Tomb Raider Legend - Ghana
Items: health packs, grenades, assault rifle, shotgun,
grenade launcher, ammunition
Enemies: mercenaries, leopards, Rutland
Rewards: 5 bronze, 4 silver, 1 gold
Time Trial: 20:00
The level begins with a short
cut scene ("Hunting Rutland in Ghana"), in which Lara
ditches the Ducati and slides down a hill to a path through
the undergrowth. So far, she says, no sign of Rutland. Over
the headset, Zip mentions that according to Winston, Lara's
father worked this site before she was born. Lara doesn't
find the familial connection remarkable.
THE WATERFALL: From
CHECKPOINT 1, follow the path down to a cliff above
the falls.
In a second, longer cut scene
("The Postcard Business"), Lara spots the bad guys across
the gorge.
Take a running jump or swan dive off the ledge. Take care
to jump out from the edge a bit, or Lara could crash into
the shallows at the edge of the
pool. Before climbing out of the water, pick up a couple of
rewards. First, when facing the
drawbridge mechanism on the little island, swim to
the right side of the pool until you spot something shiny on
the bottom. Swim down to pick up bronze
reward (1/5). Swim back toward the island then on
past it. You'll find another bronze
reward (2/5) on the bottom of the pool. Tapping
Interact (E/Triangle/Y) while swimming helps Lara fight the
current, but it's not enough to get the silver reward in the
tunnel beneath the island. There's something else you must
do first.
Climb out of the water on the island with the drawbridge.
Cross CHECKPOINT 2, climb the
rocks to the right of the drawbridge and jump to grab the
dangling rope. This pulls out
the pin that was locking the bridge in place. Let go of the
rope and drop to the ground. Then use the magnetic grapple
to pull the drawbridge down before the pin drops back into
place. Alternatively, while hanging from the rope, turn to
face the closed drawbridge, climb up a bit if necessary
(hold Interact and press Up to climb the rope), so Lara is
roughly level with the top of the drawbridge. Swing and jump
on top of the drawbridge. Lara's weight will push it down.
NOTE: After receiving
several requests, I have added a series of screenshots for
the drawbridge-lowering procedure.




In a spectacular cinematic
("Grand Entrance"), the waterfall parts, revealing the ruins
hidden behind it. James Rutland had help getting inside, so
he's a step ahead of Lara at this point. They banter
briefly, veiled threats are exchanged, and he goes inside.
Before entering the ruins, jump back into the water and
get the previously unreachable silver
reward (1/4) in the tunnel below the island. Then
climb back onto the island, cross the bridge and enter the
temple.
INSIDE THE RUINS (lower levels): Follow the hall
past CHECKPOINT 3 to a small
pool. The rushing water prevents Lara from swimming all the
way across, so use the magnetic grapple to pull the
raft toward Lara. Hop onto the
raft and take a running jump to grab the
first dangling rope. Swing and
jump to grab the second rope
and then swing to the opposite ledge. Alternatively, jump to
grab the first rope, then just swing toward the far side of
the pool and drop into the water. Once she is beyond the
grating where the water comes in, Lara can swim to the other
side.
Continue along the passageway. Lara says she's seen
this before in her father's sketchbook. Around the
corner and up the stairs you encounter one of Rutland's
hired guns. He's got a shotgun,
so don't get too close. He drops a
SHOTGUN (or ammo),
grenade and
health pack when he dies. Take what you need and
continue past a broken spear trap and around another corner.
The spear part of the next trap no longer functions, but
the pressure pad in the floor
still controls the door. Stand
just to the left of the center of the hall, squarely facing
the gap between the second set of spears. Run across the
pad, jump over the first set of spears, run straight through
the gap between the second set, roll under the third and
fourth set and then roll under the door before it closes.
WATERWHEEL ROOM: When you arrive, this room is
crawling with mercenaries. There
are 5 inside and 3 more appear in the entrance once you move
to the far side of the room.
CHECKPOINT 4 is just beyond the entrance.
