|Kills: 24||Supplies: 36||Artifacts: 3||Relics: 1 (*)|
SANDY ROOM WITH BREAKAWAY PILLARS: From CHECKPOINT 1 at the start of the level, follow the sandy passage to a ledge above a square room. Drop down to the floor and CHECKPOINT 2. Find the movable block in one corner, pull it out of the alcove and go behind it to find a small medipak and shotgun ammo. Use your grapple to pull down the 2 tall pillars in the corners, leaving the flat, square ledges that formed the pillars' bases, and a chunk of carved stone on the floor on the left.
Use that chunk of stone to climb into the alcove above, where you'll find another small medipak. Grab the handhold on the left side of the alcove. Climb around the corner to the left and jump to grab the handhold on the next wall. Jump up twice and then climb to the left again. Jump to grab the horizontal pole, swing and jump to the angled pillar ahead. Slide almost to the bottom of the slope and then jump to grab the corner ledge ahead. (This was the base of one of the pillars you pulled down.)
The rough top prevents you from pulling up, so climb around to the left. Jump back to grab the horizontal pole, swing and jump to the next pole and from there to the other corner ledge. Pull up, grab the crack on the wall and jump up to grab the higher crack. Climb to the right, jump and grab the edge of the large opening. Pull up to CHECKPOINT 4.
CORRIDOR WITH SCARAB SWITCHES: Head forward to a switch in the shape of a scarab beetle. Grab the switch and before it can descend too far, jump up to grab the ledge above. Pull up and continue to a shallow pit. Slide down the ramp on the right side of the pit and jump to grab the horizontal bar. Move to the middle of the bar and then swing, jump and grab the scarab switch. Quickly jump up to grab the ledge above. If you don't make it in time, return to the other side of the pit, climb out and try again. Once you've made it to the other side, follow the hallway to CHECKPOINT 5.
ROOM WITH SLOPE & PANTHER: The next room has a slope in the entrance. Once you slide down, you can't get back out the same way. There's a black panther lurking below. If you'd rather not slide down and confront it directly, you can step right to the edge above the slope and fire a few pistol shots to get its attention. Then you should be able to shoot it from above. If you try to slide down and run for the opposite ledge, the panther may lunge at Lara, pulling her down before she can climb up. When the panther is dead, pick up the shotgun shells on the left side of the slope when facing it.
Climb into the opening that leads outside but don't slide down yet. Instead grab the handhold on the left side of the opening and climb to the left as far as you can. Jump to grab the next handhold. Pull up into the low opening above. Lara will crouch automatically, so just move to the left. When she straightens up, step forward and grab the handhold ahead. Head to the left, climbing, traversing, then climbing again until you can pull up onto the ledge above the entrance. The secret chime sounds, but there's no artifact, just a large medipak. Get it, drop down, and climb back into the opening that leads outdoors. Slide into the open area below.
In this next cut scene Lara surveys the area. On the other side of the pool, guarding the door at the base of a large sphinx, she spots an unusual creature—some sort of mummified bipedal cat made of flesh held together with rotting bandages. As she tries to make sense of what she's seeing, she hears a noise to her right. Turning cautiously she spots another mummy just a few feet away. It notices her too.
OPEN AREA WITH OBELISK, POOL AND SPHINXES: When the cut scene ends, the 2 cat mummies attack. They're fast, they're agile and they throw fireballs, so keep moving. Like the live panthers, they'll try to swipe at Lara and knock her down. If that happens, tap jump to get back on your feet. I definitely recommend pistols over the shotgun here. The shotgun is better at close range, where you definitely do not want to be with these guys. Use the 50-caliber pistols if you have enough ammo; otherwise use normal pistols. Move in wide circles to avoid the fireballs and keep your distance from the mummies themselves. Note that the island in the middle of the pool is not actually an island, and the mummies will cross the walkway to reach Lara. They'll also use fireballs to knock her off the columns if she tries to climb up and get away.
When the coast is clear, go after a few pickups: 50-caliber ammo at the base of the ramp, shotgun shells in the far left corner (left when Lara's back is to the ramp), a small medipak behind the column to the right of the sphinx with the broken face, and another small medipak on the bottom of the pool.
To open the exit, you'll need to reach a switch on the back of the sphinx whose face is still intact. Begin by climbing the two columns in the corner to the left of that sphinx to reach the ledge above. This is CHECKPOINT 6.
