Tomb Raider Legend - England
Items: health packs, grenades, assault rifle,
submachine gun, shotgun, grenade launcher, ammunition
Enemies: mercenaries, dogs, giant serpent
Rewards: 9 bronze, 5 silver, 1 gold
Time Trial: 27:00
IMPORTANT: The only health
packs available in this level are toward the end, after
the boss fight (spoilers below). Unless you're very nimble
with the controls, Lara will take some damage during that
battle. So I highly recommend not using any health packs
as you go along. Save manually every few checkpoints.
Then if Lara is injured, reload from a checkpoint and go on.
BUG NOTES:
There are several bugs which can prevent you from completing
the level. They occur during and after the boss battle near
the middle of the level. I suggest making several manual
saves as you go so you can try reverting to earlier
checkpoints if a bug does occur. Details appear in the
relevant sections below, and I will post additional
information as it becomes available.
The initial cinematic
("Destination: Cornwall") shows Lara's rendezvous with Zip
and Alister at a derelict tourist attraction called
Professor Worth's King Arthur Museum. Alister mentions
rumors that a real tomb was discovered here some years ago.
Lara apparently agrees it's worth checking out.
ENTERING THE MUSEUM:
CHECKPOINT 1 is at the start. Here Lara looks up to
the right at a grate on the
wall above the "Gift Shop" sign. Use the magnetic grapple to
pull out the grate. Move the wooden
crate from inside the gift shop under the opening and
use it to climb up into the hole. Shoot the
small wooden crate to get the
bronze reward (1/9) inside. Use
the grapple to pull out the metal
grate at floor level. Duck to get through the opening
and drop into the alley behind the building, where you'll
find CHECKPOINT 2.
BACK ALLEY: Go forward to the iron fence. To get
over it, jump to grab the top of the third window (i.e., the
one nearest the fence). Jump up to grab a higher handhold.
Traverse to the left above the fence and drop down. Throw
the switch on the electrical box
to restore power. This also causes current to spark from the
wire dangling into the puddle on the other side of the
fence.
Climb the drainpipe in the corner and jump to the right
to grab the ledge. Traverse to the right above the fence,
drop and grab the top of the window below, and then jump
from window to window above the
electrified puddle all the way to the right. Jump to
the right once more to clear the puddle. With the power on,
the door now works. Re-enter the building and go through the
first room and around to the left. Pull on the "sword
in the stone" to open the wooden door. Go through,
passing CHECKPOINT 3.
KING ARTHUR'S COURT EXHIBIT: Throughout this area,
you can press buttons to
activate the various exhibits. These elicit anguished
comments about historical inaccuracy from Alister and a few
jokes from Zip. Mind the hole in
the floor. If Lara does fall through, there's a pile
of junk and a makeshift ladder she can use to climb out.
To the right of the hole, opposite the exhibit with the 3
knights, there's a square opening in the wall. Jump over the
gap in the floor to grab the
edge of this opening. Pull up and hop down into the room
beyond. Shoot the box to get
another bronze reward (2/9). To
get out, climb into the opening, tap Forward to drop and
hang from the edge, then jump back to land on the floor
beyond the gap.
To get over the big hole in the floor, stand at the right
side of the hole, facing the 2 horizontal signposts sticking
out of the wall. Take a running jump to grab the first
signpost. Swing around it and jump to grab the
second signpost, which swings
toward the right wall. Before it swings back, jump to grab
the horizontal pole protruding from the back wall (and now
directly behind Lara). If the second signpost swings back
before you can jump off, jump back to the first signpost,
turn around and try again. From the horizontal pole on the
back wall, swing and jump to grab the top of the
wooden door ahead. (It's easy
to miss this particular grab and end up hanging by one hand.
If that happens, don't forget to press Interact to do a
saving grab.) The door opens downward like a drawbridge. As
it starts to descend, jump back to the pole. Then quickly
turn around, swing around the pole and jump into the opening
before the door closes again. If you miss the jump through
the wooden door, climb up out of the pit and repeat the
whole sequence.
