. On the "spiders" around the corner to make another jump up to the edges of the wall, which we then complete with the jump from the edge to "opposite".

If you now follow the further path, you can use the "Grapple" at the chasm to swing over to the opposite side to follow the jungle path further. Here now through the "Crouch" in the rock face to arrive in a small temple courtyard with some clay jugs. On the left is the base plate that marks the jump for the column jump combination.

From there we perform the precise "multiple jump" between the columns back and forth, so that we can swing right at the top of the edge of the temple interior to continue our way to the top of the inner temple via the right column passage and then pull ourselves up to the edge to the interior of this Thailand sanctuary. Then we can enter the inner temple complex.

Up to the front edge of the embankment up here. And from HERE we can now jump to the pillars themselves. Left pillar jumped up, right around, 'Backflip...' to the right column and from this again down to the 'pole', turn to the next 'pole', from it to the edge of the wall, hanging to the right, backflip to the next column again, by precise sliding down to the last pole half-left.

After crossing, let it slide all the way down on the balancing rod. Now eliminate the three tigers. Various strategies are possible, and the temple wall edges provide enough shelter to safely "ELIMINATE." There are only three. Tiger, I mean... .

2. Way to the Temple Elevator

Now follows the passage that will lead us to the elevator of the temple, where the central point is. To do this, we first have to complete a column passage. On the double row of columns you can climb the column over the edge via the swing bar. After circumnavigating it, you can make the backflip on the "half-broken" column behind it.

To the edge upwards, around the corner and again the new column cross-jump technique used to the top point. From where you can fish to the right. Slide to the "balancing rod" which you walk along to climb the next pillar to the top to the beginning of the stairs. Then - after the stairs... - "crouch'en" we go through under the root. Slide off, hang left. Then move up to the platform.

I believe... there should be a few tigers here... . After that, we can now enter the temple itself. At the end of the corridor we pass the divide. Over to the right to the edge. And right to the column. Backflip to the column behind it. After hanging to the left, lower to the mast. From him to the mast opposite. Balance. Slide over to the left, and swing to the left to pull yourself to the edge.

Through the gap with the spiders to the right and to the next platform. Passing the wall to the next tangible edge. And so on to the swing bar. And now with a turn into the corridor. And to the right we get to the next section.
Thailand - Level 3: Temple Elevator and Level 4: Naga Section
3. Temple Elevator

As we can see, the elevator is not yet moving. To pass this central point, we first move through the corridor here on the right. Continue through "Crouch", and let it slide down into the courtyard. The rod fits exactly into the mechanism of the column. After that you can use the "rod" or the "rod" to swing on. From the pole itself to the column and also to the next to the right.

And then to the edge on the right. At its left end up to the edge of the stone. If you now pass the edges upwards, you can again make the backflip on the column there (balancing column). Over the next balancing column tip to the edge of the platform. And pull up. The "rod rod" up here can be moved with the action button. To remove them, since it forms the disturbing factor around the wheel of travel, the first at least.

Now Lara Croft can take the way back over the pillars, and after passing passage Crouch. Via the Grapple ring under the elevator, Lara Croft reaches the opposite side. To the right behind the columns we reach the edge of the wall. To pull yourself up over to the right and pass the chasm.

By hanging on the right, we continue the path to the very end. Now, when Lara Croft pulls herself up, she automatically takes the position with her back to the wall, so you can use the cross-over wall technique to remove the superfluous grapple ring at the top. Which would now make the elevator ready. And we, Lara Croft... , can now take the way back over our sports jumps.

Finally, loosen the two ropes and carefully (!!) operate the levers on the elevator. In the onset of adrenaline sequence, use the "Grapple" to abseil safely so as not to have to experience the famous Lara "Aah" cut.

4. Naga section

Once we have arrived down here, lizards await us as Lara Croft, which are "programmed" in such a way that they appear in different forms. The "Green Naga" secrete mucus secretions that have a poisonous effect. The red ones are only more durable, so harder programmed from the hit-point scale. You can climb walls, or even the ceiling. They occur individually, in pairs or in groups.

Effective against them are both the melee attacks and the detention grenades. Of course, one must not attach the sticky grenades in melee style in order not to expose oneself to the melee force of the sticky grenades. But ... - in itself you can bring them down from the walls yourself with shots from any position and stun them not only with the melee kicks, but also with the stun weapons. To then eliminate them... .

Once you have mastered the passage, you can also confidently let yourself down into the chasm through the passages and the stairs at the "Grapple" ring.

The corridor is blocked by a grid mechanism, the strategy for coping I "outline" as follows:

Pulled up over the edges in front of the grid and over the "rod rod" to the other side to pass the edges here again. If Lara Croft now pulls herself up, she can pass two more jump poles to get to the platform via the right. After which Lara Croft can safely slide down here.

Now we would have reached the stairs. And with it the farm.
Thailand - Level 5: Gemstones of Shiva and Level 6: Tower
5. Gemstones of Shiva

After the first "Naga" lizards down here - prophylactically eliminate? … OF COURSE!, - you can use the left courtyard wall to pass the rock around the first gemstone, on a platform above. To obtain this first gemstone of Shiva, the following tactics:

Jumped up the edges of the wall and onto the platform above. At the pylon the cross-over-Technik used to the other side to reach the summit of the pylon. And over the broken swing rod with the "Grapple" to the first gemstone of Shiva.

Now you can use the "Grapple" to let it down. To set off over the slope to Shiva's second gemstone. In the right corner of the courtyard you have to work your way up the edges to start the way to Shiva's second gemstone, which I "sketch" as follows:

Behind the pylon over the "balancing beam" to the edge on the pylon and to the edge on the right opposite. And from up here to the top of the pylon. From the top of the pylon, Lara Croft can reach the platform for Shiva's second gemstone. Which also opens the grid.

And then you can slide off again with the "Grapple" rope. Down here, Lara Croft can cross the gap with the "Grapple" rope. Over the "balancing rod" it now goes over the hangel edge to the hangel edge to the left of it and onto the platform. From the edge of the chasm with swings over the swing bars finally with the "Grapple" to the stairs to the exit from here.

6. Tower

After the two gems of Shiva, we are now facing the ascent to the "tower". And there is also a simultaneous strategy for this. But first we have to climb up from the platform in front of the tower. Over the edge on the left. Balancing from the column over the following column to the edge of the roof. Left all the way down and then pulled back up, from where we can follow the wall jumping rhythm.

At the top you can slide down again on the opposite side. If we now go to the right and use the bar, we can reach the next edge. And from here it is a short distance to the left to the tower itself. After sliding again, Lara Croft can make a backflip. After balancing the beam to the end, you can make the jump to the slightly shorter bar.

