Tomb Raider AoD Walktrought

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    LEVEL 1 PARISIAN BACKSTREETS

    ----------------------------

    The scene opens with Lara and Von Croy talking. There is an accident,

    then

    Von Croy is dead. Now, the police are after Lara and she must escape.

    When you gain control of Lara, across from her is some ammo in a

    doorway.

    Pick it up, you'll need it later.

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

    As you walk towards a green bin, Lara will suggest that you climb it.

    Do so, and then jump and grab the balcony above. Jump the gap ahead and

    walk

    around. Climb the ladder. At the top, there is a window. Push forward to

    enter the room. Inside there are several items on the ground and in

    shelves.

    There is also a locked cabinet in here. We'll come back for it later.

    Go back out of the window and climb up the ladder. At the top, walk to

    the

    gap in the fence. Hold walk, jump and x to make it across. Over here

    there

    is a railing to the right. Climb over it and pick up the chocolate. Go

    back

    over the railing and walk to the end of the way. Lara will say she can

    make

    the jump. Do so, then climb up the near drain pipe.

    At the top of the pipe, hold right diagonally and shimmy across to a

    small platform. Drop to refill Lara's grip, then jump back up and keep

    going until you reach a breach in the fencing where Lara can pull up.

    You'll be on the rooftop. In the back left of this area is a barrel.

    Pull it out of the way. The barrel was blocking a place where

    Lara can drop down and pick up a crowbar. Drop down

    and pick it up. Lara will note that she isn't strong enough to make it

    across a local ledge. Climb back up to the rooftop and find a sealed

    building.

    Use the crowbar on it. This makes Lara stronger. Now, remember that

    sealed cabinet? You can make your way back down to the window and use

    the crowbar to open it. Inside is a necklace that can be sold later.

    Back on the rooftops, drop down to where Lara picked up the crowbar.

    Hop up and grab the ledge. Lara is now strong enough to make it across

    to the area behind a fenced door. Here, Lara will need to use stealth.Tap L2 and walk Lara up behind the guard. Hit x while behind him, and

    she

    will kill him. There is a key that is noted by Lara on a table. Pick it

    up

    and use it on the door. Climb down the ladder to complete the first

    level.

    ----------------------------

    LEVEL 2: DERELECT APARTMENTS

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    ----------------------------

    As soon as the level begins, pull the bookcase in front of the door.

    Follow the stairs around and after a flight or so, the police bust in

    and start throwing tear gas. Don't worry, they won't chase after you,

    and

    do not try to go down and fight them. You will lose.

    From this point on, you must watch Lara's air meter. At the top of a

    stair case, debree breaks through the hall, and behind you is a door

    that

    needs a key. Do a running jump/grab across the gap and pick up the pills

    in the next doorway. Keep climbing and pull the cabinet out of your way.

    Continue going up and at the next intersection is a small medkit and

    a door that Lara can push. Push the door and grab the items inside. Go

    back

    outside and keep climbing stairs. At the next intersection are bandages.

    Grab them and keep going. At the top of the next set of stairs is a box.

    Push it all the way forward, climb up, and jump to the railing. Go to

    the door on your right. Inside are two keys. One on the floor, and one

    ona yellow rack.

    Flip the switch on the generator in the room and an elevator is

    activated.

    Go to the elevator and push 2. This takes you back to the area where

    the locked door was. Jump over the gap and go inside. In here are

    various

    items including a gun. Collect it, then go back to the elevator and

    push 4.

    Go back into the generator room and out the door.

    ----------------------------

    Level 3: INDUSTRIAL ROOFTOPS

    ----------------------------

    Climb up the barrel, then up a ladder. At the top is a wire. Grab it,

    and

    as you start to go across, a helicopter begins to shoot at Lara and her

    legs are too long to make it above the obstacle. Press and hold triangle

    to make Lara tuck her legs up and keep going. Drop down and run back

    towards

    some boxes. Pick up the bandages and slide down the roof. Lara will

    land on

    a walkway with a door.

    Go into the door, pick up the coins, then go out the next door. Pick up

    the ammo and chocolate in here, then go out the next door. On thewalkway,

    don't go into the door. Instead, climb down the ladder. At the bottom

    is a

    box that Lara can push. Move it and Lara gets stronger. Run to the left

    past

    the bonfire and crawl underneath the garage door. Pick up the medkit and

    head over to a box in the middle of the room. Face to a broken walk with

    no rails. Jump up here and follow it around. At the end, Lara says she

    can

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    make the jump. Run, jump and grab to a shimmy ledge. Go to the left and

    pull

    up.

    Climb the ladder, grab the ammo, jump the little gap, and exit via the

    door. Follow the path around, out the door and you'll be back outside.

    Jump over to the stairs. Go down them to the bottom first and pick up

    the

    coins. Go back upstairs to the top and enter the door. Another ladder.

    At the top, you'll be in a little roof access building. Go out of the

    door

    and run behind the building for some coins. To exit the level, run to

    the

    left past some tanks to the fence.

    NOTE: There is a short-cut to the level. After you collect the items in

    the garage, you can go back outside and climb back up the ladder you

    came

    down. At the top, follow the ladders up, slide down the roof and take

    the

    ammo. Climb the next ladder and jump across to the roof access building.Exit as before. The only difference is that you miss a few minor items.

    --------------------------------

    LEVEL 4: MRS. COVIER'S APARTMENT

    --------------------------------

    Watch the cutscene. Lara explains her plight. This is the first time

    in the game where you can make decisions on what to say. It really

    doesn't matter how you respond to Covier, you will be able to get the

    notebook no matter what, but this is what I said:

    1. Can I get you anything?

    2. Who was the comission from?

    3. Where you able to help him?

    5. We argued, I can remember that. And gunfire!

    6. I was a good friend of Werner's. I didn't kill him. I didn't!

    7. I really am going to need Werner's notebook.

    NOTE: If you choose to be sarcastic and mean, Covier will refuse to give

    Lara the notebook. Don't worry, the notebook is hidden in a kitchen

    cabinet to the right of the door above what looks like a washer.

    After the conversation, you must act quickly or the cops will capture

    Lara.

    Run into the kitchen and grab the wine bottle. Next, inspect a small

    lamp

    to the right as you exit the kitchen for a diamond ring.Then, search her desk drawer for health pills.

    There are other things to search, but they contain no items and

    only waste time. As the police come near, you'll see them pull

    up outside. Go down the hallway and out the door. Cutscene.

    -------------------------

    LEVEL 5: PARISIAN GHETTOS

    -------------------------

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    NOTE: The ghetto marks the beginning of a semi free-roaming environment.

    There are several ways to accomplish goals here, but I will mention what

    I did in detail. Also, money, ammo and items are scattered all over and

    tend to regenerate. I will not list all of them as that would take

    forever. If you get lost, look for street signs and maps.

    Lara awakens in a street/trolley car. Leave the car and go left to

    speak to

    some homeless men. Afterwards, climb up the car and claim a medkit.

    Climb up some bits of fencing to make it to the pipe above.

    On the top of the pipe, Lara can run and jump to another pipe

    across the way. From here, hop to the grassy ledge and hug the wall to

    an area behind the fence. There is some ammo and health items here.

    Make your way back to the first pipe. Then, jump through the broken

    fence

    and speak to the man. More choices:

    Me:

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

    Afterwards, the notebook appears and you'll have a new objective. Run

    around the corner to the man's left and down a small stairs. Take the

    money.

    Near the man is a door on the left. Go through and talk to the woman

    here.

    You'll find her name is Janice. Some more choices. Say what you

    will again, but me:

    1. Have you worked in this neighborhood long?

    2. And no one knows where he is?

    3. Better than anything I have so far.

    Now you have these objectives:

    1. Locate Bouchard's premises

    2. Find Bernard, ex-janitor

    3. Find Bouchard's Club

    4. Find Cafe Metro

    5. Contact Pierre, owner of the cafe

    Run to the right of Janice and under an over hang. Pick up the money.

    Check out the city, and continue when ready. From Janice, run to the

    right around the corner until the next area loads. You have two choices

    to decide what to do involving a missing box. One involves the cafe

    owner, the other, the janitor. Keep following the road around until youreach another load. To the left is a white brick area with a door that

    reads

    Metropolitan. Inside of here is Bernard, the easier of the two men to

    work for. Be nice to him and he'll give you the task. If you keep going

    to the end of the street to the dead end, you'll find the cafe. If you

    talk to the owner, you can do the more difficult task. I usually take

    the harder. Speak to Pierre and he'll say that you don't look like

    police. Respond with how would you know? From here, be nice and offer

    to

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    help. At any rate, both gentlemen will direct you to the Serpent Rouge.

    Depending on which person you select, the game will alter slightly. The

    main point, however, still revolves around that box. I will insert the

    changes into the guide as necessary.

    For the conversation with Bernard, say:

    1. You're name's Bernard. Janice said I might find you here.

    2. I'm trying to find someone.

    3. Here. Now, how do I find Bouchard?

    In exchange for this route to the Serpent Rouge being easier, and making

    a later level easier, it costs Lara 160 Euros. She is also given

    the keys to the garage by the club.