NOTE: I recommend saving
manually after this checkpoint. The next checkpoint
registers when the fight is over. If you play on from there
and Lara dies, the game will reload from checkpoint 5, and
any items the mercenaries dropped, including the things you
collect, will be gone. If you've saved, you can reload the
game, replay the battle to get the items and then continue.
Otherwise, be sure to pick up as much stuff as you can
before killing the last mercenary.
Just inside the room there's a stack of boxes. Hide
behind these and blow up the fuel tank
below the pillar supporting the ledge on the far left
side of the room, causing part of the ledge to collapse and
weakening some of your opponents. Take out one or two of the
soldiers on the ground from behind the boxes. Then run
across the small metal bridge and hide under the ledge to
avoid being shot by the mounted
machinegun on the ledge. Turn back toward the
entrance and kill any soldiers within range. Climb onto the
ledge in the back left corner of the room (i.e., left when
facing the entrance, right when facing the ledge). Kill the
guy manning the big gun first then his companion. Finally,
deal with anyone remaining down below. You can use the
machinegun for this if you like.
CHECKPOINT 5 registers when
you kill the last mercenary. (If you reload, Lara is
positioned near the entrance.) In addition to the
health packs,
grenades and rifle clips
dropped by the mercenaries, pick up the
bronze reward (3/5) at the corner of the ledge where
you climbed up.
As you explore, Lara comments on the
jammed water wheel. Fixing it
will be your next task. Notice the two light-colored carved
stone columns near the waterwheel where Lara speaks. One of
them is broken off and stuck in the wheel. To get things
going again, climb back onto the ledge and jump to grab the
dangling rope. Slide down the
rope a little and then swing toward the light-colored
column. Keep swinging until Lara swings high enough to kick
the stone. Or, go aggro and use the machinegun to shoot the
column, knocking it into the waterwheel and freeing the
mechanism.

A cut scene shows the
waterwheel beginning to turn once again, powering various
traps. Notice that the second waterwheel is still stationary
and the traps on that side of the temple are not moving.
If you broke the white column by swinging on the rope,
Lara will still be hanging there. Swing and jump to grab one
of the horizontal spikes on the now
moving waterwheel. Otherwise, jump from the low step
where the column was to grab one of the waterwheel spikes.
Allow the wheel to turn. When it begins to move upward,
start swinging around the spike. When the spike moves above
the level of the ledge ahead, jump off and grab the
dangling rope. Use the rope to
swing over to the ledge.
Once Lara is on the ledge, go to the right and use the
magnetic grapple to pull the suspended
platform close to the ledge. Hop on. Grapple the
broken column on the opposite ledge and pull the platform,
with Lara on it, toward the other ledge. Jump off. (Or, jump
directly from the suspended platform to the rope.)
If you peek into the hallway on the left, Lara says
she'll have to activate the traps to pass through. For now,
turn to face back into the room. Take a running jump to grab
the rope hanging between this
ledge and the stationary waterwheel. Swing and jump to grab
the nearest horizontal spike on the waterwheel. Swing around
and jump to grab the next spike. From there, swing and jump
to grab the high ladder. Climb to the top and go around the
opening in the floor past CHECKPOINT 6
to the next ladder.
Climb to the top. Jump to grab the crevice to the left.
Jump straight up to grab the next crevice. Traverse to the
left around the corner. Jump straight up to grab a third
ladder. (You can see through this one to a long, vertical
shaft behind it.) Cross CHECKPOINT 7
at the top.
CISTERN/ACTIVATING THE WATERWHEEL: Follow the
passage to a room with a raft
but no water. Kill the leopard
before hopping down into the room. Or, run into the room,
head to the right and climb onto the ledge where it's low
enough to grab. You can then shoot the leopard from above or
just leave it and go on. Follow the ledge around to the
opposite side of the room, where you'll find a
bronze reward (4/5) in a corner.