Over the newer column and the climbing edge now follows the part to the left to the upper beam. And with a turn to the climbing edge. From here only upwards. And after the stairs simply follows the "strategy for the tower":

At the edge of the hangel to the right and onto the platform, from which you leave to the front right. After hanging along the balancing rod, the upward flip follows. Then we wrap around the pylon. With a subsequent backflip you get to the pylon in the same row, which you continue over the next pylon. To reach the output via the final bar.

After that, there is a new chasm to overcome in the ground. On the side, the edge of the hang offers us enough support. From the following edge (side-flip) slide to the beam, balancing to the opposite and from the smaller beam on the hangel edge upwards and the flip to the next swing bar, which then and from the last sliding out through the aisle.

With this we reach the temple.
Thailand - Level 7: Shiva's Hands, Level 8: Bridge and Level 9: Way back to daylight
7. Shiva's Hands

Well - the riddle of Shiva consists of two hands that we have to find. So let's start with the right hand: From the scales, Shiva's right arm moves downwards. After walking along the corridor, you can insert one of the gemstones you brought with you. If you then stand again on Shiva's weighing pan, the arm rises back to the starting position.

Now you can confidently throw the "grapple hook" into your ring to lower the mechanism. From the courtyard you can now anchor the rope upwards with the "Grapple-Hook" to climb up. Here we now face the riddle Shiva's Left Hand:

To move the wooden strut cube towards the wooden weighing pan. Then follow the corridor to the pylon. Over the poles you swing to the last one, with which you can lower Shiva's left arm. If Shiva's left arm is at the bottom, we have to hurry to immediately push the wooden brace UNDER Shiva's weighing pan after sliding down. As a result, Shiva's weighing pan is no longer able to block the mechanism, you can reach her hand and insert the second gemstone. If you then remove the wooden strut cube again, the solution remains that Shiva's hand rises... Smile. And thus shiva illuminates and releases two rays of light that had activated the mechanism of the gate. Now Lara Croft can position the left statue counterclockwise on the meridian, then on the left and on the left beam. Now that both light rays focus, the light from the crystal will open the way under the statue. We can now follow this path.

8. Bridge

In this sub-segment, we are dealing with the mentioned Nagas. If you move the statue of the Nagas as Lara Croft with the Grapple Hook, you can use the path downwards to use the Grapple Hook again, but this time to the vaulted ceiling above us, so that we can glide safely with the help of the Grapple Hook rope. Now that you have moved the door sideways, you enter the "map room" as Lara Croft. On the platform in the middle you experience another cutscene as Lara Croft. And then you can let yourself slide down to solve the mystery of the "bridge":

The blue-illuminated stone must be circled to the right to move the bridge to the left. After the subsequent jump over the gap, we can follow the walk to the end. To the side of the "bridge" is another ring for the "Grapple-Hook". This is followed by a "Prince of Persia Wall Run". With it we reach the outside corridor. Now that you have pulled away the blue-illuminated stone as Lara Croft, you can pass the stone gap to get to the opposite side. And here Lara Croft only has to push the "bridge" far enough so that you can abseil down the "Grapple-Hook", at the "bridge" to the headquarters. Here you can now circle the central pylon to move the blue-illuminated stone here to the right. Then you can leave the "bridge room" upwards.

9. Way back to daylight

The first puzzle consists of opening the exit from the underwater section:

After the "Prince of Persia Wall Run" you reach a swing bar from the central platform on the left over the parapet edges, which opens the door of the exit with the descent. This would open the exit from the underwater part. Lara Croft can now glide into the water relatively carefree, as the exit is already open. Unfortunately - as is unfortunately usual with the CORE-DESIGN adepts - the oxygen supply was once again limited. On the surface of the water level, Lara Croft can fill up with air, which is why the only "lifeline" is to emerge here.

So now we have to follow the diving tunnel in order to (do not forget to take a breath at the water surface for a stopover!) after the second air stop to press the wall switch. This opens the wall, and you can pass the diving tunnel to the end to return to the boat and enjoy the "daylight" again. And so now we enter "last but not least" CROFT-MANOR.
Croft Manor - Level 1: Entrance to the Croft's Crypt, Level 2: Crypt Door and Level 3: Lord Croft's Secret Apartment
Level IV - Croft-Manor

1. Entrance to the Crofts' Crypt

If Lara Croft moves forward from the beginning of the level, Lara Croft reaches the parapet via the wooden pylon to enter to the right to the entrance of the nave. Some bats fly nervously towards Lara Croft, who can confidently use the automatic weapons. Now that the interior is empty and quiet (except for the intermittent music, if necessary), you can confidently go downstairs as Lara Croft to take a first look at the hall. Various scaffolds are arranged here, which we can still use for climbing afterwards. First of all, however, we inspect the mechanism for opening the entrance gates into the interior of the nave. A larger pressure plate behind the statue in front of the central nave, which is still blocked by bars, can be entered to find that the doors open for a short time. So now, in order to pass through the doors, we have to use certain objects that we will meet on our climbing tour through the entrance hall.

First of all, we climb up over the scaffolding to reach the parapet via the beam (balancing), then the swing bar, and then from the pole to the one above, to the third, and from this in turn to the platform after which we descend the stairs.

To enter the crypt ship through the side doors described above, the following strategy:

From the lower part of the stairs you can pick up a stone, which you take with you to the pressure plate to hurl the stone through the door opened by this mechanism. Now that you return to the inner main hall as Lara Croft, you can pick up the second stone to repeat the procedure of throwing the door opened through the floor switch. Now finally the sprint through the door just used with the stones to place in the entrance hall of the nave the two stones brought here on the floor plate discovered at the beginning as described, so that the mechanism is activated.

2. Crypt door

So when the player returns through the entrance grilles as Lara Croft, the next task is to open the central door.

The Inner Crypt of Croft-Manor is only occupied by "spiders". The mechanism of the "central crypt door" consists only in the operation of four levers that move circular panes that cast central shadows on the glass windows. The triple operation of the lever combination solves this mystery. This is the first lever. To lever 2 we now have to perpendicular. The lever 2 is operated accordingly 2 times. With this, 2 angels appear on the glass windows. And SO the mechanism of the lateral clamps of the central door is solved. If Lara Croft now uses the "Winch" counter clockwise, the exit is open. With the necessary timing, the spurt strength of Lara Croft, Lara Croft reaches the door NOW. And behind it, Lara Croft IMMEDIATELY climbs up the pylon. For this you can use the lateral stone friezes. After which the back of the pylon is climbed. On to the top. And with the "hook" the door passes.

3. Lord Crofts Secret Apartment

After completing the crypt, we use the stairs up. After the following staircase, Lara Croft can enter the "Secret Apartment" of her father, Lord Henshingley Croft. M(r)s. Lara Henshingley Croft has to leave the "Secret Apartment" again. And that's why M(r)s. Lara Henshingley Croft finds a stele that can be used to gain energy with the help of the glove she has brought with her... . Illuminate both the stele and the glove. To the "stele procedure" so much:

Lara Croft moves the stele in the left direction. To the lattice bar box. The "cage box". From this "box" Lara Croft reaches the stele on the left. To the "bar" on the left. By hanging we reach the opposite side. Over the edge of the column that was broken. In this way, you get directly under the vault to pass it hanging and end with the "classic backflip" to the platform of the exit.

