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8/10/2019 Tomb Rider 4
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DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!!!!!!!!!!!! !!!!!!!!!!!!
!!!!!!!!!!!! '(LH)#GH !!!!!!!!!!!!
MM ($G) '( MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''-
Level $+m&er: -
Q$)E: I 'ILL 4E (@@I$G PEt learn /hen to do this. :P
(LL ))? 'IH @EEP P))L )* '(E 5on "roy instr+cts yo+ to go to the other
side of this room &y s/imming in the /ater. *irstly, tho+gh, dive deep and
find a Golden %k+ll lying in /ait for yo+. Gra& this and find the s=+ared
opening in the /all near yo+. %/im inside and follo/ the passage +ntil yo+come across a Large ?edipack and a %mall ?edipack. et+rn &ack to the deeppart of the pool and clim& +p onto the ledge 5on "roy is standing on. Co+>ll
find a lever. o activate this, make Lara face the direction of the lever
and +se (ction. his /ill lo/er the dra/&ridge &ehind yo+, allo/ing 5on "roy
to pass. *ollo/ him +ntil he comes to a dead end. He>ll +se his knife to
force a s/itch as he did /ith the spikes, earlier in the level. he &ig stone
sla&, appearing as one of the dead end>s /alls /ill open +p, letting yo+
access another corner of the (LL ))? 'IH @EEP P))L )* '(E. 5on "roy /ill
again order yo+ to clim& the ladder sit+ated on the /all and p+ll the level
fo+nd on the ledge on top. *ollo/ his orders. 'hen yo+ p+ll do/n the lever,
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head &ack do/n the ladder and follo/ 5on "roy across the dra/&ridge and +p a
set of steps. )n top yo+>ll find yo+rself facing the ceiling of the (LL
))? 'IH @EEP P))L )* '(E. $otice the monkeys /aiting for yo+.
Golden %k+lls: he reason yo+ collected the Golden %k+lls /as to find o+t
/hich /ay yo+>d have to enter next. If yo+ managed only 8 or less yo+>ll find
yo+rself into a room /ith a shallo/ pool of /ater, a dangling rope and a
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lever. If yo+ /ant to find all the secrets in the game or have o&tained the
eight sk+lls p+rposelessly yo+>ll have to follo/ 5on "roy into an identical
room except for the shallo/ pit /hich /ill &e dry. he Golden %k+lls have
no f+rther effect /hatsoever.
(LL, 'I@E "H(?4E 'IH @($GLI$G )PE ($@ ?(%%I5E 'HEEL 'hichever path yo+
follo/ed yo+>ll find yo+r self into a corridor leading into this place.
$otice a level a&ove yo+, a dangling rope and Aif visi&leB a lever. hen,
find a small cra/lspace sit+ated in the left corner nearest to yo+ as yo+
enter.
ip: #nlike previo+s om& aider games, this can &e a &it pro&lematic if
yo+>re +nacc+stomed. Gra& onto the ledge. o p+ll +p and enter the small
space, no/ yo+>ll have to press and the "ra/l &+tton. his allo/s yo+ to p+ll
+p.
"ra/l thro+gh and follo/ the corridor +ntil yo+ find yo+rself on the top
level. *ollo/ the cat/alk aro+nd the /alls of the room leading. %top &efore
yo+ fall off.TUT $otice the rope dangling &efore yo+. $o/, if yo+r pool /as
filled /ith /ater and yo+ +mped to gra& the rope, &+t missed, this acts as
a savior. If not, yo+>ll lose health so I recommend saving &efore doing the
+mp. If yo+ incidently fall, ret+rn via the path yo+ took. 'hen yo+ manageto gra& onto the rope for dear life Ait co+ld take a fe/ tries d+e to the
a/k/ard positioning &efore +mpingB, +se the %print &+tton to ca+se the rope
to s/ing. he &est place to s/ing is at the &ottom part of the rope. Position
yo+rself to face the opposite ledge /ith the lever and start s/inging. 'hen
yo+>ve gathered eno+gh speed and moment+m let go off the rope /hen it>s at
it>s highest possi&le point. his sho+ldn>t &e m+ch of a pro&. P+ll do/n the
lever and drop do/n safely to the gro+nd floor. Co+>re doing 5on "roy>sdirty /ork yet again. he lever ca+ses the massive /heel to grind o+t of
place, th+s revealing the exit from this level.
)#$@, 'I@E P(%%(GE Enter and reach the pitch &lack darkness to exit andenter the next level.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM ("E *) HE II% MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''0
Level $+m&er: 0
Q$)E: I 'ILL 4E (@@I$G PEre
off. If yo+ /ant to &eat him to the finish, yo+>ll have to &e really =+ick
and kno/ledgea&le of the /hole level. I recommend exploring it a fe/ times
&efore taking on 5on "roy>s challenge. 'hen yo+>ve done so, go for/ard and
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right and into the opening in the /all. 4asically, follo/ 5on "roy aro+nd
+ntil he gives yo+ an opport+nity to overtake him.
$()', L)$G (E( 'IH PI% (s soon as yo+ exit the small corridor, +mp
over the pit. his and the follo/ing one have &een planted /ith %pikes
meaning s+dden death if fallen into. he next +mp is a long one, so prepare
yo+rself &y r+nning the /hole length of the small landing area. (s soon as
yo+ +mp r+n do/n the short corridor and make a very precisiont make it to
the top, yo+ can al/ays clim& +p /ith the help of the clim&a&le /all. Headover to the stony str+ct+re to yo+r right and enter.
$ote: here are t/o doors on either side of the inside of this &+ilding. (s
yo+ enter, the one on the left /ill &e open if 5on "roy is /ell ahead of
yo+. he one on yo+r right /ill &e the one 5on "roy takes. If yo+ are right
&ehind him yo+ /ill manage to make it thro+gh. 4asically, the one on yo+r
right is a /ay to gain on, and overtake, 5on "roy if yo+>re /ell &ehind
since it>s shorter. I am going to cover firstly the shorter one.
+ickly, head into the entrance 5on "roy took Athe one on yo+r right.B
@(E$E@ ))? 'IH P))L )* '(E 5on "roy /ill &e examining /ritings on the
/all as yo+ enter Athis seals the entranceB, completely ignoring yo+rpresence. 'itho+t hesitation, dive into the pool and find the golden s/itch
located +nderneath a stone sla&. P+ll it do/n and dive deeper into the
narro/ s+nken corridor. %/im thro+gh and exit. %/im and then /ade +p to the
dry areas. 'alk to yo+r right and exit this area &y entering the corridor to
the right. his is /here the t/o optional ro+tes meet
(E( 'IH 4I@GE, %EEP (?P% ($@ %PIE@ PI% his is the alternative,shorter /ay, if yo+ fo+nd yo+rself /ay &ehind 5on "roy and the opening to
the right in the &+ilding yo+ exitted sh+t. ?ake yo+r /ay onto the &ridge.
@o not hesitate, since the &ridge is made +p of planks /hich collapse /hen
yo+ /alk over them. %lide do/n the first short ramp and +mp &efore yo+
fall into the spiked pit. epeat for the second pit and exit this areathro+gh the long, narro/ corridor. +mp over the large, grey rocks along
yo+r /ay and enter the corridor in the /all to yo+r right. his is /here the
t/o optional ro+tes meet. Head into the darkened t+nnel.
@EEP PI 'IH PL($ 4I@GE Co+ /ill come across the pit. "ross over to the
other side via the &ridge and enter either opening in the /all. If &ridge is
missing /hen yo+ arrive, +mp over to the opposite side and try to hang onto
the /all, /hich is clim&a&le. Exit this room again, thro+gh the openings in
the /all.
$ote: (t this point yo+>ll determine /hether yo+>re ahead or &ehind 5on
"roy. If 'erner arrived here &efore yo+, he /o+ld have hastily +nroped theflimsy &ridge, th+s vapori;ing yo+r hopes of &eating him to the Iris.
H#GE (E( 'IH (LL %(#E )* HE(@ $o/, if 5on "roy>s ahead of yo+, the door
to the right /hen yo+ first vie/ this area /ill &e closed. his means yo+
/on>t finish the level ahead of him &+t yo+ can still reach the end of the
level. @rop do/n into the large yard &elo/ the fig+re of a h+man head. 0
/arthogs /ill come charging in attack. (void these and head over to the other
side of the mo+nd on top of /hich>s resting the h+ge head. 4efore a ne/ly
charging /arthog comes to sniff aro+nd, +mp and clim& onto the greenish /all.
his is clim&a&le /hich allo/s yo+ to reach the h+man head. Enter its mo+th
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and drop do/n. If yo+ finished ahead of him, enter the passage/ay to the
right. *ollo/ the corridor +ntil yo+ reach the giant head. (gain, enter its
mo+th and drop do/n. *ollo/ the /inding sets of corridors +ntil yo+ reach the
end of the level.
(n *?5 comes +p and /raps the &eginning of the game>s
storyline aro+nd o+r dear Lara.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM HE )?4 )* %E MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''1
Level $+m&er: 1
Q$)E: I 'ILL 4E (@@I$G PE
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all the ?ed Packs since yo+>ll need them later on in the game /here they
&ecome more diffic+lt to o&tain.
$()' P(%%(GE 'IH 4L#I%H HIE)GLCPH% Exit the rocky area via this passage
/hich yo+ sa/ a little earlier &efore the 4lack @og attacked.
"H(?4E 'IH HEE $I"HE% ($@ HEE EWI% Look at the screenshot to the left.
Co+r g+ide /ill enter and stand in front of the golden r+ngs /aiting for
yo+. )n the /all to yo+r left there are t/o niches Aone &locked &y the
greenish &lock /hich yo+ can see.B /o ed %corpions /ill emerge. *irstly,do not reach into the niches &+t go do/n the steeply sloping ramp of theexit to yo+r right Ain the screenshotB +ntil yo+ reach a ne/ room.
))? 'IH PI ($@ ') PE@E%(L% Co+ cannot reach the t/o pedestals on the
other side of the pit for no/ so +st drop do/n onto the sandy s+rface. Pick
+p the %mall ?ed Pack from the small ledge in the pit /ith a scara&
decoration. *ind the small opening in one of the pit>s /alls. Gra& the $ormal
%hotg+n (mmo &ox /hich is act+ally %ecret S-K. "lim& &ack on top &efore the
ne/ly arrived ed %corpions get to yo+ and ret+rn &ack to the "H(?4E 'IH
HEE $I"HE% ($@ HEE EWI% via the sloped, slanting passage/ay.
))? 'IH HEE $I"HE% ($@ HEE EWI% each into the niche to yo+r right tofind a Large ?ed Pack. he first niche to yo+r left holds nothing, so avoid
it. Co+r Egyptian g+ide is needed for triggering the solid, greenish stone.
