~Tomb Raider: The Angel of Darkness Guide~

~INTRODUCTION~
Lara Croft Tomb Raider: The Angel of Darkness asks more questions of Lara's abilities and motivations as she finds herself in nightmarish situations she has not faced before. As both hunter and hunted she must rely on her ingenuity, athleticism and a new harder edge that has arisen from her inner demons. For Lara it's no longer a clear-cut case of good versus evil, this is a more complex tale in which she will have moral choices to make for the first time.
A desperate phone call from her former mentor Werner Von Croy leads Lara to Paris. Von Croy has been asked by a sinister client, Eckhardt, to track down one of the Obscura Paintings - five 14th century artworks, which he is desperate to possess. She arrives to find the Parisian streets gripped with terror following the attacks of a violent serial killer. Von Croy has been the victim of a horrific murder and framed for the crime, Lara becomes a fugitive on the run. Pursued by the police, she follows Eckhardt's trail from the back streets of Paris to the hellish depths of Prague, where plans to reawaken and exploit the powers and secrets of the Nephilim race are underway. It is up to her to defeat this unholy alliance and stop Eckhardt and a powerful group of individuals calling themselves 'The Cabal' from unleashing their incredible alchemic powers on the world.
During her epic adventure Lara encounters a kindred spirit in Kurtis Trent, a hardened adventurer, who is also in pursuit of Eckhardt. In her struggle to unravel the trail left by Von Croy, Lara becomes involved in underworld deals, grotesque murders, the dark side of an advanced form of alchemy and a history of blood, betrayal and vengeance spanning across hundreds of years.
~PARISIAN BACKSTREETS~
Pickups: 2 Candy Bars, Large Med Pack, Strength Upgrade, Crowbar, Gold Doubloons, Gun & Necklace...
The goal of this training level is to gain a strength upgrade. In order to do this, you must find a crowbar. Using the crowbar to pry off a lock which will give you an upgrade in strength. The game begins with Lara in an alley of sorts. Down the alley to the right is a short hallway. Just past the entrance of the hallway is a dog. Avoid the dog as he can kill you. The only way out of the alley is upward. Standing in the position that you started the game, go forward and pick up a Candy Bar. This is a health bar and gives you an increase of 10% of health. The health pickups in the game have a green sparkle to them. Climb up on the green bin to your left. Jump up and grab the ledge. Lara will pull herself up. Jump across to the other ledge. Walk straight to the ladder.
Climb up the ladder. You will be on another level of scaffolding. Don't go in the window yet because there is a cabinet that will not open until you have a crowbar. Climb up the ladder. Pick up the Gold Doubloons (Sell at Pawn Shop) on the left side of the wooden scaffolding. Jump across to the canopy of the other building. Climb over the railing to the left and pick up another Candy Bar.
Walk to the end of the balcony and jump across. Climb up the drainpipe. At the top of the drain pipe, begin to shimmy along the edge of the roof to your right. When you see a roof top just below you (it is yellow), drop down and regain your strength. From here, jump up and grab the edge of the roof and shimmy around to the right (and around the corner) until you see a break in the railing on the roof. Pull up at this break in the roof. You should now be standing on the roof. Go to the NW corner of the building to a barrel. Move the oil barrel and expose of the roof that is not blocked by fencing. Climb down off the roof at this area and onto a platform. There is a crowbar here. Once you have the crowbar, climb back onto the roof.
Go to the small shed on the NE corner of the building (or to your left if you have just climbed back onto the roof and are facing the water tower). Use the crowbar and pry off the lock and gain a Strength Upgrade. There is a cabinet into which Lara can look. Open it and there will be a gun inside. You can either continue forward in the game or backtrack for more goodies.
If you decide to back track, go to the opening in the roof where you first climbed up onto the roof (if you are standing facing the door of the shed, the area is to your right). Drop down and hang on the edge of the roof. Shimmy to the left and drop down onto the yellow roof canopy. From here, you can jump up, grab the edge of the roof and climb down the pipe or simply go to the far right end of the roof canopy and simply drop down onto the wooden scaffolding where you picked up the Gold Doubloons. There may be more Doubloons there (this may be a bug or intentional). Go to the ladder that is attached to the wall and climb down. You should now be on the level where the window was. Climb into the window opening and into the room. There is a Candy Bar in one kitchen cabinet, Cash in another kitchen cabinet and a Necklace in the large cabinet (you use your crowbar to open this large cabinet). There are also Doubloons on the floor. Exit the room.
Face out toward the alley way. There is Large Med Pack under an alcove across the alley. Make a running jump and you should land in the alcove. Pick up the Large Med Pack. Standing at the base of the stairs of the alcove, you should be able to jump out. If you wait too long something kills you. Return to the roof.
Completing this level:
Go to the NW corner of the roof and drop onto the platform on which you picked up the crowbar. Walk to the edge of the platform to your left (if you are standing with your back to the wall). If you don't, you may not have enough strength to make it across the edge of the roof to the next platform. The platform has a door to it and a ladder leading down. The door is locked and you need a key.
Walk to the end of the platform away from the door and move stealthily around the corner. There is man that is standing with his back to you. Sneak up behind him, press X and break his neck. Go back and grab the key that is on the sawhorse. Go back to the door and open it and begin to climb down. A cut scene will play showing lights flashing and helicopters roaring above you.
End training level.
~DERELICT APARTMENT~
Pickups: Health Bandages, Candy Bar, Strength Upgrade, Bullets, Rapid Power Charger & Another gun...
The goal of this training level is to gain a Strength Upgrade, find a key, and get out the back door of the Apartment Building. In order to do this, you must find your way to the top floor of the Apartment Building. This is a somewhat timed event because the gendarmes break down the door to the apartment building and throw gas bombs inside. If you don't make it to the top soon enough, you will die from the gas. Additionally, if you run back down the stairs and one of the gendarmes sees you, Lara surrenders and the game is over. When you first enter the room, a cut scene plays showing a metal bar dropping down to lock the doors. You can hear the gendarmes trying to break in. There are four floors to this apartment complex. Each floor is separated by two flights of stairs and the second and third floors have short hallways with pickups. In the beginning of this level, assuming that your back is to the door, you should see a metal locker to the left. You can pull the metal locker in front of the doors. We are not sure whether this actually allows you more time to finish the level or whether it is a waste of time. Use your own judgment. Go to the second floor of the Apartment Building.
Floor 2 of the Apartment Building. At the second floor, you should avoid the hallways and simply head for the third floor. You will come back down here to get pickups. To get to the third floor, you need to run and jump across the chasm and then climb the stairs to the third floor.
Floor 3 of the Apartment. Follow the pathway to a hallway. There are Health Bandages in the hallway. (If IIRC, these give you a 20% health increase). Head out of the hallway and in front of you to your left is an Armoire. Pull the Armoire away from the stairs. Go upstairs. In the hallway to the left is a door. Push it open. Gain a Strength Upgrade. Look through the two green cabinets. Gain Bullets and Power Chargers for a Taser. Exit and go down the hallway to the opposite side. This hallway has a Small Med Pack. Go upstairs.
Floor 4 of the Apartment Building. There is a box at the top of the first flight of stairs. Move the box to edge of the stairs. Climb on. You should be to the right of the elevator and facing forward so that the stairs below you are going down. Jump forward and grab railing and pull up. To the right is a doorway. Enter the room to the right. There are two keys. One is on the floor and another is on the wall by the door.
There is lever to your right. Pull this lever. It will provide power to the Elevator. You can leave out the back door now and end this level or return to the second floor for pickups.
If you decide to go for the pickups, exit the room and enter the Elevator. Press 2. Exit the elevator and jump across the chasm. Go straight to the hallway and to the left is a room that was locked or you couldn't open because you lacked strength. Go through the locker and pick up another gun. In the desk drawer you will find a Candy Bar and Bullets. Exit. Jump across the chasm again and enter the elevator. Go to floor 4. Exit the elevator to the right and enter the room that had the power to the elevator. Exit the Elevator power room by the door in the back of the room.
End of Derelict Apartment level.
~INDUSTRIAL ROOFTOPS~
Note: There is more than one way to complete this level. The following recounts the manner in which we completed this level. This non linear aspect of the game provides excellent replay qualities but also hampers the effectiveness of the walkthrough.
Pickups: Candy Bar, Health Bandages, Health Pills. 2 Large Med Packs, Strength Upgrade, Ammo & Gold Doubloons...
The goal of this level is to find your way to Madame Carvier's Apartment. The Industrial Rooftops is a bit of a maze. You will find a lot of health on this level and a lot of ammo. This is likely because gendarmes from the helicopter shoot at you. The following walkthrough was done, however, without suffering any physical damage, After you have exited the Elevator Power Room. You will find yourself outside on a small balcony. Turn right and locate some boxes and a ladder. Climb up onto the boxes and up the ladder. Dismount the ladder onto the platform. Above you is a zip line. Take the zip line across to the Industrial Rooftops.
After crossing to the roof via the zip line, drop down onto a flattened portion of the roof. You should now be on a rectangular portion of the roof that has a crate on it. Go straight toward the crate. You can use this box to avoid getting shot. You can crouch and crawl to the Health Bandages that are located to the right of the box. To your left and just past the box is an opening. There is a ladder that runs along the side of the roof and downward. You can walk down this ladder. You can walk down about half way and then jump to the flattened part of the room across from you instead of merely dropping down. There is more health up here. Once you have this health, simply slide down the roof onto a platform right below you. There is a doorway here. Inside you will find Gold Doubloons. Follow the hallway around and enter another room. In the corner to the right of the cabinets is more ammo. On the ledge is a Candy Bar. Exit out the door and run across the bridge and open the door next to the ladder. Climb down the ladder. Drop onto the box and get onto the floor of the warehouse. There is a Large Med Pack in the left corner. Crawl underneath metal door and go to the left. There is ammo on the ground. Turn the corner. There is a box at the end of the alley. Pull it underneath the ladder and you will get an Upgrade in Leg Strength. Go to the end of the alley. Turn right. Toward the end of the alley is another small alley to the left. At the end is a big green Health Pack. Return to the ladder that is under the box you moved. Climb up onto the box and jump and grab the ladder. Climb to the very top of the roof.
Once on the top of the roof, you should see a ladder in front of you. Climb to the top of another part of the roof and you should see ammo that is to your right. Slide down the roof and at the base will be Health Pills. (These give you 20% of health back). Straight and to the left is another ladder. Climb the ladder to yet another platform. From this platform you need to jump to the roof below you. There are Gold Doubloons to the left of the small shack on the roof. Walk to the edge. There will be a cut scene showing you to Margot Carvier's apartment.
Note: There is a pick up on the other side of the interior of the building.
End of Industrial Rooftops Level.