    You can only retrieve the box for one man or the other, not both. Either

    Pierre or Bernard will ignore you for the choice. After deciding who

    to work for, it is still advisable to visit the other for

    plot's sake.

    ---------------------------

    LEVEL 6: THE SERPENT ROUGE

    ---------------------------

    PIERRE'S PATH

    -------------

    Exit the cafe and head back toward Janice. In route, you'll see a man on

    a motorcycle whiz past you. You'll see more of him later.

    As you run down the road, you'll see a green door to the left that

    says garage. In the alley just before this, run to the end and enter

    a door that reads stage entrance.

    Go in and welcome to the Serpent Rouge. From the entrance, go straight

    and

    flip a switch on the left. This kills the lights down the hall where

    the guard is at. Go back to the entrance and head left now.

    There is a guard in the room at the end. If you don't have ammo yet,

    then

    you must fight him. Once he's dead, pick up the goodies, including keys.

    Equip a gun, then head back to the entrance.

    Go on down the hall, up some stairs, and through a door. Either sneak up

    on the guards in here, or just kill them. Go behind the bar and pick

    up some items and pull a switch that operates a dumb waiter. Pick up the

    items in it. Next, sneak behind the DJ booth. Pick up a record back

    here andflip the switch. Music starts, lights flash, and guards rush in. Kill

    them

    and then pick up whatever items they leave.

    Keep your guns pulled and head up the stairs. Shoot the guard. Run

    around the path until you find a pushable black case. Push it all the

    way

    forward to the rail and hop up. As you walk forward, the beam ahead

    falls.

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    Walk to the edge, then jump and grab across the way. Take the medkit and

    shoot a few more guards. By the door where the guards were are some

    bandages. Now, walk to the broken part of the rails and jump onto the

    flashy lights when they come down.

    While on the lights, a guard comes out. Shoot him. When the lights go

    all

    the way up, turn around and jump grab to the ledge. Climb up the

    ladder to the left and walk forward. To the left, you'll see a light

    fixture. Remember it. Continue to go forward and slide down the slope.

    Near the end, jump to the platform ahead. Hop to the next platform

    from here, then jump to the beam and shimmy to the left. Pull up when

    you can. At the end of the beam, jump over to a building with a bridge

    by it. When you try to open the door of the building, Lara says she

    isn't

    strong enough. Kick down the raised bridge near her, she'll get

    stronger.

    Go back and bust that door down. Inside are two levers and a key on the

    floor. Pick up the key. Pull the first lever twice to move a sparking

    light.

    Then, pull the second one to move it back.

    Leave the building, run across the bridge, then up the ladder. Walk to

    the light fixture and open the door. Take the box. Now, we need to get

    her back to the bottom floor. Go back to the control room. Be careful

    as a guard will come out. Dispose of him, then climb down the ladder in

    here. At the bottom is chocolate. Go out the door and you should be on

    a

    walk with some boxes. Make your way back to the place where the beams

    fell,

    jump across, and down the stairs to the ground floor. In the rear is a

    door that the key opens. Take the items inside and go back to the

    control

    room. It should be easier to get to now that the door at the base of

    it is open.

    Climb back up the ladder and exit through the door inside. Climb down

    the

    ladders outside and you're back in the ghetto.

    BERNARD'S PATH

    --------------

    Head back towards Janice and use the keys on the garage door. You will

    not

    get to see the man on the motorcycle. Inside, on the right of the car,

    pick up the socket spanner. Examine the little lockers down from it

    for some ammo, health and an antique flintrock gun. Pull the switchnear the car to make it rise up. Now, go over to a little lever near

    the desk where the spanner was. Pull it, and Lara grows stronger. A

    panel slides out from under the car.

    Go down into the opened panel and pick up the items. Climb the ladder.

    At the top, take the bottle of wine and use the spanner on the switch.

    The switch, when used, manipulates a malfunctioning dumb waiter and

    alerts a guard. Turn around and go through the door at the top of the

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    stairs. Shoot the guard and take anything he leaves. Go up the next

    stairs

    and through the door. From here, follow the same route as is listed in

    Pierre's path.

    -------------------------

    PARISIAN GHETTO REVISITED

    -------------------------

    In the alley by the Serpent Rouge, you can gain access to a sewer.

    Open the sewer lid and drop in. A screen comes up that says "Bouchard's

    Hideout." This is not his real hideout, don't be mistaken. This area

    allows you to pick up a few hidden items. In the sewer, head straight

    into

    the tunnel ahead. Hop up the boxes and climb the broken wall. Slide over

    to the platform and drop. Jump to the platform across the way and shimmy

    over to the right until you can pull up. Go through the crawl space.

    The Parisian Ghetto screen will load. In the room there is some ammo and

    health items. You can open the door and enter the Metropolitan where

    Bernard is at, but instead, go back into the crawl space. Back insidethe

    sewers, run to the end of the tunnel that led to the Metropolitan and go

    left.

    Drop near the end of the broken walk and shimmy to the broken climb

    wall.

    Go down, and at the finish, shimmy to the door. Inside is a diamond

    ring.

    Climb back up to the top, then run and jump across to the other side.

    Pick up the ammo, kick down the door and climb the ladder. Take the

    medkit

    and money. Jump back across the gap and exit the sewer by finding the

    ladder

    in the tunnels that leads back up.

    Before returning the box to its owner, head past Janice and go to the

    end of the road. On the right is the local pawnshop where those

    seemingly functionless items can be sold. When prompted, ask the owner

    if he cares about legal nicities. After your trades, run back to the

    right

    past the first load screen. To the right is a staircase. Climb up it,

    go into the second door, and speak to the herbalist. He tells you

    about a bodyguard of Bouchard's. We've already ran past him. He's on the

    right behind a fence just past the Metropolitan.

    Anyway, take the box back to its owner. If you take it to Bernard, you

    will recieve a password for the bodyguard. If you take it to Pierre,you get a passcode for a door down the way on the left. The code for the

    door is 15328. Either way, you'll end up in.....

    -----------------------------

    LEVEL 7: ST AICARD'S GRAVEYARD

    -----------------------------

    NOTE: This is where the two men alter gameplay again.

    If you picked Bernard, skip forward a bit. If you chose Pierre,

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    continue reading. Bernard's quest gives you a direct line into the

    graveyard. It's simple to figure out.

    Talk to Francine, then go out the door with the blinds. Jump across the

    gap, hop over the rail, and climb the pipe. Pull up on the ledge, but be

    careful, the walk collapses. Continue around, drop and shimmy around the

    edge. Mount the rope.

    On the other side, drop down onto the roof of a moseleum. Hidden in the

    upper right corner by a door is a small medkit behind a tombstone.

    There is

    also a doggie in here. Take care of him. Time to roof hop. Climb up

    onto the

    roof of a nearby shrine next to a fenced area. Jump from roof to roof

    until

    you land inside of the fenced area. There is an angel statue in here

    along with a small shrine that Lara needs to push the door open on.

    Doing

    this makes her stronger. Take the items. You can leave the area

    by jumping back out and then find another tomb behind a fence.

    To get to it, you must use the nearby tomb and hop the fence. There aresome more items. After this, go back to the angel statue. Push it

    forward

    and fall into the hole.

    ---------------------------

    LEVEL 8: BOUCHARD'S HIDEOUT

    ---------------------------

    Start off by killing the rat. As Lara runs forward, the ground falls

    from

    beneath her. She won't be harmed. Find the climb wall and pull out.

    To Lara's right is a pipe. Shimmy across the next pit and let go. The

    next

    bad floor contains water. Jump it. One more messed up floor. Swim

    through

    it, and at the end to the right is a climb wall. Go up it, and at the

    top

    grab the crevase. Shimmy over.

    At the end of this hall, it appears to be a dead end, but you can pull

    some rubble back out of the way. Then, turn around and kick out the

    grate

    to the left. Shoot the rat. Go through, and pick up the ammo on the

    other

    side. Go through the door. Walk down this short hall into the next

    door. Turn left and go through the debree you shifted earlier. Jump into

    the water, swim, and pull up. You'll be in a room with a steam pipeand a busted wall. Walk through the wall and into a cell with tombs.

    Head to the left and you'll see a disfigured man on a table. He

    doesn't attack. Take the medkit by him, then go through the door in

    here.

    Across the hall is some hidden ammo behind a coffin. From where the

    mutated

    man is, turn left and go through the door. Enter and watch the cutscene.

    You'll meet Bouchard. This is the first time where if you smart off

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    in a conversation, it can be fatal. Follow my example.

    Say:

    1. Easy Bouchard. I lost that friend yesterday. Now I'm wanted....

    2. What would you suggest?

    3. Passports!

    Bouchard tells you to visit Renne at the pawnshop. Pull the lever in

    the room and a door will open down the way. Get the ammo in the newly

    open room and push the box all the way forward. Climb up, grab the

    ledge, and pull the switch. Go back down and head back to Bouchard's

    room. Exit via the door.

