LEVEL 7: PALACE MIDAS
Kills: 16 (15) Supplies: 9 Other:
3 LEAD BARS (also 1 COG - Wii version only) Artifacts:
1 Relics: 2 Rubbing Rewards: 0
MIDAS STATUE ROOM:
CHECKPOINT 1 registers when you finish the previous
level. As you enter the room ahead, 3
gorillas attack. If you like, you can make a run for
the low, wide platform at the base of the statue, climb up
and shoot the apes from safety. Just don't climb up on
Midas's hand unless you want to
start over at the previous checkpoint. I won't spoil it, but
if you've played the original Tomb Raider, or know a little
Greek mythology, you can probably guess what'll happen. ;)
Once you've dealt with the apes, take a look at the
statue. Notice the gold bar set in one of the small
rectangular receptacles. Notice the three empty receptacles.
Looks like you've got some work to do.
FIRST DOOR SWITCH: Turn around and head back
toward the entrance. Climb onto the small block just to the
left of the doorway (when facing it) and climb up onto the
little fountain. (You could do this to avoid the gorillas
when first entering, but one of them tends to hide behind
this fountain making it hard to hit from above.) From there,
use the handholds to reach the ledge above. Pick up the
large medipack near the corner and
pull the switch to open the big
door below on the opposite side of the room and trigger
CHECKPOINT 2.
Climb down the way you came. Or, jump into the pool and
then climb out. Or, if you're in a hurry, run off the other
end of the ledge onto the sloping tiled roof and slide down,
losing a little health in the process. Go through the door
you just opened and follow the hallway to the end. (In the
Wii game, this corridor is nearly pitch black, but there's
no danger.)
ROOM WITH SPIKES & COLUMNS – FIRST LEAD BAR: Cross
CHECKPOINT 3 and enter a large
room with low, square columns and clumps of
razor-sharp spears. High on the
right wall is a wide alcove with something shiny on a
pedestal. There's a smaller raised alcove in the far right
corner, a doorway straight ahead, another wide alcove with a
lever above on the left and a fourth alcove with some white
rocks and a metal ring in the near left corner.
Grapple the metal ring and
pull the stones down. Now
you'll be able to get into that alcove later. Cross to the
far right corner of the room (from the entrance) and find a
box of shotgun ammo between the
angled column and the light-colored one with the flat top.
Then go through the doorway opposite the entrance.
There's a closed gate at the top of the stairs. To open
it, pull the wooden crate away
from the doorway below and to the right of the stairs, enter
the alcove and pull the switch
to open the gate.
In the Nintendo Wii game, instead of the switch,
there's a cryptex puzzle. Pull
the crate away from the alcove and about halfway along the
wall beside the stairs. Climb onto the crate to reach the
carving with the clue to the
puzzle. Press Interact to examine it, use the brush to clean
away the dust and the charcoal to make a rubbing of the
clue. The three symbols, from top to bottom are: Psi (Y),
Pi (P) and Omega (W).
Hop down, go into the alcove that the crate had been
blocking and access the puzzle. Turn the bottom cylinder
once to the left. Then turn the top cylinder three times to
the right. (The middle cylinder moves when you turn the top
one.) This should align the symbols correctly, opening the
gate at the top of the stairs.
Leave the crate, at least for now, and head up the
stairs. On the way up, get the small
medipack on the landing. Then continue upstairs to
the lever but don't pull
it yet.
In the Wii game, this lever is not visible at
first. Instead there's a gear puzzle.
Pick up the COG from the floor and
fit it into the panel. Rearrange the cogs so they all touch
and pull the switch to raise the lever
from the floor nearby. Do not pull the lever yet.