~MARGOT CARVIER'S APARTMENT~
Be nice to Margot. If you are not, she may not give you the notebook. This is a timed event. Don't spend too much time lurking about her apartment. There are Bandages in the desk drawer. There is a Ring on the lamp table. A Vintage Bottle of Wine in the kitchen (Sell these 2 items at the Pawn Shop). Take those and then leave by the front door.
~PARISIAN GHETTO (PART ONE)~
Lara wakes up in an old Subway/Railway car. Go talk to the homeless people. Go to the left side of the railway car. There is a pipe. Climb on that to reach the top of the Railway car. Crawl under the pipe to get to the Large Med Pack. Lara will tell you she can climb. You can climb on either side of the pipe. Climb up onto the metal bridge. Jump across to the metal bridge opposite to you.
Jump from the metal bridge to a small grass covered ledge. Using the walk or stealth mode, walk toward torn away fencing to get to the edge of the building. Inside the fenced in area is Cash and a Candy Bar. Exit onto the grass covered ledge and jump across to the metal bridge. Jump again to the first metal bridge. It helps to run when jumping from metal bridge to metal bridge.
Walk toward the edge of the building and jump onto it. Talk to the "City Guide Man". Run past him to the right and pick up Cash at the end of an alley and down some stairs. Return to the entrance of the Ghetto which is beside the City Guide Man.
~CAFE METRO~
Talk to Janice. Go up the stairs in front of Janice. At the top and to the left is a small park area. There is Cash in the park by the first bench to the left. Go straight and turn left through the cement pylons. Café Metro is to the right. The door is under an awning and has an outdoor menu to the left of the door. Enter and talk to the bartender. Exit. Go back to the park (straight and then right). There are a narrow stairs, go to the right. The last door to the right is Rennes' Pawnshop. You need to pawn all of your stuff before you see Bouchard. You need to remember Rennes Pawnshop as you will be returning here.
Head for the Serpent Rouge. Exit the pawnshop and go straight past Janice. There will be a cut scene where Kurt runs down stairs, gets on his motorcycle and speeds off. There is other life to explore here such as an Herbalist, more Cash, but you can go straight for the Serpent Rouge. First right after Janice is a small alley. Just past a manhole cover is a small green door to the right. Enter. There is a guard to the left inside a room. You can use the stealth mode to sneak up behind him and knock him out. He will leave behind gun/ammo. Pick up candy bar, ammo, keys, and gun from the desk. Exit his office. To the left on some cardboard boxes is a cartridge of ammo. Go straight and turn left down a long hall. You can pull the switch on the wall to the left above the radiator. Go up the stairs and enter the nightclub. Be prepared to shoot someone the minute that you open the door. Pick up his gun. Go to the bar area to the left. There is another gendarme you will have to shoot. Make sure your weapon has enough bullets for this. To the left of the bar is a button for a dumb waiter. Press the button and the dumb waiter will bring up 2 cartridges of ammo. Pick up two candy bars and a bottle of vintage wine. Exit the bar area. Time to turn the music on. Head for the stage. On the right side of the stage behind large speakers is health. Return to the left side of stage and pull down the lever. The spotlight platform will begin to turn and the music will come on. Pick up a vinyl record from the table. Another gendarme appears at the base of the stage stairs. Kill him. Pick up his gun. Another gendarme will appear. Kill him and pick up his gun.
Go to the stairs that are opposite of the bar. Walk up the stairs but be prepared to kill another gendarme at the top of the stairs. Continue to walk around the edge of the room. Stop about half way down. You will see a small balcony that juts out. Pull and push the small speaker box into the balcony. Climb on top and jump to the scaffolding. The end of the scaffolding will give way. Walk to the end and jump across. Pick up the med pack. Turn and shoot the gendarme. He will drop a gun. There is a med pack and another health item behind him. Turn around and head back. There is another gendarme shooting at you from across the way. Kill him and run around to where he was and pick up his gun.
Go back to where the first gendarme was killed. There is break in the railing. Jump onto the square moving platform. Jump across to the other side of the platform. Climb the square framework. Jump across diagonally. When the platform is at its highest peak, jump to the platform. Scale ladder and go to the right. Go straight to where the platform slants down. Jump across. Jump to another platform. Face the scaffolding. Jump and hang. Shimmy across past the spotlight and then pull yourself up. You should be facing the control room. Jump onto the platform. Kick down the drawbridge. You will receive an Upgrade. Go to the control room by kicking it open. Grab the key on the floor.
Pull the left lever twice so that the light coloured spotlight is in the square closest to the small balcony. Pull right lever. Exit control room. Scamper across the drawbridge. Climb ladder. Head for the spotlight box and get the trinket box. Head down the ladder and across the drawbridge Climb down the ladder to the right of the control box. At the bottom of the ladder is a candy bar and a door. Exit the door and run around to first break in the railing. Jump across to the scaffolding. Run across the scaffolding, jump to speaker box and then turn right toward the stairs. There is a gendarme. Kill him. Once on the main level, head for the small green door to the right of the entrance of the club. There is money in the room (and a cash register). Exit and head toward the small green door just to the right of the bar. Head down, open it up.
Exit this room. Head back up to the main floor. Go up the stairs on the left side of the room. Head to the small speaker box. Get up and jump up to the scaffolding. Jump across and turn left away from the rotating platform. There is a door that you exited from the control room. Enter the door. Climb up the ladder and exit out the back door of Serpent Rouge.
~GRAVEYARD~
Return to the Café Metro. Climb down ladder to platform. Jump down to ground below. Take stairs to another level and then drop down onto the street level. Turn left and head for Janice. Right before Janice is a small doorway to the right. There is money there. Head up the stairs to the right of Janice. Go straight past park and turn left. (You can pick up money at the park, if you like). The Café Metro will be on the right hand side. Talk with the bartender. He will give you the code to the his ex's apartment. The code is 15328. Exit the Café Metro and turn left. Go straight, past the park, to a small brown door with a keypad entrance. Enter the code. Go straight up the stairs and enter the apartment. If you like, there is a small piazza opposite of the park that has money. It is in the right hand corner if you are facing away from the park.
Talk with Francine and then exit the door to Francine's right. You should be on a small balcony. Look to your right. Jump across to another small balcony. Use the jump and grab technique. Walk straight to the pipe. Climb up the pipe onto the ledge. The ledge will break (remember Francine's warning) so run across it. Walk to the edge of the ledge and hang off. Shimmying around to a small platform that has a red zip line above it. Climb the zip line and drop down onto another balcony. Walk to the end of the balcony and drop down onto a tomb.
~Alternative Route~
Instead of going to the cafe after speaking to Janice, you go to the park and speak to Bernard (ex janitor at the club). You will need 160 Euros to take this route in the story. Turn right from talking to Janice and follow the road around to the left. The Park is opposite from the Church. Enter the Park and talk to the man, mention Janice to him. He will talk about retrieving his `box` at the club, and offer to give you a password to get pass the doorman. He will also give a set of keys for the garage. Head back down the way you came and enter the door with `Garage` written above it. Inside, raise the vehicle on the ramp, using the lever to the left of the vehicle. Then pull the long lever which is found on the right hand side of the garage by the workbench. You will get an Upgrade. This will enable you to burst thru the door up the stairs to get the gun and the ammo. There are items to pick up in the lockers at the back of the garage (an antique flintlock, health, ammo and batteries). Make sure you pick up the Wrench on the workbench! Head down the gap under the vehicle (opened by pulling the lever) and pick up the health and ammo on top of the box, before heading up the ladder.
Head across the room to the broken switch, perform action on it to fix the switch with the wrench. Then use action again to flick the switch. This will alert a guard who will come down and open the door.. Arm yourself and prepare for a gun fight. Shoot the guard and walk up the stairs to enter the Serpent Rouge club. The actual Serpent Rouge section is the same on both walk throughs, however instead of going back to the cafe you go back to Bernard in the park. He will give you the password, which you use on the doorman who is in the archway beside the Church. This leads you to the Graveyard, where you continue the play through as already covered.
~BACK AT THE GRAVEYARD~
You are now in the Graveyard. Beware of the dogs. You can shoot them. There is health behind a tomb at the end of the Graveyard opposite the fenced in angel area. Now go to a tomb that is right next to a small vault area with a red door. Climb on top of it. Face toward the apartments. Jump to another tomb. Face in the direction of fenced in Angel area. Jump to the top of the tomb. Look to the right. Jump to the tomb roof that is to your right inside the fenced in area. Go to the front of the building that houses the angel statute Kick in the door and gain strength. Go in and get ammo. Exit and jump up behind the angel. Push it down. Return to the top of the tomb that is farthest away from the angel. Climb on top. Jump to the tomb in front of you.
Turn to the right and look up. There is a small ledge. Jump across and pick up a health bar. Walk to the left and jump into a small fenced in area. Jump off the roof of the tomb and kick in the door. Pick up ammo and health. Climb back onto the tomb. Jump off the roof onto the ground. Return to the fenced in Angel area by the jumping onto the tombs and leaping from tomb rooftop to tomb rooftop. Go to the Angel and climb into the crypt.
~BOUCHARD'S HIDEOUT~
As you are walking forward, the floor collapses. At the end of the hole is a vine/branch covered area. Climb out. Look up to the right. There is a pipe. Jump up and use the pipe to shimmy across. You must not hesitate because Lara has just enough strength to make it across. Be careful because the floor will give out. Walk to the edge and jump into the water. Dive deep enough to get past the rock that juts into the water. Swim to end and turn to the right. Another branch area will appear on the wall. Climb up and out onto the pathway. Go the end of the hall and pull the rocks out of the way. Go halfway back down the hall where you see a rat and a grate. Kick open the grate.
Crawl through grate and pick up some ammo. Disregard the rat. It will hurt you a bit but not too much. Go through 2 doors. Turn left and across the rubble that you just cleared away. You will come up to some water. Swim across and climb out. Walk to the end of the hall and turn right. There is small opening in the wall. Enter a room with 2 crypts. Go to the door on the left. Walk through. At the end of the room is Arnaud. Gross. Next to Arnaud. is a Small Med Pack. Exit the room. Go straight into a dark room with 2 crypts and 2 pews. At the end of the room, behind the crypt is ammo. Exit room and turn right. Enter the room at the end of the hall. You are going to talk to Bouchard. Be polite or he will kill you.
