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Home > Game Guides > Tomb Raider: The Angel of Darkness Walkthrough

Tomb Raider: The Angel of Darkness Guide
By: Elfhuntress

Last Updated: July 2, 2003 (Version 1.4)


This faq is the exclusive property of me, Elfhuntress (Sara Noel), and my husband who helped play the game while I wrote. Feel free to use this guide in anyway you wish so long as you do not use it for profit or claim it as your own. Also, if you intend to post it, I ask that you e-mail me at and ask permission. This guide is from my own experience playing the game and is in no way copied from official guides. As such, it may not include some of the secrets and extras. It will, however, get you from level to level with many bonuses. I must also give credit to Guitarfreak86 for the artwork.


1. This guide may contain spoilers, but I consider them minor.
2. My use of the directions right and left may be slightly different than when you play because of varying points of view. I tried to be accurate.
3. This is my first attempt at a guide.


If you still have any questions, need additional help, or have general concerns about my guide, you may e-mail me at I am very prompt when answering, but please only send me mail concerning the guide. I will help as best as I can.


7/O3/03---Fixed a few spelling errors I caught and corrected a mistake I found in The Archeological Dig Site.

7/05/03---I added some extra details to the red ghost battle.

7/07/03---Added a new move I found and put in some new secrets. Also added Bernard's walkthrough.


Welcome to the newest game in the Tomb Raider series, The Angel of Darkness. In this latest game, Lara is back from her near-death experiences in Egypt. Her old mentor, Werner VonCroy, is now seeking Lara's help again with his next exploits. Lara is upset because VonCroy left her for dead in Egypt, so she is a little mad at his request for help. When she finally meets with him to discuss his proposal, they argue, and the next thing Lara knows, her mentor is dead. She has no memories of his death. Did she really kill him? Now Lara is on a quest to discover the truth about the murder and pursue the trail left behind by VonCroy to provide evidence. In the process, as usual, Lara finds herself in for more than she bargained.


Part One: Controls
Part Two: Walkthrough

PART ONE: Controls

Left Stick: Movement/Direction

Right Stick: Change Camera Angles

X: Action Button/Grab/Fires Weapon/Allows Hand-To-Hand Combat

SQ: Roll and Changes Targets While in Combat

TR: Crouch/Crawl While Pushing Direction/Leg Tuck

TR+Crawl+L1: Belly Crawl

O: Jump

O+Direction: Jump in Direction Indicated

L1: Walk and Walk Toggle

L2: Stealth Mode

L2+X: Wall Sneak, and Allows Stealth Kill When Near Enemy

R1: Draw Weapon

R2: First Person View and Sprint While Holding a Direction

R2(Sprinting)+Direction+Jump: Boosted Distance Jump

R3: Center Camera

Up on D-Pad: Quick Change of Weapon

Select: Menu

Start: Pause

Lara can still do swandives and handstands. Just hold walk when pulling up to a ledge or diving into water.



The scene opens with Lara and Von Croy talking. There is an accident, then Von Croy is dead. Now, the police are after Lara and she must escape.

When you gain control of Lara, across from her is some ammo in a doorway. Pick it up, you'll need it later.

Ignore the dog in the alley. If you get too close, he will bite you.

As you walk towards a green bin, Lara will suggest that you climb it. Do so, and then jump and grab the balcony above. Jump the gap ahead and walk around. Climb the ladder. At the top, there is a window. Push forward to enter the room. Inside there are several items on the ground and in shelves. There is also a locked cabinet in here. We'll come back for it later.

Go back out of the window and climb up the ladder. At the top, walk to the gap in the fence. Hold walk, jump and x to make it across. Over here there is a railing to the right. Climb over it and pick up the chocolate. Go back over the railing and walk to the end of the way. Lara will say she can make the jump. Do so, then climb up the near drain pipe.

At the top of the pipe, hold right diagonally and shimmy across to a small platform. Drop to refill Lara's grip, then jump back up and keep going until you reach a breach in the fencing where Lara can pull up. You'll be on the rooftop. In the back left of this area is a barrel. Pull it out of the way. The barrel was blocking a place where Lara can drop down and pick up a crowbar. Drop down and pick it up. Lara will note that she isn't strong enough to make it across a local ledge. Climb back up to the rooftop and find a sealed building.

Use the crowbar on it. This makes Lara stronger. Now, remember that sealed cabinet? You can make your way back down to the window and use the crowbar to open it. Inside is a necklace that can be sold later.

Back on the rooftops, drop down to where Lara picked up the crowbar. Hop up and grab the ledge. Lara is now strong enough to make it across to the area behind a fenced door. Here, Lara will need to use stealth. Tap L2 and walk Lara up behind the guard. Hit x while behind him, and she will kill him. There is a key that is noted by Lara on a table. Pick it up and use it on the door. Climb down the ladder to complete the first level.


As soon as the level begins, pull the bookcase in front of the door. Follow the stairs around and after a flight or so, the police bust in and start throwing tear gas. Don't worry, they won't chase after you, and do not try to go down and fight them. You will lose.

From this point on, you must watch Lara's air meter. At the top of a stair case, debree breaks through the hall, and behind you is a door that needs a key. Do a running jump/grab across the gap and pick up the pills in the next doorway. Keep climbing and pull the cabinet out of your way. Continue going up and at the next intersection is a small medkit and a door that Lara can push. Push the door and grab the items inside. Go back outside and keep climbing stairs. At the next intersection are bandages. Grab them and keep going. At the top of the next set of stairs is a box. Push it all the way forward, climb up, and jump to the railing. Go to the door on your right. Inside are two keys. One on the floor, and one on a yellow rack.

Flip the switch on the generator in the room and an elevator is activated. Go to the elevator and push 2. This takes you back to the area where the locked door was. Jump over the gap and go inside. In here are various items including a gun. Collect it, then go back to the elevator and push 4. Go back into the generator room and out the door.


Climb up the barrel, then up a ladder. At the top is a wire. Grab it, and as you start to go across, a helicopter begins to shoot at Lara and her legs are too long to make it above the obstacle. Press and hold triangle to make Lara tuck her legs up and keep going. Drop down and run back towards some boxes. Pick up the bandages and slide down the roof. Lara will land on a walkway with a door.

Go into the door, pick up the coins, then go out the next door. Pick up the ammo and chocolate in here, then go out the next door. On the walkway, don't go into the door. Instead, climb down the ladder. At the bottom is a box that Lara can push. Move it and Lara gets stronger. Run to the left past the bonfire and crawl underneath the garage door. Pick up the medkit and head over to a box in the middle of the room. Face to a broken walk with no rails. Jump up here and follow it around. At the end, Lara says she can make the jump. Run, jump and grab to a shimmy ledge. Go to the left and pull up.

Climb the ladder, grab the ammo, jump the little gap, and exit via the door. Follow the path around, out the door and you'll be back outside. Jump over to the stairs. Go down them to the bottom first and pick up the coins. Go back upstairs to the top and enter the door. Another ladder. At the top, you'll be in a little roof access building. Go out of the door and run behind the building for some coins. To exit the level, run to the left past some tanks to the fence.

NOTE: There is a short-cut to the level. After you collect the items in the garage, you can go back outside and climb back up the ladder you came down. At the top, follow the ladders up, slide down the roof and take the ammo. Climb the next ladder and jump across to the roof access building. Exit as before. The only difference is that you miss a few minor items.


Watch the cutscene. Lara explains her plight. This is the first time in the game where you can make decisions on what to say. It really doesn't matter how you respond to Covier, you will be able to get the notebook no matter what, but this is what I said:

1. Can I get you anything?
2. Who was the comission from?
3. Where you able to help him?
5. We argued, I can remember that. And gunfire!
6. I was a good friend of Werner's. I didn't kill him. I didn't!
7. I really am going to need Werner's notebook.

NOTE: If you choose to be sarcastic and mean, Covier will refuse to give Lara the notebook. Don't worry, the notebook is hidden in a kitchen cabinet to the right of the door above what looks like a washer.

After the conversation, you must act quickly or the cops will capture Lara. Run into the kitchen and grab the wine bottle. Next, inspect a small lamp to the right as you exit the kitchen for a diamond ring. Then, search her desk drawer for health pills. There are other things to search, but they contain no items and only waste time. As the police come near, you'll see them pull up outside. Go down the hallway and out the door. Cutscene.