Beyond the exhibit about Excalibur, there's another
hole in the floor. Use pistols
set on manual aim to shoot the shiny
ring above the ersatz crypt, which looks like it may
have been made from a rowboat. The crypt leans out over the
hole, forming a ledge. Jump onto it and from there to the
floor beyond. Again, if Lara falls, there's a ladder made of
boards that can be used to climb out of the pit.
Before leaving this room, duck or roll through the small,
square opening at floor level in the right corner. There
you'll find another bronze reward
(3/9) in a wooden box. Get it
and come back out.
Pull the sword in the stone
to break open the wooden panel
next to it. Stand facing the door. Use the magnetic grapple
to hook the counterweight
behind the panel you just opened, pull it as far as possible
to open the door, release the grapple and run/roll through
the door before it closes.
WAREHOUSE WITH CRATES & FORKLIFT:
CHECKPOINT 4 is near the
forklift, which you'll now use
to find a couple of rewards and open the exit.
Press Interact to get on and off the forklift. Use
direction keys to drive around and H/K (L1/R1 or L2/R2 on
the PS2, LT/LB or RT/RB on the Xbox) to raise and lower the
forks. In case you've never seen a real forklift in action,
note how each crate is set on a wooden pallet with a hollow
spot where the forks fit. To move a crate, lower the forks
and drive the forklift straight at the center of the crate
to fit the forks into the pallet. If you hook the crate off
center, it will be harder to pick up. Once the forks are in
position, raise it and drive slowly to where you want to
place the crate. Then lower the forks and back away.
First, use the grapple to pull out the
metal grate high on the wall.
Then use the forklift to move one of the
stacked crates into the corner
beneath the grate. It doesn't need to be positioned too
precisely. Now use the forklift to pick up another crate.
Maneuver the forklift so the crate it's holding is directly
beneath the grate. Raise the forks to their highest
position. Then, without moving the forklift, step off it.
Climb onto the crate in the corner. Jump to grab the crate
on the forklift and pull up. From there, you should be able
to reach the opening and climb in. Alternatively, you can
move 3 crates into the corner below the opening. Stack one
crate on top of another directly below the grate and place a
second crate next to the other two. Then climb the stack to
the opening.

The professor's office is inside. There's a
silver reward (1/5) in plain
sight, and by examining the notes on the desk, Lara
discovers that the professor who created this "museum" may
have known more than the cheesy exhibits let on. Perhaps the
real tomb is nearby.
Climb back down to the forklift and use it to clear the
opening behind the stacked crates. Drive through and down
the stairs.
CENOTAPH & SECRET PASSAGE: Lara and the guys
discuss the difference between a tomb and a cenotaph, this
being the latter. Ram the forklift into the
crypt directly opposite the
entrance, revealing a silver reward
(2/5). Now use the forklift to move the
crates away from the
rough section of wall (use
binoculars in RAD mode if you're having trouble spotting
this) and smash through to a hidden passageway. Ignore
Alister's warnings for now and drive through, crossing
CHECKPOINT 5.
Raise the fork and drive through the
spear traps. Lara will not be injured. When you come
to the closed gate, lower the
forks, drive toward the gate and then raise the forks all
the way to lift the gate. Drive on through another
spear trap and continue forward,
smashing through the wall.
An interactive cut scene
begins. Press the control indicated by the icon that appears
on-screen to save Lara from a long fall. The correct
controls are:
PC: Up PS2: X Xbox: A PSP:
X GameCube: A
TALL ROOM WITH BROKEN STAIRS:
CHECKPOINT 6 is triggered once
you survive the cut scene. There are 2
bronze rewards (4/9 and 5/9) in alcoves, one to the
right of the entrance, one on the far wall to the left.
These can be retrieved using the magnetic grapple. Once you
have them, go down the broken stairs on the left. Watch your
(Lara's) step. It's a long way down.
IMPORTANT:
The way the next checkpoint is positioned relative to the
nearby reward is problematic. The checkpoint registers just
before you get bronze #6. If Lara subsequently dies, the
game reloads at checkpoint 7, placing her in a position
where you can no longer get that reward. It's probably a
good idea to save manually
after checkpoint 6. Then if
Lara dies anywhere in this room, reload the save after
checkpoint 6, get all three bronze rewards (4-6)
again and continue to checkpoint 8 before saving again.
