LEVEL 5: ST FRANCIS FOLLY
Kills: 11 Supplies: 16 Other:
HEPHAESTUS KEY, POSEIDON KEY, ATLAS KEY, DAMOCLES KEY
Artifacts: 6 Relics: 0 Rubbing Rewards:
0
Introductory Cinematic: Over
an exterior view of the ruined monastery that has come to be
known as St. Francis Folly, we hear another excerpt from Sir
Richard Croft's diary. He speaks of the Scion as being a
repository of knowledge to rival the ancient library at
Alexandria. It may, he speculates, even be able to explain
his wife Amelia's disappearance. (Gamers who've completed
Tomb Raider: Legend will notice the allusion to the
storyline from that game.)
We then see Lara reaching the
summit upon which the building is perched. She stumbles upon
some discarded tin cans and comments, "Pierre, you
litterbug."
LONG ENTRANCE HALL WITH BROKEN COLUMNS: The level
begins just inside the monastery at
CHECKPOINT 1. Advance cautiously to meet
2 lions that charge out from
behind the columns ahead. If you move quickly, jumping
and/or rolling forward, you may be able to make it to the
first column on the left and climb up before the first lion
reaches Lara. Then you can shoot the cats safely from above.
I found it easier to just keep moving and stay near the
middle of the room so the lions don't corner Lara and maul
her. Once you've killed them, another movie plays.
Cinematic: Lara and Pierre
play hide-and-seek among the columns. After an exchange of
banter, they decide they'll each go after the next piece of
the Scion, and may the best man—or woman—win.
CHECKPOINT 2 follows this
cut scene. Now check out the room. There's a
circular pressure pad on the
floor near the center. This opens the gate on the high
balcony at the far end of the room, but it must remain
depressed for the gate to stay open. On the balcony above
the entrance is a large bronze globe,
which looks like it just might fit on that pad.
Head for the end of the room farthest from the entrance
and climb the column on the right. If you climb up its left
side (i.e., the one nearest the neighboring column), you can
climb straight to the top without having to circle around
it. Once on top of the column, turn around so the exit is on
Lara's right. Then take a running jump toward the next
column (the tallest one). It's a long jump, so run and hold
the jump key down as Lara flies through the air. When she
grabs onto the crack in the column, you may need to press
Interact to perform a saving grab so she doesn't fall. Make
your way around to the left and upward to reach the top of
the column. Turn so the exit is behind Lara and take a
running jump to land on the corner of the rectangular ledge
jutting out from the wall.
In the alcove is a closed gate, behind which you can
glimpse a glowing spearhead. You'll be back for this
artifact soon. Stand on the ledge facing the end of the
room with the globe. Jump down to the smaller ledge just
ahead. Take a running jump off this ledge, grapple the metal
hook above and wall run across to the room ahead.
NOTE: It may be possible to
obtain ARTIFACT #1 without actually opening the gate.
Several players have told me they were able to get it by
positioning Lara right up against the gate—one suggested
drawing pistols, the other did it without—and then moving
from side to side until the Interact icon appears. (You'll
need to have Hint Icons enabled under Display in the Options
menu). When it does, you may be able to pick up the artifact
through the bars. I tried several times and was able to see
the icon but not take the item. Maybe this works better on
the PS2 version than on the PC.
PERSEUS CONSTELLATION PUZZLE: After making the
wall run to the upper room, head forward and then left. A
gate separates Lara from the globe for now. On the rear wall
is a painting depicting the constellation Perseus. The
warrior holds a sword in one hand and the severed head of
Medusa in the other. The jewels representing the stars in
the constellation are lit up from behind.
Pass by the painting, triggering
CHECKPOINT 3, and continue around the corner. Here a
wall with another image of Perseus blocks the exit. Notice
that certain stars in this picture—Medusa's eye
and Perseus's sword—are actual gems. Return to
the picture with the lit-up stars. Step on and then off the
pressure pad in front of the
picture to reset the puzzle, putting out the lights. Now
draw pistols, switch to manual aim mode and shoot the two
stars representing Medusa's eye and Perseus's sword. Doing
this opens the door where you saw the image with the gems,
and CHECKPOINT 4 registers.
In the Nintendo Wii game, the constellation
puzzles are a little different. The clues are still in the
same places, but the "stars" painting are arranged
differently. Instead of shooting the stars, you'll use the
Wii remote to connect the dots on the puzzle panel. For the
first challenge, check the door to see the clue. Five of the
stars are lit and connected by straight lines. Return to the
puzzle, step on the pressure pad
and press Interact. Then hold the A button and aim the Wii
remote to "draw" lines of light connecting those five stars.
When you do, the door opens.
NOTE: In all versions of the
game, you can take a shortcut here by immediately
resetting the puzzle and opening the gate in front of the
globe. Then reset the puzzle again and open the way to the
artifact. See the relevant sections below for the correct
combinations of stars. That way you can deal with the globe,
get the artifact, then proceed directly to the exit. If
you're playing a time-trial, you can skip the artifact
altogether. Of course, if you prefer, you can play through
to discover the clues yourself.
OPENING THE GATE TO THE GLOBE: Return to the
doorway that had been blocked by the wall with the second
Perseus image. Take a running jump off the edge and grapple
the hook high on the side wall and then wall run to the
small ledge ahead. Take a running jump to grab the higher
ledge and pull up. In this alcove is another picture of
Perseus with different stars lit up—this time his
sword hand, lower back and two
feet. Exit the alcove, jump back down to the lower
ledge and wall run back to the puzzle room. Reset the puzzle
by stepping on then off the pressure
pad. Then use manual aim to shoot the stars indicated
in the previous painting. This opens the gate behind you, so
you can reach the bronze globe, and triggers
CHECKPOINT 5.
In the Nintendo Wii game the second constellation
clue, in the side alcove that you reach by wall running, is
obscured by a layer of dust. Face the
inscription, press Interact, and then use the Wii
remote, while holding down the A button, to brush away the
dust. The panel shows a pattern of connected stars that sort
of resembles an hourglass. Return to the puzzle and use the
Wii remote to connect the stars in the pattern you just saw.
