Tomb Raider Legend - Peru
Items: health packs, grenades, assault rifle, shotgun,
ammo
Enemies: mercenaries
Rewards: 8 bronze, 2 silver, 1 gold
Time Trial: 21:30
Back at Croft Manor, Zip tells Lara
what he's learned about James Rutland. After considering
what they know so far, Lara decides Peru is the next logical
destination. She asks Zip to arrange a meeting with Anaya in
Paraíso. (This cinematic is titled "Returning Home".)
In a separate cut scene
("Unwelcome in Paraíso"), the locals scatter as Lara arrives
in town. Over the headset Zip directs Lara to meet Anaya at
the statue in the marketplace.
STREETS OF PARAÍSO: Just beyond
CHECKPOINT 1, Lara can play a
little football with the abandoned
ball. (Press E/Triangle/Y to kick.) Kick the ball
into the area below the pennants and you'll hear the crowd
go wild. The sparring dummy
offers an opportunity to practice shooting and hand-to-hand
combat. Follow the on-screen instructions for tips. Use
pistols so you don't waste ammo, unless you plan to restart
the level.
Before your rendezvous with Anaya, pick up a reward:
Enter the first alley after the starting point (on the right
if Lara's back is toward the big wooden doors). Follow the
alley around to the left. Climb the low shed roof to get on
top of the house. Go to the edge of the roof above the
street and grapple-swing across to the next house. Then use
the grapple to grab the bronze reward
(1/8) in the alley behind the house. If you drop down into
that alley, push the movable crate
against the low fence to climb back out to the street.
Head left toward the village square, crossing
CHECKPOINT 2 on the way. Anaya
and her yellow Jeep are visible from a distance.
In a cut scene ("Rendezvous
with Anaya") Lara greets her old friend (who apparently
shares the same plastic surgeon), but they're only able to
reminisce briefly before a truck full of mercenaries roars
into the square. Lara tells Anaya to get going and she'll
catch up.
PARAÍSO TOWN SQUARE: When the cut scene ends, Lara
is standing on the wide steps of the big building (town
hall? church?) with armed men closing in. Take cover. The
area below the steps on the left is one good hiding place.
Then pick off the first 4 mercenaries
one or two at a time. Press E (Triangle/Y) when the
environmental hazard icon appears to shoot the explosive
objects (i.e., the truck's gas tank,
the barrel of fuel on the
wheeled cart and the propane tank
on the other side of the square) to blow them up, killing
any nearby bad guys. Just remember, enemies can do the same
to Lara, so don't stand right next to any of these.
When you've killed the first group, 4
more mercenaries emerge from the building with the
menswear posters (on the left side of the square when facing
the big building with the wide steps). Use the columns,
crates and other scenery for cover as you run around
scooping up dropped ammo and
health packs. Take out the second
group of mercenaries as you do. When they're dead, a
sniper comes out onto the balcony
of the building diagonally opposite the truck. Stay under
cover until you can get below him. Then move into range and
take him out using the rifle. Heal and pick up any goodies
you didn't get before.
Climb onto the market stall near the truck and jump from
there to grab the nearby roof; pull up. Instead of swinging
across the horizontal bars, use the magnetic grapple to snag
the bronze reward (2/8) on the
roof of the next building. Drop to the ground or grab the
diagonal cable and slide down.
Cross the square to the building nearest the flagpole and
go around behind it to find another
bronze reward (3/8) near the menswear signs. Return
to the flagpole, climb it and jump onto the balcony. Kick
down the door (E/Triangle/Y), enter and pick up a
silver reward (1/2). Go back
outside and move to the edge of the balcony across from the
building where the sniper was. Use the magnetic grapple to
swing across. You should find some goodies that the sniper
dropped, including a health pack,
grenade and
SHOTGUN.
NOTE: You may want to pick
up the shotgun and use it to deal with the guy in the next
room, since one shot kills at close range. But I recommend
switching back to the rifle before going on to the next
area. It works best at long range.
There's another mercenary
inside the room from which the sniper emerged. He drops the
same items (SHOTGUN or
ammo, grenade
and health pack), and there are
several grenades on the table.
This room also contains CHECKPOINT 3.
NOTE: Lara can carry up to 4
grenades. To throw one, aim with the mouse and then press K
(R2/RB) to toss. (If you have a 3-button mouse, you might
assign this control to the middle mouse button.) Remember
that enemies can also throw grenades at Lara. Dodge like mad
when one comes her way.