There's a rough stone block next to the reward. Go around
behind this block and climb on top of it. Ahead, along the
left wall of the room, are 2 huge
suspended stone blocks. Jump to grab the edge of the
nearer block and pull up. Lara's weight carries the first
block down, causing the second block to rise. Wait for the
second block to move a little higher than the first. Then
jump onto it. As the second block descends, run across it
and jump to grab the ladder. If you're too slow, drop down
and try again. Climb the ladder to
CHECKPOINT 8.
A brief cut scene reveals
clues to the puzzle ahead.
The pool or cistern below is divided in two by a wall
with a gap in the middle. Cross the ledge and jump into the
pool on the far side. (There is also a series of crevices in
the rock here where you can climb down, but this way is
easier.) Swim to the far left corner and climb out on the
low ledge. Go up the broken steps to the right to find a
silver reward (2/4). Swim across
the pool through the gap in the wall and then to the right.
Climb out of the water.
Hop onto the raft and attach
the magnetic grapple to the broken pillar ahead. Pull to
move the raft toward the pillar. When you reach the gap
between the two pools, release the grapple and hook it onto
another pillar in the next room. Pull the raft right up
against the second pillar. Release the grapple and jump from
the raft to the ledge. Here you'll find another
set of balanced blocks.
NOTE: Alternatively, if
you're not going for the rewards, from the ledge high above
the pool you can climb down the crevices in the rock or jump
down into the first pool. Then do the business with the
grapple and the raft.
Climb the ladder to the right of the balanced blocks.
Jump back onto the first block. Again, Lara's weight carries
this block down and raises the second block. When the second
block moves level with the first, run and jump onto it. Then
quickly run across it and jump to grab the ledge ahead. If
you fall, get out from under the second
block quickly or it will crush
Lara when it descends.
The ledge beyond the second block has
CHECKPOINT 9 and a
bronze reward (5/5). After
getting the statuette, take a running jump forward off the
ledge and quickly press the Jump key again to grapple-swing
through the small waterfall to the ledge ahead. You're now
above the room where you killed the leopard.
Take a running jump to grab a notch in the square pillar
against the left wall. Climb around to the front of the
pillar. Drop to grab another notch below. Climb around to
the right side of the pillar. Jump straight up to grab
another notch. Jump to the right to grab a crevice in the
wall. Drop to grab a lower crevice. Traverse to the right,
jumping past a gap in the crevice, continue to the right,
then jump up to grab a higher handhold. Traverse along this
crevice as far as possible. Then jump to the right to grab
the ledge. Pull up at CHECKPOINT 10.
Now you've reached the mechanism
that controls the flow of water. On the center ledge, high
above where you first came in, is a device in the shape of a
woman with outstretched arms. Her "heart" is a sun symbol
that can be pulled out using the magnetic grapple, but this
can only be done if both arms are fully extended. Flanking
the center ledge are 2 revolving
ledges. The corner ledges each have a
pressure pad, which controls
both the arm and the revolving ledge on the same side. So,
to make the mechanism work, you need to activate both
pressure pads and then use the grapple to pull out the sun
symbol.
To do that, begin by stepping on the
first pressure pad. This turns
the first revolving ledge,
dumping the big stone block to the ledge below. Jump across
the ledges to the far corner. Move the
carved stone block onto the
second pressure pad. This turns the
second revolving ledge and
extends the mechanism's left arm. Jump back across the
ledges to the other corner, where you started. Now face the
center ledge and stand on the first
pressure pad. Wait until the revolving ledge has
moved as far as it will go. Then run and jump onto it as it
begins to turn back. Keep going forward and jump to the
center ledge. Quickly turn to face the mechanism and use the
magnetic grapple to pull the sun
symbol out.
A brief cut scene shows the
sluice gate opening and water beginning to flow. Then
CHECKPOINT 11 registers.
If you are too slow, just jump back to the corner ledge
and try again. If Lara falls, climb onto the dark stone
block below the left corner ledge (i.e., the block that had
been on the revolving ledge). Jump to grab a crack in the
wall above, jump up to grab the crevice above, traverse to
the left, jump up and up again to reach the ledge with the
first pressure pad.