ARTIFACT #1: Take a running jump to grab the slightly higher ledge on the left. Pull up and shoot the button to extend a horizontal pole. It retracts into the wall after a few seconds, so immediately jump to grab it and swing over to the next ledge. Pick up the 50-caliber clips, go to the end of the ledge and turn left. Take a running jump to the top of the round column. Jump down to the top of the broken column ahead. Then turn right and take another running jump to the small ledge below the ladder on the wall beside the sphinx. Climb to the top and jump to the left to land on top of the sphinx. Vault into the alcove behind the sphinx and climb up into the raised opening on the right, where you'll find ARTIFACT #1.
OPENING THE EXIT: Return to the top of the sphinx and turn right. Take a running jump and grapple the metal ring above. Swing and jump to the top of the column ahead. Then take a running jump to the corner ledge. Go forward to the wall, turn left and take a running jump off the edge. Grapple the first metal ring on the wall above. Wall run back and forth to build momentum. Then jump and grapple the second ring. Wall run once more and jump to land on or grab the next ledge. Go to the end of the ledge, turn right and take a running jump to land on the slope near the wall. Slide down behind the sphinx.
Turn around and duck or roll into the space below the slope to find a large medipak. Roll back out, go to the back of the sphinx and use the switch to open the door below on the front of this sphinx and trigger CHECKPOINT 7. Now head for the far side of the ledge behind the sphinx, slide down the short slope and drop to the ground.
INSIDE THE SPHINX – ROOM WITH PHARAOH STATUES: Go through the doorway at the base of the sphinx and follow the twisting passageway to CHECKPOINT 8. The long, rectangular room ahead contains two cages with panthers inside. (They can't get out yet.) The room is lined on both sides with statues of seated figures holding flat tablets, each of which forms a ledge. Climb onto the chunk of rock just to the right of the entrance and jump to grab the first ledge. Pull up and jump from ledge to ledge along the right side of the room. From here, you should be able to target the 2 panthers that emerge from the open cage at the far end of the room without being injured.
Drop down and pull the switch next to the open cage door. This moves the pharaoh statues together temporarily and also opens the cage doors near the entrance, releasing the first 2 panthers. Try to shoot them before they reach Lara. If you don't run forward between the statues, they should approach one at a time. As you fight, the statues will gradually move back into their original positions. When both cats are dead, go into the cage on the right to get a small medipak. Then return to the other end of the room.
Pull the switch once more. As the statues move together, run between them toward the far end of the room. Climb onto the chunk of rock on the left and jump to grab the ledge on the first statue. Quickly pull up, tap the HUD key if necessary to center the camera behind Lara, then run across the ledge and jump to grab the next one on the right side of the aisle. Pull up, turn left and take a running jump across the center aisle to the middle ledge on the other side. At this point you can stop hurrying, since you'll be able to reach the next ledge even after it retracts. Take a running jump to grab it. Then, if the statue hasn't retracted all the way, wait for that to happen.
Take a running jump off the ledge and grapple the metal ring on the wall above. Wall run, jump and grab the handhold near the corner. Drop down to the handhold below and climb to the right. Jump to grab the top of the cage door and immediately jump up to grab the stone lintel above before the cage door descends too far. If you don't make it, you must repeat the whole timed run to get back to this point. Once Lara is hanging above the doorway, climb to the right and jump to grab the next narrow ledge. Climb around the corner and continue until you can pull up in the doorway at CHECKPOINT 9.
Follow the hallway to a slope. Slide down into the pit and kill 3 rats. Then pull the square block out of the alcove next to the ramp. Pick up a small medipak in the space where the block had been. Now pull/push the block to the far end of the pi and position it next to the small pile of rubble. Pick up another small medipak on the ground then climb onto the block to reach the rim of the pit.
Continue along the passageway to another shallow pit. If you need shotgun ammo, slide down into the pit and get some. Then use the handholds beside the slope to climb back out. The first horizontal pole above the pit extends and retracts every few seconds. Wait for it to extend, take a running jump to grab it, swing around only once and then jump to grab the long horizontal bar ahead. Move to the middle of the bar, swing around, jump and grab the scarab switch on the far side of the pit. It's a long jump, and Lara will catch on with only one hand. So immediately press Interact then quickly jump up to grab the rim of the pit before the switch descends too far. If you're not fast enough, let go of the switch, wait for it to rise just a little bit and then grab it, and jump up to grab the rim. If that doesn't work, return to the other side of the pit, climb out using the handholds on the right and try again.
