Tomb Raider: The Angel of Darkness



As flawed as it is, 'Angel of Darkness' (in my humble opinion) includes one of the best storylines of the Tomb Raider series ..... unfortunately, it also came with the worst game controls in the series. It's the reason why Eidos switched developers from Core Design to Crystal Dynamics. Such a waste of a good plot. Lara Croft on the run from police, while searching for an artifact to 'save the world'. Perhaps someday they'll "reboot" it. (just a thought) Here's the walkthrough:

LEVEL 1:

Lara will instruct you in basic moves as you go along at the start, a little clumsy compared to previous versions. This Tomb Raider game has its bad points, ... but it also has its good points. I didn't much care for the game controls, but I liked the over-all story and characters. I didn't mind the many cut-scenes and videos.

At the beginning there's an unseen guard/police sniper who will shoot at you every now and then, so don't hang around too long. Remember, Lara's on the run from the law now! Pick up the chocolate bar in the doorway, then climb the box to the balcony above you. Before climbing the ladder, do a running jump over the railing across the alley and pick up the health pack that's sitting in front of the door where Lara previously emerged from. After picking up the health pack, jump back down into the alley again and return to the balcony.

At the second ladder, climb through the window into through the kitchen window. Note the padlocked cupboard (you can't get in here yet). Find the doubloons (on the floor), a chocolate bar and cash (in the cabinets). Leave through the window and climb the ladder. At the landing, pick up more doubloons. Jump the gap, and pull up to reach the other side. Now vault over the low railing to the left for more chocolate bars. Walk to the drainpipe.

Climbing and hanging are always timed events. You'll have enough, or just barely enough, time to make it if you get all the upper body upgrades. Climb the drainpipe, traverse to the right and drop onto the roof. Grab the edge and traverse around the corner to the gap in the railing to reach the roof. Pick up the group of bandages on top of the barrel behind the building. Now turn and go to the other side of the building and find the barrel Lara can pull. Look over the edge for the crowbar. Once you have it, open the padlocked shed on the roof for an upper body upgrade. Get the M-V9 pistol inside (sorry, no ammo yet). The necklace isn't vital if you pick up enough money elsewhere, which is easy to do. Return to the kitchen cupboard to open it if you want it. Return to the roof and drop to the crowbar ledge. This is a point of no return. Catch the overhang, and traverse left. Use "Stealth" mode to explore the gate balcony. Sneak up behind the guard and get his keys. (Or, you can simply punch his lights out.) Open the gate and climb down to end this level.


LEVEL 2: DERELICT APARTMENT BLOCK

Your goal is simply to reach the top of the building and escape. This is a timed area. You must reach the top before Lara is overcome by tear gas. There are gas free rooms where the timer starts over. Remember, the floors are numbered European style, ..... with the ground floor being floor 0 (zero). Don't go back down to the ground floor or Lara will be captured, game over.

Don't even bother with the cabinet on the ground floor, just climb the stairs. The guards break in and toss tear gas cannisters inside. Jump over the hole in the stairs. Notice the locked room (#21). Jump the gap in the floor and get the health pills. Move the cupboard blocking the stairs. Find the small health pack. Break in an apartment door to get an upper body upgrade. Find the cartridges and K2 impactor batteries. Pick up the bandages outside. The next stairs are blocked. You have to move the box to the edge, climb on it and jump and grab to reach the next level. (You'll need the upper body upgrade to move the box.)

Enter the elevator maintenance room, but don't touch the door. Pick up the elevator key (on the floor) and the apartment 21 key (on a hook). Use a switch to power up the elevator. Ride the elevator to the 2nd floor. Jump the gap in the floor and enter Apartment 21. Find the VECTOR-R35 pistol, chocolate bar and ammo. Return to the Fourth floor (try the elevator). In the maintenance room, as soon as you touch the door, the level ends.


LEVEL 3: INDUSTRIAL ROOFTOPS

Lara's goal here is to reach another roof top. Ignore the gunfire for now. You shouldn't need any health packs in this level. Climb the box and go up the ladder. Cross the alley on the overhead wire. You'll need to hold the "Duck" button here to get Lara to pull up her legs at the obstacle. Pick up the bandages. Part of the sloped roof has a ladder on it. Use the walk mode to go down it. (Lara can still slide off the end.)

Jump and grab to reach the platform on the third roof. Crawl into the box to get the bandages. If you want all the pickups, don't fall through the skylight. Between roofs 2 and 3, there is a landing. Safety drop to the landing. Inside building 3, pick up the doubloons. In the next room, get the ammo on the floor to the right and the chocolate bar on the table. Exit through the door near the table. Ahead are a door and a ladder.

There are several ways you can explore this area. The method from seems to be the most efficient. Climb to the top and climb another ladder. Get the ammo and climb back down the ladders all the way to the ground. Find a health pack and the M-V9 ammo. Find the movable crate and pull it until you get the lower body upgrade. (Don't use the crate to reach and climb the a ladder.) Crawl under a partially open roll-up door. There's a health pack on the floor of the warehouse. Climb onto the only box and jump to grab the catwalk without the railing. At the other end of the railing, facing the narrow ledge across the building, Lara will tell you she can make the jump if you have the upgrade. Use a running jump and grab to reach the ledge. Traverse left and pull up. Climb the ladder, pick up the V-PACKER ammo, jump the gap, and exit through the door. Follow the hallway and exit the second door.

There's nothing but a dog on the ground. Jump to the fire escape. Go down for some doubloons and then use the door at the top. Inside, climb another ladder and exit onto the roof. Better save your game before you decide to look around.

If you approach the edge of the rooftops farthest from the helicopter, the level ends. If you want some health pills go to the edge nearest the helicopter. Jump as necessary to the rooftop on the other side, either directly or via the platform. Find the health pills and return. Save before ending the level, since you have to answer questions correctly in the beginning of the next level before you gain control again. Find the doubloons. Approach the edge farthest from the helicopter to end the level.


LEVEL 4: MARGOT CARVIER'S APARTMENT

This level is timed, save immediately after you gain control. You can access Lara's notebook from the inventory screen (usually the "TAB" key for those of you playing the PC game with the keyboard). The level starts with a dialog. When Lara is asked a question, choose the option(s) that are non-threatening and which insist she didn't kill Von Croy. You should end up with the notebook. If not, you can pick it up after the talk.

After the dialog, save your game. You have about one minute, but the level is short and two brief videos warn you that time is running out. Find the health pills and diamond ring in the living room and a vintage bottle of cognac on a kitchen counter. If you don't have the notebook, it will be in a kitchen cabinet. Exit through the door at the end of the short hallway.

LEVEL 5: PARISIAN GHETTO

Lara's goal here is to accumulate about 1000 Euros, either as cash or through items to pawn and to then get the Trinket Box so you can reach the next level. There are different sub-areas of this level with different names. Some, like the Serpent Rouge, are put in a separate walk-through. There are pick ups in this level and each sub-area. They regenerate each time there is a reload and can be picked up more than once.

There are maps of the area you can walk up to and press action to see. All the sub-areas can be accessed from the main perimeter roads. In counterclockwise sequence, starting from Janice, the sub-areas are:

0) Janice
1) Pawn Shop - go there to sell off a few items before ending this level.
2) Metro Cafe with Pierre (or visit Bernard)
3) #17 Rue Dominique - Francine's Apt (level end)
4) Graveyard with Doorman (level end)
5) St. Aicard's Church
6) Parc de Lune with Bernard (or visit Pierre)
7) Willowtree Herbalist (waste of time)
8) Metro-Tunnels Alley Entrance (lots of pickups)
9) Rouge Stage Door Alley Entrance
10) Garage Entrance (alternate Rouge entrance)
11) Metro-Tunnels Street Entrance (lots of pickups)

Exit the Metro car and talk to the homeless men by the fire. Then go back to the car, and jump and pull up onto the roof the top. Get the health pack and climb the chain link to the walkway above. Make a running jump grab the next walkway. Jump to the narrow ledge along the wall. Get the money and chocolate bar behind the chain link and return to the first walk.

Jump through the gap in the fence towards the man. Talk to this guy, no particular answers are necessary. The notebook will be updated when done. Find another money pickup and then go through the door by the guy. You might want to save your game here before talking to the woman in red. As is ussually the case in real life, you get the best answers if you are nice to her. ("you can catch more flies with honey ...")

There are 3 money pick ups located across the street from Janice, in the park by the stairs near the Pawn Shop, and in the small plaza near the Metro Cafe . These repeat after each reload.


ST. AICARD'S CHURCH

This is now a gym (used to be a church). Leave through the entrance door when done. The ghetto money will be restocked when you leave. Save before you talk to the trainer. Once started you have to bet on the fight with him, money against his watch.

Find the carved stone block Lara can push for the lower body upgrade. It is in the back. (I do not know if this is required to complete the Metro Tunnels.) You can use the stone block to reach the top of the column. Once on top of the column, you can standing jump and grab to reach side columns. The left side has two ammo pick ups. The right side has a small health pack. The jumps are a bit tricky so I suggest saving. You can also climb from the top of the column to a window ledge and from there jump to the rafters. The jump from the window ledge is a bit weird. I suggest saving first. Cross the rafters (some fall) to the organ for a RING.

Time to make a decision. You have to talk to Pierre or Bernard and after you talk to one, the other will not give you anything useful. I talked to Pierre. (The Bernard instructions are abbreviated from the walk through.)


VISITING BERNARD:

You can visit either Bernard or Pierre, not both. Bernard will help you if you don't irritate him, pay him, and agree to find his box. The notebook will be updated and you will have the Janitor's Key in your inventory. Go to the Garage entrance to the Rouge. Find the wrench (socket spanner), ammo and bandages. Find the switch to raise the jeep and reveal a trapdoor. Find another lever to get the upper body upgrade. Lara can now break into the office at the top of the stairs. Get the desert ranger and more ammo.

Use the trapdoor now. Pick up ammo and chocolate bar. Then climb the ladder. You are in the Rouge now and there will be guards. Repair the SWITCH on the wall with the wrench and then call the dumbwaiter so the guard will come and open the door for you. Shoot the guard and get his AMMO. Pick up the COGNAC. Go up the stairs to the door to the Rouge. On the Rouge main dance floor, take out the guards. Now skip down to the Serpent Rouge text below.


VISITING PIERRE:

Remember, you can visit Pierre or Bernard, not both. Find the Cafe Metro and enter. The man seated in the corner will not talk. Tell the Bartender you're the kind of person who sorts out problems, he'll help you. The notebook will be updated and you will have the Bartender's Key in your inventory. Go to the Back Stage alley entrance to the Rouge.

Inside you are backstage and there will be guards now. You can shoot the guard or use stealth to sneak up on him in his office or by turning off the lights and getting him when he comes out. Once the guard is out, get his ammo, some ammo outside his office and inside the office the desert ranger, more ammo, some chocolate, and the stage door key. Head up the stairs to the main dance floor door. Take out the guards. Use the door next to the one you just used to reach the basement. Get the bottle of cognac and climb down the ladder. In the garage basement, get the ammo and chocolate bar and return to the Dance Floor.


LEVEL 6: SERPENT ROUGE

Go behind the bar to get two chocolate bars and a bottle of cognac. Call the dumbwaiter for two ammo pick ups. There are health pills under the DJ platform. Climb onto the platform to get the antique record. Use the SWITCH to turn on the lights and music. This is vital. Kill the guards and get their two ammo packs. Go up the stairs opposite the bar and you'll see another guard and ammo.

Find the box you can push on the other side. Jump from the top of the box to the scaffolding. Watch out, part of the scaffolding collapses. Walk along the beam out into the middle of the room. Jump the gap to reach the walkway. There are two guards with ammo, a health pack and some bandages to get. Activate walk mode. Jump to the lighting rig that is going up and down when it is at the bottom. Jump to the other side of the lighting rig. Save first, it is a tricky jump. Use the truss post to climb to the top. Jump to the other side and then to the service catwalks.

Climb to the upper level. Note the Light Service Box you can open. It isn't needed yet. Slide down the ramp and jump the gap. Continue around, using the overhead beam as necessary, until you can jump back onto the Catwalk by the Lighting Booth. Kick the Drawbridge into the lowered position to get the lower body upgrade. Now you can get into the Booth. Get the key on the floor. The switch on the wall doesn't do anything.

Use the left lever to move the broken light (it sparks) to the corner nearest the Light Service Box. Use the right lever to slide the light to the box. Cross the drawbridge to reach the light service box and take out the trinket box. Return to the Booth where there will be another guard with ammo. You can get one more chocolate bar, ammo, a key and money pick-ups if you want them. You only need the key if you get the pick ups. To get them you will have to go all the way back down to the Dance Floor and into the Ticket Office and then return to the Booth. I skipped them. The exit is the door in the Booth. Climb down a ladder, drop through a hole, go down some stairs and safety drop to the alley.


METRO TUNNELS

The entrances are manhole covers near the Serpent Rouge. One is in the alley near the Back Stage Door. The other is near Janice. I am assuming you use the one near Janice. Follow the tunnel to the four-way junction. In tunnel one, go straight across. In the next tunnel you should go around a corner to a gap in the floor. Use a running jump grab to cross it. Get the ammo and climb the ladder. Go into the next room and kick open the door. Find the health pack and money, then return to the four-way junction.

In tunnel two, turn right. Climb a crate and jump up to climb the wall. Traverse a bit to get on the small platform. Jump across to the next platform, grab the molding, traverse right and pull up. Continue on to abandoned Metro Station under the Parc de Lune. There are 5 pick ups, including two money packs and three ammo packs. I repeated Tunnel Two several times getting the pick ups each time. I did it by leaving through the gate and entering via the manhole. You can also go back through the crawl tunnel until the load takes place and then return to the pick ups. When you've had enough, leave via the gate.

