Tomb Raider Angel of Darkness Prima Officialguide
Tomb Raider Angel of Darkness Prima Officialguide
Tomb Raider Angel of Darkness Prima Officialguide
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™
PRIMA GAMES
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© 2003 by Prima Games. All rights reserved. No part of this book may be
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Prima Games is a division of Random House, Inc.
Associate Product Manager: Jill Hinckley
Project Editor: Teli Hernandez
Acknowledgements
Prima would like to thank everyone at Core Design, Eidos UK, and Eidos US who
helped in the creation of this book. In particular, this guide would not have been
possible without the help and support of Mike Schmitt and Corey McCracken.
Thank you!
David S. J. Hodgson would like to thank his wife, Melanie; Mum, Dad, Ian;
Bryn G. Willia; Jennifer, Jill, and Teli from Prima for their help, support, and
merriment; Bryan Stratton for accidentally picking the difficult levels to
write; Carl McCoy and the real Nephilim (Blessed Be); and the letter "E",
for Ernest, who choked on a peach.
Bryan Stratton would like to thank Jill Hinckley, Teli Hernandez, and
everyone at Prima who put in the necessary long hours to get this
book into your hands. Thanks also to David Hodgson, with whom
I enjoyed losing my mind, and Steve Stratton and Holly Hannam
for reminding me to shower and eat occasionally.
Lara Croft Tomb Raider: The Angel of Darkness © Core Design
Limited, 2003. Published by Eidos Interactive Limited, 2003.
Core, Lara Croft and Tomb Raider are registered Trademarks of
Core Design Limited. Lara Croft Tomb Raider: The Angel of
Darkness is a trademark of Core Design Limited. Eidos, Eidos
Interactive and the Eidos Interactive logo are trademarks of
Eidos Interactive Limited. All Rights Reserved.
All products and characters mentioned in this book are
trademarks of their respective companies.
Please be advised that the ESRB rating icons, "EC", "K-A", "E", "T",
"M", "AO" and "RP" are copyrighted works and certification marks
owned by the Interactive Digital Software Association and may only
be used with their permission and authority. Under no circumstances
may the rating icons be self applied or used in connection with any
product that has not been rated by the ESRB. For information regarding
whether a product that has no been rated by the ESRB, please call the
ESRB at 1-800-771-3772 or visit www.esrb.org. For information
regarding licensing issues, please call IDSA at (212)223-8936. Please
note that ESRB ratings only apply to the content of the game itself and
does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effec-
tiveness, or completeness of the material in this book; nor does the
publisher assume liability for damages, either incidental or conse-
quential, that may result from using the information in this book.
The publisher cannot provide information regarding game play, hints
and strategies, or problems with hardware or software. Questions
should be directed to the support numbers provided by the game
and device manufacturers in their documentation. Some game tricks
require precise timing and may require repeated attempts before the
desired result is achieved.
ISBN: 0-7615-4039-3
Library of Congress Catalog Card Number: 2002114069
2
Contents
Return of the Monstrum . . . . . . . . . . . . . . . .4 Returning to the Dig Site . . .102
How to Use this Guide . . . . . . . . . . . . . . . . .6 Galleries Under Siege . . . . . . .106
Training: The Craft of Croft . . . . . . . . . . . . .7 Von Croy's Apartment . . . . . . . .109
Walking, Jogging, and Sprinting . . . .7 The Monstrum Crimescene . . . . .112
Making Turns . . . . . . . . . . . . . . . . . . . . .7 Strahov Fortess . . . . . . . . . . . . . . . .116
The Walk Button . . . . . . . . . . . . . . . . . .8 The Bio-Research Facility . . . . . . . . .123
360-Degree View . . . . . . . . . . . . . . . . . .8 Sanitarium . . . . . . . . . . . . . . . . . . . . . .135
The Stealth Button . . . . . . . . . . . . . . . .9 Maximum Containment Area . . . .140
Kurtis's Farsee Ability . . . . . . . . . . . . . .9 Aquatic Research Area . . . . . . . . .145
Camera View . . . . . . . . . . . . . . . . . . . . .10 Vault of Trophies . . . . . . . . . . .151
Crawling . . . . . . . . . . . . . . . . . . . . . . . . .10 Boaz Returns . . . . . . . . . . . .155
Combat . . . . . . . . . . . . . . . . . . . . . . . . . .11 The Lost Domain . . . . . . . .157
Jumping . . . . . . . . . . . . . . . . . . . . . . . . .13 Eckhardt's Lab . . . . . . . . .161
Falling . . . . . . . . . . . . . . . . . . . . . . . . . . .14 Lara's Notebook . . . . . . . . . . . . .167
Swimming . . . . . . . . . . . . . . . . . . . . . . .15 Professor Von Croy's
The Hand Icon . . . . . . . . . . . . . . . . . . . .16 Notebook . . . . . . . . . . . . .170
The Inventory Screen . . . . . . . . . . . . .17 Notes from the Brotherhood
of the Lux Veritatis . . . .172
Upgrades . . . . . . . . . . . . . . . . . . . . . . . .17
Lara's Upgrade Chart . . . . . .174
Top Ten Tips for Surviving
and Thriving . . . . . . . . . . . . . . . . . . . . . .17 Building the
Upper Body . . . . . . . . . . .174
The Book of Monsters . . . . . . . . . . . . . . . . .20
Building the
Friends . . . . . . . . . . . . . . . . . . . . . . . . . .20
Lower Body . . . . . . . . .175
Foes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Fiends . . . . . . . . . . . . . . . . . . . . . . . . . . .26
Items and Weapons . . . . . . . . . . . . . . . . . . .32
Healing Items . . . . . . . . . . . . . . . . . . . .32
Valuable Items . . . . . . . . . . . . . . . . . . . .32
Mission-Critical Items . . . . . . . . . . . . .33
Weapons . . . . . . . . . . . . . . . . . . . . . . . . .37
Walkthrough
Parisian Back Streets . . . . . . . . . . . . . .40
Derelict Apartment Block . . . . . . . . . .43
Industrial Roof Tops . . . . . . . . . . . . . . .45
Margot Carvier's Apartment . . . . . . . .48
Parisian Ghetto . . . . . . . . . . . . . . . . . . .49
Willowtree Herbalist . . . . . . . . . . .52
St. Aicard's Church . . . . . . . . . . . .52
Rennes' Pawnshop . . . . . . . . . . . . .53
Café Metro . . . . . . . . . . . . . . . . . . .53
Parisian Ghetto Park . . . . . . . . . . .54
Le Serpent Rouge . . . . . . . . . . . . . . . . .55
St. Aicard's Graveyard . . . . . . . . . . . . .63
Bouchard's Hideout . . . . . . . . . . . . . . .65
Louvre Storm Drains . . . . . . . . . . . . . .69
Louvre Galleries . . . . . . . . . . . . . . . . . .75
The Archaeological Dig . . . . . . . . . . . .82
Tomb of Ancients . . . . . . . . . . . . . . . .86
The Hall of Seasons . . . . . . . . . . . . . . .91
Neptune's Hall . . . . . . . . . . . . . . . . . . . .95
Wrath of the Beast . . . . . . . . . . . . . . . .97
The Sanctuary of Fire . . . . . . . . . . . . .99
The Breath of Hades . . . . . . . . . . . . . .100
PRIMAGAMES.COM 3
™ PRIMA’S OFFICIAL STRATEGY GUIDE
, PARIS
CENTRAL NATIONAL BUREAU
IX,
COMMISSIONER MIREPO N FORCE
IGATIO
SPECIAL CRIMES INVEST
POLICE
TO THE PREFECTURE DE
IAL
REPORT ON RECENT SER
CITIES WITHIN THE CA PITAL
ATRO
"Monstrum"
nt arr est s hav e been ma de for this latest spate of
As yet no significa . A woman was seen
the cap ita l; sev ent een have been reported so far
killings in y. Described
ent of the latest victim , Professor Werner Von Cro
leaving the apartm was wearing jeans, a
ian , bru net te, abo ut 1.8 m, and of slim build, she
as Caucas ous and probably armed.
a pony tail. She is danger
denim jacket, and sported rehending the suspect.
bei ng adv ise d to use extreme caution when app
Officers are
of killings as "The
alized this latest outbreak
The press have sensation atrocities in the capital
's Da rk Re na iss an ce," referring to similar
Monst rum are definite
, an d pos sibly as far back as the 1950s. There
over the last dec ade
k at least 50 years.
to atr oci ties in oth er European cities going bac
links lic eruptions
e ma de no hea dw ay reg arding the bizarre metal
Forensics hav g appears to link any of
the
nd on the bod ies of all victims. At present, nothin within
fou ers of casualties
have been significant numb
individuals involved. There
Parisian gangland factions.
chotic perpetrator. The
all app ear to be the wo rk of a single, highly psy
It would i,
with unintelligible graffit
ies we re des ecr ate d an d all crime scenes daubed se
bod own survivors of the
fixation. There are no kn
indicating some ritualistic
attacks so far.
ority.
ion should be made top pri
The suspect's apprehens
4
RETURN OF THE MONSTRUM
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PRIMA’S OFFICIAL STRATEGY GUIDE
6
TRAINING: THE CRAFT OF CROFT
This "Training" section deals with Lara and Kurtis's many The jog is excellent for moving at higher speed.
maneuvers. Note that every move, with the exception of sneaking, The sprint is the only way to travel when you need real speed.
applies to both adventurers.
If you are using an analog joypad, you know that incrementally
pressing harder in a certain direction causes Lara to accelerate from
NOTE The following strategies incorporate the analog a walk to a jog. You don't need to press the Walk button in order to
stick for better handling and maneuvering. If you are a PC jog; just control Lara with moderate pressure on the analog stick.
gamer and you don't have an analog controller, maneuver Walk (without needing the Walk button) when you're positioning
with the Forward, Backward, Left, and Right arrows, and Lara near a context-sensitive area, such as a ladder or pipe. Jog at
use the mouse to adjust the view. all other times.
Later into her expedition, Lara upgrades her legs to allow her to
sprint (but only when you hold Sprint button). As soon as Lara
Walking, Jogging, and Sprinting receives this upgrade, use it continuously to cover large distances
with ease. Only stop sprinting when you're negotiating tight platforms
or corners, as Lara doesn't turn well when running at full tilt.
Making Turns
The walk is ideal for narrow or
unfamiliar ledges.
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PRIMA’S OFFICIAL STRATEGY GUIDE
8
TRAINING: THE CRAFT OF CROFT
You can only emerge from the stealth pose after laying out a victim,
pressing the Stealth button again, or drawing your weapon.
If you're near a wall, you can Unfortunately, Lara cannot carry a weapon while in Stealth mode—
press Action and hug it. You are or bring down a moving foe from behind. These are two points to
now "stuck" to the wall. consider before employing the stealth crouch.
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PRIMA’S OFFICIAL STRATEGY GUIDE
If you want to run down a corridor but view the action from the
Roll left side, rotate the right analog stick clockwise and press Left on
the left analog stick. Lara will continue to run in the same direction.
This is useful if you're being attacked and quickly need to look all
around you but keep moving. Practice rotating both analog sticks
(one moves Lara, the other moves the camera) until you understand
Use the roll when you want to this move. Finally, press the right analog stick inwards to reposition
show off. the camera behind Lara. This is a godsend when you're attempting
fine and precise leaping.
The Roll button has but a single use—to make Lara roll forward,
Crawling
then stand up in the opposite direction. This is very similar to the
skid and turn, but has the added benefit of working every time you
attempt it. It is excellent for changing direction during a fight, or in
an area you know well. You can also fire any drawn weapon at the
same time as rolling (Weapon button, then Roll and Action at the
same time). This can fend off attackers approaching from disparate
directions.
Camera View Ducking is only useful for getting into the crawl position.
Being on all fours is exciting for those wishing to avoid head-level
problems.
10
TRAINING: THE CRAFT OF CROFT
Combat
If you're fighting an opponent
that is shorter than you, such as
a dog, you employ kicks.
Hand-to-hand combat is for
when you're high on health, or
fighting someone bulky.
Ranged Combat
Stealth tactics—the grab, flip, and punch—are discussed in the
"Stealth" portion of this section. The alternate (and safer) way to dispose of your enemies is to
utilize the Weapon button. Note that this isn't necessary for hand-to-
Both guns blazing, Lara showcases a perfect melding of capabilities hand combat, only for ranged attacking. When you unhook your
and dual pistols. weapon from its holster (or your back if it is a shotgun or machine
gun), you can fire single shots with a press of the Action button.
During this time, your ammo is displayed near your health in the
top-left corner of the screen. You can keep firing until you holster
Kurtis's Chirugai is a unique your weapon, down your foe, or decide to stop fighting. Perform the
armament. It is only used in following techniques to ensure combat supremacy. Note that you
cutscenes. automatically face and aim at the enemy until you either step too
far away, another enemy comes closer (then your aim switches), or
you put away your gun.
The Circle Strafe
Hand-to-Hand Combat The classic, and easiest, way to
Combat can be divided into two categories—armed and unarmed. confuse foes while whittling
Unarmed combat is to be waged against weak or bulky enemies them down is to circle strafe.
with limited armaments of their own. Depending on how close (or Naturally, you must be able to
high) you are to your enemy, repeatedly pressing the Action button run around your enemy (if you
results in a number of aggressive actions. can't, move quickly from side to
side or in a semicircle). During
that time, continuously fire as
your foe attempts to strike you.
Normally, you come out ahead.
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PRIMA’S OFFICIAL STRATEGY GUIDE
12
TRAINING: THE CRAFT OF CROFT
Jumping
The sprinting jump (press Sprint, then Jump) is ideal for covering
huge gaps.
Use the vertical jump when you need to grab a ledge, rope, or The swan dive to a forward roll is a great alternative to a heavy
object above you. landing. Press Sprint when jumping (after upgrade).
The hop (walking and jumping) is used to cover short gaps and
fissures.
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PRIMA’S OFFICIAL STRATEGY GUIDE
Hanging Around
The monkey swing is perhaps
the most terrifying move of all,
requiring you to maneuver with
Hanging from a ledge, maneuver only your hands. Complete these
yourself out of this predicament moves quickly.
post haste.
14
TRAINING: THE CRAFT OF CROFT
Swimming
If you approach the same ledge
with speed, you'll fall off and Treading water allows you to
won't grab the ledge. Remember cross the surface of water
that the auto-grab only works if without losing oxygen. When
you don't leap from the ledge or you reach a ledge, pull yourself
run off it at great speed. out of the water with the Action
button.
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PRIMA’S OFFICIAL STRATEGY GUIDE
When you're sliding down a Levers, switches, valves, and buttons all feature the hand and
slope, you cannot stop. All you should be pressed.
can do is leap from the bottom of
the slope to safety. If you can't
jump, tap Action to turn and grab
the lip of the slope before you
slide off it. Then, you can
shimmy to safety.
16
TRAINING: THE CRAFT OF CROFT
Upgrades
Although Lara doesn't change
physically, during the game she
receives 20 separate upgrades.