Pulling the lever will raise the
square pillars and also extend several
ledges in the big room. Once
extended, the pillars and ledges will enable Lara to reach
the various raised alcoves. Notice how some of the pillars
have flat tops, some are angled, and others have metal
grates on top. When these pillars extend,
spikes pop up from the grates,
making the pillars impossible to cross except by hanging by
the edge and traversing around them. When Lara lands on any
of the flat-topped pillars or
protruding ledges, they start
to retract, so you'll need to move across them fairly
quickly. The sloping pillars do not descend right away, so
you need not hurry to reach them. The metal-topped pillars
with the spikes also don't retract immediately, so you can
take your time crossing them.
If you're not interested in obtaining the artifact and
relic in this room, you can skip those parts and go right
for the LEAD BAR.
ARTIFACT: Stand near the edge of the alcove with
the lever and look out to the right. After using the grapple
to pull down the stone blocks in the alcove (as described
above), you can see the artifact. That's where you're
headed. Pull the lever to begin
extending the pillars and also trigger
CHECKPOINT 4. Immediately take a running jump off the
ledge to land on the low, dark-colored block below and to
the right. (It looks like the top of a pillar but doesn't
move.) Watch the light-colored pillar ahead (i.e., between
the low block and the alcove with the artifact) as it begins
to rise. When it's a little higher than Lara's head, take a
running jump to grab the edge. The pillar should continue to
rise a little bit. As it does, pull up, run across the top
of it and jump to grab the edge of the alcove. Pull up and
claim the level's only ARTIFACT
(24/44). Then drop down, taking care not to step back into
the cluster of spikes.
If you don't manage to grab the rising pillar in time, or
miss grabbing the ledge, just save the game manually and
reload at CHECKPOINT 4. This places Lara near the lever with
the pillars just starting to rise. Immediately jump down to
the dark block and try again. Or, to reset the pillars,
jump onto—or grab the edge of—any of them. Drop to the floor
and all the pillars will begin to retract. Then return to
the lever and pull it once more to raise them.
NOTE: If you're finding the
climb to the artifact difficult, it may help to take the
wooden crate that you moved to
access the gate switch and pull/push it out into the room
with the pillars. Then move it up against the light-colored
column near the artifact. Then you can jump from the low
block to the crate and then to the column.
RELIC #1: Return up the stairs to the
lever and pull it once more to
raise the pillars. This time you're headed for the alcove in
the far left corner of the room. Once the pillars are fully
extended, take a running jump to land on the right side of
the first flat-topped pillar.
It starts to descend immediately, so turn left and take a
running jump to grab the top edge of the
spiked pillar. Do not try and
pull up. Instead, climb around to the other side of the
pillar and on to the right as far as you can. There's no
need to hurry since the spiked pillar won't start sinking
yet. Jump back to land on the sloping pillar near the wall.
Slide just a little and jump to grab the
protruding ledge. It begins to
retract as soon as Lara grabs it, so quickly pull up. Run
across the ledge, veering slightly to the left (toward the
wall) as you go, and jump to grab the edge of the alcove
containing the relic. It's a long jump, but if you press the
Jump button right at the edge of the ledge and hold Jump
while Lara is in the air, she'll make it. She'll catch the
ledge with only one hand, though, so quickly press Interact
to do a saving grab. Traverse to the right, climb up and
take RELIC #1 (3/8), the
Athenian Owl Figurine.
CHECKPOINT 5 registers here.
Drop down from the ledge, again watching out for the
spikes below, and return up the
stairs to the lever once more.
NOTE: Other walkthroughs
suggest using the wooden crate that you moved in order to
reach the gate switch to prop up the angled column nearest
the RELIC. This prevents the column from sinking all the
way, allowing you to jump from it to the ledge. But I prefer
the shorter method described above, which was suggested to
me by several players.
FIRST LEAD BAR: Pull the
lever again to raise the pillars and trigger
CHECKPOINT 6. This time you're
headed all the way across the room to the alcove on the
opposite wall. Begin by repeating the series of jumps you
used to reach the protruding ledge
on the way to the relic (above). After pulling up onto the
ledge, instead of running forward toward the alcove, turn
right and take a running jump to grab the
spiked pillar ahead. Lara may
grab the top of the pillar but if she misses and grabs the
horizontal crevice partway down, just jump up to grab the
top.