After the following course, the "fuse box" can open the door.

And here we now experience our "Halo experience". As "the compatriot" says - the "Déjà Vu". "Croft-Manor himself illuminated"... So we repeat the opening prologue. After "Henshingley"... … , the game continues.

After a "nice cutscene"... "Henshingley" can climb the right part of the "chimney". Hold the top right, slide off the back - the "gallery". …

From this "gallery" the path leads over the "swing bar" in front of the façade of glass panes, as they remind us of Zip's "News-Stand", which he had liked to use to "news from all over the world ... to roll through"... . Now "Henshingley" jumps via swing bar on the "glass façade-itself"... , after which this level is finished after the way back down.
Mexico - Level 1: Calendar Puzzle Part 1
Level V - Mexico

This part of the game "Underworld" has to do with the motorcycle. You basically control the motorcycle with the directional buttons. You can ascend with "Action". Likewise, the motorcycle can go backwards. - Use the Arrow button here as well, but with Back. So you can also brake. There is an acceleration function. And if you absolutely want to hurl with the motorcycle - so you can eliminate opponents in the standard case efficiently - you use the function "Ducken". Quick start via the "Duck" function as well. And in order to turn/spin the motorcycle on the spot, to perform rotations, you also use the quick start, tilt and use the directional buttons. For friends of adventurous stunts. After all, my blood is constantly itching. The headlights are used with the corresponding function of Lara Croft's lighting system, switched on and give not only light levels, but also driving safety, level and the standard common in Central Europe at nightfall or dusk. In addition, you can also use the vehicle in the adrenaline state. Here again, as in the so-called "bullet time", you have the opportunity to perform maneuvers efficiently in a time delay. A few seconds are added for the respective action.

Now to the beginning of the level. In Mexico. It is a larger enclosed temple complex. Over several stations we have to work our way up to Thor's belt. And for this purpose, we begin with two calendar puzzles, both of which reminisce about the Aztec/Maja traditions, because here in Mexico finally had those Maya or Aztecs who were so disturbed by their "cult of the gods" with human sacrifices and less beautiful customs that they finally left their country to resettle in the south of North America.

So now we start on our beautiful motorcycle.

Along the way you skipped the ground hole, after which you can sit at the first temple cave. From the pylon in front of the temple to the edge of the roof at the next pylon. Upwards you can reach the climbing edge at the top around the left side. If Lara Croft now swings to the left, you can slide off to move further to the left, and then slide to the edge of the window opening.

To place our Magic Grapple, the following strategy:

The "Grapple" must be placed on the Grapple ring so that you can now use the rope of the "Grapple" to let yourself out of the window backwards. If Lara Croft can now slide off, she can swing to the right with the hook on the ring and use the opening, which was previously provided with a grid.

Here is a statue of a jaguar. We still need it. Where there is a surplus Medpack, Lara Croft can reach the upper edge via upward jumps to slide out of the window to reach the pylon balancing bar with a "back-flip", from which you can slide off.

So now we have used the ring with the "Grapple" to open the gate. Then you can now leave the terrain as Lara Croft with his "motorcycle" (a nice vehicle, not?...), after two "black panthers" were briefly eliminated ....

We use the tunnel that leads to the next section at the end of the temple path.

1. Calendar Puzzle Part 1

So now we can follow the path on our motorcycle. At the crossroads on the right, the beginning of a tract of older temples. Below us you can see the "playground" of the Maya. Here they must have handled a ''sports equipment''.

Once we have passed the entrance ('Crouch'), we can - with the help of the 'Jaguar Head' brought from the prologue of "Mexico" - solve the first part of the "Calendar Puzzle".

To this end, the following strategy... :

The 'Head of the Jaguar' belongs on the central statue of the "Calendar Puzzle". After that, it can be twisted with the help of the "rings" to the correct position. To do this, both position markers must be parallel.

Now you can move the 'skull statue' counter clockwise as Lara Croft. This separates the gear wheel and the rings from each other.

Now you can bring the position markings parallel again with the help of the "Jaguar". When the "skull statue" is returned to its original position, the outer of the rings rotates, returning the gear to its original position. If all position markers are then in ONE ROW, a new "cutscene" opens up to us.

We experience "life" on the "sports field" of the Maya, or Inca?... . And we realize that - since only one half of the sports field works - the other half has to be turned on with a second calendar puzzle.

But now further in the strategy ….

After all, we also have to solve the "second calendar puzzle".

So first of all leave the calendar puzzle place. After the two 'Panthers' you use the motorcycle again. We use the right way. Over the chasm you reach the bamboo passage (start!!). After the next divide, use the left path.

Once we have reached the intersection, Lara Croft continues to the left through the tunnel to continue on the left path. At the entrance to the second tunnel, Lara Croft can now descend and walk to the temple.
Mexico - Level 2: Temple of the Stone Skull, Level 3: Sanctuary and Level 4: Calendar Puzzle Part 2
2. Temple of the Stone Skull

Entering the grounds of the "Stone Skull Temple", we can look at the short "fight" between 'wild thieves' and 'panthers' in detail through the 'zoom', the 'field binoculars'... We have to pass at this point. Opponents are eliminated ...! .

Our task now is to climb the wall of the "temple".

To do this, we start at the first pylon. If we climb it, we can pull out the balancing rod (to the right of the stairs there is also one). It must be placed in the front left pylon. Lara Croft jumps from the "balancing rod" to the edge of the roof above it. Left around the corner and up again to the next edge.

To the next pillar we jump left. Back-flip to the wall behind it. Then hang to the right. And from THERE, Lara Croft's back-flip is done on the struts between the pillars. Lara Croft now balances on this 'strut beam' or simply 'balancing rod' and then hangs to the right under the pillar stump. With back-flip it then goes to the next pylon, or the next column. And from the next balancing brace half-left to the next 'strut'. Slide off, attach and swing to the left. Once on the far left, Lara Croft can pull herself up and jump on the pillar. Slide over the hangel edge over it to the right and behind the corner.

With this we would have overcome the passage of the "wall" of the temple.

Now we can again use the "strut", reach the "strut" above it, and use the longer "strut". We climb them and jump upwards. With this we reach the platform to the temple interior.

On the left you can use the "Grapple-Hook" again to slide down as Lara Croft.

3. Sanctuary

To cope with the subsection 'Sanctuary', we must first ascend from the 'Altar'. To do this, we use the first platform, jump up over it. And climb further up. At the top, Lara Croft can now use the 'Grapple Hook'. If the rope of the 'grapple hook' stretches after traversing the block, you can make the 'block' fall with the ''grapple hook' rope. This has now created the desired ground hole in the old age area. And Lara Croft can inspect the hole after the 'bats' are also 'history'.