There are 10 upgrades to her
upper body and 10 to her lower
body. Upper-body upgrades are
awarded after pulling or pushing
This wall doesn't show you a hand, but you can still interact with it.
an object or scenery. Lower-body
Check everything.
upgrades are awarded for
Leap for hanging chains and wire above you. You automatically lengthy jumps or kicking doors open. Upgrades serve to increase
grab on. Lara's grip, award her with the sprint move, and allow her to open
doors she previously couldn't open.
Pulling boxes and pushing crates TIP Stuck at a door you're
is routine for any aspiring archae- not strong enough to open?
ologist. Remember that some Can't cross a gap because of
pieces of wall can be pushed or your weak legs? Then fear
pulled in the same way. not—there is a place nearby
to upgrade Lara's body. Go
find it, then return to the
area you couldn't access.
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PRIMA’S OFFICIAL STRATEGY GUIDE
18
TRAINING: THE CRAFT OF CROFT
PRIMAGAMES.COM 19
PRIMA’S OFFICIAL STRATEGY GUIDE
20
THE BOOK OF MONSTERS
The huge rooms of the mansion are useful for storing the many 2002: Kurtis crosses paths with Lara in Paris, and they team up in
artifacts she has acquired in her adventures. There is also adequate Prague to combat the Cabal and Eckhardt. Lara first sees Kurtis
space for her favorite vehicles. Anything on two wheels and over tearing away from Le Serpent Rouge on his motorcycle. Their paths
650ccs is considered acceptable, but she finds both the Triumph cross several times during their adventure, but it isn't until the end
Speed Triple and the Harley V-Rod especially attractive. of the Maximum Containment Area level that Lara finds out if Kurtis
Apart from her archaeological successes, Lara is proud of her is a friend or foe. Kurtis has several psychic talents, including
achievements in other areas, too. She drove the dangerous Alaskan telekinesis and a Farsee ability that gives him a glimpse of areas he
Highway from Tierra del Fuego in record time. This escapade can't physically reach.
resulted in worldwide headlines confirming the opinion of the estab- Notes on the Chirugai
lished antiquities community that she was a loose cannon. She
loves this profile, but generally shuns the media spotlight, as it Chir-rug-ai: (Latin) Violent
interferes with her tomb-raiding activities. measures involving surgery
And Now This discus-like blade is an
ancient Lux Veritatis weapon,
Events in recent times have cast a shadow over Lara's life. She made from ferilium, a rare
went missing, presumed dead, after a disastrous field trip to the meteorite alloy. Kurtis inherited
Egyptian tombs with Von Croy. She refuses to confirm or deny it, along with the Periapt Shards,
rumors about time spent among obscure North African tribes. But when his father was killed by
whatever happened after Egypt, she has become reclusive since her Eckhardt. Kurtis's ability to control the terrifying weapon comes
return to Surrey. from his early years of training as a Lux Veritatis initiate.
Kurtis Trent Professor Werner Von Croy
A world-respected archaeologist
and part-time adventurer, Werner
was Lara's mentor in her early
years. Now in his late 50s, he
lives alone, pouring over
manuscripts and assorted antiq-
uities in his Paris apartment.
Lately he has been troubled by a
stranger with an odd-shaped
1972: Born on June 26 in Utah Salt hand, who has instructed him to search for
Flats, USA items known as the Obscura Paintings.
1975: Kurtis, three years old, is trained
by his father Konstantin as a Lux Veritatis Mlle. Margot Carvier
initiate. The ancient order is being
ruthlessly hunted by Eckhardt and the
Cabal.
1988: Kurtis, aged 16, undergoes the most
intense stages of his Lux Veritatis initiation.
1991: At age 19, Kurtis disappears and
joins the Foreign Legion, changing his name
to Trent. He remains hidden within the
legion for five years, constantly
assaulted by bizarre events linked to the A historian and academic at the Louvre
occult. In this time, he gets the nickname "Demon Hunter." Department of Medieval and Renaissance
Studies, Carvier is a stern woman involved in
1996: Kurtis leaves the legion and begins freelancing with a variety recent archaeological digs beneath the Louvre
of mercenary and less-than-legal agencies. He hears from his father, galleries. She is both a friend and colleague of
but never sees him alive again. Professor Von Croy. She lives alone in an
2001: Konstantin is murdered by Eckhardt. This is Kurtis's wakeup apartment near Paris's industrial district.
call. He receives two talismanic items, the Periapt Shards, and the
terrifying Chirugai blade. In a rage of vengeance, he goes after
Eckhardt.
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PRIMA’S OFFICIAL STRATEGY GUIDE
22
THE BOOK OF MONSTERS
Pierre
Pierre currently owns Café Metro
in the Parisian Ghetto, but his last
job was bartender in Bouchard's History about this arch-fiend has been
club, Le Serpent Rouge. He left the notoriously difficult to pinpoint. Early
job in a hurry when his coworkers European texts mention an insane fourteenth
started getting murdered left and century genius known as the Black Alchemist,
right, but he still kicks himself for who seemed to share many of Eckhardt's charac-
leaving behind the Trinket Box in teristics. Unsubstantiated reports have borne
the club's lighting rig. witness to Eckhardt being imprisoned for 500 years
in a containment pit until he apparently escaped in
Pierre is one of Lara's options for getting into Le Serpent Rouge 1945. After this supposed occurrence, Eckhardt set
and St. Aicard's Graveyard. Find him in Café Metro to get the about reviving an ancient biblical race known as
Bartender's Key to the club, and bring him the Trinket Box to get the the Nephilim.
code to the apartment belonging to Francine, his ex-girlfriend. She
can get Lara past Bouchard's doorman.
PRIMAGAMES.COM 23
PRIMA’S OFFICIAL STRATEGY GUIDE
RESEARCHING THE NEPHILIM MYTH "The Book of Giants was another literary work concerned
Scholars from the Louvre archives have been pouring over with Enoch, widely read (after translation into the appro-
ancient texts and biblical tomes in order to present a little priate languages) in the Roman empire…. The 'giants' were
background to the race of Nephilim. The following infor- believed to be the offspring of fallen angels (the Nephilim;
mation has been gathered to provide a necessary backdrop also called Watchers) and human women."
to the hideous machinations that Pieter Van Eckhardt is said —Robert Eisman and Michael Wise, The Dead Sea Scrolls
to be undertaking. Uncovered
"There were giants in the earth in those days; and also
after that, when the sons of God came in unto the "The Hebrew word for giants (nephilum) literally means
daughters of men, and they; bare children unto them, the the fallen-down-ones because these tall celestial beings fell
same became mighty men which were of old, men of from the sky. Their half-breed progeny and their
renown." descendants are often mentioned in the early books of the
—Genesis 6:4 (King James Version) Old Testament until the last of them were finally killed off.
They were known as the Rephaim (Hebrew for 'phantoms'),
The root of Nephilim is nephel, which means "untimely Emim, Anakim, Horim, Avim, and Zamzummim. Some
birth, abortion, miscarriage." The biblical tradition says the scholars speculate that this tradition of giants born from the
Nephilim were on the earth before the great flood and union of gods and humans formed the basis for the demigod
afterwards, but they appear to be missing during the flood. of Greek mythology."
"The Nephilim were upon the Earth in those days and —Raymond E. Fowler, The Watchers
thereafter too. Those sons of the gods who cohabited with
the daughters of the Adam, and they bore children into "And there we saw the Nephilim, the sons of Anak,
them. They were the Mighty Ones of Eternity, the People of which come of the Nephilim: and we were in our own sight
the Shem." as grasshoppers, and so we were in their sight."
—Genesis 6:4 —Numbers 13:33
24
THE BOOK OF MONSTERS
Looking every inch the gangland czar he The chiseled cheekbones and broad
claims to be, the wide-collared, slightly shoulders of this veteran soldier allow him
paunchy (but nevertheless imposing) Louis to impose his will on his underlings without
Bouchard is responsible for running illicit uttering a word. A veteran of countless conflicts
operations throughout the French capital. His around the world, Gundersen is now fully
jovial nature can snap into rage at the click of committed to running a clandestine organization
a synapse, and he has a reputation for large known as the Agency. His organization, a thinly
scale ruthless and opportunistic violence, disguised mercenary recruitment service,
despite never being convicted of a crime. provides specialized forces for anything from
basic security to all-out invasions. He has been
Arnaud spotted in the company of Eckhardt.
Arnaud is one of Bouchard's Kristina Boaz
most capable men, but an attack
by the Monstrum has left him
critically injured and severely
deformed. Still, he's lucky
compared to the three of
Bouchard's employees who were
killed by the Monstrum prior to
his injury. Lara encounters him in
Bouchard's Hideout in the
Parisian Ghetto.
Originally based in Argentina, Boaz became the
Anton Gris head of corrective and remedial surgery at the
The massive physique of Anton Gris packs a Strahov Psychiatric Institute in Prague—a facility
considerable punch, and Louis Bouchard of which very little is known. Subjects have been
employs him as a coach and trainer within reported entering the building complex, but none
Bouchard's organization. Originally have been seen or heard from since. One item to
recruited in Marseilles, Bouchard note: Boaz's already grimacing visage was horribly
encouraged him to relocate to Paris disfigured from scars she suffered after a horrific
when illegal operations expanded into plane crash in 1987.
the capital.
PRIMAGAMES.COM 25
PRIMA’S OFFICIAL STRATEGY GUIDE
26
THE BOOK OF MONSTERS
28
THE BOOK OF MONSTERS
PRIMAGAMES.COM 29
PRIMA’S OFFICIAL STRATEGY GUIDE
30
THE BOOK OF MONSTERS
PRIMAGAMES.COM 31
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Large Health Packs are among the rarest Location: Le Serpent Rouge Location: Margot Carvier's
health items in the game, but they (dance floor) Apartment (on a small table),
completely refill Lara's health energy, so Parisian Ghetto (metro tunnels)
go out of your way to find them.
32
ITEMS AND WEAPONS
Apartment Key
Location: Derelict Apartment Block (in a
fourth-floor apartment)
Location: Margot Carvier's Location: Several places in Paris
Apartment (in the kitchen), Le Purpose: This key unlocks a second-
Serpent Rouge (two bottles) floor apartment in the Derelict
Apartment Block that contains several
optional but useful items.
Bartender's Key
Mission-Critical Items Location: Café Metro (talk to Pierre)
Mission-critical items must be discovered in order to continue past Purpose: The Bartender's Key gets Lara
certain obstacles. Mission-critical items are almost always unique into Le Serpent Rouge via the stage
items that have only one purpose. entrance.
Air Crystal
Botanical High Access Pass
Location: Breath of Hades
Location: Bio-Research Facility
Purpose: The Air Crystal is used with
(on a guard)
the other three elemental crystals to
activate the elemental furnace in the Hall Purpose: This magnetic card opens
of Seasons. high-security doors in the Bio-Research
Facility.
Alchemic Phial #1
Location: Eckhardt's Lab Botanical Low Access Pass
Purpose: This phial contains alchem- Location: Bio-Research Facility
ically purified oxygen and is used with (on a guard)
the other phials to change the toxic Purpose: This magnetic card opens
elements in Eckhardt's Lab into pure low-security doors in the Bio-Research
water. Facility.
PRIMAGAMES.COM 33
™ PRIMA’S OFFICIAL STRATEGY GUIDE
34
ITEMS AND WEAPONS
36
ITEMS AND WEAPONS
PRIMAGAMES.COM 37
™ PRIMA’S OFFICIAL STRATEGY GUIDE
M-V9
Rigg 09 Rigg 09 Clip
38
ITEMS AND WEAPONS
We don't want to disparage the Rigg 09. Back in the day, it might Vector-R35
have been a reliable sidearm, but that day was years ago. This
single-action 9mm pistol is incredibly inaccurate at distances, and
it probably has more value as an antique than it does as a
weapon. Pick it up as a backup weapon, but it should be used only
as a last resort.
Scorpion X
Vector-R35 Vector-R35 Ammo
PRIMAGAMES.COM 39
™ PRIMA’S OFFICIAL STRATEGY GUIDE
▼
▼
ENTITIES ENCOUNTERED
gloomy alley. The only way out
• Rottweiler
is up. You'll quickly learn
• Gendarme
some of Miss Croft's most
useful maneuvers, and the
▼
CRITICAL ITEMS TO LOCATE
▼
reason why the Walk • Crowbar
button is crucial. You'll • Necklace
climb up to a second • Gantry Gate Key
balcony, up a ladder, pause to ransack an apartment, then
▼
▼
work your way onto an apartment roof. Here lies a Crowbar AVAILABLE UPGRADES
(useful for locating your first weapon and for powering up your • Upgrade Grip: Upper Body Level 2
arms). You then a shimmy to a balcony, execute a stealth attack on A brief wrestle with a Crowbar to open a
a policeman, and descend to the nearby apartment courtyard. padlocked roof hut results in increased arm
strength—perfect for hanging and shimmying!
40
PARISIAN BACK STREETS
TIP Keep falling off? Then make sure your Walk button is
pressed firmly when you're on a platform you want to stay
on. This saves you countless minutes of accidental You land on the jutting roof of the
plummeting. opposite building. Turn left, then
walk to the railing and stop. Push
forward to vault over the rail to a
small balcony next to a witch's
hat roof. Take the Chocolate Bar.
PRIMAGAMES.COM 41
™ PRIMA’S OFFICIAL STRATEGY GUIDE
42
DERELICT APARTMENT BLOCK
▼
▼
forces, Lara climbs to the central ENTITIES ENCOUNTERED
elevator landing. As she descends, • Gendarme
there are numerous obstacles to • Gendarme Riot Soldiers (x2)
avoid, such as a small hole in the
▼
CRITICAL ITEMS TO LOCATE
▼
stairs, a larger landing gap, and • Lift Maintenance Key
a wardrobe that needs yanking • Apartment Key
out of her path. Once at the top
▼
AVAILABLE UPGRADES
▼
of the landing, she shoves a crate in place to leap to the elevator
maintenance room, where two keys of interest are found. One key • Upgrade Push Object: Upper Body Level 3
opens the exit onto the roof, while the other unlocks a lower Using a little legwork and pushing power to
apartment. Switching the lift on, she rides it down, taking care not maneuver a crate at the top of the stairs, Lara
to descend too far into enemy territory, and claims some more can now shoulder certain doors open.
regular items. Then it's back to ascending to the roof.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
44
INDUSTRIAL ROOF TOPS
▼
▼
across a wire (flipping her legs to ENTITIES ENCOUNTERED
avoid a mesh wall), and reaches the • Police Helicopter
other side, hopefully before she • Rottweiler
runs out of grip. Once across the
▼
▼
CRITICAL ITEMS TO LOCATE
buildings, Lara needs to descend • There are no critical items to locate on this level.
to the grimy streets below to
▼
▼
shove a heavy crate near a AVAILABLE UPGRADES
flaming barrel. With this new-found strength, she can leap across the • Upgrade Jump Level: Lower Body Level 2
interior of a warehouse, winding her away across gantries and fire- Pushing a large crate with a generator inside it
escapes to a rooftop near Margot Carvier's apartment. Note that there may not seem like a rewarding exercise
are two ways across this roof once the crate is shoved, depending on (especially when under chopper fire), but the
whether you exit off the main ladder or not. workout does allow Lara to leap further.