To get down, first take a running jump from the stairs to
grab the sill of the small alcove on the left wall. Traverse
to the right and jump to grab the narrow ledge beyond.
Quickly traverse toward the corner before the
ledge crumbles. The
broken stairs below are also
unstable, so as soon as Lara lands turn and run to the
bottom of the stairs. Then jump the gap to the solid landing
in the next corner.
NOTE: If you're playing in
time-trial mode, you may want to try a small shortcut
here. After traversing along the crumbling ledge to the
broken stairs, instead of jumping down to the next set of
stairs, turn to face out over the room and jump to grab the
dangling chain below. Note that you'll
miss the next
reward, so only use the shortcut if you already have
bronze #6. (Thanks to Invader for this tip.)
From there, take a running jump to grab the horizontal
pole jutting out of the wall above. Adjust Lara's position
left to right then swing and jump to the tall, narrow alcove
on the far side of the room. Drop and hang from the edge.
Traverse to the right and jump to grab the narrow ledge.
This long ledge crumbles as Lara
goes. So tap Interact to move more quickly as you climb to
the right. When you reach the corner, triggering
CHECKPOINT 7, don't drop down
onto the ledge. Instead, pull up into the alcove above. Run
behind the row of windows to the left to get a
bronze reward (6/9). Return to
the opening near the corner and drop down onto the ledge.
Take a running jump to grab the
dangling chain just beyond the bottom of the broken
stairs. Climb down a bit, adjust Lara's angle, then swing
and jump to the broken stairs in the middle of the far wall.
The stairs begin to collapse, so
quickly turn right and take a running jump to the landing in
the corner.
NOTE: It's possible instead
to swing from the chain to the alcove on the left wall and
then climb along the alcoves until you can jump to the
broken stairs; however, the second and third alcoves
crumble when Lara grabs them, so
this takes a little finesse.
Jump to grab the edge of the alcove on the left wall,
just beyond the bottom of the stairs. Traverse to the right
around the corner and into the alcove. Then drop to the
ledge below. From there, drop to the floor.
NOTE: On one side of the
room there's a movable panel
with the Roman number III carved into it. This is part of
the gold reward puzzle, but you can leave it for now
since you'll return here at the end of the level.
CORRIDORS WITH FLAME TRAPS: Go up the stairs past
CHECKPOINT 8 to a gap with a
pool of flaming oil below. Take
a running jump across the gap—either on the right side or
diagonally from jutting corner to corner.
Continue to a series of flame traps
in the floor. The first set of traps consists of a grate
with flames that cycle on and off, then an area of burning
coals, then another grate with intermittent flame, then more
hot coals and finally a grate with no flames. To avoid
stepping on the burning coals or a grate with active flames,
first use the grapple to hook the
metal box sitting on the burner ahead. Pull it toward
Lara. Then carefully position it on the first grate without
letting Lara's feet touch the flames. Climb on top of the
box. Now watch the cycling flames. Jump over the hot coals
onto the middle grate just as the flames are about to go
out. Then, before the flames flare up, quickly jump over the
next section of coals onto the third grate where there are
no flames. Once you've passed the first trap, use the
grapple to retrieve the box so you can use it to get over
the second flame trap the same
way.
When you've cleared the second set of flames, use the
grapple to pull the box along after you. Push it up against
the gate and use it to climb over into the next room.
CHECKPOINT 9 is just inside.
ROOMS WITH SPINNING BLADE TRAPS: The other
doorways leading out of this room are blocked by
spinning blades. Each set of
blades can be stopped temporarily by positioning a box in
the doorway. Pull the lever to
raise the gate you just climbed over so you can retrieve the
first metal box. There's a
second box in the room to the
right. To get it, push the first box beneath the blades in
the doorway to stop the blades. If you position the box on
the right side of the opening, you can use the grapple to
pull the second box through the gap beside the first box.
Next, use either box to halt the blades in the doorway on
the left (i.e., left when Lara's back is to the open gate).