OUTDOOR AREA WITH CAT TEMPLE: CHECKPOINT 10 is just beyond the pit. Continue from there to another open area. There's a crocodile lurking in a small passage just below the entrance. A second croc will approach from the far left corner as soon as you drop down. Jump forward off the edge, run to the right, turn and immediately start shooting at the first croc. Once it's dead, turn your attention to the second croc. On dry land, crocs can put on short bursts of speed so keep your distance while shooting. If you like, you can jump up into one of the alcoves on the right wall and shoot both crocs from there.
When both crocs are dead, go into the tunnel from which the first one emerged. At the end is a small medipak. In the far left corner, behind the three painted columns is a raised alcove containing another small medipak and some shotgun shells. The secret chime sounds here as well.
Jump in the pool and swim down through the opening at the bottom. Pull the lever to open the gate on the left. It closes after a few seconds, so swim through quickly and surface, but don't climb out of the water yet.
ROOM WITH RETRACTING LEDGES: First swim to the far right corner of the room. There's a large medipak in a niche at the bottom of the outer corner of the square walkway. Get it and climb out on the ledge to trigger CHECKPOINT 11. Now a tricky climb to the top of the room.
Face the scarab switch on the wall and take a running jump to grab it. Quickly jump up to grab the handhold above before the switch sinks too low. Climb to the right and jump to grab the ledge beyond. This ledge starts to retract into the wall as soon as Lara grabs it. So quickly pull up onto it (it may help to tap the HUD key in order to center the camera behind Lara first), pull up and run to the right along the part of the ledge that juts out over the pool. Jump to grab the edge of the opposite ledge, which is retracting in the other direction. Pull up, run forward and jump to grab the handhold straight ahead.
Now you can take your time for the next couple of moves. Climb to the left and jump to grab the handhold near the corner. Wait for the ledges to extend fully. Then jump back onto the long rectangular ledge behind. This ledge starts to retract, so quickly move the camera behind Lara and run along next to the wall and jump near the end of the ledge to grab the scarab switch on the wall beyond. Immediately jump up to grab the handhold above before the switch descends. Now you can take your time as you climb to the right, jump to grab the doorsill ahead and pull up.
SIDE ROOM WITH VERTICAL POLES: Enter and drop down on the right side of the ledge to get a small medipak. Climb back up and jump to grab the short vertical pole. Climb to the top of the pole, jump to grab the scarab switch and quickly jump up to grab the handhold above, then up once more. From this higher handhold, jump back to perch on top of the vertical pole you just climbed. Move the camera behind Lara and jump forward to grab the longer vertical pole that extends from the ceiling. Climb as high as you can and jump into the barred window on the right. Pick up a large medipak and 50-caliber clips.
Jump from where the medipak was back to the pole. Climb to the top again and this time jump into the opposite alcove. Pick up more 50-caliber clips and use the switch to retract one of the ledges in the previous room, dropping a stone block onto the ledge below.
Jump back to the long vertical pole, slide down (Back/Down key or Down on control stick) and jump onto the center ledge. CHECKPOINT 12 registers in the doorway.
ROOM WITH RETRACTING LEDGES (again): Drop down onto the ledge below. The weight of the block keeps it from retracting so you can move freely. Just try not to fall off the ledge. If you fall and Lara lives, you can either save and reload or climb back up using the first scarab switch.
Push the movable block across the walkway to the other side of the room and position it against the right side of the ledge. Climb on top of the block and jump to grab the lower handhold on the wall ahead. Jump up to the higher one and then jump back to grab the edge of the retracting ledge behind. It immediately starts to slide into the wall, leaving a gap between the two sections that jut farther into the room. So pull up, run along the first section, jump to the second section and almost immediately jump to grab the scarab switch on the wall ahead. Quickly jump to the handhold above and take a few deep breaths. When you're ready to move on, jump to grab the scarab switch to the right and quickly jump to the handhold above.
Once Lara is hanging from the handhold above the second switch, climb to the left as far as you can, then jump to the next handhold. Climb in toward the corner and jump back to grab the horizontal pole. Swing around, jump to grab the windowsill ahead and pull up. This is the other side of the same barred window where you found the large medipak and clips earlier.