4e patient, he needs to read the inscriptions ca+sing the &lock to slide do/n
allo/ing yo+ access to the third niche. each in /hich /ill trigger a
mechanism that drops several tons of sand into the pit of the adacent ))?
'IH PI ($@ ') PE@E%(L% /hich /ill cover it all +p.
*?5: ( vie/ of the cham&er /ith the pit filling +p /ith sand.
If yo+ did this &efore yo+ fo+nd the secret, all the items and secret>ll &e
lost.
))? 'IH PI ($@ ') PE@E%(L% et+rn &ack to this room &+t as yo+>llnotice the gaping hole is covered +p /ith the sand /hich means that the
t/o previo+sly +naccessi&le pedestals are no/ accessi&le. Gather the Eye
Piece, a key item and the %mall ?ed Pack. et+rn &ack to the ))? 'IH HEE
$I"HE% ($@ HEE EWI% /hich sho+ld open +p. Exit this room via another
thin corridor /ith &l+e hieroglyphics.
))? 'IH 4L)" )* GEC %)$E ($@ @($GLI$G )PE $ote the dangling rope in
the centre of this area, the massive, circl+ar stony /heel /ith an item
receptacle at its &ase in one of the room>s ends and the entrance to a
rectang+lar, stepped, room /ith &lades hanging a&ove it.
*irstly, clim& onto the solid rock in the room>s centre. Gra& hold onto the
dangling rope &y standing right &elo/ it, +mping and pressing (ction. @onot clim& +p &+t hold on to it at its very &ase.
Position yo+rself to face the other/ise +naccessi&le opening in the /all
opposite the massive /heel /ith the receptacle. %tart s/inging &y holding
do/n the +n &+tton. Let go off (ction /hile in flight /ith an arched
rope and yo+>re +st a&ove the landing area. It might take some tries &+t
it>s /orth it for /hile entering the small passage, yo+>ll find yo+rself a
%ecret S--. Instead of ret+rning to the rope area, proceed for/ard +ntil yo+
reach a small opening in the top.
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E5)L#I)$ )* %PIE@ )LLE A%E"E (E(B 4efore clim&ing +p, look +p a&ove
the opening and notice the crystalline roller revolving aro+nd a central
rocky area in a clock/ise motion. Look at the ro+gh diagram to yo+r right:
the red line is the path yo+ sho+ld follo/. (s yo+ stand in the opening make
s+re yo+ see the spiky roller pass overhead, then p+llt physically get to yo+, /hich means
yo+>re free to pick +p the val+a&le %mall ?ed Pack sitting on that ledge andthen clim& +p the pillar>s face. 4efore yo+ p+ll over the ledge, /ait forthe roller to pass again. (s soon as it does, p+ll +p, make Lara stand
against the right /all and =+ickly r+n across and +mp over to the rocky
centre /hich the spiked roller circ+lates aro+nd. If yo+>ve done /ell, yo+>ll
&e on a slightly sloping gro+nd /ith a &ox of *lares in yo+r vie/. Ho/ever,
if the roller>s passing again, simply d+ck do/n and yo+>ll &e safe. (fter
this pickll &e
standing on a small ledge. If yo+ didn>t Load the game from /here yo+
saved it. )nce yo+>re on the small ledge, +mp into the opening in theopposite /all. ( larger +mp tends to ca+se Lara to hit the ceiling,
preventing her from entering the lit passage. @o not p+t too m+ch po/er in
yo+r +mp.
)nce yo+ do this correctly and are standing in the &rightly lit t+nnel,
proceed for/ard, shotg+n ready to +se since as yo+ t+rn the corner a 4lack
@og /ill l+rch to/ards yo+, very soon follo/ed &y its mates, another t/o4lack @ogs. hree shots /ill finish them all off.
Proceed do/n the passage &+t stop &efore the small, steep ramp. +rn
aro+nd and slide do/n &ack/ards. Gra& hold onto the ledge as yo+ drop off
and notice the hole /ith the t/o ed %corpions &elo/ yo+. Instead droppinginto their hole, shimmy to the spot from /here yo+ can safely drop do/n
onto the ledge &elo/ +pon /hich t/o #;i g+ns are /aiting for yo+ already
loaded /ith 1K &+llets. et+rn &ack to the room /ith the rope &y sliding
do/n thro+gh the exit. Co+>ll find yo+rself in the first passage /ith the
&l+eish hieroglyphics. *rom here make yo+r /ay &ack to the ))? 'IH 4L)"
)* GEC %)$E ($@ @($GLI$G )PE.
$ote: his /hole area /hich I have covered a&ove is optional, +nless yo+>re
going for all the pick
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*?5: ( diplay of the /hole ne/ area /ith the giant sphinx>s head partiallycovered &y sand and /ith Lara standing in the do
r/ay.
GI($ (E( 'IH ?(%%I5E %PHI$W HE(@ ($@ %($@ )nce the *?5 stops, take o+t
yo+r g+ns and shoot do/n the t/o attacking F. @rop do/n to yo+r right and
collect the #;i "lips. Go &ack +pstairs and drop do/n to the left /here
yo+>ll find a %mall ?ed Pack. Proceed f+rther do/n/ards to reach a door/ay
entering a small stepped passage. 4efore netering the next room notice the
other opening next to it meshed +p.
))? 'IH I%LE 'IH ') 4#LL %(#EE% %#)#$@E@ 4C P))L% $o/, note the
li=+id lapping at the centre part. 'ait for the Egyptian d+de to come in and
/atch him light the li=+id, /hich is act+ally oil, th+s triggering the grate
at the other end of this room to rise, letting yo+ exit.
*?5: "+t scene sho/ing the grate lifting +p allo/ing an exit from this room.
*ollo/ the /inding passage /ith golden fig+res carved into the /alls +ntil
yo+ reach a fork. Co+r g+ide /ill take the left fork /hile yo+ have to pass
from the right fork. he reason the g+ide /ent the other passage is that
he>ll reach another grate at its end /hich /ill &e opened once yo+ take theright path.
each the drop do/n in the small area /ith greenish /alls and collect the
%mall ?ed Pack. Go &ack +p and head into the ne/ room.
E"($G#L( ))? 'IH )$E L(GE P))L ($@ ($ EGCPI($ %(#E (s yo+ enter
this cham&er note yo+r g+ide /aiting for yo+ to open the grate in the /all
to yo+r left. Head right, past the pool and into the exit. *ollo/ theramping passage +p to a point /ith threeA1B forks, t/o of /hich are
&locked &y grates. *ollo/ the ramp +p/ards thro+gh the open one.
%?(LL ))? 'IH "H(I$ ($@ ILE@ *L)) *irst of all as yo+ enter, p+ll the
chain.
*?5: he grate in the previo+s room lifts giving access to yo+r Egyptian
g+ide to the pool /hich he sets a&la;e /hich then ca+ses the inscripted
tiles that make +p the c+rrent room>s room floor light +p and stand o+t.
$o/, this is a p+;;le room /hich means that yo+>ll have to solve this ancient
teaser to &e a&le to proceed f+rther into the game. here are all in all
fortyve done this +mp on to the s=+are on thediagonal of the s=+are yo+>re standing on. he third s=+are yo+ m+st+mp +pon is the second s=+are for/ard. he fo+rth is to the third>s second
right. *rom this no/, yo+ +mp to/ards the grate /hich /ill open, letting
yo+ pick +p the pri;e, the imeless %ands.
ips: If yo+ misfoot yo+r +mp and land +pon one of the /rong s=+ares or
yo+r land on the grey &orders, the previo+s s=+are yo+>ve &een +pon Athis
doesn>t incl+de the s=+are /ith the chainB /ill light +p in flames meaning
that yo+>ll need to reset the p+;;le. o reset the p+;;le exit via the
entrance and thro+gh the no/ open grate /hich /as previo+sly closed. *ollo/
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the long, dark passage +ntil yo+ enter a lit room /hich contains a reseting
chain and a %hotg+n or a &ox of %hotg+n Hormal (mmo if yo+>ve already picked
+p the /eapon. P+ll the chain to reset the p+;;le and exit via the other
passage, leading a/ay from this room. (t the end /ill &e the third grate
no/ opened &+t the other t/o, closed. $o/ yo+>re ready to restart the p+;;le.
If yo+>ve done a +mp to another s=+are s+ccessf+lly, a torch a&ove the
grate leading to the imeless %ands /ill light +p. If yo+ do all the +mps
correctly, all the torches /ill light +p.
GI($ %PHI$W>% HE(@ 4(%E he side to yo+r right is pointless /hich meansthat yo+>ll &e /asting yo+r time there, searching for anything. Head overto the leftmost side. *ind the door/ay c+t into the red rock &+t notice the
clim&a&le ladder +st +p front.
*orget the ladder for no/ and head into the passage. Enter a room /ith a
grate +st opposite Lara. 'ait a fe/ seconds, for the g+ide to arrive.
*?5: Egyptian g+ide comes, stares at the reddish hieroglyphics a&ove the
grate and then r+ns off in fright.
Head into the ne/ly oppened passage, previo+sly &locked &y the grate. $ote
that the g+ide /on>t &e follo/ing yo+ aro+nd any more: yo+>ll have to doall the p+;;le solving. (s yo+ enter, drap yo+r pistols as t/o ed
%corpions sc+rry to/ards yo+. Head over to the end of this small passage to
emerge in a room /ith a high ceiling.
(LL ))? 'IH %(#E ($@ %($@C 4(%E $otice the holes
a p+rpose to this &+t for no/ pick +p the $ormal %hotg+n (mmo from the
centre and then head over to the $orth /all of this room. "lim& +p to facethe god>s stat+e. Press (ction to place the imless %ands in his
o+tstretched hands.
*?5: %and starts seeping from the holes in the ceiling to form a mo+nd in
the room &ehind Lara. he sand has come from a&ove, /hich is the GI($%PHI$W>% HE(@ 4(%E area, ridding it from the sand and +ncovering the entrance
to the next level.
4efore yo+ drop do/n into the sandpit, dra/ yo+r pistols and shoot do/n the
ed %corpion from a safe distance. (fter/ards, drop do/n and make yo+r /ay
across to the other side &y +mping over the +neven sand. Leave this room,
exit the others and ret+rn &ack to the giant sphinx.
GI($ %PHI$W>% HE(@ 4(%E $o/ that the sand has dropped do/n to the room
&elo/, the exit from this level has &een +ncovered. #nless yo+ /ant all the
secrets and items, yo+>re free to exit.