After the pylon you can slide off the ground, then down deeper, with backflip to the pylon behind it, which you can slide off. And now there is our "stone skull sanctuary". The stone skull as a relic is guarded by spiders, and the 'strategy' for ascension here is the following:

Climb the larger of the two columns, flip to the wall, to the edge above, and hang to the left. Slide down from the left, swing left again, jump upwards and swing and jump left again. Now on the 'stalactites' from the ceiling and from there to the rock edges on the left. Up to the edge, and followed to the edge to the left. When Lara Croft then hangs to the left, she can leave the chasm of the "stone skull sanctuary". And we would have reached the starting point again.

Through the 'stone door' with the 'crack' in it you can get back to the vehicle, the motorcycle. To then drive back to the intersection.

4. Calendar Puzzle Part 2

Now we would have arrived back at the "playing field", where the Maya are playing a ball game that I do not necessarily want to have compared with global football. But we all know how fanatical both South Americans and Central Europeans are about "their football". I allow all athletes to enjoy themselves in their preferred sports. And both "Germans" and "South Americans" are among the leading football nations. Although this year the Olympics was actually the real sporting highlight of the year for me (2008). So - "Praise over the green clover" for ALL athletes. Although, in my opinion, it is much better without sports accidents by simply recognizing the corresponding virtuoso technique. And don't speak the crowbar. .

This time we turn left. With the motorcycle we cross the gap, and thus reach the second part of the calendar puzzle. After we have left the motorcycle, panthers and game thieves face us, but they are not a serious problem either. To park ("parking") the motorcycle, a favourable position is recommended, because we have to saddle up again quickly afterwards, for the way back, and have to be able to ride off optimally.

Behind the building you can push a stone to the pole, then place the pole on the stone in the wall to use the pole now. This opens the door on the left. If Lara Croft can now slide down with the pole, she can make the passage to the door quickly enough.

So now the "strategy" of the "Calendar Puzzle Part 2":

Analogous to the first part of the calendar puzzle, we have to turn the central lever to put the markings parallel again. The "stone skull" brought from the previous level must now be placed so that it is in the outer ring. With the now visible statue you can move the ring. Counter clockwise, it is rotated so far that the inner gear becomes free. Lara Croft then uses the central lever again to position the marking correctly. If the outer ring is also moved back to the starting position, all markings should be in the correct position.

This opens the entrance from the "playing field" to Xibalba (pronounced: Schibalba). We had positioned the bike cheaply enough because we now have a ge-time'-ten part ahead of us. Through the exit at the back left we get back to the outside. Where we can now use our motorcycle, driving backwards along the path, skipping the chasm to use the path to the left at the intersection this time. Guarded by fire-breathing demons, the Gods' Dam offers a gate to drive through below it, which we reach after skipping the chasm. If we do not manage the timing part in time, we will otherwise have to solve the calendar puzzle again.
Mexico - Level 5: House of the Jaguar and Level 6: House of Blades
5. House of the Jaguar

Lara Croft can now cross the "City of the Dead Xibalba" on a motorcycle.

We continue, i.e. with the motorcycle, our "corridor crossing" over two gaps (if necessary before the crossing quick start to "rev up"). Before the third divide, all we have to do is stop, because we cannot cross it with a start.

Here we use the "standard", as I like to call the swing bar flagpoles protruding from walls since the Himalayan mountains of Nepal from "Legend". Over left to the second pole. Over the edge then on the right pylon the switch, which we lower with our own body weight so far that the "ramp" at the "gap" now "appears". ... .

So now we can cross the third chasm on the motorcycle to "enter" the central hall of the Xibalba rulers. ...

Seven statues look at us. Two of them lack the sceptre. And WE - LARA CROFT and "You", "controlling hero" BEHIND her HERO SHOULDER(!), now have the honorable task of placing these last two sceptres.

The first of the two (sceptres) is right in front of one of the statues. You can place it in the statue's hand.

The second sceptre is at the top of the undamaged staircase that will later lead to the "Rattle House".

This second sceptre is now placed on the seventh of the seven statues.

Thus, lara Croft experiences in another "cutscene" the "extension" of a "pedestal" at the central position of this "ruler's hall" "of Xibalba".

Now Lara Croft can direct the four exiting pylons on her "torsion bars" to the entrances of the four trap rooms. And in each of the four "trap houses" each a "key board".

LARA CROFT now places these "key panels" in the central pylon base. Thus, each "throne pedestal" can be moved forward. Are all four 'pedestal thrones' ("throne pedestals"? ...) INSIDE, the way to the next level is paved. If Lara Croft now turns the statue opposite the blue area, the entrance to the "House of the Jaguar" opens.

From this "House of the Jaguar" we now have to get the "blue key". So that we can place it on the central base afterwards.

On the 'strategy' of the "House of the Jaguar":

Place the "grapple hook" on the ring in the back wall. To climb the platform. Jump to the platform on the left. Slide down the slope behind it. And when slipping, grab the platform behind it, climb and leave through the door.

Now you can "crawl" through the ruins 'rubble' as LARA CROFT to take the "blue key" of the "House of the Jaguar" from the "altar".

Then we return to the central point of the Hall of the "'Princes' of Xibalba".

And as soon as we position the "key" of the "House of the Jaguar" there centrally, we can push the statue to the pedestal. If we now turn the "statue" outwards at the yellow marker, the

6. House of Blades

Now we can use the blue key found in the "House of the Jaguar" here. For this purpose, one uses the blue flat, which offers us centrally on the pylon. After that, you can move the pedestal, rather the statue of the pedestal, at the yellow marker, and thus the "House of Blades" opens up to us.

Behind the skulls you can use the cross-over technique on the walls to jump from the edge to the edge opposite. Here then continue to the right, up and right again. To the column and from its vertex to the next column and after the third also the fourth and last. And from it you reach the pylon. By hanging you reach the opposite side, where you reach the column opposite via the swing bar(s). Here again upwards (from the right) and on the "struts" out of the wall. And this leads to the platform to the entrance to the "House of Blades". To achieve the key now, the following "strategy":

From the run-up over the spears disappearing into the ground, a roll forward. To pass the following blade obstacle, you use the adrenaline doge tactic with "Crouch", in which you roll forward when driving up the second row. If you keep the position "Crouch", you can also pass the third spear row as Lara Croft.

And thus one has reached the altar for the key of the "House of Blades". Then jump up the slope edges to the right. And from the top position to the foremost of the blades to return to the bottom of the hall of the "House of Blades". And now you can reach the central hall again on the way back with the collected key.
Mexico - Level 7: House of Fire, Level 8: House Key and Level 9: Pool
7. House of Fire

Here we finally use the shift badge brought from the previous level. At the central position we find the place to insert. The statue must be placed inwards. If you now turn the other statue on the right as Lara Croft, we get access to our level "House of Fire".