After you are done talking to Bouchard, walk toward the blue door. There is a lever on your right. Pull it. Exit the room back toward Arnuad. Pass Arnaud and go straight. It is the room directly to the left of Arnaud (if you are facing Arnaud's room). There is ammo on the floor. There is also a small crate you can move. Pull it as far as you can to the left of the room (if you are facing the door of the room). Push it toward the door of the room as far as you can. Climb up onto it and jump up and grab the ledge above. Pull the lever. This lever will open the blue door in Bouchard's room. Head back to Bouchard's room and exit. You will come into the top floor of the Church. If you talk to the trainer, and do the Bet, You will lose your money some times or win his Gold Watch. Head to the statute and the stone crate. By pushing and pulling it, you will gain an upgrade. You can climb onto the box and onto the ledge on either side. There are goodies on top of the stone pillars. Once you are up there (the same on both sides), you can grab onto the ledge and shimmy across by hanging onto the stone molding. Drop down onto the top of the stone pillars to gain gather your strength again. Go to the front of the Church to the vestibule and exit the Church. You need to go to Rennes' Pawnshop.
~RENNES' PAWNSHOP~
Head straight down the street. You should see the truck to your left. Turn right and go past Janice. Keep going straight to the metal street barricade. Rennes pawnshop is right before the barricades. As you enter the pawnshop, you will see that it is ransacked. Go to the backroom. Rennes is on the floor. There is a symbol drawn in blood. It is a circle with an O and V interwined. Pick up his wallet. Look at it. There is a key code for the blue metal door. 14529. Enter the code.
Pick up all the items. This becomes a timed event. After picking up the items, a cut scene will play. Immediately after the cut scene ends, press the yellow button which will unlock the safe door. Exit the room and head to the right. There is trap door. Open it and drop down. Run down the hallway and jump into the sewer pipe. Turn left and start running. If you do it right, there will be a cut scene wherein Lara lands in a boat and Kurt is seen smoking across the river. There is another cut scene of Eckhardt.
~LOUVRE STORM DRAIN~
Lara is now in Cammo Pants and has a knapsack. There is a health bar to the left. Go down the long hallway straight to the room with the pouring water. Head to the left around the circle until you get to two drainpipes. To the left of the drainpipes is a vertical pipe. Climb up the vertical pipe and head around the metal ledge to a switch. Pull the switch and you will see a cut scene that stops a fan. Go back to the main floor. Go to the left to another storm drain. Go half way down and turn right. There is a small ladder. Climb up the ladder. Turn the fan blades twice. This is a power upgrade. Crawl through the opening created by the broken fan blade. Pick up an energy bar. Walk to the end and jump into the room. Turn the valve. Exit the room the same way you came in.
Head to the main room. Go to the drain pipe exactly opposite the pipe you are currently in. Go down the hallway and turn left into the open door. Follow the hallway until you get in the room with another valve Turn the valve and exit. Head back to the main room. Go back up the vertical drain pipe. Walk across the caution walkway that is under the water flow. There is a valve at the end of the walkway. Walk to the end of the metal ledge. There is a ladder that is above you. Jump up and grab the ladder. Climb onto the metal ledge. Walk to the edge and climb up the ladder. Get off onto another metal ledge. At the end of the metal ledge is a pipe that Lara will climb across to another valve. Grab the horizontal pipe and go halfway across. Drop onto the caution walkway and head toward the small hallway. There is ammo in this hallway. Return to the main floor.
Dive into the pool of water. Go straight down turn left, then right and then up. There should be a yellow fence. Swim to the rear of the fence and climb onto the metal ledge. Walk down slowly until Lara says "I can climb on that." There is a horizontal metal pipe above you. Grab it and shimmy across to the caution walkway. Walk to the left and turn the valve. Return to the caution walkway and go completely across to a broken metal ledge. Climb up that ledge. Walk across the ledge until Lara says "I can jump across that one." Jump across and turn valve. Jump back across and see a drain pipe to your left. Climb under the broken fencing. Walk to the end and slide down to the main floor. You will come out by the broken fan. Head back to the main room.
Go up the vertical drainpipe to the ledge that is next to the drain pipe at the top where the water was initially pouring out. Walk down and climb up onto the raised drain pipe. Open gate. You will walk toward a large room. Drop down. Facing the pool of water, go to the right. Place your bomb on oil barrel and turn and jump into the water. Head to the left. There is drainpipe that you can swim into. Go straight into the drain pipe. Take the second left. Climb up the pipe. Turn left. You should now be overlooking the burning room.
Drop down onto the cement walkway. Facing the center of the room. Go right. Climb up the ladder. Go across the cement walkway. As you go down the next ladder, go about halfway and press the jump button which will make Lara do a backflip over the fire. Run toward the next fire and jump over it. Go to the blown out area of the wall. You are now in the basement of the Louvre. Go left.
~LOUVRE GALLERIES~
Go up the stairs. There will be a security guard. We think the Taser works the best with the security guards in the Louvre. You can fight them though, or shoot them. After the first security guard is gone, another will appear at the top of the stairs.
Laser Room 1. Follow the pathway to your first Laser room. Jump onto the first box. Turn to the left. There is a large med kit on a ledge. Face the length of the room and jump from the ledge to the area with the three boxes. Jump to the middle box. When the moving lasers are down, jump across to the next middle box. Walk to the edge of the box and the next set of lasers will turn on. This is another timed jump. Jump to the next box. Hang on the right side of the next box and shimmy around the lasers. Climb up and jump to the box on the right hand side. Jump through the break in the lasers.
Laser Room 2. Crawl under the first crossed lasers. Stand sideways and do a side jump over the next set of lasers in the middle. Sneak up and grab the security guard on the right side. He drops his ID. Open the door and sneak up behind the second security guard and knock him out. Go to the small box to the right of the Mona Lisa. Then head to the center of the room. The medium box in the middle should be pushed as far toward the Mona Lisa as you can. Return to the small box. Press the button. Run back to the middle box and jump over to the ledge above the Mona Lisa. This is a timed event.
Crawl into the vents. Take a right. Go straight. Duck down and crawl to a small room Climb upon the ladder. Be careful because there is a security guard that will walk buy the vent that you are going to knock out. Exit the small room. You are on top of the Louvre. Turn to the right. Climb on top of the box and then the drain pipe. Grab the ledge and shimmy to the right. You need to hang to get under the broken metal guards. Shimmy until you get to the zip line. Climb across the zip line. Walk along the ledge and jump across to the other side. Hang off the ledge and shimmy to the left. Get onto the drain pipe and climb down to the ledge with the open window. Climb into the window and sneak up behind the guard and knock him out. He should be standing facing a brown door. He will leave a key.
Exit the window and climb back up the drainpipe and head to the left. Climb upon onto the ledge and jump across to the edge of the roof. Run down the roof toward the fenced in area. Turn the corner. There is a ladder that leads down to the ground level of the roof area. At the left end of roof is a door and inside is a crowbar. Head to the middle and up the stairs to the metal fence door. Open the door and head straight. Jump up onto the cement roof. Go across the cement roof and down to the other side. There are two doors on either end. You will pick up health in the left door. Head back to the ladder and go up.
Go through the fence door and onto the metal rectangular unit. Climb into the vent and down the ladder. At the base of the ladder turn to the right. Drop into the storeroom. Exit the storeroom and taser the security guard. Head down the hall and to the second door on the left. Taser the guard inside. Use the first security camera (the one on the far left) and look inside the office to get the key code. 14639. Exit the room and turn right. Enter the key code and enter the Carvier's office. At her desk is a high level security pass that will get you into the excavation site. Walk around the room and you will get information about the Obscura paintings. Exit the office and head to the last room on the left. Go to the glass doors. There is a cabinet that has three respirators. Stand in front of it and kneel down in front of it several times while pressing X. You should get all three of them. Exit and go to the hall to the left. You should have the right security pass. Go down a stairwell and exit into the museum. Head to door on the right. There is a security guard. Kill him. Run through the gallery and out the other door. You should be in Laser Room 2 now. Go straight and to the door on the right.
Follow the hallway and stairs to the Archeological Dig Site. There is a security guard that will see you halfway down but you can go all the way down and avoid him even if he calls out to you. Go through the door at the bottom of the stairs. Go left and there will be a large underground room to the right. This is the entrance to the Archeological Dig site.
~ARCHEOLOGICAL DIG~
There are three people that you will need to taser or kill. When you enter the dig site, go to the right. A security guard will enter to your right. Taser him. Follow around to the area to the right. There are offices in the back. Go into the first office. Flip the switch in the back middle of the room. This will turn on the lights to the dig site. Exit. A guard with a gun will come out to your right. Taser or shoot him. Pick up his gun. There are large metal double doors in between the two mobile offices. This is where you turned the power on. Pull the switch and it will allow you to look at an archeological dig. It is an x-ray facility. You are looking for a symbol that looks like a stick figure with legs in a semi-circle.
Exit. Go to the last office. On the printer is another symbol. There are also pictures of the symbol hanging all over. Exit the room. There is another guard to the left that you will need to shoot. Continue to the left and around the corner. Half way down there is a ladder leading into the excavation. Turn to the left and go to an area that has a ladder leading down. Stand facing the ladder and position yourself slightly back from the edge. Do a side jump onto a stone platform. From the stone platform, jump up and grab the wooden platform. Get onto the bridge and walk halfway down. Turn left. There is a button to push. It will lower the elevator. Walk to the end of the bridge, closest to the mobile offices.
Position yourself to face the wooden bridge. It is shaped like a T with the tail of the T curling around to the front of the lock puzzle. Jump into the T intersection. Go to the levers. Pull all three but far left one. Go to the front of the puzzle and pull the lever until the half moon appears. Return to the levers and pull the far left one to lock symbol in place. Repeat this until you have the half moon, the stick figure, the bullseye, and the scorpion. A cut scene will appear showing the circle above the lock opening. Walk to the end of the wooden walkway as far as you can get away from the offices. Look to the right. Jump to the wooden platform. Turn and face toward the dig site. You will see the stone platform. Jump to the stone platform. Climb up onto the wooden ledge and onto the bridge. Drop down into the circle.
~TOMB OF THE ANCIENTS~
There are bats in here that will hurt you. You can shoot them.
You need only to climb down the wall and drop softly onto the green platform below. Turn to the right and jump to the large dark metal post jutting out above the ruined bridge. There is a hole in the wall to right. Go through the hole and drop down. You will end up at the right side of the broken bridge.
Jump across the bridge. Up at the top of the stairs are bandages and a barred hole. Walk to the end of the ruined bridge. Look to the right. There is a small cement platform that is bare. You need to jump to the platform. It is a jump and hang move. Pull up. Look to the right. You can jump to the next platform that has a gargoyle on it. Hang off the ledge and shimmy to the other side of the gargoyle. Drop down to the ledge below. Walk halfway down and hang off the edge. You should see a dark square opening below you. Climb down into the opening. Look out into the room and to your right. There is another ledge below you. Jump down onto the ledge. Turn to the right. There is another long metal or wooden piece that juts out from the wall. Jump to it and at the end pull a lever. Pulling this lever allows cement platforms to push out from the wall. Jump across the platforms until you reach the bottom. (on the third to the last platform, you will hang on the right side and drop down).