    ---------------------------

    LEVEL 9: ST AICARD'S CHURCH

    ---------------------------

    In this room there is a boxing ring. Go figure, a boxing ring in a

    church.

    Save before talking to the guy in the white shirt by the ring. Talkingto him starts a bet. Pick your fighter. The winner is totally random.

    Winning gets you a gold watch, losing costs you a little money. This is

    a one time opportunity.

    Also in the room are some cleverly hidden items. Near a statue at the

    end

    of the room is a box. Push it to the left and Lara gets stronger. Climb

    up

    and shimmy across. If Lara runs out of grip, you can drop down to little

    ledges near the pilliars in the room. Keep making your way around until

    you

    can pick up a medkit. Keep on shimmying, and eventually you'll come to a

    little overhang near a rail. Side jump over the rail and enter a room

    with an organ. On the floor is a gold ring that you can pick up.

    Drop back down to the floor and go back to the statue. Push the box

    right.

    Hop back up and grab the rail on this side. Shimmy around and pick up

    the ammo clips. Drop to the floor again. Run around and exit out the

    door

    in a room with a checked floor.

    ------------------

    BACK TO THE GHETTO

    ------------------

    Head back to the begining of this area, past Janice, and to the end ofthe street. To the left is the pawnshop. Go inside, and a strange man

    bumps into Lara. In the main room of the pawnshop, she notices that

    something isn't right. She puts the passports down on the counter.

    Head around back of the counter and into the back room. Lara finds the

    owner dead. Pick up his wallet and inspect it in the items. You'll

    find a pin for the weapons locker. It is 14529. Enter the number

    on the locker. Pick up everything in here, and as you pick up the final

    item, the door slams shut and you'll see a bomb start to detonate.

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    Quickly push the yellow button on the wall and go outside. Turn directly

    to the right and open the hatch. Run through the room and be careful not

    to catch on fire. At the end, drop down into the tunnel. Keep running

    to the end, then watch the cutscene. Our mystery man and the guy from

    the pawnshop again....

    ---------------------------------

    LEVEL 10: THE LOUVRE STORM DRAINS

    ---------------------------------

    Walk down the way and shoot the rat. Pick up the yummy bar of sewer

    chocolate in the room. There is also a staircase with a medkit up top.

    Go back down the stairs and walk into the water. Follow it into the

    tunnel until there is a door to the left. Follow it, swim through the

    water, and climb up the ladder. Shoot the rat up here too. Ignore the

    valve in here for now. Run down the way and pick up the ammo.

    The tunnel leads into a room with a waterfall. Look around the room and

    locate a drain pipe. Climb the pipe to the top where there is a walk.

    Move along the walk until you find a switch. Pulling it stops a fanin a nearby tunnel. Go back down the drain pipe and into the tunnel

    directly across from it. To the right is a ladder. Climb up and spin the

    fan. Lara is now strong enough to turn the valves.

    Crouch under the fan and crawl all the way to the end. Pick up the ammo

    on

    the way. At the end is a valve. Turn it then leave back out the way you

    came in. Head back to the drain pipe and climb back up. At the top,

    locate

    a beam that you can walk across. Turn the valve on the other side and

    pick up the ammo. Close to the valve is a broken ladder. Jump up to it,

    climb up, and climb the next ladder at the top. Walk over to the pipe.

    Lara indicates that she can can climb up on it. Go all the way across

    and there is another valve to turn. Climb back onto the pipe and head

    back.

    Drop off on the beam and go through the door. In the hall there is

    ammo.

    Pick it up, then head back to the ground the same way you got up.

    From the pipe, run to the left down the tunnel, back through the door,

    and into the room where I told you to ignore the valve earlier. Turn

    it, then run back to the waterfall. Dive in. The waterway only goes

    one direction. At the end, swim up for some air then tread water over to

    a fallen walk. Climb up. At the top, climb the pipe/wire and stop half-

    way

    across. Drop to the beam, run over, and turn the valve. Go back and

    grab the wire again. Go all the way across. Climb up the walk. Runaround

    the catwalk and hop over a gap. Turn the last valve. Go back across

    the gap, and crouch under a fence. Slide down the slop in here to be

    taken

    back to the main room.

    One more trip back up the drain pipe. Go all the way to the top this

    time to

    where the falls were originating from. Go into the pipe where the water

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    was spewing out. Exit through the door. The next area will load. As Lara

    nears the end of the pipe, she says that she smells oil. Hop into the

    water and pull out at the ladder. There are two places to blow up in

    here.

    One is in the back of the room on the ground and the other requires a

    jump

    from a platform up a ladder. I'm going to blow up the one on the ground

    as it is easier to deal with. Approach it and Lara says that this is the

    place. Press action to set the charge. Quickly flip over into the water.

    A huge explosion fires. Do not go up for air. It is instant death.

    Follow the pipe underwater until you can come up for air. Follow the

    path

    around and drop to the ground. Make your way carefully back to the hole

    you blew out avoiding the flames. Walk inside.

    -------------------------

    LEVEL 11: LOUVRE GALLERIES

    -------------------------

    Climb up the stairs and keep Lara's weapon drawn. Avoid the securitycamera

    and shoot the guard that comes around the corner. There is a door behind

    the camera, but Lara says she isn't strong enough. Keep climbing stairs

    and taking out guards. At the top, run around the corners and into the

    next room. Here is the first set of lasers. Hop onto a glass case, then

    jump to the left to a medkit on a fixture. From the fixture, run and

    jump

    to the next glass case behind the lasers. The next lasers require you to

    drop and shimmy on the right side of the case. At the end, pull up and

    jump when the lasers fade out. If you touch a laser, the room locks

    down and a guard comes. Shoot him, hit the button in the room, then try

    again.

    In the next room, you get a cutscene showing the layout. Crawl under the

    first set of lasers. On the second set, go to the right wall. Go into

    stealth mode and hug up against the wall. Lara should barely squeeze by.

    Sneak up on the guard and kill him. Don't go into the door he was by

    just yet. Go down to the other end of the room and behind a security

    camera

    is a medkit. Pick it up with out being hit by the beam. This may alert

    a guard.

    Go back to the door by the guard and enter. Here is the famous Mona Lisa

    room. Either sneak up on the guard or just shoot him. On one side of the

    room is a small glass case. Pull it back and Lara gets stronger. In the

    center of the room is a large glass case. Push it forward until it

    touchesthe little seats. The next part needs swiftness. By the small glass case

    is a switch. Hit it, then climb back on top of the large case. Jump and

    grab to the Mona Lisa's display case. Above it is a crawl space. Climb

    on

    in. If a laser comes on, it frys you instead of calling guards.

    In the space you can eventually stand up. Go through the next crawl

    space. The rest of the tunnel leads to a dead end. At the end, push out

    the fence and shoot the guard. On the roof, hop up onto a white box/

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    platform with pipes on it. Then, jump to the ledge behind Lara, shimmy

    over, and pull up when Lara needs a break. Eventually, you'll reach

    a wire up here. Jump to it, and you'll reach a building across the way.

    Lara says she is now stronger. Shimmy across the ledge and climb the

    drain pipe. Sneak along the wall, and enter the building using the

    window.

    Kill the guard inside and take his keys. Go back outside and to the

    ground.

    Lara can now break open any doors in the area. When you're finished

    gathering items, go back through the door near the drain pipe. Climb it

    and work your way to the right. You'll find a fenced area. Go through

    the door up here. In here, climb up to the top of the machine and into

    the crawl space. Go down the ladder, down the way, and the game loads

    another area.

    Drop down into a storage area and out the door. Kill the guard to Lara's

    right. Run down the hall to the right, and enter the first room. Make

    a note of the respirators in a locked closet here. The next door on the

    right has a security guard. Kill him. The computer in here is attached

    to various cameras. Monitor switch on the far left allows you to see

    intoCarvier's office. Zoom in on her computer monitor for a code: 14639.

    Go back down to the end of the hall to the right and imput the code.

    You can now enter her office. Search the room for items and information.

    In the right cabinet of her desk is the security pass. Now run to the

    other

    end of the main hall and use it in the card reader. Go down the stairs

    and through the door. You'll be back inside the Louvre. There is only

    one room you can get into. Go inside and take out the guard. Proceed to

    the end of the hall. You should be back on familiar turf after you slide

    the card once more and enter. You may go all the way back to where the

    level began and bash in the door. The traps from before are of little

    consequence if activated and Carvier's card opens all the doors. The

    area

    behind it has a medkit and some bandages. Back upstairs where you

    re-entered the building is a door by a sign. Open the door. Run through

    the hall and down the steps. Keep a gun handy in case a guard comes out.

    The door on the left has a guard in it, nothing else. Keep going down

    stairs

    and go through the door. Go to the left, and then right into an area

    with big doors, spotlights, and sand. Go through the blue door and the

    level is finished.