Retrieve the silver reward (3/5)
and come back out. Now push either box beneath the blades in
the middle doorway (i.e., opposite the open gate). Position
the box on one side of the opening so you can go through and
then use the grapple to pull the second box through.
Now you're in a large room with high ledges on both sides
and another set of spinning blades
at the far end.
NOTE: There are
movable stone panels on both of
the high ledges. These are also used in obtaining the
gold reward. Since you'll be returning this way at the
end of the level, you can ignore them for now.
Push one box beneath the blades at the far end of the
room, go through and use the grapple to pull the other box
after you.
SECOND CORRIDOR WITH FLAME TRAP: This
flame trap is a bit larger than
the previous ones. Lara will need both
metal boxes to cross without getting singed. Push one
box onto the first grate. Then line up the second box right
behind it and keep pushing so you have two boxes in a row,
covering parts of two of the grates. Climb on top of the
boxes, run across them and jump to clear the flames. On the
other side, use the lever to
open the door and run through.
POOL AND PRESSURE PAD-TRIGGERED GATE: Follow the
hallway to CHECKPOINT 10. Just
ahead is a pressure pad that
opens the gate at the end of the hall. The problem is the
gate closes if there is no weight on the pad. To get
something to hold it open—and get a reward on the way—enter
the room to the left, swim across the pool and climb out on
the right side.
Stand facing the barred alcove with the
bronze reward (7/9) so the
dangling chandelier is between
Lara and the reward. Use the magnetic grapple to pull the
chandelier toward her. Release so it swings toward the
alcove, breaking the bars. Then use the grapple to snag the
reward.
Now use the same procedure to swing the
second chandelier above the
pool toward the alcove on the opposite wall, breaking the
bars there. Use the grapple to pull the
coffin in the alcove down into
the water. Jump or climb on top of the coffin. Then use the
grapple to hook the sconces on the walls above the pool and
pull Lara along on top of the floating coffin. When you
reach the doorway near the pressure pad, grapple the sconce
beyond the pad and pull to bring the coffin right up to the
edge of the pool. Release the grapple, hop off the coffin,
turn around and grapple it. Step back a bit. Then pull the
coffin out of the water and onto the pressure pad. Now go
through the gate and continue to
CHECKPOINT 11.

FLOODED PASSAGEWAYS: This area is shown in the
diagram above. The approximate path you'll take is shown by
the red dotted line. Numbers in parentheses in the
walkthrough refer to the corresponding spots in the diagram.
At the checkpoint (1), just below the grating Lara is
standing on, you can see a sparkling reward. Jump into the
water (2). The current carries Lara to the right. Swim
against it (tap Interact to make Lara swim faster) into the
space below the grating to get the
bronze cross (indicated by an orange dot).
Surface for air then swim down to pull the
underwater lever (3) on the
opposite wall. This opens the gate (4) near another
floating coffin.
Swim to the coffin and climb on top of it. As the current
carries the coffin along the passageway, jump into the
opening above on the right (5). If you miss it, climb back
onto the coffin and use the grapple to hook one of the wall
sconces. Then pull the coffin, with Lara on it, back to the
opening. Hop down from the opening into the water on the
other side. Swim forward, then left, then left again. At the
end of the passage is a gate, beyond which you can see the
previous passage and the coffin Lara was just riding. Just
below the water to the right of the gate is another
underwater lever (6) Pull it to
open the gate (7).
Get on top of the coffin again and use the grapple to
hook the various wall sconces and pull the coffin back along
the passage the way you came. Move the coffin as close as
possible to the high alcove with the
silver cross (8). You can't
get the reward with the grapple, so jump up onto the ledge,
grab the reward and jump back down onto the coffin. Float
straight on to the gate (9) where the water flows out of
this area. Jump from the coffin to the top of the gate. Then
jump into the water on the other side. The current carries
Lara away (10).
NOTE: The rewards in this
area are bronze reward (8/9) and
silver reward (4/5). The
numbers were left out of the description to avoid confusion
with the numbers in the diagram.
A brief cut scene shows Lara
going over a waterfall into a large pool.