Now on the roof, the only way to TIP If Lara starts to drop before you reach the other roof,
continue is to leap onto the metal steer her to the foreground or the left roof, and as she
ledge and up the ladder to the slides, press the Action button so she grabs the gutter of
upper roof ledge. Carefully the roof. If you're quick enough, you can shimmy left to
position yourself under the the metal platform between the two buildings.
electrical wire (use the Walk
button), and before you begin
Shrug off the machine-gun fire and
your shimmy, save your game.
run around the right side of the
stacked boxes, picking up the
As you move hand-over-hand, Health Bandages. Bring the
with only slippery wire and the camera around so you're looking
rain separating you from a 200- down the gap in the fence at the
foot plummet, the French left rooftop. Slowly, walk down the
authorities' helicopter appears and narrow gripped strip of roofing.
circles you. Don't get rattled—
keep moving hand-over-hand.
If you stray off this strip, you'll
slide down the roof. Grab the
Lara comes to a jutting wire gutter to avoid a deadly fall
fence that blocks her legs. (Action button), then shimmy to
Immediately swing her legs up the metal platform between the
and continue moving along the two buildings. This is where you
wire. You must continue to hold should aim for eventually.
the Duck button, or Lara will drop
to her hand-over-hand pose and
With careful treading, you can
waste valuable time.
walk down the roof, then jump
across to the small, flat rooftop
Continue to shimmy until you balcony on the other side (you
reach the narrow rooftop on the can't grab the side of it if you fall
other side. If you lose your grip short). Duck on all fours, enter
and fall on your way to this the open crate, and secure the
rooftop, Lara will slide down the Health Bandages inside.
roof to a nasty demise.
PRIMAGAMES.COM 45
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Turn around, drop between the You can run into the main alley
roofs, and enter the metallic area, but all directions are
door to the next building (the one blocked by mesh fences with
you stood on to claim the Health barbed wire at the top. These
Bandages inside the crate). Or cannot be accessed. You can run
you can stand atop the second along the alley below the ledge
building, slide onto the skylight, between warehouses one and
and fall through it into the two; there's a Large Health Pack
second building. at the far end.
46
PARISIAN BACK STREETS
The other way is to turn right, Clamber onto the very top perch
hang off the broken walkway, of the third warehouse, claim the
then shimmy to the drainpipe. V-Packer Spread Cartridges,
Once on the drainpipe, shimmy to worry a crow, then turn and slide
the lower ledge. Drop to the floor, down toward a final set of
pick up the Large Health Pack at rooftops. There are Health Pills at
the base of the drainpipe, and the left side of the flash gutters
shimmy back to the lower ledge. between the two buildings.
Climb on the ledge, and attempt Run right, along the flash gutters,
a running jump over the gap with to the ladder up to a final rooftop
Lara's now-strengthened legs. area. Once at the top, turn right,
Use Action to grab the ledge on ignoring the machine-gun fire,
the other side if you fall short. and look ahead. There's a gap in
Pull yourself up to a walkway on the railing and a drop between
your left where you can snag the buildings. Run and jump the
V-Packer Spread Cartridges. drop. Don't fall!
Jump the gap in the walkway
over the ladder, and open the Land on the roof of the opposite
metal door on the far side. Run building (the gap you leapt was
down the enclosed corridor, directly above the alley where you
ignoring the sealed door on your pushed the crate to the broken
left, and open the one to the ladder), and run around the left
right. You're on a tiny ledge side of the hut to obtain more
overlooking a fire escape. There's Antique Doubloons. Now make
a drop to the passage where the your escape to Margot Carvier.
Rottweiler is.
Leap the gap, then descend the
fire escape, ignoring the doors but
grabbing the Antique Doubloons
at the end of the ledge. Retrace
your steps to the top of the
structure, open the door, and
climb the small interior ladder to
emerge inside a hut. Open the
door; you're on the final rooftop.
NOTE You can climb this area and exit this zone without
dropping down or moving into the interior of the third
warehouse. However, it is wise not to, as you won't get
your increased Jump skill if you miss the pushing of the
crate on the ground.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
▼
▼
the Mademoiselle gives you a rather chilly ENTITIES ENCOUNTERED
reception. The conversation becomes strained • Margot Carvier
as Carvier realizes that not only was Lara at the • Gendarme Riot Soldiers (x2)
scene of Von Croy's grisly demise, but she
▼
▼
cannot account for her actions during that time! CRITICAL ITEMS TO LOCATE
• Von Croy's Notebook
To Carvier, Croft is the prime suspect, and Lara
• Diamond Ring
must employ a mixture of cunning and
• Vintage Cognac
persuasion before Carvier hands over Von Croy's
▼
Notebook. There's just enough time after the conversation ends for Lara to search
▼
AVAILABLE UPGRADES
the apartment, taking a couple of items that will fetch a good price, then escape • There are no available upgrades on this level.
through an open window before the police arrive.
48
PARISIAN GHETTO
Head into the kitchen, taking the Exit to the hallway to the right of
Vintage Cognac by the sink. If the fireplace, and pass the
Carvier didn’t hand you the potted plant on the side drawer.
Notebook, it appears in the Open the door, and you'll
cupboard on the right. Venture automatically run to a window,
back into the living room and leap out of it, and flee into the
open the ornate desk drawer for night. You seek sanctuary and
Health Pills. The doors in the refuge. You'll find it in the
room are firmly locked. Parisian Ghetto.
Parisian Ghetto
Having been chased relentlessly through the back streets of Paris, Lara finds herself in the Parisian
Ghetto, a hub level with several smaller areas in it. Life is cheap here, but the information that Lara needs
about Von Croy's death is very expensive. You must recover a valuable item from Le Serpent Rouge, a
club owned by crime lord Louis Bouchard. You must then deliver it to one of Bouchard's ex-employees in
order to gain access to St. Aicard's Graveyard, which is the secret entrance to Bouchard's Hideout. If you
play your cards right, Bouchard will take Lara into his confidence and share some valuable information in
exchange for her services.
▼
▼
ENTITIES ENCOUNTERED
• Hobo (x2) • Zak, a boxer
• Enterprising young salesman • Carl, a boxer
• Mysterious motorcyclist • Boxer (unnamed)
(Kurtis Trent) • Boxing trainer
• Janice, a streetwalker • Pierre, an ex-bartender
• Bernard, an ex-janitor
• Rottweiler
• Bouchard's doorman
▼
▼
AVAILABLE UPGRADES
• Upgrade Jump: Lower Body 2
If you didn't get this in the previous chapter, you can
power-up Lara's legs by pulling or pushing the stone altar
in St. Aicard's Church.
PRIMAGAMES.COM 49
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Make a U-turn after leaving the Crawl under the pipes that run
metro car, and approach the two over the metro car's roof to get
hoboes near the train. Press the the Large Health Pack, then crawl
Action button to strike up a back under the pipes.
conversation with them.
The hoboes either don't know
50
PARISIAN GHETTO
▼
▼
grating to find a hole in the fence Janice
that runs around the perimeter of
the tunnel. Jump through the
hole to land safely on a dirt
pathway.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Willowtree Herbalist
The church isn't being used as a
The Willowtree Herbalist is a small house of worship anymore. It's
shop specializing in medicinal been turned into a gym,
herbs and other beneficial flora. complete with heavy bags and a
Although its proprietor keeps to boxing ring. Two boxers spar as
himself, no one who lives or works their burly trainer looks on.
in the Parisian Ghetto can be
ignorant of Bouchard's ever-
present influence.
Appropriately enough, Lara can
strengthen her legs in this church
After speaking with Janice, run turned gymnasium. Push the
down the street past Le Serpent white stone altar at the front of
Rouge, take a left when it ends, the church to improve Lara's
and head uphill until you reach a lower-body strength. This
walkway to the right. Make a enhances her jumping distance.
U-turn onto that walkway and
enter the door to the Willowtree If Lara has 200 Euros, she can
Herbalist at the end of it. bet on the fighters in the ring.
Approach the hefty trainer as he
The elderly Asian proprietor observes the boxers, and press
doesn't know Bouchard, but he Action to talk to him. After a bit
shares what little information he of sassy talk, Lara convinces the
has with Lara. He knows that trainer to bet his watch against
there is a doorman nearby who her cash. Pick a fighter (Zak or
serves as Bouchard's bodyguard. Carl), and the fight begins. If you
If Lara had enough money and choose wisely, Lara wins the trainer's pawnable Gold Watch. If not,
the proper password, the she's 200 Euros lighter. Either way, you can only bet once.
bodyguard might take her to
NOTE Unfortunately, neither one of the fighters is a sure
Bouchard. The herbalist doesn't know the password, nor does he
bet to win the fight. You’ve got a 50-50 chance of winning!
know who might have it.
52
PARISIAN GHETTO
You must meet either Pierre at Café Metro or Bernard in the park to
Just past Bouchard's
get a key to Le Serpent Rouge. Visit both of them if you desire
doorman and the gate to St.
access to both club entrances and all of the hidden goodies.
Aicard's Graveyard is a
locked door with a numeric Both of them want the same thing: an item hidden in a nonfunc-
keypad next to it. If you can tioning stage light. Giving the item to either of them gives you
find the code, you can open something that gets you into St. Aicard's Graveyard, which is the
the door to Francine's entrance to Bouchard's Hideout.
apartment and enlist her
assistance in getting into St.
NOTE Pierre gives you the entry code to Francine's
apartment; the apartment overlooks the graveyard and can
Aicard's Graveyard, without having to deal with Bouchard's
be used to enter it. Bernard gives you a password that gets
doorman at all.
you past Bouchard's doorman at the gate to the graveyard.
TIP To get the code, find the Trinket Box in Le Serpent
Rouge and return it to Pierre, who then gives you the
four-digit code to Francine's apartment.
Café Metro
54
LE SERPENT ROUGE
Le Serpent Rouge
Le Serpent Rouge ("The Red
Serpent") is a nightclub that
the crime boss uses as a
ENTITIES ENCOUNTERED
▼
▼
front for his illegal activities.
• Le Serpent Rouge guards (x9)
Since the Monstrum
started killing Bouchard's CRITICAL ITEMS TO LOCATE
men, Bouchard has fled • Antique Doubloons (x3) • Stage Door Key
Le Serpent Rouge, but • Socket Spanner • Antique Record
he's still got a dozen of • Antique Flintlock • Trinket Box
his foot soldiers staking it out. Once you have a key from • Vintage Cognac (x2) • Ticket Office Key
Bernard or Pierre, you can enter Le Serpent Rouge. Both • Wad of Cash
entrances lead to the dance floor, but you must
AVAILABLE UPGRADES
overcome an obstacle or two at each entrance before you
• Upgrade Jump: Lower Body 2
can reach it.
If you didn't get this in the previous chapter, you
can power-up Lara's legs by pulling a crate in Le
Serpent Rouge.
• Upgrade Kick Door/Wall: Lower Body 3
When Lara kicks down the catwalk bridge in the
rafters of Le Serpent Rouge, her leg strength is
powered up.
• Upgrade Shoulder Barge: Upper Body 4
This upper-body upgrade can be acquired by
pulling a lever in Le Serpent Rouge's garage.
PRIMAGAMES.COM 55
™ PRIMA’S OFFICIAL STRATEGY GUIDE
TIP Before going down the secret passage to the club's dance The guard pokes his head in,
floor, you should pick up the following items in the garage: shines his flashlight around, and
leaves—but he doesn't lock the
door behind him. Go through it to
reach the dance floor (and skip
to the "Dance Floor" section of
this walkthrough).
TIP If you're quick and crafty, you can take out the
guard, leaving you one less guard to deal with on the
On the desk, grab the In the lockers, you find a dance floor. However, it's actually much easier to take him
Socket Spanner. K2 Impactor Battery, a out on the dance floor.
Desert Ranger Clip, Health
Bandages, and an Antique
Flintlock. Stage Entrance (Pierre's Key)
The stage entrance to Le Serpent
Rouge is in the alley around the
In the office, pick up the
corner from the garage entrance.
aforementioned Antique
As you enter, you see a quick
Doubloons from the garage
cutscene of the club's office area.
office desk.
There are several items in the
back office, but there's also a
guard there.
56
LE SERPENT ROUGE
TIP Once you take out the guard, don't forget to grab his If you're feeling daring, check out
pistol to add an M-V9 Clip to your inventory. the bar on the dance floor. You
should probably sneak up on and
take out most of the guards on
With the guard disposed of, go the dance floor before you try it,
into the office to pick up the or you're almost certain to be
Stage Door Key, some Antique seen. The only guard you
Doubloons, and a Wad of Cash. shouldn't go after is the one in
Once you've picked up all of the the corner of the dance floor near
items, head back down the the yellow room, as another guard pops out from a nearby door if
hallway with the light switch to you attack him.
find the door to the dance floor.
Open it with the Stage Door Key
Pull the lever on the wall to
and enter the dance floor area.
activate the dumbwaiter You'll
NOTE Regardless of which entrance you use to reach the get some V-Packer Spread
dance floor, you appear in the same area. The doors leading Cartridges from it for your
from the back entrance and garage entrance are right next troubles.
to each other in the same corner of the dance floor.
PRIMAGAMES.COM 57
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Pull the moveable crate away Make another hop in the same
from the wall and onto the small direction to land on the other
landing on the catwalk. Line it up side of the lighting rig. Again,
so that it's under the overhead don't hold the Forward button
lighting rigging. after you jump, or you might
overshoot the rig and fall.
58
LE SERPENT ROUGE
PRIMAGAMES.COM 59
™ PRIMA’S OFFICIAL STRATEGY GUIDE
60
LE SERPENT ROUGE
NOTE Once you have the Large Health Pack, the Diamond
Ring, the V-Packer Spread Cartridges, the Health Bandages,
Now backtrack into the tunnels the Vector-R35 Clip and you've unlocked the main metro
to the four-way intersection. Take entrance, you've done all you can do down here. Head to
a left at the intersection to arrive the surface.
at a large round vertical room
with a broken pathway running You should also visit Rennes' Pawnshop to sell your valuable items
across the center of it. before proceeding. You won't have a chance to after St. Aicard's
Graveyard, and you won't find any pawnable items in the graveyard
either.
Now that you've got the coveted Trinket Box, you must trade it for
access to St. Aicard's Graveyard, which leads to Bouchard's Hideout.
You've got a few options for how to go about it.
Take a running leap and grab the
edge of the other side of the
pathway.
PRIMAGAMES.COM 61
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Entering the Graveyard with Pierre's Make a running jump off of the
Assistance edge of the balcony without a
railing to grab the edge of the
Return to the Café Metro to find balcony in front of you. Pull
Pierre still behind the bar. yourself up.