    ------------------------------------

    LEVEL 12: THE ARCHEOLOGICAL DIG SITE

    ------------------------------------

    Head to the back of the area and draw your weapon. As you approach some

    little, white buildings, a guard pops out. Kill him, then search the

    room he came from. You can learn some valuable info about artifacts

    in these next few rooms we visit. Pull a switch in the room and it turns

    on a computer and some lights. Leave the building, and as you run

    past the computer, kill the guard.

    There are more rooms beyond the computer. Here I must insist that you

    save before entering. People have complained about a glitch that

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    locks you in the room and never lets you back out. Run inside this

    next trailer and check the terminal. Then, take the fax that comes

    out. Upon leaving the room, there is another guard. You know what to do.

    Now, push the blue double doors open to the left and go inside. There

    is a computer attached to a sonar machine. Use the computer to

    operate the machine. Move the machine until it homes in on a burried

    symbol. Keep the shape in mind. Leave the room and head over to the

    fenced area. Find a ladder and climb down. Run round the scaffolds and

    climb down another ladder. Then, climb up a ladder around the corner.

    From here, hop over to the scaffold across the way and down another

    ladder. Take out the guard on the ground floor. Don't climb up the

    ladder

    here, instead just hop to the ground.

    Once on the ground, head to a ladder on the right, climb up, then go

    up the climbable wall. At the top, look to the right at a spinning

    object.

    Hmmm...the symbols look mysteriously like the ones we've located and

    some that are located in the back of the notebook. Above you is a place

    you can monkey swing to the other side. Once there, jump up to a woodenplatform overhead. Pull the switch up here and it lowers a crane.

    Go back down and jump over to the lowered platform on the crane. Hop

    over

    to the spinner. Time to put in those symbols. Check the book and

    remember

    the symbols we've found. From right to left the symbols are: A tree

    shape,

    a target, a stick man standing on his head, and an upside down half

    moon.

    As you get each symbol in place, go around to the side and pull the

    lever

    that corresponds to it. This will prevent the shapes you want to stay

    still

    from spinning while adjusting the others.

    After all the shapes are frozen in place, a door opens. Go back up to

    where you pulled the crane switch. The door is up here. Drop down inside

    to end the level.

    ------------------------------

    LEVEL 13: TOMB OF THE ANCIENTS

    ------------------------------

    Walk forward carefully and drop over a few ledges. You'll get a cutscene

    showing the room. Guess where you have to go? All the way to the bottom

    where that evil skeleton warrior is. From the ledge, drop down and climbthe wall. You may get buzzed by a few bats, but Lara will be fine. Don't

    shoot them unless they latch on. At the platform, turn right and jump

    to a post in the wall. Next, jump into the hole near the post.

    Drop down a few levels, then run and jump across the broken bridge. Pick

    up the bandages in the hall. Then, go back to the edge of the broken

    bridge.

    If you look to the right, you'll see a place where a gargoyle head is

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    missing. Run and jump to it. Then, turn to the gargoyle to the left.

    Hop,

    grab, and shimmy around the head. On the left side of the gargoyle is a

    raised place of dirt. Drop down. Here, there is a climb wall that you

    must go down into a little alcove with. From there, climb the wall

    sideways

    to the left and drop to the ground. Hop over to another post and pull

    the

    lever. This causes slats to come from the walls. Follow them all the way

    to the ground. Our little friend is down here. He doesn't die, but will

    fall over after a few shots or punches. Once he is down, find the crawl

    hole and pull the switch inside. It changes the position of the slats.

    Find the lowest slat and make your way back up. At the top, turn to the

    wall

    and pull up. There is another switch here. Using it opens a trap door

    back

    down in the pit. Make your way back down to the bottom and KO the

    warrior

    one more time. Drop into the trap door, and run around the corner. Lara

    will push the door open and get stronger. Take the items and theshotgun. Continue on around until the next area loads. Kick down the

    wall and into the area ahead. The door in here closes as soon as you

    enter.

    Save as this part is tricky. Pull the lever on the right and all sorts

    of

    deadly traps begin. Run and jump over them. The door is on a timer, so

    if

    you don't make it before it slams shut, make your way back to the lever

    and try again. In the next room turn left and head to the door.

    You'll get a new objective so check the book.

    Go into the room behind the door.

    -------------------------

    LEVEL 14: HALL OF SEASONS

    -------------------------

    Welcome to one of the most annoying levels of the game. It contains

    four sub-levels and I will refer to them as such. Watch out for the

    skeleton in the main room. First, find the pressure pad in the center

    of the area. Lets do the water one first. Step on the pad with the

    squiggle lines that don't curve up drastically. Three doors open

    behind you. Enter the left door and pull the switch. A door goes up,

    then turn left. Go through the big door.

    NOTE: If you pull an incorrect lever you will be taken to a death trap

    room. To escape, you must make your way around and locate an elevatorwith a pull chain to get out.

    SUB-LEVEL ONE: NEPTUNE'S HALL

    -----------------------------

    Watch out for the flame warrior and pick up the ammo on the ground.

    Go into the back room and dive into the water. Follow the passage until

    it

    opens into a big room. There is an archway in here guarded by swinging

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    blades. Avoid them and pull the switch. Swim back up and climb back

    into the room with the warrior.

    The switch filled the hole in the room with water. Save and dive in. In

    the

    bottom of the room, there is a small passage to swim in. Pull the switch

    in the room and go back up to the surface. Swim to the bust of Neptune

    and climb into the door above him. Pick up the medkit. Go back into the

    water and the next door on the left has ammo. The final door in here

    has a water pit. Jump in and grab the medkit at the bottom and keep

    going.

    The tunnel turns down and there is another medkit. As you progress down

    the tunnel, spikes shoot from the walls. Be careful and avoid them.

    Timing

    is a must. After you clear the spikes, the path goes two directions.

    Swim

    to the right for some air. Dive back down and head to the left path.

    Grab the ammo on the way. Swim down the path and grab the gem on the

    tower. On the side is a lever--be sure to pull it.

    As soon as you pull it, the fencing above moves back. Swim up and you'll

    be back in the area with Neptune's bust. Swim under it and back up to

    where the flame warrior is. Congrats! You have the first of the four

    elemental stones.

    Now, back in the main hall, we move on. Step on the pad with the up

    curving

    lines that look like wind blowing. Of the three doors, take the right

    one

    to continue.

    SUB-LEVEL 2: BREATH OF HADES

    ----------------------------

    Run down the stairs and turn right. Push the wall, pick up the ammo, and

    pull the switch. This is a pretty difficult level. You must use the hop

    function--hold walk while jumping. The best advice is to be careful and

    save often, even if you are on a pillar. Also, don't jump when the wind

    blows. Eventually, you'll make it across. If you're having difficulty,

    try jumping to a pillar a little farther away. Take the gem and come

    back. This level really isn't that hard, just annoying.

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

    door on the right.

    SUB-LEVEL 3: THE SANCTUARY OF FLAME

    -----------------------------------

    Getting to the jewel is the easy part. As you walk forward, the room

    bursts

    into flames. If Lara isn't far enough away, she catches on fire.

    After this, just hop across the platforms keeping in mind that sometimes

    they will either sink or blow up. After you get the jewel, little mini

    platforms come out of the flames. Just wait for them and follow them

    back.

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

    SUB-LEVEL 4: WRATH OF THE BEAST

    -------------------------------

    When you enter the room, a huge statue falls over and the whole ground

    becomes unstable. You must step with accuracy, caution, and stealth.

    First, don't walk forward, but drop over to the left to the floor.

    Follow it around to the end. The ground will give and slide over before

    falling. Jump to the next platform before Lara goes down with it.

    From here, just make your way to the door expecting everything Lara

    touches to collapse. At the end, as you near the jewel, a part of the

    walk gives so be aware. After you pick up the jewel, getting back is

    "easier." The floor is replaced and flame warriors are everywhere. You

    must

    either stun them long enough or push them into the abyss in the center.

    If you catch fire, run to the little falls in the room. Pull the

    switches

    the warriors guarded and head back out.

    THE MAIN HALL ONCE AGAIN

    Now that you have all 4 stones, there is a hall where you entered the

    level

    for them. Under each painting there belongs a stone. When all 4 are

    in, you see a door open. This is the fun part. Open any doors with the

    pressure pad and choose a lever that will make you fall into the trap

    room.

    Run around until you find the door across from what appears to be a

    metal

    wall plate.

    Go inside. The objective here is to turn 4 valves that correspond to

    the stones. To help you locate them, each valve has a picture by it.

    Also, mind the warriors in the room. Knock them over the edges.

    Valve 1: Just to the left of the entrance.

    Valve 2: Go to the bottom floor and find the ladder. Climb up. There

    is a wire that you need to climb. Follow it to a ladder. The valve is

    up

    top.

    Valve 3: Jump from valve 2's platform to the top of the generator.

    Find another wire to swing across on. At the platform on the other side

    is

    a ladder and the valve is up top.

    Valve 4: Located in the center of the generator.

    Turning the last valve makes platforms appear in the main hall. Headback out of this room avoiding the blades and spikes of the generator.