This is a little challenging because you can't cross over
lines you've already drawn and you have to work fairly
quickly before the first lines you draw fade away. When you
draw the pattern correctly, the door to the globe room
opens.
Use the grapple to pull off the
metal rings at each end of the globe. The pin running
through the axis slips out, and the
globe rolls off its stand.
CHECKPOINT 6 registers at this point. Push the globe
off the ledge. (Or shoot it with pistols to roll it along.)
Then either drop down after it, losing a little health in
the process, or jump down to one of the broken columns and
drop from there to the floor.
Roll the globe (by hand or using pistols to shoot it)
onto the circular pressure pad
in the middle of the hall. This opens the exit gate, above
on the far wall, and holds it open. It also triggers
CHECKPOINT 7.
Go to the far end of the room (nearest the exit) and once
again climb to the top of the column on the right. Take a
running jump to grab the column on the left. Climb to the
top and this time, instead of jumping to the balcony along
the side wall, jump to the one with the gate you just
opened.
DARK ANTEROOM: Enter the dimly lit room ahead. Go
to the left side of the ledge. Take a running jump off the
ledge and use the grapple to snag the metal hook on the wall
above. Adjust the length of the cable if necessary (Interact
+ Up/Down) and wall run to the small alcove on the left,
just below the ledge where you started the wall run. Pick up
a large medipack and drop down to
the floor.
Notice another circular pressure
pad on the floor. Depressing it opens the gate at the
top of the stairs (and triggers
CHECKPOINT 8), but you'll need to retrieve the
globe to hold it down.
In all versions of the game except the Wii, a simple
switch opens the door leading
back to the LONG ENTRANCE HALL WITH BROKEN COLUMNS (and
triggers CHECKPOINT 9).
In the Nintendo Wii game, there's an extra small
puzzle here. Instead of the switch, there's a
cryptex lock to the right of
the door. To find the symbols needed to solve the cryptex,
climb the stairs to the closed gate, turn left and continue
to the next landing. Approach the
crumbling stone wall and press Interact. Use the
trowel tool to pry off the loose stone, revealing three
carved Greek letters: Sigma (S),
Psi (Y) and Omega (W).
Use the paper and charcoal to make a rubbing of the symbols
if you like. Then return to the lock beside the door. Press
Interact to activate it. Then arrange the carved tumblers so
the Sigma, Psi and Omega symbols are displayed from top to
bottom. The door opens. (NOTE:
If you're playing a time trial, there's no need to actually
unearth the symbols before solving this or any other
puzzle.)
Now get ready to fight 2 more lions
that appear in the LONG ENTRANCE HALL WITH BROKEN COLUMNS.
This time you can run forward to get their attention and
then retreat into the DARK ANTEROOM shooting. If you jump
back onto the stairs, the lions won't follow and you can
kill them from above.
ARTIFACT #1: Now go back for the artifact if you
like. First take note of the picture of Perseus on the
ceiling above the door in the DARK ANTEROOM. This one shows
7 stars lit: Medusa's eye, Perseus's
sword, his sword hand, lower
back, knee and both feet.
This is the pattern needed to open the gate in front of the
artifact. (Again, in the Wii game, the pattern is slightly
different. See the Wii solution below.)
Return to the LONG ENTRANCE HALL. (You may want to run
forward to the globe to trigger CHECKPOINT 7 again. Then if
Lara falls while climbing back to the constellation puzzle,
you won't have to fight the lions again.) Climb to the top
of the first column on the left (i.e., on the left as you
exit the DARK ANTEROOM). From there, you can jump to grab
the column on the right (the tallest one). Climb to the top
and take a running jump to the ledge in front of the alcove
with the artifact. Jump down to the smaller ledge ahead, use
the grapple to wall run across to the puzzle room. (As you
approach the constellation puzzle CHECKPOINT 3 registers
again.) Step on and off the pressure
pad to reset the constellation puzzle. Then use
pistols with manual aim to shoot the 7 stars pictured on the
ceiling of the DARK ANTEROOM. This opens the gate in front
of the artifact (and triggers
CHECKPOINT 10, also in the same spot as 3).
The Nintendo Wii version of this puzzle is similar
to the previous two. Return to the puzzle room, as described
in the previous paragraph. Interact with the puzzle and use
the Wii remote to draw the pattern and open the gate.
Wall run back to the small ledge, jump to grab the higher
one, then go into the alcove and claim
ARTIFACT #1 (17/44). Jump onto
the nearest column and climb down to the floor.
EXIT THROUGH DARK ANTEROOM: Return to the bronze
globe (CHECKPOINT 7 again) and push it all the way into the
DARK ANTEROOM and onto the second
circular pressure pad. This holds open the gate at
the top of the stairs (and triggers
CHECKPOINT 11, same as 8). Exit through that gate and
descend a long spiral staircase to emerge on a wide ledge
overlooking the next area.
VERY TALL ROOM WITH CENTRAL STRUCTURE:
CHECKPOINT 12 registers as you
enter. The goal in this area is to use four switches to open
four different doors—named after Hephaestus, Poseidon,
Atlas, and Damocles from Greek mythology. Behind each door
you'll find one of the four keys needed to open the level
exit, located on the ground floor.
NOTE: The Anniversary
edition employs the symbolism of Greek gods and heroes
exclusively, which the original game did not. If you're not
familiar with the legends involved, you might want to do a
little research.
You need not explore the side areas in any particular
order. I have suggested one possible sequence, which I hope
minimizes backtracking. But in case you get disoriented or
forget to throw a switch, you can climb up and down between
the different levels. Here's how the tall room is laid out:
6th (top) level = POSEIDON SWITCH and HEPHAESTUS
SWITCH, 5th level = HEPHAESTUS DOOR, 4th level
= ATLAS DOOR, 3rd level = POSEIDON DOOR, 2nd level
= DAMOCLES SWITCH and DAMOCLES DOOR, 1st (ground) floor
= ATLAS SWITCH and LEVEL EXIT.