SUBTERRANEAN LAKE & TOMB ENTRANCE: Swim across the
lake toward the building and climb out of the water. Ignore
the grapple-activated levers on the little islands for now.
BUG WARNING:
There is a bug following the next section, which can be
triggered by playing with the levers before entering the
tomb. You need to do a fairly specific wrong thing to
trigger the bug, but just to be safe, do not pull any of
the levers at this time. See the next bug warning for
more info.
The temple door is locked, so Lara will have to find
another way in. The lovely ledges are enticing, but before
starting to climb, use the magnetic grapple to arrange the
2 movable lampposts so they'll
be useful. Position the lamppost to the right of the
entrance so its end points toward the lake; move the one on
the left so it is parallel to the base of the ramp. To the
far left is a square pillar with luminescent blue bands that
serve as handholds. Climb to the top of the pillar, which is
CHECKPOINT 12.
Turn right and take a running jump to grab the horizontal
bar. Swing around it and jump to the ramp. Slide down and
jump at the bottom to grab the movable
lamppost. Lara's weight causes it to rotate around to
the left. Swing around the bar and jump, then quickly press
Jump again to hook the grapple onto a fixture high above the
door. Swing back and forth on the cable until Lara is
swinging as high as she can go. As she swings toward the
second movable lamppost, jump
to grab it. The lamppost then rotates to the left. Swing
around it and jump to grab the narrow stone step ahead. Pull
up. Climb onto the higher step and jump to grab the
horizontal crevice. Climb to the right and then jump to grab
the light-colored windowsill above. Traverse to the right
and jump to grab the next sill. Jump from there to grab the
gold chain. Climb to the top, jump onto the roof and cross
CHECKPOINT 13.
ON THE ROOF OF THE TOMB: Cross the rooftop, past
the belfry with the dangling rope, to the far side. When
Lara's back is toward the lake, you're aiming for the back
left corner where it's quite dark. There you'll find another
silver reward (5/5). Return to
the belfry, jump to grab the dangling
bell rope and climb down into the tomb.
Lara examines the King's crypt and
those of his knights. Lara and her helpers have a lengthy
discussion on the archetypal nature of the Arthur-Merlin
legend. (This cut scene is titled "Myth Becomes
Fact".)
THE KNIGHTS' FINAL RESTING PLACE: Approach Sir
Bedivere's crypt, second from the left in the row of crypts
on the left when facing the King's glowing sarcophagus. (It
is carved with the old spelling, "BEDWYR".)
In another shorter cut scene
("Bedivere's Legacy"), Lara reads aloud how Bedivere
returned a fragment of Excalibur to Arthur. The subject of
Avalon—the mystical island realm to which Arthur supposedly
traveled after his death—also arises.
Now, to retrieve that sword fragment and open the door.
Notice the two thick, light-colored columns on either side
of the center of the room. One of these is broken off. Grasp
the foot of Bedivere's crypt
and slide the chunk of stone across the room and up against
the broken column.
NOTE: If you look closely at
the rubble on the floor where the two pieces of the crypt
separate, you'll notice inscriptions that include the words
"Crystal Dynamics". You can use binoculars for a closer
look.
Stand facing the door with Lara's back toward King
Arthur's remains, the dangling chandelier and bell between
Lara and the door, and the broken column ahead on the left.
Use the magnetic grapple to pull the
chandelier as far as possible toward Lara. Release it
and run to the chunk of crypt you just moved. Use it to
climb onto the broken pillar and, from there, jump to grab
the dangling bell rope. Lara's
weight will raise the bell. If
you've swung the chandelier hard enough, it will then strike
the bell.
A cut scene ensues, in which
the bell's reverberating ring shatters the sarcophagus and
opens the exit. Lara takes the piece of Excalibur, with
apologies to the King of course. Before Lara can share her
triumph, she hears her friends over the headset. Trouble has
arrived. (This cinematic is called "The Final
Piece".)