NOTE: The ghetto marks the beginning of a semi free-roaming environment. There are several ways to accomplish goals here, but I will mention what I did in detail. Also, money, ammo and items are scattered all over and tend to regenerate. I will not list all of them as that would take forever. If you get lost, look for street signs and maps.

Lara awakens in a street/trolley car. Leave the car and go left to speak to some homeless men. Afterwards, climb up the car and claim a medkit. Climb up some bits of fencing to make it to the pipe above. On the top of the pipe, Lara can run and jump to another pipe across the way. From here, hop to the grassy ledge and hug the wall to an area behind the fence. There is some ammo and health items here. Make your way back to the first pipe. Then, jump through the broken fence and speak to the man. More choices:


1. What do you really know about the monstrum?
2. Who do I talk to there?

Afterwards, the notebook appears and you'll have a new objective. Run around the corner to the man's left and down a small stairs. Take the money. Near the man is a door on the left. Go through and talk to the woman here. You'll find her name is Janice. Some more choices. Say what you will again, but me:

1. Have you worked in this neighborhood long?
2. And no one knows where he is?
3. Better than anything I have so far.

Now you have these objectives:

1. Locate Bouchard's premises
2. Find Bernard, ex-janitor
3. Find Bouchard's Club
4. Find Cafe Metro
5. Contact Pierre, owner of the cafe

Run to the right of Janice and under an over hang. Pick up the money. Check out the city, and continue when ready. From Janice, run to the right around the corner until the next area loads. You have two choices to decide what to do involving a missing box. One involves the cafe owner, the other, the janitor. Keep following the road around until you reach another load. To the left is a white brick area with a door that reads Metropolitan. Inside of here is Bernard, the easier of the two men to work for. Be nice to him and he'll give you the task. If you keep going to the end of the street to the dead end, you'll find the cafe. If you talk to the owner, you can do the more difficult task. I usually take the harder. Speak to Pierre and he'll say that you don't look like police. Respond with how would you know? From here, be nice and offer to help. At any rate, both gentlemen will direct you to the Serpent Rouge.

Depending on which person you select, the game will alter slightly. The main point, however, still revolves around that box. I will insert the changes into the guide as necessary.

For the conversation with Bernard, say:

1. You're name's Bernard. Janice said I might find you here.
2. I'm trying to find someone.
3. Here. Now, how do I find Bouchard?

In exchange for this route to the Serpent Rouge being easier, and making a later level easier, it costs Lara 160 Euros. She is also given the keys to the garage by the club.

You can only retrieve the box for one man or the other, not both. Either Pierre or Bernard will ignore you for the choice. After deciding who to work for, it is still advisable to visit the other for plot's sake.



Exit the cafe and head back toward Janice. In route, you'll see a man on a motorcycle whiz past you. You'll see more of him later. As you run down the road, you'll see a green door to the left that says garage. In the alley just before this, run to the end and enter a door that reads stage entrance.

Go in and welcome to the Serpent Rouge. From the entrance, go straight and flip a switch on the left. This kills the lights down the hall where the guard is at. Go back to the entrance and head left now. There is a guard in the room at the end. If you don't have ammo yet, then you must fight him. Once he's dead, pick up the goodies, including keys. Equip a gun, then head back to the entrance.

Go on down the hall, up some stairs, and through a door. Either sneak up on the guards in here, or just kill them. Go behind the bar and pick up some items and pull a switch that operates a dumb waiter. Pick up the items in it. Next, sneak behind the DJ booth. Pick up a record back here and flip the switch. Music starts, lights flash, and guards rush in. Kill them and then pick up whatever items they leave.

Keep your guns pulled and head up the stairs. Shoot the guard. Run around the path until you find a pushable black case. Push it all the way forward to the rail and hop up. As you walk forward, the beam ahead falls. Walk to the edge, then jump and grab across the way. Take the medkit and shoot a few more guards. By the door where the guards were are some bandages. Now, walk to the broken part of the rails and jump onto the flashy lights when they come down.

While on the lights, a guard comes out. Shoot him. When the lights go all the way up, turn around and jump grab to the ledge. Climb up the ladder to the left and walk forward. To the left, you'll see a light fixture. Remember it. Continue to go forward and slide down the slope. Near the end, jump to the platform ahead. Hop to the next platform from here, then jump to the beam and shimmy to the left. Pull up when you can. At the end of the beam, jump over to a building with a bridge by it. When you try to open the door of the building, Lara says she isn't strong enough. Kick down the raised bridge near her, she'll get stronger. Go back and bust that door down. Inside are two levers and a key on the floor. Pick up the key. Pull the first lever twice to move a sparking light. Then, pull the second one to move it back.

Leave the building, run across the bridge, then up the ladder. Walk to the light fixture and open the door. Take the box. Now, we need to get her back to the bottom floor. Go back to the control room. Be careful as a guard will come out. Dispose of him, then climb down the ladder in here. At the bottom is chocolate. Go out the door and you should be on a walk with some boxes. Make your way back to the place where the beams fell, jump across, and down the stairs to the ground floor. In the rear is a door that the key opens. Take the items inside and go back to the control room. It should be easier to get to now that the door at the base of it is open.

Climb back up the ladder and exit through the door inside. Climb down the ladders outside and you're back in the ghetto.


Head back towards Janice and use the keys on the garage door. You will not get to see the man on the motorcycle. Inside, on the right of the car, pick up the socket spanner. Examine the little lockers down from it for some ammo, health and an antique flintrock gun. Pull the switch near the car to make it rise up. Now, go over to a little lever near the desk where the spanner was. Pull it, and Lara grows stronger. A panel slides out from under the car.

Go down into the opened panel and pick up the items. Climb the ladder. At the top, take the bottle of wine and use the spanner on the switch. The switch, when used, manipulates a malfunctioning dumb waiter and alerts a guard. Turn around and go through the door at the top of the stairs. Shoot the guard and take anything he leaves. Go up the next stairs and through the door. From here, follow the same route as is listed in Pierre's path.


In the alley by the Serpent Rouge, you can gain access to a sewer. Open the sewer lid and drop in. A screen comes up that says "Bouchard's Hideout." This is not his real hideout, don't be mistaken. This area allows you to pick up a few hidden items. In the sewer, head straight into the tunnel ahead. Hop up the boxes and climb the broken wall. Slide over to the platform and drop. Jump to the platform across the way and shimmy over to the right until you can pull up. Go through the crawl space.

The Parisian Ghetto screen will load. In the room there is some ammo and health items. You can open the door and enter the Metropolitan where Bernard is at, but instead, go back into the crawl space. Back inside the sewers, run to the end of the tunnel that led to the Metropolitan and go left.

Drop near the end of the broken walk and shimmy to the broken climb wall. Go down, and at the finish, shimmy to the door. Inside is a diamond ring. Climb back up to the top, then run and jump across to the other side. Pick up the ammo, kick down the door and climb the ladder. Take the medkit and money. Jump back across the gap and exit the sewer by finding the ladder in the tunnels that leads back up.

Before returning the box to its owner, head past Janice and go to the end of the road. On the right is the local pawnshop where those seemingly functionless items can be sold. When prompted, ask the owner if he cares about legal nicities. After your trades, run back to the right past the first load screen. To the right is a staircase. Climb up it, go into the second door, and speak to the herbalist. He tells you about a bodyguard of Bouchard's. We've already ran past him. He's on the right behind a fence just past the Metropolitan.

Anyway, take the box back to its owner. If you take it to Bernard, you will recieve a password for the bodyguard. If you take it to Pierre, you get a passcode for a door down the way on the left. The code for the door is 15328. Either way, you'll end up in.....


NOTE: This is where the two men alter gameplay again. If you picked Bernard, skip forward a bit. If you chose Pierre, continue reading. Bernard's quest gives you a direct line into the graveyard. It's simple to figure out.

Talk to Francine, then go out the door with the blinds. Jump across the gap, hop over the rail, and climb the pipe. Pull up on the ledge, but be careful, the walk collapses. Continue around, drop and shimmy around the edge. Mount the rope.