POSEIDON SWITCH: From the entrance and
CHECKPOINT 12 take a running
jump across the gap to the top of the central structure.
This walkway is roughly U shaped. Go to the right end.
Grapple the ring on the wall ahead and pull to extend a
small ledge. Take a running
jump to land there. Turn left and jump to the next ledge,
which also has a metal ring and is already extended. Jump
from there to the rough alcove ahead on the right. Then take
another running jump to grab the horizontal pole in the
corner. Swing and jump over to the next ledge. Go up the
steps and pull the switch to
open the POSEIDON DOOR, which is below on the third level. A
ledge extends in front of the switch toward the center of
the room, and CHECKPOINT 13
registers.
Two bats fly out when the
POSEIDON DOOR opens, but it takes them a little while to
reach you. If they get stuck underneath the ledge as it
extends, go down the steps on either side of the switch to
get a clear shot at them. Then return to the ledge in front
of the switch and take a running jump back to the central
structure.
Return almost to the end of the U-shaped ledge near where
you used your grapple to extend the small ledge. Hang from
the inner edge and drop to the level below to land on a
raised chunk of broken walkway. Turn around and step down
onto the ledge just below.
This is the FIFTH LEVEL. Turn to face the
HEPHAESTUS DOOR (still closed). Then turn left and shoot the
button on the wall to extend a
ledge in front of that button. Turn left again and use your
grapple to snag the metal ring at the top of the
stone column and pull it down.
Now turn to face the corner between the wall with the button
and the one with the column you just pulled down. Take a
running jump off the corner of this ledge to land on the
freestanding rectangular ledge ahead. Drop down on the right
side to the level below.
HEPHAESTUS SWITCH: Now you're on the FOURTH
LEVEL. The ATLAS DOOR is just below on one wall. Climb
up onto the stone pillar you just pulled down with your
grapple. (If you haven't already done that, you can do it
now from this level.) It rumbles a bit but doesn't fall as
you walk across it to the other side. Climb up on the left
and get a small medipack. Jump to
grab the higher ledge on the right and pull up. Climb onto
the next block and grab the handhold ahead. Traverse around
to the right. When Lara braces her feet against the wall,
jump up to grab the handhold above. Climb to the left, then
up again. Pull up.
Now you're on the TOP LEVEL again. Go up the
stairs and use the switch to
open the HEPHAESTUS DOOR, below on the FIFTH LEVEL, and
extend a ledge in front of the switch.
CHECKPOINT 14 registers and 2
more bats fly up from below. Take a running jump from
the newly extended ledge back to the central structure. You
may get a clearer shot at the bats from here.
Drop down to the FIFTH LEVEL and take a running jump to
the freestanding rectangular ledge just as you did before.
This time, instead of dropping down to the next level, take
a running jump to the ledge in front of the
button. (Be sure to shoot the
button first to extend the ledge if you didn't do so
before.) Take a running jump to grab the handhold above and
to the right of the alcove with the button. It looks like
it's too far, but Lara can do it. Or, instead of making the
long jump, you can hang from the ledge with the button,
traverse to the right and jump up to grab the handhold
above. Climb to the right and jump to grab the next
handhold. Climb to the right again and pull up into the
alcove in the corner.
Turn around and jump to grab the horizontal pole. Swing
around and jump to grab the stone handhold above the rough
archway ahead. Climb to the left so that Lara is directly
above the straight section of the doorsill below, rather
than the angled part. Lara will miss and
fall to her death if you try to
grab the angled edge. Drop and grab and, since it's a long
drop, press Interact for the saving grab. Pull up into the
alcove. Go through to the other opening and very carefully
move to the left edge (right if the camera is facing the
alcove). As with the previous ledge, Lara will
slip and fall if you try to hang
from the angled edge, so make sure she steps off where the
ledge is parallel with the wall. Traverse to the right and
pull up into the doorway.
HEPHAESTUS DOOR: CHECKPOINT
15 is triggered as you enter. Follow the hallway to a
metal gate. The switch on the
right should open the gate, but it's broken. Pulling the
switch does open the gate, but then it falls outward into
the room, crushing Lara if she
happens to be standing under it. So instead climb the
handholds in the opposite corner until you can grab the long
handhold that extends across the room. Climb to the end of
it and jump back (not right) to grab the opening above the
gate. Pull up and drop down on the other side. The
switch that opens the gate from
this side is on the left. Ignore it for now and continue
along the hallway to CHECKPOINT 16.
LIGHTNING TRAP: Ahead is a
lightning trap. The fiendish disco ball on the
ceiling emits bolts of electricity.
These aren't instantly lethal (like the ones in the Thor
room in Tomb Raider 1), but they will knock Lara down and
injure her severely if they hit her. So try to start with
full health, just in case. Now take a look at the floor. It
has moving tiles that raise and
lower in seemingly random patterns. The lightning bolts only
strike raised sections of the floor. So the lowered
sections are safe. There are also four
raised floor tiles which function as buttons or
pressure pads. In order to open the gate beyond the trap,
you must step on each of these four tiles when it is in its
lowered position and remain standing on it long enough to
depress the tile completely.
Begin by watching the movements of the floor. When one of
the buttons lowers and a path opens up leading to it (i.e.,
the tiles between Lara and the button also lower), run to
the button and step on it. Once Lara's weight has depressed
the button fully, run or jump off it before the square
containing the button rises again. Try to avoid stepping on
any raised tiles as you run/jump off the checkerboard to one
of the safe areas near the entrance or the gate. With
patience, you'll be able to step on all four tiles with
little or no injury. Once you've pressed all four, the gate
at the entrance closes and the one ahead opens so you can
enter the inner room.
HEPHAESTUS'S HAMMER:
CHECKPOINT 17 registers as you cross the threshold.
On the left is a huge hammer
attached to the wall. Stepping on the
pressure pad beneath the hammer causes it to smash
down, crushing Lara if she doesn't get out of the way in
time. Straight across from the entrance is a barred alcove
containing the key you seek. There are also
3 small, round pressure pads
near the middle of the room.