Since we will now tackle the last level "Rattle House", we have to flip on the way there first above the stairs to the right over the "strut" and the hanging edge behind it left around the corner to the pylon. Over the hanging edges of the walls to the right. Backflip to the "bar", and from the downturn to the next "bar" obstacle. Upwards and to the edge of the hangel. To the right and then back-flip to the pylon and to the hanging edge afterwards. From the perpendicular side upwards and at the "bar" from the pylon. From the next pylon let the edges slide off, left around the corner, upwards and then on the "struts" out of the wall.

The following procedure describes the strategy of the "House of Fire":

After the burst of fire stops briefly, Lara Croft jumps to the "swing bar" and climbs up the path. To the "Bar" on the left, when the fire briefly interrupts, and then to the right to immediately climb the "Spear" and thus have protection from the recurring bursts of fire.

The next time the fire bursts are suspended, Lara Croft can pass the "Spear" to the left and make the upward jump to the "Spear" above it. To the "bar" in front of it (when exposing flames again) and forward to the sanctuary of the "House of Flames" with the respective key.

With the now purchased key, Lara Croft can climb the "Bar" on the left, hang the "Spear" above it and then to the right to reach the exit at the last fire burst over the last "Spear Bar".

8. House Key

In the "House of Rattles" you can now use the key you brought with you. Again, the respective statue must be placed inwards. And when the statue on the stairs is moved afterwards, the "House of Rattles" opens.

Once Lara Croft has passed the stairs, she sprints through the closing walls to the altar and buys the "Haus-Key". Lara Croft can now use this key on the white base to position the statue centrally. Now we have to buy the respective keys to open the exit. In turn, the following strategy:

The "grapple hook" is placed at the exit block in front of us. With the action button we move it out of the gap. After Lara Croft has brought the block to herself, he should position himself in the floor at a depression in such a way that the side walls can no longer approach.

Then you can get over the block with the cross-over technique to the very top. And up here we continue our way to the exit as Lara Croft.

And with that we can now position our purchased 4 keys. Once we have passed the exit, we will board our motor bike again and position it on the first of the floor plate mechanisms. When you then enter the second floor plate mechanism as Lara Croft, the passage under the base switches on. With the motor-bike you can now pass the passage.

This is how we achieve

9. Pool

First of all, as Lara Croft we can complete a nice tunnel passage on the motor bike. Motor biking has always been a beautiful thing, hasn't it?!!

Once we have passed the motor-bike tunnel to the end, we can collect the Jaguar head. Above the boulder we pass the creeping gap with "Crouch" and continue our way on foot. After that, we should actually experience another cutscene.
Mexico - Level 10: Thor's Belt
10. Thor's Belt

Now that we have lowered the liquid levels enough, we can now also take care of the Belt Thor's itself. He is supposed to provide us with energy for the Gloves Thor's (as the Briton likes to call gloves - as the 'German' calls something like that, I miss the ARSCH).

At the snake-head pylon we let the hanging edges to the ground. A few tired soldiers.

So now we collect Thor's belt (Thor's Belt - strategy):

To insert Thor's Belt, we attach the Grapple hook to the large 'stone screw' and wrap the 'Canat' - i.e. the rope of the hook - clockwise around this 'stone screw'. If you now use the grapple hook "Canat", you can 'screw in' the screw... . So the 'hammer' that Thor holds moves out. After that, Lara Croft can "climb" the pylon first of the "statue"... ... to then jump on the steps in front of the "chest" of the statue. In the "Interior" you can now add the "Belt Thor's" to the inventory.

And now on "in the context of Kontiki and Kontava"...

So to continue "in the context of Kontiki and Kontava", we return (as LARA CROFT) to the entrance platform.

We move the pylon in the back - the rune pylon - to the right, where it touches a floor plate subsidence. After that, Lara Croft can take the pylon as a target point again. The pylon IN FRONT of the statue. The Grapple-Hook is thrown forward from here, to the ring under the Snake-Head. This allows us to reach the hanging edge on the pylon to the right of the snake head pylon. Up to the edge of the roof above, left to the platform. Weighed down with body weight, the ring ensures that the mirror of the pool rises again.

So now it's time to quickly reach the middle level platform. Here we move, as LARA CROFT, to the right, and can reach the climbing rock on the right perpendicular thor's belt. And reach the beam there. If we then cross it, we can leave it downwards.

Across the "corner" Lara Croft can now climb a cuboid that leads her to the rune pylon. We had previously moved the rune pylon to the central position. Via the next pylon we reach Hammer-of-Thor. If Lara Croft now uses the grapple hook again, she can - if she attaches herself to the snake head - cross the pool. This allows it to reach the edges of the pylon at the exit. An alternative path variant is also described by passing the Snake-Head over rocks on the left.

In any case, the liquid level begins to rise with the insertion of the hook and "hanging on the ring". And so it logically follows that the player behind Lara Croft's helm has to control the avatar fast enough.

With that we leave the hall of "Thor's Belt" as Lara Croft. On the motorbike we now return to the point where 'destroyed objects' blocked the way. We leave the motor bike here and move the runic pylon out of the way. After that, Lara Croft can continue on her way.

Now we pass once again the Hall of the Rulers of Xibalba. Cross the gaps to the third, where there is no ramp. We use the "bar" from the wall and move upwards. From the top "bar" we can now hang to the left. After the jump to the bar perpendicular and to the edges of the pylon to the right of the chasm. This moves the Sims and extends the ramp of the Chasm.

Now LARA CROFT can continue on the path it has taken. On the BIKE, OF COURSE... . To cross the gap is recommended - of course... - a quick start. In the last 'chamber', Lara Croft can position the Jaguar head, on the pylon, and then use the switch next to it. Now LARA CROFT can continue on the BIKE over the last gap and thus leave this level. As the next level level LARA reaches CROFT
Jan Mayen - Level 1: Tower, Level 2: The Golden Relic and Level 3: Great Hall
Level VI - Jan Mayen

1. Tower

We can now confidently follow the tunnel to the 'Runes-Gate'. The gate is opened manually. We can now follow the beautiful Tower Tunnel. It is round like a serpentine. Since on the one hand it is very massively built, on the other hand the stack load could not be caused otherwise... , we can not only pass the holes of the serpentine nicely at the edge, but also occasionally a "slightly affected light sailor" our "light" … … Motorcycle thundering to the mouth. BIG. From this, the "affected light sailors" fall over dead. . And let's just make the Viking light sailors dead in the same way. again. When we reach the bottom of the tower.

The cut-scene is our nice reward.

Now we can confidently put the "Rocks" ("I am a Rock on an Island" - Simon and Garfunkel... ) into the appropriate "areas" as Lara Croft. Three "Rocks" in three "areas"... , and ALREADY the mechanism of the tower is supplied with sufficient energy. POWER!! … .