On the other side, drop down onto the roof of a moseleum. Hidden in the upper right corner by a door is a small medkit behind a tombstone. There is also a doggie in here. Take care of him. Time to roof hop. Climb up onto the roof of a nearby shrine next to a fenced area. Jump from roof to roof until you land inside of the fenced area. There is an angel statue in here along with a small shrine that Lara needs to push the door open on. Doing this makes her stronger. Take the items. You can leave the area by jumping back out and then find another tomb behind a fence. To get to it, you must use the nearby tomb and hop the fence. There are some more items. After this, go back to the angel statue. Push it forward and fall into the hole.


Start off by killing the rat. As Lara runs forward, the ground falls from beneath her. She won't be harmed. Find the climb wall and pull out. To Lara's right is a pipe. Shimmy across the next pit and let go. The next bad floor contains water. Jump it. One more messed up floor. Swim through it, and at the end to the right is a climb wall. Go up it, and at the top grab the crevase. Shimmy over.

At the end of this hall, it appears to be a dead end, but you can pull some rubble back out of the way. Then, turn around and kick out the grate to the left. Shoot the rat. Go through, and pick up the ammo on the other side. Go through the door. Walk down this short hall into the next door. Turn left and go through the debree you shifted earlier. Jump into the water, swim, and pull up. You'll be in a room with a steam pipe and a busted wall. Walk through the wall and into a cell with tombs. Head to the left and you'll see a disfigured man on a table. He doesn't attack. Take the medkit by him, then go through the door in here.

Across the hall is some hidden ammo behind a coffin. From where the mutated man is, turn left and go through the door. Enter and watch the cutscene. You'll meet Bouchard. This is the first time where if you smart off in a conversation, it can be fatal. Follow my example.


1. Easy Bouchard. I lost that friend yesterday. Now I'm wanted....
2. What would you suggest?
3. Passports!

Bouchard tells you to visit Renne at the pawnshop. Pull the lever in the room and a door will open down the way. Get the ammo in the newly open room and push the box all the way forward. Climb up, grab the ledge, and pull the switch. Go back down and head back to Bouchard's room. Exit via the door.


In this room there is a boxing ring. Go figure, a boxing ring in a church. Save before talking to the guy in the white shirt by the ring. Talking to him starts a bet. Pick your fighter. The winner is totally random. Winning gets you a gold watch, losing costs you a little money. This is a one time opportunity.

Also in the room are some cleverly hidden items. Near a statue at the end of the room is a box. Push it to the left and Lara gets stronger. Climb up and shimmy across. If Lara runs out of grip, you can drop down to little ledges near the pilliars in the room. Keep making your way around until you can pick up a medkit. Keep on shimmying, and eventually you'll come to a little overhang near a rail. Side jump over the rail and enter a room with an organ. On the floor is a gold ring that you can pick up.

Drop back down to the floor and go back to the statue. Push the box right. Hop back up and grab the rail on this side. Shimmy around and pick up the ammo clips. Drop to the floor again. Run around and exit out the door in a room with a checked floor.


Head back to the begining of this area, past Janice, and to the end of the street. To the left is the pawnshop. Go inside, and a strange man bumps into Lara. In the main room of the pawnshop, she notices that something isn't right. She puts the passports down on the counter.

Head around back of the counter and into the back room. Lara finds the owner dead. Pick up his wallet and inspect it in the items. You'll find a pin for the weapons locker. It is 14529. Enter the number on the locker. Pick up everything in here, and as you pick up the final item, the door slams shut and you'll see a bomb start to detonate.

Quickly push the yellow button on the wall and go outside. Turn directly to the right and open the hatch. Run through the room and be careful not to catch on fire. At the end, drop down into the tunnel. Keep running to the end, then watch the cutscene. Our mystery man and the guy from the pawnshop again....


Walk down the way and shoot the rat. Pick up the yummy bar of sewer chocolate in the room. There is also a staircase with a medkit up top. Go back down the stairs and walk into the water. Follow it into the tunnel until there is a door to the left. Follow it, swim through the water, and climb up the ladder. Shoot the rat up here too. Ignore the valve in here for now. Run down the way and pick up the ammo.

The tunnel leads into a room with a waterfall. Look around the room and locate a drain pipe. Climb the pipe to the top where there is a walk. Move along the walk until you find a switch. Pulling it stops a fan in a nearby tunnel. Go back down the drain pipe and into the tunnel directly across from it. To the right is a ladder. Climb up and spin the fan. Lara is now strong enough to turn the valves.

Crouch under the fan and crawl all the way to the end. Pick up the ammo on the way. At the end is a valve. Turn it then leave back out the way you came in. Head back to the drain pipe and climb back up. At the top, locate a beam that you can walk across. Turn the valve on the other side and pick up the ammo. Close to the valve is a broken ladder. Jump up to it, climb up, and climb the next ladder at the top. Walk over to the pipe. Lara indicates that she can can climb up on it. Go all the way across and there is another valve to turn. Climb back onto the pipe and head back. Drop off on the beam and go through the door. In the hall there is ammo. Pick it up, then head back to the ground the same way you got up.

From the pipe, run to the left down the tunnel, back through the door, and into the room where I told you to ignore the valve earlier. Turn it, then run back to the waterfall. Dive in. The waterway only goes one direction. At the end, swim up for some air then tread water over to a fallen walk. Climb up. At the top, climb the pipe/wire and stop half-way across. Drop to the beam, run over, and turn the valve. Go back and grab the wire again. Go all the way across. Climb up the walk. Run around the catwalk and hop over a gap. Turn the last valve. Go back across the gap, and crouch under a fence. Slide down the slop in here to be taken back to the main room.

One more trip back up the drain pipe. Go all the way to the top this time to where the falls were originating from. Go into the pipe where the water was spewing out. Exit through the door. The next area will load. As Lara nears the end of the pipe, she says that she smells oil. Hop into the water and pull out at the ladder. There are two places to blow up in here. One is in the back of the room on the ground and the other requires a jump from a platform up a ladder. I'm going to blow up the one on the ground as it is easier to deal with. Approach it and Lara says that this is the place. Press action to set the charge. Quickly flip over into the water. A huge explosion fires. Do not go up for air. It is instant death.

Follow the pipe underwater until you can come up for air. Follow the path around and drop to the ground. Make your way carefully back to the hole you blew out avoiding the flames. Walk inside.


Climb up the stairs and keep Lara's weapon drawn. Avoid the security camera and shoot the guard that comes around the corner. There is a door behind the camera, but Lara says she isn't strong enough. Keep climbing stairs and taking out guards. At the top, run around the corners and into the next room. Here is the first set of lasers. Hop onto a glass case, then jump to the left to a medkit on a fixture. From the fixture, run and jump to the next glass case behind the lasers. The next lasers require you to drop and shimmy on the right side of the case. At the end, pull up and jump when the lasers fade out. If you touch a laser, the room locks down and a guard comes. Shoot him, hit the button in the room, then try again.

In the next room, you get a cutscene showing the layout. Crawl under the first set of lasers. On the second set, go to the right wall. Go into stealth mode and hug up against the wall. Lara should barely squeeze by. Sneak up on the guard and kill him. Don't go into the door he was by just yet. Go down to the other end of the room and behind a security camera is a medkit. Pick it up with out being hit by the beam. This may alert a guard.

Go back to the door by the guard and enter. Here is the famous Mona Lisa room. Either sneak up on the guard or just shoot him. On one side of the room is a small glass case. Pull it back and Lara gets stronger. In the center of the room is a large glass case. Push it forward until it touches the little seats. The next part needs swiftness. By the small glass case is a switch. Hit it, then climb back on top of the large case. Jump and grab to the Mona Lisa's display case. Above it is a crawl space. Climb on in. If a laser comes on, it frys you instead of calling guards.

In the space you can eventually stand up. Go through the next crawl space. The rest of the tunnel leads to a dead end. At the end, push out the fence and shoot the guard. On the roof, hop up onto a white box/ platform with pipes on it. Then, jump to the ledge behind Lara, shimmy over, and pull up when Lara needs a break. Eventually, you'll reach a wire up here. Jump to it, and you'll reach a building across the way. Lara says she is now stronger. Shimmy across the ledge and climb the drain pipe. Sneak along the wall, and enter the building using the window. Kill the guard inside and take his keys. Go back outside and to the ground. Lara can now break open any doors in the area. When you're finished gathering items, go back through the door near the drain pipe. Climb it and work your way to the right. You'll find a fenced area. Go through the door up here. In here, climb up to the top of the machine and into the crawl space. Go down the ladder, down the way, and the game loads another area.