Once you have all the pick ups you want to get, be sure to sell them at Rennes' Pawnshop before ending the level. The pawnshop is down the street from Janice past the stairs to the park. The things that appear in the sell menu are apparently not mission critical. You should be able to sell them all. I did.

Now that you have done it all, you can end the level in two ways. Either return the box to the person you are working for, or take it directly to the Bouchard's Doorman. Make sure you've pawned everything you want to before exiting. You will not have another chance to sell things.

END 1) BOUCHARD'S DOORMAN: The doorman is behind a gate to the left of the Church. I think the PONR is when you give him the trinket box and 800 euros so he'll let you into the graveyard.

END 2a) BERNARD: Return to the Parc de Lune. Give Bernard the box and he will give you the password "pluit noir" (means "black rain"). The notebook will be updated. I think the PONR is when you can give the password to Bouchard's doorman to get into the graveyard.

END 2b) PIERRE: Return to the Caf} Metro. In exchange for the box you get the security code for his ex-girlfriend Francine's apartment building. The Notebook is updated and you get the Caf} Owner's Contact, with the code on it. Francine's place is #17 Rue Dominique.

To get to Francine's, exit the Caf} , turn left and follow the Rue a little way to #17. Enter the 15328 on the keypad to get inside. Go up the stairs and enter. (I'm not sure if you can go out and back in or not. After Bouchard's you will not be able to get back in.)


LEVEL 7: ST. AICARD'S GRAVEYARD

You'll need to pick up an upper body upgrade here, so you can open the exit. If you entered through the gate on the Rue Dominique guarded by the doorman, skip down to the Ground Level Start. At the point of no return, Francine tells you where to find Bouchard. You can take a watch and some health pills if you want. Leave through the balcony door. Jump to the next balcony. Jump over the railing and climb the pipe. Be careful, the ledge above collapses in two places as you cross it.

At the end, hang and traverse right to the balcony with the red wire. (Ignore the pipe to the courtyard below.) Cross using the cable. Follow the ledge and safety drop onto a mausoleum roof. Drop to the ground and go right (toward Francine's) to the big wooden door. At ground level, you may run into a couple of guard dogs. There's a small health pack behind some shrubs by the wooden door and some bandages at the other end of the graveyard with a metal gate. Note the fenced in area with a mausoleum door with the cross on it and the angel statue.

At the "L" bend in the path, locate two tall mausoleums on opposite sides. Use the top of one of the lower mausoleums to jump to the first tall mausoleum and then jump to the second. You lose camera control here (another bad point of this game) - but, they're showing you where to go. You can jump and catch a ledge here to get a chocolate bar if you want and then return to the mausoleum top. Jump down into the fenced-in area. There is a statue of an angel there.

Bust down the door of the tomb for the upper-body upgrade. Get the ammo inside. Push over the angel statue to open the exit. (Back in the graveyard, in another small fenced in area, you can now get another ammo and bandage pick up if you want them. When done, return to the angel statue.)

Now, push over the angel statue in the fenced-in area (if you haven't already). When you drop in the hole, the level ends. This is a point of no return.


LEVEL 8: BOUCHARD'S HIDEOUT

Lara talks to Bernard and then visits the local Pawn Shop. You can ignore most of the rats in the tunnel if you don't waste time. The 1st door doesn't open. Use "walk" mode, since the floor collapses. Drop into the pit and climb out on the other side using the vine-covered wall. Use the pipe on the right wall to traverse across. There is an alternate route from the bottom of pit one, through a crawl tunnel and then up to this side of pit two.

Another floor collapses. The wall crevice doesn't go all the way across. Drop into the water, swim under the obstacle and continue to the far side of the pool. Lara can climb out using the vine-covered wall. You'll have to traverse a crack at the top.

Continue to a cave-in. Pull on the boulder to shift the pile of rubble on the other side. Open the grating near the floor with the stuck rat. You'll have to shoot this rat unless you crawl fast. Pick up the ammo in the next room and continue through two doors to the tunnel on the other side of the cave in.

Swim across the next pool and climb out. Exit the room with the bright light and some pipes through the broken wall. Keep going to the room with the cot. There is a small health pack. Exit and go straight across to a room with some pews for an ammo pick up. Return to the big room and open the metal door with the rivets.

If you do it right, after your little conversation the notebook is updated and you have a wad of passports. Now, pull the lever in a corner to open one of the cell doors. In the new cell, get the ammo and push the movable box as far as it will go in three directions. Use this box to reach the lever on the ledge above, which opens the door in Bouchard's office. Going through that door is a point of no return.

You are back in the church in the Ghetto. The pick ups have been reset. Go to the Pawn Shop. After the video, enter the back room. Pick up the wallet and look inside for the vault code, it's 14529. Make note of the trapdoor exit Lara mentions as you go farther back. Use the code you just got to open the vault.

Now pick up all the loot intended for Von Croy: the Archeological Dig Map, the sewers around the Louvre Sewers Map, explosives, the dart gun, the impactor gun, and ammo for both. The last pick-up triggers a sensor that arms the bomb in the previous room.

Wait for the video to end. This is a timed run. Press the button on the wall to open the door. Run out, open the trap door and jump in. Run down the hall and jump into another hole. Immediately run down the pipe to escape the billowing flames. Two videos and the next level starts.


LEVEL 9: LOUVRE STORM DRAINS

Your goal here is to get the water turned off and blow a way into the Louvre. There are no mazes in this level. Although the maps are in the inventory, they can't be read.

You can avoid most of the rats. Follow the tunnel to a shallow pool. Pick up a chocolate bar and find a health pack. Follow the round tunnel (from the pool), ignoring the tube to the left, to a room with water falling from above. You need shut off the water. Find the vertical pipe and climb it to a walkway.Find the switch to shut off a huge fan elsewhere. You cannot turn the valve yet. Return to the lower level.

Follow the tunnel with the curved end drainpipe. Climb the ladder near the end to the fan. Move the fan to get the upper body upgrade. Crawl under the blades, get the ammo and continue to valve number one. Turn the valve and a brief video shows the valve control panel, .... five to go. Return to the hub.

Follow the tunnel with the straight end drain pipe to valve number two and turn it. Pick up ammo along the way. Return to the hub and climb to the middle level. Walk across the central beam to turn valve number three. A video shows water filling the shaft below. Pick up the ammo to the right and climb the ladder above. Follow the walkway to the left and climb the next ladder.

Notice the big pipe with the rushing water. You'll need this later on. Stand under the small overhead pipe running across the shaft. Grab it and traverse to reach and turn valve number four. Use the pipe again to reach the middle of the shaft and drop down to the beam. You can pick up some ammo in the rusty hall, and then return. Drop off the beam into the pool below.

Swim down the long tunnel - there are no funny turns. Keep going until you reach the next room. Climb the collapsed catwalk. Follow the walkway to a break in the railing and use the overhead pipe to reach the crossbeam. Walk left to valve number five and turn it. Return to the middle of the crossbeam and use the pipe again to reach the other side. Climb the bent catwalk to get to the top.

Follow the walkway all the way around to turn valve number six. The water is off now. Jump to the conventional door and use that door to get back to the large hub. Walk across the beam and jump into the big pipe the water was coming out of. This is another point of no return and you might want to save your game. Open the door to enter the next room.

Yes it's okay to swim in the water. Lara needs to blow up one of the fuel tanks to get into the Louvre. She'll say "...this is the place..." when you reach one of the two possible spots. I suggest using the lower tank. It's easier both before and after the explosion and there is no annoying alarm. Follow the walkway to the large tank. You might want to Save. Press Action to place the explosives and back flip into the water as soon as the video ends. Stay submerged! Skip down to water.

Swim across the pool, or follow the walkway to the higher large tank. Place the explosives and back flip into the water as soon as the video ends. Stay submerged, since there is deadly burning fuel on the surface! Swim down one of the tunnels and turn left to reach the sloped tunnel that leads out of the water. Follow the tunnel to the opening overlooking the flaming pool.

Except for a few fires that must be avoided, the room is basically intact. Safety drop to the walkway, turn left and follow it to the hole in the wall. Head left to the gold doors. In this one, the room is a mess. Safety drop to the walkway, turn left and climb onto the raised area. Climb onto the large pipe on the floor and jump to grab the bent overhead pipe. Cross the pool using the pipe and drop on the bent walkway. Use the fat pipe at the end to reach the hole in the wall. Safety drop to the floor and head left to the gold doors to end the level.


LEVEL 10: LOUVRE GALLERIES

Check your notebook. Locate Carvier's office to get a security pass to reach archaeological dig. There are several sweeping red security lights in this level. If you walk under them, an extra guard will come that you have to shoot. The K2 Impactor taser works well in taking out the guards without killing them.

You will encounter one or two guards on your way up the stairs. One of them drops Impactor ammo. You can't open the door under the security camera yet. Continue up to the door you can open. You have to cross the room with the lasers armed. If you trigger the alarm, there will be a guard to shoot. The lasers will shut off, and you are temporarily locked in. Reset the system with the button near the entrance door.


1) Climb onto the first display case, turn left, and jump to reach the top of the wall display. Pick up the health pack. Use a running jump to cross the first lasers.

2) From the middle case, use a running jump to clear the second lasers when the are at the lowest point.

3) The third set of lasers cycle on and off. Use a standing jump to get past them.

4) Hang from the right side of the case and shimmy to pass over the floor-level lasers.

5) Carefully jump through the gap in the criss-crossing lasers from the top of the display on the right to reach the exit.


There's a nice video overview of the room. If you trip the alarm, there'll be a second guard. Watch out for the security camera. You can take out the first guard by stealth if you want. Crawl under the X-shaped lasers, squeeze sideways through the vertical ones on the right and use steath. Pick up the security pass the guard drops. Get the health pack, notice the door to the archeological dig, and use the only door that will open.

Watch out for the security camera in the first room. Take out the guard in the gallery. The laser trap around the painting emits a poison gas. You have to reach the air vent above the Mona Lisa painting. Find the small case that Lara can move. Moving it gives her a lower body upgrade and exposes the security card scanner. Use the card on it to see what it does. Push the big display that Lara can now move as close to the Mona Lisa as you can. Return to the security card scanner.

This is a timed run, so hurry. After swiping the card, roll, run to the big case, climb on top, and jump to grab the top edge of the Mona Lisa display.Crawl through the ventilation ducts to a room with a yellow ladder. Climb up and kick down the grate. There's a guard out on the roof. There is nothing to get here. Find an air conditioner with a curved metal vent above it. Use it to jump to the ledge above and pull up.

Follow the ledge, past the two decorative grills to the overhead cable. Traval along the cable, there's just enough time, and you get an upper body upgrade. Follow the ledge to a drain pipe that leads down. If you have the crowbar in your inventory and don't want the Bandages pick up, you can skip down to caged area.

Climb down to an open window, traverse right and go through the window. None of the doors open. Take out the guard and get the key. Return to the window and climb down to the roof. Cross the bridge over the glass roof and kick down the right blue door for some bandages. Return to the balcony. Continue around to a ladder near a caged area. If you have a crowbar, skip down to the caged area below. Otherwise, climb down the ladder and open a blue door with the guard's key to get a crowbar. Then return to the balcony.

Break off the lock and enter. Climb on the "whatever it is" and crawl through the duct. Climb down a ladder and continue to an opening in the floor. Drop into the storeroom. If you wait until the guard walks past, you can go out and take him out using stealth mode. The two side doors open.

This room has gas masks. You can't get them yet but should remember them. There's a guard in the glassed room ahead. You can take him out using stealth mode. There's some ammo in the main room. In the guard's room, use the left security camera to read the security code from a post-it note in Carvier's office. (You can use the joysticks to control the camera.) The code is 14639. Return to the hall and use the code to then enter the office.

Pick up Carvier's security pass on the right side of the desk. There's nothing else to get but you can read about the Obscura paintings on her computer, in a book on the bookcase, and on the worktable. Remember the route. You'll need to return here later. Use Carvier's pass to unlock the door in the hall. Go down the stairs to the bottom. Continue to a junction room with doors both left (won't open) and right. When you open the right door there is a guard you might be able to sneak up on. At the far end of the room (gallery three), swipe your card and go through. You're back in the alarmed foyer.

Watch out for the security camera. If you want the bandages and small health pack pick-ups, you can back track through the first alarmed gallery and down the stairs to the start area. You can now get into the security office there. Return here when done. Use Carvier's pass to unlock the door to the Archaeological Dig. There are no other pick ups. Part way down the stairs there is an open gallery with a guard in it. You might be able to sneak by, or simply run past. Keep going down and through doors until you reach the dig site entrance. Go through either set of big metal doors to finish the level.


LEVEL 11: ARCHAEOLOGICAL DIG

You need the correct combination to open the ancient portal here. Go around the fence to the trailers. Take out the guard and get the ammo he drops. Enter the trailer and use the switch to turn on the power. Outside is another guard who drops more ammo. Go through the big metal doors between the trailers. Face the control desk and press action. Use the joystick to move the scanner. When you locate the first ancient symbol, the scanner will lock on. Disengage from the machine and be sure to pick up the printed symbol from the printer before leaving.

Enter the second trailer and pick up the printout of the Second Ancient Symbol. There's another guard outside. Now find the opening in the fence around the pit. Go to the bottom, kill the guard and climb the rough wall to a platform under the bridge. Grab the underside of the bridge and cross the pit to the rock ledge. From the top level of the scaffolding, on the left side (facing into the pit) you can make a running jump over the railing to reach the rock ledge.