Once you've completed the puzzle and gotten the water
flowing, jump into the pool. Now follow the water leaving
the room to the grate above the ladder where you initially
climbed into this area. (If Lara dies before the next
checkpoint, the game reloads here.)
NOTE: You can use this
feature of the checkpoint system to gain a few seconds in a
Time Trial. Work the pressure pad puzzle as usual,
but when you come to the part where you use the grapple to
pull out the sun symbol, pull just until the symbol starts
to extend. Before the cut scene starts, release the cable
and jump or dive off the ledge. Lara will die, but
CHECKPOINT 11 registers before she does, and the game
reloads, placing her at the grate beyond the flooded room.
At this point, do not turn around. Instead draw pistols and
start firing. While shooting, do a backward roll (Back +
Duck) and Lara will fall back and grab the ledge at the
bottom. This is much faster than climbing down the ladder
and ledges. (Thanks to Nick for these tips.)
Or, following the normal sequence, from the grating with
the water flowing beneath it, climb down the ladder, let go
and grab the crevice below. Then either let go again to drop
to the floor, losing a little bit of health, or climb to the
right and down the second ladder to the floor. Cross the
room to the top of the third (lowest) ladder. Climb down to
the WATERWHEEL ROOM.
Another cut scene shows the
second waterwheel in the room below turning and powering the
nearby traps.
Climb to the bottom of the last ladder and jump back to
grab one of the horizontal spikes on the moving
waterwheel. Move to the left
side of the spike to align Lara with the
dangling rope ahead. When the
spike on which Lara is hanging is level with the ledge
beyond, swing around and jump to grab the dangling rope.
Swing to the ledge. If you fall, just stand beneath the
waterwheel, jump to grab one of the spikes and try again.
TRAPPED HALLWAYS: Enter the hall, passing
CHECKPOINT 12, and position
Lara at the center of the spear trap,
close but not touching it. Run through just as the spears
begin to retract and stop before the next set of spears.
Repeat the process for each set of spears, running through
at the center just as the spears retract.
The next trap involves a set of
spinning blades. The exchange between Zip and Lara
hints at a strategy. To get through safely, move the
carved stone block away from
the wall and then push it ahead of Lara through the blades.
This can be done either by pushing the block straight down
the center of the passageway or along one wall. The first
method can be a little tricky. If the block is off center,
the blades can knock it sideways and slice into Lara.
Pushing the block along one wall is more reliable as long as
you stop as soon as both blades on that side are embedded in
the block. Then climb on top of the block and jump over the
blades on the other side. Or, carefully run around the block
once the blades on the other wall have moved off.
NOTE: If you're daring, or
in a hurry, as in Time Trial mode, try waiting until the
blades move apart and then roll under the high set and jump
over the low set. It requires more precise timing but saves
precious seconds.
Follow the hall up the stairs to another
spinning blade trap. Since you
can't get the first carved block up the stairs, you'll need
to find another. Turn away from the trap and scan the wall
ahead. There's a movable block
recessed into the wall. (The binoculars in RAD mode show it
clearly.) Pull it out and use it to get through the blade
trap as you did the previous one. Here pushing the block
along the wall works much better.
ROLLING BOULDER TRAP: Continue past
CHECKPOINT 13, up a flight of
stairs, around a corner and down another flight of stairs.
Just before the next spear trap, a cut scene
interrupts. Lara feels a rumbling as a
huge boulder rolls toward her
from behind. When the cut scene ends, you must react
immediately. Hold the Forward key continuously to run
straight ahead. Do not try to steer left or right. Just roll
under the first set of spears and continue running straight
forward. Then roll under the second set of spears. Keep
running straight ahead and jump to clear the
spike pit. If you go too slowly,
or fall into the pit, Lara dies. But once you reach the
other side of the pit, she's safe. Another brief cut
scene shows how she escapes. Proceed to the exit and
CHECKPOINT 14.