Drop down into a storage area and out the door. Kill the guard to Lara's right. Run down the hall to the right, and enter the first room. Make a note of the respirators in a locked closet here. The next door on the right has a security guard. Kill him. The computer in here is attached to various cameras. Monitor switch on the far left allows you to see into Carvier's office. Zoom in on her computer monitor for a code: 14639.

Go back down to the end of the hall to the right and imput the code. You can now enter her office. Search the room for items and information. In the right cabinet of her desk is the security pass. Now run to the other end of the main hall and use it in the card reader. Go down the stairs and through the door. You'll be back inside the Louvre. There is only one room you can get into. Go inside and take out the guard. Proceed to the end of the hall. You should be back on familiar turf after you slide the card once more and enter. You may go all the way back to where the level began and bash in the door. The traps from before are of little consequence if activated and Carvier's card opens all the doors. The area behind it has a medkit and some bandages. Back upstairs where you re-entered the building is a door by a sign. Open the door. Run through the hall and down the steps. Keep a gun handy in case a guard comes out. The door on the left has a guard in it, nothing else. Keep going down stairs and go through the door. Go to the left, and then right into an area with big doors, spotlights, and sand. Go through the blue door and the level is finished.


Head to the back of the area and draw your weapon. As you approach some little, white buildings, a guard pops out. Kill him, then search the room he came from. You can learn some valuable info about artifacts in these next few rooms we visit. Pull a switch in the room and it turns on a computer and some lights. Leave the building, and as you run past the computer, kill the guard.

There are more rooms beyond the computer. Here I must insist that you save before entering. People have complained about a glitch that locks you in the room and never lets you back out. Run inside this next trailer and check the terminal. Then, take the fax that comes out. Upon leaving the room, there is another guard. You know what to do.

Now, push the blue double doors open to the left and go inside. There is a computer attached to a sonar machine. Use the computer to operate the machine. Move the machine until it homes in on a burried symbol. Keep the shape in mind. Leave the room and head over to the fenced area. Find a ladder and climb down. Run round the scaffolds and climb down another ladder. Then, climb up a ladder around the corner. From here, hop over to the scaffold across the way and down another ladder. Take out the guard on the ground floor. Don't climb up the ladder here, instead just hop to the ground.

Once on the ground, head to a ladder on the right, climb up, then go up the climbable wall. At the top, look to the right at a spinning object. Hmmm...the symbols look mysteriously like the ones we've located and some that are located in the back of the notebook. Above you is a place you can monkey swing to the other side. Once there, jump up to a wooden platform overhead. Pull the switch up here and it lowers a crane.

Go back down and jump over to the lowered platform on the crane. Hop over to the spinner. Time to put in those symbols. Check the book and remember the symbols we've found. From right to left the symbols are: A tree shape, a target, a stick man standing on his head, and an upside down half moon. As you get each symbol in place, go around to the side and pull the lever that corresponds to it. This will prevent the shapes you want to stay still from spinning while adjusting the others.

After all the shapes are frozen in place, a door opens. Go back up to where you pulled the crane switch. The door is up here. Drop down inside to end the level.


Walk forward carefully and drop over a few ledges. You'll get a cutscene showing the room. Guess where you have to go? All the way to the bottom where that evil skeleton warrior is. From the ledge, drop down and climb the wall. You may get buzzed by a few bats, but Lara will be fine. Don't shoot them unless they latch on. At the platform, turn right and jump to a post in the wall. Next, jump into the hole near the post.

Drop down a few levels, then run and jump across the broken bridge. Pick up the bandages in the hall. Then, go back to the edge of the broken bridge. If you look to the right, you'll see a place where a gargoyle head is missing. Run and jump to it. Then, turn to the gargoyle to the left. Hop, grab, and shimmy around the head. On the left side of the gargoyle is a raised place of dirt. Drop down. Here, there is a climb wall that you must go down into a little alcove with. From there, climb the wall sideways to the left and drop to the ground. Hop over to another post and pull the lever. This causes slats to come from the walls. Follow them all the way to the ground. Our little friend is down here. He doesn't die, but will fall over after a few shots or punches. Once he is down, find the crawl hole and pull the switch inside. It changes the position of the slats.

Find the lowest slat and make your way back up. At the top, turn to the wall and pull up. There is another switch here. Using it opens a trap door back down in the pit. Make your way back down to the bottom and KO the warrior one more time. Drop into the trap door, and run around the corner. Lara will push the door open and get stronger. Take the items and the shotgun. Continue on around until the next area loads. Kick down the wall and into the area ahead. The door in here closes as soon as you enter.

Save as this part is tricky. Pull the lever on the right and all sorts of deadly traps begin. Run and jump over them. In the next room turn left and head to the door. You'll get a new objective so check the book. Go into the room behind the door.


Welcome to one of the most annoying levels of the game. It contains four sub-levels and I will refer to them as such. Watch out for the skeleton in the main room. First, find the pressure pad in the center of the area. Lets do the water one first. Step on the pad with the squiggle lines that don't curve up drastically. Three doors open behind you. Enter the left door and pull the switch. A door goes up, then turn left. Go through the big door.

NOTE: If you pull an incorrect lever you will be taken to a death trap room. To escape, you must make your way around and locate an elevator with a pull chain to get out.


Watch out for the flame warrior and pick up the ammo on the ground. Go into the back room and dive into the water. Follow the passage until it opens into a big room. There is an archway in here guarded by swinging blades. Avoid them and pull the switch. Swim back up and climb back into the room with the warrior.

The switch filled the hole in the room with water. Save and dive in. In the bottom of the room, there is a small passage to swim in. Pull the switch in the room and go back up to the surface. Swim to the bust of Neptune and climb into the door above him. Pick up the medkit. Go back into the water and the next door on the left has ammo. The final door in here has a water pit. Jump in and grab the medkit at the bottom and keep going.

The tunnel turns down and there is another medkit. As you progress down the tunnel, spikes shoot from the walls. Be careful and avoid them. Timing is a must. After you clear the spikes, the path goes two directions. Swim to the right for some air. Dive back down and head to the left path. Grab the ammo on the way. Swim down the path and grab the gem on the tower. On the side is a lever--be sure to pull it.

As soon as you pull it, the fencing above moves back. Swim up and you'll be back in the area with Neptune's bust. Swim under it and back up to where the flame warrior is. Congrats! You have the first of the four elemental stones.

Now, back in the main hall, we move on. Step on the pad with the up curving lines that look like wind blowing. Of the three doors, take the right one to continue.


Run down the stairs and turn right. Push the wall, pick up the ammo, and pull the switch. This is a pretty difficult level. You must use the hop function--hold walk while jumping. The best advice is to be careful and save often, even if you are on a pillar. Also, don't jump when the wind blows. Eventually, you'll make it across. If you're having difficulty, try jumping to a pillar a little farther away. Take the gem and come back. This level really isn't that hard, just annoying.

Main hall again. Now we step on the one that looks like a star. Take the door on the right.


Getting to the jewel is the easy part. As you walk forward, the room bursts into flames. If Lara isn't far enough away, she catches on fire. After this, just hop across the platforms keeping in mind that sometimes they will either sink or blow up. After you get the jewel, little mini platforms come out of the flames. Just wait for them and follow them back.

Main Hall again. Step on the last switch. Take the middle door


When you enter the room, a huge statue falls over and the whole ground becomes unstable. You must step with accuracy, caution, and stealth. First, don't walk forward, but drop over to the left to the floor. Follow it around to the end. The ground will give and slide over before falling. Jump to the next platform before Lara goes down with it. From here, just make your way to the door expecting everything Lara touches to collapse. At the end, as you near the jewel, a part of the walk gives so be aware. After you pick up the jewel, getting back is "easier." The floor is replaced and flame warriors are everywhere. You must either stun them long enough or push them into the abyss in the center. If you catch fire, run to the little falls in the room. Pull the switches the warriors guarded and head back out.