In the next section, a useful shortcut for Time Trial
mode is to simply drop down and run without shooting (or
running and jumping/rolling for even more speed) straight
for the motorcycle. Lara may take a little damage, but as
long as you keep moving, she should make it without dying.
MORE PARAÍSO STREETS: Move to the other door but
don't rush out. There's another group of
5 mercenaries in the next street. If you kept the
rifle, you can shoot the soldier on the
balcony just ahead from inside this room. You may be
able to pick off another one or two from the doorway. If
not, run out onto the roof to the far, back corner. That way
the neighboring building shields Lara from the
two shooters farther down the street
(one on the ground, one above), while allowing you to target
the one on the roof across the street
and the one below. There are also
several explosive objects down
in the street (two on the near side, one across the road).
Take advantage of them if you can.
After defeating the first group of mercenaries, either
grapple-swing across the road to the roof of the next
building or climb down, pick up the various dropped
health packs,
ammo and grenades and then
climb the wooden ladder leading to the window.
(NOTE: Another
ASSAULT RIFLE is available here instead of ammo if
you took the shotgun in the previous area.)
Using the same grapple point, you can also swing to the
small balcony where the first soldier was, to get his items,
but if you're already well stocked, there's no need. The
climbable drainpipe near that balcony is for getting back up
onto the roof where you started; you can't jump from the
pipe to the balcony.
Once you've climbed to the upper room of the building
across the street, pick up any dropped
ammo, grenades and
health packs (if you're still able
to carry any more).
Advancing along the street beyond this room, whether you
go along the rooftop or on the street itself, triggers the
appearance of yet more mercenaries.
If you go cautiously, retreating into areas you've already
covered, you can draw them out a few at a time so you're not
overwhelmed.
First move out onto the balcony and take out the
soldier waiting there (or shoot
him from the street below). Two more
materialize as you approach—one near the vendor's stall, the
other behind the barrels blocking the alley. They appear
whether Lara is on the roof or at street level, and they
toss grenades as well as shoot.
When you advance toward the T in the street, another
squad of mercenaries appears
around the corner to the left, and
reinforcements arrive in a truck with a
mounted gun. There are a few
different ways of dealing with these guys. Take out the
gunner on the truck first, wither
with conventional weapons or by pressing Interact when you
see the environmental hazard icon to blow up the
propane tank on the ground to
the left of the truck, knocking down the telephone pole and
frying the gunner with the electrical
transformer. Then deal with the other
2 mercenaries guarding the truck.
If necessary, retreat along the street or into the room at
balcony level, depending on your strategy.
After dealing with the soldiers near the truck, pick up
any ammo,
grenades or health packs
you need. Then take care of the last 3
mercenaries near the end of the road. Climb on the
truck and use the big gun to
blast them. (Press E/Triangle/Y to grab onto the gun, then
shoot as usual.) Or, advance cautiously and use your own
weapons.
Don't approach the motorcycle yet. First,
backtrack along the street with the barrels and vendor's
stall, to the house with multi-colored posters plastered on
it. Go behind that house and to the right to get another
bronze reward (4/8). Now heal
fully, pick up anything else you need and approach the
motorcycle.
A cut scene ("Any Bike Will
Do") ensues, in which Zip tells Lara that Anaya is being
chased by mercenaries. Lara says she's on her way and hops
on the bike.
MOTORCYCLE CHASE: First some general notes. To
control the motorcycle, use the same direction keys (stick)
as for running to accelerate (Up), brake (Down) and steer
left or right. Speed is important. If you go too slowly,
time runs out and Anaya is caught. Game over. But Lara takes
damage if she hits solid obstacles going too fast, so you
need to balance speed and caution—or have really good
reflexes.
Look out for red health packs
in the road and drive over them to pick them up. Heal and
shoot with pistols as usual, except G (right stick button)
is used to switch targets instead of the mouse/L1. (Using
the mouse too much actually causes problems in the PC
version. The camera doesn't respond when Lara is riding, so
you can accidentally move it to an odd angle, making it
impossible to see ahead.) Shoot
environmental hazards with Interact (E/Triangle/Y),
as usual. (I'm not sure why there are propane tanks
scattered across the countryside. Maybe some campers got
sick of all the traffic and moved on, leaving their barbecue
stuff behind.)