Grab the handle on the back of the
bronze bust mounted on the small pedestal, move it
onto one of the round pressure pads and turn it so it faces
the nearest brass-bound diamond shape on the floor. Looks
like a good fit. Now you'll need two more. Grab the stone
block with the brass bands and push it onto the pressure pad
beneath the hammer. The hammer smashes
down, destroying the block and revealing a
second bronze bust. Pull it off
the pad. Then maneuver it onto another of the
small round pads and turn it so
it faces the nearest brass diamond on the floor.
Now approach the pressure pad beneath the hammer once
more. Stand on the right side of the hammer so Lara is
facing the pad and the wall on which the hammer is mounted
is on her right. Step onto the pad and then quickly move
back as the hammer comes down. Immediately jump toward the
hammer and grab the metal band around it. Quickly jump up to
grab the top of the hammer and jump again to climb on top.
As the hammer starts to retract, take a running jump to the
ledge ahead, where you'll find a large
medipack.
Turn around and move to the left side of the ledge (i.e.,
the side nearest the hammer). Take a running jump to the
ledge on the other side of the room beyond the pressure pad.
It's a long jump, so be sure to take off from the left side
of the ledge, where the gap between the two ledges is
smallest, and hold the Jump key so Lara stays in the air a
little longer. If Lara falls short, just use the hammer to
reach the second ledge as you did the first one. Pick up the
shotgun ammo.
ARTIFACT #2: Turn right and take a running jump to
grab the horizontal pole. Swing and jump to the ledge ahead.
Enter the dark alcove to find
ARTIFACT #2 (18/44).
HEPHAESTUS'S KEY: Exit the alcove, turn left and
take a running jump to grab the next horizontal pole. Swing
and jump to the ledge ahead. Push the
stone block off the ledge. When it hits the floor, it
shatters, revealing a third bronze
bust. Drop down and push this bust onto the remaining
round pressure pad. Turn it so
it faces the brass diamond on the floor. If you haven't
already turned the other two busts to face the center of the
room, do so now. This causes the pressure pad below the
hammer to shift.
Go to the pad, step on it and jump back out of the way as
the hammer falls. This time the gate in the entryway (beyond
the lightning trap) opens, along with the gate in front of
the key. Enter and take the KEY OF
HEPHAESTUS. (CHECKPOINTS 18 and
19 occur when the gate opens and after you take the
key, respectively. Reloading either of these puts you in the
same spot as CHECKPOINT 17.)
Getting past the lightning trap
is much easier on the way out. Stand near the right wall and
watch the moving tiles. Wait for the row along the wall to
lower and run across. If the middle tile starts to rise up
as you are passing, just jump over it and run/jump on to the
exit.
When you reach the gate room, use the
switch on the right. This opens
the gate, but do not attempt to run through. Lara can't fit
between the spikes so she'll be
killed when the gate closes. Instead pull the switch and
before the gate starts to open, grab onto the wide metal bar
at the middle of it. Ride upward as the gate opens. The gate
mechanism emits three loud thumping sounds before it closes.
Jump up on the third thump and Lara will grab the edge of
the opening above just as the gate starts to close. Pull up,
drop down on the other side and follow the hallway past
CHECKPOINT 20 (same as 15) to
emerge where you started.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A
ledge extends in front of the HEPHAESTUS DOOR as you
approach. Take a running jump from this ledge to grab the
light-colored handhold on the right side of the central
structure. Climb around to the right. Drop to grab the
handhold below (which is even with the floor on the FOURTH
level), drop again, then climb to the right. Jump to the
right to grab a handhold on the next square support column.
Drop down to the handhold below, climb around to the left
and drop onto the floor just a few inches below. (This is
the THIRD LEVEL.) Turn left and drop down to the level
below.
Now you're on the SECOND LEVEL. The DAMOCLES DOOR
(still closed) is off to one side. Go to the edge below the
ATLAS DOOR. Grapple the metal ring and pull to extend a
small ledge from the wall. Take
a running jump to land on it. Turn right and take another
running jump to grab the handhold running along the wall at
the same level as the ledge on which Lara is standing. Climb
to the right then jump to grab the next small handhold. Now
make your way upward and around the corner to the right
using the various handholds. Pull up into the alcove above.
Climb up on the right and duck or roll through the low
opening. Carefully step down on the other side.
POSEIDON DOOR: Follow the hallway past
CHECKPOINT 21 to another gate
with a switch. Pull the switch,
grab onto the metal bar in the middle of the gate and ride
up as the gate opens. Then, when it starts to close (on the
third thumping sound), jump up to grab the opening above.
Pull up and drop down on the other side. Kill
3 big rats and continue to the
inner room and CHECKPOINT 22.
Pick up the small medipack
behind the second column on the right. Jump into the pool,
swim down and pull the lever to
the left of the gate to open it. Surface for air if
necessary. Then swim down through the gate and follow the
passage onward and upward to another small room. Climb out
of the water near CHECKPOINT 23.
TALL BLUE-TILED ROOM WITH FISH FOUNTAINS: This
room has three levels with a domed ceiling above. When you
enter, the first level is flooded. There's a
lever on the central column
which you can't reach yet, an artifact gleaming behind a
gate opposite the entrance, and another
small medipack in an alcove to the left.
ARTIFACT #3: Hop in the water and swim down to
find another lever on the side
of the central column. Pull this lever to open the gate in
front of the artifact. Surface and retrieve
ARTIFACT #3 (19/44).
POSEIDON'S KEY: Swim back to the center and climb
to the top of the column. Here on the third level, you can
see POSEIDON'S KEY behind a gate. There's also an alcove
with a fish statue and a stone block,
a crumbling alcove with another stone
block, and a smaller alcove with nothing in it. Cross
the walkway to the alcove with the fish and block. Pick up
the 50-caliber pistol ammo. Then
pull the block away from the
fish statue. Water pours out of the fish's mouth, raising
the water level.