Climb up on top of the bridge and head to the portal area. Note the round portal. Press the lever by the elevator and return to the ledge under the bridge. Jump to the elevator platform, and go up to the spinning symbol wheel. Look in your notebook to find two of the symbols and their proper position. The other two are on the print-outs you picked up. You just don't know the right sequence. Look around to the side of the puzzle to find the locking levers. All you have to do is pull the lever in front of the puzzle to position one of the symbols and then go around the side to lock it. Repeat until the fourth symbol when the portal above opens automatically.

From the left: points down crescent moon symbol, circle with bowl shape above it (First Ancient Symbol), bulls-eye symbol (Second Ancient Symbol), fleur-de-lys/scorpion looking symbol.

Climb back to the top and drop in the hole to reach the next level.


LEVEL 12: TOMB OF THE ANCIENTS

Drop down and continue to the edge of the tower where a panorama video runs. Most of the bats will not bother you. Hang from the edge and climb down to the first ledge. Kill a bat. Jump to the wooden beam. Jump to the tunnel and inside safety drop twice to the floor. Walk to the broken bridge.

Take a running jump across the gap in the broken bridge to the other side. Shoot a bat, gather up bandages in the room ahead, then return to the edge of the bridge. Now look to the right for a small ledge with no gargoyle on it (it's sort of highlighted in green, kinda stands out). Use a running jump / grab to reach it. Make a standing jump grab to reach the gargoyle ledge to the right (with Lara facing the inside of the cavern). Once there Lara won't shimmy, so pull up and hang off the front, then shimmy around to the other side. Drop to the ledge below.

From the middle of the sandy ledge, climb down the rock face to the ledge below to a small opening. Grab the climbable wall, traverse left all the way around, and drop or climb down to the ledge. Jump to the wooden beam and pull the lever. Now work your way to the bottom. You can't destroy the knight but you can outrun him or stun him for a bit. Find the crawl opening into a small well-lit room. Use the lever to extend more ledges. Climb onto the lowest ledge. Work your way up to the top ledge and then pull up to an alcove.

Use the lever to open a grate below. Return to the ground. Drop down through the open grate. The knight will follow, .... ignore him. Run down the tunnel and take the left turn at the door. After the short load, the knight will be gone and you can return. Return to the tunnel door and kick it down to get a lower body upgrade, the V-packer shotgun and 2 boxes of ammo. Return through to the left tunnel and kick down the second door. Enter the next room where the door closes and locks behind you.

There is a timed run in this room. A pretty easy one, actually. Go up to the lever on the right. After pulling the lever, turn left and run. Ignore the darts and jump over the three sets of horizontal spikes. All it takes is some good timing for the jumps. At the end, you'll see that two pages of your notebook are updated in the hall beyond. Continue through the doors to the next level.


LEVEL 13: THE HALL OF SEASONS

You must find four crystals for the receptacles in the entrance hallway and eventually get the Obscura painting. The four wall decorations at the entrance represent the traditional Western elements: fire, air, earth and water. There are four matching floor buttons in the center of the main hall. They will open doors to corresponding areas. You can complete them in any order you wish.

Each floor button opens three doors and behind each door is a lever. Two levers drop you into the Basement. (You can do the basement at any time, but you might as well save it till the end so you only have to do it once.) The correct lever opens the door in the center hall taking you to the element area. You can identify the correct lever by looking up at the overhead symbol INSIDE the hall, not the one outside over the originally closed door.


LEVEL 14: THE BREATH OF HADES

Find the movable section of wall and push. In the small room get 2 ammo pick ups and use the lever to open the gate on the other side and raise the logs in the pit. Jump from log top to log top. This is simply trial and error. Don't jump when the wind is blowing. You'll need the "Walk-Jump" as well as the "Standing-Jump". Pick up the Air Crystal. On the way back, notice that the first log on the right doesn't sway. If you jump to it, one stone head will move and you can get a health pack and two ammo pick ups. Return to the Hall of Seasons.


LEVEL 15: NEPTUNE'S HALL

The fire knight throws fireballs. Unfortunately, you can't kill him. You might be able to knock him into either of the holes with your shotgun, however. Lara can't get down the first opening yet. Dodge the fireballs and knock him into the water, then get the two ammo pick ups. Run to the hole in the back and get in the water. Swim down to the bottom. Swim through the room, past the blades in the doorway, to a small room with a lever. Pull the lever. Now you can drop into the first opening. Return to the start of Neptune's Hall.

Find a small square underwater opening to the right of the stone face. Swim in there, pull the lever to raise the water again and return. There are now three doors you can get to. One has an ammo pick up, one has a health pack and one leads to a water tunnel down. Swim down and forward to get another health pack. Continue forward and down through another opening to another health pack. Turn around and swim through the hole in the bars to reach an air pocket.

The next tunnel has spikes that shoot out, then retract for a moment. You must time when you go past the spikes, by staying to the side with the no spikes. Turn right at the T-intersection at the end to reach the air pocket. I suggest getting the ammo, returning for air and saving again because this air disappears. Swim straight down the square tunnel. Get the water crystal off the top of the pedestal. Down on the side of the pedestal, pull a lever and then swim through the grating above which should be open now. The door below the carved face takes you to the room with the first lever. Swim up and back to the start area to return to the Hall of Seasons.


LEVEL 16: SANCTUARY OF THE FLAME

When you enter the fireworks start. They slow down after a short while but yiou may need to use some bandage packs here because of random lava bombs. Avoid the dark blocks because they shoot up into the air. Some blocks sink also, so use walk mode. Cross the lava on the blocks. Pick up the fire crystal. On your way back to the pool, look left to see an alcove and some floating blocks. You can get bandages and ammo there. To return to the other side, use the floating platforms that continue to rise up as you cross. Return to the Hall of Seasons.


LEVEL 17: WRATH OF THE BEAST

Enter the room to trigger the earthquake. After the floor is destroyed, walk forward. The ledge ahead falls away. Before crossing, get some bandages to the right. ABYSS: The route goes to the left. It is the most annoying place so far. The difficulty is that the floor keeps dropping, even places you have to use. For the first half of the room, it is easiest to keep Walk mode on. In the second half, you have to move faster so will probably need Walk mode off. Save when it is safe to do so. That means as soon as you land on a spot that doesn't fall because it might fall when you move on. On the far wall, the corners are safe places. On the final bridge at the end, you just have to run carefully and jump at the end to reach the steps. FAR SIDE: Pick up two boxes of ammo and the earth cyrstal.

RETURN: Note the layout of the rebuilt room - two waterfalls at either end (you'll need them) and two levers, one in the middle of either sidewall. What you don't see are the 3 fire knights who appear as soon as you start across. You have to pull the levers to open the exit door. Run, dodge the knights and the fireballs, put out the flames in the waterfalls when you start to burn, and use health packs as necessary. You might even want to save after completing the first lever. Return to the Hall of Seasons.

ELEMENTS DECORATIONS: Place the four crystals in the decorations at the Start to unlock a door you have not seen yet, unless you did the Basement already. I was only able to place one at a time before the Knight got there. DECISION: Do you want one or two extra pick ups in the basement? If you don't, press the Fire floor button, pull an incorrect lever, drop through and slide to the basement for the shortest route. Skip down to Fire Entrance below. If you want some extra pick ups, press the Earth floor button, pull an incorrect lever and drop through. Get the ammo pick up before sliding down to the basement.


BASEMENT

The basement is a circular hallway. You can go in either direction. This assumes you are starting from the Earth Entrance and going clockwise. If you are using a different entrance, start there. If you are going counterclockwise, read in reverse order. Walk mode is really useful here.

EARTH ENTRANCE: Get the AMMO. Enter the circle of death and go left (clockwise). You might encounter the roller here. It was not there when I arrived, but it was there after saving and loading. Get to one side and duck to avoid it. Jump across the lava pit. The horizontal spikes are staggered and don't go all the way across. Walk an "S" pattern around them.

FIRE ENTRANCE: Get the AMMO pick up and enter the circle and go left (clockwise). Jump them two lava pits. If the furnace room door is unlocked, enter now. You will return here when done below. Skip down to the Furnace Room Stairs below. Jump across the lava pit.

AIR ENTRANCE: Get the HEALTH PACK and enter the circle and go left (clockwise). You might encounter the roller here. Get to one side and duck to avoid it. Jump across the lava pit. Start running while the block is still down to make it to the other side. Run or jump through when the horizontal claw blades retract. You should be able to simply walk around the vertical drop blades.

WATER ENTRANCE: No pick ups. Enter the circle and go left (clockwise). Run through when the vertical claw blades retract. At the elevator, enter and pull the chain once. At the stop, turn around and pick up bandages and ammo. Pull the chain again to reach the top. Return to the hall of seasons. If you have completed the furnace room, you will not need to do the rest of the basement. Skip down to Piston Pillars. Hang from the edge and traverse to get past the spinning blade. Jump across the lava pit. You might encounter the spiked roller again. Get to one side and duck to avoid it. The basement now repeats starting with the earth entrance above.


FURNACE ROOM

Descend the spiral stairs, pull the lever and continue to the furnace room. Find and turn the air valve to the left. Notice the air symbol sign hanging from a chain. There are three more valves yet to turn.

CENTRAL WALKWAY - WATER: Jump to the mid-level central walkway. Look around on the far side to find a chain running up toward another hanging sign. Use the chain to cross the gap, climb a ladder and turn the water valve. Return to the central walkway.

CENTRAL WALKWAY - EARTH: Walk around and look for a small platform with a ladder going up and another going down. Jump to it. Climb the ladder, turn the earth valve and climb back down. Climb down the next ladder. (Note, there is an AMMO pick up on the floor below. If you want to get it, drop down there, get it, and climb a different ladder to the central platform.) Otherwise, use another chain to reach the center again.

LOWER CENTRAL WALKWAY - FIRE: Locate and turn the fire valve. Now the automated weapons are active - quite frustrating. Step back from the valve and safety drop to the ground. Turn around, move away from the center and head left to the nearby ladder. Climb it and then return to the basement loop. Use the basement walkthrough to reach the elevator, which will take you to the Hall of Seasons.

Find the lowest pillar and jump climb up on it the lowest point. Watch the cycles of the pillars. Always use a standing jump to the next one when it is at its lowest point relative to the current one you are standing on. On the last one, grab the metal ring above and pull up. Look for the stairs leading up on the lower balcony. You might try to see the upper balcony too while you are here. Look for the spoke with the flat on top. Use the spoke to cross.

There will be two knights and they will follow you up. Go right to reach the stairs and go up. Note the door on the right at the top before exiting. All the way around to the left there is a climbable wall. Use the wall to reach a small ledge. Look up. You'll go there eventually. Use the lever that opens the door at the top of the stairs. Climb down and run to that door. Inside, pick up the ammo and push the wall for the upper body upgrade. You can get a health pack here too. Return to the small ledge.

Use "walk" mode, save and be prepared to save again at the next stop. Just keep pressing forward to have Lara climb the wall to the ceiling. Once there, go forward and left to another small ledge. This climb is a pain in the #%*. If you look carefully you can see that the inner face of the central area is climbable. What you can't see is the ledge up there. Making the turn during the traverse while just holding the left in forward really helped here.

Walk to the edge and position Lara carefully so that she is facing the right direction and has the minimum distance to go. Grab the ceiling and go forward turning left as close to the corner as possible for the shortest route. When you reach the edge Lara should instantly swing and start up. If not, you're dead. At the top, go left to drop on the ledge. Finally you're at the top of the dome. Follow the hall through a couple of doors and up some stairs to the tomb. After the video you will be locked in the tomb for the first Boss fight.


RED GUARDIAN TOMB:

The goal here is to grab the first Obscura Painting from the statue holding it. The painting glows blue so you can find it. But the painting moves to another statue if you approach too close while the Guardian is active so you will have to stun it for a couple of seconds. The guardian can't hurt Lara (well, not much) when she's crouched, so duck and stay ducked. You can crawl over the grating that looks like it's on fire without getting hurt. You can get a health pack, the shotgun or ammo, and four packs of ammo by crawling around the perimeter.

Crawl close to the statue with the painting and face sideways to it so that the guardian isn't in the way when you stun it. Stand up for a moment, arm Lara and crouch down again. If "Walk" mode is on, stand up for a moment, turn it off and crouch down again. You're ready to fight now. Don't bother to track the Guardian. Just shoot when Lara targets. As soon as it is stunned, stand up and put away your weapon. Run over to the statue and press action as soon as the hand appears on the screen. Immediately duck again! Crawl out the open door until you reach the water, where you'll be safe.

Save your game at this point, since there is a fairly long swim ahead. Move ahead until the tunnel fills with water and then swim up through an opening in the ceiling. Keep going to the top of the Tomb of Ancients for air. Inside the Tomb of Ancients, there are bandages on the shelf. Your goal now is to get back to the Archaeological Dig and you do that by swimming up the tunnel you originally used to enter the tomb. It's the highest hole in the wall above the the green ledge near the wooden beam. Use the crate to climb over the fence. Head for the metal doors on the right to exit the level.

LEVEL 18: GALLERIES UNDER SIEGE

Lara's purpose here is to find a respirator and simply escape. The route to the respirators is pretty obvious in case you don't remember it. There's really only one place where you can go the wrong way. The Impactor works great on the guards here. One shot and they go down, saving you time and ammo. If you holster it after the shot, it's easier to run.

Run up the stairs. The guard drops ammo. Another video kicks in. The Louvre is infiltrated and poison gas is released. This level is a timed run. You will need to find a respirator. Even after that you are on the clock, just a slower clock. Continue up taking out another guard with ammo.