Approach him and press Action
to begin a conversation. He
trades you the Café Owner’s
Contact for the Trinket Box. The
Café Owner's Contact has the Hop over the railing in front of
numeric key code to Francine's you to reach a vertical pole that
apartment, which overlooks you can climb up. It's easy to
St. Aicard's Graveyard. miss, as it's the same color as
the rest of the building. Press
Forward while walking toward it
NOTE The code to Francine's apartment is 15329. to get Lara up the pole.
62
ST. AICARD’S GRAVEYARD
PRIMAGAMES.COM 63
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Make another leap forward to Turn right and leap to the next
catch the lip of the roof of the mausoleum. Once again, you
next mausoleum. must grab the edge of the
mausoleum's roof.
Turn left and leap onto the Jump straight ahead to the next
adjacent mausoleum, grabbing mausoleum roof. Make sure to
the lip of the roof. grab the lip of the roof.
64
BOUCHARD’S HIDEOUT
Bouchard's Hideout
Time to meet the Parisian crime
▼
▼
boss himself, and hopefully ENTITIES ENCOUNTERED
extract some information from • Arnaud, Bouchard's wounded henchman
him about Werner Von Croy's • Louis Bouchard, Parisian crime lord
final days. Louis Bouchard's • Tall dark stranger (Eckhardt)
subterranean refuge is • Daniel Rennes
designed to keep unwanted
▼
CRITICAL ITEMS TO LOCATE
▼
visitors out, but that's never
• Wad of Passports
stopped Lara before.
• Rennes' Wallet
• Scrap of Paper
• Dart SS
• Map of Sewers Around Louvre
• Explosives
• K2 Impactor
• Map of Archaeological Dig
▼
▼
AVAILABLE UPGRADES
• There are no upgrades available in this level.
PRIMAGAMES.COM 65
™ PRIMA’S OFFICIAL STRATEGY GUIDE
66
BOUCHARD’S HIDEOUT
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68
LOUVRE STORM DRAINS
▼
▼
ENTITIES ENCOUNTERED
the boiler room underneath the Louvre gallery. • Rats
Once she's familiarized herself with the sights of
▼
▼
this unpleasant locale, it's off to locate six valves CRITICAL ITEMS TO LOCATE
in order to shut off the water gushing into a • Explosives (carried on you)
central conduit. A propeller fan needs calming
▼
▼
AVAILABLE UPGRADES
and moving to power Lara up to succeed in this
• Upgrade Turn Valve: Upper Body Level 5
task. Once up and down two conduit chambers, and into the boiler room, she must
Halting the rotation of a propeller fan, Lara builds
detonate explosives, then dive into the safety of water to avoid being fried to death.
her body into a valve-turning machine.
After a nimble skedaddle across the burning gantry planks, Lara steps through the
hole she created, and finally infiltrates the Louvre.
Jog down the runoff passage from There are three sewage tunnels
the main sewer tunnel, then go feeding this central chamber.
swimming in the mire. Fortunately, There's the one that leads back
it's extremely clear. Swim to a to the level entrance (which you
junction that's partly underwater. cannot climb). There's also the
In the middle is a ladder. All other one that leads to a metal door
exits (aside from the way you and passage to the valve (where
came in) are blocked. you just found the ammo).
PRIMAGAMES.COM 69
™ PRIMA’S OFFICIAL STRATEGY GUIDE
At the end of the tunnel, also on You must now locate all six valves
your right, is a steep sewage in order to stem the flow of the
chute, and there's no way you waterfall. Turn the valve on the pipe
can climb up it. You'll come here in this steam room. This releases
a little later. Head into the main pressure in pipe #3. Then enter the
circular sewage chamber and small corner alcove with the
halt that propeller. blocked metal door to claim a batch
of Dart SS Tranq Darts.
There are two areas of interest Head to the barrel, under the
in this circular chamber. The first propeller, vault over the railing
is the valve pressure unit, which atop the ladder, and go back to
shows how many valves there the main sewer area. Before you
are (six), and how many are climb that drainpipe again, move
sealed (none). Your job is to stop past the pressure gauge and
the flow of water so you can enter the sewer to the right of it.
escape through the upper sewer Move to the first valve you saw
tunnel where the water is in this level.
currently falling from.
This valve is located through the
The other area of interest is the metal door, or all the way back to
narrow platform surrounding the the flooded area and up the
central runoff area. There's a ladder. When you reach here, turn
drainpipe that Miss Croft reckons the valve and release pressure to
she can scale. Climb up to the pipe #5. Two of the six lights on
dilapidated mesh platform (either the pressure gauge unit are
hang on it and pull up, or keep green. Time for the other four.
climbing, then stand on it).
70
LOUVRE STORM DRAINS
Run to the central waterfall area At either of these two points you
and climb that drainpipe. When can look up and spot a horizontal
you reach the gantry plank pipe spanning the diameter of
where you ran to switch off the this chamber. Jump and grab it,
propeller fan, press the Walk then shimmy across to your
button and carefully move across fourth valve. Turn it and pressure
the yellow and black warning is released to pipe #1. Only two
stripes of the gantry crane. more to go.
You walk through the falling water There's little else to accomplish
without a problem. Stay at a in this sewage chamber, except
manageable speed and don't fall, to investigate the doorway on
and you'll reach the opposite side, the opposite side of the crane
where the third valve is located. girder. Shimmy back to the
Turning it releases pressure to crane, drop on it, and run through
pipe #6 and floods the outflow the doorway. Turn left to see a
tunnels below the waterfall. You locked door. On the floor is a
can now enter the tunnels. M-V9 Clip.
Grab hold of another gantry. Pull NOTE Despite the outflow tunnels being flooded, don't
yourself up, turn left, and walk to attempt a swan dive from the top of this shaft, or leap
the end of this one. Now grab past the waterfall when you're at its same level. This
the rung ladder riveted into the simply ends in Lara's demise.
wall, and climb it to another
gantry. Once on top, you can
sidestep left or right.
Once at the base of the waterfall,
you see the sewer flood. Quickly
You cannot reach the very top swim and dive beneath the
gantry, as there's a rung missing waterfall. Follow the route of the
on the ladder you just moved tunnel—and don't delay, or you'll
from. Instead, you can run to the drown. Swim downwards.
right until fallen mesh floor
blocks your path, or (if you
sidestepped left) you can hold As the overflow tunnel joins a
the Walk button and move onto horizontal tunnel, swim along it,
another gantry crane and walk to away from a barred area.
the middle. Continue until you reach another
barred area on your left. Turn and
swim to the right. Ahead is
another barred area. As you
reach it, point Lara upwards.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
72
LOUVRE STORM DRAINS
You're back at, and to the right If you dive into this pool, there's
of, the first main tubelike a ladder halfway down the far
chamber. All that remains is for side of it. To the left and right of
you to move across the upper this ladder are two large
crane girder, then jump onto the overflow tunnels. Don't head
moss-lined sewer tunnel that the there yet. Above the gantry that
water was flowing from. You surrounds the perimeter of this
made it. Now to the boiler room. room are two rung ladders.
Each ladder leads to an upper
Boiler Room Roaming Method #2 gantry and a valve, but these
aren't in use. Drop onto the near
The second method for entering
gantry (below where you entered
the boiler room is less daring,
this chamber) and run to the far
and more lengthy. From the
end of it, to the boiler. The
gantry you're on, turn and leap
walkway is collapsing, but it will
back to the sewer entrance.
take your weight. Grab the
Enter this sewer tunnel, duck,
V-Packer Spread Cartridges at the
and crawl under the railings. Run
far end.
to the opening on your left.
TIP There's going to be an imminent firestorm with a 50
Slide down the chute, and back
percent chance of frying Lara. Time to save your game.
down to the sewer tunnel with
the propeller fan. Move past the
fan to the base of the main
chamber, run past the all-green As you round the corner, Lara
pressure unit, and climb the mentions that this looks like the
drainpipe. Follow the instructions place to insert the explosives.
to reach the top of this chamber, Consult the map, then turn and
then leap onto the moss-lined place the explosives on the boiler
sewer tunnel that the water was and on two oil drums. The timer
flowing from. You made it. Now is set for a five-second fuse.
to the boiler room. Time to dive.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
The way out of this predicament Now on the gantry where you
is via the underwater tunnel started your chamber explo-
pipes. Swim into the right ration, run down the collapsing
tunnel, then forward at the first section, leap over a patch of
junction. Turn left at the second burning oil on the gantry, round
junction, continue forward, and the corner, and move directly
ignore all junctions until you through the hole in the wall.
emerge from the water. Don't stand on the fire.
74
LOUVRE GALLERIES
Louvre Galleries
Ah, the Louvre—not only the
repository of some of the Western
▼
▼
world's greatest cultural treasures, ENTITIES ENCOUNTERED
but also a grueling test of skills for • Museum Guards (x11)
tomb-raiding adventuresses. Lara • Gendarmes (x2)
▼
▼
doesn't have a chance to study the CRITICAL ITEMS TO LOCATE
works of the great masters— • Low-Level Security Pass
she's too busy avoiding the laser • Louvre Guard's Key
trip wires guarding them. With • Crowbar
more than a dozen guards on patrol and the finest security • Carvier's Security Pass
▼
AVAILABLE UPGRADES
▼
devices in Europe, the Louvre Galleries demand every ounce of
stealth and surefootedness Lara possesses, and then some. Her • Upgrade Pull/Push: Upper Body Level 4
mission is to find Mlle. Carvier's Security Pass to access the subter- Lara pumps up her arm strength by pushing a
ranean archaeological dig under the museum, and to probe the small display case near the Mona Lisa.
mysterious circumstances of Werner Von Croy's untimely demise. • Upgrade Shoulder Barge: Upper Body Level 6
After shimmying along a high wire, Lara's upper
body is stronger than ever.
PRIMAGAMES.COM 75
™ PRIMA’S OFFICIAL STRATEGY GUIDE
▼
Whoops! You break one of the laser trip wires,
▼
Climb onto the first display case
the steel grates
and turn toward the large, stone
drop in front of the
slab mounted on the wall. Jump
doors, and the
toward it and press the Action
alarms go off.
button to grab it.
What do you do
now?
TIP If you've made it this far without TIP Made it past these trip wires? Nice work. Now save
triggering any trip wires, pat yourself your game.
on the back and save the game.
BUSTED! There's one last set of trip wires
to go, and it's one of the easiest
sets in the gallery. Walk to the
side of the display case and
press Action to hang off the end.
Shimmy to the end of the case,
past the laser trip wires.
76
LOUVRE GALLERIES
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LOUVRE GALLERIES
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
▼
▼
in the hallway. Wait for the guard
It seems that Mlle.
to pass, then open the door, stalk
Carvier was
the guard in Stealth mode, and
researching the same
take him out from behind.
thing that Werner Von
Croy was looking into
before he died. By
looking at the
parchment on the
At one end of the hallway is a
artist's desk, you find
locked door with a key card
that each of the Obscura Paintings contains a secret
reader. At the other end is the
engraving of an encrypted map that leads to another
locked door to Mlle. Carvier's
painting's location.
office; there's a numeric keypad
Take a gander at the
next to the door.
painting above the
fireplace to read about
a fellow named Pieter
To find the code that unlocks
Van Eckhardt who was
Mlle. Carvier's office, open the
the original keeper of
closest door to that office and
the Obscura Paintings,
sneak into the security office
each of which has a
beyond it. Creep through the
metallic symbol of
circular glass doors, and take out
power hidden in it. The five paintings hide something
the museum guard near the
called the Sanglyph ("blood sign"). They were seized by
security monitors.
the Lux Veritatis in the 1300's or 1400's and painted
over with religious imagery. Could the Eckhardt
There are four security monitors mentioned be an ancestor of the Eckhardt that Von Croy
you can view in here. The mentioned? Or…could they somehow be the same
leftmost one views Mlle. person?!
Carvier's office. Use the camera Inspect Mlle.
to zoom in on a piece of paper Carvier's computer to
stuck to her monitor. There's a find out some infor-
five-digit number written on the mation about a fellow
paper: 14639. named Brother
Obscura, who was
ordered to paint over
the original Obscura
images. The paintings
Return to the door to Mlle.
were hidden, but Brother Obscura made secret sketches
Carvier's office and enter 1-4-6-3-
of the paintings, known as the Obscura Engravings, and
9 at the numeric keypad to
hid them as well.
unlock the door. Press Action at
several places in the office to get
information on the Obscura
Paintings and Pieter Van Eckhardt (see sidebar). Open the cabinet to
the right of the desk to get Carvier's Security Pass.
Leave Mlle. Carvier's office and
walk down the hall. There's a
door to an X-ray room near the
door to the security office, but
there's nothing you can do here
right now.
80
LOUVRE GALLERIES
NOTE Remember this room—you must come back here This raises the gate and gives
when you return to the Louvre after visiting the Tomb of you access to the first gallery,
Ancients. which no longer has any laser
trip wires in it. Go through the
first gallery and out the door at
the end. Head down the hall and
Carvier's Security Pass unlocks stairway until you come to the
the door at the end of the hall locked door. Press Action to bust
near the storeroom (press Action it open. You don't have to worry about the security camera, as
near the door's card reader). you've taken out every guard in the museum by now.
Proceed through it to the archae-
ological dig.
PRIMAGAMES.COM 81
™ PRIMA’S OFFICIAL STRATEGY GUIDE
▼
▼
ENTITIES ENCOUNTERED
archaeological excavation. Work has progressed
• Museum Guard
steadily, and a deep fissure has been
• Gendarme Security (x3)
painstakingly cleared of dirt and debris. With the
dig currently closed, and with minimal security,
▼
CRITICAL ITEMS TO LOCATE
▼
you can explore the surface for clues. You're • First Ancient Symbol Tracing
looking for two Ancient Symbol Tracings, after • Second Ancient Symbol Tracing
which you should descend into the main pit to
▼
▼
hunt for clues on opening the archaic locking mechanism. There are four symbols to AVAILABLE UPGRADES
locate and line up on the ancient lock itself. Once you achieve this, the past • There are no available upgrades in this area.
civilization reveals its entrance, and you are free to investigate the tomb.
Ignore the area to the left, pass Check out the pair of double
the small digger, and run around doors to the right of the tent. Run
the right side of the sandy between the two corrugated
ground. You see a large walls of iron and push open the
excavation hole and a gap in the doors to enter an excavation area.
perimeter fencing. Don't go there
yet, though.
When you reach the makeshift
desk with the computer
Your movements disturb a equipment, maneuver the
security attendant who barks, scanner to the first Ancient
"You're under arrest!" in French. Symbol, then check the left
Disable him and take his K2 printer. On the tray is a piece of
Impactor, then investigate the paper. Pick it up and check your
porta-cabin from where he Inventory. This is the First
appeared. Ancient Symbol Tracing. It is an
unknown glyph, found with the giant scanner ahead of you.
NOTE You can activate the
Inside the porta-cabin are a remote controls next to the
number of air-conditioning units printer and view the infrared
that keep the temperature at the materials detector that's
dig constant. Activate the air currently scanning this room.
conditioning so that any elevator Maneuver the scanner around,
devices you interact with later point at the ground, and
have a better chance of working. uncover artifacts buried in the
Now exit. stone and sand below. The
First Symbol is in the top-left
corner of the dig area. The scanner only works when you
switch on the air conditioning and power in the first cabin.