To pass the "Gate of the Fallen", with the "vehicle"... we have to pass the Tower up and down. Again, the following strategy:

We circle the "Tower" so that the blue-illuminating "Glove" shows us a new "Runes-Stone". We push the "Runes-Stone" to the position that is shown to us there. This means that a "beam" (beam of light) lights up on the "Door of the Fallen".

Now Lara Croft can jump to the edges of the hangel, up to those of the "rotating section"... and then we jump back to the "bar" as Lara Croft. Lara Croft reaches the top "bars" upwards, which rotate. Now we are hanging outwards. And can now reach the first platform via the "Bar", after we climbed it...

And here, on the first platform, there is a second "Runes-Stone". If we move it, a second "beam" appears in front of the door.

On the corresponding platforms, the mechanisms with the "Beams" are repeated, so that finally the "Gate of the Fallen" opens at the bottom, through which we can now leave this level.

2. The Golden Relic - Entrance to the Portico

We now use the motorbike at the corresponding corridors of the entrance to the portico. After entering the tunnel, take the first two bends on the right, the following two on the left. Then turn right again. At the place of the debris in the way you can buy the Golden Relic (but again only at the end of the document). Here we have to use the rocks for climbing to reach the big hall by a back-flip.

3. Great Hall

As soon as we pass the bridge, the hammers positioned on the side of the hall will destroy the bridge. This is an adrenaline sequence for us. We jump from the tilting platform to the edge of the column. Swing to the left with "accelerate". Slide over the column to the left to the "bar". Slide from it to the slope, which you can now slide down. To jump perpendicularly from the slide to the "Beam", which we balance along in order to "balance" on it. Since the technology tells us here that we can no longer support Lara with the lateral hand movements during balancing, it could perhaps - as the manual producers competently express themselves - make sense to speed up Lara something, because then she does not get out of balance so quickly (I know that too - a little bit of momentum and you also create the balance beam, without jerking, but it is of course unpleasant if there is a jerk somewhere, not?!!). From the beam edge upwards, and on the opposite side of the pylon down to the next "beam". On the coming edge (caution, spiders) around the following pylon, over the gap and around the corner and with the learned cross-over technique between the pylons up to the platform. To get from this to the platform on the right side of the Great Hall, the following "Strategy and Tactics"... :

Over the hanging edge of the pylon and behind the edge down two levels, and from the hangel edge down here to the hangel edge on the left. And here to the "Beam". From the "Beam" to the next pylon and on its back to the next "Beam". Forward and across the divide. Hang to the edge of the next pylon and hang to the left. Pull up and with the cross-over technique to the apex of the pylon. And now we can reach the platform.
Jan Mayen - Level 4: Hammer Riding and Level 5: Pylon Crossing
4. Hammer Riding

In the new section we once again have a gear mechanism in front of us, which we drive up at its back at the upper edge of its counterweight, where you make a back-flip to the "B-a-r-s" at the very top. Now we position ourselves under the "K-e-t-t-t-e-n" of the ceiling. If you use the "B-a-r" at its highest position, you can reach the "K-e-t-t-e". And with it you finally get to the platform of the entrance. We use the following "B-a-r-s" to cross the rotating obstacles. The following "hammer passage section" again requires a certain "strategy":

From the entrance pole at the appearance of the "hammer" to the pole on the "Crouch". From the upper bar then to the edge of the hammer. Swing to the right to the central position of the hammer. On the opposite side then when the hammer rotates to the edge on the right side of the wall.

If we now swing to the right, we can reach the resting hammer. From its upper edge you turn left into the next corridor. We cross the obstacles in the ground again, pass the next obstacles in the "Crouch", jump over the last obstacles and are thus in the area of the second "Gearwheel".

Here we have the reason to reach. From the chain on the right we jump over the "bars" to the "counterweight" of the gear clock mechanism... . So we can drive down with peace of mind. Only a few spiders await us here.

Now let's pull the stone cube out of the gear down here, which blocks it. And so the hammer mechanism goes into operation... . Now we are on our way back up. To do this, we use the stone cube just removed to reach the hanging edges of one of the weights. So Lara Croft can glide up with the weight (!!) to reach the "B-a-r-s" again at the top. To the "K-e-t-t-e" and then back to the platform. The way back at the ground obstacles is correspondingly analogous backwards. And now again from the S-t-a-n-g-e at the top to the edge of the hammer, to the right and to a hanging edge on the right in the wall. And from there turn left to the passage.

And now to the second pylon crossing.

5. Pylon crossing, Yeti and Thor's hammer

Use the ring in the wall with the "Grapple", let it down on the Grapple rope. "Prince-of-Persia-Wall run" to the right, to the edge of the hangel. Let it slide away. Right to the edges and to the next platform. Down to the corridor and down into the hall... .

Slide off the platform via "the launch"... , i.e. the slide. From there on the "Beam". At the edge in the front left around. Now from this to the pylon on the left. From the small platforms of the "struts" to the slope edge of the pylon. Right around the corner and upwards. Via the cross-over technique along the walls to the very top. "Grapple-Hook" on the ring and "Prince-of-Persia-wall run" along the outer wall. Slide to the next platform. Jump over the gap.

And with that, we would have reached the last gear room. And: We have too. . The "Yeti" welcomes us... against. Well - ... ... - the Yeti is best approached easily from a distance and then done up close with an "adrenaline dodge" with a targeted "bullet time" shot. Then with cross-over technique to the edge of a "Weight's", if I can allow myself the somewhat funny remark based on the infamous "Weight-Watchers" or "After-Eight" or whatever ... . At the top jump to the "Bar" and a "Chain". The "chains" run in the opposite direction. That's why we have to "accelerate" with "E" (Action) accordingly(! ...!)" to reach the platform opposite.

From the upper platform through the corridor and over the "objects"... . From the "bar" immediately on. And now - as you might expect - to the edge of the "hammer". When reaching the "central position" (as I would like to define the centre of the reverb once...). Continue via the platform before it collapses.

So we reach the stairs and have successfully completed "Jan Mayen".
Andaman Sea - Level 1: Rituals Old
Level VII - Andaman Sea

Now using Thor's hammer up to the stern of the ship. Now again the strategy for entering the "upper deck":

Down the stair ladder. Over the blue and grey container to the container stack. Lara Croft fights her way over the upper edges of the container stacks to the upper deck. Here is then - after the stern of the ship - the second checkpoint. At this position, Thor's Hammer could easily explode the "Explosives" - so BEWARE!

Here on the upper deck we now work our way to the helicopter landing site. If we now use the stairs, we reach the interior of the ship. Here Lara Croft can work her way along the corridors to the exit from the level. Lara Croft chooses the left fork.