Turn to face out over the room. Notice the two metal rings: one on the ceiling, one on the far wall. Step away from the edge so Lara's back is against the bars. Grapple the second ring—Lara should do this automatically, but you can use manual aim if necessary—and pull to lower a drawbridge-style ledge. Keep pulling on the cable until the ledge comes all the way down and the grapple detaches from the ring. Then immediately take a running jump off the window ledge, grapple the ring on the ceiling, swing forward and jump onto the door before it closes. You won't have time to swing back and forth first. So, if you can't jump on the first try, turn around and swing back to the window opening and try again.
In the little room beyond there's another switch. Pull this to lower the ledge permanently and open the trapdoor in the ceiling of the ROOM WITH RETRACTING LEDGES. This also triggers CHECKPOINT 13.
Step out onto the ledge and scrutinize the open trapdoor. The panel on the left has a broken crosspiece, so jump and grab the one on the right. Jump straight up to grab the top of the door panel. The ledge above is broken, so Lara won't grab onto it. Instead jump back to grab the horizontal bar across the opening. Swing and jump to grab the top of the other door panel. The edge of the opening on this side is intact, so jump up to grab it and pull up.
HIGH ABOVE THE CAT TEMPLE: Cross CHECKPOINT 14 and pull the switch to open the trapdoor surrounding the cat statue in the temple.
IMPORTANT: While not technically a bug, there's a design flaw here that I think warrants special emphasis. CHECKPOINT 14 registers before you pull the switch. So if Lara dies before the next checkpoint, be sure to pull the switch again. Otherwise you'll get all the way to the temple only to find out that you can't get in. If this happens to you, save the game manually and reload. If you previously reached the artifact, you'll still have it and won't have to redo that part. Instead just take a running jump into the pool and continue from there.
Using the switch also causes 2 crocodiles to appear in the area below. If you step out on the ledge overlooking the pool, you can shoot both crocs from above using manual aim. The targeting reticule will be gray instead of red, but you can still kill them from this distance using basic pistols with unlimited ammo.
NOTE: If you've already gotten the artifact or are doing a time trial, you can ignore the crocodiles, take a running jump into the pool, climb out on the far side and climb up into the temple.
ARTIFACT #2: From this ledge you can also spot the artifact on top of the temple. To get there, you'll need to do a series of maneuvers with the grapple. First, turn left, take a running jump off the ledge and grapple the metal ring on the wall above. Wall run back and forth and jump to grab the handhold on the right, where the carved panel depicting the goddess Hathor is missing a chunk.
From this handhold it's difficult to see the second metal ring on the ceiling above and behind Lara. (If you move the camera below her and to the right, it's visible.) You can also just jump back off the wall, press Grapple and trust Lara to get it right. When hanging from the cable with the grapple attached to this second ring, turn to face the next ring mounted on the ceiling ahead and to the right. Lengthen the cable a bit if necessary and then swing, jump and grapple the third ring. Repeat the process for the fourth ring. Then turn to face the temple roof, swing and jump onto the flat part on top of it. Pick up ARTIFACT #2.
ENTERING THE CAT TEMPLE: Hang from the front edge of the temple above the pool. Drop and grab the ledge below. If you miss the saving grab, Lara will fall safely into the pool. Pull up and drop down into the small room below the cat statue. Follow the hallway to CHECKPOINT 15.
ROOM WITH SUPPORT COLUMN & PANTHER CAGES: If you have room in your inventory, pick up 2 sets of 50-caliber clips, one on each side of the doorway. Hop down onto the ledge below the entrance. From here you can use the regular pistols to shoot the panther prowling the floor below. Switch to 50-caliber pistols before dropping to the floor. When you do, 3 more panthers emerge from the open cage on the left. Keep moving as you blast away, and don't let them corner Lara. When the cats are dead, go into the open cage for a large medipak.
Pull the switch on the opposite wall to open the second cage, releasing another pair of panthers. Once you've dealt with them, CHECKPOINT 16 registers.
To get out of this room—and pick up a few items on the way—first climb the handholds to the left of the second cage. From the upper handhold, jump to grab the top of the cage door. Before it can descend, jump back to grab the lower handhold on the column behind. Jump up to grab the handhold above, climb to the right and jump to grab the metal bar protruding from the column. This bar swings around to the left until it is flush with the other side of the column. Climb along the metal bar to the corner and then jump to grab one of the higher set of handholds on the wall to the left. Jump up to the higher handhold and from there jump back to grab the ledge surrounding the column. Pull up.