You can avoid the prowling knight and head straight for the small green lit opening. Crawl inside and pull the lever. It makes more cement platforms come out from the wall, Avoid the knight and climb onto the platform. Head up the cement platforms to reach the platform that is directly below a small square opening. There is another lever here. This lever opens the grate at the bottom. Return to the bottom of the room. Avoid the knight and drop into the grate opening.
Run down the hall and to the left is a metal door. Kick it open and gain an upgrade. Inside the room is the shot gun!!! Yeah. Continue down the hallway. You will come to another metal door. Kick it open. You are now inside a small vestibule. Go over the translucent floor and stop . Turn to the left. Pull a lever and huge metal spikes appear. This is a timed event. You have about 12 seconds to run the length of the room. Run through the darts and jump over the metal spikes. You should make it in about 9 seconds. Exit into another vestibule. Turn to the left. Check your notebook. It says the Wrathful Sentinels guard the gate herein. We get the shot gun out.
Note: There appears to be a room below one part of the ruined bridge.
~HALL OF SEASONS~
You enter down a short hall that has four pictures. Above each picture is a symbol and below each picture is an open area. You need to find the four crystals to place in the correct slots. When you first enter the large circular room, you will see a knight to your right. It takes about 5 shotgun shots to kill him. Do not shoot him while he has his shield up. You can run behind him and shoot him from behind. He regenerates so try to do as much as you can while he is "dead" or simply run around to avoid him. The circle floor has four quarter circles in the middle. Each one of the quarters will lead you to a different challenge. By stepping on one of the quarters, three doors will open. Each door has a lever at the end of the hall. Pull the wrong lever and you will be dropped into the Firey Doom (TM LaraCroft 709). If this happens, you need to find the room with the dumbwaiter and pull yourself up to the main level. The walkthrough will tell you at the beginning of each challenge which lever to pull. After you have gotten all the crystals, step on any one of the quarters and run to one of the doors that will allow you to pull the lever and drop a level below. We chose step on the water symbol and drop down. Slide down into the firey doom (TM LaraCroft 709). There is a large med pack at the base. Go out and turn left. Crawl under the rolling spike. Jump across and stop.
Time your run under the big crushing rock. We used a run and jump move. Be careful to run just far enough or you will get sliced by the knives/hooks. Start running forward when the knives are right in front of you. There are little knives that open up like flowers right past the knives/ hooks. You should be able to run by those. There are more knives that come out of the walls. Walk next to the wall right to the knife and wait for it to fall and then walk past it. Past those knives is a small door with dumbwaiter. Remember this as it will take you to the top floor. There is a horizontal/vertical spinning machete. Walk up to it and wait for it to be horizontal and walk underneath it. Go forward and jump across the chasm. Walk slowly. Metal spikes will appear. Walk, zigzagging, to avoid being struck. Continue to walk and jump across a chasm. Continue to walk forward and jump across another chasm. Be careful because the tracks on the cement are for a rolling spike. Jump across another chasm. There is a door to the right. Enter and go down the stairs.
Pull the lever. Walk into the circular room. Turn to the right. There is a symbol of the wind. Turn the valve. Walk to the end of the platform where the ladder is. Take a running jump to the platform opposite you. Take the ladder that goes up. This will take you to the symbol that represents the Wrath of the Beast. Turn the valve.
Return down the ladder. Jump back across to the platform that you were on originally. Jump forward to the top part of the middle unit. Find the zip line and pull yourself across. Go left and up a ladder to the valve for the water symbol. Return on the zip line to the center unit. Hang off the ledge above the area that has a ladder and drop and grab the ladder below. Pull up and walk around to the rear of the unit by the symbol. Turn the valve. The furnace is now heated. The poles around the unit have swinging blades. Go to the right. Walk up to the blades and wait until the bottom blade swings right by you. Get to the ladder that goes down. (You actually have enough time to run around the circular opening and avoid the spinning blades altogether. You may lose a little bit of life, but not much).
There are swinging blades and rotating spikes. You need to jump over the spikes and run by the blades to the right. Keep going around and you should see a ladder that goes up. Take the ladder up and walk across the platform. Take the next ladder up. You should be a the platform you were on when you first entered the room. Go up the stairs, press the lever and wait for the door to raise. Go back up to the circle of fire. You can go either way back to the room with the dumbwaiter. Each way has its own perils. I think the way to the left is easier. The dumbwaiter room is the one right past the horizontal/vertical spinning machete. Pull up one time and get health and shotgun shells. Return to the dumbwaiter and pull on the chain again to return to the main level. Exit and enter the circular room. Four of the sections are now pillars that raise and lower. Look for the lowest one. It is the one closest to the pile of rubble. Jump on it. Turn to the right and jump on the next one. Turn again to your right and jump. You should now be on the last and tallest pillar. Face the center circular support, grab it. Walk around until you see the flat horizontal pillar.
This was a very buggy part of the game. Lara ran around in slow motion and the loading caused the game to freeze. We could not reload the saved game at the 3d level and had to return to repeat some of our actions to get up to this spot again. My suggestion is to save often and at different spots even though you may not be in any danger because of the bugs. Cross to the second level. Knights will break out of the wall. Continue around the room to the right until you get to the stairs. Go up the stairs. At the top of the stairs is another knight.
At the top of the stairs turn right and walk to the end. Back up (be careful not to fall off). Run and jump toward the opening in the wall to the right. Grab the ledge and pull up. There is a lever there. Pull the lever. Face the wall. Alternatively, you can run around the balcony, all the way to the left. At the end of the balcony, there is a wall to the left in the dark. You can climb up and to the right to get to the ledge with the lever. Climb back down and run back to the alcove where you originally entered the 3d floor. The door at the rear of the alcove is now open.
Go through and pick up the ammo and push the wall. You will gain an upgrade in strength and a big med pack. Shoot the Knight that comes down the hall. Go back to the ledge with the lever. You should have enough strength to climb up the wall and to your right and then to your left where there is a small green stone platform.
Gather your strength. Turn Lara so that she is facing parallel to the ledge where the lever is. You want to climb the ceiling forward and to the left. At the end of the ceiling area, Lara will climb upward until you get to a small ledge to the left and a room. You must position Lara correctly or you will not have enough strength to make it to the top. Go through the door and enter the door the left. Go up the stairs. There is a cut scene. Inside this room are hooded figures. One of the figures is holding a blue light. The light switches from statue to statue. You are trying to go to the blue light. To do this, you must shoot the Spirit Boss until he is stationary. Once he is stationary, holster your weapon and run to the blue light. Our best results occurred when we stood in one place and shoot the Spirit Boss until the light eventually came to the statue closest to us. You are actually going to be grabbing one of the Obscura Paintings. Once you have the painting, run out the door where you first entered. This is the end of the Hall of Seasons level.
Note: there is ammo in the perimeter of the room with the Spirit Boss.
~THE BREATH OF HADES~
Breath of Hades is the symbol with three curls of wind coming from the right side of the emblem. You need to enter the far right hand door and pull the lever to open the gates. Enter the double doors and begin the Breath of Hades trial. Turn to the right and push in the side of the wall. Go to the back of the room, pick up the items on the ground, and pull the lever. The lever will raise the wooden stantions. I can't tell you exactly what to do to get across. Start when the hades stops blowing right in front of you. We then jumped to the second stantion directly in front. Then we jumped diagonally to another one to the right. From there we jumped to a stantion that was diagonal to our left which was directly in front of the doorway but one back. We jumped over the next stantion and onto the doorway and picked up the crystal. After you pick up the crystal, the wind stops blowing. Return by jumping on the same stantions.
Go back up the Hall of Seasons and insert the crystal below the painting that is in the hall that you passed through when you first entered the room. Beware of the knight. You may have to shoot him a few times to keep him away from you.
~SANCTUARY OF THE FLAME~
Enter the far right hand room and pull lever. Enter the room. This is fairly easy puzzle but can require careful positioning. You need to jump from the blocks to the other side to get your crystal. There are fire bombs and they may hurt you but they won't kill you. Move quickly but not too fast. As you jump, some of the platforms will disappear over time so want to make sure that you have moved to a sextagonal block that does not drop into the fire below.
Walk to the edge to your left and forward until you are on the later most part of the sextagonal poles that are facing the door opposite of you (press your walk button and Lara will not fall off). Jump forward, to the right, and to the left again. Jump to the middle block (the other two fall away). Make a small run and jump to the set of 4 blocks. The back two will fall away. Jump to the base of the stairs. Run up and get the crystal. When you turn around, you will see that most of the blocks have disappeared. Instead, you must jump to floating platforms. We went about halfway down the stairs (three steps from the bottom) and jumped to the block in front of us. Turn to the right and jump to the lower floating platform.
Jump up and grab the platform above you. Jump to the platform in front of you. Then jump to the left below you. More floating platforms will appear and lead a path to the exit door (the door that you used to enter the Sanctuary of the Flame). At the end of the path of floating platforms, look to your right. Another floating platform appears. Do a stand and jump to the platform. Look to the right again and two more floating platforms appear. You should now be on the far right side of the room.
Move to the back of the set of two platforms and position Lara to face forward so she is directly in front of the three blocks. Jump to the set of three blocks. Jump again to the base of the blocks that lead up to the exit door. Return to the main hall and insert your crystal.
~WRATH OF THE BEAST~
Wrath of the Beast (symbol of something - can't really say) As with all of the Hall of Season puzzles, this requires timing. Some of the stone pillars will give away when you jump on them. We then stepped on the quarter opposite of the first one we stepped on. Go to the center door and pull lever. Jump to the left onto the gray/green coloured blocks. Jump to the left again. Go straight and jump forward. The edge of the floor will give away. Turn to the right and walk to the end. Jump quickly forward and grab the edge of the ledge. Pull yourself up and hug the wall, walking along the thin ledge which will come out on a larger portion of the floor. The portion of the floor that is connected to the wall will not give way. Walk on it to the edge but do not go on the block that is slightly below you. Face into the cavern.
This is a difficult move (or at least it was for us) because it required us to move without pausing as the floor begins to give way suddenly. Run and jump to the block that is lit and is golden in colour. Press X to grab the ledge. You must grab the ledge with both hands or the floor behind you will knock you off the ledge. Pull up, do an immediate side jump to the right. Turn to the right. You will have a small amount of time here to position Lara close to the left wall, walk or run forward and then jump across.
Turn right and move quickly forward. You will have a safe area at the end of the ledge. Jump across to another part of the floor in front of you and move quickly forward again (via running and climbing). The ledge will fall away if you don't move fast enough. You need to get to the far right block. This is a safe area. Look to the right. You will need to jump and grab the ledge that is across and in front of you. Again, the floor will give away so move quickly by running and climbing. Give yourself a short pause and then jump up and across and grab the edge and pull yourself up.