NOTE: I want to thank Scott
J. for this simple but easily overlooked strategy. It works
perfectly on the PC, and PS2 and Xbox players have also
reported having good luck with it.
SCALING THE FRONT OF THE RUINS: Lara emerges on a
ledge high above the temple entrance. To the left is a
ladder. Jump across the opening in the floor to grab the
ladder and climb down to find a silver
reward (3/4). Lara can scale the Andes, but
apparently she can't scramble over some broken pillars, so
climb back up the ladder.
NOTE: After getting the
silver reward, you may want to re-enter the trapped hallway
then come back outside, triggering CHECKPOINT 14 again. Then
if Lara dies before reaching the next checkpoint, you don't
have to climb down again to get silver reward #3. If
Lara falls or jumps into the water, it is possible to climb
back up. Face the ruins and swim to the small, flat ledge at
water level between the drawbridge and the right end of the
pool. Climb the flat rock ledges and jump back over to the
ruins. When you first visited this area, a big rock blocked
this path, but the rolling boulder dislodged it. Also, if
you missed any of the 3 rewards in the pool at the
beginning of the level, you can still retrieve them now.
Position Lara facing the horizontal pole to the left of
the exit from the TRAPPED HALLWAY. Jump to grab the pole.
Swing around and jump to grab a handhold on the square
column ahead. Traverse around to the left, jump straight up
to grab a higher handhold, then traverse to the left again.
Jump to grab the ledge behind. Jump straight up to grab the
crevice above and then immediately jump back to grab
the horizontal pole. This last jump must be done quickly to
avoid the big rock that falls
from above. Once Lara is hanging from the pole, she's safe.
Swing and jump to grab the next horizontal pole. Jump from
there to the ledge beyond.
Here, Lara loses radio contact with
the guys. Cross the ledge, passing
CHECKPOINT 15, to face the
dangling platform. Jump onto it
and ride it down to a lower level. Take a running jump from
the platform to grab the ledge ahead; pull up. Take a
running jump to grab the next dangling
platform. Pull up. This one doesn't move, so take a
running jump to grab the ledge ahead and pull up at
CHECKPOINT 16. Again, Lara gets
no signal from her headset.
Scanning the face of the building with the binoculars in
RAD mode reveals a few unstable spots, but Lara can get past
them. First, take a running jump where the uneven ledge juts
out and grab the horizontal pole. Swing around it and jump
to grab the rough stone projection beyond. Traverse to the
left so Lara is clinging to the face of the building. Rubble
falling from above signifies danger. Jump up to grab a
higher handhold, then immediately jump to the right
to grab the nearest horizontal pole before the
falling rock crushes Lara.
Swing around the pole and jump to grab the next higher
pole. Turn around to face the next pole, swing around and
jump to grab it. Swing and jump to grab a narrow ledge on
the square column ahead. Another rock
falls from above, so quickly jump back to the
horizontal pole or traverse around the corner to the left to
get out of the way. Jump up to grab a higher handhold and
then jump back to the big ledge behind. Enter the ruins
again here.
INSIDE THE RUINS (upper levels): Follow the
hallway past CHECKPOINT 17.
In a short cut scene
("Dearest Amelia"), Lara picks up a shiny object from the
floor, which turns out to be a brooch given to her mother by
her father. She still can't raise Zip over the radio, so she
presses on.
Turn on the PLS and head down the dark stairs. Use the
magnetic grapple to swing across the 2
spike pits. Approach the next corner cautiously.
Two mercenaries guard a wooden
bridge spanning a deep pit. A
metal box on the left before the bridge provides some cover.
If you aren't in great need of the health or ammo they may
drop, you can kill these two with minimal fuss: Sneak up to
the metal box and peer out toward the bridge. Draw pistols
and use manual aim to target the large
rectangular block on the ceiling above the bridge. A
few shots will drop the block onto the bridge, sending the
mercenaries into the pit. When you kill the first two men, a
third solider appears on the
other side of the bridge. Take him out and then
grapple-swing across the pit. (Thanks to both Gary and Roger
B. for pointing this out.)
Alternatively, if you're low on supplies, shoot the
soldiers so their bodies don't fall into the pit. Then cross
over and pick up any dropped items (health
packs, rifle ammo,
grenades). Continue to the next
room.