82
THE ARCHAEOLOGICAL DIG
When you've finished scanning, The leap from the right side of the
return to the main dig site scaffold to the ledge above the
surface and run right, past the rock wall is an alternate route. It
computer tent and into the takes longer, as you must
porta-cabin next to it. There's a shimmy across the underside of
door to open. Head inside; the arch. Make sure you run and
there's nothing of note around leap early, over the railing, if you
the far end of the structure. want to land these jumps.
This porta-cabin was used to Head along the left side of the
research data and weigh scaffolding planks, turn the two
samples. Look for a piece of corners, and clamber down the
paper lying on the fax machine yellow ladder to the next series
above the file cabinet. This is the of scaffold platforms. By now
Second Ancient Symbol Tracing. you've spotted a spinning
The glyph is a dot with a circle circular device embedded in the
around it. far wall.
The second tracing is a circular
symbol and the first looks like an
inverted "G." The second symbol
also appears on the wall. With Head toward this device. Walk
these two papers in your around the ladder, around the
backpack, step out of the porta- corner, pass under the ladder,
cabin and draw your weapon and stop by the gap in the planks
once more. next to the blue barrel.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
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THE ARCHAEOLOGICAL DIG
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Tomb of Ancients
This gigantic, cylindrical sinkhole with ancient
▼
▼
ENTITIES ENCOUNTERED
walls and carvings will test your mettle. You
• Bat
must climb down the walls, ensure your jumping
• The Knight
is accurate, and access two laborious sets of
▼
jutting wall ledges in your quest to pull two
▼
CRITICAL ITEMS TO LOCATE
levers, the last of which opens a grating at the • V-Packer Shotgun
base of the chamber. Once in here, it is a short
▼
▼
jog to the Hall of Seasons. Ignore the broken AVAILABLE UPGRADES
bridge as you descend, and save before every • Upgrade Kick Door/Wall: Lower Body Level 5
jump. Finally, you'll return to this area when you make your escape. So remember A swift kick to a door below the main chamber
where you came in; it'll save your life. allows access to the Hall of Seasons.
Hang off the tunnel edge, land on Walk to the edge of the cave
and hang off the beam, then drop opening, and drop so you're
onto the sandy ground below. hanging from it. If you press the
Don't leap from the upper tunnel Backward button now, instead of
entrance, as you'll hurt yourself. falling, you shimmy down the
craggy rock face, finding nooks to
hold onto. Continue climbing down
this cliff wall, even as it overhangs.
Head to the cave entrance ahead
of you, and gaze at the gigantic
cylindrical hole you must Move down as the cliff continues
descend. As the camera sweeps to hang over. When it straightens
past the bats, you see two to a vertical wall, you can drop to
portions of a broken bridge, with a small, stone ledge at the base
the wreckage strewn about the of the cliff face. Turn and look left
bottom. The base of this when you reach the ledge.
structure is where you're headed.
86
TOMB OF ANCIENTS
TIP Your path isn't always a series of jumps and grabs. NOTE Don't go to the
There are certain points where you should look for other side of the bridge. It
textured cliff walls that can take your weight as you climb is almost impossible to leap
down them. If you're stuck, look around for a wall to the gap between the two
shimmy along. portions of the bridge. And
if you do make it across,
To the left of the green stone there is nothing of interest
ledge you're on is a wooden except a locked stone door
support beam. Stop for a and a locked trapdoor on
moment, bring out your ranged the floor in front of it. This
weapon for choice, and down a is where you'll exit this area;
pesky bat. Now execute a ignore it for now.
regular jump from the back of the
ledge, then grab that beam. Don't
jump from the front edge, or
Move to the left balcony on the
you'll overshoot.
left side of the bridge between
the door and the lantern. If you
peer over the edge, you see a
Don't hop (Walk, then Jump) gargoyle below. That's the area
either, as you won't have time to to aim for, although it is a deadly
grab the beam. Once you're on jump if you're not precise with
this beam, look down. There's a your timing.
broken bridge and ornate There are three ways to descend from the bridge to the lower
archway below you. ground, and each is dangerous. Save your game, then attempt one
of the following.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Clamber down the green rock The next step is below you, but
wall, continue into the overhang, you cannot reach it by hanging
and drop onto the narrow off the platform. (You'll fall past it
platform below. Peer over the to your death). Instead, leap at
edge to see how high up you are. the wall above the step and slide
Save your game, then move to down onto it, or hop from the
the darkened end of the rock back of the upper step.
platform.
88
TOMB OF ANCIENTS
TIP When you're jumping to Run past the Knight to the top of
a step and think you'll the debris mound. Grab and pull
overshoot, leap at the wall yourself up the first new step.
directly above the step, slam Save your game. Once on top of
against it, then drop and land the step, move to the edge
on the step. There's no nearest the next step and hop,
damage, and no overshooting. then grab the step and pull
yourself up.
PRIMAGAMES.COM 89
™ PRIMA’S OFFICIAL STRATEGY GUIDE
For step #9 to #10 hop, then Avoid the Knight, move to the
grab the platform as you fall, open trapdoor, and fall through to
maneuvering yourself onto it. the ground below. You do not
Finally, try a running jump at the return here until this series of
last step (#11), grab the levels is complete. Run down the
platform, and haul yourself onto heat-filled passage, and at the
the torch-lit step. mine junction, make a right.
Save your game, climb down to After making the shotgun your
the step, turn right, and survey weapon of choice, return to the
the next two steps (#10 and junction and make a right. Run
#9). Try a running jump and down the tunnel to a second
bypass #10 completely metal door on your right. With
(remember to grab step #9), or your new leg strength, kick open
jump into the wall and slide this door. Too weak? Then
down to step #10. retrace your steps to the other
door and open that first.
90
THE HALL OF SEASONS
ENTITIES ENCOUNTERED
Unlock each of the sets of doors surrounding
• The Knight (x4)
you, and you end up in one of four elemental
• Brother Obscura
chambers. Your job is to locate four elemental
▼
AVAILABLE UPGRADES
• Upgrade Grip: Upper Body Level 7
Lara can scale steep overhangs with ease after
this workout.
PRIMAGAMES.COM 91
™ PRIMA’S OFFICIAL STRATEGY GUIDE
92
THE HALL OF SEASONS
Stand on the water glyph, then enter the left doorway. Inside is the Stand on the air glyph, then enter the right doorway. Inside is the
matching water glyph. matching air glyph.
Entering Wrath of the Beast: Earth TIP If you succeed in opening the portcullis inside the left
or right corridor, run straight through to the door leading
to the elemental chamber. Don't pull the lever in the
middle section out of curiosity, unless you want to drop
into the basement instead.
PRIMAGAMES.COM 93
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Once safely over the lava pit, run Pass another entrance on your
around the curved corridor until right (where you end up if you
you reach a door on your left. It choose the incorrect doorway
is the only door on the inside of when treading on the fire floor
this circular tunnel, and it leads plate), move between the
to the furnace deep under the descending spike arms, and
Hall of Seasons. Do not enter watch for the metal protrusions
here until you have all four sticking out of the ground. When
element crystals. you near them, they split into
Continue past the furnace until four knives.
you come to six wall spikes
shooting out of the wall. Four are Run around these four traps, then
on the right wall, two on the left watch the next trap. Three curved
one. Walk around each point as it scythes whip the corridor in front
protrudes, or leap over the hole of them. One is from the ceiling,
before the spike shoots out. Don't while the other two come out of
stray to the edges or you'll fall the walls. To avoid being sliced,
into a strip of lava. wait for them to swing, hug one
wall, and leap over them as they
Continue to a doorway on your retract. Keep moving.
right. This is another entrance (if
you failed to enter the elemental Stay away from the stone block
chamber associated with air). that falls from the ceiling, then
Parked to one side of the door is lifts up again. Moving under the
the spiked harvester. Run around it, block as it ascends is the best
then jump across another lava pit way to avoid it. Now execute a
(cling to the wall if you fall short). running leap across the lava pit,
and you’re back at the initial
Jump around the right side of the entrance area.
lava pit, as there are another two
running along both walls. This
means you must keep to the
right. Just beware of the
Exiting the Basement of Traps
retracting blade on the wall,
which spins horizontally, then
You can enter the furnace after
vertically. Nasty.
collecting all four of the elemental
crystals, so it is best to ignore it
Avoid the blade by running until your inventory has been
straight under it before it forms stocked with them.
properly. Or Commando Crawl to
avoid the spinning blade. Ducking
and regular crawling get you
minced. Continue past the end of
the inner wall lava pit. The proper exit to the Hall of
Seasons is the door leading to
the rope elevator on the outer
If you're searching for a way up wall. Move into the elevator and
to the Hall of Seasons (after pull the rope. Once you finish,
accidentally falling down here, or pull the rope a second time to
when you switch the furnace reach the appropriate floor.
on), check out the exit to your
right. This outer doorway leads
to an elevator. We're continuing
on with our hazard check,
however.
94
NEPTUNE’S HALL
Neptune's Hall
Neptune's Hall consists of an underwater search
for the Water Crystal, which is embedded in a
rock column at the center of a water-filled
▼
chamber. Initially, the chamber needs to be filled
▼
ENTITIES ENCOUNTERED
with water, or you'll dive and land on tile. • The Knight
Negotiating a Knight, you find a smaller passage
▼
▼
to swim down, locate a lever to fill the water, CRITICAL ITEMS TO LOCATE
then return to the entrance chamber to dive into • Water Crystal
the central area. A quick search for a second
▼
▼
AVAILABLE UPGRADES
lever occurs, after which a swim through a maze of rock tunnels lands you under • There are no available upgrades in this area.
the central gate. After pocketing the crystal, you swim down to pull a final lever,
unlocking the circular door parts, and swim back to the initial chamber to return to
the Hall of Seasons.
Although the initial passageway
is lit by a number of torches, You can ignore the Knight and
there's only swimming to run around the four pillars to the
contend with. First, run around continuation of the corridor. At
the four pillars. Don't drop into the far end is an ornate gargoyle
the hole in the central area of the spitting a stream of water into
passage, or you'll land with a an open grating. Jump into
sickening thud in the large this grating.
chamber below.
This chamber must be filled
with water before you can high Dive downward. You only have a
dive. First, nullify the Knight limited air supply, so follow the
that's conjuring fireballs at you. route exactly. Pass the broken
Engage him in combat near the grating cover, down through the
hole, then push him in. You hole, and into a large underwater
destroy him and won't need to hallway with a checkered floor.
worry about him later.
PRIMAGAMES.COM 95
™ PRIMA’S OFFICIAL STRATEGY GUIDE
96
WRATH OF THE BEAST
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Drop down onto the green platforms that are fixed to the side walls,
and go around them to the
corner. Turn right, then walk
forward until you drop onto a
green rock area. Don't jump to
this platform. Once here, hop to
the long thin platform ahead.
Don't overshoot, as the adjacent
rock beyond it is unstable.
Turn and look
right to see a curved
Once you're on this long thin pathway leading to a
platform, run along it until you large door. Save your game,
reach the gap, leap it, and land then run along the right edge of
on a rock jutting out of the the falling platforms (the left
opposite wall. Save your game! ledges fall earlier). Reach the gap
Once you reach this wall area, and leap over it. The remaining
turn left and check out the long platforms in this area crumble.
thin plinth. This can be edged
across with your back to the Don't leap too early or you'll fall
wall, or leapt with one quick bound. short of the solid ground ahead,
as well as the steps leading up to
Now comes the tricky part! Turn a great supply of V-Packer
left, and run left slightly onto the Cartridges, and a slot device
crumbling platform ahead, leaping holding the Earth Crystal. Take it,
onto the central platform just as and the ground behind you rises
the one behind you falls. This up to fit together in a series of
central section is also unsafe, so pentagons.
as you land, turn 90 degrees to
your right, and leap again. Step onto the platform, and draw
a weapon, as three flames form
You'll land on another unsafe rock
ahead of you. Each is a Knight.
on the opposite wall. Sidejump
Down a couple of them , then
immediately, making sure you
move to the left or right side of the
land facing the wall, or you
hallway and pull on a lever. Repeat
plummet to your death. Land on
the process at the other side.
the crumbling platform, then turn
90 degrees right and jump again
Do not fall into the maelstrom, as
onto the last rock piece. This one
it spells instant death. Instead,
doesn't fall. When you're done, leap to the corner.
struggle to open the exit door. It is
easier to down two of the Knights,
Save your game, then turn right
then attempt the lever; otherwise,
and execute a running jump to
you'll be blasted by their fire
the upper ledges. Cling to the
attacks. If you’re doused in fire,
ledge, pull up, and run and leap
run to one of the two water
again. Pull yourself up, leap, and
cascades over the entrances,
grab one more time before both
and snuff the flames. Head through the open door, back to the Hall
platforms vanish. Now clamber
of Seasons.
onto the sturdy, yellow platform.
98
THE SANCTUARY OF FIRE
▼
▼
ENTITIES ENCOUNTERED
across a series of pentagonal platforms (some of • There are no enemies in this area.
which are booby-trapped) without slipping,
▼
▼
falling short, or jumping in the wrong direction. If CRITICAL ITEMS TO LOCATE
you do, you'll be bathing in molten rock before • Fire Crystal
you expire. If you reach the other side, take the
▼
▼
AVAILABLE UPGRADES
Fire Crystal and head onto a series of floating • There are no available upgrades in this area.
platforms. Again, some fall away or shoot up into the ceiling. Finally, on the
stepped area, escape this horrific place and pocket that well-earned crystal.
As you enter this chamber, you Leap to the two blocks ahead, but
notice two intertwined snake watch out as the nearer one
carvings on either side of the starts to sink into the lava—
entrance wall. These spill lava quickly move onto the left block.
down channels. Wait for the lava Ignore the block to your right, and
to disperse, then save your game. the two on your left side; all three
Carefully tread on the blocks. sink when you land on them.
When you land on this trio of As you run down the steps,
blocks, do not stand on the one platforms grow out of the
farthest from you; it shoots into molten mire to aid you. Step
the air (carrying you to a fiery onto the first block, and hop
demise if you're on it). Instead, onto the first floating platform.
move to the block to the right Leap to the right and use two
side, and make a running leap to standard jumps.
the duo of blocks ahead of you.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Don't head left up the series of Use a standing jump (not a hop)
five platforms; it ends in a to reach the trio of platforms, and
platform high above a central line don't overshoot. Move to the far
of blocks. Drop instead to here one and hop to the single platform
(you need a mixture of hopping ahead of you. Now hop again to
and jumping to reach the upper the single block, and back onto
platform). Otherwise, try one last the initial block area. Save your
standard jump from the third game, and leave this hideous
right-side platform. place through the door you came
in, back to the Hall of Seasons.
Now on the line of blocks, don't
stand on the ascending far one.