And now to the North Sea

North Sea - Level 1: Energy Stones and Level 2: Helheim
Level VIII - North Sea

Well, north sea. As already mentioned - philosophical treatises on parallels between the southern and northern axes sometimes seem TO me TO BE QUITE VERY USEFUL. Our Latin American-brunette-brown-eyed adventure line concludes here in the North Sea of our plot. A nice reunion with old first-person shooter comrades?! ... .

1. Energy stones - Opening the drawbridge

In this last part of the game "Underworld" we need four energy stones to get over the drawbridge of the North Sea section and through the corridors with the remaining fighters using "Thor's Hammer" to the top of the drill tower-like platform and find in its CORE (core) the actual conclusion of the plot.

And now to the strategy of the first energy stone:

We are again dealing with dives here in the North Sea. An eternally unpleasant task, when suddenly the oxygen supply is limited again. In addition, these fighting sharks also appear. And here in the North Sea they are even more dangerous than in the beginning, for example, in Thailand, where they didn't really do anything to you in the playable demo version, and you could swim past them confidently.

So we have to let ourselves down in diving to the "Via Emperorae" below. Pylons of giant warriors block access to the drawbridge with their swords. Therefore, we must first lift the swords and then place the four energy stones that open the access to ("Schibalba"... , or as it is called at this point) "Helheim".

To raise the swords, we can move levers in the warrior statues, their heads. First, the two on the left side. And then to the last right on the right. Swim into the helmets from behind and move the levers.

After that, the two gears must be placed from the ground. Pick up one of them at a time, insert it to the warrior on the right in the right row, in the mechanism of the stairs and repeat the same with the second gear (insertion when the action symbol lights up). In the helmet itself you can then move the lever.

Now the energy stones must be placed so that the drawbridge can move again.

Let's start at the right tower for the first energy stone. Strategy:

Emerge inside the tower, climb the ladder, swing to the right, skip the chasm, pull up to the edge and jump up to the "beam". Unplannify the "'Beam' balancing beam", jump to the ladder opposite, and at its top the backflip on the platform, again up a ladder and backflip to the "Beam". Pull up and jump on the short "Beam", then onto the platform. The red gemstone is the first "Helheim energy stone".

The way back analogue or with a typical Lara Croft air jump into the water.

Now we should tackle the left tower to find the remaining stones. Two stones are placed here. The fourth one we find later at the place for inserting the stones. On the strategy of the stones in the left tower:

Emergence to the surface of the water. From the stone in the corner to the edge of the roof. Pull up and jump to the short "beam". Pull up again, to the long "beam" and the ladder. Climb up and backflip to the platform. Here Lara Croft can now take the second energy stone.

Then slide off the hole to the right. So we come back into the water to leave the left tower. But before that, we swim through the corridor below. At the exit turn left and upwards. Use the side tunnel at the top. In the vault at the end is the third energy stone.

Now we can leave the left tower analogously backwards. We head up (swimming-diving) to the central mechanism of the drawbridge. The stone combinations contain the bases for the energy stones. In addition to the left stone combination, we also find the fourth energy stone.

Now we can place the four energy stones. The order within the stone-combination sockets is arbitrary. The switch on the stone above the drawbridge opens access to Helheim. And that's where we're going now:

2. Helheim

Before we can turn to the Golden-Relic, we have to pass the entrance corridors after the drawbridge to Helheim. At the corresponding collections of rock debris, there are "sponges" where we can pass them. At the first pile of rubble, for example, in the upper right. At the first fork keep right, pass the debris and then left and up the stairs.

At the third fork turn left and up the second staircase. Then turn right again and pass the pile of rubble. Up the stairs and right. The next staircase up again, through the pile of rubble and on the left the next rubble passes. If Lara Croft now goes up the next long staircase again, a beautiful cutscene sets in when she emerges. And after that we have to defeat "fighters" before the Golden Relic. To this end, the following strategy:

Eliminate enemies from the entrance platform with the mighty Thor's Hammer. First of all, perhaps it is best to track everyone down from their positions in order to have banned them at least for a certain period of time. Lara Croft can now use these respective periods to pass the position pillars to the opposite part of the hall. From the respective central positions, Lara Croft can once again banish the opponents with Thor's hammer the decisive periods of time in order to progress until she is all over there.

Now we can dedicate ourselves to the passage through the hall to the Golden-Relic.

Here we leave the platform to the front and jump on the top of the pylon in front of us on the right. From here down to the wall, which we hang through to the end. Then backflip to the next pylon. From its top to the central platform.

From the next pillar you can slide down to then pass the "Beam". Jumping from its end, grab the edge of the stone wall to pull himself up. If Lara Croft now jumps to the right, she can hang herself up on the platform and pass the exit after the next cutscene.

1) Last fighters

The corridor accompanies us a few corners wide before we use a slide downwards, with which we finally face the last 'fighters' of Helheim. In order to pass the corridors with the "last fighters", we have to use Thor's Hammer efficiently enough. Most opponents efficiently remove long-range shots or at a closer distance the strike attack on the ground. Under adrenaline, which Lara Croft automatically collects with the attacks, she can also efficiently fight the Yetis, which are the most resistant. In case of doubt, the close-up attacks do theirs. So you should efficiently eliminate the hordes of the "last fighters" to pass the corridor to the end. Down the stairs follows in the next room again a beautiful cutscene. And we slide down the slope and follow the corridor around the corner to the left. Jump at the next slide in time for the end and then follow the corridor to the right into the chamber with the "good old acquaintance" Jaqueline Natla.

CONTINUES ON NEXT PAGE
North Sea - Level 2: Helheim Continued
2) Way to the upper platform

After we have passed the bridge as Lara Croft, Lara Croft can collect the Medpack after the cutscene. Six such medpacks can be found in this hall that could help us heal the wounds. Jaqueline Natla will attack again and again and we can't finally defeat her even with Thor's hammer. It is, so to speak, our "disruptive factor" in this first task at the top of the Core of Helheim.

We now have to move the Runes' Stones in the big pillars. To do this, we have to make our way from the right pillar in front of us to the platform above. So now the strategy for the way to the upper platform:

We climb over the large support pylon on the right - which is marked with two kites. From the platform to the edge of the small platform. Left around the corner and then during natla's attack with enough adrenaline to the stones above us. Up to the very top. Jump on the upper edge of the roof and turn left to the back of the pylon. Jumping along the fluorescent runes to the edge of the hangel on the left to cling to the protrusion.

Now hang around the corner. Nasty-Natla will attack again. Now we will rise upwards again. Up to the very top and left around the corner, on the smaller platform. Over the gap and the larger platform we reach the tour of the upper platform with Lara Croft.

Now we can - as or with... ... "Lara Croft" - pass the circuit counter clockwise and cross the chasm - always dodging Natla's attacks - with a Prince of Persia wall run to get to the pylon at the end and insert the Runes' Stone here. So that was the first Runes' Stone. Now we return to the Grapple Ring to abseil down with the Grapple. From the edge of the hangel we glide deeper to the lower circuit. At its grapple ring located here, descend to the deepest platform. And jump to the central platform with scrolling.