There is a stone pathway to the front of the double doors. As you look down the pathway, you will notice that one set of blocks is raised slightly. Run to that block, pause and then jump to the ledge in front of the doors. Pick up ammo and something else. Pick up your crystal. The floor will magically appear for you but so will three knights with flaming swords. Notice the water on either ends. There are two levers either side of the hole in the floor. Pull both levers. Don't shoot the knights. Just use health packs and the water to stay alive. Pull the levers and exit.
~NEPTUNE'S HALL~
Enter the far left hand room and pull lever. There is flame throwing Knight in this room but you can avoid him. Run past the square opening toward the water pouring from the mouth. Jump into the pool. Go straight down and to the left. Be careful of the blades at the entrance of a room. Swim by them and pull the lever. Return to the well opening that you jumped into. Run back to the room with the square opening and jump into the room that is now filled with water. Face toward Neptune's face. Swim to the right of it and there is a small opening. Pull the lever and swim to the top. Right above that underwater cubbyhole is another cubbyhole. Climb into the cubbyhole. There is ammo.
Climb above Neptune's head. There is a med pack. To the left of Netpune's head, there is another entrance the pipe system. Climb up and go to the left. Drop into the water shaft. Turn left. There is a medpack. Keep following the tube along to a square entrance. Swim to the right through the broken gate. At the end is a place to get air. There is a glitch here when you can push Lara's head above the water pipe to see the exterior of the pipe. Dive back down and swim through the blades. Go to the end and turn right to get air. Dive down and go straight across the tunnel and you will enter a room. The crystal is below you. Once you pick up the crystal head, you can either head straight up for air or look below on the pedestal for a lever to pull. If you go up for air, return for the lever.
The lever opens the door beneath Neptune's mouth. This will take you to the water which leads up the opening in the back of the room (beneath the fountain). Exit and beware of the Knight again. You can shoot him or run buy him. Pick up the ammo and exit. Run to the hallway and place the crystal in the appropriate picture.
~TOMB OF ANCIENTS (PART TWO)~
Run out the door. The hall is partially filled with water. When you walk forward you, a cut scene will play and you will see a screen that says Tomb of Ancients. The hallway will fill totally with water. Swim straight up where the water poured down. When you enter the Tomb of Ancients. Swim all the way to the top and find an alcove where there is health. Dive down and head for the ruined bridge to the left. Underneath that bridge is a lever. Pull it. It will open the grate at the bottom of the room.
Swim back to the top for more air. If you get out on the alcove, you can dive into the water. Propel yourself to the bottom and through the grate. Swim to the door to your right and get a strength upgrade. If you haven't gotten your shotgun yet, you can get it now. Exit the room and swim back to the top to get more air. We had to use a health pack to make it to the top. Swim around and look for the entrance that you used the very first time you entered the Tomb of Ancients. This will take you to the Archeological Dig.
Note: You can go down to the ruined bridge on the left side and into the entrance. The gated trap door that you saw previously is now open. Dive in for some bandages.
~ARCHEOLOGICAL DIG~
You appear to the outside of the Archeological Dig site. Go to the right. Climb up on the box. Jump up and grab the fence top and jump over and exit the dig site via the blue doors. Cut scene to Galleries Under Siege.
~GALLERIES UNDER SIEGE~
Exit the room to and head up the stairs and to the right. Go up two flights of stairs. In the Bible room is a guard, taser or shoot him. Continue up the stairs. A cut scene will appear of Eckhardt and Special OPS Guys.
Continue up the stairs and shoot the guard at the top. As you enter the door, you will see a cut scene that says Lara can't breathe and shows a picture of the respirators. Even if you have the respirators, you want to go back and get them again because Bouchard takes Lara to Von Croy's apartment, hits on her, tells her about killings in Prague. Bouchard then calls someone and says "She's inside now. You can send in the cleaner." So Lara goes up to Von Croy's apartment. Has flashback. Eckhardt had come in and killed Von Croy. You get a strength upgrade so that you can spring. Kill the guard and get his machine gun. If you already have the respirators, you can go forward. If not, turn left, go through the doors and down the hall. There is guard at the end of the hall. Kill him and get ammo clips. Go through the doorway and to the left into the open doorway into the stairwell. Go up the stairs. Enter the hallway and kill the Spec OP Guy in the hallway. He has nothing so ignore him and go to the first door on the right. Go through the glass doors and see the cabinet on the right. Open the doors, get an upgrade so you can sprint and take as many respirators as Lara will take (I think she only has three at a time). Go back down the stairs. There are two guards outside the stairwell. Use the taser on them, it works great. Go to the door on the left with the light above it. Enter the room and a spec op guy will drop down. Taser him. Go to the right and out the door. Beware of another guard. Taser him. Go down the stairs and taser the next guy. Go down the flight of stairs on either side. Go to the end of the hall to the right. There is a doorway. Enter the doorway. If you need some air, head down the right hallway. At the end is a bathroom. Your air will refresh. Head out the hallway and go straight. Don't forget to use the R2 button for sprinting. Another cut scene will appear where Kurt and Lara meet. Kurt is a bit provocative. Shame on you. You don't even know Lara, Kurt. Kurt takes the Obscura Painting and runs off but not before making love to Lara with his eyes (hee – its just like a romance novel!!). Then there is another cut scene with Lara getting shot at by Eckhardt. She chases after Kurt. Kurt uses his special disc and special power. Together they foil Eckhardt and escape him and his goons . Lara chases after Kurt. Kurt is down. Lara comes after Kurt on the ground and is hit over the head. You see a spec op guy morph into another person (is this one of the Nephilium or whatnot?). Then Bouchard appears. Lara needs to go to Van Croft's apartment.
~VON CROYS APARTMENT~
Go around the apartment and pick every piece of ammo you can find. Read the information on the desks. Don't pick up the cane yet. Go to the door under the stairs. Kick the door open and get a strength upgrade. Head up the backstairs to a bathroom. There is a med pack and ammo. Go up the stairs to the left and kick open the door. You are now in Von Croy's bedroom. Pick up more ammo and health. On the desk by the window is information about the Cabal.
Go down the stairs and to the broken window and pick up the cane. A man will appear at the entrance of the bookcases a blaze of blue light ala Terminator 2. You need to shoot him enough times to make him disappear. Exit and go down the hall to the right to the end of the hall. Kick open the door and pick up ammo and a medpack. Return to the open door. Pick up ammo. You will then see someone machine gun an opening. Run toward him and shoot him until he disappears or dies. He leaves behind a machine gun and ammo.
Exit into the hallway. To get through the lasers to the right, do a military crawl. Hold down the Triangle button, then L2, and use the analog button to move forward. At the end of the hall way for the cut scene to show you the bombs.
~THE MONSTRUM CRIME SCENE (PART ONE)~
New Lara outfit. Pants.
Go talk to the reporter (Luddick). Be nice. Don't call him a runt. You are going to buy dossiers from him and if you are real nice to him, he will get you a passcode to the Strahov where Eckhardt and his little posse are located. You need to meet him in a ˝ hour.
Shoot the man at the end of the alley to the left. At the end of an alley is dumpster. If you climb on top of it and do a jump and grab move, you will stand on the air and look around. If you jump over the stone fence, she falls for eternity and you must restart. In the back you will find a Combined Claw Hammer. Once you have this tool, you can access the two square manhole covers. The manhole in the square leads to a small med pack. Climb out and turn to the alley on the first right. It is lit up back here. There are two bad guys. Kill them both and their little dog too. Continue to go around the back alley until you see the manhole cover. Climb down. Go to the right. There is break in the wall. Enter the room. Go to the open door to the left. Go up the stairs. At the top of the stairs is a hallway. You will see a cut scene of Bouchard. Lara knocks him out with a gun and then you have a conversation with him.
Exit into large main room. Go up the stairs to the library. Go around the other side to the left and find a small bureau. Push it and pull it (do each once) and you will get an upgrade of strength. Climb up the scaffolding to the top level and pull the chain. Pull the left chain twice to open the circular disc slightly and a blue light glows out. You see a cut scene where in a curio cabinet slides to show a small medpack. Pull the right chain three times to open the grandfather clock and have cut scene to the markings on the floor.
Run downstairs. You can move the bureau again on the left side and gain an increase in strength. We are not sure if this is a bug or actually helps. Go down to the main floor. Go over to the curio chest that moved and get the small med pack. Go to the clock. Enter 3:00 and press the Triangle button and not the X button. (Thanks to Last Angel for the time hint). Go down the stairs. In front of the desk is a fax. Pick it up and look at it. The fax gives an access code. 31597. Use the access code on the keypad behind the desk. The painting moves aside and behind it is the Last Obscura Engraving.
A cut scene appears. Bouchard is gone. She walks out of the room and down the hall. There is a door to the left. Open it. Another cut scene appears and Bouchard falls out. He has keys to this place. Run down the stairs to the small room off the sewer. Go to the red door. The red door takes you to the stairs at the back of the alley where you killed two men and their dog.
~STRAHOV FORTRESS~
You should see the reporter again. He will give you the passcode to Strahov and some weapons. A cut scene will occur and Reporter will take you to Strahov. One of the large metal crates is open. It has a med pack. Walk to the large warehouse doors. You will see a cut scene of a large magnet dropping down and moving the metal crate. Get on the large metal crate that is closest to the metal warehouse door and to its left (if you are facing it). Then jump across to the stack of two metal bins. Jump from the stacked metal bins to the airconditioning unit. Turn and face the lowered wall.
Lara will say that she doesn't want to draw attention to herself. Jump to the bypass that runs perpendicular to the wall that you are on. Do a military crawl across the bridge. At the end of the bridge is a ladder. Take the ladder and go the end of the hall. Open the door and use your security pass. Yu should be above the trucks. There is a bad guy. Kill him and get a pick up. There is another guard around the metal bridge. Kill again for ammo.
Go up the ladder the closest to the door that you entered. At the top of the ladder is a guard. Wait for him to turn around and then climb up, sneak up behind him and knock him out. Pick up his machine gun and move the lever. Go back down and then straight to the end and up a ladder. Follow the metal bridge down to the little room that has the flashing light. You will see a cut scene wherein the metal magnet takes out hanging machine guns. Return to where you first came in. To the right of the door (if you are facing the door) and there is a ladder that will take you to the floor of the warehouse. Go through the small green door at the end of the room.