*or the first secret find the clim&a&le rock face adacent to the entranceof the cham&ers yo+ +st left from. (fter the long clim& +p, p+ll +p/ardsto find yo+rself on a &alcony +st a&ove the giant head. P+ll the lever. his
/ill trigger the grate next to the clim&a&le rock>s face to lift +p. *or no/
ignore this and +mp to the small, striped s=+are next to the &alcony>s
left corner. 'hen yo+>ve done so, yo+ can save the game since the follo/ing
series of +mps are rather a/k/ard to perform. 'alk over to the edge
Aoverlooking the sphinx>s foreheadB of this small s=+are and +mp for/ard &+t
instead of dropping do/n into the chasm, perform a s+dden left t+rn /hile
in middair to land onto the sphinx>s forehead. 'alk to the other side of the
sphinx>s forehead placing Lara, yet again right onto the edge. +rn to face
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a second &alcony. *ind the second small, striped s=+are /hich /ill serve as
yo+r landing area if yo+ +mp from yo+r c+rrent position. Landing into the
&alcony is also possi&le &y doing a r+nning +mp from the forehead>s edge
&+t doing this /ill make yo+r life harder and /ill pro&a&ly also cost yo+
several loads. he &alcony is a act+ally %ecret S--, holding a &ox of $ormal
%hotg+n (mmo and a Large ?ed Pack as yo+r pri;e for the tro+&les yo+>ve gone
thro+gh. )nce collected, yo+ can do the complicated sets of +mps involving
the sphinx>s forehead or drop do/n safely, sliding onto the sphinx>s side
and stopping yo+rself /herever necessary. he second method is easier so once
yo+ get to the &ottom, find yo+r /ay aro+nd the giant head to the clim&a&lerock face from /here yo+ clim&ed and p+lled do/n the lever. Co+>ll find thegrate is o+t of the /ay, giving yo+ access to the %ecret S-0. "ollect the
&ox of $ormal %hotg+n (mmo and the 'ideshot %hotg+n (mmo. he latter &eing
a ne/, more damaging form of amm+nition for the shotg+n.
et+rn &ack to the main area, right in front of the sphinx. +mp +p and
gra& onto the small alcove. P+ll +p and cra/l for/ard. *ollo/ the golden
striped passage to the end of this level.
%ide $otes: $o/ that yo+>ve done the first level, yo+ m+st &e fine /ith
almost all the movements and yo+ sho+ld have in yo+r inventory the %hotg+n
and the #;is /ith a realtive amo+nt of amm+nition.
here /ere fiveA3B secrets on this level. If yo+>ve collected them all,
yo+>ll have -0 secrets all in all in yo+r %tatistics /indo/ /hich can &e
reached if yo+ press P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM 4#I(L "H(?4E% MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''2
Level $+m&er: 2Q$)E: I 'ILL 4E (@@I$G PEve completed the first serio+s level it>s time for a more
complicated one.
ip: ight /hen the level loads, save the game into a ne/ slot. his /ay yo+r
reload /ill &e faster if yo+ fail yo+r attempts to attain the secret &elo/.
'hile yo+>re still sliding notice the &reak in the ceiling. ight &elo/ it,
+mp +p/ards and gra& onto the small ledge. his might take several tries to
complete &+t the re/ard is %ecret S-1 /hich>s a Large ?ed Pack for yo+r
effort. *all &ack, and complete the slide do/n /hich empties into a room.
'ELL LI ))? 'IH 4#LL %(#EE% ($@ LE5E %tand in front of the lever and
p+ll it do/n. his /ill ca+se the grate at the opposite end of the room to
lift +p.
))? 'IH PE*)(E@ '(LL% %L)PI$G I$'(@% 4efore falling +ns+specting into
this trap notice the hands on the /alls in front. 'hen yo+ step onto the
small s=+are in the centre, the hands activate. )nce they meet each other,
at the same stop, deadly spikes spring o+t of the starry perforations in the
/alls all over the place. his means that as soon as yo+ step onto the small
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*rom here, the path forks into t/o different directions. aking either one
and then ret+rning to the other one is /hat yo+ m+st do. (s long as yo+
cover &oth, yo+>re fine. his /alkthro+gh is going to cover first the one
/ith the &ridge Athe one one the left side of the ramp going +p/ards.B
ake the shaky path to/ards the hanging &ridge. "ross it and enter a /ide
passage.
")L)#*#L, %EPPE@ P(%%(GE Proceed, /ith yo+r shotg+n dra/n to take o+t the
t/o 4lack @ogs /hich po+nce +pon Lara.
*ind the small, exitting passage, t+rn Lara aro+nd +st &efore the ledge and
do a safe drop do/n to the &ottom &elo/. @o another safe +mp at the next
sharp drop off to find yo+rself d/arfed &y a massive room.
GI($ ))? 'IH %PIE% ($@ %L)PI$G '(LL% ake a &reath then +mp onto the
ledge on the slope to Lara>s left as yo+>re facing the room from the
entrance. $otice the opening in the /all a&ove the slope, from the ledge.
+mp in, might take a fe/ +mps, &+t yo+r re/ard is %ecret S-7, a &ox of
$ormal %hotg+n (mmo.
*irst of all, explore this room and notice all the grates, openings, spikeareas and other o&vio+s characteristics. It>s also important to memori;e
their /herea&o+ts.
+mp from ledge to ledge, a&ove the spikes to finally land on a ledge.
$otice the item receptacle /hich yo+ canno>t take advantage of at the moment
&+t instead +mp +p and gra& onto the ledge a&ove the receptacle. *ind the
lever /hich yo+ m+st p+ll do/n.
*?5: he grate in the /all &elo/ the entrance +nlocks.
(fter/ards, find yo+r path do/n to the &ase, enter the ne/ly opened passage.
*ollo/ it into a ne/, smaller room.
))? A)((4LEB 'IH ') LE5E% his room can rotate aro+nd/ards, A:PB only
once the lever in front of yo+ is activated. P+ll it do/n.
*?5: ( pedestal , heavily g+arded &y a cl+mp of spikes, rotating, together
/ith the rest of the previo+s room /hich no/ displays a different layo+t.
he lever /hich co+ld &e seen earlier oddly sticking o+t of the 1 o>clock
position has no/ moved in place of the lever yo+ had +st p+lled meaning that
this room had also rotated together /ith the other d+ring the c+t scene. P+ll
this one do/n too and exit to find the same, yet different room /ith spikes
and slopes.
GI($ ))? 'IH %PIE% ($@ %L)PI$G '(LL% $o/ that the /herea&o+ts of this
room have altered, some ne/ areas are accessi&le. *irst of all, drop do/n
safely thro+gh the gaping hole in the middle of the room Anext to the flames.B
))? 'IH '(LL% "(5E@ 'IH H#?($ *IG#E% %E (G(I$% 'HIE 4("G)#$@ he
/alls have nothing to do /ith the advent+re &+t instead, pick +p the Hand of
%iri+s key item. his triggers the grate at the exit of the passage yo+ no/
need to take to find yo+rself &ack in the main room, to open +p.
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GI($ ))? 'IH %PIE% ($@ %L)PI$G '(LL% $o/ that yo+>ve ret+rned, there>s
another previo+sly closed grate /hich is no/ open. hat>s in the /all
opposite, a &it to the left, as yo+ enter. ?ake yo+r /ay &y +mping across
the gap from ledge to ledge to the ledge /ith the spikes +st to+ching its
&ase. )nce yo+>re onto that ledge, yo+>ll have to cra/l do/n &elo/ the ra;or
tips to avoid deadly a&rasion. )nce clear of the spikes, stand +p and place
Lara at a s+ita&le place for her to +mp and safely land to the gap in the
/all>s gradient. he +mp is often =+ite inacc+rate, so yo+ can save the
game &efore doing it. )nce safley there, proceed +ntil yo+ see the dropoff.
@)P)** ($@ ))? 'IH "H(I$ ($@ %($@C 4(%E 4efore +mping to gra& theopposite clim&a&le /all note that, firstly: the dropoff is not one yo+ can
simply safe drop, &+t one that>ll leave Lara very dead and secondly: the
opposite /all is clim&a&le only to the point /here the r+ngs in the /all
can &e seen /hich means that if yo+ +st +mp for/ard against the opposite
/all /ill ca+se Lara to not gra& a hold of anything.
)nce yo+>ve s+ccessf+lly clam&ered do/n to the &ottom, yo+>ll find yo+rself
in a room /ith a chain and a sandy floor. 4efore p+lling on the chain notice
the t/o skeletons. hen, p+ll the chain do/n.
*?5: (nither vie/ of the main room. his time the spikes g+arding the
pedestals drop do/n and the room once again rotates, &ack to its originalposition.
(s soon as yo+ cross the room to the exit, the t/o ?+mmies a/aken. Leave
these g+ys to each other and =+ickly head o+t, clim& the /all and enter the
main cham&er.
GI($ ))? 'IH %PIE% ($@ %L)PI$G '(LL% $o/ that yo+>re &ack, yo+ can accessthe pedestal /ith an item. "lim& +p to the ledge /ith the start place anything in &efore. Place the Hand of
%iri+s in the slot. his triggers a rope to drop from the ceiling.
*rom the ledge /ith the receptacle take a r+nning +mp to/ards the rope.Gra& onto it and position Lara to face the &alcony that leads +p to the
pedestal. )nce the +mp is completed, pick +p the %cara& alisman. "ontin+e
for/ard do/n the passage past the pedestal once yo+>ve dra/n o+t the shotg+n
for t/o 4lack @ogs come &o+nding +p from &ehind the corner. ake them do/n
then proceed. ( little f+rther another 4lack @og comes +p +nexpectedly. (fter
that, contin+e do/n the sloping floor and o+t of th exit /hich closes +p
/ith a grate as soon as yo+ drop o+t.
L(GE "(5E %C%E? $o/ that yo+>ve completed the &ridge =+est, it>s time to
proceed to the path adacent to that.
') )"HE% LIGHI$G #P ') %(#E% ($@ ( "LI?4(4LE '(LL )nce there, startthe clim& +p/ards. P+ll +p at the top, shoot the large vase to access a%mall ?ed Pack and /als aro+nd the pit to find a &of of $ormal %hotg+n (mmo.
))? 'IH )"H, 0 %ELE)$% ($@ PE@E%(L $ote the skeletons sleeping on the
floor. Pick +p he Golden %erpent and =+ickly make yo+r /ay to the opening,
/ith its grate no/ opened +st a&ove one of the sleeping skeletons. @o this
very =+ickly, since once yo+ take a fe/ steps the t/o skeletons a/aken into
loathesome m+mmies.
))? 'IH (PI@LC I%I$G %($@ ($@ %PIE@ "EILI$G Escape thro+gh the passage
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at /hich point yo+ m+st save yo+ game. )nce saved, slide do/n to a room. (s
soon as yo+ drop do/n, r+n to the left corner of the other side of this
room, i.e. as soon as yo+ drop do/n, t+rn K degrees to the left and
immediately start r+nning to the side Lara>s facing Aleft corner, not right
one.B he reason: a trap is triggered once yo+ drop onto the sand /hich
immediately rises +p/ards to a lo/ ceiling consisting of a sea od deadly
spikes. If done correctly, Lara>ll escape /ith no health lost.