BIG ROOM WITH WATERFALLS & WOODEN BRIDGE: Pass
CHECKPOINT 18 and turn to face
the right wall. See the brownish door to the left of the
small waterfall?

The final silver reward (4/4)
is behind it. To get the reward, first lob a grenade onto
the ledge to blow the door open. Then take a running jump to
grab the first horizontal pole. Swing, jump and grab the
second. From there, jump to grab a crevice in the square
pillar in the corner. Traverse to the left, jump past the
waterfall to grab another handhold, then drop onto the
ledge. (Alternatively, make your way from the entrance over
to the brown door. Then, standing at the far right side of
the ledge, near where you dropped down, toss a grenade at
the door. It should blow the door without harming Lara. Get
the reward and return past the waterfall to the corner
pillar.
Climb up the corner pillar: first straight up, then left,
then straight up twice, then right, then up. Once you've
gone as high as you can, jump to grab the horizontal pole.
Swing around it and jump to grab the next pole. Finally,
swing and jump to the ledge with the
explosive barrels.
You may find a better strategy for dealing with the
numerous mercenaries in this
area, but here's mine: Jump across the stream to the left to
put some distance between Lara and the fuel barrels. When
she's standing in the corner facing out toward the stack of
metal boxes, you can use pistols to explode the barrels—at
least the two near the metal boxes—so the mercenaries can't
use them to hurt Lara.
Jump back across the small stream toward the metal boxes,
which offer some cover as long as Lara stands a few steps
behind them. Shoot the soldier
hiding in the depression behind the
explosive barrels to the right. Shooting the barrels
may hurt him, but you'll probably have to finish him off.
Inch forward toward the metal boxes and pick off the
2 mercenaries at the left and
right ends of the wooden bridge. To get the man in the
middle of the bridge and the three on the far ledge without
getting hurt, you'll need to move closer.
Blow up any remaining barrels. Then jump across the
stream, taking care not to fall in. If that happens, Lara
will be swept over the falls.
Run to the far wall (i.e., the right wall when facing the
wooden bridge) and down the steps there. Stay to the right,
out of view of the men on the far ledge. Kill the
soldier on the left first, then
inch forward until you can hit the man
in the white shirt. Deal with him before moving onto
the bridge, since he's capable of blowing it out from under
Lara with his grenade launcher.
Once he's dead, move out and take out the remaining
3 mercenaries.
Alternatively, follow the same basic strategy, except
instead of blowing up the explosive barrels, kick or grapple
them into the stream, using the Interact (without guns
drawn) or Grapple key. They'll go over the falls, destroying
the wooden bridge and anyone standing on it.
Cross the wooden bridge. Or, if the bridge has been
destroyed, use the dangling ropes
that had been suppporting it to swing across the gap. Then
turn left and cross the metal bridge to the exit door,
picking rifle ammo,
health packs and
grenades as you go. You can also
get the GRENADE LAUNCHER here if
you want it.
NOTE:
When crossing the wooden bridge, take care not to step right
on the seam where the bridge meets the far ledge. If you do,
Lara may get stuck between the textures.
NOTE: Before moving on, make
sure you have silver reward #4.
If Lara died in this area and the game reloaded at the
checkpoint, you may have forgotten to get it a second time.
Or, if you missed it before, you can get it now. Work your
way back to the top of the room where the metal boxes are
stacked. Look down over the edge to spot a brown door. Lob a
grenade onto the ledge there to break down the door. Then
swing across the horizontal poles to the corner pillar,
climb down (the reverse of the way you climbed up) and jump
across the small waterfall to the ledge alcove with the
secret. Retrace your steps once more to reach the exit.