You enter the basement of the Strahov Fortress. In an area to the right is a metal fence and a dog just beyond the fence. There is a stack of boxes to the left side of the fence. Lara says "I can climb that" and a cut scene shows a small pipe. You need to push a box in front of the pile, next to the fence. Climb onto the box and push the box closest to the fence over so that it is right next to fence. Climb up again and pull the highest box toward you as close to the fence as you can get. Climb up and drop down on the edge of the box that has just been revealed. Push the third box toward the fence. You will gain a strength upgrade. Get down from the boxes. Across the room to the right you should see a stack of two boxes. You need to push and pull these boxes to the vent which is closest to your set of puzzle boxes. Climb on top of the vent and find a valve. Turn the valve. Get down and go back to the puzzle boxes. Climb on top. Catch the pipe and tuck your legs. Shimmy across and drop down. Beware of the dogs.
There is a ladder to the left. Climb up and pull the levers. It will start stone cutting machines and one will cut a vent shaft. Return to the main floor. Jump on top of the stone slab. Lara says "That's not any script that I know." Go back up to the platform with controls. Look up and see a long flat vent that runs the length of the room. Jump up and climb on top of it. Go down to wear the stone cutting machine cut the vent. Jump on top of the cut vent, move to the end. Hang off the edge and drop down again. Catch the bottom of the vent and pull up. Crawl to the end of the vent as far as you can go and drop down.
A cut scene will appear showing Eckhardt killing the reporter. As Eckhardt places his specially gloved hand over the reporter, a bloody symbol is drawn on the wall. Go to the edge of the vent above the room and drop down after the security guard disappears. You will need to kill the security guard to pick up his passcode. At the end of the hall right before the lasers is a small shelving unit. There is a gun there. You need to go back to the room where you first killed the security guard. There is a small room. You can sneak in and break the guy's neck. He has ammo. The white cabinets have ammo. The next room has two guys. You can avoid these guys. Go to the computer.
There is a cut scene of Lara noticing the BioDome and the fact that her path runs through it. She turns off the power and says that she has to move fast before grid comes back on. There is another cut scene that shows the Bio Dome and some modified beastie that gets out of its cage and kills people.
~END OF THE STRAHOV FORTRESS (PART ONE)~
Exit the office and run halfway down the hall and turn left. There is a door at the end of the hall. Inside the room is the burned reporter. You will find bandages and a gun. Return the main hall. Do a commando crawl underneath all the lasers. Stay to the far left of the landmines. Head into the room with the ruined stone walls. Head to the right and enter the door to the right.
We are now going to the Bio Research Facility.
~BIO RESEARCH FACILITY (PART ONE)~
Walk straight ahead. You will go down the stairs into an atrium like area. In the middle of the room by the fountain you will find a man. He is part of the Cabal – beginning of a new life on earth. The Cabal control everything in Prague. He says they are going to be immortal. Eckhardt is going to bring the Nephilim to life and in return he will give the Cabal immortality. They have the Cubiculum Nephili in Prague. He then sprays Lara with some kind of gaseous substance and disappears.
Assume the entrance (where you entered) is south. On the NE and NW corners of the room are plants that will hurt. Behind those plants are goodies. Return to the fountain. One of the heads does not having water from it. Pull it. Part of the base of the South entrance gives way (SW). Go to it and up the ladder. On a metal ledge you will find ammo and a switch. Pull the switch and it opens the door that was locked (North end). Go inside and push the yellow button. The door will open and you will now be in another room with long alien like pods. A cut scene will show up and a scary skeletal man breaks loose.
Use your shot gun to kill the scary skeletal man and the rolling centipedes. Go to the second level and beware of more rolling centipedes. Go to the middle arching support and stand facing the alien pods. Jump up and grab the pipe. Shimmy to the platform over the alien pods. Drop down and turn the valve South end (by the entrance with stone balustrade and stairs. Continue to the end of the platform by the broken ladder (North end). Turn valve. It will show you a cut scene where the bottom drops out of an alien pod below you. Use the broken ladder to climb down and jump. You will lose a bit of life. Drop into the pod and into a pool of water. Climb out and go through the door.
~BIO RESEARCH FACILITY (PART TWO)~
Slide down the platform and halfway down jump across to the ladder. Grab it and pull yourself up. Treat yourself to a med pack. Go through the door and follow the path that leads up the stairs. You should be at the entrance to the Bio Dome. Kill the guard. Be careful not to fall into the water because an evil water beastie will bite you and eventually kill you. Go across the platform and jump. Go to the left and up a ladder. Go around to the fenced in garden area. There are several pickups.
Go down the ladder and return to the bottom of platform closest to the wall. There is a thin ledge that runs to your left but there is a gas emitting from the pipe. You need to find the valve that controls the gas to the pipe. If you look behind you, you will see a large pipe on the opposite side of the wall. You need to reach that pipe. Jump to the platform that is lowest to the water and closest to the pipe. From the edge of the platform we are now standing on, we accomplished this by doing a side jump. Turn around and face the large pipe and jump onto it. Pick up the goody and turn the valve.
Run to the grassy area opposite of the door that you used to enter the room. Look to the right corner (if you are facing the door). There is a green vine that grows up and to the right. Jump up and grab the vines and climb up and to the right until you get to a platform with a door that is closed and a ladder. Climb up the ladder and work your way to the end of the pipe. There is a switch that moves a platform. Go back down to the main level.
Follow the metal platforms up until you reach the broken platform. Jump across. Look to the thin ledge. Turn your back to the wall and walk across it. Once you reach the vertical pipe climb up until you reach another thin ledge. Hang on the ledge and pull up on the small platform to your left. Look out toward the water and up. You should see a long platform above you and the platform that moved when you pulled the switch on the other side of the room.
Face the wall with the vines. Jump up and grab the vines (NOTE: Jumping allows you to climb a further distance because she hangs for a lesser period of time). Climb up the greenery and drop onto the movable platform. Walk forward. Go down the ladder. Around the platform to another ladder. Push the yellow button and go through the open door.
~BIO RESEARCH FACILITY (PART THREE)
You should now be in another atrium like area. A cut scene will play that shows a life like tree pulling the doors shut.
Go down the ladder. By the tree is a pipe with what looks like two vents that are closed. We want to turn on the steam so We are off to look for a place to turn on the vents. There is some ammo underneath the platform opposite the tree and double doors. Go up the stairs. You will see a lever to your right that is inoperable. In the back of the room are a set of valves. Above the valves are symbols. To the left of the valves is a small table. Push that away. You will see drawings on the wall. One of these drawings is the key to the valve puzzle. As with all TR puzzles, look for the one that is different than all the rest. (The one with the red X over it. Turn the valves to 1, 2, and 4) and then go and pull the lever. A cut scene will play showing the gas that kills the tree. Run down and out the door that is now released.
~BIO RESEARCH FACILITY (PART FOUR)~
We are now in another atrium room. Cut scene showed a dead man and guards at the different levels. Enter the room. Look to the left. There are a series of platforms to the left. There are five levels. A bad guy will come around looking for you. You can either sneak up behind him to break his neck or shoot him. He leaves behind a passcard. Go to the second level. You will see a ladder leading up to a series of platforms. Get up on the platform and go to the left. There is another set of stairs leading to the third level. At the top of the third level is a blue door. Straight ahead is a series of square platforms. Jump straight. Look down and to the left. Jump to that platform and then to the square platform in front of you. Look up and to the left. There is a break in the railing. Do a jump and grab move. (you may want to wait until the patrolling guard patrols away from you before you jump). He doesn't leave you anything. Turn to the left and run toward the circular area. Run Lara to the ledge. She will say that she doesn't have enough power to make it across the ledge. There is a bridge that runs across the room. You will see the blue door. You can open it now. Run to the end of the room (opposite the blue door and turn left).
Doing a run, jump and hang, jump across the platform to the other side. Lara gains strength and can now make it across the other ledge. Return to the circular area with the broken ledge. Jump across. Follow the platform to the steps and run to the end. There is a vine covered pipe. Climb vertical and then to the right and pull yourself up. A cut scene will appear. Lara crouches down and sees the guy from the Garden – Muller. He and Eckhardt talk about the power down. Boaz, a scientist comes out and say that she didn't destroy the Proto Nephilim. She comments that you must use the shard to kill the Proto. A scary spider thing comes down and eats Boaz. She calls it the pod – not the pod, she cries out. Ick.
Run forward and you see the dead guy in the cut scene from when you first appeared. He has a passcode too. You need to get to the second level of platform attached to the round building. We did this by going to the end of the ruined platform and running, jumping and grabbing. Kill the guard. Pick up his passcard. You should have three passcards now. Look for the ladder that you climbed. Behind the ladder is a pathway that leads to the left. There is an area for you three passcards.
The door will open. Enter it. Go down the stairs. Go underneath the platform and run on the right side. You will drop into an opening full of water. Swim down and to the right. Exit the water. In the far left corner is a small box. Pull it underneath an opening in the platform. Climb up and look through the lockers. You will get health pills in the first and bandages in the last. The door is jammed. Leave. Go back on the top of the platform and run to the end. Enter the small room. Push another button and exit. To the left is an identical room to the left. Enter it. A cut scene plays. Kurt has trapped Lara in the room. He says that she has made quite a mess of things. Kurt is going to go turn the power back on. Lara is a tad upset.
~SANITARIUM~
Cue The Sanitarium and Kurtis. You need to get to the bottom of this room. It is an easy puzzle.
Walk to the right and drop down one level. Walk around to the right. Pick up ammo. Jump across to a platform above a ladder. Take the ladder down. Facing the center of the room, walk to the left and the end of the platform. Jump and grab for the platform across from you. Walk around to the other side and drop down. Walk around to the other side and drop down. Go to the circular part and drop down. Open the trap door. Exit the elevator and turn to the left. Go down the ladder. Move to the other ladder and go down.
Face toward the elevator unit and jump across and grab the ledge. Go through the door. Inside is the mummy or insane person. He is fairly easy to kill. Go through the caged area. There is a dead guy. You will see a cut scene showing a soldier being dragged away and through a vent. There is another mummy person to kill. Go to the right and at the end of the hallway is a room with a prisoner that is still alive. Kurtis talks to him. The prisoner tells Kurtis that Proto's on the loose. Black Angel is going to kill them. Boaz kept these prisoners alive to feed to her pet, the Screamer. Proto. Exit and go to the door. Kurtis uses his farsee ability. He sees through the rooms and vents until he spies a passcode on a desk. 06289.
Enter the room. Head for the mummy. Kill him and then enter the gated area. Continue forward to another gated area and a mummy. Go through the white doors at the end of the hall. Kill another mummy. In the door to the left is another mummy. Kill him to pick up a health bar. Continue down the hall. There is a mummy. Kill the mummy. The orange guy does nothing. Continue around the hall to the white doors. Go through the white doors and up the stairs. Inside this lab room is ammo and a dead scientist. There is a passcard laying by the scientist. Exit through the white doors again. Go back to the large room. There are doors opposite of the large room. Face the door. You will see a 5 digit number. 38471. Face the large room again. On the far right hand side toward the back is a door. Use the passcard. There is a room to the right but you can avoid it. Go upstairs.