Now that you have all 4 stones, there is a hall where you entered the level for them. Under each painting there belongs a stone. When all 4 are in, you see a door open. This is the fun part. Open any doors with the pressure pad and choose a lever that will make you fall into the trap room. Run around until you find the door across from what appears to be a metal wall plate.

Go inside. The objective here is to turn 4 valves that correspond to the stones. To help you locate them, each valve has a picture by it. Also, mind the warriors in the room. Knock them over the edges.

Valve 1: Just to the left of the entrance.
Valve 2: Go to the bottom floor and find the ladder. Climb up. There is a wire that you need to climb. Follow it to a ladder. The valve is up top.
Valve 3: Jump from valve 2's platform to the top of the generator. Find another wire to swing across on. At the platform on the other side is a ladder and the valve is up top.
Valve 4: Located in the center of the generator.

Turning the last valve makes platforms appear in the main hall. Head back out of this room avoiding the blades and spikes of the generator. Go up the stairs and to the left. You should find the elevator. Go inside and pull the chain once. Behind Lara are some health supplies. Pull the chain once more to be at the main hall.

Climb up the rubble from the crashed walk and jump to the first platform. Jump from platform to platform until you reach the highest. At the top, jump and grab to the circular walk and follow it to the side. As you walk, skeletons pop from the walls. Either knock them out or ignore them. Lara will come to a staircase. Go up it. There are more skeletons up here. Make your way to a climb wall and go all the way to the right. There is a lever.

Pull it and go back to the stairs. The lever opened a door behind them. Push in the wall and grab the shells and medkit. Lara gets stronger. Go back over to the climb wall and drop off near the switch to refill Lara's grip. Keep going up. She'll do some wierd manuevers and then you must take her, by monkey swing, to a platform up top. Fill up her grip again and head to the outer corner of the monkey swing area. Lara will turn around and climb up. At the top, scoot to the left and onto an outcrop of the ceiling. There is little room for error. Follow the crop to a door.

Climb the stairs and go through the door at the top. This is Lara's first boss fight.


There will be a red ghost in the room as well as a blue sparkle on a statue. There is also a bunch of ammo and medkits on the floor. Grab them. The trick is this...if you get too close to the sparkle while shooting the ghost, the sparkle moves. Keep the ghost out in the open so you can watch the sparkle. When you shoot the ghost enough, he stops moving. This is your opportunity to grab the light. When you do, a door opens in the room. Run through it, swim forward a little, and kiss this painful level good-bye. Sheesh, all that for a painting.

NOTE: If you still have trouble getting the sparkle with the method above, here is another suggestion: Intentionally chase the sparkle until it appears on a statue in the front of the room (by the door). This will give Lara enough space so that she can fight the ghost, see the light and not disturb it. Shoot the ghost until he drops his head. Lara only has 2-4 seconds to pick up the sparkle before he comes after her again. The light will not move until the very second the ghost revives. Since the light is now right by Lara, she should have less trouble reaching it before the ghost awakens.


As you walk forward, the room floods. Swim up through the ceiling and into the main room. All the way at the top you can get some air and some bandages. Dive back into the water and locate the hole you originally came into the level through--it's above part of the broken bridge. Swim through to exit.


Run forward and climb the box. Hop the fence and head to the doors on the right.


Head up the stairs behind the computer and back into the Louvre. Pull out a weapon and head upstairs. There will be a few guys to kill on the way up. You'll see a cutscene and the museum being broken in to. Some guys through poison gas. Keep heading upstairs and shoot the guy. When you round the corner, you'll see gas seeping from behind the door. First thing's first, Lara needs a respirator.

Shoot the guy on the other side of the door and take his weapon. Head into the room with the glass cases where the lasers were earlier and take out the guy. At the end, turn to the left and take out the guy and climb the stairs. You should be back in the office area. Kill the guy at the end of the hall and take the first door on the right. Behind the glass doors is the case with the respirators. Also, Lara should have learned sprint at this point. Press R2 and the left analouge.

Take a respirator. A green bar appears to show how much air is available in the respirator. Leave the room and head to the left down the stairs. Exit the door in the bottom and take out the guys in the hall. Go into the door on the left side and yet more guys. Run to the left out the door by where the guy dropped in and keep you weapon out. Shoot these guys too. Walk down the stairs and into a main room. Go through the open door on the right and watch the cutscene.


That guy swindled Lara out of her painting. Lara decides to revisit VonCroy's apartment to find some more clues. To top it all off, there's some guy with an obvious vendetta for her. There seems to be a very frequent glitch in this level. People have said that changing weapons here causes them to disappear. This hasn't really happened to me, but just be aware.

First, search the room for items and ammo. When you pick up the walking stick, the guy rushes in. Take out your weapon, and after a few shots, he leaves. Continue searching the first floor. There is info about the Lux Veritatais and the paintings on the computer table.

Kick open the door behind the stairs and Lara gets stronger. Pick up the items on the shelf. Go upstairs. In the bathroom there is ammo on the floor and a medkit on the wall. Go up the stairs and enter the bedroom. There is more ammo and a medkit in the closet. On the desk is info about the cabal. Go down the spiral stairs and exit the apartment. Leave through the front door. Watch for the lasers. First, head down the hall opposite the lasers and push the door. Pick up the ammo and medkit. Turn and leave.

To the right is a door. Inside of here is that guy that wants to make Lara dead. He shoots through the wall. Fill him full of lead then go through the wall. Pick up the chocolate, his gun, and the ammo on the floor. Laser hopping time.

All the lasers in the hall can be traversed by a simple sideways jump. As you round the corner, explosives ignite. Turn to the right and carefully hop down the stairs and drop to the ground floor at the break in the rails. There is a medkit on the table and some ammo under the stairs. This is a good place to save. Climb back up the stairs to a hall behind the blaze. There are more lasers here and the guy is at the end of the hall. Most of the lasers activate after you pass them, blocking any path back. As soon as you pass the first set of eyes, there is some ammo. Pick it up, don't worry, the guy can't shoot back here. Run forward and head to a door on the left so the assasin can't shoot you. Pick up the ammo and run to the door on the right. Now, the tricky part. Lara, even with her long-range weapon, still can't shoot the guy. Wait for the lasers to fade out, jump over the one on the floor, and hide in the door on the left. With proper alignment, you can do this in one jump with out getting hit. Save and go out and shoot him. DIE! DIE! LOL. Anyway, watch the cutscene.


It seems Bouchard was double crossing Lara. She now journeys to Prague. This area is another somewhat free-roaming environment with the exception of guards walking around. Keep a gun drawn in the event you meet one. Across from where you start is a red car and a reporter. Speak to the reporter. You can't really mess up. My responses:

1. The big one with the snow on top?
2. Just tell me what you have on the art dealer.
3. You say he found something? A painting perhaps?
4. Keep talking until the money runs out.
5. All of them?

After the conversation, check the book. It says to look at Vasiley's premises for the engraving. Behind the reporter is an alley. Run back there and kill the thug. He drops a hammer. Run past the reporter, go on past the fountain, and into the alley on the other side. Kill the guy. While running, you should find a trap door on the road. Pop the lid open with the hammer and go inside. Walk forward and the next area loads. Run to the end of the tunnel and turn right. There is a section of wall busted out to the right. Go inside, climb the stairs, and enter the door at the top. Watch the cutscene. Lara handcuffs Bouchard to a radiator and questions him. Say what you like.

Me again:

1. A psycho huh?
2. The Cabal? Not the Mafia?
3. So they were working together?
4. Killed like Vasiley you mean! Why does Eckhardt do that to the bodies Bouchard, and what does he want the paintings for?
5. A Lux Vertatis vault?

A new objective: To locate the vault of trophies.

Go through the door in the room and Lara will be in a giant room filled with artifacts and done up elegantly. Climb up the spiral staircase and run to the back of the room. There is a drawer that you need to push forward. Lara will grow stronger. Then, climb up on the drawer and go up the scaffold. Pull up on the next level of the scaffold and run and jump to the platform across the way. Then jump to the next, and the next. Pull the chain here, and a cabinet opens on the bottom floor. Go back to the bottom floor and claim the medkit. Now, get back up top.