ROOM WITH BROKEN STAIRS & ROPE: Enter, passing
CHECKPOINT 19, and advance with
guns drawn. A leopard lurks in
the shadows, but you can probably kill it with pistols if
you back out while shooting. It won't follow Lara into the
waterfall room. If it doesn't die right away, move in again
to target it and back out shooting. Once it's dead, re-enter
the room.
There's a reward behind the brown doors ahead, but this
time a grenade doesn't work. You'll have to find another way
to open them. Grab the bottom of the broken stairs on the
left and pull up. Step forward to trigger a
boulder trap. Then run off the
stairs to the right to avoid being flattened. Wait for a
second boulder to pass before
climbing back up. At the middle of the right staircase,
where you can't climb any farther, turn right and jump to
grab the dangling rope. Climb a
little higher on the rope, adjust Lara's angle and swing
over to the left staircase. Quickly hop back down into the
area between the staircases to avoid a
third boulder.
NOTE: In Time Trial, try and
jump straight to the rope when avoiding the first boulder.
Then swing over to the left stairs to trigger the boulder
there. Run down the stairs a few steps and duck into the
alcove to avoid the boulder. Once it passes, continue
upstairs to the exit.
GOLD REWARD: Repeat the climbing and rope swinging
to get onto the left stairs. Go to the top, where you'll
find a pressure pad on the
floor. Stand on it to open the door ahead, but don't go
through yet. This same pad also opens the doors below. So
stand on the pad until the doors have opened fully. Then run
down the stairs on the right, jumping over the watery part,
hop down to the floor and run through the brown doors. Once
you have the gold reward (1/1),
the lower doors stay open. Climb back up to the pressure
pad, use it to open the exit and run/roll through to
CHECKPOINT 20.
Upon entering the final room of the
level, a cut scene ("The Ghalali Key") shows Lara
confronting James Rutland. He tells Lara about the key used
to reassemble the sword then flaunts the power of his
particular fragment.
FIGHTING RUTLAND: This battle can be quite a bit
tougher than the one with Takamoto.
James Rutland is not only tough and fast; he also has
the ability to heal himself during battle, using the four
pedestals around the edge of the room. He throws
grenades when Lara is far enough
away and slashes with his sword
fragment in close combat, both injuring Lara and knocking
her to the ground. You'll probably want to start with
pistols and save your more powerful weapon and grenades for
the final stage of the fight. Also, try and conserve health
packs as much as possible. Only use one if Lara has less
than half her health remaining.
Run and jump to stay out of Rutland's way as much as
possible. Don't let him get Lara up against a wall, avoid
his grenades and shoot at him when you get an opportunity.
In the early part of the fight, it's more important to
conserve Lara's health than to injure Rutland, though you do
want to weaken him somewhat so he'll retreat temporarily.
Once he's taken a little damage, he'll leap up onto one
of the pedestals to heal. Now you are able to target the
red crystals on the underside
of each pedestal. Destroying each of these crystals reveals
a shiny grapple point, which you'll use momentarily. Run in
a circle around the room, holding down the fire button and
destroying as many crystals as possible as you go. Try and
break at least two or three before Rutland jumps back down.
When he does, engage him again, following the same
strategies above.
The next time he jumps up onto one of the pedestals,
shoot any remaining crystals. If you have any time left
before Rutland rejoins the fight, attach the magnetic
grapple to one of the points where a red crystal had been
and pull to topple the pedestal. You'll have to repeat this
sequence on all four pedestals, which will probably take
several rounds of dodging and shooting, then working at the
pedestals while Rutland tries to heal.
NOTE: For the
shoot-and-grapple sequence, you may want to switch to
Advanced Hold targeting mode if you aren't already using it.
Standard targeting requires you to press G (L1/LT) to put
away your guns, then Q (Square/X) to grapple, then E
(Triangle/Y) to pull. Not an easy sequence in the heat of
battle. With Advanced Hold, Lara holsters her guns as soon
as you release G (L1/LT).