    Go up the stairs and to the left. You should find the elevator. Go

    inside

    and pull the chain once. Behind Lara are some health supplies. Pull the

    chain once more to be at the main hall.

    Climb up the rubble from the crashed walk and jump to the first

    platform.

    Jump from platform to platform until you reach the highest. At the top,

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    jump and grab to the circular walk and follow it to the side. As you

    walk,

    skeletons pop from the walls. Either knock them out or ignore them. Lara

    will come to a staircase. Go up it. There are more skeletons up here.

    Make

    your way to a climb wall and go all the way to the right. There is a

    lever.

    Pull it and go back to the stairs. The lever opened a door behind them.

    Push in the wall and grab the shells and medkit. Lara gets stronger.

    Go back over to the climb wall and drop off near the switch to refill

    Lara's grip. Keep going up. She'll do some wierd manuevers and then you

    must take her, by monkey swing, to a platform up top. Fill up her grip

    again

    and head to the outer corner of the monkey swing area. Lara will turn

    around and climb up. At the top, scoot to the left and onto an outcrop

    of the ceiling. There is little room for error. Follow the crop to a

    door.

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

    firstboss fight.

    RED GHOST BOSS

    --------------

    There will be a red ghost in the room as well as a blue sparkle on a

    statue.

    There is also a bunch of ammo and medkits on the floor. Grab them.

    The trick is this...if you get too close to the sparkle while shooting

    the

    ghost, the sparkle moves. Keep the ghost out in the open so you can

    watch the sparkle. When you shoot the ghost enough, he stops moving.

    This

    is your opportunity to grab the light. When you do, a door opens in the

    room. Run through it, swim forward a little, and kiss this painful level

    good-bye. Sheesh, all that for a painting.

    NOTE:

    If you still have trouble getting the sparkle with the method above,

    here is

    another suggestion: Intentionally chase the sparkle until it appears on

    a statue in the front of the room (by the door).

    This will give Lara enough space so that she can fight the ghost,

    see the light and not disturb it. Shoot the ghost until he drops

    his head. Lara only has 2-4 seconds to pick up the sparkle before

    he comes after her again. The light will not move until the

    very second the ghost revives. Since the light is now right by Lara, sheshould have less trouble reaching it before the ghost awakens.

    ------------------------------

    TOMB OF THE ANCIENTS REVISITED

    ------------------------------

    As you walk forward, the room floods. Swim up through the ceiling and

    into

    the main room. All the way at the top you can get some air and some

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    bandages.

    Dive back into the water and locate the hole you originally came into

    the

    level through--it's above part of the broken bridge. Swim through to

    exit.

    --------------------------------

    ARCHEOLOGICAL DIG SITE REVISITED

    --------------------------------

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

    on the right.

    -----------------------------------

    LEVEL 15: THE GALLERIES UNDER SEIGE

    -----------------------------------

    Head up the stairs behind the computer and back into the Louvre. Pull

    out

    a weapon and head upstairs. There will be a few guys to kill on the way

    up. You'll see a cutscene and the museum being broken in to. Some guysthrough poison gas. Keep heading upstairs and shoot the guy. When you

    round

    the corner, you'll see gas seeping from behind the door. First thing's

    first, Lara needs a respirator.

    Shoot the guy on the other side of the door and take his weapon. Head

    into

    the room with the glass cases where the lasers were earlier and take out

    the guy. At the end, turn to the left and take out the guy and climb the

    stairs. You should be back in the office area. Kill the guy at the end

    of

    the hall and take the first door on the right. Behind the glass doors

    is the case with the respirators. Also, Lara should have learned sprint

    at

    this point. Press R2 and the left analouge.

    Take a respirator. A green bar appears to show how much air is available

    in the respirator. Leave the room and head to the left down the stairs.

    Exit the door in the bottom and take out the guys in the hall. Go into

    the

    door on the left side and yet more guys. Run to the left out the door by

    where the guy dropped in and keep you weapon out. Shoot these guys too.

    Walk down the stairs and into a main room. Go through the open door on

    the right and watch the cutscene.

    -----------------------------

    LEVEL 16: VONCROY'S APARTMENT-----------------------------

    That guy swindled Lara out of her painting. Lara decides to revisit

    VonCroy's apartment to find some more clues. To top it all off, there's

    some

    guy with an obvious vendetta for her. There seems to be a very frequent

    glitch in this level. People have said that changing weapons here causes

    them to disappear. This hasn't really happened to me, but just be aware.

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    First, search the room for items and ammo. When you pick up the walking

    stick, the guy rushes in. Take out your weapon, and after a few shots,

    he

    leaves. Continue searching the first floor. There is info about the Lux

    Veritatais and the paintings on the computer table.

    Kick open the door behind the stairs and Lara gets stronger. Pick up the

    items on the shelf. Go upstairs. In the bathroom there is ammo on the

    floor and a medkit on the wall. Go up the stairs and enter the bedroom.

    There is more ammo and a medkit in the closet. On the desk is info about

    the cabal. Go down the spiral stairs and exit the apartment. Leave

    through

    the front door. Watch for the lasers. First, head down the hall

    opposite the

    lasers and push the door. Pick up the ammo and medkit. Turn and leave.

    To the right is a door. Inside of here is that guy that wants to make

    Lara

    dead. He shoots through the wall. Fill him full of lead then go through

    the wall. Pick up the chocolate, his gun, and the ammo on the floor.

    Laserhopping time.

    All the lasers in the hall can be traversed by a simple sideways jump.

    As

    you round the corner, explosives ignite. Turn to the right and carefully

    hop down the stairs and drop to the ground floor at the break in the

    rails.

    There is a medkit on the table and some ammo under the stairs. This is

    a good place to save. Climb back up the stairs to a hall behind the

    blaze. There are more lasers here and the guy is at the end of the hall.

    Most of the lasers activate after you pass them, blocking any path back.

    As soon as you pass the first set of eyes, there is some ammo. Pick it

    up,

    don't worry, the guy can't shoot back here. Run forward and head to

    a door on the left so the assasin can't shoot you. Pick up the ammo and

    run to the door on the right. Now, the tricky part. Lara, even with her

    long-range weapon, still can't shoot the guy. Wait for the lasers to

    fade out, jump over the one on the floor, and hide in the door on the

    left. With proper alignment, you can do this in one jump with out

    getting

    hit. Save and go out and shoot him. DIE! DIE! LOL. Anyway, watch the

    cutscene.

    ---------------------------------

    LEVEL 17: THE MONSTRUM CRIMESCENE

    ---------------------------------

    It seems Bouchard was double crossing Lara. She now journeys to Prague.

    This area is another somewhat free-roaming environment with the

    exception

    of guards walking around. Keep a gun drawn in the event you meet one.

    Across from where you start is a red car and a reporter. Speak to the

    reporter. You can't really mess up. My responses:

    1. The big one with the snow on top?

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    2. Just tell me what you have on the art dealer.

    3. You say he found something? A painting perhaps?

    4. Keep talking until the money runs out.

    5. All of them?

    After the conversation, check the book. It says to look at Vasiley's

    premises for the engraving. Behind the reporter is an alley.

    Run back there and kill the thug. He drops a hammer. Run past the

    reporter, go on past the fountain, and into the alley on the other

    side.

    Kill the guy. While running, you should find a trap door on the road.

    Pop the lid open with the hammer and go inside. Walk forward and

    the next area loads. Run to the end of the tunnel and turn right.

    There is a section of wall busted out to the right. Go inside,

    climb the stairs, and enter the door at the top. Watch the cutscene.

    Lara handcuffs Bouchard to a radiator and questions

    him. Say what you like.

    Me again:

    1. A psycho huh?2. The Cabal? Not the Mafia?

    3. So they were working together?

    4. Killed like Vasiley you mean! Why does Eckhardt do that to the bodies

    Bouchard, and what does he want the paintings for?

    5. A Lux Vertatis vault?

    A new objective: To locate the vault of trophies.

    Go through the door in the room and Lara will be in a giant room filled

    with artifacts and done up elegantly. Climb up the spiral staircase and

    run

    to the back of the room. There is a drawer that you need to push

    forward.

    Lara will grow stronger. Then, climb up on the drawer and go up the

    scaffold. Pull up on the next level of the scaffold and run and jump to

    the platform across the way. Then jump to the next, and the next. Pull

    the

    chain here, and a cabinet opens on the bottom floor. Go back to the

    bottom

    floor and claim the medkit. Now, get back up top.

    There is another chain across from the one Lara pulled to move the

    cabinet.

    Pull it to make a clock on the floor light up the number 3. Sometimes

    the chains get glitchy and you have to pull the one that moved the

    cabinet

    again to get this to work. Head back to the ground floor and find agrandfather clock behind a desk. Examine it and turn the dial to 3. The

    clock on the floor becomes a staircase. Go down it. In this office, run

    towards the desk and pick up a piece of paper. It contains the code for

    a panel near a painting. The code is: 31597. The painting slides over

    and Lara can claim the last obscura engraving. Go back up stairs and

    leave through the door.