CHECKPOINT 4 is at the start
of the chase sequence. There are a few
mercenaries on cycles early on and lots more as you
near the end of the ride. Most of the other hazards are just
rocks and such in the road. The
wooden crates won't damage
Lara, but they make it harder to steer, so avoid them if
possible.
Some specific hazards to note: Not far from the first
CHECKPOINT, there's a wooden ramp on the right followed by
two heavy wooden barricades.
Take the ramp to jump the first and then press Interact to
blow up the propane tank to
destroy the second barricade. Otherwise, Lara will take
damage running through them.
Just after CHECKPOINT 5, you
reach a burning bridge with
huge gaps in places. Steer
around the flaming holes and accelerate up the ramps to jump
the gaps between sections of bridge. Beyond the bridge,
you'll encounter larger groups of
mercenaries on bikes, some with bigger guns. Rather
than waste time hanging back and trying to shoot all of
them, I found it worked to just concentrate on moving ahead
as fast as possible without crashing, picking up health
packs when possible, and only shooting at enemies and
hazards that happened to come in range.
Before long, you reach CHECKPOINT 6.
There's a health pack just ahead
on the right, then a brief stretch of nothing before you
come up on the trucks chasing Anaya. As you overtake the
trucks, steer to the left, to avoid the
crates the first truck drops in your way. Pass the
last truck in the group and move into the right lane to
avoid more crates dropped from
the truck on the left. Then move in behind the left truck
and shoot the 2 mercenaries in
back. After they die, the truck's tailgate extends and you
can drive on board.
In an action-packed cut scene
("Wrecking Crew"), Lara kills the truck driver and jumps
into Anaya's Jeep. Then the two speed away. Soon they arrive
at the old dig site outside Paraíso. The two talk briefly
about the past and closure. Flashback to the earlier
expedition. As Lara climbs down into the pit after Amanda,
the rope breaks. (The second cut scene is titled
"Digging Up the Past".)
FLASHBACK: In this section, you play as a somewhat
younger Lara. (Hey, that outfit looks familiar.)
CHECKPOINT 7 is on the platform
where you start. Duck or roll through the low opening below
the spikes. Go forward and slide down a short slope. Amanda
tells you to swing across the sinkhole, so grab the overhead
bar and traverse hand-over-hand across the pit. Drop down on
the other side and continue along the tunnel.
At the fork in the path, you can go either way. Go left
for now. A growling sound emanates
from within the tunnels. Then the body of Eva, apparently
another comrade, is flung into view. Amanda screams as rocks
tumble from above, blocking the tunnel ahead.
Backtrack along the tunnel and take the right fork this
time. Throw down a flare or two to light the way.
(NOTE: You have unlimited flares,
but only two will stay lit at a time. Use the same button to
light and throw flares as you do for grenades.)
Duck under the half-open bars, triggering
CHECKPOINT 8. Lara recognizes
the body of another colleague, Sarah. Push the
crate around Sarah's body and
onto the right side of the pressure
pad in the floor to activate a half-broken spear
trap. (A nice, realistic touch. After so many years, you'd
expect some decay.) Climb onto the crate and jump to grab
the one full-length spear. Swing around it and jump to grab
the ledge ahead. Get the bronze reward
(5/8) in the corner. Take a running jump to grab the ledge
above the huge carved face. Traverse to the left and then
jump to the flat spot (CHECKPOINT 9).
Hop down into the next room to find another body and one
friend, Kent, still alive but trapped in a cell. The spear
trap has already been triggered. Go through on the right
side, where the spears have been broken off, and listen to
Kent. He says there's a hole above and urges Lara to get up
there and help him escape.
Roll the stone sphere off
the pressure pad to reset the
spear trap. Return to the other
side of the room, crossing the pressure pad on the left
side, where the spears are broken, so Lara doesn't get hurt.
Climb onto the ledge in the corner. Note that Lara can't
climb up where the ledge has crumbled, only on the left
where it's intact. Take a running jump to grab the
blue rope. Turn on the rope to
face Kent's cage; then swing and jump to the ledge above it.
Go through the open door to CHECKPOINT
10.
Drop into the hole to trigger an
interactive cut scene ("Demon of the Past"). A monster
like something out of Miyazaki grabs Kent and then comes
after Lara. This sequence is a bit different from the other
interactive cut scenes in the game. As soon as you regain
control of Lara, you need to press the correct controls to
run forward, vault over the low wall, and then run off the
next ledge into the pit beyond. The actual controls differ
for each game system, but they are the same ones you'd
normally use to run forward and jump.