L(GE "(5E %C%E? HahV $o/ yo+>re &ack in the cave system /ith having done
only a shorter test. Proceed thro+gh the dark passage +ntil yo+ reach apit. Instead of dropping do/n, /alk aro+nd it to find a Large ?ed Pack.4efore dropping do/n no/ tho+gh, look from the top to notice the deadly
dropoff meaning that yo+>ll have to safety drop do/n to the ledge /ith the
torch. (gain, drop safely to the &ottom to find yo+rself at the path fork.
*ollo/ the ramp do/n to the L(GE "(5E %C%E?>s &ase and procced into the
entrance /hich I told yo+ earlier to ignore.
(LL "H(?4E 'IH ') E"EP("LE% ($@ %ELE)$ LCI$G )$ %($@C *L)) Place
the %cara& alisman and he Golden %erpent in the receptacles c+t into the
/alls respectively. %+ddenly, the cham&er starts filling +p /ith sand,
/hile sim+ltaneo+sly a/akening the m+mmy. he cham&er filling +p /ith sand
takes the form of an elevator /hich takes yo+ to a higher level from /hereyo+ can find th exit.
?ean/hile tho+gh, yo+>ll have to am+se the dead g+y either &y r+nning aro+nd
him or, on the other hand, ca+se him to st+m&le &y firing yo+r pistols at him.
)nce the cham&er can>t fill +p any more, find the c+t in the ceiling to cim&
+p. *ollo/ the passage to the end of this level.
%ide $otes: he main pickve collected them all. 5ie/ them in yo+r %tatistics /indo/ /hich can &e
seen if yo+ press P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 5(LLEC )* HE I$G% MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''3
Level $+m&er: 3
Q$)E: I 'ILL 4E (@@I$G PEll no/ +se it to kill people.
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place.
4+g: $o/, yo+ might start this level /ith Lara>s left arm stretched o+t
=+eerly for/ard. ight no/, I haven>t discovered /hat ca+ses this &+t it seems
to happen to older P"s. Ho/ever, if yo+ /ant to terminate this dra/ a flare
and her arm>ll heal. G+ns ho/ever, /on>t help.
)"C "($C)$ 'IH %($@C 4(%E 'ith yo+r shotg+n, take o+t each of sevenA8B
%nipers that come one after one from &ehind their hiding places in this area.
/o shells /ill take do/n one each.
*?5: (s soon as yo+ kill >em all, the Egyptian cove picked +p all the goodies, find the little, darkened crevice
in the &arren red rock close to the entrance of this level. Inside>ll &e%ecret S-: t/o &oxes of $ormal %hotg+n (mmo stacked +pon a %hotg+n /hich yo+
most pro&a&ly already have giving yo+ sixA7B free normal shotg+n shells
instead.
Exit and head over to the opposite side of the canyon /here the little ledgemade of rock stands a&ove the sand. Hop onto it and force Lara to /alk
&ack/ards to the edge of its edge noting the other ledge +p in the /all a&ove.
AIf correct, to her right /ill &e the level>s entrance.B +mp +p to gra& the
ledge yo+ sa/, having t+rned sharply in order to &e a&le to gra& hold onto
it, and p+ll +p. P+ll +p again to find yo+rself in a gravelly flat area. his
is %ecret S0K cosisting of 0 &oxes of $ormal %hotg+n (mmo, a %mall ?ed Pack
and #;i "lips.
(L)$G HE "($C)$ 'IH HE EEP 'oohoo, no/ is the time to +mp into the
eep. 4e s+re to learn and remem&er its controls and handling. I remind yo+,
this is neither G( nor "armageddon. $o crashes, no p/nage, no gore: +stsome st+nts and the standard offll have to man+ally shift the gears in order to drive for/ard and
reverse. (ltho+gh the &ody/ork of the vehicle does not visi&ly damage, Lara
/ill a&sor& health loss if yo+ hit recklessly a solid /all, drive
perpendic+lar to the shape of the /all Ai.e. yo+ drive exactly along the
/allsB or if yo+ accelerate do/n the irreg+lar dirt
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top of a pit and do remem&er: there are no air&ags. W@
If yo+ /ant to see the controls, cons+lt the small reference &ook that came
/ith the legally &o+ght "@s pack. (ccelerate after
the former g+ide>s eep. If yo+ stop in a certain spot and get o+t to
explore, he>ll /ait for yo+ to contin+e the o+rney after him. $ote the
shells he>s spe/ing from the &ack of his eep. 4ad grenade thro/ing &oyV
here are some passage/ays that i /on>t cover in this /alkthro+gh since theyare +st /alka&le shortc+ts to areas yo+>ve already accessed, meaning that
yo+ /on>t get trapped endlessly &et/een t/o +n/alka&le slopes and the eep.
$o/ that yo+>re ready for the to+r, follo/ the eep +p the steep slope to a
clearing. Here there>ll &e 0 %nipers /aiting for yo+. he first one>ll &e
easy to r+n over &+t the second one>s standing on the rocky ledges, o+t of
r+ns &een +ncovered. Pick +p the
Grenadeg+n %+per (mmo and the %mall ?ed Pack.
et+rn &ack to the main area and clim& &ack onto the eep. Gather speed and
accelerate to/ards the small ramp on the edge of the dropoff to the pit
&elo/. @rive on it to +mp over the gaping hole. he other eep /ill no/
contin+e +p the rocky road in a cavern after /aiting for yo+ &riefly to do
yo+r &+siness. +n over the %niper at the end of the cavern. *ind the small/inding path adacent to the rock face to follo/ the eep. 'hen yo+ reach thesecond cross over Asecond change of /allsB, stop in the middle and note the
%niper. *rom here take o+t yo+r pistols and kill him. *+nny g+y, he doesn>t
even notice he>s losing health. $ote that some of the shots /ill miss and
that an alternative is simply to r+n him over /ith the eep, &+t remem&er he
can damage Lara from that position.
(t the end, contin+e into another cavern, do/n a steep slope. "ontin+e +phill
to the end of this rather short level.
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%ide $otes: Co+ sho+ld have picked +p the Grenadeg+n %+per (mmo /hich is
very +sef+l: the most damaging grenadeg+n shells.
*rom here on yo+>ll &e often dealing /ith h+man enemies targeting at yo+.
hey damage at a distance so yo+>ll have to kill them as soon as yo+ see
them, +nlike earlier animals.
here /ere threeA1B secrets lying in /ait for yo+ in this level. ogether
/ith the secrets fo+nd on previo+s levels, yo+ m+st no/ have 0-, that is,
if yo+>ve collected them all. 5ie/ them in yo+r %tatistics /indo/ /hich can
&e seen if yo+ press P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM 53 MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''7
Level $+m&er: 7
Q$)E: I 'ILL 4E (@@I$G PEs end: the long dimly lit cavern, together
/ith the eep. "lim& o+t and /alk aro+nd the ne/ room, picking +p the 0 &oxesof 'ideshot %hotg+n (mmo and the Large ?ed Pack.
(E(% 'IH %($@C @#$E%, ?)$#?E$% ($@ E@ )" "lim& &ack into the eep and
exit thro+gh the corridor and into a sandy d+ned area /ith a temple>s
entrance. Leave the eep here, find the exit and take o+t the shotg+n /hich
yo+>ll +se to take do/n a %niper standing +pon several planks atop a shaky
str+ct+re. (lternatively, force him do/n &y r+nning over the s+pportingpoles and soon after, r+nning the d+de over too.
*ind the small cra/lspace in the red rock adacent to the exit of this area.
hat>s %ecret S00: a Large ?ed Pack. Hop &ack onto the eep and exit this
area to find yo+rself in an even &igger area /ith t/o &+ildings, s+rro+nded&y scaffolding.
') )PP)%IE 4#IL@I$G% 'IH %"(**)L@I$G *irst of all, there>s a %niper doing
his o& from a lo/ scaffold. ill him and then proceed to the &arely visi&le
opening in the &rick /all near&y. here>s a Large ?ed Pack there so make
s+re yo+ find it. $o/, head over to the opposite &+ilding and find the
opening in the second scaffold floor>s fenced sides.
)nce fo+nd, +mp, gra& and p+ll +p. Head to the left to find a &ox of $ormal
%hotg+n (mmo. et+rn and no/ head do/n the opposite side. 'hence yo+ +mp +p
onto the /hite &lock f+rther, &ehind the corner, a %niper /ill shockingly
appear. ?an, that fella never ceases to make me +mp +pV ll make a +mp to the rope.
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?ake s+re Lara>s standing on the first s=+are Aas in adacent screenshotB so
that she can see the rope. 4acking the /all /ill hide yo+r vie/ of the
opposite rope th+s forcing yo+ to do a &lind +mp /hich is fairly
inacc+rate.
Gra& the rope after the +mp and s/ing to the opposite &+ilding. *ind the
lever sit+ated high +p in the /all as yo+>ll see in this screenshot. +mp
+p to/ards it, gra& it and p+ll do/n to lift the gates to another area, &elo/.
ip: his lever is not often easy to activate d+e pro&a&ly to programmingpro&lems. )ften it>ll take several tries, even from the right spot, for
Lara to gra& it &+t it>s /orth the effort. +st make s+re Lara>s standing
firmly against the /all.
@rop do/n to the &ase and clim& +p into the eep to exit thro+gh the gate/ay.
LILE %($@C (E( 'IH PILL(% ($@ #$$EL Past the gates yo+ enter a little
shady area. $ote the ledges in the /all next to the pillars. /o of these
contain a Large ?ed Pack and #;i "lips. Enter the greyish t+nnel most
prefera&ly /itho+t the eep since threeA1B spiked &alls drop do/n from the
lo/ ceiling and roll to/ards yo+. 'alking gives yo+ more time to react+nlike the =+icker eep. (void the shells dropping and exploding from the
eep driven &y the Egyptian d+de.
(fter the t+nnel has &een cleared, notice the holds from /hich the spiked
&alls fell from. he third AtopmostB has a clim&a&le side +p/ards. +mp +p,
gra& onto it and find the mid/ay +p/ards after /hich yo+ have to do a
&ack/ard +mp to find yo+rself on a ledge /ith yo+r first &ox of $ormalGrenadeg+n (mmo /hich is %ecret S02.
@rop &ack do/n, find yo+r eep and drive +p the t+nnel to enter a canyon.