    In the interrogation room, Lara finds Bouchard missing. Leave the room

    and

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    head back like Lara is going back to the sewer. As she passes by the

    door on the left, Bouchard falls out...dead. Well, at least he left his

    keys.

    Go down the stairs and to the left is a red door. Use the keys and go

    back

    to the main streets. After you climb the stairs, the reporter is waiting

    on Lara. Talk to him. Afterwards you get a cutscene.

    ------------------------------

    LEVEL 18: THE STRAHOV FORTRESS

    ------------------------------

    This is another annoying level. For starters, run across the room into

    an

    open truck trailer. Grab the medkit. As you run towards a garage door, a

    magnet moves a trailer. Go to the trailer behind the two stacked ones

    and

    hop up. Walk to the end. You'll see that this trailer leans in closer to

    the stacked two. Jump, grab, and pull up to the stacked trailers.

    Walk to the left end of the stacked trailers and you'll notice a pipe

    attached to a white structure. Jump to the structure and use it to do a

    run

    jump to the wall to Lara's right. Lara comments that she needs to be

    quiet. Walk with stealth pushed. Climb down the ladder near you and

    creep

    to the other side of the room and up the ladder. Go into the door on

    your

    left. (Both doors and sides lead to the same place.) Slide the card

    through

    the reader and go in. There are two guards up here, and they will see

    you

    no matter what.

    Go ahead and kill them. There is a ladder in this room to the right that

    leads up to a door. A guard will come out. Take care of him. Go inside

    and

    turn a switch to move the magnet. Go back down the ladder. Run to the

    back of the room and up the ladder. Make your way around to the magnet's

    control booth. A cutscene starts showing the destruction of two motion

    triggered guns that would have shot holes in Lara below.

    Leave the booth and head down to the bottom floor. In the back of the

    room

    is a green door. Go in and you'll enter a room with circular walls and a

    ton of boxes. Run to the fence with the boxes near it. There are puppies

    behind it for extra help. This is a tricky puzzle. I must also remindyou

    that Lara only needs a small amount of room to move, push, pull, or

    climb

    the boxes.

    Push the box on the left side of the fenced area door all the way

    forward

    until it touches the box tower. Push the box on the right side of the

    door

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    up and to the left to touch the right side of the box tower. Lara will

    point out a pipe she can climb. Now, climb up the tower and carefully

    walk to the boxes that touch the fence. She should drop down to a lower

    box. Pull the box in front of you back a little. Then, climb over it and

    push it forward until it won't go any further. Now, stand on top of

    this box

    and pull the very top box back a little. Go around to the front of the

    top box and push it all the way back against the fence. Lara will get

    stronger. Don't hop the fence just yet. In the room locate two boxes on

    top of each other.

    Pull them back a few paces. Climb up on top of them and Lara should see

    a white structure with fencing on it. Jump to that. There is a valve

    that needs to be turned. Doing this shuts off the steam blowing across

    the pipe Lara needs to use. Go back to the box tower and shimmy over the

    fence. You'll need to press triangle to tuck her legs up. On the other

    side, drop and shoot the dogs. Lara will recieve an objective to shut

    off the power to secure a route to the bio-dome. There will be a ladder

    that leads up to a control panel. Pull the lever and watch the saws cut

    the stone tablets and the vents. Turn Lara around and pull up to a beam.

    Walk the beam down to where the saw is stuck in the vent. Hop up to the

    vent

    and drop her in between the saw and the vent, grabbing as you drop.

    Enter the vent and follow it to the end. Watch the cutscene.

    Looks like the reporter has met his death early. Continue forward, then

    drop down into the room. You can sneak up on the guard or just shoot

    him.

    Pick up his I.D. card. If you pull out Lara's weapon as you walk to the

    end of the room, she will aim at some gas tanks. Shoot them out from a

    distance and it makes a wheel run through the lasers to trigger

    explosives.

    Go on into the room at the end of the hall away from the lasers. There

    are

    three guards in the booth. Kill them all before examining the computer.

    Pick up the items and check the cabinets. Then, pull the switch to watch

    the scene.

    Time to head over to those lasers. This is extremely difficult and

    tricky.

    There are also land mines that you need to watch for. They won't kill

    you, but deal a ton of damage if you get too close. Pick up the gun on

    the shelf before the first lasers. Back flip onto the stacked spindles

    by the first red laser. Jump to the floor below minding the mine. Climb

    up the little wooden slats next to the lasers in this section. A side

    jumpwill clear these. Another mine on the other side. One more side jump

    will clear the last lasers. This room should be familiar. There is a

    green

    door on the right side that was blocked by blue lasers earlier. Go

    through the door.

    -----------------------------------

    LEVEL 19: THE BIO-RESEARCH FACILITY

    -----------------------------------

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    Run straight forward through a door and past a fountain. There is a

    gardener.

    Speak to him. He ends the conversation by shooting pesticide at Lara.

    From here on out, watch for man-eating plants. There is ammo behind the

    plants at the far end of the room near the door. When you're ready, pull

    a switch on the fountain's sculpture. It moves a figure. Head back to

    the entrance of the room and take a right through the opening by the

    stairs.

    Follow the path to a ladder. Climb up and take the ammo. Pull the

    switch.

    This unlocks the door at the far end of the fountain room. Head back

    there.

    Go through the door, push the yellow button inside, and enter the next

    area.

    There are some strange tubes containing specimens in here. They will

    come after Lara. There are humanoid beings and things that resemble pill

    bugs.

    As you enter the room, the humanoids attack. Kill them. Climb up thestairs

    on the right side of the room and kill the bugs. There is ammo up here.

    Take it, then go back down. Run over to the other set of stairs across

    the

    way. More bugs. Pick up the ammo here. Find a small outcrop on this

    side with just mud on it. At the next outcrop down, look up and grab the

    pipe. At th other end, let go and turn the two valves up here. Go back

    across using the pipe. The valves caused a tube's floor to drop out.

    Go to the tube and drop in. Lara lands in water. Pull out and go into

    the

    door. In this room, you must line Lara up with the ladder ahead of her.

    Slide down and jump grab for the ladder before she falls down the hole.

    At the top of the ladder, pick up the medkit and proceed through the

    door.

    Follow the tunnel arund and up a flight of stairs. Open the door and

    quickly shoot the guy. Do not go into the water if avoidable. There is

    a big, mutated, fish-like thing in there that can't be killed.

    There is also no benefit, unless you land in the water, to climbing down

    the stairs to the flower area. Just go over to the broken part of the

    upper walkway and jump across. Go up the stairs and up the ladder. Snag

    the ammo and go back down the ladder. Jump back across the gap and go

    down

    the flight of stairs. Walk all the way forward until a pipe is ahead.

    Jump

    to it. Grab some more ammo and turn the valve. This turns off some steamby a pipe. Climb back up the stairs and jump the gap in the walk again.

    Make Lara hug the wall and creep across to the pipe. Climb up, shimmy

    to the left, and pull up when you can. Run and jump to a platform with

    rails.

    There isn't much point to climbing the ladder. Instead, climb down the

    other

    ladder and push the yellow switch by the door. Go in, and push another

    switch to enter the next area. There is a vine that decides to block the

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    gate. There is some ammo by the sewer pipe and stairs opposite the vine.

    Climb the stairs. Pull the table out from in front of some pictures.

    Each

    diagram tells which valves to turn in order to kill the vines. However,

    only one is real, the one with the red X marked through it.

    Follow the lines drawn to the vines to determine which shapes above the

    valves will work. Turn the first, second, and fourth valves left to

    right.

    Then, pull the lever near them and watch the vines die. In the next

    room,

    a scene shows the layout of the room. You need to get to that dead guy

    up at the top. Pull out a weapon and be ready to use it. Follow the path

    to the right and shoot the guy in the hazmat suit. Pick up his I.D.

    card.

    Next, go into the center area and climb the ladder. At the top, turn

    left

    and go up the stairs. There is a door up here that Lara can't open. Keep

    walking forward and jump across the platforms on the roof. If you need

    health items, miss a platform and slide down. Grab the edge and dropto a very thin ledge. Walk across, pick up the bandages, and then get

    back

    up top. At the last platform on the roof, jump and grab to the break in

    the

    fence. Pull out your gun and waste the guy up here. Lara points out a

    jump

    that she can't make. So run around the tree, follow the small walkway

    around, and jump the small gap. When you make it across, pick up the

    medkit

    and Lara will be stronger. Head back to the large gap. Even with the

    upgrade the jump needs timing.

    Run around the plants to get speed. Be careful and jump from the part of

    the gap that sticks out the most. Grab at the end. Follow the walk

    around

    and at the end is a tree/vine covered with grass. Go up. Watch the

    gruesome scene. Keep walking forward and pick up the dead guards' card.

