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LB's "Tomb Raider Anniversary"
Walkthrough and Strategy Guide
Greece


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Greece

1. Peru
2. Greece
3. Egypt
4. Lost Island
5. Artifacts, Relics, Secrets, and Croft Manor

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Greece





Constellation Puzzle



Run forward and LIONS! What the? Quickly take them out.


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After a cutscene with Pierre, take note of the pillars around you. Move to the shortest one and climb it. Jump to the pillar next to it and climb it. Work your way across the room by using the pillars, until you reach the third pillar on the left. From the top, jump to the high platform, then to the platform to the left of it. Grapple to the ring and run across the wall to the opposite side. Jump and run to the constellation plaque on the wall. Step on the pressure plate in front of it and watch as all of the stars die. Interesting.

Continue around the corner and note the same plaque, which displays only two of the dead stars. Examine the placement of the stars (one above and one below the left arm), then return to the first plaque and lock onto it with your gun. Aim the gun's target lock at the same stars indicated in the second plaque and shoot them so they sparkle again. You'll know you've hit the correct two when that second plaque moves, revealing a new path. If you make a mistake, simply step on the pressure plate to reset the stars. Checkpoint.

Move along your new path until you spot another plaque in the ground. This time the stars are on the two feet, the lower back, and the right hand. Backtrack to the first plaque and hit these spots, thus raising the gate behind you. Checkpoint.

Move through the gate and approach the gold orb. Grapple the two rings, and pull them off with "Pick Up" ("Triangle" on the PS2). This will cause the orb to fall from its pedestal. Push the ball over the edge and follow it down. Push the ball over to the circular pressure plate. This will open the above door. Move across the pillars again, this time to the far end, and move through the door.

Run down the stairs to the right and jump the gap to the stairs below. Pull the lever next to the door at the bottom of the room, then take out the two lions. Checkpoint.

Grab the ball and roll it through the open door and place it on the second circular pressure plate. Move through the door above and run down the spiral staircase. Checkpoint.

Poseidon Lever



Jump onto the structure in front of you and move along the right side. Look right and note a ring in the wall. Grapple it and pull it back. This will cause a stone pillar to fall, forming a bridge below. Noted. Next, step out to the end of the structure and grapple/pull the ring in front of you. This will reveal a small platform. Jump to it.

Jump to the platform to the left, then to the parallel pole. Swing to the landing pad and pull Lever #1, thus opening the door marked Poseidon. Checkpoint.

Damocles Lever

Take out the two bats and jump back to the central platform. Return to the right side and jump to the platform you pulled out earlier. However, instead of jumping left this time, jump to the wall ledge to the right, then fall to the landing below. Drop down left, then down to the platform with the door marked "Atlas" (in other words, avoid the slides to the right). Don't pull yourself up to the Atlas platform. Instead, drop down again and shimmy left.

Jump the gap and continue all of the way to the end. Ignore the horizontal pole and, instead, drop straight down twice. Pull yourself into alcove above, then jump to the one across the way. Jump and shimmy left, jump, then fall down to Lever #2. Pull it to open the door marked Damocles. Checkpoint.

Atlas Lever



Fall off the ledge and continue to the ground level. Run left to Lever #3 and open the door marked Atlas. Checkpoint.

Behind the Posiedon Door



Examine the ground level and note the door with the four lights. Interesting. Next, find the broken pillar at the base of the central structure with the Shotgun Ammo sitting on top of it. Grab it, then jump to the broken pillar behind it. Work your way up and around to the ladder. Climb to the above platform, then pull the ring to the left. Jump to the platform, then work your way along the wall ledges to the right and up until you reach the door marked Poseidon. Enter. Checkpoint.

Run down the hall and pull the lever. From here, quickly jump to the ledge in the middle of the door and ride it up. Quickly jump to either side, wait for the door to fall, then jump to the opening above the door. Pull yourself through and drop down to the ground. Shoot the rats and run down the hall to the pool. Checkpoint.

Dive into the pool and pull the lever at the bottom. Swim through the door then forward to the surface. Pull yourself out and enter the next room. Checkpoint.

Ignore the lever on the central structure in front of you, as you can't reach it yet. Instead, collect the Small Medipack from the alcove to the left. When that's complete, climb that central structure then cross the bridge. Grab the Shotgun Ammo, then move the block from the fish's mouth to raise the water. Next, jump into the water and swim down to the aforementioned lever. Pull it. This will release a platform that gets stuck beneath one of the bridges. Return to the surface and swim over to the alcove with the second block. Push it into the water.