Instead, look left and right to see
two more sets of platforms Back in the Hall of Seasons,
forming. Don't head right, as the enter The Breath of Hades by
middle of these right-side stepping on the air floor pad and
platforms sinks when you stand on pulling the right lever.
them. Instead, look left and jump.
dragon heads that can blow you off course if CRITICAL ITEMS TO LOCATE
you're jumping, or even standing on the swaying • Air Crystal
stalk platforms. Be forward thinking and check
▼
▼
AVAILABLE UPGRADES
the wall to the right of your starting location for a lever that raises the portcullis on • There are no available upgrades in this area.
the other side of the gap, or you won't be able to reach the Air Crystal. With the final
crystal in your grasp, return across the airy crevasse, and enter the Hall of Seasons to
slot each of the four elements in the furnace beneath the main hall.
100
THE BREATH OF HADES
Stand on the edge of the dragon Now hop to the next column,
alcove and jump to the column then the second to last column
nearest you, then attempt a nearest the exit. From here, you
running jump off the column to can turn around and leap. Press
the second platform nearest to Backward and Jump to back-flip
the far side of the pit. This is onto the stairs, then exit this
possible, but incredibly difficult. chamber. All four crystals are
yours. Head out the door.
PRIMAGAMES.COM 101
™ PRIMA’S OFFICIAL STRATEGY GUIDE
102
RETURNING TO THE DIG SITE
Shimmy off the right side of the Now run to the open furnace door
ladder to the small uppermost and around to the final valve.
platform, and turn right. The Ignore this if you already turned
giant pipe connecting the outer it. If you didn't, you can avoid the
wall to the furnace (and swinging blades that have
supplying fuel to four platforms activated. An incredible grinding
in the Hall of Seasons) needs a sound is heard as the furnace
valve turning . The Earth Crystal roars to life. Unfortunately, it also
helped you reach this point. sets off a number of thrashing
metal traps throughout this
Climb down the ladder to the chamber. Time to go.
small, wooden platform, but do Pay close attention to the
not descend the second ladder rotating blades nearby and leap
near the giant chain. Instead, turn to the left of them, across the
and look at the furnace. There is wooden circle platform, to the
an upper, circular platform. curved platform near the way
Execute a running jump to it. you came in. A running jump
makes it here (stretch out to
grab the edge of the platform).
Run around this platform until
you spot another chain, this one
leading to a high, wooden Climb down the ladder to the
platform you haven't visited yet. base level and crawl under the
Shimmy across to the platform, rotating blades, or wait for one to
drop onto it, then turn left and pass, and run after it before it
run to the base of the ladder. circles and catches you. Run to
Climb it to a tiny, upper alcove. the ladder and climb two floors
of curved, wooden platforms to
the exit.
Once atop the alcove, turn right
and locate the valve in the wall. Save your game, move to the
You hear a creaking noise from rope elevator entrance (in the
below and the sound of water outer wall of the basement of
gushing into the furnace. The traps), and utilize it to ascend
furnace door has opened and the two floors to the main Hall of
entire structure is activating! Seasons. Head through the doors
and you appear near the rubble.
Something has happened.
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TIP If you want to stay off Once at the top, there is a sealed
the floor, climb the rubble arch in front of you, a locked door
and make a running jump at to your right, and an entrance to
the column to your right. the upper balcony on your left.
Land on it, then continue to Run into the upper balcony, make
jump and climb. a left, and jog around the upper
balcony quickly.
Wait for your platform to ascend You can't enter the upper balcony
and the one to your right to and turn right, as there's a
descend. When they are at equal dangerous gap that you cannot
height, make a standing jump to leap. However, when you reach
the next one. Repeat this two the other side of the gap (after
more times until you reach the running around the balcony and
highest (fourth) column. Stand on dodging the Knights), check the
this as it ascends. wall to the left of the hole. It can
be climbed.
At the platform's highest point, Shimmy up the wall, then move
jump and grab the edge of the diagonally upward and right,
circular support with the four heading for the narrow ledge
girders protruding from it. Pull near the fallen rock wall.
yourself onto the circular girder, Continue until you're above the
turn left, and run to the flat girder ledge lip, then drop. Turn and pull
on this structure. Run along it. the lever. The locked door atop
the stairs creaks open.
As you begin your run, an alcove You find yourself at a dead end
in the outer wall shatters, and a with V-Packer cartridges to pick
Knight appears from it. Ignore it up. However, there is a patch of
and continue your jogging. Run darkened wall to push. Hold the
around the inside of the hole in Action button and shove the wall
the balcony. section into a small hidden
passage with a Large Health
Pack in it.
Run under and around the
Lara feels stronger; she has just
staircase. Ignore the bars in front
increased her grip (Upgrade Grip:
of you (this is where you'd end
Upper Body Level 7). She can
up if you took the left turn after
now hang longer while climbing
the girder) and instead climb the
or monkey-swinging. This is
stairs. If you want extra speed,
important, as you must exit this
jump the steps five at a time.
ancient place with haste.
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RETURNING TO THE DIG SITE
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You appear inside the Tomb of Point yourself forward and up,
Ancients. Slosh forward through but don't head for the small hole.
the water, and the corridor you're That's not the exit cave; it is
in completely fill up. Look at the farther up toward the ceiling. If
hole in the roof of the tunnel, and you’re running out of breath,
swim through as fast as you can. swim to the air hole at the very
Exit through an open trapdoor. top, grabbing the Health
Bandages on the ledge while
you’re at it. Swim into the upper cave hole, past the wooden beam,
and into the entrance to the tomb.
You appear out on the opposite
side of the broken bridge. Ignore
the sealed door behind you— You appear outside of the digging
swim into the now-underwater area, emerging from a secret exit.
cylindrical cavern, and swim Run to the crate next to the mesh
upward. wall, climb onto it and over the
wall, then turn and enter the large
double security doors. Time to
investigate this painting inside the
Louvre.
AVAILABLE UPGRADES
troops storm the Louvre, spreading poison gas throughout the gallery. • Upgrade Dash Enable: Lower Body Level 6
While fighting these assailants, you must ascend to the x-ray room, Locating the Respirators allows Lara the luxury
obtain the Respirator, x-ray the painting, and descend through the of sprinting.
unlocked door. Once in the lower gallery, you're surprised by the
appearance of the motorcyclist who's been watching you from the
shadows for longer than you know.
106
GALLERIES UNDER SIEGE
Rappelling from the air ducts, There are two more special
Marten Gundersen arrives. These forces soldiers here who can be
soldiers are working for the taken out, and their ammunition
Agency. Gundersen barks orders: collected. However, a wiser
"Synch to sector A9! Fan out and move is to run toward the far
keep low! Maintain radio silence! end of the display corridor, past
You have your targets! Move the rope the soldiers rappelled
out!" This looks like trouble. on, and into the entrance
chamber.
You disturb another guard at the There is only one exit, to your
top of the staircase, between the left through the open door (the
two bull statues. Beat down the others are sealed, with the one
museum guard and collect ahead of you lit by a red warning
another Vector-R35 clip. Enter the light). This leads to the corridor
corridor to the door around the and the metal staircase you
left corner. The gas is seeping descended after entering
through. Save your game. Carvier's office. At the base of
the stairs, gun down the waiting
As you open the door, you see Agency goon.
that the chamber is filled with
noxious gas. There are gas
masks in the area next to the
x-ray machine, so race there as
soon as possible. First, though,
there's a guard to handle at the
door to your left.
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108
VON CROY’S APARTMENT
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…or the sofa where you began There are two Rigg Clips on the
your fight. As he darts out, make floor, another by the bed, and
run into the kitchen for cover, another Rigg Clip and a Large
then fire your preferred weapon Health Pack inside the closet.
on him after he lets off a round. Head down the spiral stairs to
Continue to strike him, bob back the kitchen. If you ascended the
into cover, and hit him again. stairs, the door to the bathroom
After the fight, take the two Rigg wouldn't be accessible—you
Clips from the kitchen island. must kick open the hallway door
below. If you started this area without ranged weaponry, the Cleaner
After five or six good takedown appears now.
shots, the heavily armored
Cleaner moves from the sofas and Time to leave. Pass under the
through the exit door. Don't follow ransacked bookcase doorway,
him yet—he will be back later. make a left turn, and head out of
Instead, look around Von Croy's the apartment and into the
apartment. Start with the Rigg building. By the door with the
Clip behind the dining room table. police caution tape that you
ripped open earlier, be careful.
Turn left to see trip wires spread
There’s the Jackal Walking Stick
along the corridor.
near your starting point, and
arcane literature on the Sanglyph The backwards "Z" pattern of the
and Lux Veritatis in Von Croy’s trip wires impedes your
study. All three items are added progress; it seems the Cleaner is
to your Notebook. Move around more cunning than previously
the spiral staircase (don't climb thought. Turn around and move
that yet) and check out the door along the corridor toward the red
behind it, in the corner near the Health Bandages. fire door. You must have
Kick it open to check the other upgraded your kick to open it.
side, which is a small hallway and
stairs to the left. Fortunately, that Behind the red door is a landing
boot strengthens Lara consid- with a Small Health Pack and a
erably, granting her extra leg Rigg Clip. Don't step any farther
power (Upgrade Kick Door/Wall: into this area; another series of
Lower Body Level 7). Pick up the trip wires rigged to explosives
two Rigg ammo on the sideboard halts you dead in your path.
and on the floor, then head up Return to the main corridor.
the stairs.
110
VON CROY’S APARTMENT
As you round the left corner, you'll Save your progress. Deactivated
see an item behind an upturned trip wires are laid in front of you.
sofa to the left. As you pick up the Simply hop through them—they
Rigg 09 Clip, the Cleaner shoots a have a one-second timer and then
man-sized hole in the plaster and form a "Z" shape preventing
destroys the wall. React to this backtracking, but you won't be hurt
ambush by leaping and shooting if you move before they activate.
around the room, seeking cover Take the Rigg Clip from the corridor
behind the sofa and entrance wall. in front of you, then run, aiming at
The Cleaner drops his machine gun the alcove on the left.
in favor of two pistols. Blast him Reposition yourself in the corridor,
about four times until he's badly then dive to the doorway alcove
wounded and staggers away ahead and to the right as the
through an open door in the Cleaner takes potshots at you
adjacent hall. Heal, then step from the end of this passage.
through the wall opening the Stay here and don’t get shot by
Cleaner created. Pick up his dropped the Cleaner. Look at the set of
Viper SMG near the hole, plus the three trip wires, all blinking in
two Viper SMG Clips and Chocolate Bar on the covered table behind you. front of you.
The closed door is locked, but the There is one, low-level trip wire that remains on constantly. The
open one allows you to enter the other three sets of wires blink off
main corridor, on the other side of and on in order, starting with the
the "Z" trip wires. Turn and view ones next to you, then the ones
the remainder of the corridor. halfway down this passage
There are deviously positioned (above the one constant wire),
wires to navigate with skill and and the set nearest the Cleaner.
timing. Save the game. Put away your weapon and save
The three laser wires are easy to your game!
avoid. Execute a Commando
Crawl under the first, and As soon as the trip wires furthest
continue under the second and from you (the third set) switch on,
third. Stand up and peer around run and jump over the single
the corner. The landing looks safe middle trip wire, then land in the
enough—until it is destroyed by left doorway alcove. Bring out the
remote. Cleaner’s Viper SMG, and strafe
him until he staggers back and
Intense fire is enveloping the falls down the stairs. You can
landing ahead, so ignore this area faintly hear a phone ringing.
and head down the steps. Almost
immediately, there is a gap in the The phone is still ringing when
staircase. Jump this gap to avoid you reach the defeated Cleaner.
setting yourself on fire. All the Bouchard is on the line. "Is she
other areas of this landing are dead, yet?" croaks Bouchard,
either dangerous or dead ends. "We have to get back to Prague!"
Turn left, then drop down this hole. The double-crosser is about to
be paid back for his dealings
When you land on the staircase
with the Agency.
below, turn around and walk up
the three steps, then turn and Lara answers the phone, leaving
check out the lower floor corridor. the Frenchman sweaty and
It looks the same as the one you nervous. Taking a pass card from
just came from until you make a the Cleaner's body, Lara detonates
left turn. Head there after the remaining explosives with his
descending to the tile floor and timer and unlocks his SUV. It is
taking the two Rigg 09 Clips and time to visit Prague.
Large Health Pack from under the stairs and the nearby table.
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ENTITIES ENCOUNTERED
quest takes her to Prague. Despite the • Luddick, a reporter
chilly weather, she's in hot pursuit of • Czech policemen (x2)
Louis Bouchard, whose "Cleaner" • Rottweiler
didn't manage to tidy up his loose • Louis Bouchard
ends in Von Croy's apartment. Along
▼
▼
CRITICAL ITEMS TO LOCATE
the way, she hopes to find Mathias • Vasiley Full Fax
Vasiley, who's also hunting for the • Last Obscura Engraving
Obscura Paintings. • Cellar Key
▼
Lara's not the only person who's traveled from France to the Czech AVAILABLE UPGRADES
▼
Republic recently—the Monstrum has preceded her and murdered Vasiley • Upgrade Shoulder Barge: Upper Body Level 8
in his apartment. All the doors are locked, and policemen patrol the crime By pulling a chest of drawers in Vasiley's
scene. Lara must enter Vasiley's apartment through the sewers and unlock apartment, Lara increases her upper-body
the secret of the fifth engraving, which leads to the final Obscura Painting. strength.
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THE MONSTRUM CRIMESCENE
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
TIP If you accidentally pull the chain too many times, you
In the great hall beyond the door, can angle the window back up by pulling on the chain on
climb the spiral staircase to the the other side of the stained glass window, above the chest
second story landing. of drawers you pulled.
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THE MONSTRUM CRIMESCENE
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Strahov Fortress
After discovering the Last
▼
▼
Obscura Engraving at the ENTITIES ENCOUNTERED
Monstrum Crimescene, Lara • Agency Soldiers (x11)
accepts assistance from a • Rottweilers (x2)
Czech reporter, Luddick. He • Luddick
provides her with a low-level • Eckhardt
entry code to the Strahov
▼
▼
CRITICAL ITEMS TO LOCATE
Fortress, a multipurpose • Strahov Low Security Pass
industrial facility used • Strahov High Security Pass
as a headquarters by the mysterious Cabal. • Scorpion X
Lara's goal is to descend through the many levels of the Strahov
▼
▼
AVAILABLE UPGRADES
Fortress. In this section, she must stealthily take out several Agency
• Upgrade Push Object: Lower Body Level 8
soldiers, find two different security passes, shut off the power to the
By rearranging a pile of crates in the saw room,
defense systems, and make it to the Bio-Research Facility.
Lara buffs up her legs and can push a pair of
stacked crates to a valve that she must turn to
shut off the gas in the area.
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STRAHOV FORTRESS
Jump onto the stacked trailers , TIP Staying in Stealth mode keeps the soldiers from
and face the opposite direction hearing your footfalls, but if you're caught in their
from the crane. flashlight beams, they'll attack with machine guns blazing.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Walk to the left end of the Climb down the ladder to the
catwalk (as you face the ladder) garage, and walk around the
to find a green door. Go through catwalk until you come to the
this door and press Action on the long ladder leading into the
card reader inside to use the rafters of the garage. Climb all
Strahov Low Security Pass and the way up this ladder.
open the door to the garage.