Open the door at the top of the stairs to start the timed run (this is the alarmed foyer from the Louvre Galleries.) Take out the commando and pick up the mag vega. Run through the nearby door behind the guard and a bit to the left. Kill the commando on the rope and grab the ammo. Exit at the end of the gallery to a junction room. Go through the door on the left. Shoot the commando and pick up more ammo. Run up the stairs and go through the door at the top.

Shoot the commando and enter the first door on the right. Grab a respirator from the cabinet in the glassed-in room to the right (you saw this earlier). Put it one by selecting it from the inventory. You also get the sprint upgrade and a brief video. Exit the lab and go back down the stairs to the Junction Room.

Kill the two commandos. Use the left door (the light over the door is now on). Kill the commando on the rope. Both exits lead to the same place. Kill the commando at the top of the stairs. Go down and kill another. Both stairwells here lead to the same place. Go to the bottom and through the open door on the right. A very long video is coming up. There's a ladies room through the door on the right. Don't bother, there's nothing there. Go left to to end the level. Next is a very long series of videos. Kurt and Lara finally meet. He takes all of her weapons, the guards come and they escape. Then Bouchard takes Lara to Von Croy's apartment. She goes in alone and he calls in a hit on her. Lara finally remembers what really happened to Von Croy in the apartment.


LEVEL 19: VON CROY'S APARTMENT

Again the purpose here is to simply escape. A hit man called "The Cleaner" has been called in. "The Cleaner" doesn't show up until you pick up both the walking stick and the Rigg pistol. Get everything else first to make things easy. Ignore the nearby walking stick for now. Pick up the Rigg pistol and four ammo packs by the dining room table. (It's been reported that sometimes one of the ammo packs can be picked up repeatedly.) At the desk, read the two pieces of info about the Lux Veritas and the Sanglyph. Get 3 ammo packs in the kitchen and bandages behind the spiral stairs. Kick down the door for the lower body upgradeE and enter.

Pick up three ammo packs and go up the back stairs to the bathroom. Find the ammo and health pack and then kick open the door to the bedroom. Read the info on the desk about the Cabal. Find four ammo packs and a health pack before going down the spiral stairs. Position yourself near the walking stick, facing the door, and arm Lara. Pick up the walking stick and wait for the hit man to come. You can either duck and hide when he is shooting or approach and shoot for maximum damage. He'll leave after a while. Follow him out.

Go right to the end of the hall. Break through the red emergency door and enter carefully for another ammo and health pack. Return to the hallway and go through the open door on the right to a room being remodeled. When you pick up both ammo packs the hit man comes again in another video. I suggest saving first. After he leaves, follow him. Get the chocolate bar, the Viper SMG and two ammo packs before entering the hallway. Stealth crawl under the lasers to the right. Turn the corner for the video of bombs exploding.

Jump down to the landing on the right and get down to the floor below some how. Pick up a health pack and two ammo packs, then go up the stairs to an intermediate floor. Look down the hallway before entering. Note the alcoves, the lasers and the hit man at the end. There are also three ammo packs in the hall. Holster your weapon for now. Work your way down the hall going from the protection of one alcove to the next, running and jumping past timed lasers as necessary. Stop in the last alcove on the right.

The hit man is easy to kill, but you might want to save. Draw your weapon, sidestep to the left and kill the Hit Man. The level ends when he dies. A video shows Lara examining the hit man and then ending up in Prague. Your notebook has been updated. You need to find Mathias Vasiley now.


LEVEL 20: THE MONSTRUM CRIME SCENE

There's a brief aerial shot here of the square where Mathias Vasiley's apartment is located. Lara arrives, gets out of the jeep and comments on the wonderful weather. At the start of this level, your notebook is updated. Check on Mathias Vasiley. Another entry appears after the dialogue below: Look for the fifth Obscura Engraving at Vasiley's. There's also an earlier entry Von Croy made about the art dealer. Approach the guy near the red car and talk to him.

There's a dialogue between Luddick the journalist and Lady Croft. Lara will get the same basic information no matter what you say, but you'll get more if you're polite. Luddick tells Lara that Vasiley was silenced by the Mafia and the evidence was taken to the Strahov, the Mafia center of operations in Prague. He also tells you a bit more about Eckhardt and the six major players on the bad guys' team. If you don't insult Luddick, he'll agree to get you a security pass for the Strahov. Lara agrees to pay for it and promises to meet him in a half hour.

After the dialogue, head down the alley near Luddick's car. There's a policeman at the end on the right. Try stealth attack, otherwise kill him and pick up the claw hammer. Cross the square to Vasiley's building, the one roped off with yellow police tape. Go down the alley on the right side of the building. Watch out for the two policemen and the dog here. Continue along the alley behind the building to a trapdoor. Use the hammer to break the lock. Then open the door and drop in.


SEWER TUNNELS/VASILEY'S CELLAR:

Follow the tunnel to the water-filled trench. Turn right and continue to a rubble-strewn hole in the wall. (There are a few other side passages off this tunnel but they are dead ends.) Go through the rubble-strewn hole to Vasiley's basement. Go up the short flight of stairs. The red door on the right doesn't open yet. Go through the open doorway and up the stairs. A brief cut scene shows Lara catching Bouchard snooping around the apartment. She knocks him out and ties him to a radiator.

Dialogue - Louis Bouchard apparently has no particular loyalty to Eckhardt or the Cabal. He gives Lara quite a bit of information on Eckhardt, who he believes to be the Monstrum. He also gives her quite a bit of info on the Cabal and the Obscura paintings and engravings. Apparently Eckhardt wants to revive the Cubiculum Nephili, the "Sleeper," in order to breed the extinct Nephilim race back into existence. Bouchard tells Lara about the Vault of Trophies, one of the last Lux Veritatis strongholds, supposedly located somewhere beneath the Strahov. After this dialogue, your notebook is updated. Lara needs to find the Vault of Trophies but first she must locate the last Obscura Engraving, hidden somewhere in Vasiley's place.

INSIDE VASILEY'S APARTMENT:

Go through the wooden door into the main room of the apartment. Climb the spiral staircase to the upper level. Push/pull the small chest of drawers to get an upper-body strength upgrade. Climb onto the scaffolding and jump to the part closest to the window. Pull the chain twice to move a cabinet downstairs, revealing a small medipak. Take a running jump to the scaffolding on the other side of the window and pull the second chain four times to open the face on the grandfather clock, also downstairs. A brief cut scene shows the design inlaid on the wooden floor below. Three o'clock is prominent.

Climb back down the scaffolding and return downstairs. Pick up the small medipak behind the chest you just moved and go to the clock. Press Action for a close-up of the clock face. Then use the cursor keys to move the clock hands to 3 o'clock. Press Enter. This opens a secret staircase in the middle of the floor. Go down these stairs to a secret room in the basement. Examine the display cases. Three of them yield more information about the Periapt Shards and the Cubiculum Nephili. (Your notebook is updated here.) The fourth case has what looks like a Star Wars Battle Droid head but no useful info. Pick up the Vasiley Full Fax from the floor near the desk. Examine it in your inventory to find a secret code: 31597. Use this code at the keypad behind the desk to open the secret compartment behind the painting. Take the Last Obscura Engraving.

Return upstairs and out the door near the desk. A brief cut scene shows Bouchard is gone. Exit to the hall. In another short cut scene Lara opens a closet and the Mafioso's body tumbles out. Search near his body for the Cellar Key. Exit to the cellar (where you came in). Cross the room and go through the red door, which opens now that you have the right key. Go up the steps to the alley behind Vasiley's building. Dialogue with Luddick: The journalist tells Lara he was able to get her a Strahov Low Security Pass. He also sells her a viper SMG machine gun for ¬ 800. He then gives her a ride to the Strahov. If you antagonized Luddick earlier he won't help you here. From what I found, you have no choice but to buy the gun. If Lara has at least ¬ 800, this will happen automatically.


LEVEL 21: THE STRAHOV FORTRESS

The level begins in a large warehouse with stacks of huge metal containers. There's one open container on the far side of the room. Inside there's a large health pack. Now you need to get over the wall to the other side of the room. There are a couple of ways to go about this. Approach the big metal door with the red lion painted on it. This triggers a cut scene showing a huge magnet moving to pick up one of the crates. Don't wait for the crate to be moved all the way; you want to get Lara on top of it. Climb onto the single crate just to the left (when facing the door with the lion).

Walk to the edge closest to the two stacked crates (the third one was just picked up by the magnet) and jump to grab the edge. Pull up. When the magnet brings the crate down between the two crates on the other side of the room, take a running jump to land on top of it. Ride the box as the magnet moves it to the other side of the room. Lara says something about not drawing attention to herself.

If you miss your ride on the crate, you can get to the top of the wall by first climbing onto the single crate just to the left (when facing the door with the lion). From there, jump to grab the edge of the two stacked crates. Pull up. Go to the other end of the crate and take a running jump to grab the air conditioning unit mounted high on the wall. Pull up. (A regular standing jump won't work here.) Now turn right and take a running jump to grab the top of the brick wall where there's a small gap to the left of the walkway. Pull up. (This jump is a bit tricky, so you might want to save your game first.)

There are three guards below. Two of them patrol the floor. The third stays inside the small office. You can take them on or try and conserve health by sneaking around. If you got the Strahov Low Security Pass from Luddick earlier, you can avoid the guards in the room below entirely if you want to. If you rode the crate over to this side of the room, wait until the guards are looking the other way. (Their flashlight beams show where there attention is.) Then drop down and sneak across the room, using the crates and pipes for cover.

Find the stacked crates below the ladder and climb onto them. Jump up to grab the ladder and climb all the way to the top. If you're already on the high walkways, cross over to the far right corner of the room (on the right when Lara's back is to the area where you came in). Jump over the hole in the floor to grab the ladder and climb up. Go through the green door in the corner. Pick up the walkthrough below under Low-Security Area.

If you don't have a Low Security Pass, you'll need to get one from one of the guards. If you climbed to the top of the wall, rather than riding on the crate, first cross the walkways to the far right corner of the room. Jump over the hole in the floor to grab the ladder and climb down. Drop onto the crates below. If you did ride over on the crate, just drop to the floor. Now you can either confront the guards or wait until they're looking the other way and try sneak attacks. (Their flashlights show where there attention is.)

One of the guards on patrol drops a mag clip when he dies. The guard in the shed has the Strahov Low Security Pass you need. There are a few movable objects down here, but no goodies. When you're ready, find the stacked crates below the ladder and climb onto them. Jump up to grab the ladder and climb all the way to the top. Go through the green door in the corner. There are actually two green doors, one at each end of the walkway. They both lead into the next room, but the one on the right, below the control room high on the wall, enters right next to the ladder you'll need to climb.

Swipe your security pass to open the metal door. Enter the next room cautiously, as there are two more guards on patrol here. As long as you don't cross their line of sight, they shouldn't bother Lara. However, if you do decide to kill the two guards on the walkway I suggest you confront them one at a time. Each drops a mag clip. Unfortunately it takes almost that much ammo just to kill them, so it's really a wasted effort. Look for the ladder just beside the door where you came in. Climb the ladder part way and watch the guard in the room above. When he moves away from the door, pull up into the room and immediately go into stealth mode. Sneak up and punch him out. He drops the MAG VEGA. Use the lever to open the door to the crane control room on the other side of this area.

Climb down the ladder to the walkway. Off to the left, there's an opening in the floor with a ladder leading down. Don't go down there yet. If Lara climbs down, ceiling mounted machine guns will kill her instantly. Instead cross the walkway to the other side. Again, you can avoid the guards by going into stealth mode and not crossing their line of sight. Climb the long ladder on the far wall. At the top, dismount and head to the left. Follow the walkway to the top of the crane control room and go down the steps toward its door. A cut scene shows Lara using the electro-magnet to destroy the gun turrets.

Return across the walkway to the long ladder and climb back down. If you don't climb down below the metal rails around the ladder, the guard won't see Lara. Wait for him to go to the left and then drop down. Enter stealth mode and sneak back across the walkway toward where you entered this room. Ahead on the right is an opening in the floor with a ladder leading down. Climb down and cross the room. Go through the green door in the metal panel.

What remains of a circular wall surrounds a small open area with some barrels, crates and other debris. Don't touch the electrified door to the left. But, approaching this door triggers a notebook update. This will give Lara access to the bio dome. Just beyond the electrified door, near the corner, are two stacked crates. Lara isn't strong enough to move these yet. Straight ahead and around the next corner is a corridor lined with lasers, mines and a deadly electric force field. Avoid this area for now. To the right of where you entered this room are more crates, several of which are moveable. Beyond them is a fence topped with barbed wire holding back a pair of barking attack dogs. Lara spots a pipe she can use to climb over the fence, but she can't quite manage this yet. A leaky pipe above the crates will cause fatal steam burns if she stands on the uppermost crate. She'll need to shut off that steam.

Face the fence and crates. Push the single movable crate on the right against the chain-link fence. Then push it to the left against the stack of crates. Stand on top of the box you just moved. Push the box on the second level of the stack that is closest to the fence so it is between the fence and the highest part of the stack. Go to the other single crate in the middle of the floor, it's slightly smaller than the others and has red designs on it. Push it up against the stacked crates. Return to the first crate you moved, it's now up against the door in the fence. Pull it back from the fence. Then go around to the right side and push it alongside the box with the red stencil.

Go around to the right side of the stack (with Lara facing the fence) and climb onto the box nearest to the fence. Turn so that Lara's back is toward the fence and push the box in the second level on top of the last box you moved. Go around to the other side of the box you just moved. Lara will now be standing on top of the box with the red stencil. Pull the box you just moved toward the wall as far as you can. Climb over it and push it from the other side so it's on top of the red-stenciled box. Climb on top of the last box you moved and push the topmost box toward the fence. Doing this gives Lara an upper-body strength upgrade.