Once all four pedestals are gone, Rutland can no longer
regenerate, so you can pull out the heavy artillery if you
want. If you've been careful, you should have at least one
health pack left. (Oh, how I pine for the days of unlimited
saves and the bottomless backpack!) Continue to attack while
dodging his grenades and avoiding his slashing attacks. When
Rutland is near death, a cut scene interrupts ("Two Shards",
below).
ALTERNATIVE STRATEGIES: Most of these worked
better for me than the method described above. I only list
them as 'alternatives' because the strategy above seems to
be what the designers intended.
- Pick up the grenade launcher in the previous room.
Begin the fight with pistols, shooting Rutland until he
jumps onto one of the pedestals. Back away from the
pedestal so you have a clear view of Rutland. Then, just
before he jumps down, fire a grenade at the spot where
he's about to land. The grenade should stun him, giving
you time to fire a second and third grenade. Follow up
with a hand grenade or two, which will finish Rutland
off. You won't even have to pull down the pedestals.
(Thanks to Robert for this one.)
- First blast Rutland with the pistols until he jumps
onto one of the pedestals to heal. Then quickly run
under that particular pedestal. Once under cover,
Rutland seems to forget about Lara and stay up above. So
you can take your time shooting all of the crystals then
using the grapple to pull down all the pedestals. You
should even be able to pull down the one Lara is
standing beneath without injuring her. Once Rutland's
platform begins to topple, run out and blast him with
your weapon of choice. Use the combat tips above if you
like, or just keep your distance and lob grenades at him
from a safe distance. Since he can't heal, the fight
should be fairly short. (Alf sent in this strategy.)
- This method is similar to the first one described
above but includes a movement pattern not mentioned
there. It may help to have the combat mode set on
'Advanced Toggle' here. As soon as the confrontation
begins, draw pistols and wait for Rutland to come to
Lara. If he throws a grenade, dodge it or move closer to
him, but not so close that he can slash Lara. Move in a
circle around him to avoid being hit. This way you can
draw him toward the center of the room and keep him
there. Circle him by pressing either the left or right
direction key. Then, when he tries to hit Lara, he can't
because she's already moved around him. Keep circling
and shooting until his health begins to decrease. He
will then leap up onto one of the pedestals for a
recharge. Immediately press and hold Interact key. Lara
will turn and fire at the red crystal closest to her. If
you are fast enough you can destroy the crystal and use
the grapple to pull down the pedestal before he comes
back. Repeat the process three more times and you're
done. (Both Niyaz and Jon suggested this method.)
- Start running in a circle around the perimeter of
the room, passing just below the red crystals. Rutland
will follow Lara. Since he's moving, he shouldn't throw
any grenades. As long as you keep ahead of him, he won't
be able to slash Lara either. While running, draw
pistols and shoot the crystals. You may need to do
several laps around the room in order to destroy all the
crystals. Once all the crystals are destroyed, put away
your guns and prepare to use the grapple. The method is
the same for each: stop, grapple, pull and go on running
again. When you pause to use the grapple, Rutland will
have a chance to attack Lara. So you'll probably need to
use a health pack or two. After all the pedestals are
gone, keep running around the perimeter of the room,
shooting at Rutland when the opportunity arises,
particularly when Lara turns back (while running
forward) to target Rutland. Again, as long as you keep
moving, Lara should take minimal to no damage because
Rutland won't try to throw grenades at a moving target.
(This strategy is combined from suggestions sent in by
Filippo, Peter and Gen2.)
As Rutland lies on the floor, Lara
checks the fit between his fragment and the one she
recovered from Takamoto. She deduces that the sword was
designed to come apart and be reassembled using the Ghalali
key. Rutland interrupts Lara's musings to reveal Amanda's
plan: According to Rutland, Amanda believes Lara's father
recovered the key and she's now searching Croft Manor to
find it. (This cut scene is titled "Two Shards".)
A second cinematic ("Hasty
Departure") shows Lara racing away from the ruins on the
motorcycle. At last she's able to contact her friends, who
tell her Amanda has come and gone. The trail now leads to
Kazakhstan, where Soviet scientists had apparently been
studying another piece of the sword.

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