Swim across to the crumbling alcove and push the other
stone block off the ledge. It
sinks, landing on a ledge on the second level. Swim down to
the central column and pull the lever
on the second level—the one you couldn't reach before
flooding the room. This opens a grate on the bottom of the
pool, releasing a small, wooden
platform, which floats up and gets stuck under a
walkway.
Return to the surface and climb out in the alcove with
the fish. Push the block against the fish again, stopping
the flow of water and lowering the water back down to the
second level. Jump into the pool, climb out on the second
level and go to the fish statue there. Move the
stone block (the one you pushed
off the ledge above) in front of the fish to cover the
spout, lowering the water level further. Do not drop down
from here or Lara will take damage from
the fall. Instead, climb down the handholds to the
right of the entrance.
With the water drained down to the floor, you can use the
grapple to pull the wooden raft
to the other side of the room. Try to position it near the
grate and lever but not quite on top of the grate. You want
it to float upward into one of the open areas between
walkways when you re-flood the room.
Climb back up the handholds near the entrance. Pull the
block away from the fish to flood the lower level again. Now
swim over to the larger alcove with the circular grate in
the floor. From there, grapple and pull the wooden raft so
it's not under one of the walkways and more or less below
the square opening up on the third level.
NOTE: If you make a mistake
and need to reposition the wooden raft, you can drain or
flood the various parts of the room as many times as you
need to by moving the blocks in front of the two fish
spouts.
Now climb back up the central column to the top. Pull the
block away from the fish to raise the water to its highest
level. If necessary use the grapple to reposition the wooden
raft beneath the square opening. Jump onto it and from
there, jump to grab the edge of the opening. Pull up, grab
hold of the narrow ledge on the right, climb around the
corner and jump to grab the ledge above the gate. Climb into
the opening and drop down in the room with
THE KEY OF POSEIDON. Take the key
and then pull the switch to
open the gate and trigger CHECKPOINT
24.
If you're a good swimmer, you should be able to make it
back to the start without lowering the water level. But, if
you prefer, you can push the block against the fish again to
lower the water to the second level. Then hop into the water
and surface near the entrance, crossing
CHECKPOINT 25 (same as 23).
Jump into the small pool there and swim down, forward and up
to surface in the small, square pool where you started.
Climb out of the water. (Three of the edges are low enough
to reach.) Cross CHECKPOINT 26
(same as 22) and continue to the gate room.
Pull the switch, grab onto
the metal bar in the middle of the gate. As the gate opens,
ride upward. Then, just as it starts to close (on the third
thumping sound), jump to grab the opening above. Drop down
on the other side and follow the hallway past
CHECKPOINT 27 (same as 21) to
the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A
ledge extends in front of the POSEIDON DOOR as you approach.
Take a running jump from this new ledge to grab the handhold
on the right corner of the central structure. Jump to the
handhold above. Climb around the corner to the right and
then jump to the right to grab the freestanding rectangular
ledge. Pull up. From here, you can see an artifact
tucked away in an alcove ahead. Ignore it for now. You'll
return for it later.
DAMOCLES SWITCH: Face the wall with the switch
alcove below and take a long running jump—leap off as close
to the edge as you can and hold the Jump key in the air for
more distance—to land on the slope and slide down to the
switch. You can also jump
directly to the switch alcove, but Lara will lose a little
health in the process. Use the switch to open the DAMOCLES
DOOR, which is off to the left, and trigger
CHECKPOINT 28.
ATLAS SWITCH: Hang from the edge of the alcove,
climb to the left and drop down twice. Turn left and climb
the stairs to the final switch.
Pull this one to open the ATLAS DOOR, up on the FOURTH
LEVEL, and trigger CHECKPOINT 29.
Drop down from the ledge to the floor.
CLIMBING BACK TO THE TOP LEVEL: You're now on the
GROUND LEVEL and need to return all the way to the
top of the central structure in order to reach the ATLAS and
DAMOCLES DOORS. First, head for the central structure and
climb onto the low block near one of the square support
pillars. Pick up the shotgun ammo.
Face the exit (between the colorfully lit keyholes) and then
angle Lara a little bit to the left and take a running jump
to grab the higher block near the square support pillar.
Pull up.
Grab the light-colored handhold and climb around to the
right. Jump and grab the ladder and climb to the SECOND
LEVEL. The DAMOCLES DOOR is off to the right, the
DAMOCLES SWITCH behind. Ignore that door for now and keep
climbing. Vault up onto the chunk of broken walkway, face
the POSEIDON DOOR and then take a running jump to grab the
handhold on the square support column ahead on the left.
Climb all the way around to the other side and jump to grab
the handhold above. Climb all the way around to the right.
The handhold above is too high to reach, so jump to the
right to grab the freestanding rectangular ledge. Pull up,
turn left and take a running jump to grab the wider ledge
ahead (also part of the central structure). Pull up again.
This is the THIRD LEVEL again. The POSEIDON DOOR
is on the left and ahead is a wall with 2 metal boxes and a
stone column. Ignore those for now and keep climbing. Grab
the handhold on the left, climb around the first corner and
jump up to grab the handhold above. Climb all the way to the
left and then jump to grab onto the next support pillar.
Jump up and climb onto the ledge above.
Now you're on the FOURTH LEVEL again. The ATLAS
ROOM is straight ahead. Unfortunately the distance to the
doorway is too far to jump. So keep climbing. Vault onto the
chunk of broken walkway. Grab the handhold on the square
column. Then jump straight up to grab the top of the ledge;
pull up.
This is the FIFTH LEVEL once more. Turn around to
face the HEPHAESTUS DOOR and then jump the gap to land on
the jutting corner of the ledge in the middle of the central
structure. Grab onto the support pillar ahead and climb
around then all the way up to the U-shaped walkway on the
TOP LEVEL of the central structure.
At this point, I highly recommend jumping back over
to the entrance and using the save point there (CHECKPOINT
30, same as 12). The next section is a little tricky
and it helps to have a closer save in case Lara dies.