Hop back down and return to the two stacked crates near the electrified door. Get behind the crates and push them straight ahead as far as you can. (You can't do this before the upgrade.) Use the stacked crates to climb up onto the ventilation unit. Turn the valve to shut off the steam. Drop down and then climb to the top of the big stack of crates. Now Lara can jump up and grab the horizontal pipe. Press Duck to tuck her legs up and traverse forward over the barbed wire fence. Drop down on the other side and kill the dogs (or kill them before you cross the fence, ... your choice). Climb the ladder near the right wall and use the lever to operate the huge saws. This cuts the slab of stone and also slices open the ventilation duct above. Climb onto the beam above and just to the left of the lever. Walk across the beam toward the saws. Where Lara steps up onto the crossbeam, turn left and climb onto the square steel duct. Go to the end. Drop and hang from the edge. Let go and quickly press Action again to catch the bottom edge of the duct. Pull up.

Crawl forward through the ventilation duct. At the drop-off, tap "forward" and Lara will somersault ahead. Continue on to a vent in the floor. A cut scene shows Gunderson hauling the journalist Luddick into the room for an audience with Eckhardt. Eckhardt dismisses his minion and then kills Luddick, who apparently knew too much. As the reporter writhes in agony, the mysterious symbol Lara found at the scenes of the other Monstrum killings is inscribed on the wall.

Crawl forward to the end of the duct. The camera shifts to a wide-angle view. When the guard moves off to the right, simply tap "forward" to somersault out of the duct. Go into stealth mode, sneak up behind the guard and knock him out. Take his Strahov High Security Pass. In a short hallway to the right of the duct opening (when Lara is facing it), there's a locked door. Use your security pass to get in. You'll find Luddick's smoldering body here, along with some bandages in a locker and the scorpian X (or some clips) on the bed. Exit to the main hallway and turn right.

Go past the duct opening to an office with windows. Climb the stairs, use your pass to open the door and kill the guard inside. Two more guards are having lunch in the small lounge beyond the control room. You may be able to avoid them using stealth mode, but if you kill them you can pick up three mag clips and a chocolate bar. Use the control panel in the office. A cut scene shows Lara tracing the route she needs to take, and notes an ominous bio-hazard symbol. She wonders what needs the kind of security shown on the schematic. Then she shuts off the power to clear a path through the bio dome. Next, we see a rather nasty creature escaping confinement and terrorizing some poor guards. Lara knows she must move fast before the power comes back on, but I didn't find a specific time limit here.

Exit the control room and return toward the lasers. Take out a gun. Lara automatically targets the red fire extinguisher near the big, upright cable spool. Be sure to stand back to avoid taking damage when it explodes. The cable spool rolls down the hall, detonating two of the three mines. You can then "commando crawl" under the deadly lasers. Stay to the left to avoid the remaining mine. With the power off, the electric force field is down. Continue around the corner to the left. Follow the right wall to the door that was previously electrified. Now you can use the keycard to unlock the door and enter the bio-dome.


LEVEL 22: BIO-RESEARCH FACILITY

Go straight through the door to enter the greenhouse. Go down the steps and talk to the man standing near the fountain. The's a brief dialogue with Dr. Muller: The scientist reveals more information about the Cabal. He tells Lara they plan to bring about a new order of life on earth, starting with the revival of the "Sleeper". Eckhardt plans to use the Sleeper to breed a new race of Nephilim. In return for their help, he's promised the other Cabal members immortality. Lara is a bit skeptical, but Muller insists. He's convinced Eckhardt's plan will work, but he does hint that their previous experiments weren't completely successful. Apparently his colleague Boaz created a half-breed "Proto-Nephilim" that turned out to be not an angel but an abomination. Muller then spritzes Lara with a pesticide or something and sneaks away.

Step into the fountain and pull on the blue gargoyle to open a secret passage in the corner to the right of where you entered. Go through the passage, climb the ladder, pick up Vector and Mag clips and pull the switch to open the exit. Drop down and return to the greenhouse. On the way out, make a couple of pick-ups. In the far left corner there's a Viper clip on the walkway. Watch out for the carnivorous plant. It will try and bite Lara. Search in the undergrowth behind the spore-spitting pitcher plants. (In the PC game at least, these don't seem to do any harm.) You'll find a Vector and Mag clip. Go up the stairs into the airlock. Press the button and exit through the other door.

A panoramic cut scene shows the layout of the area. One of the tanks bursts open and a mutant with long, knife-like claws escapes. If you kill this mutant, six giant "bug-type" mutants enter through the chutes lining the side walls. You can either kill them all, try to outrun them or just don't trigger them by killing that first mutant. The last way saves health and ammo.

The big door at the far end of the room doesn't open. You'll need to find another way out. But first pick up a few useful items. Go down the first set of steps on the left and jump over the railing to land in the bushes beside the steps. Pick up some bandages. Now run along the length of the room to the far right corner. Go up the steps there and head back toward the entrance along the ledge. Get the Mag clip at the end of the ledge. Slide down to the ground and run back along the length of the room to the far left corner. Go up the steps.

First follow the ledge all the way back toward the entrance and pick up another mag clip. Then backtrack along the ledge to the middle. Get another mag clip and jump straight up to grab the silver drainpipe. Monkey swing up the pipe to the top and drop onto a narrow platform. Follow the narrow walkway to the right. Turn the first blue valve. Now head for the other side of the walkway. When you reach the broken section, walk as close as you can to the first gap and jump forward to clear both gaps. Continue to the second blue valve and turn it. This opens a trapdoor at the bottom of the tank from which the live mutant emerged.

If you climb down the broken ladder and drop or jump from the end, Lara will lose quite a bit of health (and may die if she's already lost some). If you have health items to spare, go for it. Otherwise, return to the silver drainpipe and climb down the way you came. Drop through the hole in the mutant tank and fall into a pool of green ooze. Climb out of the first pool and follow the passage to a slope above another pool.

Stand at the center of the ramp where there's a strip of decorative grating on the floor. Step off and slide forward, jumping at the end of the slope to grab the ladder ahead. Climb up and take the small medipak. Go through the door, follow the steamy hallway to the end and go through another door. (If you missed grabbing the ladder after sliding down the ramp, you'll splash down in the pool below. Swim through the hole in the grating. Then quickly swim up and right to a ladder where you can climb out of the water. Don't linger too long in the pool though, since there's a huge fish-mutant thing swimming around.)

There's a guard on patrol here. Depending on where you enter, he may be above or below you. Kill him and then head for the vine-covered wall in the corner. (This will be ahead and to the left if you climbed out of the pool, or below if you came in through the door.) Climb up the vines to reach the ledge high above. You'll need to climb up, then diagonally up and right, then straight up again. The door ahead doesn't open. So climb the ladder to the high walkway. Use the switch to move a small platform toward the far end of the room. Return to the bottom of the ladder, but instead of climbing back down the vines, safety drop to the walkway below.

Go up the first short flight of stairs and down the other side. Jump onto the fat pipe next to the right wall. Pick up a Mag clip and turn the valve. This shuts off the steam leaking from a pipe on the opposite wall, which would otherwise prevent you from climbing up there. Walk back along the fat pipe and jump to the walkway. Now go up two flights and left to the broken section of walkway. Jump across and then climb the ladder on the left wall. Go around the clump of foliage and pick up Viper and Mag clips plus some health pills. Return down the ladder (or safety drop through the opening to get down faster). Cross the walkway to the other wall and walk out onto the narrow ledge. Sidle across and climb the pipe. At the top, press left and up together to grab the ledge to the left. Shimmy left, then around the corner and pull up.

Grab the vines on the wall and climb straight up to the ceiling. If you jump to grab the vines when starting out, you'll have a little more hang time. Just keep pressing forward and Lara will climb straight up and then turn to face the middle of the room. Once she reaches the metal track on the ceiling, turn right and move forward a little more to position her just above the platform you moved here earlier. Let go to land there. Cross the walkway and climb down two ladders to a blue door with a button. Press it to open the airlock. Go in and press the yellow button to open the other door.

Go to the right. A cut scene shows a huge vine pulling the exit doors shut and holding them closed. Climb down the ladder and head toward the raised walkway. Underneath you'll find a clip for the Mag Vega. Go up the stairs to the valves. Each of the five valves is labeled with an arcane symbol. The diagrams on the bulletin board to the left show different chemical mixtures you can make by turning different valves. Check the safe/cabinet for goodies. Push the table away from the bulletin board to reveal a clue. The diagram with the red X shows a bad mixture for plants. Turn the valves corresponding to the symbols shown in that diagram: valves one, two and four from left to right. Now pull the lever to the right. This feeds the bad mixture to the giant vine, killing it and opening the door ( a cut scene shows this). Exit there.

A brief cut scene shows a fly-by of the area. Most important is the dead guard with the keycard on one of the higher walkways. There's a guard on patrol off to the right. I wasn't able to sneak up on him with stealth mode, but it may possible. Kill him and take his Botanical Low Access Pass. Beyond his post in the far right corner is a short hallway with three card readers. This is the exit. You'll need three pass cards to get out. You've got one.

Go to the raised plant bed in the middle of the room and climb the ladder to the walkway above. Now you're on level two. Go to the left, and up two flights of stairs to level four. There's only a small landing here on level three. Here you'll find a blue door, which only opens from the other side, and a series of small blocks arranged so you can jump across the greenhouse roof. This series of jumps is shown in the screenshot here. First, take a short hop from the walkway or the first block to the second block. (Or step back a bit and use a regular standing jump.) Jump from the middle of the second block down to the third. You may be able to shoot the guard on patrol above and to the left from here. If not, just keep going; you'll get him later. Jump from the middle of the third block to the fourth. Walk to the edge of the fourth block and jump to grab the walkway ahead, just to the left of the railing. Pull up.

If you miss any of the jumps, just slide down the roof and press "action" to grab the edge. Traverse to the left and drop onto the small corner ledge where you'll find some bandages. You may want to do this once on purpose just to get the pick-up. Jump into the water, swim to the steps and climb out. Then retrace your steps up the ladder and stairs to the blocks to try again. Once you reach the walkway (also on level four), head around to the left. When you reach the circular clump of plants, Lara says she's not strong enough to make the long jump to the next walkway. Instead, head left. Shoot that guard if you didn't get him before. Go to the blue door and open it. This isn't necessary, but it saves you from having to repeat the block jumping if you fall later on. From the blue door, return past the big tree and continue straight on to the far wall. Follow the walkway around to the left until you come to a gap.

Take a running jump across the gap to grab the opposite edge. Pull up. This gives Lara the lower-body strength upgrade she needs to get across the other big gap. Pick up the large health pack and then jump back across the gap. If you miss the first jump across the gap, you can either reload or continue forward along the lower walkway. Vault over the rail at the end and continue up the stairs to the blue door and blocks. If you opened the blue door, you can go through there instead of having to jump across the blocks.

Once Lara has the upgrade, return along the level four walkways to the circular clump of plants. Save your game. Then face the wide gap that Lara couldn't jump before. Line up the jump carefully so she runs and takes off on the left side, where the broken edge juts out a little farther. Run, jump, grab the other edge and pull up. Go to the left and up the stairs to level five. Follow the walkway all the way to the left. Climb the vine-covered pole, traverse to the right and pull up on level six.

A cut scene shows Lara looking at Dr. Muller working on a computer. Eckhardt and Gunderson approach Muller demanding to know what's going on. Muller tells them it's not his fault; the power is down everywhere. Gunderson takes over at the computer and soon has things under control. Then Boaz arrives with news of problems down in the Sanatorium. She confesses that she didn't kill the Proto-Nephilim as Eckhardt ordered. According to her, because the Proto is half Nephilim, it can only be killed with the Periapt Shard. Eckhardt is not pleased with this. He sends Gunderson to clean up Boaz's mess and, as punishment, feeds her to one of Muller's "creations." Joachim Karel, the blond in the red scarf, has nothing to say at this point.

After the cut scene, continue forward to the dead guard near the plant. Pick up his Botanical High Access Pass and the Viper clip near the end of the walkway. Then return to the broken edge and drop to the level below. Return to the other end of the level 5 walkway and down the stairs. Go to the very end of the walkway. (The spot where you grabbed after making the very long jump is on Lara's right now.) You may be able to shoot the guard on the level below from here. Hang from the edge of the walkway and traverse to the right. Grab the vines on the brick wall and climb down to the stairs. Go up the stairs, shoot the guard if you didn't before and get his Botanical Medium Access Pass. Return down the stairs and follow the walkway toward the glass greenhouse. Pick up a mag clip at the end. Climb down the broken ladder and drop to the ground.

When you have all three pass cards, head for the far right corner of the room (to the right when Lara's back is to the entrance and she's facing the glass greenhouse). Go into the short hall and use the cards at the three card readers to open the exit. Go down the steps to the right. This area is full of poison gas, so move quickly. Pick up two Vector clips  one near the right wall just before the small pool, the other in the far left corner against the wall. Drop into the water and swim through to another small room. Climb out on the ledge and pull the small box under the hole in the walkway above. Climb onto the box and pull up through the opening onto the walkway. The door is jammed. Search the lockers to find bandages and health pills. Then hop back in the water and swim back to the poison gas room. Climb out of the water, return up the stairs and then cross the elevated walkway to the far end. Enter the first airlock and press the button to exit on the other side. Go left into another airlock.

Another cut scene shows Kurtis traping Lara inside the airlock to keep her from wreaking any more havoc while he sorts out a few things. Before he takes off, Lara makes sure he sees the Periapt Shard she took from him at the Louvre. Now he'll be sure to return.