While hanging from the spiked pillar you can take your
time. It won't retract yet. Climb to the right around one
corner then the next. Do not go all the way to the next
corner. Instead, position Lara near the left side of the
pillar and jump back to land on the
flat-topped pillar behind. It starts to descend, so
tap the HUD key to center the camera behind Lara. Then
immediately run forward and jump at the edge to land on the
sloping pillar ahead. As Lara starts to slide, jump again to
grab the end of the protruding ledge
ahead, which begins to retract. Quickly pull up, turn left
and take a running jump onto the next
protruding ledge. This one also starts to move back
into the wall, so pull up, turn left and take a running jump
to grab the top of the spiked pillar ahead. Now you can take
your time again.
Climb to the left all the way around to the back of the
pillar. Position Lara as close to the left edge as she'll
go. Jump back to grab the narrow horizontal shelf on the
pillar behind. As it starts to sink, quickly jump up to grab
the top of that pillar and then pull up. Turn right and take
a running jump into the alcove. Take the
LEAD BAR from the pedestal. This is
CHECKPOINT 7.
Drop down and return through the doorway where you
entered, past CHECKPOINT 8,
(same as 3), and down the hallway toward the MIDAS STATUE
ROOM. On the way, you'll meet 2 more
gorillas. Don't let them corner Lara in the narrow
corridor. Run/jump past them into the open area near the
pool and, if you like, climb up in front of the statue to
shoot them from safety. CHECKPOINT 9
is in the entrance to the statue room.
NOTE: If you like, you can take
the wooden crate that you moved
to access the gate switch and pull/push it out into the room
with the pillars. Then move it so it is blocking the exit
doorway. When Lara encounters the gorillas, run back up to
the room with pillars and stand on or behind the crate. The
gorillas won't be able to get past it and you can shoot them
from safety. Thanks to Bill J. for this tip. (Addendum:
I don't recommend trying this in the Wii version, since the
hallway is so dark and there's rubble strewn about. You're
probably better off running ahead to the statue room and
either fighting the gorillas there or climbing to safety.)
MIDAS STATUE ROOM - SECOND DOOR SWITCH: Climb the
handholds on the left side of the statue to get up behind
it. Pull the switch on the back
of the statue to open the second big door down below. Climb
up onto the ledge above the switch to get some
shotgun shells. Drop down on
either side of the statue and go through the door you just
opened.
ROOM WITH HUGE CENTRAL COLUMN – SECOND LEAD BAR:
CHECKPOINT 10 registers as you
enter the hallway. (Again, Wii players will find the
flashlight useful in this darkened hallway.) Continue to
CHECKPOINT 11 at the top of the
stairs. There's another flight of stairs on the right, which
leads to a higher opening. Ignore that for now and enter the
room ahead. You can see the next LEAD BAR behind the fence
in the middle of the room, but you can't reach it yet. Head
for the far left corner of the room and go down the stairs.
A gorilla and
lion tag team waits in the room
below. When you reach the bottom of the stairs, turn right
and you'll be able to target them as they charge toward
Lara. You can then run back up the stairs to safety. They
won't follow, but neither will they stand there and let you
shoot them. You'll have to come down and draw them out
several times in order to kill both creatures. Or, just run
past them into the room so you have more room to maneuver as
you fight.
When the room is clear, use your grapple to pull the
metal rings on each of the
three wooden supports surrounding the central column. When
the supports are removed, the base of the column crumbles,
dropping another LEAD BAR onto the
pedestal. Take it and return upstairs the way you came.
ROOM WITH HUGE CENTRAL COLUMN – FULL OF SAND: When
you removed the supports from the central column, the
ceiling collapsed, filling this room with sand. The exit is
above on the left, but the sandy slopes are too slippery to
climb, so you can't reach the exit directly. Instead return
across the room to the entrance, turn left and go up the
stairs you passed earlier.