There are three soldiers on this As you approach the door to the
catwalk. It's extremely tough to crane control booth, you see a
take them out without being cutscene of Lara using the crane
hurt, but you must get rid of all to smash the two machine gun
three of them. We advise turrets on the rafters below.
sneaking in Stealth mode with a
weapon drawn. Take the soldiers
out from behind with a stealth With the machine gun turrets out
attack if possible—if not, just do of the picture, you can now safely
it quickly. set foot on the floor of the garage.
To reach it, climb back down the
last ladder you ascended, walk
along the catwalk until you're
Walk all the way around the above a tractor trailer truck, hang
catwalk after taking out the three from the railing, and drop onto
soldiers, and climb the ladder at the truck.
the other end of it.
118
STRAHOV FORTRESS
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Once you reach the severed part Once he's finished off Rennick,
of the air duct, face the duct, Eckhardt casually tosses the
back up a couple of steps, and reporter's charred body into a chair
jump on top of it. and exits the interrogation room.
120
STRAHOV FORTRESS
After taking out the soldier, head An emergency hatch seals shut,
toward the door to the fortress's locking out two other soldiers in
power room (in the opposite the research area. Panicked, they
direction from the series of laser pound on the glass of the first
trip wires that stretches across soldier's control booth, to no
the hallway). avail—they are quickly killed by
some sort of hideous creature.
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THE BIO-RESARCH FACILITY
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▼
experiences more of the ENTITIES ENCOUNTERED
• Dr. Grant Muller • Marten Gundersen
horrors that await
• Abomination Phase II (x2) • Pieter Van Eckhardt
mankind if the Cabal
• Abomination Grub (x8) • Kristina Boaz
succeeds. After talking
• Leviathan • Carnivorous Horror
to Muller, Lara checks
• Cabal Soldier (x5) • Kurtis Trent
a fountain to find an
• Tendril Trunk
exit, then deals with
▼
▼
two abominations in a gestation chamber before CRITICAL ITEMS TO LOCATE
• Botanical Low Access Pass
climbing along a pipe to unlock the drain under a pod. Once
• Botanical Medium Access Pass
through the maze of balconies in the subsequent room, she
• Botanical High Access Pass
faces an intelligent tree—or at least the remains of one.
▼
Finally, she ascends a giant series of balconies, witnesses a
▼
AVAILABLE UPGRADES
horrific demise, and secures three Botanical Access Cards • Upgrade Jump: Lower Body Level 9
before exiting. A leap across a gap in the largest greenhouse
area allows Lara to make even longer jumps.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
Lara wants to know what Muller Run in to the corridor and look for
is up to. He tells Lara of the areas of interest. You find one
Cabal—the new order of life on almost immediately; there is an
earth. Scoffing, Lara then learns opening in the right side wall.
that the order of the Cabal Enter it.
controls everything in Prague,
and that arcane experiments by
the Cabal leader, Pieter Van You are now in a small
Eckhardt, have resulted in immor- antechamber with a wayward
tality for all. plant growing in it and a ladder
jutting upward. Climb the ladder
to a short, curved balcony. On
the wall next to another balcony
is a lever. Pull the lever after
collecting two more Viper
SMG Clips.
124
THE BIO-RESARCH FACILITY
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THE BIO-RESARCH FACILITY
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THE BIO-RESARCH FACILITY
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
There are a total of five valves When the correct mixture of feed
set against the wall; turning three is transmitted through the pipe,
of them activates a feed pipe that the tendril trunk shudders and
floods a small vat and pumps points upward, then dangles from
different types of feed into the its central trunk with a feeble
tendril trunk next to the door. A shake. All the smaller tendril
combination of feed types will pieces shrivel into the trunk, and it
relax the unusually taut weed. releases its iron grip on the door.
NOTE Did you simply turn on all the valves, or turn the Pause at the junction and turn
wrong ones? Wait for the feed to drain and start again. right. Sprint past the heat lamp,
along the side of a raised bed with
The pipes are represented by the numerous carnivorous plants in it,
symbols that look like a "Y", a and continue along the pathway
"+", and a bell shape (1, 2, and 4 as it curves left. As you round the
respectively). Turn these three corner, equip your weapon.
valves (and these three only),
and watch as the vat fills up with
yellow liquid. Nothing happens
until you pull the release lever at Ahead of you is a Cabal soldier
the vat. with a flashlight. Take him out.
There's no one else nearby,
allowing you to strike him down
with ease. Take his Botanical
Access Card.
130
THE BIO-RESARCH FACILITY
Return to the ground floor, If this occurs, try to grab the lip
ignoring the green water (there's of the gutter before you fall,
little here of interest). Instead, shimmy over so you can actually
travel around the pathway to the land in the water, drop, and
initial junction, and take the other retrace your steps back to this
route. This leads to a plant-filled point. Alternatively, drop onto the
area on your left, full of wider lip, walk to the corner, and
disgusting mutations. take the Health Bandages before
you swim. Save your game first.
The path also meanders around
to a doorway, but this is firmly Assuming you land safely on the
sealed with ivy and moss. When flat roof section, turn and look
you've finished wandering, take right, down at the smaller flat
the shallow steps up to the roof section. You must jump to
raised plant bed. Jog to the reach this area next. Execute a
ladder in the center of the bed, standing jump from the middle of
avoiding the plants. the first flat roof to the second.
Climb the ladder to the first floor Move quickly, or you'll attract the
of a series of balconies. When attention of the Cabal soldier on
you reach the junction at the the walkway above and behind
wall, you can turn left or right. you (past the door you couldn't
Don't bother heading right yet, as open). Shrug off his machine gun
this path ends with a right turn fire if need be, then walk to the
and a collapsed section of edge of the second flat roof, and
walkway you cannot cross yet. hop to the third.
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™ PRIMA’S OFFICIAL STRATEGY GUIDE
TIP Open the trellis door so Turn left and begin to ascend the
that if you incorrectly time stairs (these are the ones you
your jumps and fall (but saw earlier, just before the first
survive), you can head long jump). Continue around,
straight back into this watching out for the curved
section without leaping the corner with the gap that you can
greenhouse roof again. accidentally fall through (the plant
is growing out of it). Retrace your
steps if this happens.
Make a right turn at the junction, The time has come to ascend to
or head back from the previously the very top of this gargantuan
barred doorway. Follow the greenhouse. Sprint along the
balcony as it meanders ahead, long walkway to the very end.
left, and left again, hugging the Once at the railings, you notice
exterior wall. You see a staircase some ivy to your right. Grab hold
to the right as you turn, but this and climb it, then shimmy to the
cannot be accessed. right, and right again onto a
broken upper walkway.
Once on the stretch of corridor by
the exterior wall, look ahead at
the long gap with the Large
Health Pack at the far end. This
area tests your leg strength. Hit
the Sprint button, then leap over
the gap. Land on the other side—
don't fall into the gap.
132
THE BIO-RESARCH FACILITY
Head for the far right corner of You find Health Bandages in the
the ground floor (when standing left locker and Health Pills in the
by the entrance). Enter the right. Now that you've fully
doorway and turn to the set of explored this area, descend
three security locks. One may through the hole in the platform,
already be flashing. Press the dive back into the water, and swim
other two buttons. to the square hole to emerge back
into the under-chamber.
The dead guard's card unlocks Trot up the stairs and back onto
the left lock. The card from the the mesh walkway. This ends in
guard on the small, lower-level a narrow pair of doors which
balcony opens the middle lock. open to reveal a containment
The ground floor guard's card passage. Step inside and move
opens the right lock. With all to the switch on the opposite
three lock buttons pressed, the wall. Press this, and the door to
door in front of you now opens. your left opens. Step through.
134
SANITARIUM
Sanitarium
Kurtis Trent is your playable character in the
Sanitarium and Maximum Containment Area of
the Strahov Fortress. After his ambush of the
voluptuous Miss Croft in the preceding chapter,
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ENTITIES ENCOUNTERED
it's hard to tell if Kurtis is on your side or not.
• Sanitarium Zombies (x13)
But there's no time to ponder the question—
• Agency Soldier
you've got to get him through the lower levels of
• Proto-Nephilim
the Strahov Fortress in one piece.
▼
▼
Kurtis's adventures in the Sanitarium involve finding items (such as security CRITICAL ITEMS TO LOCATE
passes) to solve puzzles and unlocking the entrance to the Maximum Containment • Farsee Code 06289
Area. Along the way, Kurtis displays his psychic talents, including his Farsee ability • Strahov Assistant's Pass
that lets him peer around corners and look through locked doors. Also, every time you
▼
▼
AVAILABLE UPGRADES
see a five-digit number, remember it—you must open several numeric keypad locks. • You play as Kurtis Trent in this level, and Kurtis
The majority of the enemy creatures are Sanitarium Zombies, laboratory subjects does not have the ability to upgrade his physical
who have been exposed to experiments for so long that they no longer pass as strength.
human. Even though the Sanitarium Zombies do minimal damage, put them out of
their misery. Kurtis comes loaded with hundreds of bullets for his custom Boran X
pistol, so you may as well use it.
Kurtis Trent has some psychic abilities that on the ledge, and the second
Lara Croft lacks. They kick in automatically when press prepares him to grab the
you need them, so there's no need to activate next ledge below him. If you do it
them yourself. Kurtis has the power to telekinet- right, you'll snag the next ledge
ically move objects without touching them, and without plummeting to an
he also has a Farsee ability that lets him view untimely demise.
areas that he can't physically reach.
Despite his mental powers, Kurtis is physically After reaching the second ledge
less impressive than Lara. He cannot upgrade his safely, drop from that one and
upper- or lower-body strength, and he's slower to catch the ledge below it, then
stand up from a crouch. He also lacks a Stealth repeat the move twice more to
mode, so he can't do a Commando Crawl. Aside drop past the ledges. Pull yourself
from these quirks, Kurtis has an identical control onto this rust-colored ledge, grab
scheme to Lara's. the Health Pills, then return to the
edge and drop to the next one.
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SANITARIUM
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Once you have both items, walk Now backtrack until you're back
to the far right corner of the on the floor of the cafeteria. You
cafeteria (as you face the can take the stairs from the
kitchen) to find a locked door catwalk, or drop through the gap
and a card reader. Press Action in the catwalk into the kitchen.
near the card reader to use the
Strahov Assistant's Pass and
unlock the door.
138
SANITARIUM
The duct ends in the lab where This causes the broken ladder to
you saw the Proto-Nephilim fall over, and you can now jump
consume its latest snack. Drop and grab the edge of the
into the lab to find that the Proto- platform. Pull yourself up and
Nephilim has once again escaped activate the switch that shuts off
with its meal. the fan.
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ENTITIES ENCOUNTERED
the Maximum Containment Area
• Proto-Nephilim
takes him closer to the
• Sanitarium Mutant (x5)
defective Proto-Nephilim
• Agency Soldier
holding cell. Most of the
▼
enemies in the Maximum
▼
CRITICAL ITEMS TO LOCATE
Containment Area are • Farsee Code 17068
Sanitarium Mutants—think • Sanitarium Low Access Pass
Sanitarium Zombies plus Proto-Nephilim DNA. They're fast and nasty • Sanitarium Medium Access Pass
customers, so don't spare the bullets.
▼
▼
AVAILABLE UPGRADES
Kurtis's ultimate goal is to reach the Proto-Nephilim's lair and kill it.
• Kurtis has no available upgrades.
To do so, he must find a variety of keys and codes to unlock doors—
and, of course, chew through a lot of ammo.
From the other side of the gate, Finally, open the gate near the
you can go straight through security office to enter another
another gate, left through the cell-lined corridor, and go
security office door, or right to a through the double doors at the
pool of bubbling, green water. end of it.
140
MAXIMUM CONTAINMENT AREA
NOTE This gives Kurtis the Farsee Code 17068. It's not
actually an item, but you can view it in your Inventory to In an open cell near a set of
remind yourself of the code. locked double doors with a red
light above them, you find a clip
of Boran X ammo sitting on a
satchel on a bed.
Return to the security office near
the beginning of the Maximum
Containment Area, and enter 1-7-
0-6-8 into the numeric keypad to
unlock the two cell doors you
just walked past. Next to the aforementioned cell
is a long, sloping corridor with a
door at the end. Go through that
Return to the cell door where door to enter the next area.
Kurtis had his Farsee vision and
enter the cell. Walk inside, but
immediately back away from the
door and aim your pistol toward it
to shoot the Sanitarium Mutant
that tries to barge in. Hammer the Take an immediate right after
Action button as fast as you can going through the door, walk
to fill them with lead. down the corridor, and take your
first left to enter a lab. A
cutscene follows.
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MAXIMUM CONTAINMENT AREA
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144
AQUATIC RESEARCH AREA
▼
▼
ENTITIES ENCOUNTERED
turrets, you need to restore power
• Leviathan
to the aquatic labs while dodging
• Agency Soldier
a Leviathan. Only once Lara has
▼
explored all of the secrets of CRITICAL ITEMS TO LOCATE
▼
the deep will the biggest • None
secret of them all reveal
▼
▼
itself—the entrance to the Vault AVAILABLE UPGRADES
of Trophies, where the final Obscura Painting is rumored to be hidden • Upgrade Grip: Upper Body Level 9
in the Lux Veritatis vault. By preparing a cartload of raw chum for Leviathan,
Lara works those biceps and earns an upgrade
that lets her shimmy farther along ledges.
You enter the next area on a Stand up near the valve, and
catwalk. There's a ladder at the press Action to turn it and release
end of it that leads down. a blue fog into the room. Wait a
Unfortunately, there are two few seconds for the room to fill
motion-sensitive machine-gun up. The fog completely nullifies
turrets on the floor that destroy the machine guns' sensors,
you if you get too close to them. rendering them harmless.
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146
AQUATIC RESEARCH AREA
This also opens a door on the Press the large, yellow button at
surface of the research facility. the end of the hallway beyond
the door to open the thick steel
door next to it.
Swim through the yellow-and- Pull the switch to the right of the
black stripped tunnel opposite elevator door at the end of the
the power switch and follow room beyond the thick steel door
it into the underwater room you just opened. This restores
beyond. power to the elevator and calls it
to your level.
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148
AQUATIC RESEARCH AREA
NOTE The security-monitor images let you know what Walk toward the giant hatch,
you must do after feeding Leviathan. which opens automatically.
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Press Action to dive into the Lara then presses a yellow button
water, and hold down the Jump that floods the chamber with
button to swim toward the water, and the cutscene ends.
switch. Press Action near the
switch to pull it.
Swim back to the surface and Swim back into the main pool of
climb up the ladder to return to the Aquatic Research Area, and
the catwalk from which you dove paddle through the now-open
into the pool. passage to the Vault of Trophies in
the middle of the floor of the pool.