NOTE: It's possible for Lara to
get stuck between two of the crates, or even inside a crate,
after this cut scene. If Lara gets stuck between crates, try
pressing Interact to kick the crates aside. But if she's
inside the crate, you may be stuck. To avoid this, do not
try to jump and grab the rope. Just run forward into the
pit and Lara will be safe. (Thanks to Stephanie, Gustavo and
Joel for these tips.)
After the cut scene, you hear the chime for
CHECKPOINT 11 and Lara is
standing in a room with two dangling
ropes and another decrepit spear trap. Climb onto the
ledge in the corner and push the stone
sphere down onto the pressure
pad that triggers the trap. It may just roll onto the
pad; if not, climb down and give it another push, then climb
back onto the ledge. Jump to grab the next ledge closer to
the trap. Amanda appears at the barred door. She runs off as
the monster chases her along the passage. Jump to grab the
spear you just extended by triggering the trap. Swing around
it and jump to grab the rope. Swing on the rope and jump to
the ledge ahead. This is CHECKPOINT 12.
There's a bronze reward (6/8)
just to the right.
Follow the tunnel to a pit lined
with spikes. Use the horizontal bar above to traverse
over the pit.
In a cut scene ("Amanda
Falls Behind"), Lara meets Amanda near an ornate carved
door. They argue about whether or not to take the stone set
into the door, but with the monster rapidly approaching,
there's not much time. Amanda grabs the stone and then, just
as the monster charges, it disappears. The ruins begin to
collapse and Amanda is trapped under falling rubble. As the
room starts to fill with water, Lara tries in vain to save
her friend.
Back in the present, Lara and Anaya discuss whether or
not going back into the ruins is a good idea. Lara advises
her friend to remain on the surface and to contact Zip if
there's any trouble. (This cut scene is titled "Going
Back In".)
ENTERING THE RUINS, PRESENT TENSE: This section
begins at CHECKPOINT 13. First
pick up a bronze reward (7/8)
just ahead, behind some boxes near the base of the winch.
Head toward the low ridge, climb up and locate the last
bronze reward (8/8) in the
wreckage of the small wooden shed.
Jump into the water and swim down the vertical shaft,
forward past two barred openings, then up another vertical
shaft to get air. Once Lara's air meter refills, dive to the
bottom of this shaft and swim forward through an opening
with broken bars. Continue until you can swim up another
shaft to an air pocket. Breathe deeply then dive back down.
Go through another small opening and swim forward until you
see a circle of stones on the bottom. Swim up to get air a
third time. Finally, swim down again, then on through a
small, semi-circular opening. (This is
CHECKPOINT 14.) Keep swimming forward to a large,
flooded chamber where you can surface and breathe.
NOTE: If Lara drowns before
you get to CHECKPOINT 14, don't forget to pick up the
rewards again after the game reloads.
UNDERWATER CHAMBER: To get out of here, you
must first swim down and pull on each of the
four blue lights to activate
them. This sequence is timed, so you have to work quickly;
otherwise the lights reset and you have to start over.
Lights that have been activated shine brightly and emit lots
of tiny bubbles. They're dimmer and have no bubbles when
they're off.
Swim along the surface until Lara is just above the first
light. (You can start with any of them.) Dive down to the
light and press E (Triangle/Y) to use it. Then point the
camera (using the mouse/right stick) toward the next light
and press Forward to swim toward it. All the lights are at
the same level, so you shouldn't need to move up or down.
Tap Interact (E/Triangle/Y) in time with Lara's strokes to
make her swim faster. When you reach the second light, tap
Interact again to activate it. Repeat the same procedure for
the third and fourth lights. You may have time to come up
for a quick breath, but it's possible to make it without
surfacing. For me, swimming up then down again was more
difficult than just staying level with the lights.
Using the fourth button triggers a
cut scene ("Amanda Survived"). Grates open in the
floor and the water drains out of the room. Lara examines
the rubble and discovers Amanda's Chuck Taylor high top,
without a foot inside. Perhaps her friend didn't perish
after all.
NOTE: If you don't come up
for air at all during the above sequence, Lara will have
lost some health following the cut scene. If you surface for
air before activating the third or fourth light, Lara won't
be injured at all.
Before leaving this area, pick up the
silver reward (2/2) in the side
passage just to the left of the semi-circular opening where
you entered (i.e., left when facing it).