LEVEL 23: THE SANITARIUM

Here's Kurtis Trent again. The controls for him are basically the same as controlling Lara. The only difference is he can't sprint, use stealth mode or get strength upgrades, and his movement is a bit clunkier (if that's at all possible). Kurtis's only weapon is the Boran X, which he has at the start. You'll need quite a lot of ammunition for the boss battle at the end of the next level. Make sure to get every pick-up and conserve your ammo. Keep in mind that the weaker mutants can be avoided, fought hand-to-hand or taken down with fewer bullets at close range. Some of the tough mutants can also be avoided.

At the elevator shaft, pick up the Boran clip on the floor to the right and make your way down the shaft. You can either hang from the opening inside the shaft, tap Action to let go and then quickly tap it again to re-grab on the level below, or make your way down the ledges where there are no railings. The first way is pretty straightforward. Just don't forget to pull up on the levels where there are pick-ups on the ledges. Alternately, to get down via the various ledges, first safety drop off the top ledge near where you found the clip. Pick up another clip below. Jump to the yellow ledge and climb down the ladder. To right, turn around and then jump to grab the end of the walkway surrounding the central shaft. Pull up.

Safety drop to the walkway below and pick up health pills. Go to the end without the railing and drop down again. Enter the lift shaft and safety drop. Open the trapdoor and drop through. Exit the lift, go left, climb down a short ladder then a long one. It's too far to drop to the ground. Instead jump to grab the walkway above near where it connects to the lift shaft. Pull up. Go through the door on the left.Kill the mutant zombie thing ahead and go through the barred area into the hall beyond. Approach the dead guard. A cut scene shows a mutant draging a soldier's body into a duct.

Pick up the Boran clip near the guard and continue to the open door at the end of the hall. There's another mutant running around out there. Kill it and go down the hall to the right. Enter the open cell near the dead guard's body. There's a man sitting on the cot inside. There is a dialogue here with the truck driver. This poor guy has just about lost what's left of his mind. After transporting the "Sleeper" from Turkey, he and his comrades were locked up. He's been hiding out here, but his comrades were fed to Boaz's creation, the Proto-Nephilim. Exit the cell and press Action to examine the door with the keypad.

Kurtis uses his farsee ability to locate the door code: 06289. It's recorded in the Items section of your inventory. Use the code to open the door. Go past the glassed-in office, shoot the next mutant inmate through the barred door and then go through. Go through the next short hallway and out through the barred door at the end. Kill another mutant in the next hallway and go through the green doors.

Go down the ramp. Now you're in a curved hallway that passes by an open dining area. There are 2 mutants here. The inmate in the red PJ's isn't dangerous. Search the open cell on the right to find a chocolate bar. A third mutant appears when you emerge. You'll also find chocolate and a Boran clip on the floor of the dining room itself. Continue along the curved hallway, killing another mutant. Go up the ramp at the end of the hall and through the green doors.

Go past the dismembered soldier into the lab at the end of the hall. Get the ammo on the floor on the left and the scientist's Strahov Assistant's Pass. Return to the dining room the way you came. Make a mental note of the plaque next to the door opposite the dining area: it's 38471. You'll need this five-digit code later. (Dining Hall again) Go to the back right corner of the room behind the fat, round column. Use the assistant's pass to open the door. Kill the mutant in the kitchen and then climb the stairs. Go right and pick up a large health pack. Now continue along the walkway in the other direction. Take a running jump across the gap. Go to the computer and enter the code you saw on the wall below. This opens the door near the number plaque. Return to the gap in the walkway, drop down and go through the dining hall to the door you just opened. Go upstairs and through the next set of doors. Go to the right and look into the lab.

A cut scene reveals a scientist hard at work, when he hears strange noises coming from the ventilation duct. The Proto-Nephilim springs out and attacks him. When the cut scene ends, another mutant attacks. Kill it and continue along the hallway to a vent. Pry it open and crouch through (Kurtis doesn't exactly crawl). Climb up into the higher duct and follow that to the lab. Cross the room, pry open another duct and go through. Again, climb into a higher duct and keep going.


This cut scene shows Kurtis as he sees the Proto-Nephilim feast on another soldier. Perhaps sensing Kurtis's presence, the beast then flees through an opening in the ceiling. Hop down and pick up the Boran clip. You can't go through the moving fan and you can't climb the broken ladder. So shoot one of the yellow tanks to destroy the broken ladder. Don't waste ammo shooting the others. Climb up to where the ladder was. Throw the switch to turn off the fan then duck under it. Go through the duct at floor level on the left. Follow the hall to the right to finish the level.


LEVEL 24: MAXIMUM CONTAINMENT AREA

Follow the hall to a barred door, open it and go through. You'll need a keypad code to use the computer in the glassed-in office on the left. Since you don't have that code yet, you'll need to explore further. Head down the hall to the right. Avoid the deadly pool. I'm not sure why but if Kurtis falls into the water, he dies instantly (maybe it's acidic, or maybe Kurtis just can't swim). To get across, face the right wall, sidestep as far to the left (toward the water) as you can. Then jump up to grab the wires on the wall. Traverse across and drop on the other side. Pick up a Boran clip and return across the pool.

Continue back to the glassed-in office and turn right. Follow the hall through two doors, one barred, one solid. Beyond the second door is another ward with closed and open cells. If you go straight ahead and then around the corner to the right, you'll come to a big metal door, which doesn't open. Entering the open cell on the left triggers the appearance of two tough mutants. I recommend avoiding them to save health and ammo. Instead, from the door where you came in, go to the right and then approach the second door on the left side of the hall. A cut scene shows Kurtis using his farsee ability to scope out the next bit of code, printed on a mutant's back. It's 17068. Return to the glassed-in office, go inside and enter the code on the keypad. This opens the door where you saw the code before. Return to that door, go in and get a Sanitarium Low Access Pass and Boran clip from the dead guard and a chocolate bar on the desk. Heads up, though. Another mutant comes in from the hall to tussle with Kurtis.

Exit the room and go to the left. Swipe the pass card in the card reader to raise the metal doors. Go through. (In the open cell to the left, you'll encounter the two mutants from before if you didn't already kill them.) Ahead on the right is a room with a bag sitting on a cot. There's ammo in that bag. Exit that room and follow the hall to the left, down the ramp. At the bottom of the ramp, go through the doors to a new area.

Ahead, at the end of the hall, there's a soldier in the duct. Don't approach him yet, or you'll waste valuable health and ammo trying to kill him. Go around the corner to the right. You'll encounter two mutants. Go slowly and you can take them out one at a time. Open the lab door. A cut scene shows the Proto-Nephilim running out past Kurtis and dealing with the armed soldier in the duct.

When you enter the lab (or it could be a morgue), another mutant enters behind you. If you enter the lab right after the cut scene, all three mutants will come after you there. Exit the lab. There are a few closed doors and side passages leading off the main square hall. One door, near the opposite corner of the hall from where you first came in, has a door with card reader, which you'll use later to get to the final room in the level. For now, go through the duct where the Proto killed the guard. At the end of the duct is a staircase leading down. Go to the bottom and follow the hallway to a barred metal door. Open it and go through to the Proto containment area, which you saw in a cut scene earlier.

Follow the walkway around to the ladder. Climb up and go along the upper walkway to the containment chamber at the center of the room. Climb on the roof of the chamber and then jump to the broken walkway on the right. Follow the walkway, jump the gap and climb into the duct above. Follow this to a vertical shaft and climb the ladder there. You emerge in a room with two dead guards. Pick up a chocolate bar and the Sanitarium Medium Access Pass. Press the button on the wall to open the exit. This leads back to the Square Hallway where you were before. Go to the left, then left again to reach the door with the card reader. The Medium Access Pass lets you enter here. A cut scene shows the Proto-Nephilim deciding it has a taste for Kurtis now. Not wishing to be dinner, Kurt uses his telekinetic power to bring down a heavy metal door, locking the Proto on the other side. But the mutant won't give up so easily. It finds a way in through the ducts.

You'll need to bring down the Proto-Nephilim four times before it will actually be killed. There is a large health pack in one corner of the room and unlimited Boran ammo in another. You need to blast away at the Proto until it is stunned. During the lulls, when it's not moving or when it climbs up to the ceiling, you can pick up more ammo from the respawning clip on the floor. Then, when the Proto attacks again, repeat the process. It sounds simple enough but, thanks to the terrible controls, actually doing it is a lot harder.

The trick is that you need to start with enough ammo to bring the Proto down at least once before you run out. As long as you can time your shots so you run out of ammo while the Proto is down, you can get more. After the first time you pick up the ammo, it only reappears when your gun is empty, and it's almost impossible to pick up the clip while the Proto is attacking. If you have your gun drawn, Kurtis is practically unsteerable, and when you holster the gun, pressing Action makes him punch and kick the Proto instead of picking up the clip. When you've finally brought the Proto down for the fourth time, approach it and a cut scene will ensue. A cut scene shows Kurtis pulling out a Periapt Shard and using it to stab the beast, putting it out of its misery. Pick up the respawning clip if you can and then pull the lever at one end of the room.

Another cut scene shows Kurtis returning to the airlock where Lara is trapped. She ambushes him and, while holding him at gunpoint, fends off another sanitarium mutant. Lara searches Kurt and disarms him. Once they've established some mutual trust, they discuss what to do next. Kurtis reiterates Eckhardt's plan to revive the Nephilim and fills in a few gaps in Lara's knowledge. We learn that Eckhardt, the "original Black Alchemist," plans to use chemically transmuted elements from his victims' bodies to help achieve his goal but that he also needs the final Obscura Painting. Kurt explains that Eckhardt can be killed using all three Periapt Shards. Kurt and Lara have two, but the third is still in Eckhard's possession. They agree that Kurt will go after Eckhardt's shard and Lara will find a way into the Vault of Trophies, locate the last painting and destroy it. A cut scene shows Eckhardt and Karel discussing the progress of the evil plan. Like all good villains, Eckhardt decides to let the good guys do his dirty work for him. He'll let Lara find the last painting and then his preparations will be complete.


LEVEL 25: AQUATIC RESEARCH AREA

Now Lara's back in action. Press the button to open the doors. The next area has sensor-triggered machine guns on the lower level. They'll kill Lara if she approaches the ladder at the far end of the catwalk. To get past them, first safety drop off the walkway to the left of the entrance. Crawl along the floor and through the small, rectangular opening near the left wall. Beyond that you can stand. Turn the valve to release clouds of steam into the room. This prevents the electric eyes on the guns from spotting Lara and she can move freely.

Cross behind the second gun and climb the pipes on the far wall. Climb up, right, then up again. Continue climbing to the thin ledge. Traverse along it to the right and around the corner. Then drop onto the ledge in front of the open doorway. Follow the hallway around the corner and down the steps. There's a security camera you can use to scope out the next room, but this isn't necessary. Continue to that room, but don't go too far in. There's another machine gun at the far end. Rather than shooting the gun, you're aiming for the panel with the blinking light and "Flammable" sign. Lara will target it automatically, but in order to hit it and not the beam in front of it, you'll need to advance into the room a ways. Just in front of the crates, near the left wall is a good spot. Shoot this panel several times to set off an explosion that destroys the machine gun. Now you can go past the dead gun. Just watch out for the gas or steam billowing from the pipe. This will kill Lara if she walks under it. Instead, stay to the left and climb over the boxes, then approach the blue door from the side. Press the button to open it.

Enter the circular shaft beyond, climb the ladder and follow the hall to the right then around the corner and up the steps. The next door opens automatically and leads into the Aquatic Research area proper. The place appears deserted but there are "Danger" signs everywhere. The real hazard is in the pool. It's another huge, aquatic mutant. A display panel ahead shows that the power is still down. From the entrance, go down the steps and follow the walkways around to the right. Notice that this section of pool has a sturdy grating separating it from the main tank. Jump into the water and swim down through the broken observation window. Swim to the left side of the flooded room and pull the lever. This is the first lever and restores partial power to the area, opening a door above. Swim back to the surface for air if you need it. Then swim back down through the broken window and this time go to the right. Swim through the tunnels and up to the surface. Climb out of the pool. Get the small medipak on the walkway to the left. Press the yellow button to open the blue door. Return through the hall to the main room.

Follow the walkways all the way around to the far side of the room, to the door you just opened using the lever. Go through that door to the end of the hall. Press the button to open the door and enter a steamy room beyond. On the far left, there's another security camera. On the right is a switch. Use this to open the lift doors. Enter the lift and press the button to ride down. In the room below, hop down off the ledge and go through the door straight ahead. There's another underwater observation window in the next room. Use the lever at the far end to restore the power levels to 100%. Return to the elevator. Use the switch to the right to call the lift, get in, press the button inside and ride up. Exit the lift and follow the hallway back to the main room. (Two levers down)

A cut scene shows a lever, a switch and then a ladder. Go up the stairs on the right. At the top, turn right and approach the blue metal bucket. Pull this bucket onto the square, gray pad on the floor. Press the button to move the bucket along a conveyor belt to the other side of the platform. Position Lara on the left side of the bucket and push it into the small room to the right so it is underneath the trapdoor in the ceiling with the metal bars around it. Pull the lever on the other side of the room to dump some nice, juicy chum into the bucket. Now pull the full bucket back onto the gray pad. Lara gets an upper-body strength upgrade when you do this. Press the button near the pad to move the bucket along the conveyor to where it was before. Push the bucket off the pad and onto the crane platform where it started.