150
VAULT OF TROPHIES
Vault of Trophies
Lara's marine adventures aren't
over yet. From the Aquatic
▼
▼
Research Area, she swims ENTITIES ENCOUNTERED
through an underwater maze to • Fire Knight (x2)
the entrance of the Vault of
▼
▼
CRITICAL ITEMS TO LOCATE
Trophies. After a bit of puzzle • Last Obscura Painting
solving that literally takes her
▼
▼
breath away, she enters the AVAILABLE UPGRADES
vault, indulges in a bit of nerve- • Upgrade Pull Chain: Upper Body Level 10
wracking platform jumping, and faces two indestructible Fire Knights Pull the rusted lever in the area of the vault near
trying to get the fifth and final Obscura Painting. It's all in a day's the Fire Knights to beef up Lara's arm strength.
work for the world's most famous tomb raider, even if she's not This lets her pull the chain that raises the nearby
technically raiding tombs. tapestry.
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There are only two knight statues At the end of the cavern is a
whose names begin with those switch. Pull it to cause several
letters: Vasiley and Limoux. Pull small, stone platforms to appear
the chains behind those statues over the yawning chasm ahead
to move them forward. of you.
CAUTION You probably won't have enough breath to CAUTION There's some frustrating jumps ahead. Save
find the Vasiley and Limoux statues and pull their chains. frequently (after every successful jump).
Double back to the air-filled chamber after moving the
first statue to make sure that you don't run out of air.
152
VAULT OF TROPHIES
From the plateau above the Knock both Fire Knights down,
center of the chasm, hop across then run to the lever to the right
the three small platforms leading of the giant fireplace at one end
to the other side of the cavern. of the vault.
TIP Hold the Walk button and tap the Jump button to
ensure that you don't overshoot the platforms. Pulling the lever increases Lara's
Fortunately, these don't crumble out from under you, so upper-body strength (Upgrade
take your time lining up your jumps. Pull Chain: Upper Body Level 10)
and slides a bookcase that
conceals some Health Bandages.
Pick them up.
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154
BOAZ RETURNS
Boaz Returns
When last we saw Kristina Boaz,
she was fed to Dr. Muller's
▼
▼
Carnivorous Horror as ENTITIES ENCOUNTERED
punishment for keeping the • Eckhardt
Proto-Nephilim alive. You'd • Gundersen
think that being devoured by a • Boaz
giant polyp with teeth would finish
▼
▼
CRITICAL ITEMS TO LOCATE
most people off, but not Boaz. • None
Instead, she wound up melding
▼
▼
with the Carnivorous Horror and was locked away by Eckhardt for a AVAILABLE UPGRADES
special occasion—and that occasion is now. • You play as Kurtis Trent in this section, and
Kurtis does not have the ability to upgrade his
physical strength.
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NOTE You can only shoot the pods when Boaz is hurling Although Boaz is more
the green globs at you. If she stops firing them, move around dangerous in her second form,
in front of her and shoot her in the face several times to get your strategy should remain the
her to lob the green globs again.
same—keep dodging and
pumping bullets into her.
TIP If you're not able to target the correct pods, press the
Switch Target button to aim for an intact pod.
156
THE LOST DOMAIN
▼
▼
tunnels in order to reach the hated Eckhardt's ENTITIES ENCOUNTERED
laboratory. Although the initial chamber structure • There are no entities encountered in this area.
seems confusing, it's actually quite simple once
▼
▼
CRITICAL ITEMS TO LOCATE
you realize how to negotiate each area. You must
• There are no critical items to locate in this area.
merely leap across a series of rocky platforms
▼
▼
above instant lava death, upgrade your lower AVAILABLE UPGRADES
body for one last time, pass quickly through a • Upgrade Jump: Lower Body Level 10
dark tunnel, and emerge into a large and A series of precise jumps enables Lara to sprint
crumbling cavern with a trap-filled door at one end. The trap must be deactivated and jump, thus allowing her to exit the middle
before you can cross the last series of tiny ledges and reach the entrance door. This chamber.
level takes minutes to complete, but only after hours of trial and error.
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THE LOST DOMAIN
Navigating the Gray Cavern: The NOTE The easiest way through this area is to deactivate
the Cowled Cutter. Follow the advice in "How to
Correct Way Deactivate" for the easiest method out of here.
Move to the lever and pull it back The Cowled Cutter: How to Activate
until the grated gate at the far
end of the chamber opens. Run Ignore the ladder and ledge to
backward a little ways and start your left, and press the Walk
sprinting to the edge of the button to stroll to the edge of the
cavern mouth, leaping to execute rocky outcrop you're on. There's
a sailing sprint jump. a gap, and a huge gout of flame
roars upward. Hop to the
platform in front of you.
Position yourself so you don't
steer through the air, or you'll
This large ledge is lower than the
have problems continuing your
initial outcrop. From here, reverse
leaping. When you land on the
to the back of the ledge, line
first island of rock platforms,
yourself up with the small
ideally at the near end, continue
platform in front and slightly left
the sprint and jump again almost
of you, and perform a standard
immediately. This is possible.
jump. Hopping doesn't reach
quite far enough, and running and
TIP Problems leaping in one continuous sprint? Then
jumping overshoots.
stop on the first island, quickly retreat back to the near
end of the structure, and begin another sprint and jump.
From here, turn slightly right to
Continue from the first to the line yourself up with the group of
second clump of rock platforms, rock platforms ahead of you, and
sailing through the air to land make a standing jump over to
precisely on the far set of them. As you land, another blast
platforms. From here, ignore the of fire rockets upward. Wait for it
left cavern opening and the right to dissipate, then turn left.
narrow ledge, and sprint to a
final platform. Ignore the single platform to your
right, and instead simply make a
standard jump to the next group
Once through the door, you hear of flat rocks. Once there, ignore
it closing behind you—there's the small rock platform to the
no turning back now. Move right, very close to the group
through the connecting tunnel you're on, and leap to the larger
until the passageway opens into platform ahead.
a giant cavern with lava spilling
over rocks. You're very close to the steps
and the archway. Hop over the
You can just make out an
small separation between the
archway at the far end of the
next two rock platforms and land
chamber. This is where you're
on the final rock. From here, you
headed, but only after you
can jump onto the steps.
remove the torches from the two
However, before you leap, you
statues guarding the arch,
may spot a square groove cut
deactivating a trap. If you want
into the stairs themselves.
to explore the area and practice
your jumping, thus activating the
trap, heed the following section.
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160
ECKHARDT’S LAB
Eckhardt's Lab
After a short but scary slide
through a nasty spike trap, you
emerge inside a medieval
▼
▼
ENTITIES ENCOUNTERED
torture chamber
• The Knight (x2)
masquerading as Pieter
• Pieter Van Eckhardt
Van Eckhardt's under-
• Pieter Van Eckhardt Clone
ground lair. Amid the
• The Sleeper
bubbling concoctions
▼
and two pools of acid,
▼
CRITICAL ITEMS TO LOCATE
there are two Knights to engage, and three separate • Alchemic Phial #1
Alchemic Phials to obtain. Fix the purified oxygen vials to large • Alchemic Phial #2
incubation devices to turn the circular pool of liquid into • Alchemic Phial #3
harmless water. Only then can you dive into it, secure the Shard, • Shard
and slide into Eckhardt's main chamber for a final audience with • Eckhardt's Glove
the madman himself…as well as the being known as the Sleeper.
▼
▼
AVAILABLE UPGRADES
• None: Lara is now at maximum upgrade level.
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ECKHARDT’S LAB
Before you drop into the pit of Now move toward the smaller
acid, you should plant the next antechamber housing the circular
Alchemic Phial on the incubation pool. This is the first time you
device. This device is located need to enter this area. Jump
directly underneath the first one, over the pool of acid and land
at the top of some rickety stairs next to the circular incubation
on the raised area of ground. Slot device. Place the final Alchemic
it in and save your game. Phial here.
Now drop into the acid pit, After another seismic shock, a
taking care to land on the sturdy stream of white liquid streams
part of the cage, not the along the filtration channel in the
opening. Patches of dark mud center of this chamber. The liquid
line the walls around you. falls into the circular pool,
These aren't of interest to you changing the chemical compo-
yet, however. sition of the water so the acid is
removed.
The plan is straightforward. Save Step into the tunnel and you
your game, then turn and line slide all the way to the bottom.
yourself up with any of the Steering doesn't help you. When
patches of mud sprayed on the you reach the base of this
walls. Leap and press Action to tunnel, ignore the path you came
grab the mud. Do this quickly—if down, and instead open the
you're too slow, you'll fall and large, wood door in front of you.
dissolve in the acid below if you
drop into the open hatch.
You appear inside an
Now comes the impressive part. unbelievably vast subterranean
Clamber up the mud until you chamber. Take a moment to gaze
reach as far as you can, just around. There are three circular
below the lip of the ground. You balconies and what appears to
can't grab this, so back-flip off be a white entity strapped to a
the mud, landing on the ground focusing device. Eckhardt is
behind you. running around the base.
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To wake the Sleeper, Lara must Once inside the four gantry
die, just as the Lux Veritatis were supports, Eckhardt raises a force
hunted down and dispatched. field, preventing you from
Eckhardt is temporarily taken escaping. Turn and thwart the
aback as Lara produces the attacks of the madman.
Shard, which is glowing in
power. Eckhardt has made up his
mind, lands on the ground, and
prepares for the final battle.
Eckhardt jogs around the
perimeter of the arena, pausing
Pieter Van Eckhardt between each support to launch a
fire or lightning attack. Jump
As soon as Eckhardt has finished over, or quickly retreat to avoid
his rambling diatribe, he turns these blasts, then wait as
and aims at you, brandishing his Eckhardt leaps onto an upper
Glove and forming a ball of light platform.
or fire. He then launches an arc
of fire or lightning blast directly
at you. Jump left or right, leaping He immediately drops back down,
early to avoid being struck. then spends the next 20 seconds
running around the outer edge of
the gantry supports, creating
three clones of himself!
164
ECKHARDT’S LAB
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166
LARA’S NOTEBOOK
Lara's Notebook
This section details the notation
and studies undertaken by Miss
Lara Croft during her excursion
into the unknown. In addition,
material from the writings of
Professor Werner Von Croy have
also been uncovered and are
presented for the first
time in their
unabridged form. Please note that the wretched
condition of the pages, and damage to the paper
itself, means that some of the entries may be
in a misplaced order.
Entry #2 Entry #7
items
Check out Eckhardt Buy health
PRIMAGAMES.COM 167
™ PRIMA’S OFFICIAL STRATEGY GUIDE
Entry #
16
Fi nd Bouc
hard's D
Entry #11
oorman.
t the club Entry #
, ex-Janitor a
Find Bernard
17
D eliver p
pawnbro assports to Da
Entry #12 r Pierre, ex-ba
rman
ker—Ru n
e St. M iel Rennes,
ark and
owne Cours la
Contact cafe Entry # Seine.
at the club. 18
G et into
the Lou
Entry #13
vre.
e. In
Box at Serpent Roug Entry #
n lig
e
Retrieve th g rig.
htin 19
broke Lo cate C
to reac arvier's office
h the a
rchaeolo . Need securi
Entry #14
gical di ty pass
ouchard. g.
stranger asking for B Entry #
Check out th
e
20
Ge t acc
second ess to the arc
Entry #15
buttres haeolog
s. ical dig
ominique. at the
t Francine. 17 Rue D
Contac
Code 0536
Entry #22
Entry #27 BRAM, ECCE
VERITAS.
Check out Von Cr GIL & UM
oy's
missing Obscura En apartment for four ULTRA VI
gravings.
168
LARA’S NOTEBOOK
Entry #41
Rearrange the statues. They are the key.
Entry #42
FRATRIBUS COLLATES IANUAE PATENT.
Entry #43
The brothers reunited see the gates
thrown open.
Entry #44
Use all three Shards to destroy Eckhardt.
Entry #45
Use the Glove to destroy the Sleeper.
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Entry #
46
Ter rified
Professor Werner Von Croy’s Notebook streets to go out. M
. onstrum
terroris
ing the
Entry #
47
Trie d co
respons ntacting Lara
e. Still a
not forg gain in London
iven me .
for Egy No
Entry # pt.
48
Obs cura
of black Paintings: Fiv
e
the Lux alchemic magi 15th century
c. All lo
Veritati
s. st, hidd works
en by
Entry #
49
Five Obs
the Pai cura Engraving
n s
each Pa tings. Contain : Drawn copi
inting's encrypt e
location ed maps s of
? of
Entry #55 s,
Periapt Shard ed
Entry #52 ess the three
Said to poss er, crystalline shards s
hap
of p ow . !!??
Carvier says she artifacts s, w eapons of light
has a security pa arhead
digs in her office. ss for the like spe
170
LARA’S NOTEBOOK
Entry #5
7
Lux Verit
atis—link
s to Nep
hilim???
Entry #5
8
Nephilim
fr
hybrid off om ENOCHIAN gos
s p
Extermina pring of angels a els. Cursed
ted in bib nd humans
lical time .
s.
Entry #5
9
Related p
r
the Neph ophecy. Through t
ilim will e he Golde
inherit th ns n
e Earth. lave the sons of Lion
man and
Entry #6
0
The Sleep
e
sleeping r, or Cubiculum Ne
cask or c phili—lite
last intac ha r
t specime mber. Thought to ally
Supposed n of the N be the
ly buried e
in Anatoli philim race.
a, TURKE
Y.
Entry #61 o me a
lchemic
rtifact of a emist in
p h — s
The Sangly ed to the Black Alch
er? L ink
pow e.
e tails scarc
1400s. D
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Entry #65
HISTORY OF THE
SU
BLACK ALCHEMIS PPRESSION OF THE
T AND HIS WORK
THE BROTHERHOO S BY
D OF THE LUX
VERITATIS. YEAR
OF SALVATION 14
61.
Entry #66
The Black Alchemis
t,
his devilish arts to Eckhardt, was to use
awaken the SLEE
and breed a new PER
race of Nephilim.
he created the Sa For this
nglyph forged of fiv
metallic symbols. e
Entry #67
Eckhardt was brou
ght low when he tr
betray his unholy ied to
Nephilim masters.
Veritatis brothers Good Lux
no
alchemist in the Pi w guard the accursed
t. only the power
three Periapt Shar of the
ds restrains him.
172
LARA’S NOTEBOOK
Entry #68
Autumn 1345, Prag
ue.
prepare for the reviv Have 100 summers to
ify
bloodline. And the re ing of the Nephilim
ward for my labours
be immortality. will
Entry #69
1425. By the mean
s of human sacrifice
Sanglyph is complete the
!
Nephilim metals into Have today cast the
five symbols of powe
r.
Entry #70
The Glove, attuned
in like fashion is alm
complete. With it I ost
shall harvest those
essences necessary
fo
awakening. By the Gl r the Sleeper's
ove and Sanglyph
combined shall best
ir the Sleeper to my
bidding.
Entry #71
My every attempt to extract Nephilim
essences have come to naught. I need the
true cask of the Sleeper. It must be found!
Entry #72
The thrice cursed Shard of the Lux Veritatis
maggots I have placed beyond reach. With it
hidden none will stand against me.
Entry #73
Get the Great Engine working.
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LARA’S UPGRADE CHART
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