BATTLING THE SERPENT:
CHECKPOINT 14 registers after the cut scene. Exit the
building and prepare for a confrontation. As Lara nears the
broken bridge, a huge serpent
rises from the water. It cannot be defeated with normal
weapons. Instead, you must use the objects at hand to bring
it down, while dodging its spitting
attacks and staying away from its powerful jaws.
There are 4 levers and
4 huge cylindrical bells on
little islands out in the pool. Each lever is just reachable
with the magnetic grapple from the shore or the broken
bridge. Grappling and pulling a lever causes a
metal cage to drop from above.
The goal is to shoot each of the bells repeatedly with
pistols so the ringing sound will mesmerize the serpent.
Then quickly holster guns, grapple the lever next to the
bell and pull to drop the cage on the serpent's head. This
must be done four times in all. Each time you succeed, the
serpent destroys that particular bell and cage and loses a
fourth of its health.
Simpler said than done, naturally. Below are some tips,
in no particular order, which will hopefully make things
easier. If you have other suggestions, I welcome them.
BUG WARNING:
There is a bug here, in which one or more of the cages get
stuck and won't drop when you pull the corresponding levers.
Eidos Interactive has an official support page on this
issue. Apparently this bug is triggered if the player
attempts to grapple the lever at the precise moment that the
cage reaches its highest possible position. If that occurs,
it then becomes impossible to pull the lever again.
PREVENTION: So in order to
prevent triggering the bug, do not grapple any of the
levers before entering the tomb and once
you're in the midst of the serpent battle, do not press the
grapple key repeatedly.
SOLUTION: If you've already encountered the bug, you'll
need to reload an earlier save made before the point where
you triggered the bug, whether that was before entering the
tomb or before the serpent sequence. Then replay the area
following the 'prevention' tips in the previous paragraph.
Finally, one player suggested using
the Action Replay Max cheats disc for the PS2. Apparently
the 'Debug Level Select' option on this codes disc fixes
this glitch in the game. I have not used this myself so I
cannot guarantee it will work. In any case, I would not
recommend buying it just to fix the bug, but if you already
have an Action Replay, you could give it a shot.
- Save manually before exiting the building. Then you
can reload whenever you choose.
- Run toward the right bell and start shooting even
before the first cut scene begins. When it ends,
continue shooting and you may be able to distract the
serpent before it even notices Lara.
- Alternatively, skip the initial cut scene by
pressing Escape/Start, then choosing Skip Cinematic from
the menu. Unfortunately you can't do that for the cut
scene when Lara falls into the water or the ones after
you succeed in dropping each cage.
- Begin to grapple the lever before the serpent's full
attention goes to the bell. You'll have a little more
time that way. As soon as you see its head start to turn
toward the sound, holster guns, press the grapple button
then the Interact button (to pull).
- Try setting the combat mode to Advanced Hold (if
it's not already). Then as soon as you release the fire
button, Lara automatically holsters her guns and you can
immediately grapple the lever without having to press an
extra button to holster your weapons.
- Whichever combat mode you're using, don't tap the
holster/grapple/pull keys repeatedly. It's tempting in
the heat of battle, but a firm press on each button with
a brief pause between works better, and
frantically tapping the grapple
key can actually cause the bug mentioned above.
- The serpent is blind so it tracks its prey by sound.
If its attention strays from the ringing bell toward
Lara, stop shooting so it doesn't move in on the sound
of her pistols. Then quickly move to another bell and
start shooting again only when close enough so the
reticule turns red. The serpent should then be attracted
to the bell rather than Lara.
- If you succeed in pulling the lever but the cage
misses the serpent, move on to a different bell and
lever, giving the first one time to reset before you try
again.
- Or, do the levers in order from right to left,
luring the serpent from bell to bell. I haven't had too
much luck with this method, but several players swear
they've done the whole thing "easily" by starting on the
far right, where the serpent first comes out of the
water. They suggest activating the first bell and lever
from the shore, rather than the bridge. Then moving onto
the bridge for the second and third, then back to the
shore for the fourth (leftmost).
- When working on the two levers at the end of the
broken bridge, sometimes Lara will grapple the wrong
lever. Pointing the camera directly at the correct lever
(using the mouse or right stick) and then turning Lara
toward it (by tapping Forward) both seem to help. Also,
standing near the very end of the bridge and doing the
left lever of these two before the right may make things
easier.