There is another chain across from the one Lara pulled to move the cabinet. Pull it to make a clock on the floor light up the number 3. Sometimes the chains get glitchy and you have to pull the one that moved the cabinet again to get this to work. Head back to the ground floor and find a grandfather clock behind a desk. Examine it and turn the dial to 3. The clock on the floor becomes a staircase. Go down it. In this office, run towards the desk and pick up a piece of paper. It contains the code for a panel near a painting. The code is: 31597. The painting slides over and Lara can claim the last obscura engraving. Go back up stairs and leave through the door.

In the interrogation room, Lara finds Bouchard missing. Leave the room and head back like Lara is going back to the sewer. As she passes by the door on the left, Bouchard falls out...dead. Well, at least he left his keys.

Go down the stairs and to the left is a red door. Use the keys and go back to the main streets. After you climb the stairs, the reporter is waiting on Lara. Talk to him. Afterwards you get a cutscene.


This is another annoying level. For starters, run across the room into an open truck trailer. Grab the medkit. As you run towards a garage door, a magnet moves a trailer. Go to the trailer behind the two stacked ones and hop up. Walk to the end. You'll see that this trailer leans in closer to the stacked two. Jump, grab, and pull up to the stacked trailers.

Walk to the left end of the stacked trailers and you'll notice a pipe attached to a white structure. Jump to the structure and use it to do a run jump to the wall to Lara's right. Lara comments that she needs to be quiet. Walk with stealth pushed. Climb down the ladder near you and creep to the other side of the room and up the ladder. Go into the door on your left. (Both doors and sides lead to the same place.) Slide the card through the reader and go in. There are two guards up here, and they will see you no matter what.

Go ahead and kill them. There is a ladder in this room to the right that leads up to a door. A guard will come out. Take care of him. Go inside and turn a switch to move the magnet. Go back down the ladder. Run to the back of the room and up the ladder. Make your way around to the magnet's control booth. A cutscene starts showing the destruction of two motion triggered guns that would have shot holes in Lara below.

Leave the booth and head down to the bottom floor. In the back of the room is a green door. Go in and you'll enter a room with circular walls and a ton of boxes. Run to the fence with the boxes near it. There are puppies behind it for extra help. This is a tricky puzzle. I must also remind you that Lara only needs a small amount of room to move, push, pull, or climb the boxes.

Push the box on the left side of the fenced area door all the way forward until it touches the box tower. Push the box on the right side of the door up and to the left to touch the right side of the box tower. Lara will point out a pipe she can climb. Now, climb up the tower and carefully walk to the boxes that touch the fence. She should drop down to a lower box. Pull the box in front of you back a little. Then, climb over it and push it forward until it won't go any further. Now, stand on top of this box and pull the very top box back a little. Go around to the front of the top box and push it all the way back against the fence. Lara will get stronger. Don't hop the fence just yet. In the room locate two boxes on top of each other.

Pull them back a few paces. Climb up on top of them and Lara should see a white structure with fencing on it. Jump to that. There is a valve that needs to be turned. Doing this shuts off the steam blowing across the pipe Lara needs to use. Go back to the box tower and shimmy over the fence. You'll need to press triangle to tuck her legs up. On the other side, drop and shoot the dogs. Lara will recieve an objective to shut off the power to secure a route to the bio-dome. There will be a ladder that leads up to a control panel. Pull the lever and watch the saws cut the stone tablets and the vents. Turn Lara around and pull up to a beam.

Walk the beam down to where the saw is stuck in the vent. Hop up to the vent and drop her in between the saw and the vent, grabbing as you drop. Enter the vent and follow it to the end. Watch the cutscene.

Looks like the reporter has met his death early. Continue forward, then drop down into the room. You can sneak up on the guard or just shoot him. Pick up his I.D. card. If you pull out Lara's weapon as you walk to the end of the room, she will aim at some gas tanks. Shoot them out from a distance and it makes a wheel run through the lasers to trigger explosives.

Go on into the room at the end of the hall away from the lasers. There are three guards in the booth. Kill them all before examining the computer. Pick up the items and check the cabinets. Then, pull the switch to watch the scene.

Time to head over to those lasers. This is extremely difficult and tricky. There are also land mines that you need to watch for. They won't kill you, but deal a ton of damage if you get too close. Pick up the gun on the shelf before the first lasers. Back flip onto the stacked spindles by the first red laser. Jump to the floor below minding the mine. Climb up the little wooden slats next to the lasers in this section. A side jump will clear these. Another mine on the other side. One more side jump will clear the last lasers. This room should be familiar. There is a green door on the right side that was blocked by blue lasers earlier. Go through the door.


Run straight forward through a door and past a fountain. There is a gardener. Speak to him. He ends the conversation by shooting pesticide at Lara. From here on out, watch for man-eating plants. There is ammo behind the plants at the far end of the room near the door. When you're ready, pull a switch on the fountain's sculpture. It moves a figure. Head back to the entrance of the room and take a right through the opening by the stairs.

Follow the path to a ladder. Climb up and take the ammo. Pull the switch. This unlocks the door at the far end of the fountain room. Head back there. Go through the door, push the yellow button inside, and enter the next area. There are some strange tubes containing specimens in here. They will come after Lara. There are humanoid beings and things that resemble pill bugs.

As you enter the room, the humanoids attack. Kill them. Climb up the stairs on the right side of the room and kill the bugs. There is ammo up here. Take it, then go back down. Run over to the other set of stairs across the way. More bugs. Pick up the ammo here. Find a small outcrop on this side with just mud on it. At the next outcrop down, look up and grab the pipe. At th other end, let go and turn the two valves up here. Go back across using the pipe. The valves caused a tube's floor to drop out.

Go to the tube and drop in. Lara lands in water. Pull out and go into the door. In this room, you must line Lara up with the ladder ahead of her. Slide down and jump grab for the ladder before she falls down the hole. At the top of the ladder, pick up the medkit and proceed through the door. Follow the tunnel arund and up a flight of stairs. Open the door and quickly shoot the guy. Do not go into the water if avoidable. There is a big, mutated, fish-like thing in there that can't be killed.

There is also no benefit, unless you land in the water, to climbing down the stairs to the flower area. Just go over to the broken part of the upper walkway and jump across. Go up the stairs and up the ladder. Snag the ammo and go back down the ladder. Jump back across the gap and go down the flight of stairs. Walk all the way forward until a pipe is ahead. Jump to it. Grab some more ammo and turn the valve. This turns off some steam by a pipe. Climb back up the stairs and jump the gap in the walk again. Make Lara hug the wall and creep across to the pipe. Climb up, shimmy to the left, and pull up when you can. Run and jump to a platform with rails.

There isn't much point to climbing the ladder. Instead, climb down the other ladder and push the yellow switch by the door. Go in, and push another switch to enter the next area. There is a vine that decides to block the gate. There is some ammo by the sewer pipe and stairs opposite the vine. Climb the stairs. Pull the table out from in front of some pictures. Each diagram tells which valves to turn in order to kill the vines. However, only one is real, the one with the red X marked through it.

Follow the lines drawn to the vines to determine which shapes above the valves will work. Turn the first, second, and fourth valves left to right. Then, pull the lever near them and watch the vines die. In the next room, a scene shows the layout of the room. You need to get to that dead guy up at the top. Pull out a weapon and be ready to use it. Follow the path to the right and shoot the guy in the hazmat suit. Pick up his I.D. card.

Next, go into the center area and climb the ladder. At the top, turn left and go up the stairs. There is a door up here that Lara can't open. Keep walking forward and jump across the platforms on the roof. If you need health items, miss a platform and slide down. Grab the edge and drop to a very thin ledge. Walk across, pick up the bandages, and then get back up top. At the last platform on the roof, jump and grab to the break in the fence. Pull out your gun and waste the guy up here. Lara points out a jump that she can't make. So run around the tree, follow the small walkway around, and jump the small gap. When you make it across, pick up the medkit and Lara will be stronger. Head back to the large gap. Even with the upgrade the jump needs timing.