Return to the right end of the U-shaped walkway, across
from the two ledges with the metal rings. Jump over to the
one on the right. From there, turn right and take another
running jump to grab the handhold near the corner. Drop onto
the ledge below. Hang from the edge of this ledge so Lara's
back is toward the open room. Climb to the left as far as
you can and then drop to grab the handhold below. It's a
long drop, so press Interact for the saving grab. Climb to
the left and drop once more to grab the ledge below. Pull up
and go through the ATLAS DOOR.
ATLAS DOOR: CHECKPOINT 31
is just inside. The gate room ahead is the same as most of
the others. Pull the switch,
grab onto the metal bar in the middle of the gate. As the
gate opens, ride upward. Then, just as it starts to close
(on the third thumping sound), jump to grab the opening
above. Pull up, drop down on the other side and follow the
hallway past CHECKPOINT 32 to
the inner chamber.
LONG RAMP WITH ROLLING GLOBE & DEEP PIT: Ahead is
a deep pit. Try not to fall in.
To get across, go to the wheel
mechanism and grab onto one of the wooden handles.
Turn the wheel by pushing the handle. You'll need to press
each of the direction keys in turn to make Lara walk around
the axle in a circle pushing the handle ahead of her. This
gradually closes the retracting floor
over the pit. When you've turned the wheel as far as it will
go, the floor should be closed all the way. When Lara lets
go of the handle, the floor starts to slide open. Quickly
run across, jumping the gap in the middle, to reach the
other side.
Head up the ramp. (Don't worry; the globe won't roll down
yet.) About halfway up on the left side is a handhold you
can reach. Climb up and to the left onto the ledge above.
Pick up some 50-caliber clips.
Drop down to the lower end of the ledge and pull the
switch to extend a horizontal
pole above the pit. CHECKPOINT 33
registers here. You can't reach the ledge with the medipack
and artifact on the opposite side of the ramp
yet. So drop down and continue up the ramp.
At the top is a huge statue of Atlas carrying the world
on his shoulders. Below are two rows of
razor-sharp spears and a tempting box of ammo. You
can't reach it yet, so be patient.
Stand as far from the statue of Atlas as you can while
still being able to target the 2
buttons behind the statue with your pistols. The
targeting reticule doesn't have to be red for your shots to
connect. Even with a gray reticule it's possible to hit the
target. Now get ready to shoot and run. When you hit the
first button, the statue gives a little lurch and one set of
spears retracts. When you hit the second button, the second
set of spears retracts, Atlas keels over and the
humongous globe tumbles down the
ramp toward you. Get moving or it's Croft-cakes for
breakfast.
Even with Lara positioned as far from the buttons as
possible, I found I couldn't move the camera behind her
before making the run. (Maybe you'll have better luck, or
maybe this is a feature of the game.) So press and hold
Back/Down to start running down the slope toward the camera.
When Lara reaches the edge of the pit,
press Jump to leap off and grab the horizontal pole. Keep
holding Back/Down to swing around the pole—only once—then
jump to the other side of the pit. If you're successful, the
globe rolls into the pit with Lara safely on the other side.
NOTE: It may be possible to
avoid running from the globe altogether. One player
suggested an alternative strategy. Shooting the left button
first, then move to the right and position Lara in the
corner as close to the spears as possible. Shoot the right
button and then immediately move forward. Lara should take
no damage and the globe should pass harmlessly overhead.
Then you can get the key and proceed from there. I wasn't
able to make this work, but I figured it was worth
mentioning.
ATLAS'S KEY: After crossing the pit, turn the
wheel mechanism again to close
the floor and take a running jump across. Return to the top
of the ramp and get those shotgun shells
(if you have room in your inventory for them) and the
KEY OF ATLAS. This is
CHECKPOINT 34.
ARTIFACT #4: When the globe rolled, it broke off
the tops of the columns on each side of the ramp. Go partway
down and climb the broken column on the left—grabbing onto
the right edge of the column where it's flat—to reach the
ledge above. Pick up the small medipack
and climb onto the upper ledge to get
ARTIFACT #4 (20/44). Hop back down to the lower ledge
and pull the switch to extend
the floor above the pit. Drop
down and take a running jump across before it reopens.
Follow the hallway back past
CHECKPOINT 35 (same as 32). At the gate, use the
switch, grab onto the metal bar
in the middle of the gate and ride upward. This gate gets
stuck in the up position, so jump back to grab the
horizontal pole. When you do the gate closes and you can
swing around, jump and grab the opening above. Drop down on
the other side and continue past
CHECKPOINT 36 (same as 31) to the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A
ledge extends in front of the ATLAS DOOR as you approach.
Before descending to the DAMOCLES DOOR, you can go after the
fifth artifact if you like.
NOTE: If you already have
the artifact or don't want it, skip the next three
paragraphs and continue with the section that begins, "To
reach the DAMOCLES DOOR from the ATLAS DOOR...."
ARTIFACT #5: To get this reward, step out onto the
newly extended ledge. Turn around to face the ATLAS DOOR,
then turn a little to the left and take a running jump to
grab the long horizontal handhold between the ledge and the
corner. Climb along that ledge all the way to the left. Jump
back (not left) to grab the horizontal pole. While hanging,
climb in toward the corner a little if necessary. Then swing
around and jump to the ledge ahead. Vault onto the block on
the left and pick up ARTIFACT #5
(21/44).
Step down onto the lower ledge and take a running jump to
grab the horizontal pole again. Swing and jump to the upper
handhold on the other side of the corner. If you're
following this walkthrough and have not yet explored the
DAMOCLES area, climb back along the handholds to the right
and pull up near the ATLAS DOOR (and skip the next
paragraph).
NOTE: If you have completed
all the side areas and just came back this way for the
artifact, after getting it and swinging on the horizontal
pole back to the handhold near the corner, drop down twice
to reach the alcove below. Pull up, turn around and take a
running jump to the alcove on the other side of the corner.
Grab the handhold above and climb around to the left. Jump
to grab the ledge above the DAMOCLES SWITCH. Drop onto the
small slope and slide down to the switch (and a CHECKPOINT).
Drop to the floor and proceed to the exit.