Shoot the button in the raised alcove to the left of the ledge where you entered this room. Doing this extends a metal hook from the ceiling ahead and triggers CHECKPOINT 17.
Grapple swing across to that alcove and pick up 50-caliber ammo and a large medipak. (The secret chime sounds here.) Grapple-swing back to the ledge surrounding the column.
NOTE: If you didn't get the 50-caliber ammo near the entrance earlier because you had no room in your inventory, but have since used some, you can easily get those clips now. Instead of swinging back to the ledge surrounding the column, jump and grapple the ring, then turn to face the entrance and swing over to that ledge. Don't forget to manually reload: Select the 50-caliber pistols, press or hold Target Lock and press Interact to reload. This can make room for an extra set of clips. Now take a running jump off the lower ledge toward the ring on the ceiling, grapple it and shorten the cable if necessary. Then turn and swing back to the ledge surrounding the column.
Cross the ledge to the opposite side of the room and follow the hallway to CHECKPOINT 18.
ROOM WITH TWO RAISED OPENINGS: There's a panther in the room ahead. Rather than letting it corner Lara in the narrow hallway, run and jump past it, leap onto the low ledge that runs around the edge of the room and shoot the cat from there.
Climb into the raised opening opposite the entrance. Climb the ladder and get ready to meet another nasty cat mummy at the top. If you hesitate at the top of the ladder, the mummy will swipe at Lara, shoving her off the edge. So jump past it and run into the sandy area on the right. Use one of your heavier weapons to take it down quickly.
SANDY ROOM WITH SCARAB MECHANISM: Head for the far right corner of the sandy area where you'll find two block steps with 50-caliber ammo and a large medipak. From the top step you can see the third artifact on the ledge above the doorway on the far side of the room. Getting there is a little tricky.
ARTIFACT #3: From the top step, where you got the medipak, take a running jump and grapple the metal ring high on the wall with the barred window. Lengthen the cable if necessary so Lara is hanging about halfway between the barred window and the ground. Then wall run back and forth to build up a good, long arc. You want Lara to nearly touch the wall at the left end of the run. If she's not going that far, lengthen the cable a little and try again. When Lara runs all the way to the left corner, jump back to grab the handhold on the wall behind and to the left. (This is much easier than trying to jump from the wall to the tiny vertical column.)
Jump from this handhold to perch on the nearest vertical pole. Move the camera behind Lara and jump forward to perch on the next pole. From there, jump and grab the horizontal band on the complete column ahead. Drop and grab the band below, climb around to the right side of the column and jump back to grab one of the bands on the next column. Climb around to the right and jump to grab the lower band on the third tall column. Climb around to the right and jump up to grab the band above. Climb all the way around to the other side of the column, so the previous two columns are now on Lara's right. Jump to grab the upper band on the middle column. Position Lara so her back is toward the wall and the other two columns are to her left and right. Jump back to grab the small stone handhold on the wall behind.
Finally, jump to the right and grapple the ring on the wall above. Wall run back and forth and jump to the ledge on the right, where you'll find ARTIFACT #3. Drop down from the ledge, but watch out for the hole in the floor below. Lara loses a tiny bit of health when you do this. If you prefer, you can wall run back to the small handhold and drop down there with no injury.
PATH TO TRAPDOOR SWITCH: Go through the doorway beyond the hole in the floor and climb the ladder to the hallway above. Pass CHECKPOINT 19, then an opening overlooking the ROOM WITH PHARAOH STATUES. Use the switch to move the statues out from the wall.
This time you'll need to jump across the tops of the statues before they retract. Broken stone walls extending from the side walls prevent you from jumping between certain statues. To get across, you must start by jumping to the first statue on the right. Then turn and take a running jump to the first statue on the left. From there, jump to the middle statue on the left, then the middle statue on the right, then the third statue on the right and finally to the ledge on the far side of the room.
Go to the right up the short ramp, picking up another large medipak on the way. Usse the switch to reset the scarab mechanism in the sandy room where you got the last artifact. It also re-extends the pharaoh statues permanently and triggers CHECKPOINT 20.
Return down the ramp to the statues and jump back across the same way you came—i.e., jump to the first statue on the left, then the middle left, middle right, far right, far left, and finally the ledge with the switch. Follow the hallway past CHECKPOINT 21 to the ladder. Climb down.