Run around the plants to get speed. Be careful and jump from the part of the gap that sticks out the most. Grab at the end. Follow the walk around and at the end is a tree/vine covered with grass. Go up. Watch the gruesome scene. Keep walking forward and pick up the dead guards' card. At the end there is some ammo. One more card left. Go all the way back down to where you hopped the large gap. There are two ways to get the last card. If you have some life and and don't mind getting a little hurt, drop down from the back part of the area where the gap is and drop. If you want to do it the safe way, make your way down to where the ladder in the room's center is, go around the corner and jump the gap. Kill the guy. Take his card, take the ammo, then climb down to the ground using the ladder.

On the ground floor, just across from the center ladder, is a door. Go in and swipe all three cards. The door opens and the new area loads. Go down the stairs. Around the corner, across a catwalk, and into a little room. Press the yellow switch and run to the small room similar to the one you were just in. Get ready for a big surprise.


I said we'd see more of this guy later. This is Kurtis. He has decided to put Lara out of the way for a little while. Kurtis operates the same way as Lara and has a hand gun with a ton of ammo.

In this level, first pick up the ammo and drop over the ledge to the area below. Pick up more ammo and hop over to the ladder. At the bottom, walk to the right and jump back to the center across the way. Walk around past the door and drop off the ledge. You should see health pills below you. When you land, pick them up. Walk around and drop again. Lastly, drop inside the metal fenced shaft and lift the yellow lid. Climb down two ladders. Then, jump to the platform up and across from you. Enter the door and be ready for some wierd stuff.

Kill the psycho coming towards you from a fenced area. Then, go in and down the hall. Cutscene. Pick up the ammo and keep going. There is another strange creature. At the end of the hall through the open door on the right is an actual, sane human. Talk to him. Apparently, some bizzare experiments have been being conducted. Leave the room and head right. Try to open the door. Kurtis will now show off one of his unique abilities...farsee/sight. This will give him the code for the door. Check his items if you have trouble seeing it...06289. Run around the booth and into another caged area. Shoot this guy. Run down the hall, another door. Continue on around and shoot another freak. Go on through the door.

Kill the freak. There is another one in the room on the right along with chocolate. As you continue around, you'll enter a cafeteria. Shoot the freak in the orange straight jacket. Another will follow behind him. Pick up the items and ammo in the cafeteria, but watch the power lines.

If you look, there is a door right across from the cafeteria with a number near the door on a yellow paper. Remember the number. Shoot more freaks as you round the corner and go out the white door. In the next room you'll see a dead, dog-like creature hanging from a rack. Pick up the ammo and the dead scientists' I.D. card. Go back to the cafeteria and run around a corner in the area. There is a door near the fenced in section to swipe the card in. If you run into the kitchen area there is a guy that needs to be shot in a door to the right.

Go back out and up the stairs. At the top, take the medkit behind you, follow the path around and jump the gap. You'll see a little control panel. Input the code from the door...38471. Drop down the gap in the path and land back in the kitchen. Go across the way and into the newly opened door--the one the code came from. In the next area, you can see a laboratory. Pun to the right and watch the cutscene. Shoot the guy that comes around the corner, then trek up that hall. At the end is a grate to kick out.

Crouch and crawl through. When Kurtis stands up, jump up to the next crawl space ahead. You'll flip into the lab where the scientist was attacked. No monster for now. Pull out the grate in here and crawl through. Jump up to the next crawl space. Another scene. Stand back a respectable distance, pull out his gun, and shoot the tanks next to the fan. This blows the broken ladder down. Hop up to the walk and flip the switch to stop the fan. Crawl through. Follow the beast into the next space. From in here, turn right and go down the stairs.


Run forward, around the booth, and into the metal door. From the doors at the end of the hall, run to the right and stop by the last metal door. Kurtis will do another farsee. The code you recieve is for use on a panel in the booth. Run back to the booth and punch in 17068. This unlocks the metal doors where Kurtis got the code.

Head back down there. Behind the first steel door is the dead body with the code, nothing else. Go out the door and to the next one on the left. Pick up the chocolate on the desk and the dead guard's I.D. card. Another freak comes in. Shoot him and go back out the door. Turn left and follow the hall to a door. Use the card here and go into the area.

Across the hall and into the small room on the right is some ammo on the bed. Take it. A few more baddies come out. Shoot them, and from the room with the ammo, head left through the double doors. The next area loads. In the next part, turn right and open the first door on the left. Yikes! That strange beast from before rushes past Kurtis with little interest. In the morgue where the beast ran out is another guy to shoot. Do the deed, then leave the room. Turn left and run forward a little.

Another guy comes out. Shoot him, then quickly turn around and shoot the one coming up from behind. As you run around, you can find the crawl space that the beast went through. There are a few things to pick up in here. When you're ready, go back through the space, turn left and follow the path around the corner to a door that requires the I.D. card to open. Go inside and watch the cutscene.


Well, we need to get rid of this pest. The only thing to do is avoid its attacks and fill it full of lead. After a few rounds, it will fall to the ground as if dead. DO NOT LET THIS FOOL YOU! After a few seconds, it will get back up and head into a vent. Then, it will randomly enter the room from anywhere. Use the opportunity to heal and pick up the medkit and anything else in the room if you need it. Just keep your eyes out for the beast and Kurtis' weapon drawn to help you find it. After it falls 5 or 6 times, Kurtis stabs it with his dagger and it won't get back up. Fight over. Pull the switch on the machine in the room. Another cutscene.


We finally have control of Lara agin. Apparently, she and Kurtis have decided to help each other. Press the yellow switch on the wall and go inside. You must be EXTREMELY careful in this room. There are 2 machine guns that are activated by motion. Do not climb down the ladder.

Instead, turn to Lara's left in this room and drop over the side. Ahead of Lara, to the left, is a very small crawl space. It's too low to get through with a normal crawl, therefore, time for a belly crawl. Press triangle to make her crouch, press forward to crawl, then L1 to make her slide on her stomach. She should make it through the space with no trouble now. On the other side, stand up and turn the valve.

The room will fill with smog which disables the guns ability to sense motion. Lara is now safe as long as she doesn't get too close to either gun. Climb the pipe in the rear of the room near the second gun. Lara will reach the top of the pipe, graba another to the right, grab a ledge, and then shimmy across to a doorway. Drop down. Follow the hall around and down a short flight of stairs. There is a yellow switch on the wall.

Pressing it reveals a security camera. UGH!! More motion guns. Go into the room next to the camera and pull out Lara's weapon. She will aim at some tanks. Shoot them from a way back and the explosion takes them out. Go down the hall and push the switch that was behind the guns. Go through the door. Climb the ladder and follow the hall. The next area loads.

Go up the stairs and through the door. Lara looks at a screen. There is another one of those wierd fish things in the water, so don't jump in there just yet. First, run to the right of the screen. You'll see a pond of water behind a fence. Jump into the water here. Mr. Fishy can't get you here. Swim into the broken window and turn left. Pull the switch. This restores partial power and lights up a side of the screen. Turn behind Lara and swim forward into the next room and up to the surface.

Pull out of the water. In this room is a medkit. Pick it up, push the button, and go back through the door. Follow the path back to the main room. The door on the opposite side of the room, straight across from Lara, is now open. Go over to it. Follow the tunnel in this door to a yellow switch. Push it and go in. In this room, there is another yellow switch that lets you see a camera. Check the room, then leave the camera. Go to the other side and flip the switch. The doors to the elevator open. Get into the elevator, push the switch and go down a level.

Follow the path around, down the stairs, and into the door at the bottom. Pull the switch in this room, and the power is restored. Go back up the elevator and into the main area again. When Lara enters, a scene starts to show all the new things that work. Start by taking the stairs to the right. There is a crane up here with a bucket. Pull the bucket all the way back onto a track. Push the button next to it. The bucket slides down to the opposite end. Now, push the bucket all the way forward into a room. Push it under the dripping pipe.

Pull the lever and the bucket is filled with chunks of meat. Scoot the bucket back to the track and push the button near it. Lara gets stronger. When it reaches the other side, push it back onto the crane. This will be a distraction for our fish friend. Go back down the stairs. Make your way back over to where you jumped into the water behind the fence.