Follow the hallway to the end. Pick up the
shotgun ammo in the alcove on the
left and then move into the opening to trigger
CHECKPOINT 12. Look out over
the sandy room to spot and kill 4 bats
before they reach Lara.
Then step out onto the ledge and turn right. Take a
running jump to the lower of the jumbled blocks sticking out
of the sand above. Jump from there to the next higher block,
then to the highest. Grab the handhold on the wall ahead,
climb to the left and jump to grab the edge of the alcove.
Pull up and get a large medipack.
NOTE: If you miss any of
these jumps and slide down the slope, you can either return
up the stairs to the opening or save manually, reload at
CHECKPOINT 12 and try again.
From the alcove with the medipack, hop down onto the
rocks and grab onto the handhold again. Climb to the right
(i.e., toward the corner) and jump to grab the edge of the
protruding block on the dark brownish wall. Climb all the
way to the right, jump and grapple the metal hook on the
wall above the entrance. Adjust the length of the cable if
necessary and start wall pruning. When Lara reaches the
highest point of her swing to the right, jump back off the
wall to land on the ledge behind Cross the ledge to
CHECKPOINT 13. (Skip the next 2
paragraphs.)
If you have trouble with the lateral jump from the wall
run, you can take a slightly longer alternative route:
Grapple the metal hook. Then wall run across and jump to
grab one of the handholds to the right. Climb to the right
from handhold to handhold and then jump back to grab the
dangling rope.
While hanging from the rope, climb down to the bottom
(Interact + Down) but not so far that Lara loses her grip
and falls off. Turn to face the fluted column near the wall.
(The handhold from which you just jumped should now be on
Lara's left.) Swing, jump and grab one of the horizontal
cracks on the column. Climb to the highest crack, move to
the left as far as you can and jump back to grab the jutting
ledge behind, which is CHECKPOINT 13.
Pull up and turn around.
Face out toward the middle of the room and take a running
jump to land on the angled top of the tall, broken column.
Slide and quickly jump to land on the shorter broken column
below.
Now, you can take a rather complicated side trip for a
small medipack or proceed to the exit. If you don't want the
medipack, skip the next two paragraphs and simply jump from
this broken column to the next one and from there to the
exit.
To get the medipack, turn around and jump to grab the
crack on the right side of the center column. Climb around
to the right and jump back to land on the flat spot behind.
Cross the broken floor to the left wall and grab the lower
handhold. Climb to the right and jump to grab the handhold
above. Climb to the right again and jump to grab the top of
the lower of two huge blocks. Climb up onto the higher
block. Turn right, take a running jump and grapple the metal
hook above. Extend or retract the cable if necessary so
Lara's feet are just above the doorway. Wall run back and
forth and then jump onto the ledge to the right on the far
side of the room. Climb up into the alcove, get the
small medipack (circled in the
picture) and hop back down onto the ledge. Turn to face the
exit (below the metal ring), jump toward the wall and slide
down the slope into the doorway.
NOTE: If you're having
trouble with the wall run above, review the technique in the
Damocles section of St. Francis Folly or Artifact #7 in
Croft Manor.
CHECKPOINT 14 registers in
the doorway as you exit. Follow the twisting hallway back to
the MIDAS STATUE ROOM. There are 2
gorillas waiting at the end of the hall. (In the Wii
game, this hallway is pitch black until you get close to the
end. There's no danger until after you pass through the dark
area, though.) When you see the bluish reflection of water
on the wall ahead, you'll know you're almost there and
should watch out. Run past the apes onto the ledge with the
pool. Just be careful not to jump off the edge or you'll
have to save and reload or make a very long trek back to
this point. I found that the gorillas generally don't bother
Lara if she stands on the low ledge near the switch.
NOTE: Many players report
having trouble reaching the ledge with the third door
switch. You cannot do this directly from the MIDAS
STATUE ROOM. You must go through the ROOM WITH HUGE CENTRAL
COLUMN where you find the SECOND LEAD BAR in order to reach
the ledge with the switch.