CHECKPOINT 15 registers at
the crumbled remains of the door where Amanda took the stone
all those years ago. Jump through the opening.
Here Lara discovers a carved panel
whose inscription tells of an ancient queen, Tanupa, whose
history parallels that of King Arthur. (The cut scene
is called "The Queen's Story".)
Go around behind the panel. The slope here is too steep
to climb. Use the molding on the left to climb up twice.
Then jump back to grab the edge of the ledge behind and pull
up. Once on the ledge, use the magnetic grapple to swing
over to the next flat spot. Climb to the ledge on the right.
Note that Lara can't climb up on the left side of that
ledge, where it has crumbled, only on the right where it's
intact. Once on that ledge, to face up the next slope.
You'll need to grapple-swing again, this time by taking a
running jump off the ledge and pressing Jump again
immediately to extend the grapple. Swing to the flat spot at
the top of the slope. Continue to
CHECKPOINT 16.
An interactive cut scene
shows Lara attempting to cross a crumbling floor over a deep
pit. A series of icons appear on the screen. As soon as an
icon appears, quickly press the control indicated and she
will make it across. These are:
PC: Up, Up, Right
PS2: Left stick up, X, Triangle
Xbox: Left stick up, A, Y
PSP: Stick (nub) up, X, Triangle
GameCube: Analog stick up, A, Y
NOTE:
There's a bug in this cut scene in at least one PC version
of the game. For the third control, instead of an arrow
pointing to the right, the game shows an arrow pointing
down. This is wrong. You still need to press Right to pass
the cut scene.
STONE SPHERE PUZZLE: Pass
CHECKPOINT 17 and enter the next area. Here you have
a stone sphere,
3 pressure pads and three huge
statues. Lara can step on the pads, but it has little
effect. Roll the one available sphere onto the nearest pad
to activate one of the statues. When its "arms" open,
ladders are visible, but the broken ends are too high to
reach. Looks like you'll need to find more big balls. Turn
back toward the huge pit. Along
the right wall is a statue holding a
second stone sphere.

Use the magnetic grapple to topple the statue. Roll the
sphere onto the pressure pad on the right (when facing the
statues). This activates the second large statue, extending
two full-length ladders.
Climb either ladder. Jump sideways to grab the flat ledge
at the figure's waist. Traverse to the center then jump
straight up to grab its open mouth, then straight up again
to the top of its face. Traverse back toward the ladder and
jump to grab it. Climb the second section of ladder to the
top and from there climb onto the head. Push the
third stone sphere off the
edge. Carefully climb back down the ladder. When you reach
the bump in the ladder, instead of jumping over to the face,
just let go; Lara will grab on again below. (Or, from the
top of the statue, take a running jump over to the center
statue and climb down the front of it.) Push the third
sphere onto the center pressure pad to complete the puzzle.
Once all three spheres are in
position, the third huge statue opens and the small statue
between the pressure pads rises, revealing another
inscription. (This cinematic is titled "Viracocha's
Staff".)
Climb one of the ladders on the middle statue.
In the following cut scene
("The Queen's Sword"), Lara enters a small chamber
containing a statue of Queen Tanupa, along with a broken
ceremonial sword. Lara tells the guys she's seen another
like it in Japan. That sword was later stolen by Shogo
Takamoto, a big man in the Yakuza. Naturally Lara knows
someone who can introduce her to the thief. Before signing
off, Zip gets a call from Anaya, which he patches through to
Lara's headset. According to Anaya, Rutland's men are
arriving at the dig up top.
CHECKPOINT 18 registers
after the cut scene. From the ledge overlooking the room,
jump to grab a handhold on the wall to the right. Jump
straight up to grab the ledge and then pull up. Take a
running jump to the ladder on the huge statue to the right.
Climb to the top and cross the head. Take a running jump to
the top of the tall pedestal beyond. Here you can grab onto
a narrow shelf that runs along the entire wall. Traverse to
the left and around the corner. Continue to the left, above
the huge pit, jumping past the
two gaps and grabbing onto the shelf beyond. When Lara is
above the flat ledge, climb down to the ledge.



Now you can choose to go on or take a detour for the gold
reward. To leave now, skip down to the section titled
"Toward the Exit".
GOLD REWARD: On the small ledge above the
huge pit, turn and line Lara up
precisely with the dangling vine.