Return down the stairs and follow the walkways back around to the other side of the pool. Climb the stairs to the landing with the small boxes. Climb the ladder to the room above. The two security cameras here allow you to see a pair of levers labeled #1 and #2. Exit the room through the door opposite the camera stations and follow the walkway around to the right. Once Lara has the strength upgrade, she can climb the pipes. Climb up, then right, then up some more. Grab the narrow ledge and traverse to the left as far as you can go. Drop onto the ledge below. After the upgrade, Lara should have just enough strength to make it.

Press the button to move the small platform to this side of the gap. Get on and ride across to the other side. The big doors ahead open automatically. Press the button on the wall to open the door ahead. Go into the hallway and press another button to open the next door. Immediately draw a weapon to take out the soldier in the next room. Enter and then turn around to face the door where you came in. There are cabinets on each side of the door containing Viper and Mag clips. As far as I could tell, there's nothing else to do in this room with the mutant in the tank. Exit the way you came.

Before returning to the big room with the pool, go right into a small room and use the switch there to lower the chum bucket into the water. This distracts the big fish-mutant, so you can finish your business here. Return to the room with the pool and drop into the water. Now that the mutant is no longer starving, Lara can swim about safely.

Swim across the pool and pull lever #1. This opens the first of two trapdoors on the floor of the pool, as well as another underwater door on the opposite wall. Swim across the pool, getting air on the way if you need it, and go through that underwater door. Swim up the shaft. When Lara reaches the top, don't press any buttons or you'll skip the short cut scene. The cut scene shows Lara climbing out of the water and changing into a wetsuit, then pressing a button to raise the water level in the room. Pull lever #2, which is just below the waterline in this room. This opens the second trapdoor at the bottom of the main pool. Swim down the shaft and back to pool. Get air if you need it and then swim down through the two open trapdoors to the next level.


LEVEL 26: THE VAULT OF TROPHIES

Swim through the tunnel around the corner to the left. To get past the spikes, aim for the top where there is no horizontal spike and then swim through when the vertical spikes retract. Beyond the first set of spikes is an intersection of passages where you'll find air up at the ceiling. The current draws you forward here, but if you want to, you can avoid the next set of spikes by taking the long way around, through the passage to the right. (The passage to the left is a dead end.) You'll also find air above the next intersection.

At this second intersection, go left (or straight if you took the long way around the spikes). This passage ends beyond the next corner. The tunnel you want is down the well-lit vertical shaft on the left just before the corner. Swim down the shaft and straighten out so Lara is facing the vertical support beam. All passages here are dead ends except the one to the right; go that way. Swim through the long tunnel with the wooden supports. At the end turn left and then right to find an air pocket in the ceiling. Climb out here and pick up bandages and an Aqua-lung. Find the aqua-lung in your inventory under items and use it. This will give Lara an extended supply of air, making the next sequence a bit easier. Jump back into the water and continue along the passage, which curves around to the right and dead-ends in a brick wall. Press Action here to make Lara kick through the stones.

The flooded room beyond is lined with the statues of Lux Veritatis heroes. If you have the Aqua Lung, you can probably complete this sequence without having to surface for air. But in case you need it, there's another bricked-up section of wall opposite the one where you broke in. Break that wall down and swim through to find another air pocket. To open the exit in the ceiling, first scope out the carved plaque. You get a notebook update here about "brothers reunited see the gates thrown open." Note also the two big carved letters on the plaque: "L" and "V". These not only stand for Lux Veritatis; they're also a clue to the puzzle.

Find the two statues whose names begin with those letters, Limoux and Vasiley. Pull the chain in the alcove behind each one to move the corresponding statue toward the center of the room. When you've moved both statues, magical light shoots up from their swords, breaking a hole in the ceiling. If you need it, you can get air behind the bricked-up wall first. Then swim up through the hole in the ceiling. A cut scene shows Lara climbing out of the water and changing into dry clothes.

Run down the tunnel, ... but slow down after the drop-off. A little ways ahead, there's a pounding block. To get past it, back up from it a few steps to give Lara time to speed up when she runs. Start running when the block comes down and sprint through to safety before it comes down again. Continue along the passage. At the cave mouth, pull the lever on the right to raise some floating platforms. Not all of these are stable, so save your game before attempting to jump across. It's possible to get to the alcove high on the cave wall to the right; but the pick-up inside is only another Aqua-lung, which you won't need during the remainder of the game. So unless you just want the thrill of discovery, you can skip it.

To get from the cave entrance to the tunnel on the other side, you'll need to figure out which blocks are solid and use them to get across. First back away from the edge so Lara is standing at the top of the slight slope in the tunnel opening (where there's a seam between the textures). Jump to the floating platform that's third from the left in the second row of platforms. Walk to the front edge and jump from there to the large stone ledge ahead. When you approach the far side of that ledge, three more floating platforms appear ahead. Position Lara near the edge and jump to the farthest of the three platforms. From there, you can jump to the tunnel opening.

Follow the tunnel down to the library. There are two undead knights here. Knocking them down twice will destroy them. Or, you can also draw them back along the tunnel to the pit and shoot or kick them off the edge. It takes quite a few rounds to shoot them, though, (or several health packs to go hand-to-hand) so you may just want to try and avoid them altogether. Examining the book on the worktable updates your notebook: Three periapts joined together burn with righteous light to confine evil.

In the library, pull the lever to the right of the fireplace to gain an upper-body strength upgrade and open a secret compartment behind one of the bookcases to the left. Here you'll find some bandages. Once Lara is strong enough, pull the chain to the right of the tapestry. This raises the picture, revealing a climbable wall. Climb the wall up and to the right. Grab onto the horizontal crevice, traverse around to the right and pull up onto the wooden ledge. Turn to face out over the room and jump straight up to grab the beam made of metal grating. Traverse out to the center of the room and drop onto the grating ledge. Grab the beam again and traverse out toward the chandelier and fireplace.

At the end of the beam, drop onto the small wooden box. Lara's weight operates a mechanism, opening another secret compartment below. Safety drop to the floor and go to the compartment to get the Last Obscura Painting. The mechanism you just used also extinguished the fire in the fireplace, so you can crawl through. There's a pool in the small room beyond. Jump in and swim down. Follow the underwater passage down and then around to the left. Swim on past the wooden support, then to the right. Just above there's an air pocket. Continue swimming along the tunnel as it slopes down and then turns right. At the next intersection, go to the right. (Straight and left are dead ends.) Surface in a large, round room. A cut scene shows the floor rising, taking Lara with it. Eckhardt congratulates her on a job well done. He offers to trade Kurtis for the painting. Seeing no other option, Lara complies. Eckhardt orders Gunderson to release Boaz. Then he tosses the bumbling Muller down into the arena and exits the area. As Boaz enjoys making a snack of her former colleague, Kurtis gives Lara a boost up to the ledge. He tosses her the two shards and says he'll deal with Boaz.


LEVEL 27: BOAZ RETURNS

Kurtis must now fight the powerful mutant Boaz himself. (This sequence is probably the most frustrating in the game.) Boaz is strong. She shoots streams of toxic green grossness that knock Kurtis off his feet and by the time he gets up again, she's moving in for the next attack. Also, Kurtis seems to have a problem targeting the parts of Boaz that need to be hit. Plus there's the problem of not having enough ammunition. As in the Proto-Nephilim battle, there's a respawning Boran clip on one side of the arena. It will give you unlimited ammo if you can manage to pick it up before Boaz devours Kurtis.

First, get as close as you can to Boaz without getting chomped and shoot her head, which is underneath near the front. Back flip or jump to the side when she lunges. After you shoot her head a few times, she'll start spewing venom. Then you need to move around to either side and eliminate each of the four venom sacs. You'll need to shoot the sac that's actively squirting, so tap the Roll button (the "End" button on the PC) if necessary to change targets. (Each sac is a separate target.) When all four sacs are destroyed (two on each side), she'll fall down for the first time.

Remember to put away your gun when trying to evade Boaz, when moving around to her side after you shoot her head, and again when moving from one side to the other. It's much easier to move in the direction you want to go when not holding a weapon. Unless you have lots of ammo left, don't stray too far from the ammo re-spawn point as you do all this.

When you have destroyed Boaz's first form, there's a brief cut scene. Kurtis says, "That wasn't so hard." But then Boaz in a smaller, now flying, form crawls out of the carcass of her spider form and you must kill her all over again. Avoid the bug woman's slashing attacks by stepping backwards or to the side (jump to the side if she gets Kurtis against a wall) and keep shooting. Again, there's unlimited ammo off to one side if you need it. Destroying the second form doesn't take nearly as long as killing the first. When the flying Boaz falls, approach it to trigger another cut scene. As Kurtis turns to leave, Boaz uses her last ounce of strength to skewer him through the gut. He looses his magic shuriken and slices her head off. But apparently it's too late for our hero. He slumps to the floor. If you just can't defeat Boaz, you can download a PC savegame.

LEVEL 28: THE LOST DOMAIN

Lara slides into the level. The notebook is updated here. Follow the passage on the right to a slope above a lava pit. You can't get the large health pack behind the bars on the right just now. Slide down the slope and jump to land on the stone platform in the middle of the lava pit. The jump to the next pillar is a bit tricky. The short hop is hard to control, so instead position Lara several steps back from the edge, just behind the gap between the first and second pillars that make up this ledge. Jump forward to clear the gap and land on the next pillar.

Walk to the edge and jump to the ledge with the lever. For some bizarre reason, the final jump gives Lara a lower-body strength upgrade. Pull the lever to raise the gate back near the health pack. Climb onto the wooden walkway and return along the edge of the pit to the tunnel. Pick up that large health pack and go to the left to get back to the main tunnel. Turn right and follow the tunnel to another deep pit with light-colored stone pillars. In order to make the jumps required here, Lara must first have gotten the strength upgrade. Now pull the lever to open the gate on the other side of this cave. You can move before the camera shifts back to her point of view, but I found it difficult to do anything more than pivot so she's facing in the right direction.

Take a running jump to the first set of rocks. Keep running (sprint if you can do it without losing control  that's forward plus the same key as Look) and jump at the edge to clear the gap and grab the opposte edge. Pull up and sprint to get through the gate before it closes. If you don't get there in time, either reload your saved game or make your way back to the entrance using the horizontal crevices on the wall. Then try again. Beyond the gate, continue along the tunnel to another cave.

Walk forward and down the stone steps. Turn left and jump down to the ledge near the wall. Climb the two ladders to reach the highest wooden platform. Take a running jump across the broken bridge to the other side. The camera shifts to point at the wall, making this next part more difficult than it needs to be. The idea is to take a running jump, grab the edge of the wooden platform with the lever and pull up. Sliding down the ramp lands Lara on the stone ledge below the lever, so you don't want to do that. Instead save your game first. Then position Lara on the wooden walkway with the broken bridge to her left and the lever platform ahead. Back up to the railing (as shown in this screenshot).

Now run along the walkway and jump just before Lara hits the slope. Grab the edge of the platform and pull up. Use the lever to extinguish the flames in the huge statues' hands. This also disarms the blade trap guarding the door at the top of the stairs. Safety drop off the wooden platform on the right side, near the cave wall, to land on the stone ledge below. Walk to the edge overlooking the middle of the cave and take a short hop (Walk + Jump) to land on one of the stone pillars below. Turn right, walk forward, jump to the stairs and then walk up to the door.

A cut scene shows lava (or some kind of energy) flowing into the pattern on the door and it opens. If you have not used the lever, a blade trap springs up and cuts Lara down as she tries to approach the door. As far as I can tell, there's no way to get past it, so it must be disarmed. If you miss the jump to the lever platform, you'll have to reload your saved game or make the long and frustrating series of jumps to get back to the cave entrance. Go through the door to enter Eckhardt's Lab.


LEVEL 29: ECKHARDT'S LAB

Walk forward to the slope. If you slide down the center, the retracting spikes will pop out and skewer Lara. Instead, slide down on the left and jump to land on the stone ledge jutting out from the wall. Take a running jump along the ledge to clear the lava pit and land in the tunnel ahead. Enter the laboratory and go to the left wall. Crawl under the platform to get a small medipak. Crawl through to the other side and get Alchemic Phial #1 (purified oxygen) from the worktable.

Return to the middle of the room and pull the lever near the dangling cage. This opens the grating below the cage, as well as the trapdoor at the top of the ladder. At this point 2 undead knights appear. As usual, you can knock them down, destroy them by knocking them into the water or, most practical, just avoid them. Do not jump into the pool below the cage, or the smaller pool in the room off to the side of the main lab. The water will kill Lara on contact.

Climb the ladder to the walkway at the top of the room. Dismount and go to the right end of the room. Spot the large health pack on the horizontal beam. To get it, take a few steps back from the railing and then jump forward to grab the beam. Pull up, take the health pack and then jump back to the walkway near the middle of the wall, where the walkway extends farther out into the room. (If you jump from where you got the health pack, Lara will overshoot the walkway.)

Place Alchemic Phial #1 in the receptacle on the front of the curved, wooden structure. Then follow the walkway back to the ladder. Jump from the walkway to the top of the cage. Walk toward the edge to the right of the rope. A small trapdoor opens and Lara falls into the cage. Save your game and then pick up Alchemic Phial #2 (purified hydrogen). When you take the phial, the cage begins to sink into the pool. climb out quickly before the cage reaches the water, or Lara will die. To get out, climb the cage wall below the opening in the ceiling. Traverse around the corner so Lara is holding the edge of the opening and pull up. Now you're safe.

When the cage sinks to its lowest position, climb into the small niche on the wall of the pit to get Alchemic Phial #3 (purified salt). Crawl back out and climb the wall of the pit. Lara won't climb past the rim, so press Jump to back flip out of the hole. Place Alchemic Phial #2 in the receptacle at the top of the low steps. Then run into the side room with the small pool to place the Phial #3 in the third receptacle. Cut scene: When all three phials have been used, a glowing substance flows into the pool, purifying it.