MIDAS STATUE ROOM - THIRD DOOR SWITCH: After
killing the 2 gorillas, pick up the
50-caliber pistol ammo to the left of the switch.
Then use the switch to open the
door on the high ledge behind the Midas statue (and trigger
CHECKPOINT 15).
To get down from the ledge without taking any damage,
jump into the square pool. Climb out of the water and make
your way back up the handholds on the left side of the
statue to the ledge behind it. Go through the door you just
opened. Pass CHECKPOINT 16 and
follow the hallway to the end.
FIRE PILLAR ROOM – THIRD LEAD BAR:
CHECKPOINT 17 is just inside.
Head for the left wall and go down the steps to the water.
Take a little swim to draw out a
crocodile and quickly climb out at the base of those
same steps—near the wall where the bottom step is low enough
to reach—and shoot the croc.
NOTE: This crocodile does
not appear in the Nintendo Wii game.
Hop in the pool again and swim past the submerged
circular pillar to the side of the wider pillar beyond,
where you'll find an underwater lever.
Pull it to raise the stone tower on top of this pillar,
revealing some rough chinks that will serve as handholds.
Swim back to either set of stairs and climb out of the water
near the entrance.
Walk out along the center ledge above the pool. Step on
the square pressure pad to
trigger the pyrotechnics. At this point, you may want to
take a few moments to observe the way the
burners work. The round pillar
ahead has a single burner that
cycles on and off. The wider pillar beyond it on the right
has a ring of smaller burners
that ignite and go out in a counterclockwise pattern.
ENTRANCE TO FIRST SWITCH: You're headed for the
alcove high on the right, so take a running jump to land on
or grab the nearest round pillar. As long as Lara hangs or
stands close to the edge, she won't take damage. Wait for
the flame to turn off and then
take a running jump across the top of the pillar to grab the
jutting edge of the larger pillar with the
ring of burners.
NOTE: Unlike the
corresponding area in Tomb Raider 1, you can get through all
of this without Lara actually catching on fire. If she takes
heat damage, just use a medipack and go on.
As Lara hangs from the edge, watch the burners. When the
one in front of you goes out, pull up and follow the flames
around to the right. If you pace yourself, each burner
should go out before Lara gets to it. On the back of the
column is a series of handholds. Grab the lowest one and
quickly jump up to grab the second then the third before
Lara gets toasted. Climb around to the left as far as you
can and then jump back to grab the ledge jutting out from
the alcove behind. Pull up. Cross the alcove and use the
switch to raise the submerged
pillar—another round one with a single burner—and trigger
CHECKPOINT 18.
In the Nintendo Wii game, there is a
cryptex puzzle here instead of
just the plain switch. The clue is located on the floor in
front of the lock. Press Interact to examine it. Use the Wii
remote to brush away the dust and make a rubbing of the
carving: Omega (W),
Psi (Y), Omega (W),
from top to bottom. Activate the puzzle on the wall and turn
the bottom cylinder once to the left. Turn the top cylinder
once to the right. Then turn the middle cylinder once to the
right to solve the puzzle.
FIRST SWITCH TO SECOND SWITCH: Face out across the
pool. Take a running jump along the jutting ledge on the
left to grab the middle-level horizontal crevice on the
tower. Climb around to the right as far as you can. When the
burner directly below goes out,
drop to the crevice below, then to the ledge with the
burners. Turn right and take a running jump to grab or land
on the single-burner pillar you
just raised. As long as Lara hangs from or stands right at
the edge, she won't get burned.
When the flame starts to subside, run across the top of
the pillar and jump to grab the narrow ledge below the
lion-head flame jets on the
pillar ahead. When you grab on, Lara will be hanging below
one of the jets. Climb around to the left until Lara is
hanging below the next flame jet. Jump back to land on the
small square block. Jump to grab the ladder on the wall and
climb to the top.
Use the switch to raise a
stone tower on top of the second wide pillar with the
ring of small burners around its
base. CHECKPOINT 19 registers
afterward.