It may help to tap the HUD key (J/L2/LB) to move the camera
behind Lara and then adjust her angle if necessary. Jump to
grab the vine. Turn Lara on the vine to face the broken
ledge on the opposite side of the pit to the left (i.e., the
leftmost of the three ledges). Climb up the vine until Lara
is roughly level with the narrow stone shelf running along
the entire wall. (This corresponds to the shelf you used to
climb along this side of the pit.) Swing as high as possible
and jump to grab that stone shelf. If you miss, Lara should
still grab the handhold below, allowing you to jump up to
grab the narrow shelf. If she falls onto the ledge, you'll
have to jump back to the area with the sphere puzzle or
commit suicide and try again from the checkpoint.




Once Lara's got hold of that shelf, climb to the left
toward an opening in the wall, jumping across one gap on the
way. Pull up into the doorway. Enter and go up the ramp to
the right. There you'll find a fourth
stone sphere. Give it a good shove to send it rolling
down the ramp and crashing into the room below.
Follow the boulder down the slope and drop onto the ledge
below the opening. From there, take a running jump to the
huge statue to the right. Carefully climb down the ladder.
At the bump halfway down, let go and Lara will grab the
lower section of ladder automatically. Continue to the
floor.
Roll the fourth sphere onto
the center pad, so there are
now two spheres there. This further raises the pedestal at
the center, revealing the gold reward
(1/1) inside.
Once you have it, climb back up the middle statue to
CHECKPOINT 18 and make your way back around the room and
along the narrow ledge to the vine.
NOTE: I'm not sure if it's a
bug or just a feature I don't understand, but sometimes
CHECKPOINT 18 (on the middle statue) doesn't register a
second time. When that happened to me, CHECKPOINT 17 (on the
steps near the edge of the pit) worked fine. Whichever
checkpoint you use, I do recommend saving after getting the
gold reward.
TOWARD THE EXIT: Jump to grab the
dangling vine. Turn to face the
middle ledge on the opposite side of the
huge pit. Swing and jump to land
there. Lara can hear the voices of the mercenaries below.
Take a running jump to the next small ledge and kill the
2 mercenaries from there. Slide
down the ramp to CHECKPOINT 19
and pick up whatever they drop (health
packs, grenades,
rifle ammo).
Advance carefully down the passage to the top of the
slope. No need to bother with the grapple points this time.
Just shoot the single mercenary
from above, slide down and pick up anything he dropped.
Continue to the hole in the wall and
CHECKPOINT 20 (which is technically CHECKPOINT 15
revisited). You can use the opening in the wall for cover as
you kill the 3 mercenaries in the
next room. If any of them throws a grenade, just move back
out of the way until it explodes. When the mercs are dead,
climb through the hole and replenish your supplies with the
health packs,
grenades and rifle ammo
they drop.
NOTE: If you missed the
silver reward (2/2) here before,
you can get it now. It's in the side passage just to the
left of the elevated semi-circular opening where you
originally entered this area.
Jump to grab the dangling rope
near where the water is trickling in. Climb to a little
below the semi-circular opening. Swing and jump to it. (This
area looks a bit different now, but it's where you did all
that swimming before.) Pass CHECKPOINT
21 (same as CHECKPOINT 14) and follow the tunnel
forward and uphill. Go up the ladder then climb the stone
blocks on the left. Shoot the mercenary
before he notices Lara. Pick up ammo/health
as needed and continue to the next
dangling rope. There's a rough ledge halfway up but
climb all the way to the top. Jump off the rope and get
ready for a fight.
CHECKPOINT 22 is just beyond
the rim of the pit. There's a squad of
10 mercenaries scattered around the open area ahead.
Follow the same tactics you did in Paraíso: Use cover for
protection (there's plenty of it); pick up dropped
health packs,
grenades and ammo as you
go; run and dodge, especially when a grenade comes your way.
Also, stay away from the edge of the
pit. Near the end of the fight, Lara contacts Zip
and asks him to tell Anaya to hide because someone's coming.
One last mercenary appears on the
rim of the excavation. When you kill him, the final cut
scene plays.
In this cinematic
("Artifacts Recovered"), Lara shows Anaya the shoe. They
speculate on why, if Amanda had escaped, she might not have
contacted them. Zip cuts in over the headset to inform Lara
that he's set up a meeting with Takamoto at a party being
thrown by her old friend Toru Nishimura.

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider
Legend
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