At the end of the hall is a large health pack. Go forward and to the left. Jump across. Enter the keycode. The doors across from the large room open. Return to the first floor and go through the doors. You should be in a hallway looking into a lab room. Run to the right and a cut scene will play. It shows a cadaver cut open and a scientist sitting at a desk. You then see the Proto hiding in a vent. He drops down out of the vent. The scientist tries to run away but the Proto gets it. Cut scene stops and mummy comes toward you. Kill him. Go to the end of the hall and through the open doors. At the end of the hall there is a vent to the right of the double doors. Pull the vent cover off and enter. Climb through. Stand up and to the left above you is another vent shaft. Jump up and it will take you to the lab. Drop down. Find the vent on the wall near the floor at the opposite end of the room. It is by a waste basket. Climb in and jump up into another vent shaft. A cut scene shows the Proto feeding on a guard. Ick. Jump Kurtis down. Shoot the gas tanks that are close the fan. One will explode and it will knock the ladder off. Climb onto the platform and flip the switch to turn the fan off. Climb through to the other side. Crawl through the vent to th left. You are now in a hallway. Go to the right and through the open doors.
~MAXIMUM CONTAINMENT AREA~
Kurtis is a pretty tedious guy. There are no real puzzles. You just need to get passcards. It only takes time to get through these levels.
You should now be in the Maximum Containment Area. A cut scene plays that shows the area. Go forward. Go through the gated door to the right and not the green door. Push through the doors. Go to the right. The door opposite a testing room has a little golden look through window. He uses the Farsee power again to find a code: 17068. Go back to the room with green door. Enter the room and enter the keycode. Return to this cell door. The soldier inside has a passcard and ammo. There is also a health bar. A mummy will come in. Kill him. Take a left outside the door. Use the passcard.
Go forward and to the cell on the right. There is ammo in there. Exit. Turn left and go down a ramp to double doors. Walk forward through the doorway. Two mummies with claws come after you. Go right. There are lab doors to the right. The Proto will run out and go down and kill a guard situated behind a half door. Exit the lab. Turn left and run to the end of the hall. Turn right to the end of the hall. Go under the steel half door. Follow the hall to the circular stairs. Take those to the bottom. Turn down the hall to the right. Follow the hallway to a steel door. Go forward and through the door to your left. You should be in a circular stone room in which the Proto was contained. Turn to the right and run to the ladder. Go up the ladder. Walk around to the bridge that connects to the hanging cage. Jump up on the cage. You should see a ledge that is close enough to jump to. Jump and grab it. Walk around to a break in the ledge. Jump across. Walk down and look up to your right. There is a vent above you. Jump up and grab the ledge. Climb in. Drop down. Crawl into the vent. Follow the vent to the right. Turn left. Turn right. (just a note here. Kurtis walks like has suffered some terrible injury to his right leg. Also did you notice that the ammo sparkles red and the health bars sparkle green?). Get onto the ladder at the end of the vent and climb up. Get the passcard. Pick up the health bar and exit. Go down the hall and make two lefts. Use the passcard.
A cut scene appears. Kurtis uses his special powers to close the door behind him, but it is apparent that the Proto is coming through the vent system. Time to kill the Proto. Boaz would be so distressed if she hadn't already been consumed by the Pod. In this room there is a health pack and ammo. Shoot Proto by aiming and moving backward simultaneously. We think that you have to go 6 or 7 rounds with him. After seven rounds, we went up to his body and pressed triangle. Kurtis pulls out his special shard and kills Proto. Proto really wasn't difficult to kill.
Flip the power switch. A cut scene shows Kurtis entering a room. Lara is hanging from the ceiling. She drops down on top of Kurtis. Kurtis and Lara chat about Eckhardt, the Lux Veritatas Lara feels Kurtis up. They make a plan to work together. Kurtis is going to find the last shard and Lara is going after the painting. Eckhardt knows that they are coming. They are going to allow Lara to get the painting.
~AQUATIC RESEARCH CENTER~
There are machine guns on the floor of the room. You need to get to the opposite side of the room. Drop down to the left of the stairs. Immediately duck down and use the commando crawl to the left. There is a small passthrough. Follow that tunnel through to an area behind some boxes that has a valve. This releases gas into the air. The gas must disguise Lara so that the turrets on the floor do not see her. Crawl out. Run toward the opposite side of the room. Behind one of the turrets to the left is a vertical pipe. Climb up, across and up again to a ledge. Drop onto the ledge. Follow the hall around. Push the button. It is a security camera. Notice there are turrets on the floor and a sign with an arrow that points to the right and a blinking light.
Enter the room. You will note that this is the room that you can see via the camera except the camera's view is from the opposite direction. You want to get past the turrets to the door on the opposite side. Walk forward to about half way down the room. You can get an exact placement by doing a commando crawl toward the turrets. When the turrets start shooting, back up a bit and stand up. Pick out a gun. Choose the Scorpion. Lara should aim at the blinking light. Shoot a few times and it will explode. Boxes will prevent the turrets from shooting at you. Go to the end of the hall and pass through the door. Go up the ladder. Follow the hall around to the left. Go up the stairs and through the double doors. A cut scene will play that shows the control panel.
There seems to be a bug here because Lara has no life. We had to give her a full med park before starting. Talking to Kurtis must have sucked all her life out. Go to the left and down the stairs. There is a green sign with blinking lights. At the green sign, turn to your left and follow the platform around to a doorway with yellow and black markings. There is another small platform with boxes on it in this area. Jump in the water. The caged fence will prevent the water beastie from eating you. Jump in and swim away from the fence toward an opening. The metal rods are broken. Turn left and swim down a hall to switch. Turn back around and head for the stairs. Follow the yellow and black doorways. Go straight up. Go through the yellow and black doorway and then up again. It will take you to a large opening with yellow and black markings. Get out of the water and into the room. There is a small med pack to your left around the railing. Go through the hallway and you will find yourself back to where you started before jumping into the water.
Go directly opposite to the end of the hallway with yellow and black markings. Push the yellow button. Run down the left side of the room. There is a camera. It shows a picture of a room with gas leaking from pipes. Run down the right side of the hallway and push a button. Go through the open doors to the elevator. Turn and face toward the opening of the elevator and push the button on your right. Exit the elevator. There is a button to the right of the door that you can push to bring the elevator down.
Enter the room. Walk forward and drop down. Go through the doors. Walk to the end of the hall and pull a big lever. You should see a control panel that matches the one you saw when you first entered. It will show all the green lines lit up. Go back into the elevator and take it up. We noticed in the cut scene that there was an opening in the top of the elevator but we were never able to grab the edge despite spending almost 15 minutes attempting this. It is moments like these that my mind often turns to divorce.
Exit. Turn to the right and go up the stairs to the top level of the platforms. . You should see a large stone container in an open metal cage. Pull the container onto the small blue square that is at the end of a line. There are two yellow buttons on the side opposite of the room on the platforms. The buttons push the container away from it. So push the button and the container will go down to the other end parallel to the room with the switch. Push the container into the room as far as it will go. Move to the end of the room and pull the switch. This drops food into the container. Pull the container back onto the track. You will get a food upgrade here. Push the button and the container will go toward the hanging platform. Push the container onto the platform. Go to the first level. Look directly across. There is another control room to your left. This control room is accessed via a ladder under a trap door. Go up the trap door and into the room. There are two security cameras in this room. The first security camera shows a lever on a stone block with a 2. The second security shows a lever on a stone block with a 1. Exit to the right. Follow the platform around and to your right you will see a pipe. You need to climb up the pipe until Lara won't climb anymore and then go to your left. You will have just enough strength to drop down on the platform below you. Push the button. A hanging platform will come across for you. Get on it and it will take you to the other side. Go through the doorway . To the left is a switch that will lower the food into the water.
Go back down the hall and to the doors on the left. Enter. Push the yellow button and get out your shotgun Tere is a guy who will shoot at you. To the right and left are small cubbyholes with control desks. There are cabinets flush with the wall to the right (if you are in the left unit) and to the left (if you are in the right unit). There is ammo in each of these cabinets. In front of you is a long glass unit that has another evil water beast in the making. There is another bug here. If you try to climb the housing of the evil water beastie on the front right side more than once (like three times), Lara will fall off and into a green oblivion. She does scream but never dies. You can do a side jump to get on the flat portion of the evil beastie containment unit but there doesn't seem to be anything here.
Exit. Run down the hall to your right. At the end of the hall is a room with a large switch. You should recognize this as it was one of the rooms shown in the cut scene. Press the switch and a cut scene will play, lowering the container of food into the water. Dive into the water and look for the lever with No. 1 on it. Pull the lever. Swim forward toward the surface. There is a ladder. Climb the ladder and get out of the water. Run to the opposite end and dive in. There is an opening in the wall that has a No. 2. Go through the opening. A cut scene will play. Lara will put on a wet suit. She will also press a button. Water will fill the room. Look around for a big stone with a 2 on it. There is a lever below it. Pull the lever. A cut scene will play showing a 2 on a sextagon that turns and a part of the pool moves downward. Swim down into the water and out into the main pool area. Go to the center of the room and swim into the open area in the floor. Continue swimming downward. A cut scene will play showing "The Vault of Trophies."
~VAULT OF TROPHIES~
Follow the hallway to the left. Go forward through spikes (swim up toward the top and right in front of the spikes. When the upper spikes retract, swim through) At the intersection, swim upward. There is just enough space to regain your breath. Straight toward the green lit area - current won't let her through. If you are facing the green hall, go to the left. Continue around the hallway (two more lefts). You will come to another intersection. Swim upward and get air.
Continue straight. At the end is a hole in the hall to the left. Swim down. Turn right. Follow the wooden doorframes. If you go right, you will come out in a small cavern and pick up health and an aqua lung. Leave and swim to a T brace. Go forward past the T-brace. Go straight. Follow this path until you get to a brick wall. Lara will kick the wall in.
Swim to the center of the room and upward. You should see a patch in the wall that looks different – it is the outline of a portion of a brick wall. It is very similar to the brick wall that Lara kicked in to enter this room. Kick it and you will go into another area. If you swim in and upward, there will be breathing room. Read your notebook. It says "Rearrange the statues they are the key." Swim back down out of the opening and down. There is a plaque that has the words that are in the notebook: Fratribus collates ianuate patent. Lara says "The brothers reunited see the gates thrown open." (Assume that is what fratibus collates ianuate means?)