- Several PlayStation users have recommend holding
down the grapple button (Square) while working the other
controls. That doesn't seem to work on the PC game, but
maybe it helps on the consoles.
- A few players recommend using the rifle instead of
pistols. It does allow you to target the bells from
farther away, but sometimes the grapple won't reach that
far and you need to run in closer anyway. Try it if you
like.
- Adjust the screen brightness if necessary. It's
awfully dark down here. The Options menu includes a
Calibration screen for changing brightness and contrast
settings. Or, just turn up your monitor/TV.
- Turn off the sound. If, like me, you get worked up
by dramatic music, eliminate that distraction.
BACK TOWARD THE START: When the serpent is finally
defeated, swim to the lever beyond the left end of the
broken bridge. Climb out of the water and up onto the
serpent's body. Move along to the bend in its neck where you
can jump up to grab a stone ledge. Climb from there to the
exit. Follow the passageway to
CHECKPOINT 15.
NOTE: If you're out of
health packs after the serpent battle, you can get an extra
one by killing Lara on purpose at the pit ahead. When you
jump into the pit, the game reloads at the nearby checkpoint
and Lara has full health plus one health pack. Just be sure
to do this only once. After that, reloading only gets you
full health, no extra health pack.
Grapple-swing across the pit.
Take a running jump to grab the horizontal pole above the
next pit. Swing around the pole
and jump to the other side. Slide down the slope and jump to
clear the gap.
An interactive cut scene
interrupts. As soon as each icon appears on-screen, quickly
press the control indicated to help Lara escape from the
serpent, which has apparently woken from its nap. The
correct controls are:
PC: Up, Left, Right
PS2: X, Square, Triangle
Xbox: A, X, Y
PSP: X, Triangle, R
GameCube: A, X, Y
When the cut scene ends, a bronze cross is clearly
visible behind the portcullis ahead. Shoot the
shiny ring at the top center of
the gate to free the chain. Use
either of the decorative shields mounted on the left and
right sides of the gate to climb up and grab the top edge.
Traverse to the center and jump straight up to grab the
chain. Swing over the top of the gate and drop down to claim
the last bronze reward (9/9).
Climb back up to the chain, turn around and swing to the
high ledge on the wall opposite the gate. Use the
lever to open the door next to
it. Cross CHECKPOINT 16 and
slide down the ramp into the next room.
BUG WARNING:
There's another bug, as far as I know confined to the Xbox
360 game, in which the game freezes when pulling the lever
or sliding down this slope. So far I know of no fix.
ROOMS WITH FLAME TRAPS & SPINNING BLADES (AGAIN):
When you drop down from the ledge, 2
mercenaries approach along the hall to the left. The
lever just below the ledge
controls the flame trap in that
hallway. If you like, you can wait for the mercs to walk
over the trap and then toast them by pulling the lever.
However, you won't get any of their belongings if you do
this. Shooting them or hitting both with a well-aimed
grenade can provide you with a SHOTGUN
and/or ammo,
health and grenades.
Turn the flame trap off if you turned it on. Then follow
the hall back to the room with the
spinning blades. Take out the second
pair of mercenaries on the ledge
to the left.
Use the movable box to climb
up onto the ledge opposite the one where the mercs were.
Using the grapple to move the box is faster. You can then
finesse the positioning by hand. Locate the
movable panel with the Roman
numeral I. (The PLS helps here, as do the binoculars in RAD
mode.) Push the panel in as far as it will go. This is the
first step in getting the gold reward.
Climb down to the floor, drag the box across to the
opposite ledge and climb up onto it. Retrieve any items the
mercenaries dropped (health,
grenades,
SUBMACHINE GUN and/or ammo).
I recommend taking the SMG here, since lots of ammo is
available. Then locate the movable
panel with the Roman numeral II. Push it all the way
in. Then climb back down.
NOTE: When I played this
section, I was able to use the panels out of order. However,
several players have written to tell me that when they used
the panels out of order, they'd spring back out. Pressing
them in the correct order (I, II then III) always seems to
work.