Again, the Wii game has a
cryptex puzzle here instead of a switch. Examine the
carving on the alcove floor, brush away the dust and make a
rubbing of the inscription. From top to bottom it reads:
Omega (W), Sigma (S),
Psi (Y). Approach
the puzzle and press Interact to examine it. The bottom
symbol is already correct, so leave that one alone. Turn the
top cylinder once to the right. Then turn the middle
cylinder once to the right to solve the puzzle.
NOTE: If you've come to this
walkthrough after pulling the third switch (below), then the
switch in this alcove will already be in the down position,
and the second tower will already have been raised. It's OK.
You won't get a save point here, but you can continue to the
LEAD BAR then the RELIC by following the walkthrough as
written below.
SECOND SWITCH TO LEAD BAR: Stand in the opening
above the pool and grapple the ring
on the left side of the pillar with the metal bars and
flame jets on its sides. It
helps to stand in the middle of the ledge, not on the bit
that juts farther out, in order to hook the ring. Pull it to
turn the entire top of the column. Grapple the
second ring, which should now
be where the first one was before you pulled it, and pull
that one to turn the top of the pillar as far as it will go.
Now a section of the pillar with no flame jets should be
facing the alcove.
Take a running jump from the jutting edge of the ledge
and grab onto the pillar. Then climb to the top and turn
left to face the tower you just raised with the switch.
Watch the ring of burners and
when the nearest one ignites (as shown in the screenshot
above), take a running jump to land at the base of the
tower. By the time Lara lands, the flames should have moved
off to the left. If your timing is off and the burners in
front of you ignite, step back and hang from the straight
edge (as you did before with the first tower) until the
flames move away. Then pull up, run to the left and quickly
grab the lowest horizontal crevice on the tower. Immediately
climb up to the second.
Now you'll need to carefully time your passage past each
lion-head flame jet. Begin by
inching to the right so Lara is nearly at the corner where
this facet of the tower meets the next. Then, when the flame
starts to go out, quickly climb to the right. Keep the
camera directly behind Lara and tap Interact as you go to
climb faster and you should be able to get past it with
little or no damage. Repeat the process for the next flame
jet. Now move almost to the right edge of this facet of the
tower. Watch the flame jet above. As it starts to go out,
jump straight up to grab the horizontal crevice above and
quickly climb to the right before the flame ignites. Now
Lara should be hanging from the highest handhold on the
tower with her back to the alcove. Jump back to land inside.
Pick up the large medipack on
the far side of the alcove. Then take the
LEAD BAR from the pedestal, triggering
CHECKPOINT 20. Dive into the
pool and return to the room's entrance, crossing
CHECKPOINT 21.
NOTE: If you're not
interested in getting the second relic, you can now return
to the MIDAS STATUE ROOM.
RELIC #2: From the entrance, return across the
fire pillars to the alcove with the first switch and
CHECKPOINT 22, which is in the
same spot as CHECKPOINT 18.
NOTE: It's a good idea to do
a manual save here. Then if you miss any of the next tricky
jumps, you can reload at CHECKPOINT 22 instead of having to
trek all the way back to the entrance, then the alcove.
Move to the right side of the alcove (when facing out
toward the pool), jump off the edge and grapple the metal
hook on the wall above. Adjust the length of the cable so
Lara's feet are just above the curved groove on the wall.
Otherwise, she'll run into the molding at the corner and not
be able to run the full width of the wall. Wall run back and
forth and jump to grab the narrow ledge on the wall to the
left. Drop onto the slope below, slide nearly to the bottom,
then jump to grab one of the handholds in the corner. Climb
to the right and then jump to grab the next handhold. Jump
up to grab the one above. From there, jump back to land at
the top of the next slope. Immediately jump forward to grab
the horizontal pole. (Don't let Lara slide here or she'll
miss the pole.)
Once Lara is hanging from the first pole, adjust her
position left to right and swing over to the second pole.