Climb the stairs here and go up the ladder. At the top, there are two big buttons. Press each one to see different areas underwater. Pay close attention to the locations of doors marked 1 and 2. Go out the door and down the stairs. There are some pipes here. Climb them. NOTE: These pipes can be glitchy. Lara may stop half-way up the second pipe. If this happens, climb down a little, let go, and press X. Lara will usually grab the pipe that made the transition between pipe 1 and 2. This refills her grip. Go back up the second pipe. If she gets stuck again, climb down a ways then go back up. She will still have enough grip to make it all the way across.

At the top of the pipes, press diagonal left and Lara will shimmy across a ledge. You'll see a wire to her left. When she gets here, drop. Walk to the edge and push the button. A lift comes across. Hop on it and it will take you to the other side. Go through the door. In the room, there is a door directly ahead. Pull the switch and go in. When the door opens, shoot the guy and check the shelves to the left and right of the door. You can also view a fishy mutant in captivity. When you are ready, exit and head to the right. There is a switch in here that lowers the meat into the water.

After you pull it, go back outside and jump into the center water pool. Stay low to the ground so the creature has less of chance of eating you if he finishes his meal early. Swim over to the switch marked 1. Pull it. This opens a panel in the floor. Now, swim into a tunnel with 2 above it. Swim up. At the top there is a cutscene and Lara changes clothes. Pull the switch on the wall in the room then swim back out to the main room. The other door in the middle of the room is open. Dive down.


Swim around the corner and avoid the spikes in the wall. At the intersection, go straight past the spikes. Then, turn left and fight the current. There is a difference in the wall texture to the left. A small swim space is in here. Go down, turn right, and follow it to an intersection. Turn right and come up for air. When ready, go back down and swim forward through the other branch of the intersection.

There is a wall at the end for Lara to push out. In the main room, swim up and forward above a picture that Lara can read. Push this wall out for another air room. The clue the notebook and picture give you involves making two brothers come together...but which two of the statues are brothers? If you've paid attention to the info up to this point, you'll know that the two brothers are Vasiley and Limoux. Pull the chains behind the two statues with those names. The ceiling above will crumble. Swim back above the picture and get some air.

Go back out and head up through the crumbled ceiling. Cutscene. Run forward, and drop over the first ledge. Up ahead, there is a part of the ceiling that goes up and down to squash Lara. Sprint past it. The trail ends in a room with purple vapors on the floor and a switch to Lara's right. Little platforms rise up. You must pick the correct ones to jump to or they will collapse. Start by hopping to the second to left platform. All the others fall except for two in front of her. Jump to the right one. Then, the one directly in front of her. This one, while stable, will eventually shake and fall. Therefore, jump to the solid ground ahead.

All the mini-platforms after this are safe. Use them to make it across. In this room at the end of the hall are suits of armor, bookcases, and enemies that won't die. By the fireplace, there is a lever. Pull it to make Lara stronger. It also slides a bookcase over to reveal bandages. Take them. If you walk over to the table, you'll see a skeleton and the notebook icon pops up. The notebook now tells you about the periapts-- the crystal shards/daggers. Avoid the enemies and go to the other end of the room. Pull the chain to lift up a tapestry. Climb the wall behind it. At the top, pull up onto the broken ceiling. Jump up and monkey swing across the archway. Drop off at the end to give Lara a break, then jump back up and swing to the left. Drop off on a metal pole with a cage in the middle. Lara's weight presses the cage down and moves a bookcase. Make your way back down to the floor and pick up the painting behind the case. The fire in the fireplace goes out.

A crawl space is now available. Go through the door, into the water and follow the tunnel. It's a one way thing. At the big room, swim all the way to the top and get ready for the cutscene.


Remember that lady that got pushed into the pod in the bio level? Well, she's back, well, what is left of her anyway. Kurtis, ever so brave, decides to help Lara escape and deal with her on his own.

This battle is simple if you know what to do. Square is very important. Pull out his gun and use square to target her face. Shoot it until she opens some acid-shooting flaps on her back. Press square to target any of the four flaps. Shoot it out. Then, target her face again and repeat until all four flaps are gone. The flaps can only be destroyed while she is spitting out the acid. If they are closed, they are invulnerable. Her main attacks are her claws, the acid, and acid breath. When this form falls, watch the cutscene.

Boaz isn't done yet. She changes into a flying bug. Avoid her lance and slash attacks. She is simple to kill---just keep shooting her until she falls, for good this time. Watch the cutscene.


Back to Lara. Check the notebook icon. You must find Eckhardt's Lab. Take the first opening on the right. Lara will slide down a slope. Jump to the next bit of solid ground. Hop all the way across and pull the switch at the end to make her stronger. Turn, jump to the bridge, and go back to the main hall. In the main area, the next door to the right opens. Go inside and take the items. Back to the hall. All the way at the end is a switch. This opens a timed door. Pull the switch and jump the platforms. You must use dash and press jump to make it. She does this wierd, arm-slinging jump. On the opposite side of the timed door is a fire pit. Jump to the first platform, then jump to the ladder on the left. Climb up, then climb the next ladder. Run and jump across the broken bridge.

Slide down the section on the side, and jump to the fenced area nearby. Pull the switch up here. Drop to the ledge below. Run and jump to the staircase and approach the door. It catches on fire and splits open. This ends the level.


Walk forward until Lara won't go further. There is a slope here with blades to cut you. Looking to the left, you'll see a ledge. Slide and jump to it before the blades get her. From here, jump across the pit to the other side. You should make the jump untouched. Run into the room and welcome to the lab.

In this room there are three alchemic phials you must locate. Don't touch any of the water in here yet. You will be boiled alive. Go up the stairs near the wooden structure. Around the back of it, you can pick up some bandages. The first phial is back by the bandages on the table.

Number two---pull the lever near the grating in the floor. Climb up the ladder to the right. Run to the left and take notice of a medkit on the ledge. Jump and grab to it. Take it, drop to the ground, and head back up the ladder. Some undead skeletons will be down on the floor now. Jump to the raised cage and a part of it will fall out. Save in the cage. Pick up the phial and jump back out of the cage. Climb the cage's walls if you need to. Stay inside, and Lara gets lowered into some boiling water.

Stand on top of the cage and don't worry, the water won't get her. Look for a crawl hole. Inside is the last phial. The walls in the pit are climbable. Climb the wall opposite the crawl hole, and at the top, flip backwards. Knock the skeletons into the pit.

We need to put those phials in. Run up to the wooden structure and insert the first one. Climb up the ladder and run to the second story of the structure and place the next. Go back to the ground. The final place is in the back of the room near a boiling water pool. Putting the final phial in cools all the water down. Jump into the water by the last slot.

At the bottom is the last dagger/crystal that Kurtis wanted. Take it and swim back up. A door on the right in the room has opened. Slide down and open the door at the end. SAVE!! THE FINAL BATTLE IS AHEAD!! Run into the center of the room and watch the cutscene.


As a boss goes, he's pathetic. For starters, stay away from the barrier. Get too close, and the field will hurt you. Eckhardt has two attacks. He either sends electrical or flame sprays into the room. Sideways jump them, or simply duck---this will sometimes work. You may want to keep a weapon out to keep an eye on him, but don't shoot him. He can't be harmed yet. Eventually, he will go around the room and summon creatures from the ground. When he's finished, the beings rush into the center and the room fills with either a flame or electric attack, easy to avoid. Mind that if you catch fire, it will go out. The beings merge to form Eckhardt. Quickly shoot him and he will fall over. Run forward and Lara will stab him with one of the daggers. You have only a few seconds to do this. Repeat until all three daggers are in him. Cutscene.


Here is the real master behind it all. He pretended to be a sub-ordinate of Eckhardt's the entire time. You will not need your guns for this battle. He is also a pathetic boss. Go over to Eckhardt's body and pick up his hand. If you stand in front of Eckhardt, behind the pillar that is two to the left is a switch. Touch it to drop a ladder. Climb up and and avoid the beams Karal shoots. Run around the catwalk and up the next ladder. One more ladder up ahead. At the top of this final ladder, run around until you locate a part of the catwalk that juts out towards the Sleeper. Jump to the Sleeper and you've beaten the game.

That's it for the game. Enjoy the ending.

Elfhuntress (Sara Noel) Copyright 2003

[Note: Please show respect for the author -- do not take this walkthrough and claim it as your own. Thanks.]

PlayStation Pro 2.0