Use one of the movable boxes
to block the blades in the
middle doorway (i.e., opposite where you just entered this
room). Cross CHECKPOINT 17 and
advance carefully toward the corner before the next set of
flame traps.
There's one soldier lurking
behind the bars there and another
soldier down the hall beyond the flame traps. Deal
with both before crossing the flames. The first drops a
SHOTGUN or ammo,
the second a MACHINEGUN or
ammo. Now the intermittent flames
below the grates are off. So you don't need the boxes to
cross as long as you jump carefully over the areas with
burning coals.
Beyond the second flame trap, continue to the steps above
the pool of flaming oil. Kill
the mercenary on the other side
and then take a running jump across the gap. Pick up
whatever the soldier dropped (MACHINEGUN
or ammo, health,
grenade) and continue past
CHECKPOINT 18.
TALL ROOM WITH BROKEN STAIRS (AGAIN): This time
things are a little different. A
mercenary with a grenade launcher is guarding the
room. Kill him quickly and take his
GRENADE LAUNCHER if you want it.
GOLD REWARD: Before getting on the elevator,
locate the movable panel with
the Roman numeral III. Push it inward as far as it will go.
As long as you've pushed the other two panels in the
previous area, a secret compartment on the next wall will
open. The gold reward (1/1) is
inside.
NOTE: If you didn't push all
three panels, it is still possible to do so. Just backtrack
to the ROOM WITH SPINNING BLADES and check that section of
the walkthrough for details.
BUG WARNING:
Once you've activated the elevator, as described in the next
section, do not try to jump to any of the side ledges or
staircases. When you reach the top, do not try to make the
jump from the stairs to the elevator with guns drawn. For
some reason, Lara is able to fall much farther without
injury if she is holding a weapon. If you jump off the
elevator and manage to survive the landing, Lara will be
trapped below with no way to call the elevator back down and
no way to continue. Even if you kill Lara and reload at
checkpoint 18, the elevator will still be up above and
you'll have to restart the level.
Climb onto the elevator and
press the button to ride up. At
the top, there's a soldier
shooting at Lara from the ledge near the entrance. Kill him.
Move to the back right side of the elevator (when facing the
stairs). Position Lara facing the broken staircase, take a
running jump to grab the bottom of the stairs and pull up.
Climb the stairs, pick up any SMG
or ammo the soldier may have
dropped and enter the hallway leading back to the CENOTAPH.
This is CHECKPOINT 19.
Alternatively, to get from the elevator to the stairs,
make the platform swing closer to the stairs by attaching
the grapple and pulling on the metal
crate behind the grating to the right of the stairs.
Once the platform is swinging, jump to grab the alcove above
the one with the crate, and from there jump over to the
stairs. This takes a little longer, though.
In the hallway leading back to the CENOTAPH you'll
encounter 3 mercenaries and
2 pit bulls (first a man and a
dog, then a man alone, then another man and dog). You can
use the crates for cover or jump on top to avoid being
bitten by the dogs. Or, just get each dog's attention and
back away firing, then move in to kill the handler. Pick up
any grenades,
health packs and SMG ammo
they drop. You can also get a MACHINEGUN
here if you don't already have one.
CHECKPOINT 20 is just before the next room.
CENOTAPH (AGAIN): Inside 2
soldiers in riot gear guard some equipment. As in
Kazakhstan, a good way to deal with these guys is to run
forward and when you get close to one of them, begin firing
and tap Jump twice to do an aerial attack. As Lara sails
over the enemy's head, press the Fire button a couple of
times to finish him off. Repeat with the second soldier.
Pick up SMG ammo,
grenades and possibly
health packs and move on.
ROOM WITH CRATES & FORKLIFT (AGAIN): The
2 soldiers here are the
rank-and-file variety (no riot shields). As soon as you kill
them, the level ends.
Zip and Alister are under guard
near their van. The soldier watching them hears a commotion
inside and goes to investigate. He comes out dead. Lara and
friends head for home. (This cinematic is titled
"Team Reunited".)

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