To reach the DAMOCLES DOOR from the ATLAS DOOR,
take a running jump from the newly extended ledge to the
central structure, grabbing onto the floor straight ahead
and a little above the ledge where you start. Climb to the
left and drop to grab the handhold on the support column
(press Interact for the saving grab). Drop down once more,
then jump over to the freestanding rectangular ledge on the
right (same as before). Pull up and take a running jump over
to the wider ledge between the other two support columns.
Now you're on the THIRD LEVEL again. The POSEIDON
DOOR is on the left. Straight ahead is a wall with
2 metal boxes and a
stone column. Use the grapple
to pull that column down, forming a bridge across the gap.
If Lara doesn't immediately grapple the top of the column,
use manual aim. Walk across to the other side.
Climb up on the right and pull the first metal box as far
as it will go. You may have to ease it out gradually to keep
it from sliding back. Hang from the edge so Lara's back is
toward the open room. Climb to the right and jump past the
gap in the ledge to grab on the other side. Climb around to
the right and drop down near a small
medipack. Return the way you came to the end of the
fallen column between the two metal boxes.
Climb up on the left side this time and push the second
metal box as far as it will go. Climb back over to the first
box and get on top of it. Jump to grab the handhold above
the second box. Climb around to the left as far as you can
go and drop to grab the lower handhold. After moving the
second box, Lara should be able to brace her feet against
it. She can then jump to grab the next small ledge on the
left. Climb to the right (toward the wall) and around the
corner. Then drop down in an alcove with another
small medipack.
Dangle from the edge of this alcove and drop to grab the
handhold below. Climb around to the right and drop onto the
ledge. Carefully slide down the little slope into the
doorway.
DAMOCLES DOOR: Follow the hallway past
CHECKPOINT 37 to another gate
room. This one's a little trickier than the others. Use the
grapple to snag the metal ring on the
stone block above the gate. Pull the block out of the
opening so it falls to the floor with the metal ring on top.
IMPORTANT: In order to avoid a
possible bug here, be careful how you use the grapple when
pulling down the block. Try to attach the grapple to the top
of the block, near the metal ring, rather than at the bottom
of the block. If Lara doesn't do that automatically, use
manual aim mode to target the ring. Then, when you pull out
the block, it should land with the metal rings on the top
and bottom. If you grapple the block at the bottom, it may
land sideways so it's too short to prop the gate open fully,
and Lara will be unable to reach the opening above. If
you've already encountered this bug, I have included some
possible fixes in a
footnote at
the bottom of the page.
Once you have pulled the block down so it lands ring-side
up, throw the switch. Then,
when the gate opens, push the block underneath it to prevent
it from closing again. Climb onto the block and jump up to
grab the metal bar on the front of the gate. From there,
jump to grab the opening above. Drop down on the other side
and continue to a square pressure pad.
Step on the pad to open the door ahead and trigger
CHECKPOINT 38.
SWORD ROOMS: The rooms ahead contain a number of
sword traps, none of which are active yet. Head through the
outer room with the checkerboard floor to the inner room.
Pick up a small medipack and
50-caliber ammo in the back right
corner. (NOTE: If you already
have 120 rounds for this gun, you won't be able to pick up
any more ammo until you use some.)
DAMOCLES'S KEY: Take THE KEY OF
DAMOCLES from the pedestal and immediately run or
jump out of the way to avoid the deadly
chandelier of swords that crashes down from above. A
brief cut scene shows the outer door closing and various
traps in the area arming, followed by
CHECKPOINT 39.
The on-screen instructions explain how to walk
using Alt + direction keys on the PC (the PC manual
incorrectly lists Ctrl as the key for walking) or a light
press on the left analog stick if you're using a gamepad.
Good advice but not needed yet, since there are no more
sword traps in this inner room. You can move freely for now.
Go to the back of the room, run up the ramp formed by the
fallen walkway. Jump off the end and grapple the metal hook
on the wall above. (If you jump off the ramp too close to
the wall, Lara will not grapple the ring. So try and make
the jump from the middle of the ramp.) Wall run over to
either of the corner ledges. From there, jump onto the
central walkway surrounding the key pedestal. This
once-square walkway is now broken so it forms more of a U
shape.
Go to the right end of the U, jump the gap to the small,
freestanding ledge, and from there to the barred alcove.
(The alcove on the left contains an artifact, but it's lined
with swords, so avoid it for
now.) Pull the lever to retract
a crucial section of the checkerboard sword trap in the
outer room and trigger CHECKPOINT 40.
There's a large medipack behind the bars but you can't reach
it yet.
Drop to the floor and cautiously enter the outer room (CHECKPOINT
41). Be careful to avoid each of the
huge swords that fall from the
ceiling as you approach certain spots. The first of these is
just beyond the doorway. After it falls, turn right and
follow the wall around (no more falling swords here) until
your way is blocked by swords sticking up from the floor.
Turn to face the checkerboard floor
and observe the pattern the swords
follow when extending and retracting. Stand facing the
nearest white square. Then make your way carefully through
the swords as they retract. The camera goes a little wonky
here, so you need to be especially careful with Lara's
movements. Walking through the trap may help.
As you go, try to stay near the middle of each square
because even brushing against the swords in the next square
can injure Lara, throw her off balance and prevent you from
moving to the next safe square quickly enough.
Here's the sequence: Wait for the swords on that first
white square to retract then step onto it. As soon as the
swords on the two squares ahead retract, move forward onto
the red one, then left onto the white one. (You need to do
this quickly because the swords on the first white square,
then the red one, soon pop up again.) Wait on this white
square for the swords on the two squares ahead to retract.
Then quickly step forward onto the red square, then right
onto the white one. (Again, the ones behind pop back up.)
You should now be facing the next red square and one of the
support columns. The red square Lara was just standing on
should be behind you. As soon as the swords on the two
squares ahead retract, run across the red one onto the
slightly raised white square between the two columns. This
square is safe. No swords pop up. Be careful not to run on
into one of the falling swords
in the open area near the exit.
If you angle the camera upward, you can see the sword
points and anticipate where they'll fall. Then you can avoid
them or, if you prefer, carefully walk back and forth to
trigger all 7 falling swords
without being injured. Then you won't have to worry about
accidentally running into them later.