In any event, there are names on plaques behind each of the knights. Look to the plaque that had the saying on it. The plaque is actually on a book. The book holds the clue. There are two brothers or knights touching swords. Above them are the letters L and V. Look for the knights whose names start with L and V. Pull their chains. Cut scene appears. Blue lights flash from the swords. Swim upward. Another cut scene occurs. Lara swims up. She gets out and disrobes but decides she still needs her goggles. She is now in a cavern. Follow the path down to a crushing rock. Do a jump and run to get by the rock. There is a lever to the right. Pull it. Floating platforms appear. Jump to the platform that is straight ahead of you. Wait for the platforms in front of you to disappear. Walk to the edge and do a side jump onto a solid platform. (We did notice a ledge to the right and above us but decided not to try to go there). Three platforms appear. We jumped to the last one. Then jumped to the entrance of the cavern. Follow the cavern to a room. There are Knights in this room who want to kill you. Entice them to the right by the tapestry and then sprint to the opposite wall and pull lever. You will get a strength upgrade. Run to the left of the table (if your back is to the table) and pick up health in the cubby to the right of the table.
Sprint to the opposite end of the hall and to the left. There is a chain. Keep pulling it until the tapestry is totally out of the way. Jump up on the revealed portion of the wall and climb up and to the right. Grab a ledge and continue to go around to the right. Climb up and stand on the wooden platform. Turn and face the room. There is another metal platform in front of you. Jump across. Look up. You will see a metal scaffolding. Jump up the and grab hescaffolding. You will drop onto a platform and it will sink down. A cut scene shows a bookcase moving away from the wall. Grab the metal scaffolding again and return to the platform that you were on originally. Get down to the main floor. Run over to the table. To the right is a cubby hole with the Obscura Painting. Grab it and crawl through the fireplace. Walk forward to a small pool of water. Jump in. You should swim Down. To the left, Forward, Down, to left. Forward right. Down right. Left. Right. And up. (I think).
Cut scene. Eckhardt calls Lara an Amazon. They have been trouble getting the last Obscura Painting out. He has Kurtis and Kurtis looks hurt. Eckhardt demands the painting and so Lara throws Eckhardt the painting. Gunderson release Boaz. Eckhardt leaves Muller here and Boaz eats Muller. Kurtis gives Lara a boost onto the platform above him and tells her to get out of there. He'll take care of Boaz. Boaz runs after Kurtis. Time to kill Boaz. Stay tuned. We tried for an hour and were unsuccessful.
~BOAZ~
Killing Boaz was very difficult, that you had to use the square button to change targets. What you do is stand to the side of Boaz and shoot her in the side until the pod lids opened. The front two get shot out automatically. You then continue to shoot her from the side (and not the front). You tap the square button and it does seem to work but it may take many efforts. To make this level a bit easier, save after every pod lid that gets shot off.
Cut scene. Kurtis says "That wasn't so hard." Kurtis is very coy. Boaz sheds her pod and flies out of her pod and for Kurtis. This is bad for you because you have no life and no health. But, you are able to shoot her until she is motionless. Go over to her lifeless body and press X. Kurtis shoots one shot and then turns his back to Boaz. Boaz, as any good villain, is not dead, but has enough life in her to get up and stab Kurtis through his chest. Kurtis lets his Churgai go and cuts off the head of Boaz leaving us to ponder why Kurtis didn't use that weapon in the first place.
~THE LOST DOMAIN~
The game will load and the notebook icon appears. The notebook says to "Find Eckhardt's old lab. We need the third Periapt Shard."
You can go right or left. Go right. Walk carefully because at the end of the hall is a small hill so be prepared to press the jump button as you are sliding. You can walk backward to the middle section of this landing to jump forward. Don't jump too far because the back of the platform is sloped downward. Once you are on this platform, move to the very back of it (away from the lever in front of you). Do a forward, jump and grab move. You will get a strength upgrade to your legs. Pull the lever. A cut scene appears showing the door that was to your left when you began jumping across. Turn around and to your left will be a wooden walkway. Talk that down to the health pack. Exit to your left and at the intersection and go to the left.
The next part is a timed event. You have a 11 seconds to get across to the other side. Pull the lever. Walk to edge. Lara says "My legs feel stronger now. I think I can make that jump." Jump from this point to the platform in front of you. You need to run and jump straight across to the other side. Use the sprint and jump method because otherwise you only make it far enough to grab the ledge rather than landing on top of it. Grabbing the ledge takes too much time. You may have to pause after the second jump to make sure you are in the right direction.
Follow the hallway to the inferno pit. Do a short hop to the platform below you (a short hop is L1 and the circle button). Jump to the left and take the ladder up to the platform. Climb up to the next level. The wooden bridge is broken in half. Lara easily jumps across. The view will show that the end of the bridge is slanted. You want to jump Lara to the small wooden platform that is above her and to the right. Slide down and press the jump and grab buttons. Pull up and there is a lever. Pull the lever and the flames above the two statues on either side of a stone doorway will go out. Drop off the platform to the stone platform below you. Jump to the base of the stairs and go up. A cut scene will play showing the doors being cut open with fire. Walk through the open door. (The door emblem has the head of a lion).
~ECKHART'S LAB~
The end of the hallway is slanted but there is a small stone platform to the left. As you are sliding down, press jump to land on the platform. Then walk to the edge on the right and do a forward and jump past the last set of spikes. You may lose a small amount of life doing this move. Follow the hallway down to a room. This is Eckhardt's lab. To the left of the entrance is a switch. It pulls away the grate in the floor and raises up the second level wooden platform to the left. Go up the stairs to the left and behind the contraption and underneath it is a small medback. In the back left of the room is a table. On it is a vial of Purified Oxygen.
Return to the ladder that leads up two levels. We are on the third level of the room. Run around to the Obelisk and place the vial in it. There is a health pack on the timber if you would like it. In the back of the Obelisk is a break in the railing. Jump to the wooden timber, pull up and go to the left for your med back. You can go back to the ladder that brought you up to this level. Position Lara so that she is facing the ladder with her back to the cage. Do a backflip (circle and down with L analog stick). If the ladder is north, walk slightly to the west and a trap door will open. Jump down and grab the Alchemic Phial #2 (Purified Hydrogen). (notice that the puzzle items blink blue. Yes, it took nearly the whole game for me to figure this out. So, to sum up, red=ammo, green=health, blue=puzzle goodie).
The cage will start to move downward. Position Lara so that she is facing the edge of the cage and climb up and to the left and out on top of the cage. Walk to the wall that has the open cubbyhole. Jump up and lift yourself in. Grab the last Alchemist Phial #3 (Purified Salt). Exit the opening by climbing to the edge and holding down the R2 button and pressing the left analog stick forward. Climb up one of the walls and when you reach the top, do a backflip out of the opening.
A cut scene will appear showing water flowing through a channel in the middle of the room leading to the pool of water. Jump into the pool and at the bottom is the shard. Cut scene will play showing the gated doorway in the lab opening. Climb out of the water and go through the opening. Slide down the path to a door and open it. You are now in a cavern. Run across the floor. Lara now has sunglasses on. You see a cut scene where in Eckhardt puts the magic metallic symbols together to raise the Sleeper. He comments that Lara is still alive and that she is resilient. He is immortal and apparently steals body parts to create the Sleeper. You now have to kill Eckhardt.
~ECKHART~
Eckhardt traps Lara within an electrified circle of light. Defeating Eckhardt is fairly simple. Eckhardt tries to kill you with bursts of power: electricity and fire. To avoid this, simply get down into Lara's commando position and crawl to the inner circle. Watch Eckhardt using your R2 and right analog stick. Eckhardt will create a pillar of blue light and three beasts. At this time, stand up and step slightly outside the inner circle, making sure that Lara is situated so that she isn't in the path of the three beasts.
These three beasts will run to the center circle and form into Eckhardt. Wait until the fire, the red laser lines, or the electricity and the blue lines disappear and walk forward. You can be either to his front or his back. Wait about a 1 or 2 seconds while he is hunched over (and all the fire or lasers have completely disappeared) and then kick him once and a cut scene appears. Lara walks forward and stabs Eckhardt with a Periapt Shard. Eckhardt is raised up by the blue light and then appears on the outside of the electrified circle of light. Lay back down on the circle in the middle of the room and wait for the Eckhardt to make the beasts again.
Do this twice more and you will defeat Eckhardt.
A cut scene appears after the third time. Eckhardt staggers to one of the pillars. Lara runs over and pulls out the third shard to kill him. Suddenly, Gunderson appears behind her. Karel? Lara says. (He kind of looks like Gunderson). Eckhardt says "Kill her." Lara pulls out her gun and points it at Gunderson. Gunderson turns and stabs Eckhardt in the forehead with the last shaft. It turns out that Gunderson isn't really Gunderson at all but really a Nephilim. He invites Lara to be part of a benign new word. Karel tells Lara that he has been helping her all along in the form of various people including - gasp - Kurtis - gasp.
Karel holds out his hand to Lara and Lara sees a symbol on her hand. She has a flashback to Von Croy's murder. Karel had killed Von Croy when Von Croy told him that it was too dangerous for him to locate the fifth painting. Von Croy then turns to Lara, lying on the floor, and says, Lara will be able to obtain the last painting. Karel turns back to Von Croy and kills him. He then painted symbols of blood on the wall. Lara refuses Karel's offer and Karel responds "stupid mortal. So be it." He then engulfs himself in a green light and shoots green lasers at Lara. Run over to Eckhardt and pick up an object at his side. It is Eckhart's Glove, a Glove of Immeasurabe Power, In the Right Hands.
On the back of the pillar to the left of Eckhardt (if you are standing facing Eckhardt) is a space where you put something in. We aren't sure what she put in or whether it was just a switch. In any event, this action lowers the ladders on either side of the room. Run to one of those ladders and climb up to the second level. Beware of Karel because if his laser ball hits you, it will knock you off the ladders or off the edges of the platforms.
Wait near the ladder that goes up to the next level until Karel passes by the ladder and then start climbing up. At the top of the ladder go left. Run around until you find a ladder at the back of a pillar. Go around to your left again. There will be a platform to your right that juts out toward the Sleeper. Simply walk to the end of the platform or jump toward the Sleeper. You don't need to be close. A cut scene will play showing Lara hanging onto the end of the Sleeper's leg. She places the glove on his leg and swings her way to safety. A light shoots down from the Sleeper and pierces Karel. Lara runs away and the room erupts in an explosion of blue/white light.
A moment later, Lara staggers back to the middle of the room, holding her stomach (as if she was injured). She sees Kurtis' blade laying in a pool of blood and picks it up. The blade then opens up and pulls Lara toward a doorway. She smiles slightly and walks into the darkness.
Here concludes the first Episode in the brand new Tomb Raider Trilogy starring Lara Croft.