"($C)$ 'IH @EEP PI% *ollo/ the d+sty road aro+nd a &end and aro+nd yo+rfirst pit. (void this and drive to the s+nlit area /here yo+ m+st leave yo+r
eep.
he second pit has a set of carves scratches +pon one of its sides. "lim&
do/n them to a crevace in the rock, a&ove the spiky &ottom. %tand &elo/ it
and force Lara to s+ddenly lose hold at /hich point she even more s+ddenly
has to gra& &ack onto the same ledge. (t this very moment yo+ sho+ld cra/l
in to find %ecret S03: a &ox of 'ideshot %hotg+n (mmo and yo+r first =+iver
of $ormal "ross&o/ (mmo. ?ake yo+r /ay &ack +p to the canyon, +mp into the
vehicle and contin+e the rocky o+rney /here yo+>ll meet +p /ith yo+r
enemy>s eep. Exit the canyon.
@E%E 'IH L(GE @#$E% *rom here on to the end yo+ can +st follo/ theeep spe/ing shells or explore. )n the /ay tho+gh yo+ can enco+nter a
%niper mo+nted on a planky str+ct+re and do avoid the s+dden drop
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take shortc+ts over the d+nes, /hich he doesn>t take.
%ide $otes: his is the last of the eep meaning /hat yo+ did /as /hat yo+
got. Ho/ever, later in the game another vehicle is accessi&le /ith very
similar controls.
here /ere fo+rA2B secrets lying in /ait for yo+ in this level. ogether
/ith the secrets fo+nd on previo+s levels, yo+ m+st no/ have 03, that is,
if yo+>ve collected them all. 5ie/ them in yo+r %tatistics /indo/ /hich can
&e seen if yo+ press P on yo+r key&oard.
( vivid *?5 follo/s.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM E?PLE )* ($( A-st timeB MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''8
Level $+m&er: 8
Q$)E: I 'ILL 4E (@@I$G PEll get poisoned. he poison only /ears off once a
?ed Pack>s &een +sed to completely fill her health &ar. he poison slo/ly laps
+p her health, ca+sing a nasty vis+al condition, +ntil it empties and she dies.
*rom here, several interconnected levels &egin, in each direction. $avigating
aro+nd might &e a tad conf+;;ling &+t it>s nevertheless enoya&le.
*irst of all, head to/ards the three entrances in the /all to the left ofyo+r starting point. Enter the middle one only. "lim& the ledges +p to thetop, roof parts to find and collect a %mall ?ed Pack, #;i "lips and a &ox
of 'ideshot %hotg+n (mmo scattered all over the place. he dropoff &et/een
the ledge /ith the +;i clips and the /ideshot shells is /here yo+ sho+ld go
do/n to. *rom there, drop do/n the hole in its floor. "ra/l to enter a room
/hich is %ecret S07 and as soon as yo+ stand +p, dra/ o+t yo+r pistols to
kill a 4lack %corpion. Proceed f+rther into the room and shoot do/n a large
pot mo+nted on one of the corners to find a &ox of $ormal %hotg+n (mmo in
its place. Pick that +p and enter another room thro+gh the near&y door/ay.
hree 4lack %corpions come o+t to greet yo+. +ickly shoot them do/n to
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avoid the sit+ation getting nasty. *o+r o+t of the six pots mo+nted on the
&locks adacent to the /alls of the room are &reaka&le. )nce shot do/n
they>ll re/ard yo+ /ith *lares, #;i "lips, a Large ?ed Pack anda &ox of
'ideshot %hotg+n (mmo. ( real treas+re roomV *rom here, ret+rn &ack to the
area /ith the central pillar and contin+e to the opposite side Athe one
/ith /alls of rock and a small interconnecting ledge.B +mp onto the ledge
and from that place yo+ can +mp +p, gra& and p+ll +p to a ledge a&ove.
*rom that /alk/ay +mp onto the sandy side of this ne/ roofless area and
/alk aro+nd it +ntil yo+ reach the /alk/ays a&ove the &ase are &elo/. Pick +p
the %mall ?ed Pack on one of the rocks near&y, a &ox of $ormal %hotg+n (mmoand #;i "lips. @rop do/n safely to the sandy area &elo/.
"hallenge: ?ake Lara r+n atop the interconnecting ledge and from its right
corner perform a +mp that /ill land her on the higher, sandy side of the
room and not on the sloping sides that /ill slide her do/n.
Proceed from one of the entrances &elo/ to enter a vast room.
L(GE ))? 'IH 0 PI% ($@ ")L#?$% his is =+ite a large room. It consists of
t/o /ide pits /ith s/inga&le &ars a&ove them. 4et/een the t/o pits are a set
of stairs going do/n to a ceremonial pot. *irst of all tho+gh yo+ can make
several easy picks &een =+ite re/arding...
(fter all these pick
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she has to go +p /hich is /hat yo+ make her do. P+ll +p to the room a&ove.
Here, there are three parts, separated &y a dropoff &elo/. he one yo+>re
standing on as yo+ have clim&ed to this area leads to t/o pedestals, &locked
&y closed gates. (cross are t/o oppositely &+ilt niches /hich Lara can reach
in to trigger the opening of each of the closed gates respectively. (cross
from the t/o niches lie #;i "lips and a &ox of $ormal %hotg+n (mmo. +mp
&ack to the no/ opened gate/ays. )ne contains a %mall ?ed Pack and a %hotg+n
or $ormal %hotg+n (mmo /hile the other one a/ards yo+ /ith the *irst "anopic
ar.
*?5: ( detailed vie/ of the L(GE ))? 'IH 0 PI% ($@ ")L#?$% and of itscharacteristics, /hich yo+ have already gone thro+gh.
L(GE, @EEP, #$@E'(E $E') )* P(%%(GE'(C% "ontin+e f+rther into the
passage once yo+ have descended from the a&ove level and dive into the pool
of /ater. %/im deeper and deeper &+t &efore yo+ enter a passage from it,
find the &ox of *lares on the very &ottom. Enter the +nder/ater passage +ntil
yo+ reach a carved plate &locking yo+r /ay.
$ote: hese platell enco+nter f+rther into the game.
)pen the +nder/ater door and s/im for/ard +ntil yo+ see an open s=+are in the
ceiling. his can act as a &reathing hole for Lara to regain her oxygen.
(lso, if from the s+rface yo+ p+ll +p onto the ledge yo+>ll have +ncovered
%ecret S09 /hich gives yo+ #;i "lips and $ormal "ross&o/ (mmo. @ive &ack
into the /ater and contin+e into the irreg+larly &+ilt passage +ntil yo+
reach a straight section /ith c+rrent /hich forces yo+ &ack. Co+ can>t
proceed any f+rther from here &+t yo+ can attain %ecret S0 /hich yo+ canreach &y s/imming into the /edge shaped opening in one of the /alls.
his entry>s diffic+lt so try to enter &y s/imming close to the ceiling and
into the opening /itho+t /asting precio+s time. Inside yo+>ll find lots of
goodies: a Lagre ?ed Pack, #;i "lips, 'ideshot %hotg+n (mmo and a =+iver ofPoison "ross&o/ (mmo. If yo+>ve done all this in good time, yo+>ll have
eno+gh air to s/im o+t of this secret cham&er and to the opening in the
ceiling from /here yo+ can replenish yo+r air. his /as the maxim+n yo+ co+ld
do so far so ret+rn &ack to the main passage, past the area /ith the pillar,
over the interconnecting ledge and into the L(GE ))? 'IH 0 PI% ($@
")L#?$% from /here yo+ can no/ drop do/n from /here the ceremonial pot once
stood.
"EE?)$I(L "H(?4E 'IH "H($$EL% )* '(E he fall, /hen even done safely,
c+ts a &it off Lara>s health.
)&servation: )&serve the items and stat+es inf ront of yo+. here>s theceremonial pot. he t+&es that look as if the &o/l>s got a &+ll>s horns areact+ally there to empty a li=+id into the pot itself from the stat+es> mo+ths
/hen a mechanism is triggered only once t/o "anopic ars have &een placed in
the receptacles &ehind the sitting stat+es.
Place the *irst "anopic ar in one of the receptacles.
*?5: he &l+ish tile in the /all yo+ o&served earlier in the passage /ith
the deep pool of /ater no/ opens +p
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Pick +p the Large ?ed Pack placed on a ledge near&y. Co+ can s/im in the
/atery parts of this room &+t remem&er that for no/, yo+ can>t reach parts
yo+ see in the distance since there>s a very strong +nder/ater c+rrent to
prevent yo+ from skipping several levels. Ho/ever, there are t/o +nder/ater
&oxes of $ormal %hotg+n (mmo. Exit this room via the cra/lspace high +p in
one of the /alls close to the receptacles Asee screenshot.B It>ll lead yo+
to the little sandy area &efore the L(GE ))? 'IH 0 PI% ($@ ")L#?$% amd
yo+ can also pick +p *lares on the /ay, fo+nd in a darkened corner that
anyone>s likely to miss o+t.
"ross all the rooms and passages +ntil yo+ end +p facing the no/ opened,&l+ish tile. Enter and exit this level.
%ide $otes: his /as the first of several interconnected levels. his means
that yo+>ll &e ret+rning to this level once again. his ancient complex can
&e very conf+sing &+t re/arding...
(s yo+ might have noticed, this level /as a very item re/arding one for one
reason only: yo+>ll &e /asting h+ge amo+nts of amm+nition from no/ on.
here /ere threeA2B secrets lying in /ait for yo+ in this level. ogether
/ith the secrets fo+nd on previo+s levels, yo+ m+st no/ have 0, that is, if
yo+>ve collected them all. 5ie/ them in yo+r %tatistics /indo/ /hich can &eseen if yo+ press P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM HE GE( HCP)%CLE H(LL A-st timeB MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM ''9
Level $+m&er: 9
Q$)E: I 'ILL 4E (@@I$G PEll see traversa&le &ars. *ollo/ them to their end
and drop do/n to one of the t/o landing ledges. )pposite each of these ledges
are t/o &alconies /hich can re/ard yo+ /ith a &ox of $ormal %hotg+n (mmo and
the pitch
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room yo+ /ere &efore in, yo+>ll end +p in the same place from /here yo+ o+ght
to contin+e.
*?5: /o eeps come to the sandy d+nes /here Lara first arrives and inspect
the crashed vehicle. 5on "roy soon follo/s in his chromell
mirac+lo+sly appear &ack on the sandy area, from /here the c+t scene starts,
+nh+rt.
(ltho+gh it looks impossi&le, this pit is act+ally small eno+gh for Lara to
+mp over and gra&. hat is, if she>s at f+ll speed and +mps right off the
edge of the little prono+nced snady ledge over the pit itself. ( gra& in
necessary. Co+ may have to save the game &efore trying to cross this.
)nce the +mp>s &een accomplished follo/ the ro+te to a small area /ith
another set of irreg+lar &locks +pon the sandy floor. Exit and enter a no/
closed t+nnel. *rom the entrance, +mp to Lara>s left to find a %mall ?ed
Pack and #;i "lips. (fter that, exit the level do/n the sliding ramp a
little f+rther into this passage.