SANDY ROOM WITH SCARAB MECHANISM (again): In order to use the scarab mechanism, you'll need to repeat the first few steps in the path to the artifact. Climb the block steps in the corner, where you got the ammo and medipak earlier. Take a running jump off the top step and grapple the ring above. Wall run back and forth and jump to grab the crevice on the left wall.
This time, instead of jumping to the vertical pole, climb along the handhold to the left. Tap interact to make Lara climb faster as you pass the crumbling section; otherwise she'll fall. Climb as far to the left as you can and then jump to the left to grab the bar sticking out of the scarab's wing. Lara's weight pulls it down, activating the mechanism, which opens the trapdoor in the floor, dumping a huge pile of sand into the ROOM WITH TWO RAISED OPENINGS below. Let go of the bar and drop to the floor. This is CHECKPOINT 22.
Hang from the edge of the trapdoor opening and drop down several times to reach the floor. With this big heap of sand here, you can now reach the higher opening. Climb into it and follow the hallway to CHECKPOINT 23.
ROOM WITH 4 SMALL OBELISKS & LEVEL EXIT: This room contains a lovely puzzle involving Egyptian art. In order to solve the puzzle and open the exit, you must move each of the 8 light-colored blocks around the edge of the room. Behind each block is a small room containing a black panther, a prize, a clue or possibly more than one of these. For the blocks with panthers behind them, it may help to pull the block away from the opening and climb up onto the block to shoot the enemy. One of the panthers likes to play hide and seek, though. So you may need to go into its room to draw it out.
Starting with the block to the right of the exit doors and moving clockwise around the room, we have:
Each time you enter one of the rooms containing a painting with a clue to the puzzle, one of the four obelisks near the exit rise up from the floor revealing a rotating base with four images painted on it. After scrutinizing the clues, you can probably guess what to do.
Each obelisk has a symbol carved in its top: a knotted rope, a bird, a feather and a reed. Each mural depicts one of those four symbols at the top and a person holding something below. The figure below the knotted rope symbol holds a smaller human figure. The figure below the bird symbol holds a vessel and what looks like a rope. The figure below the feather symbol holds a round pot, and the figure below the reed symbol holds two tents.
You must rotate the cylindrical bases below each obelisk so the picture in front (i.e., directly below the symbol on the top of the obelisk) matches the one in each mural. So, for the obelisk with the knotted rope, turn the base so the picture of the larger figure holding a smaller figure is in front. You'll hear a click when the cylinder is arranged correctly. When you've done all four, the exit doors open.
NOTE: I'm not sure I've explained all the symbols correctly. The ones in the game seem to be slightly stylized versions of the real symbols I was able to reference. I welcome any corrections. For more information on Egyptian symbols, their forms, meaning and translation, a good place to start might be the main Wikipeida entry on hieroglyphics.
RELIC: Before exiting the level, you can obtain a relic if you want to. Move one of the blocks next to the painted column just to the right of the exit doors. Climb on the block and grab onto the rough horizontal crack in the column. Jump up to grab the crack above and climb all the way around to the other side of the column. Jump back to grab the narrow stone ledge on the wall behind. Climb to the left and jump to grab the horizontal crack in the next painted column. Climb around to the right so Lara's back is facing out toward the middle of the room. Jump up to grab the crack above and then jump back to perch on the nearest small obelisk. Hop across the tops of the other three obelisks to grab a crack in the painted column just beyond the fourth obelisk. Climb around to the right, drop down to the crack below and climb to the right again until you can pull up into the doorway of the well-lit room above. Here you'll find RELIC #1, the Mummified Cat, and a large medipak.
Drop to the floor and exit this room to end the level.
|Previous Level||Next Level|
*ABOUT ARTIFACTS & RELICS: Finding artifacts and relics (formerly known as "secrets") unlocks various extras like outfits and concept art. A complete list of these bonuses and how to get them will be added soon.
**ABOUT TIME TRIALS: After completing a level, you will be able to replay it in Time Trial mode to unlock cheat codes. Again, more info will be added about this once the main walkthrough is done.
Copyright © 2007 - Stellalune. All rights reserved. Feel free to copy or print this walkthrough for personal use. By all means, share it with friends, but please include this credit line so people can send me their corrections, comments and suggestions. This walkthrough may not be reproduced in any other manner without the author's written permission.
This page has been slightly modified. To see the original, click here.Stella's Tomb Raider Site