Now head for the wall on the opposite side of the
checkerboard floor from where you entered that trap. You'll
be able to walk along this wall all the way to the corner
since you used the lever in the inner room to retract the
swords blocking the way. Climb onto the short, cylindrical
chunk of broken column and jump to grab the handhold near
the corner. Climb up and around to the left and pull up into
the second barred alcove. (This side is safe with no
swords.) Pull the lever to
retract the swords on the other side of the bars, as well as
the swords in the white square floor tile near the wall on
the far side of the room. CHECKPOINT
42 registers here. Now you can move freely between
the inner and outer rooms without having to navigate the
checkerboard sword trap again.
NOTE: If you're replaying
this level and already have the artifact on the other side
of the bars, or if you're not interested in it, don't drop
down from this alcove. Skip the next two paragraphs and
continue to the exit.
ARTIFACT #6: Drop from the ledge onto the short
broken column. Then take a running jump over the red square
with the swords still extended
and return through the doorway to the inner room, crossing
CHECKPOINT 43 (same spot as
41). Use the wall run to reach one of the high corner ledges
at the back of the room the same way you did before. Jump
over to the central walkway surrounding the pedestal where
you got the key. Go to the left end and jump into the barred
alcove. (As long as you used the lever on the other side of
the bars, there should be no more swords here.) Take
ARTIFACT #6 (22/44),
triggering CHECKPOINT 44.
OPENING THE EXIT: Drop to the floor and go through
the doorway (CHECKPOINT 45,
same as 41 and 43). Return all the way around the perimeter
of the checkerboard room to the short broken column. Climb
onto it, jump to the handholds and climb up to the alcove
with the lever as you did before.
Climb the narrow, white column on the other side of the
alcove. Jump to the square top of the fluted column to the
left. Turn so the alcove with the lever is on Lara's right
and jump to the column ahead. From there, jump to grab the
narrow, white column in the other barred alcove. Slide down
and pick up the large medipack.
Face out over the checkerboard room and take a running
jump to grab one of the handholds on the wall to the right.
If Lara grabs the lower handhold, jump to the upper one.
Climb all the way to the left. Then jump to the left and
throw the grapple to snag the metal hook on the wall above.
If you can make the wall run and jump back to land on the
second column to the left in one smooth sequence, more power
to you. But I found that maneuver quite tricky using the
keyboard controls. The following worked better for me:
Extend or retract the cable if necessary (Interact +
Forward/Back) so Lara's feet are on the lower of the two
long horizontal bands of decorative carving. Wall run back
and forth until Lara is swinging as high as possible. Keep
running and move the camera as far as possible to the right,
toward the wall, so you're looking at Lara almost side-on.
When she runs all the way in the other direction, press Left
+ Jump to make her spring off the wall and land on top of
the fluted column to the left. Or, alternatively, move the
camera behind Lara as she runs back and forth along the
wall. Then, when she runs all the way to the left, press
Back + Jump to make her jump to the column.
NOTE: If you're having
trouble with this sequence, you can also practice in the
safe setting of Croft Manor. These are the same moves
required to get Artifact #7 in the gym.
Jump across the columns (two with square tops, a broken
one, and another with a square top) to reach the nearest
handhold on the far wall. Climb to the right and jump to
grab the handhold in the corner. Climb to the right again,
jump past the gap and continue along to the right. Climb
around the corner but don't drop down. There's
nothing to land on. Instead, jump to the right to land in
the alcove.
Grab one of the handles on the
wheel mechanism and push. In order to turn the wheel,
you'll need to press each of the direction keys in turn so
that Lara walks around in a circle pushing the handle ahead
of her. This gradually opens the
portcullis-style exit door below. When you've turned
the wheel as far as it will go, the door should be open all
the way. When Lara lets go of the handle, the door begins to
close. So quickly drop down off the ledge and run or roll
through the door.
Cross the square pressure pad,
which reopens the door to the sword room (in case you forgot
anything) and triggers CHECKPOINT 46
(same as 38). Follow the hallway to the gate room. Pull the
switch but don't try to exit
through the gate past the stone block. Lara won't fit and
she'll be skewered by spikes
when the gate closes. Instead, after using the switch, grab
the metal bar on the gate, ride upward as it opens, and
then, just as it starts to close (on the third thumping
sound), jump to grab the opening above. Drop down on the
other side and follow the hallway past
CHECKPOINT 47 (same as 37) to the main room.
VERY TALL ROOM WITH CENTRAL STRUCTURE (again): A
ledge extends in front of the doorway as you approach. You
can't reach the central structure from here. So instead drop
to the ledge below, just in front of the ATLAS SWITCH and
then hop down to the floor, triggering
CHECKPOINT 48 (same spot as 29).
LEVEL EXIT: You should now have all four
keys—ATLAS, DAMOCLES, HEPHAESTUS and POSEIDON. Cross the
room to the exit, which is flanked by
keyholes with colorful lights. If you start with the
ATLAS (green) keyhole on the right and work your way to the
left, the correct keys will appear at the front of the
inventory screen each time you press Interact.
CHECKPOINTS 49-51 register when
the first through third keys are used. The fourth key opens
the exit, after which the game prompts you to save at the
first checkpoint in the next level.
NOTE: If you've reached the
bottom of the room and are missing any of the four keys,
it's possible to go back and retrieve them. Follow the
instructions for CLIMBING BACK TO THE TOP LEVEL in order to
reach the level(s) where you need to go.
BUG AT GATE NEAR
DAMOCLES ROOM: If you have run into the bug in the
gate room (described above), try the alternatives below.
- Pull the block away from the gate just
far enough so the gate can still open and close. Then
use the switch and climb onto the block. When the gate
goes up, jump to grab the bar on the front and quickly
jump up to grab the opening above.
- Save your game and reload at
CHECKPOINT 38. Or open the gate and run into the spikes.
When the gate closes, Lara will be killed and the game
will reload at CHECKPOINT 38. The block should then be
reset and you can try again.

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