Return to the first block and place it back over the fish's mouth, lowering the water once again. Return to the lower lever and push Block #2, now by the other fish statue, over the fish's mouth, lowering the water to the bottom of the room. Carefully jump down.

Use your grapple on the section of platform you released earlier, and pull it clockwise, so it is jammed between the central structure and the protruding wall structure. When this is done, climb the protruding wall structure (and the wall) to the above level and pull the block from the fish's mouth. Climb to the next level, then pull the platform over a bit more (on the other side of the broken bridge). When this is complete, move the other block to raise the water (and platform) to peak level.

The platform will be between two complete bridges, and beneath an alcove. Jump onto the platform, then jump to the alcove. Pull yourself up and work your way around to the opening. Jump through and collect the Key of Poseidon. Pull the lever to exit out, replace the top fish block, then backtrack out of the Poseidon area to the central room. Checkpoint.

Note, to clear the doorway as you're backtracking, pull the lever and ride the door up as you did before. However, since there are no wall ledges, you must wait until the door begins to fall back down to jump straight up and catch ledge above.


Hephaestus Lever



Back in the central room, walk out on the newly extended platform and jump to the central structure. Climb it up so you're on the same level as the Atlas door. On this same level you'll spot the pillar you pulled down upon entering the area (if you didn't pull it down, do so now). Cross the pillar.

Collect the Small Medipack, then make your way along the ledges to the right. Pull yourself up to the next alcove and pull Lever #4 to open the door marked Hephaestus.

Behind the Atlas Door



With all of the doors in the area now open, and one of the explored (Poseidon), it's time to get cracking on the other three doors.

Shoot the bats and return to the central platform. Jump to either of the extended platforms above the Atlas door and work your way to the right and down to said door . Enter the area marked Atlas. Head down the hall and past the gate just as you did last time. Checkpoint.

Approach the wooden switch and turn it counterclockwise to close the gap. Quickly move across the area and begin to work your way up the ramp. At the halfway mark, climb the ledges along the left wall. Collect the 50 Caliber Ammo and pull the lever, thus providing you with a horizontal pole to cross back over the gap. Checkpoint.

Hop back down to the ramp and climb it to the top. Be careful of the spikes and grab the Shotgun Ammo. Note the two buttons behind the Atlas statue. Back up, target lock each button and shoot it. Quickly run to the pit and jump to the other side using the horizontal pole before the world smacks you down. Note, if you do get smacked, you're standing too close to the statue when shooting the buttons. Back up and try again.

Turn the switch again and cross the pit. Run to the top and collect the Key of Atlas. Return back down and use the broken pillar to the left to reach the above alcove. Collect the Small Medipack and pull the nearby lever. Quickly hop down and cross the pit one last time. Backtrack all of the way to the main room. Checkpoint.

Behind the Hephaestus door



Hop onto the central platform and note the button directly across from you (opposite the Atlas door). Target lock and shoot the button to extend a short platform. While here, pull the pillar out from under it with your grapple.

Climb the pillar to your left, then jump to the platform you just extended with the button. From here, work your way along the wall ledges to the right, where you will eventually come to the Hephaestus door. Enter. Checkpoint.

Move down the hall and pull the lever, but DON'T jump to the door. Instead, climb the wall ledges to the above opening and drop down on the other side. Enter the room with the electric ball. Checkpoint.

Look out at the floor beneath the ball and study it. Watch as tiles rise and fall, and take note that the raised tiles are the ones that become electrified with every lighting strike. In other words, it is safe for you to stand on the low tiles. It is not safe for you to stand on the raised tiles. With that being said, there are four tiles (each one the corner of a large square) that are raised above the rest. It is your goal to step on each of these without getting zapped. I found the easiest way to do this is to remain calm and slowly walk your way from corner tile to corner tile. This way you can easily step off raised tiles and remain safe from electrocution. And, note, the really raised tiles are on tiles that are part of the higher/lower crowd. They, too, can be safe or dangerous, depending on position.

Once all four tiles have been depressed the gates will drop. Move through them. Checkpoint.

Grab the big white block and move it onto the square pressure plate to the left. This will draw down the large hammer and shatter the block, revealing a statue. Pull the statue off the square plate and move it to the center of the room, where there are three gold diamonds in the ground. Behind each diamond is a circular pressure plate. Place the statue on one of these circular plates. Grab the second statue and place it on another plate. One more statue and plate to go.

Return to the large square pad and stand on it. Quickly get out of the way and let the hammer fall. Climb the hammer and quickly jump to the back platform. Collect the Shotgun Ammo, then use the horizontal poles to reach the other side of the room. Push the white block off the edge and jump down to the revealed statue. Place it on the final circular pressure plate. Adjust each statue so it faces the center of the square and the square pressure plate will be highlighted it. Step on it and drop the hammer again to lower the gate to the Key of Hephaestus.