    At the end there is some ammo. One more card left. Go all the way back

    down to where you hopped the large gap. There are two ways to get the

    last card. If you have some life and and don't mind getting a little

    hurt,

    drop down from the back part of the area where the gap is and drop. If

    you

    want to do it the safe way, make your way down to where the ladder in

    the

    room's center is, go around the corner and jump the gap. Kill the guy.

    Take his card, take the ammo, then climb down to the ground using theladder.

    On the ground floor, just across from the center ladder, is a door. Go

    in

    and swipe all three cards. The door opens and the new area loads. Go

    down the stairs. Around the corner, across a catwalk, and into a little

    room. Press the yellow switch and run to the small room similar to the

    one you were just in. Get ready for a big surprise.

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    ------------------------

    LEVEL 20: THE SANITARIUM

    ------------------------

    I said we'd see more of this guy later. This is Kurtis. He has decided

    to put Lara out of the way for a little while. Kurtis operates the same

    way as Lara and has a hand gun with a ton of ammo.

    In this level, first pick up the ammo and drop over the ledge to the

    area

    below. Pick up more ammo and hop over to the ladder. At the bottom, walk

    to the right and jump back to the center across the way. Walk around

    past

    the door and drop off the ledge. You should see health pills below you.

    When you land, pick them up. Walk around and drop again. Lastly, drop

    inside the metal fenced shaft and lift the yellow lid. Climb down two

    ladders. Then, jump to the platform up and across from you. Enter the

    door

    and be ready for some wierd stuff.

    Kill the psycho coming towards you from a fenced area. Then, go in anddown the hall. Cutscene. Pick up the ammo and keep going. There is

    another

    strange creature. At the end of the hall through the open door on the

    right

    is an actual, sane human. Talk to him. Apparently, some bizzare

    experiments

    have been being conducted. Leave the room and head right. Try to open

    the

    door. Kurtis will now show off one of his unique

    abilities...farsee/sight.

    This will give him the code for the door. Check his items if you have

    trouble seeing it...06289. Run around the booth and into another caged

    area. Shoot this guy. Run down the hall, another door. Continue on

    around

    and shoot another freak. Go on through the door.

    Kill the freak. There is another one in the room on the right along with

    chocolate. As you continue around, you'll enter a cafeteria. Shoot the

    freak in the orange straight jacket. Another will follow behind him.

    Pick up the items and ammo in the cafeteria, but watch the power lines.

    If you look, there is a door right across from the cafeteria with a

    number

    near the door on a yellow paper. Remember the number. Shoot more freaks

    as

    you round the corner and go out the white door. In the next room you'll

    seea dead, dog-like creature hanging from a rack. Pick up the ammo and the

    dead scientists' I.D. card. Go back to the cafeteria and run around a

    corner in the area. There is a door near the fenced in section to swipe

    the card in. If you run into the kitchen area there is a guy that needs

    to be shot in a door to the right.

    Go back out and up the stairs. At the top, take the medkit behind you,

    follow the path around and jump the gap. You'll see a little control

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    panel. Input the code from the door...38471. Drop down the gap in the

    path

    and land back in the kitchen. Go across the way and into the newly

    opened

    door--the one the code came from. In the next area, you can see a

    laboratory. Pun to the right and watch the cutscene. Shoot the guy that

    comes around the corner, then trek up that hall. At the end is a grate

    to kick out.

    Crouch and crawl through. When Kurtis stands up, jump up to the next

    crawl space ahead. You'll flip into the lab where the scientist was

    attacked. No monster for now. Pull out the grate in here and crawl

    through. Jump up to the next crawl space. Another scene. Stand back

    a respectable distance, pull out his gun, and shoot the tanks next to

    the

    fan. This blows the broken ladder down. Hop up to the walk and flip the

    switch to stop the fan. Crawl through. Follow the beast into the next

    space. From in here, turn right and go down the stairs.

    ----------------------------------

    LEVEL 21: MAXIMUM CONTAINMENT AREA----------------------------------

    Run forward, around the booth, and into the metal door. From the doors

    at the end of the hall, run to the right and stop by the last metal

    door.

    Kurtis will do another farsee. The code you recieve is for use on a

    panel

    in the booth. Run back to the booth and punch in 17068. This unlocks

    the metal doors where Kurtis got the code.

    Head back down there. Behind the first steel door is the dead body with

    the code, nothing else. Go out the door and to the next one on the left.

    Pick up the chocolate on the desk and the dead guard's I.D. card.

    Another freak comes in. Shoot him and go back out the door. Turn left

    and

    follow the hall to a door. Use the card here and go into the area.

    Across the hall and into the small room on the right is some ammo on

    the bed. Take it. A few more baddies come out. Shoot them, and from the

    room with the ammo, head left through the double doors. The next area

    loads. In the next part, turn right and open the first door on the left.

    Yikes! That strange beast from before rushes past Kurtis with little

    interest. In the morgue where the beast ran out is another guy to shoot.

    Do the deed, then leave the room. Turn left and run forward a little.

    Another guy comes out. Shoot him, then quickly turn around and shoot the

    one coming up from behind. As you run around, you can find the crawlspace

    that the beast went through. There are a few things to pick up in here.

    When you're ready, go back through the space, turn left and follow the

    path around the corner to a door that requires the I.D. card to open.

    Go inside and watch the cutscene.

    KURTIS' BOSS FIGHT

    Well, we need to get rid of this pest. The only thing to do is avoid

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    its attacks and fill it full of lead. After a few rounds, it will fall

    to the ground as if dead. DO NOT LET THIS FOOL YOU! After a few seconds,

    it will get back up and head into a vent. Then, it will randomly

    enter the room from anywhere. Use the opportunity to heal and pick up

    the medkit and anything else in the room if you need it. Just keep your

    eyes out for the beast and Kurtis' weapon drawn to help you find it.

    After it falls 5 or 6 times, Kurtis stabs it with his dagger and it

    won't get back up. Fight over. Pull the switch on the machine in the

    room. Another cutscene.

    ---------------------------------

    LEVEL 22: AQUATIC RESEARCH CENTER

    ---------------------------------

    We finally have control of Lara agin. Apparently, she and Kurtis have

    decided to help each other. Press the yellow switch on the wall and

    go inside. You must be EXTREMELY careful in this room. There are 2

    machine guns that are activated by motion. Do not climb down the ladder.

    Instead, turn to Lara's left in this room and drop over the side.

    Ahead of Lara, to the left, is a very small crawl space. It's too low toget through with a normal crawl, therefore, time for a belly crawl.

    Press triangle to make her crouch, press forward to crawl, then L1

    to make her slide on her stomach. She should make it through the space

    with no trouble now. On the other side, stand up and turn the valve.

    The room will fill with smog which disables the guns ability to sense

    motion. Lara is now safe as long as she doesn't get too close to either

    gun. Climb the pipe in the rear of the room near the second gun. Lara

    will reach the top of the pipe, graba another to the right, grab a

    ledge, and then shimmy across to a doorway. Drop down. Follow the hall

    around and down a short flight of stairs. There is a yellow switch on

    the wall.

    Pressing it reveals a security camera. UGH!! More motion guns. Go into

    the room next to the camera and pull out Lara's weapon. She will aim at

    some tanks. Shoot them from a way back and the explosion takes them out.

    Go down the hall and push the switch that was behind the guns. Go

    through

    the door. Climb the ladder and follow the hall. The next area loads.

    Go up the stairs and through the door. Lara looks at a screen. There is

    another one of those wierd fish things in the water, so don't jump

    in there just yet. First, run to the right of the screen. You'll see

    a pond of water behind a fence. Jump into the water here. Mr. Fishy

    can't

    get you here. Swim into the broken window and turn left. Pull the

    switch.This restores partial power and lights up a side of the screen. Turn

    behind Lara and swim forward into the next room and up to the surface.

    Pull out of the water. In this room is a medkit. Pick it up, push the

    button, and go back through the door. Follow the path back to the main

    room. The door on the opposite side of the room, straight across from

    Lara, is now open. Go over to it. Follow the tunnel in this door to a

    yellow switch. Push it and go in. In this room, there is another

    yellow switch that lets you see a camera. Check the room, then leave

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    the camera. Go to the other side and flip the switch. The doors to the

    elevator open. Get into the elevator, push the switch and go down a

    level.

    Follow the path around, down the stairs, and into the door at the

    bottom.

    Pull the switch in this room, and the power is restored. Go back up

    the elevator and into the main area again. When Lara enters, a scene

    starts

    to show all the new things that work. Start by taking the stairs to the

    right. There is a crane up here with a bucket. Pull the bucket all the

    way back onto a track. Push the button next to it. The bucket slides

    down

    to the opposite end. Now, push the bucket all the way forward into a

    room.

    Push it under the dripping pipe.

    Pull the lever and the bucket is filled with chunks of meat. Scoot the

    bucket back to the track and push the button near it. Lara gets

    stronger.

    When it reaches the other side, push it back onto the crane. This willbe a distraction for our fish friend. Go back down the stairs. Make your

    way back over to where you jumped into the water behind the fence.