%ide $otes: his /as the second of several interconnected levels. his means
that yo+>ll &e ret+rning to this level once again. his ancient complex can
&e very conf+sing &+t re/arding...
here /ere no secrets to &e fo+nd in this partic+lar part of the level /hich
means that &y no/, if yo+ took time to collect them all, they>ll &e
t/entyve pressedthe &+tton P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM %("E@ L(E A-st timeB MM
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
''
Level $+m&er:
Q$)E: I 'ILL 4E (@@I$G PE
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each the /aters infested /ith $ile crocs so &efore vent+ring in, try
and shoot do/n some of them from high, dry areas. (lternatively, to l+re
them to come closer to yo+, &riefly dive into the /ater. 'ait for some to
come yo+r /ay and s/iftly clim& ashore from /here the shotg+n comes in action.
here are three "rocodiles in and aro+nd the /ater /hich /ill come to attack,
at this point of the game. 'hen the coast is clear, dive into the /ater,after having noticed the cra/lspace high +p int he rock close&y Aa&ove land,not /aterB, and contin+e to a sandy &ank. Get o+t of the /ater at that point
and follo/ it to an entrance s+rro+nded &yt greenishs
sides from /hich another pole has gro/n o+t of. o access that ledge from
the pole yo+>re clim&ing, position Lara>s &ack to face the ledge and +mp
&ack/ards. his means that yo+ sho+ld &e looking in the opposite direction
of the ledge yo+ have to land on.
)nce on the ledge, clim& the second pole to the point /here it ends in an
overhead &lock. here>s a landing ledge here so once again position Lara to
face the opposite direction of the opening and +mp &ack/ards. In order to
avoid hitting the &lock at the top of the pole and misdirecting the fall, let
Lara slide a fe/ metres &elo/ that.
"ontin+e into the cr/alspace. (t the end cra/l &ack/ards to fall o+t of the
cra/lspace and /alk into another room. P+ll the chain do/n.
*?5: ( gate in the large pool of /ater in /hich yo+ previo+sly s/am in opens
+p. ( crocodile>s seen.
Exit this room and contin+e &ack thro+gh the cra/lspace. @rop do/n to the
ledge a&ove the massive room and yo+ might as /ell save the game. $o/, look
over to the empty space &ehind the &lock &earing the starting point of the
first pole. Position and aim Lara to/ards it since she>ll have to +mp into
that in order to exit this area alive. ( r+nning +mp is /ell neede for that
and yo+ m+st make s+re that on take off, she doesn>t &ang her head onto the
ending &lock of the second pole a&ove and lose her moment+m.
"hallenge: ( challenge that is =+ite /orth it is to dive from the ledge into
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the hole acc+rately. his doesn>t mean the standard +mp and fall thro+gh &+t
an act+al dive from /hat yo+ might pict+re if yo+ kne/ the meaning. $o
offense, &+t the real dive in is one that +ses %hift to &e pressed as
soon as Lara +mps for/ard. Look at the screenshot to the right /hich
displays a perfect looking one.
(t the &ottom of the hole is the s+rface of the /ater covering a part of the
room. (t the &ottom is a %mall ?ed Pack. *ollo/ this small passage into the
pool that is emptied into from the steep slides a&ove. Pick +p the *lares
and exit via the small entrance to a long t+nnel +p/ards /hich leads intothe main sacred lake.
Glitch: @+nno /hether this is a glitch or not &+t it does interfere /rongly
/ith la/s of physics /hich I m+st not go into detail at the moment. 'hat I
mean is the irreg+lar displacement of the /ater from the main, sacred lake
into the pool of /ater &elo/ all the steep s+rfaces in the 5(% ))? 'IH
")?PLI"(E@ @E%IG$% I$ ("HIE"#E ($@ P)LE%. If the physics /ere correct
then the /ater level sho+ld have &een several leag+es higher than it is since
the t/o &odies of /ater are connected. Msees many &ro/s risingM W@ I /as
never good in physics, honestlyV
I??E$%E %("E@ L(E (E( 'IH ")")@ILE% )nce again &ack at the sacred lake,
t/o "rocodiles appear since yo+ released them from their lair in the middleof the lake /hen yo+ opened the gate. ill them and proceed into the no/
opened gate. "lim& +p onto the dry &anks of this room to find a %mall ?ed
Pack and t/o &oxes of $ormal %hotg+n (mmo. +mp &ack into the /ater and
notice the t/o exits in the pool>s &ottom. )ne leads to an +ndr/ater gate,
locked +p. he other is &locked &y a stone cover /hich opens +p once yo+
p+ll the +nder/ater lever sit+ated &eneath a &lock. Look aro+nd and yo+>ll
easily see it. *ollo/ the no/ opened +nder/ater passage to a carved plate/hich yo+ can open +p. et+rn &ack +p to the s+rface, take deep &reath and
dive &ack into the t+nnel. It>s =+ite long and m+st &e s/am thro+gh
speedily. (t one point yo+>ll reach a fork. ake the right ro+te into a
small, narro/ passage /hich empties into a small cham&er /ith a Large ?ed
Pack and a pocket of air a&ove /ater. #se this to replenish Lara>s oxygens+pply.
et+rn &ack to the fork and no/ take the passage going +p/ards.
#$@E'(E ))? 'IH ?I) %/im &oldly into this room only to &e met /ith
yo+r o/n reflection in the opposite /all /hich is act+ally a large glass
mirror. In the ceiling there>s a cleverly dig+ised &reathing hole /hich also
leads into a passage. Ho/ever, to locate it is not an easy task. +st pro&e
all the ceiling spaces for one Lara can come o+t of.
ip: If yo+ have tro+&le finding it, look at the /all of mirror. he mirror
displays the /herea&o+ts of the opening =+ite clearly.If yo+ still can>t locate it, s/itch to %oft/are mode in the )ptions ?en+&efore loading the game. (s in the screenshot, the graphics in soft/are
mode, /hich display the opening s+fficiently, aren>t as good as those in
the har/are mode.
)ther/ise, have a good look in the mirror /here the exact location of the
&reathing hole is seen +ndisg+ised.
P+ll +p onto the landing ledge and /alk into a small room /ith a pedestal.
"laim the %econd "anopic ar from it and pick +p the t/o sets of #;i "lips
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in the corners of the room.
*?5: he gate &locking the +nder/ater passage in the room from /here yo+
entered this passage lifts to allo/ access.
+mp &ack into the /ater of the room /ith the mirror and ret+rn all the /ay
&ack to the central room in the sacred lake /ith the +nder/ater s/itch. Head
into the other opening into the pool>s &ottom, past the no/ opened gate. Let
the c+rrent carry yo+ into the next level.
%ide $otes: his /as the third of several interconnected levels. his meansthat yo+>ll &e ret+rning to this level once again. his ancient complex can
&e very conf+sing &+t re/arding...
here /ere no secrets lying in /ait for yo+ in this level meaning that yo+
sho+ld still have t/entyvegot the second "anopic ar, yo+>ve got an artifact to place in the second
receptacle. @o so.
*?5: ( green li=+id po+rs from the t/o t+&es into the ceremonial pot /hich
tilts over to spill the li=+id into a sleeve of /ater.
Go to the /aterfilled parts of the room. +mp into the /ater only to...
/hatVN the /ater is solid and /alka&leV
(ma;ing, &+t tr+e. 'alk aro+nd and clim& onto the small prono+nced area /ith
a stat+e of a god. here>s #;i "lips &ehind his &ack. Pick them +p.
4+g: Placing the second "anopic ar into its receptacle for the first timemight prove +ns+ccessf+l. ry placing it again and it>ll do so. his &+g has
no apparent effect f+rther into the game /hatsoever.
*ollo/ the passage to its end /here yo+ have to p+ll +p. $otice the
electrical &olts a&ove, into the air. hese come from t/o pillars in the
next area.
(E( 'IH ') ELE"I*IE@ PILL(% ($@ P))L 'IH ")")@ILE% Enter this area
from one of the openings in the /all. Immediately take o+t a /eapon for
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three "rocodiles l+rk dangero+sly aro+nd the area. )nce the coast is clear
dive into the pool of a=+amarine /ater and pick +p a &ox of $ormal %hotg+n
(mmo on the &ottom. Pick +p another &ox of $ormal %hotg+n (mmo on one of
the /ater>s edges after /hich dive &ack in again and head for the small, lo/
passage +st &elo/ the a&ove pillars. %/im into it and keep stroking +ntil
yo+ can p+ll +p into a ne/, small room. Press the &+tton in the opposite /all.
*?5: ( vie/ of the previo+s area, /ith the electrified pillars. %+ddenly,
the &lkack mesh s+rro+nding the little space &et/een the t/o solid str+ct+res
drops do/n to reveal a pedestal.
@rop &ack into the /ater and follo/ the channel &ack to the room /ith the
t/o pillars.
"lim& o+t of the /ater and pick +p, firstly, the Hypostyle ey and the
stat+ette of the %+n Goddess. Exit thro+gh one of the passages yo+ entered
this area from Athe one that has a &lock &elo/ it.B *ollo/ the passage
&ack into the "EE?)$I(L "H(?4E 'IH "H($$EL% )* '(E and exit via the
small cra/la&le ledge in one of the sides of the room Aclose to /here yo+
placed the first "anopic arB. *ollo/ the ro+te /hich yo+ have already taken.
(t the end is a +sts mercenary /arriors are &lack /ith
red stripes and represent /hat people call, a sam+rai. DP hey do not possess
any arms &+t /hat they can do is charge at Lara, often damaging them /ith
their long, ra;or
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defensive means. ( fe/ moments after yo+ fire at them, they>ll start s/ishing
them in a circ+lar motions, deflecting any amm+nition. *or this very reason,
an easy /ay to take care of them is to start firing at them /ith any /eapon
at a distance. )nce defending themselves, roll &ack/ards and roll again to
face the g+y. He>ll &e no/ prone to attacks. epeat +ntil his rather long
life expectancy ends. I tend to +se only pistols /hen taking care of a lone
one. he reason: yo+>ll lose vital ammo other/ise and any/ay, altho+gh slo/,
yo+ /ill kill them /itho+t them harming yo+. $ote that once they s/ish their
&lades, they /on>t move. (lso, they might carry +;is /ith /hich they shoot
from a distance.
)nce yo+ kill him, pick +p the #;i "lips he dropped. Exit thro+gh the small
entrance in the /all. (nother o&ed *ighter>ll attack. ill him and exit,
follo/ing the sandy passage. (ro+nd the next corner t/o o&ed *ighters
charge. his might &e a little diffic+lt. (fter all the commotion, yo+ might
need some healing.
+mp over the large pit to find yo+rself in a small, open area /ith irreg+lar
&locks. *ind the ne/ly opened cra/lspace in one of the corners. Ahis /as
not there the time yo+ first passed thro+gh this.B "ra/l thro+gh and follo/
the passage +ntil yo+ reach a closed door. he small s=+are o&ect on the
/all to the right is a lock /here the Hypostyle ey goes. his +nlocks theclosed door.