Down here we can reach the two platforms with the remaining Runes' Stones to "add" them each. Once we have finally reached the foot of the pylon with the two dragons on our jump round, we can "insert" the Runes' Stone here to free an energy stone at the top. If we continue to follow the platforms below, we also reach the small support pylon without dragons. We also insert his Runes' Stone to free the corresponding energy stone.

Now we can destroy the exposed energy stones in the tips of the pylons with Thor's hammer. So it follows the way up, back to the top. To do this, we use the inside of the destroyed pylon, in which we can use the cross-over technique up to the top. Over the roof edges we reach the back of the pylon. To the top over the edges and to the left over the chasm. From the platform then finally and finally to the highest level of the broken pylon.

From the broken pylon we jump to the tour with the Grapple Ring. Over the gap to the other side, to the platform of the small pylon, where we can now destroy the first blue-illuminating energy stone with Thor's hammer. If you want to shorten the way here, use the rotating platforms in the middle of "Natla's drilling rig... ".

Now we should start our "way to the upper platform" again, once again. Again we use the pylon with the two dragons (over the rotating platforms) with the help of the cross-over technique inside. On the platform, Lara Croft can cross-over backflips to the top edge, and from there hang around the corner and pass the pylon upwards to reach the "upper platform".

Here again we notice the red-illuminating wall, and on its grapple ring we can anchor ourselves to complete a Prince of Persia wall run, to the edge in the front right, from where we reach the "Roof-Top".

On the platform of the Grapple hook, Lara Croft can hang herself on the edge to slide onto one of the rotating platforms at the right moment. With this we then drive to the point where we can jump on the pylon with the dragon. At its upper level, we can destroy the second energy stone.

By destroying the second energy stone, we also destroyed the support pylon and moved the rotating platforms into another "formation". Through them, we can tackle the last task.

North Sea - Level 3: Out of time
We now have three levels of rotating platforms present. We jump one by one from this deepest level over the middle to the inner, highest, level. The inner platform floats freely. From it we can reach the first rotating circle of the central CORE. One of its hanging edges. From the hanging edges of the first circle we then jump upwards to the slope edges of the second circle. He drives around with us until we reach a hanging edge ladder upwards, which we use for climbing. At its terminus, we can hang around the corner, and then jump upwards to climb further up.

This is how we reach the top rotating circle. Here Jaqueline Natla will try one last time to attack us - but we dodge with a jump to the top.

When rotating the "circle" or "core spin" we reach the last "strut" that has not yet been destroyed. We let ourselves slide down on it and glide down to the pylon.

And here we can now destroy the last energy stone.

And with that, the Oil Rig.

Final Cinematic: The third buttress falls apart just as the others did. Now, with nothing supporting it, the central structure begins to wobble. Natla, outraged, flies down to the base of the tower and tries to prop it up. Lara sees what she's doing and hurls Mjolnir down toward her. Her aim is true; the hammer strikes with a huge flash, knocking Natla into the pool below. The tower tumbles down after her.

As the walkways crumble and the water level rises, Lara runs for the exit. She finds Amanda lying on the floor and tries to help her up, but Amanda shoves her away.

"After killing the Midgard Serpent, Thor dies from its venom anyway," Amanda taunts.

"Not if you clear the corridor and get us out of here," Lara replies. Amanda tries, but the Wraith Stone is apparently drained.

"Out of juice," she says. "Just like Bolivia. The good news is we saved the world. The bad news is now we're going to die here. . . just like your mother."

Lara turns toward Amanda, ready to strike, but stops short. Amanda's mention of Bolivia and Amelia has given Lara an idea. Just like the ruins where she last fought Amanda, and the ones in Tibet where her mother was lost, this room contains a circle of standing stones and a portal. She runs to this dais with Amanda limping after her.

Lara examines the sword in the stone. "Mother must have tried to use it to escape but didn't know how." She presses the sword into the stone, raising the ring-shaped portal. The glyphs on the standing stones begin to glow red.

"If pulling out these artifacts always brings you here, what will happen if I'm already here?" she wonders aloud.

"Maybe you'll go to hell," Amanda snarls.

At first Lara doesn't understand why the portal has not activated. Then she spots a chunk of one of the steles lying on the floor. She lifts it back into place but finds she can't hold it there and reach the sword at the same time.

"Damn it! I can't reach the sword." Then realization dawns. "But you can," she tells Amanda.

Amanda looks at her skeptically. "What about you?"

"I can reach you if you hold out your hand."

"You trust me?" Amanda is incredulous.

"We're out of time!"

Amanda's conscience struggles with her hatred and selfishness. Then, miraculously, conscience wins. "Now!" she yells, as she yanks the sword from the stone and simultaneously reaches for Lara's hand.

Thousands of miles away, in a ruined monastery in Tibet, another portal is activated. Lara and Amanda tumble out onto the floor. As Lara picks up the sword, Amanda clutches the Wraith Stone, now recharged. The two old adversaries eye each other warily.

"So it's back to this, is it?" Lara asks.

"What? You think we're even?" Amanda replies.

Lara stows the sword behind her, allowing Amanda the upper hand. "Will killing me make us even?"

Amanda ponders this for a moment then limps away, leaving Lara alone in front of the broken pedestal. Lara picks up a few tattered sheets of paper. We see that they are leaves from her old journal with childlike drawings of Yetis.

"Goodbye, Mother," she says softly. "Rest in peace."

As she leaves the ruins, the camera pans up to a hole in the roof, and we see snow falling from a darkening sky.

And with that we have reached the end of the game.
Комментариев: 77
Crafty_Vulpes 15 июл. 2022 г. в 0:03 
:steamhappy:
BottomScorer 14 июл. 2022 г. в 14:26 
not good when together
Dustup 10 июл. 2022 г. в 21:55 
᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌᠌ ᠌ ᠌᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌ ᠌᠌ ᠌ ᠌ ᠌᠌ ᠌᠌𝙷𝚊𝚟𝚎 𝚊𝚗 𝙰𝚠𝚎𝚜𝚘𝚖𝚎 𝚆𝚎𝚎𝚔
Kingeluc 10 июл. 2022 г. в 21:54 
Meow! 🙀🙀
50Dav 10 июл. 2022 г. в 21:54 
Awesome! ❤️
Amyable 10 июл. 2022 г. в 21:53 
🈲🈲 ~
EndGuyPie 10 июл. 2022 г. в 21:52 
Babies and small animals probably love you.
MiracleRpg 10 июл. 2022 г. в 20:51 
Rated & Fav 👁 👄 👁
Fendo 10 июл. 2022 г. в 20:51 
Rated and Favorited!! Commend my ARTWORK 💚
76561198028676992 10 июл. 2022 г. в 20:50 
wishing you a good day! because today is saturday!!!!