    Climb the stairs here and go up the ladder. At the top, there are two

    big buttons. Press each one to see different areas underwater. Pay close

    attention to the locations of doors marked 1 and 2. Go out the door and

    down the stairs. There are some pipes here. Climb them. NOTE: These

    pipes can be glitchy. Lara may stop half-way up the second pipe. If this

    happens, climb down a little, let go, and press X. Lara will usually

    grab the pipe that made the transition between pipe 1 and 2. This

    refills

    her grip. Go back up the second pipe. If she gets stuck again, climb

    down

    a ways then go back up. She will still have enough grip to make it all

    the way across.

    At the top of the pipes, press diagonal left and Lara will shimmy across

    a ledge. You'll see a wire to her left. When she gets here, drop. Walk

    to

    the edge and push the button. A lift comes across. Hop on it and it

    will

    take you to the other side. Go through the door. In the room, there is

    a door

    directly ahead. Pull the switch and go in. When the door opens, shoot

    the guy and check the shelves to the left and right of the door. You can

    also view a fishy mutant in captivity. When you are ready, exit and head

    to the right. There is a switch in here that lowers the meat into thewater.

    After you pull it, go back outside and jump into the center water pool.

    Stay low to the ground so the creature has less of chance of eating you

    if he finishes his meal early. Swim over to the switch marked 1. Pull

    it. This opens a panel in the floor. Now, swim into a tunnel with

    2 above it. Swim up. At the top there is a cutscene and Lara changes

    clothes. Pull the switch on the wall in the room then swim back out to

    the main room. The other door in the middle of the room is open. Dive

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    down.

    -------------------------------

    LEVEL 23: THE VAULT OF TROPHIES

    -------------------------------

    Swim around the corner and avoid the spikes in the wall. At the

    intersection, go straight past the spikes. Then, turn left and fight

    the current. There is a difference in the wall texture to the left.

    A small swim space is in here. Go down, turn right, and follow it to

    an intersection. Turn right and come up for air. When ready, go back

    down

    and swim forward through the other branch of the intersection.

    There is a wall at the end for Lara to push out. In the main room, swim

    up

    and forward above a picture that Lara can read. Push this wall out for

    another air room. The clue the notebook and picture give you involves

    making two brothers come together...but which two of the statues are

    brothers? If you've paid attention to the info up to this point, you'll

    know that the two brothers are Vasiley and Limoux. Pull the chainsbehind

    the two statues with those names. The ceiling above will crumble. Swim

    back above the picture and get some air.

    Go back out and head up through the crumbled ceiling. Cutscene. Run

    forward, and drop over the first ledge. Up ahead, there is a part of

    the ceiling that goes up and down to squash Lara. Sprint past it.

    The trail ends in a room with purple vapors on the floor and a switch

    to Lara's right. Little platforms rise up. You must pick the correct

    ones

    to jump to or they will collapse. Start by hopping to the second to left

    platform. All the others fall except for two in front of her. Jump to

    the

    right one. Then, the one directly in front of her. This one, while

    stable,

    will eventually shake and fall. Therefore, jump to the solid ground

    ahead.

    All the mini-platforms after this are safe. Use them to make it across.

    In

    this room at the end of the hall are suits of armor, bookcases, and

    enemies that won't die. By the fireplace, there is a lever. Pull it to

    make Lara stronger. It also slides a bookcase over to reveal bandages.

    Take them. If you walk over to the table, you'll see a skeleton and the

    notebook icon pops up. The notebook now tells you about the periapts--

    the crystal shards/daggers. Avoid the enemies and go to the other

    end of the room. Pull the chain to lift up a tapestry. Climb the wallbehind it. At the top, pull up onto the broken ceiling. Jump up and

    monkey swing across the archway. Drop off at the end to give Lara a

    break, then jump back up and swing to the left. Drop off on a metal

    pole with a cage in the middle. Lara's weight presses the cage down

    and moves a bookcase. Make your way back down to the floor and pick

    up the painting behind the case. The fire in the fireplace goes out.

    A crawl space is now available. Go through the door, into the water and

    follow the tunnel. It's a one way thing. At the big room, swim all the

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    way to the top and get ready for the cutscene.

    ----------------------

    LEVEL 24: BOAZ RETURNS

    ----------------------

    Remember that lady that got pushed into the pod in the bio level?

    Well, she's back, well, what is left of her anyway. Kurtis, ever so

    brave, decides to help Lara escape and deal with her on his own.

    This battle is simple if you know what to do. Square is very important.

    Pull out his gun and use square to target her face. Shoot it until she

    opens some acid-shooting flaps on her back. Press square to target any

    of the four flaps. Shoot it out. Then, target her face again and repeat

    until all four flaps are gone. The flaps can only be destroyed while she

    is spitting out the acid. If they are closed, they are invulnerable.

    Her main attacks are her claws, the acid, and acid breath. When this

    form

    falls, watch the cutscene.

    Boaz isn't done yet. She changes into a flying bug. Avoid her lance andslash attacks. She is simple to kill---just keep shooting her until she

    falls, for good this time. Watch the cutscene.

    -------------------------

    LEVEL 25: THE LAST DOMAIN

    -------------------------

    Back to Lara. Check the notebook icon. You must find Eckhardt's Lab.

    Take the first opening on the right. Lara will slide down a slope. Jump

    to the next bit of solid ground. Hop all the way across and pull the

    switch at the end to make her stronger. Turn, jump to the bridge, and go

    back to the main hall. In the main area, the next door to the right

    opens. Go inside and take the items. Back to the hall. All the way at

    the

    end is a switch. This opens a timed door. Pull the switch and jump the

    platforms. You must use dash and press jump to make it. She does

    this wierd, arm-slinging jump. On the opposite side of the timed door is

    a fire pit. Jump to the first platform, then jump to the ladder on the

    left. Climb up, then climb the next ladder. Run and jump across the

    broken bridge.

    Slide down the section on the side, and jump to the fenced area nearby.

    Pull the switch up here. Drop to the ledge below. Run and jump to the

    staircase and approach the door. It catches on fire and splits open.

    This

    ends the level.

    ------------------------------------------

    LEVEL 26: ECKHARDT'S LAB---THE FINAL LEVEL

    ------------------------------------------

    Walk forward until Lara won't go further. There is a slope here with

    blades to cut you. Looking to the left, you'll see a ledge. Slide and

    jump to it before the blades get her. From here, jump across the pit to

    the other side. You should make the jump untouched. Run into the room

    and welcome to the lab.

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    In this room there are three alchemic phials you must locate. Don't

    touch

    any of the water in here yet. You will be boiled alive. Go up the stairs

    near the wooden structure. Around the back of it, you can pick up some

    bandages. The first phial is back by the bandages on the table.

    Number two---pull the lever near the grating in the floor. Climb up the

    ladder to the right. Run to the left and take notice of a medkit on the

    ledge. Jump and grab to it. Take it, drop to the ground, and head back

    up the ladder. Some undead skeletons will be down on the floor now.

    Jump to the raised cage and a part of it will fall out. Save in the

    cage.

    Pick up the phial and jump back out of the cage. Climb the cage's walls

    if

    you need to. Stay inside, and Lara gets lowered into some boiling water.

    Stand on top of the cage and don't worry, the water won't get her.

    Look for a crawl hole. Inside is the last phial. The walls in the pit

    are

    climbable. Climb the wall opposite the crawl hole, and at the top, flipbackwards. Knock the skeletons into the pit.

    We need to put those phials in. Run up to the wooden structure and

    insert

    the first one. Climb up the ladder and run to the second story of the

    structure and place the next. Go back to the ground. The final place is

    in the back of the room near a boiling water pool. Putting the final

    phial

    in cools all the water down. Jump into the water by the last slot.

    At the bottom is the last dagger/crystal that Kurtis wanted. Take it and

    swim back up. A door on the right in the room has opened. Slide down and

    open the door at the end. SAVE!! THE FINAL BATTLE IS AHEAD!! Run into

    the center of the room and watch the cutscene.

    BOSS ONE: ECKHARDT

    As a boss goes, he's pathetic. For starters, stay away from the barrier.

    Get too close, and the field will hurt you. Eckhardt has two attacks.

    He either sends electrical or flame sprays into the room. Sideways jump

    them, or simply duck---this will sometimes work. You may want to keep

    a weapon out to keep an eye on him, but don't shoot him. He can't be

    harmed yet. Eventually, he will go around the room and summon creatures

    from the ground. When he's finished, the beings rush into the center and

    the room fills with either a flame or electric attack, easy to avoid.

    Mind that if you catch fire, it will go out. The beings merge to form

    Eckhardt. Quickly shoot him and he will fall over. Run forward and Larawill stab him with one of the daggers. You have only a few seconds to

    do this. Repeat until all three daggers are in him. Cutscene.

    BOSS TWO: KARAL

    Here is the real master behind it all. He pretended to be a sub-

    ordinate of

    Eckhardt's the entire time. You will not need your guns for this battle.

    He is also a pathetic boss. Go over to Eckhardt's body and pick up his

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