HE ?(I$ HCP)%CLE (E( Aone thirdB Enter and t/o o&ed *ighters attack. )ne
charges from a door/ay near&y /hile the other is positioned on several
&locks. ill them as =+ickly as possi&le for if yo+ don>t, they>ll pick +p
some items that orginally lied on the gro+nd s+ch as a %mall ?ed Pack on
one of the irreg+lar &locks and and #;is Aor #;i "lips if yo+ already haveitB and +se them for their o/n p+rposes.
ip: I tend to kill the one coming from the opening in the /all Adoor/ayB
first since he>ll &e the first to pick +p the small med pack and then I
finish off the second, holding the +;i g+ns. He drops them /herever he fallsdead.
)nce everything>s cleared, note the openings in the /alls and the s/inga&le
&ars overhead, leading to a passage/ay accessi&le only from there. Ho/ever,
for no/, +st go thro+gh ether of the passage/ays in the &ase of the room.
HE ?(I$ HCP)%CLE (E( At/o thirdsB his is as area ro+ghly the same si;e
as the previo+s part of this Hypostyle Hall. Ho/ever, it>s got giant pillars,
holding +p yet another elevated set of traversa&le &ars. (gain, note that
the &ars start from a passage in the /all that separates this second part
from the first part of this area. here>s a &ox of $ormal %hotg+n (mmo on a
crooked ledge &elo/ the net/ork of monkey s/ings. ( o&ed *ighter attacks.*ind an almost hidden opening in the /all &ehind /here the assassin /asB,reached &y +mping over a small, steep edge in the /all Anot the one
separating this and the previo+s roomB, to find a Large ?ed Pack lying
innocently in the floor. +mp &ack o+t from that space and exit thro+gh
another passage, leading o+t of this area, to the third part after noting a
vertical , self standing pillar, not s+pporting the a&ove net/ork, /ith a
large stone &all resting atop it.
HE ?(I$ HCP)%CLE (E( Athree thirdsB his is the final part of the
Hypostyle Hall. (s soon as yo+ enter it, a o&ed *ighter attacks. ake
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care of him and proceed into the room, noting the last set of monkey
s/ings high a&ove. Pick +p the *lares and ret+rn &ack to the first third
of this area.
HE ?(I$ HCP)%CLE (E( Aone thirdB Look a&ove to see three elevated,
narro/ parts +st &elo/ the monkey s/ings held /ith col+mns on them. *ind
the rigid &locks /hich if clim&ed +pon, lead to a small s=+are landing.
*rom here yo+ can +mp +p and gra& onto the &ars. raverse across to the
passage in the /all /hich yo+ had previo+sly noted of. @rop once into it
and cross it.
HE ?(I$ HCP)%CLE (E( At/o thirdsB his place overlooks the /hole area
except the a&ove level /hich can &e accessed via the net/ork of traversea&le
&ars. *ind the small s=+are ledge +st to the left of the opening into this
room /here Lara>s standing. "aref+lly +mp to that and &ack Lara against the
/all so that she>s facing the opposite side of the room. +n to the edge
and +mp right off to land onto another s=+are ledge. *rom here, +mp +p and
gra& the &ars. "ross the room monkey s/inging, taking note of the panel that
&locks yo+r going to another s/inga&le &ars. raverse all the /ay into
another high passage leading o+t of this room.
HE ?(I$ HCP)%CLE (E( Athree thirdsB "ross the interconnecting passage tooverlook the third part of the Hall. +mp +p to gra& onto the final set of
monkey s/ings. (s =+ickly as possi&le, traverse across to the long ledge on
one of the small sides of this room, /here yo+ can let go off the &ars.
Immediately as yo+ drop, take o+t a /eapon, t+rn aro+nd to face the monkey
s/ing yo+ +st crossed and fire at the traversing o&ed *ighter that comes
+p. (s his hands are in &+siness, he /on>t harm yo+ +ntil he drops do/n to
/here Lara>s standing. He>s very prone to g+nshots then &+t do take care tokill him s/iftly since yo+ don>t /ant any mess once he drops do/n. If he
meets yo+ on the &ars, he>ll p+sh yo+ off.
+mp +p and press (ction to p+ll the lever on the /all.
*?5: ( familiar t+ne plays and the &ro/n panel &locking a part in the
traversea&le &ars rises +p/ards, allo/ing access to f+rther s/inging.
%tart monkey s/inging yet again, &ack into the middle area.
HE ?(I$ HCP)%CLE (E( At/o thridsB "ross that &ars all the /ay to the
&lack, lifted panel. %/ing &elo/ that too and drop do/n to a greyish ledge.
ake o+t a /eapon, s/iftly t+rn aro+nd and shoot do/n a traversing o&ed
*ighter that comes +p. $ote /here he falls. Pick +p the #;i "lips close &y
and clim& onto the opposite &lock. *rom there +mp onto the ledges, /hich
are act+ally the /alka&le +pper side of the monker s/ings &elo/.
*ollo/ the paths to the stone &all /hich yo+ sa/ earlier, sitting atop acol+mn. ake o+t yo+r pistols and shoot s=+arely at it. his /ill ama;inglyca+se it to fall off the col+mn and mirac+lo+sly &reak the stone floor do/n
&elo/.
?ake yo+r /ay &ack from /here yo+ can safely drop do/n to the &ase /itho+t
damaging yo+r health. Pick +p the 'ideshot %hotg+n (mmo dropped &y the dead
assassin that came traversing across. @rop safely thro+gh the hole in the
floor the &all created to find yo+rself in a room /ith it.
#$$EL% ($@ "H(LLE$GE 'IH ")?P(%% $EE@LE% *ind the opening in the /all
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from the room /ith the &all /hich leads into a lo/, cra/lspace. Inside
there>ll &e #;i "lips so pick them +p. et+rn &ack to the room /ith the &all
and exit thro+gh the other passage, +p several clim&s +ntil yo+ find yo+rself
in a small, passage /ith t/o openings leading into one room to the left.
Enter thro+gh either opening into a room /ith a small pillar in its centre,
its top &eing a fl+orescent a=+amarine pyramid. $otice the chain close &y
/hich Lara ref+ses to p+ll. 4efore reading f+rther, save the game and look
at the diagram to the left.
*rom this central room, three others, at a&o+t the same si;e, are to &ereached thro+gh three openings in this cham&er>s /alls. $o/, enter the onein the /all to Lara>s right first Aas yo+ enter this central roomB &y
clim&ing the short set of clim&a&le r+ngs to reach the opening to the room.
Inside, yo+>ll see a giant pins
centre. Ho/ever, the tip ain>t in that position /hich means that yo+>ll have
to find a /ay to rotate it.
@rop do/n into the room to find #;i "lips onto one of the darkened ledges.
Exit &ack to the central room and enter the middle room /ith a pin Athe oneopposite to the chain.B here yo+>ll find *lares as /ell as a &ox of $ormal
%hotg+n (mmo. Exit. he remaining room /ith the third pin a/ards yo+ /ith
nothing so head o+t of the room altogether and contin+e do/n the passage
&ehind the central room. *ollo/ it to its end and +mp +p to gra& the
clim&a&le r+ngs in the /all a&ove the ceiling /hich yo+>ll o&serve at first
sight. "lim& all the /ay +p. P+ll +p and yo+>ll find yo+rself in a room /ith
the first rotating lever /hich is needed to place the pin in the first ofthe three rooms do/n &elo/ /hich yo+ explored. If yo+ remem&ered the
positions of all three pins yo+>ll have an easy time.
ip: he stick /hich allo/s the rotating levers to move clock/ise or
anticlock/ise is al/ays pointing into the direction into /hich the tapering,redll happily p+ll
it do/n. $evertheless, if she again ref+ses, cons+lt /ith the pins and their
positions /hich yo+ sho+ld record and try again.
ip: (nother helpf+l tip /ith the sticks protr+ding o+t of the rotata&le
levers is to let them point to each other, /hile in the rooms. he rooms,
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as yo+ might have noticed are right a&ove the cham&ers /ith the pins. If
yo+ have a good sense of direction, yo+>ll notice that the sticks can &e
+sed instantly to determine /hether the p+;;le is correct. hey, as the
pins do/n &elo/, sho+ld &e pointing in the same direction. r+st me,
altho+gh it so+nds conf+sing, yo+>ll &e ama;ed at ho/ easy it is /hen yo+
try it o+t.
*?5: Each of the correctly positioned pins are locked and a c+rrent is
passed thro+gh them. his shoots o+t as electric &olts from their tippets
/hich meet at the a=+amarine pyramid and shatter it to pieces.
$o/ that the pyramid>s gone pick +p the %+n @isk on top of the pillar /here
the glassy str+ct+re stood. Picking it +p ca+ses a trapdoor to open+st
&elo/ the &ase of the entrance to the centremost room /ith the pin. @rop
do/n thro+gh it to the end of the Hypstyle level.
%ide $otes: Ending this level means that yo+ got the %+n @isk. Co+>re nearly
thro+gh this /hole arnak temple so keep +p the good /ork. :P
here /ere no secrets lying in /ait for yo+ in this level meaning that yo+
sho+ld still have t/entyem all. 4efore going to
the t/o pillars for inspection, find the hole in the gravelly floor near&y
and cra/l do/n thro+gh it to a small room /ith a 4lack %corpion /hich yo+
might have already gone to. et+rn &ack to the area /ith the pillars and dive
into the deep moat s+rro+nding them. (ro+nd the &ottom, yo+>ll find a &ox of
$ormal %hotg+n (mmo and a %mall ?ed Pack hidden in a small +nder/ater
crevasse. %+rface and go for/ard to the little golden artifact standing lone&et/een the t/o tall pillars. In yo+r Inventory, com&ine the %+n @isktogether /ith the %+n Goddess to form the %+n alisman. his yo+ sho+ld place
onto the little golden artifact.
*?5: Electric &olts fly o+t of the pillars> tips and the yello/ &eads in the
/alls to oin. he %+n alisman rises high a&ove to the point /here the
c+rrents are exchanged. ?ean/hile, passages in each side of this area are
opened.
Proceed into the door/ay to the right of the door/ay thro+gh /hich yo+
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entered this level Athe one closest to the openign in the gro+nd.B Inside>ll
&e a cra/lspace /ith a %mall ?ed Pack.
(LL ))? 'IH '(E
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*ind the place from /hich yo+ can drop do/n safely to /itho+t eating +p
damage.
@(E$E@ ))?, PE@E%(L% ($@ %#$LI )#%I@E %($@C (E( 4efore exitting
into the opening find the door/ay leading to a smaller room /ith pedestals.
#pon these yo+>ll find *lares and #;is /hich yo+ almost certainly already
have.