Now Lara can jump into the water. Swim down and take Eckhardt's Periapt Shard from the underwater pedestal. This opens a gate back in the main lab room. Climb out of the pool, run back through the lab and slide down the slope to Eckhardt's inner sanctum. Approach the center of the room.

A cut scene with Eckhardt shows the process of reviving the Sleeper. Lara doesn't think it's a good idea and tells him to knock it off. This fight is much easier than the one with Boaz monster. You can do it without using any ammo and very likely with minimal health loss. As soon as you have control of Lara, go into the commando crawl position (Duck then Stealth). A force field surrounds the inner arena (so Lara can't escape), as Eckhardt stays in the outer ring. He begins by shooting a series of blue energy bolts at Lara. As long as you duck or stay in the stealth crawl, Lara will take no damage. You should be able to keep Eckhardt in sight by crawling around to face him.

After several of these blue-energy attacks, Eckhardt will begin to create copies of himself. At this point, you can stand up and approach the small circle at the center of the arena. Don't stand inside the inner circle though. Instead, position Lara just outside the small circle so she's not in the path of any of the three doppelgangers. (If they touch her, she'll get hurt.) Once Eckhardt has created the third copy, the three will run to the center of the circle and fuse together. Wait a couple of seconds for Eckhardt to discharge a blue energy burst. Then kick him. One good kick is about all that's needed. Cut scene: Eckhardt keels over and Lara stabs him with one of the periapt shards. The injured Eckhardt flies up out of the arena, and the process begins yet again.

Go into the commando crawl position (Duck and Stealth), wait for the fire attacks to subside and then get into position as Eckhardt creates the three doppelgangers. When they fuse together, wait a few seconds for the burst of fire to subside. Kick Eckhardt again and you'll get the cut scene of Lara stabbing him with one of the shards. Repeat the same process a third time and you've beaten Eckhardt.

Another cut scene shows Eckhardt sinking to the ground, all but defeated. Lara closes in, third shard at the ready, only to be ambushed by Karel. He grabs the shard from her. "Go on. Kill her!" Eckhardt orders Karel. But Karel has other plans. Instead, he stabs Eckhardt in the head with the shard. "But why?" Lara asks. "You worked for him."

"No," Karel answers, "unknowingly he worked for me, but his usefulness has ended." Karel then reveals himself to be a Nephilim. As he explains to Lara that he's been helping her all along, he undergoes a series of transformations .... Bouchard, Luddick, even Kurtis Trent. Then he returns to his Nephilim form. Even the famous Lara Croft is a bit startled by all of this. Karel explains that the Nephilim have only ever been trying to survive and asks her to join him in building a benign new order. But the symbol on his palm reminds Lara of Von Croy's murder.

Lara has a flashback to Von Croy's killing. This time, she recalls everything. When Eckhardt demands to know why Von Croy hasn't brought him the Obscura Painting, Von Croy answers that going after it would be too dangerous for him...but Lara could do it. As in the previous visions, Eckhardt kills Von Croy, ... but this time Lara remembers more. Eckhardt transforms into Karel as he crushes Werner's glasses. "You humans break so easily," he mutters. The last thing Lara sees is the symbol on his palm.

Second cut scene: Once more the camera focuses on the symbol on Karel's hand. "Too many people have died for me to trust you," Lara says. Karel replies, "Stupid mortal! So be it!" To destroy Karel, you'll have to make your way up to the dangling Sleeper. First run over to Eckhardt's body and pick up his power glove. Now run to the back of the pillar to the left of the one supporting Eckhardt's corpse. On the back of the pillar is a a small compartment. Press Action to place Eckhardt's glove there. This lowers two ladders. Pick one and climb up to the walkway. Walk around to another ladder leading up to the next level. You can run or sprint to avoid Karel's blasts.

If you're very low on health, you can commando crawl to avoid taking any damage. On the upper level, just follow the walkway around to where it juts out toward the Sleeper (there's no railing). Now take a running leap out toward the Sleeper. A final cut scene shows Lara clinging to the legs of the hibernating Nephilim. She takes Kurtis's magic shuriken and attaches it to the Sleeper's leg. She then swings down to the ground and runs to safety as the creature begins to glow with a blinding light. A beam of light explodes and impales Karel, then engulfing everything in the room.

After a moment Lara emerges from hiding, looking a bit worse for wear. She slowly moves toward the pool of blood in the middle of the floor and picks up Kurtis's weapon. It seems to vibrate with energy as the blades pop out along its edges. Lara has to struggle a bit to hold onto it. She smiles and walks slowly off into the darkness. An absolute angel, ............... an angel of darkness.



the end








Cheats

PlayStation 2

Level Skip/Level Select:
Press Start to pause the game. Hold L1 + R2 + Down + Triangle. Release and then press the following buttons in rapid sequence: Circle, Up, Square, Triangle, Right, Down. This should unlock the Skip Level and Level Select options on the Start menu. These should remain available for the rest of the game.

Note: The level select menu does not include the actual titles of any of the levels. The following are the level select choices with the corresponding level locations.

Paris1: Parisian Backstreets (First Level)
Paris1A: Derelict Apartment Block
Paris1B: Margot Carvier's Apartment
Paris1C: Industrial Roof Tops
Paris2_1: Parisian Ghetto (Where Lara wakes up in the Subway Car)
Paris2_2: Parisian Ghetto (Path to the left, with Place D'Arcade and Café Metro)
Paris2_3: Parisian Ghetto (Where the entrance to St. Aicard's Church is)
Paris2B: The Serpent Rouge (the Garage entrance)
Paris2C: Rennes' Pawnshop
Paris2D: Willowtree Herbalist
Paris2E: St. Aicard's Church
Paris2F: Cafe Metro
Paris2G: St. Aicard's Graveyard
Paris2H: Bouchard's Hideout (the Graveyard entrance, not the Ghetto sewers)
Paris3: Louvre Storm Drains
Paris4: Louvre Galleries
Paris4A: Galleries Under Siege (After aquiring the painting)
Paris5: Tomb of Ancients
Paris5A: The Archaeological Dig
Paris6: Von Croy's Apartment (Includes the opening video when selected)
Prague1: The Monstrum Crimescene (This starts outside the building)
Prague2: The Strahov Fortress
Prague3: The Bio-Research Facility
Prague3A: Aquatic Research Area
Pargue4: The Sanitarium
Prague4A: Maximum Containment Area
Prague5: The Vault of Trophies (Warning: this starts under water!)
Prague5A: Boaz Returns (starts with Boaz at second stage—flying Boaz)
Prague6: Eckhardt's Lab
Prague6A: The Lost Domain
Paris5_1: Hall of Seasons (the main hall)
Paris5_2: Neptune's Hall
Paris5_3: Wrath of the Beast
Paris5_4: The Sanctuary of Flame
Paris5_5: The: Breath of Hades

The trick in getting this to work is the flow. I paused the game, then held the L1+R2+Down+Triangle. From this parked state, I followed with the Circle, Up, Square, Triangle, Right, Down in a smooth, flowing sequence. I also tried to make sure that the complete sequence started with Pause, L1+R2+Down+Triangle, Circle, Up, Square, Triangle, Right, Down. In other words, I didn't go into Pause once, then attempt the sequence more than once.


CODEBREAKER CODES:
(These were made & tested for Code Breaker PS2 version 1.0 or higher. These codes ONLY work on Code Breaker PS2)

# Description Code
1E Enable Code (Must Be On) FA7A006E 32B1A529

1 Infinite Health 2A570387 42C80000
2 Infinite Strength 2A17325E 00000000
3 Infinite Money 1A212D9B 0000FFFF
4 Max Money 2AD303C0 05F5E0FF
5 Super Jump 2ACB30F3 3C014260
6 Ultra Jump 2ACB30F3 3C0142A0
7 Super Ultra Jump(*) 2ACB30F3 3C0142C8
8 Super Running Jump 2A2F30F3 3C014260
9 Ultra Running Jump 2A2F30F3 3C0142A0
10 Super Ultra Running Jump(**) 2A2F30F3 3C0142C8
11 Dont Lose Health From Falling 2A7F30D3 00000000
12 Enable Skip Level 2A0B36B0 24060000
13 Enable Level Select 2AE336B0 24060000
14 Enable Skip Level & Level Select 0A934B4F 00000001


GAMESHARK V3 CODES:
(These codes only work with Gameshark Version 3.0), [M]Must Be On F443B62E B77C4516, [M] Must Be On For Start Game With Only codes!

F443B62E B77C4516
24CFFEB6 576D8C01
24DAF6A8 1647C529
24DBF6A8 9647C519
24DAF6AA 1247C539
24DFF6AA D247C589
4454B628 1274C5A8
3942D6E1 9BABB1E0
24DFF4AA D2C7C5A8
24DAF4A8 16C7C598
24DBF4A8 96C7C5B8
24DAF7AA 12C7C508
24DAF70A 16F5C528
24DFF7AA 5EE5C519
2491B328 10F657FC

Max Strength (Doors)
2400BFF6 BB7C12B3

Infinite Ammo (All Guns)
24903568 347451EC 244135E8 38F4519F

Infinite Grab Bar
2490B268 34F445BC

Infinite Health
24DC1548 2671D14C 24D0B168 34F4471C 24D0B168 34F4478C

Infinite Money
2415153E
BAE0D05E

Infinite Oxygen
24D0B368
3474471C

Level Select/Skip
04501528
3670D3CC

Max Strength
2490B7E8
327453B1

Mega Jump
24D18EB8
1676520D


Start Game With:99 Antique Doubloons 2
4D0B5AE 1EE4C5AB
2451B5A8 16E4C599
24D1BDB0 9FE6CDBA
2400B6A8 1A64C50B

Start Game With:99 Chocolate Bars
2490BCAC 9664C529 2491B4A8 9664C519
2491BCB0 9F66CD3A
2400B4A8 1A64C58B

Start Game With:99 Desert Ranger Clips
24D0B5AE 1664852B
2451B5A8 9664C51B
24D1BDB0 9F66CD3A
2440B5A8 1A64C58B

Start Game With:99 Large Health Packs
2450BCAC 96E4C529
24D1B4A8 96E4C519
24D1BCB0 9FE6CD3A
2440B4A8 1AE4C58B

Start Game With:99 M-V9 Clips
24D0B7AE 966485A9
2451B7A8 9664C59B
24D1BFB0 9F66CDBA
2440B5A8 1A64C50B


Start Game With:
99 Rigg-09 Clips 2
4D0B7AE 96E4852B
2451B7A8 96E4C51B
24D1BFB0 9FE6CD3A
2440B7A8 1AE4C58B

Start Game With:99 Small Medipacks
2490B7B8 9664C5AB
2491B7A8 9664C599
2491BFB0 9F66CDBA
2400B5A8 1A64C50B

Start Game With:99 V-Packer Standard Carts 2
450B6A8 9EE4852B
2451B6A8 96E4C51B
24D1BEB0 9FE6CD3A
2440B6A8 1AE4C58B

Start Game With:99 Vector R-35 Clips
24D0B5A8 1E6485AB
2451B5A8 9664C59B
24D1BDB0 9F66CDBA
2440B6A8 1AE4C50B

Start Game With:Crowbar
24D0B6AC 9EE4C5AB
24D1B6A8 16E4C59B
24D1BEB0 9FE6CDBA
2450B4A8 12E4C509

Start Game With:Desert Ranger
24D0B4AC 16648529
2451B4A8 1664C51B
24D1BCB0 9F66CD3A
2450B4A8 1264C589

Start Game With:M-V9
2450B6AE 166485AB
2451B6A8 1664C59B
24D1BEB0 9F66CDBA
2450B4A8 1264C509

Start Game With:R35 Pair
2450B4A8 1E6485A9
2451B4A8 1664C59B
24D1BCB0 9F66CDBA
2450B7A8 1264C509

Start Game With:Socket Spanner
2480B6A8 1664C5AB
2491B6A8 1664C59B
2491BEB0 9F66CDBA
2410B4A8 1264C509

Start Game With:V-Packer
24D0B7A8 9E64852B
2451B7A8 1664C51B
24D1BFB0 9F66CD3A
2450B7A8 1264C589

GAMESHARK V2 / PRO ACTION REPLAY V2 CODES:

(M) 0E3C7DF2 1853E59E
EE9DDA52 BCCAB7E2

Alternate (M)
0E3C7DF2 1853E59E
EE8DDA52 BCCAB7E2

Infinite Grab Bar
DE8C3D12 BCA99B83

Infinite Oxygen
DE8C3246 BCA99B83

Infinite Health
DEBD845E FE719B83
DE8C32E6 BCA99B83
DE8C32EE BCA99B83

Infinite M-V9 Pistol Ammo
CEA49F84 BCA99BE6

Infinite Health (Alternative)
DEBD845A FE719B83

Infinite Strength
DE8C3D1A BCA99B83

Infinite Money
CEBDBBE6 BCA99A82

Max Money
DEBDBBE6 C19E7B82

Super Jump
DE8AC8FE F8AADDE3

Ultra Jump
DE8AC8FE F8AADD23

Super Ultra Jump
DE8AC8FE F8AADD4B

Super Running Jump
DE8AC812 F8AADDE3

Ultra Running Jump
DE8AC812 F8AADD23

Super Ultra Running Jump
DE8AC812 F8AADD4B

Dont Lose Health From Falling
DE8AA842 BCA99B83

Enable Skip Level
DE888B3E E0AF9B83

Enable Level Select
DE888BD6 E0AF9B83

Enable Skip Level & Level Select
FEBDB86E BCA99B84

Disable FMV
DE9D5AE6 E0AB9B84