Swing and jump onto the pointed vertical beam sticking out
of the water. Turn right and jump to grab the handhold on
the wall. Climb to the left and jump onto the small slope.
Before Lara can slide into the pool, quickly jump to land in
the little alcove on the side of the pillar.
(NOTE: In the PC game, you can
jump directly from the vertical beam directly to the slope.
This seems to be more difficult in the console versions.)
THIRD SWITCH & TIMED RUN TO THE RELIC: Pull the
switch in the alcove to further
raise the tower above, revealing the relic in a rough niche
on the side of the tower. CHECKPOINT
23 registers and you have about 45 seconds to
get to the relic before the tower retracts again.
After pulling the switch, watching the cut scene and
waiting for CHECKPOINT 23 to register, you'll have
about 45 seconds to get from the switch to the relic.
I highly recommend saving your game manually.
Then if you don't make it, you can reload at the checkpoint,
pull the switch and try again, without having to repeat the
whole wall-run business.
As soon as the cut scene ends, drop into the water and
swim around the right side of the tower and back toward the
steps. Stay close to the right wall, swim on the surface and
tap Interact repeatedly to make Lara swim faster. When you
reach the ledge, climb out, jump up the steps and run around
to the entrance. (If you draw your pistols as soon as Lara
climbs out of the water, you can jump up both steps in one
bound, saving a little time. Just be sure to holster them
after that.)
NOTE: You'll cross
CHECKPOINT 24, which is
actually CHECKPOINT 17 again, but don't bother saving your
game. If you reload here, the tower will have retracted and
you'll need to climb all the way back to the third switch to
try again. Also, when making the following jumps from pillar
to pillar, try to take off right at the edge
each time, so you land on the next structure,
rather than having to grab and pull up, which wastes
precious seconds.
Take a running jump from the pressure pad to the first
round pillar. Veer to the right a bit as you keep running
across the top of the pillar. Jump at the edge to land on
the first tower. Do not wait for the lit burners to move
off. If Lara has to run through the flames, hopefully you'll
have enough extra health packs to take care of her. Run to
the left across the base of the tower and jump to the second
squat, round pillar. Run across the top of it to grab the
pillar with the metal bars and flame
jets. Climb around to the left (tapping Interact to
go faster) until you reach the back, where there are no
flame jets above. Don't climb all the way to the left, just
far enough to clear the metal bar above. Jump up four times
to reach the top of the pillar.
Turn left and take a running jump down to the base of the
tower with the ring of burners.
Run around to the left and press Interact to grab
RELIC #2 (4/8), the
Griffin-Head Protome, from its
niche before the tower retracts.
If you don't get there in time, reload your manual save
from CHECKPOINT 23 and try again. Or, if you didn't save at
the switch, drop into the water, swim back to the entrance
and repeat the process as described above.
Once you have the relic, drop into the pool and swim back
to the entrance once more. Follow the hall back to the
MIDAS STATUE ROOM. Another pair of
gorillas meets you near where the hall splits and
converges again. Run past the gorillas, across
CHECKPOINT 25 (same as 16), and
into the open room. If you want to, you can climb up and
shoot the apes from the safe ledge above the switch.
You should now have THREE LEAD BARS. If
you're missing any of them, check the walkthrough above and
go find the one(s) you need. Then return to the statue.
OPENING THE EXIT: Climb down on either side of the
statue and approach Midas's hand.
Stand next to it and press Interact to place one of your
lead bars in its palm. The lead is magically transmuted to
gold. Press Interact again to take the GOLD BAR. Repeat the
process until you have THREE GOLD BARS.
Use one in each of the empty niches
on the front of the statue—one on the level where the
magical hand is, two on the base below. The niche nearest
the hand already has a gold bar in it. When all four niches
have been filled, the gate at the bottom of the pool opens
and the level ends.
NOTE: If you didn't try
climbing up onto Midas's hand earlier, I recommend doing
that now. When the game reloads you can move on without
losing much time at all.

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