Exit into the open, sandy area. +ined col+mns line the /ay to a locked
door and the end of this level...
%ide $otes: his /as the last of all the conf+sing, interconnected levels.
Eager to proceedN
his second %acred Lake level prepared yo+ /ith the arms and packs needed
ahead /here yo+>ll &e &attling /ith hardy enemies.
Co+ m+st have the #;is, the %hotg+n and , of co+rse, the Pistols &y no/.
If yo+ didn>t... /ell, may&e om& aider>s not the game for yo+. :P
here /as oneA-B secret lying in /ait for yo+ in this level. ogether
/ith the secrets fo+nd on previo+s levels, yo+ m+st no/ have 1K, that is,if yo+>ve collected them all. 5ie/ them in yo+r %tatistics /indo/ /hich can
&e seen if yo+ press P on yo+r key&oard.
MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
MM )?4 )* %E?EHE MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM
'-1
Level $+m&er: -K
Q$)E: I 'ILL 4E (@@I$G PEs &een locked +p in this ancient tom&, there>s no other /ay to
follo/ than thro+gh the tom& itself. Msh+ddersM Co+ /on>t see many dead things
&+t yo+ /ill enco+nter many challenges and p+;;les here.
%?(LL ))? 'IH ') P)% %hoot do/n the t/o &reaka&le pots. #nderneath them>ll
&e #;i "lips and a Large ?ed Pack. %lide do/n, deeper into the area.
*?5: (s o+r heroine slides do/n, /e are taken to the floor of a ne/ room
/here a horde of %cara&s materiali;e.
%cara&s: hese little &ro/n &eetles that thrive especially in Egypt /ere
+sed to take care of accidental thieves inside sealed tom&s as yo+ mighthave seen in recent movies. hese fellas tho+gh, do not appear alone &+tal/ays travel in n+mero+s amo+nts to any fresh meat availa&le. hey al/ays
follo/ yo+ aro+nd and /hen they do make contact, they>re devastating. $o
matter ho/ m+ch ammo yo+ d+mp into them, they /on>t die. hey can clim&
atop small &locks.
L)$G ))? 'IH ?)$EC %'I$G ($@ %"((4% %/iftly avoid this army of &+gs and
find the &ars &+ild into the centre part of the ceiling in this room.
'itho+t conceding too m+ch damage, gra& hold onto them and traverse the room
+p to a safe ledge in an opening in the far /all. @rop do/n to a steep slide
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/hich ends into a room /ith a hole thro+gh /hich a pole stands +pright.
)$E (4)5E HE )HE ))?% ")$$E"E@ 4C P)LE %lide do/n the pole and &ackflip
onto the floor &elo/. %hoot do/n t/o pots standing close together on one side
of the room. he left one holds a %mall ?ed Pack. $ote the large, grey door
in the /all &et/een the t/o formerly standing pots. *ind yo+r /ay to the
opposite side of the room /here a flame &+rns from a small pedestal. Pick +p
the orch and light it &y standing Lara next to the flame and pressing
(ction.
orch: his is something ne/ to the om& aider series. It is not an Inventoryitem since it can &e +sed only temporarily and its main p+rpose is to carry
fire from place to place altho+gh it can &e +sed to replace flares. )ften
/hen yo+ find one, there>ll &e a so+rce of fire near&y for yo+ to set it
alight. o dispose off it, +st press the &+tton to dra/ a g+n and Lara>ll
h+rl it at a distance. It is re+sa&le &+t remem&er that Lara can>t +se many
of her actions /hile holding this.
@rop do/n thro+gh the s+rro+nding gap in the floor to the &ase area &elo/.
Hordes of %cara&s attack. (ltho+gh the torch can &e +sed to light yo+r /ay,
it does little to /ard of these insects. his means that here it>s m+ch
&etter to +st thro/ it a/ay and get on =+ickly /ith evading the enemies.here are three niches in the sides of this room. $o matter ho/ m+ch yo+
try, the &eetles /ill c+t a &it of Lara>s health &+t yo+>ll s+ffer m+ch
less if yo+ try and gain a little &it of a distance from them /hen attempting
to reach into each of the three niches.
)nce ready, +mp and gra& onto the central pole to leave those &eetles to
themselves. "lim& +p to the +pper level. he grey door that /as once closedhas slid +p/ards /hich allo/s yo+ to pass thro+gh. It slides &ack do/n as
soon as she passes /hich locks her in a small room.
(t first sight there seems to &e no exit from this &+t look more closely and
yo+>ll see that the leftmost red painted s=+are on the /all are act+ally t/odoors /hich open +p /hen Lara +ses (ction.
L(GE ))? 'IH ?(%%I5E %E$E 4)(@ ($@ *("E "(5E@ I$) '(LL *ollo/ the
passage and drop safely do/n the hole. 4efore Lara no/ is a massive room
/ith a giant &oard for playing senet.
)nce yo+>ve dropped do/n, head over to the left, /here there are ledges over
the &oard game &elo/ /hich lead to a ladder. *ind and clim& that to
find %ecret S1-: 'ideshot %hotg+n (mmo and a %mall ?ed Pack. A4eca+se the
ladder doesn>t lead directly to that ledge, yo+ can make Lara cross to the
right, /hile on the ladder. 'hen she can>t move right any more, release to
drop do/n onto the %ecret ledge.B @rop &ack do/n and off yo+ go to the &asearea.
Explore. Co+>ll discover that there>s a passage aro+nd the sides off this
room, &ehind the reddish /alls. )ne side opens +p from &elo/ the massive
carved head in a &alcony a&ove to the right. he other is &elo/ the &alcony
to the left /hich has nothing characteristic a&o+t it except a set of
conspicio+s &lack and /hite rolls on a golden str+ct+re on one of its /alls.
*or no/, head into the opening &elo/ the carved face to &e met &y a set of
r+sty r+ngs in the /all leading to an opening in the a&ove ceiling. "lim& onto
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them and prroceed thro+gh, thro+gh a narro/ passage/ay /hich empties into a
large area.
L(GE ))? 'IH ') P))L% )* '(E ($@ *L(?I$G $I"HE% 4efore dropping do/n,
take o+t any g+n and shoot do/n t/o 4lack @ogs that chrage o+t of the
darkness. ?ake s+re yo+>re standing on the raised str+ct+re &elo/ the opening
to this room to avoid these predators from harming yo+.
Head over to the other side of the room, /hile taking notice of the passage,
steeply leading to a room do/n/ards, and the central, raised area in themidst of this, the main area.
Her, there are three flaming niches close together. *irstly, the t/o
niches A- and 1 on the screenshotB are timed, meaning that they have a
short period of &eing inactive. h+s, Lara can in that short time proceed
to them. he middle one is c+rrently, permanently alive.
'ait for the flame to s+&side and reach into the niche, n+m&er -, to p+ll
o+t a %mall ?ed Pack. I /onder /ho>d p+t it there... hen, reach into
niche n+m&er 1 to make the flame instantly s+&side in niche 0. each into
niche 0 as it is no/ inactive to trigger a small earth=+ake. his
earth=+ake is act+ally ca+sed &y a solid &lock shifting and revealing ane/ly opened passage. ALook to the left of the niches and yo+>ll spot it.B
Enter to &e met /ith a room /ith a pool of /ater at its &ase. he solid
&lock slides &ack into place, locking yo+.
%?(LL %#4%I@(C ))? 'IH %IW *L(?I$G $I"HE% @rop do/n into this small
s+&merged room caref+lly. In the middle of it, yo+>ll &e safe. (ny/hereelse, yo+>re grilled ke&a&s.
"ons+lt the diagram to the right for the identification of each of the
niches. "aref+lly /alk past the flames and reach into niche 1 Athe one
that>s inactiveB to find a &ox of $ormal %hotg+n (mmo. 4ehind that, /aitfor the flames to s+&side ad reach into niche 7 /hich contains a %mall ?ed
Pack. "oolly stand &ack and /ait for the flames to pass yet again. hen,
in the same niche An+m&er 7B, p+ll yet again.
*?5: ( set of golden, folda&le, r+nged /alls rises +p/ards to form a tall
standing rectang+lar c+&oid in the main room &ehind.
4y no/, niches 1 and 7 m+st &e flaming no more and permanently inactive.
Head over to niche -. P+ll in to trigger niche 3 to stop it flaming too.
'hen niche five is no longer active, reach in and trigger niche 2 to also
permanently c+t smoking. $o/ the /hole right /all Aniches 2
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game.
*inally, reach into the partly flaming niche 0 to trigger a small tremor.
his is an indication that some/here a solid &lock had again moved.
%ince this hot p+;;le>s &een solved. "lim& +p onto the ledge overlooking
a deep pit &elo/. *ind the monkey s/ing a&ove and traverse a&ove the deadly
drop. his leads to a landing and o+t into the L(GE ))? 'IH ')
P))L% )* '(E ($@ *L(?I$G $I"HE%. ( solid &lock had &een, &efore niche 0/as triggered, o&str+cting this exit.
L(GE ))? 'IH ') P))L% )* '(E ($@ *L(?I$G $I"HE% 'alk to/ards the
golden cages right as she enters. *rom a little,
raised ledge, +mp +p and gra& the c+&oid>s edge. P+ll +p. *rom a&ove,
yo+>ll notice that the central part of this, the main area, has an accessi&le
ledge only after a r+nning +mp. @o so even tho+gh its a &it to+gh since
yo+>re +mping from an angle that hides the landing ledge. (t last, go to a
flaming niche. 'ait for it to stop &+rning and reach in.
*?5: /o flames stop &+rning in a room A/hich is act+ally led to &y the
depression in the floor &elo/B /hile a third also c+ts o+t to reveal anartifact on a pedestal.
If yo+ took time to trigger the other golden cage to slide +p, drop do/n
safely to the &ase floor &elo/ and clim& onto it. (t the top, look at the
opposite /all Athe one in the central part of the roomB to see a set of
ladders. +n, +mp and gra& hold onto them. "ross to the right, past the
corners +ntil Lara can p+ll +p into a ledge. h+s, %ecret S10 is attained.It consists of 'ideshot %hotg+n (mmo and a Large ?ed Pack. @rop &ack do/n
caref+lly after having gone to the &ottom of the r+ngs.
Head into the depression. Pass the openings in the /alls from /here a pair
of flames made access impossi&le. Pick +p he +les of %enet inscriptedin a grey plate.
*?5: /o ceiling doors open do/n. hese t/o are the ones that once stood
closed &elo/ one of the t/o &alconies in the room /ith the giant &oard game.
his /hole room had &een completely dealt /ith so exit thro+gh the passage
leading from the giant senet room.
L(GE ))? 'IH ?(%%I5E %E$E 4)(@ ($@ *("E "(5E@ I$) '(LL 4eca+se yo+
triggered t/o ceiling doors to fall open, head to the passage &elo/ the
other,