Before backtracking, stand on the square pressure plate one more time and jump to the front platform for a Large Medipack. With that in hand, return to the main room. Checkpoint.

Behind the Damocles Door



Jump to the central platform (aim for the ladder on the level below for a safe landing). Climb down the ladder, then drop down. Jump to the platform between the two pillars across the way. Here you will find the pillar you pulled down with your grapple earlier (the one below the shootable button). Cross it. Head right and pull the crate from its position. Drop down and shimmy right to the Small Medipack. Return past the right crate, then push the left crate all of the way left.

Next, jump on top of the right crate, then on top the wall ledge that is above the left crate. Shimmy left, then drop down. Shimmy left again, then jump left (note, you can't jump if you didn't move the left crate, as your legs have nothing from which to launch). Fall down to the Small Medipack below, then continue to work your way to the Damocles door. Enter. Checkpoint.

Make your way to the lever and gate area. Use your grapple to pull the square stone from the window above, then pull the lever. When the gate lifts, push that block into the doorway to jam the gate up. Jump to the ledge, then jump to the above window. Fall through to the opposite side and move down the hall. Checkpoint.

Stand on the pressure plate to open the door and run into the pillar room. Cross through it and enter the next room. Collect the Small Medipack and Ammo. Next, note the Key of Damocles sitting beautifully on the circular platform. Hmm...seems to easy, doesn't it? There's not much you can do about that, so, grab the key then IMMEDIATELY jump away. 'Twas too good to be true.

Run up the ramp in the back of the room, then jump and grapple to the above hook. Run across the wall to the above platform and pull yourself up to it. Jump to the central platform then make your way to the alcove above the door and to the right. Pull the lever and watch some red square swords in the pillar room fall. Drop down and slowly enter the pillar room. Watch out for the ceiling sword, then make your way to the right.

Study the pattern of the floor swords. When clear, step on the white square. Wait, then step to the next white square. Wait again, and step on the third white square. Wait one more time, then move to the white square between the two pillars. Consider yourself safe. At least, you're safe from ground swords.

With your exit closed, you must find a way to open it. From the white square, slowly and softly head left. If you move too fast you could be taken down by ceiling swords. Move around the perimeter of the room and past the red square and its lowered swords. Hop onto the broken pillar and make your way to the above alcove. Pull the lever here. Checkpoint.

Hop onto the vertical pole, then jump to the pillar platform behind you. Jump to the pillar across the way, then to the vertical pole. Collect the Large Medipack, then make your way along the wall to the grapple hook. Run across the wall to the next pillar platform. Move across the pillar tops to the opposite wall, then use its ledges to reach the switch in the alcove above the door. Turn it, then drop down and exit out of this horrible room.

Backtrack out (exit the lever gate room by riding the gate up, then grabbing the above ledge as the gate falls) and return to the main room. Checkpoint.

You are now in possession of all four keys. Drop down to the bottom of the room and insert each key into its color coordinated lock to complete the chapter.

Artifacts, Relics, Secrets, Croft Manor, and 100% Completion:

For a complete list of this level's collectibles, please purchase our low-cost PDF guide, or sign up for the LunaPass and access ALL of our guides for one very low price!





To the Coliseum!



Make your way down the hall to the room with the two Rats. Shoot them. Face your entrance to the room and use the rubble ramp to the right to jump to the platform. Pull yourself up, then jump to the platform above the door for the Small Medipack. Hop down, then make your way around to the opposite side of the room, shooting the Rat you encounter along the way. Collect the Shotgun Ammo, then jump into pool.

Swim straight down and note the two tunnels. Swim down the one with the debris in the middle of it. From here, swim left (again, through debris), then right. Continue forward until you reach the dead end and surface. Checkpoint.

Eliminate the rats and bats, then face the pool. Use the small crate on the right to work you way around to the vertical pole that's left of the pool. Jump to the large crate behind the pole, then jump over the fence. Run up the dirt ramp to the top. Checkpoint.

Gorilla Battle



Time for a Gorilla battle! There's nothing too tough about battling the Gorillas. Four to five hits with the Shotgun should take each one out. If one tries to throw something at you, shoot fast and it will drop that something. Also, the Gorillas might charge. If they do, prepare for the Adrenaline Dodge and Headshot. Checkpoint.

When the Gorillas go down, collect the Shotgun Ammo, then run to the rubble ramp. Use it to jump to the perimeter of the Coliseum. Pull yourself up and take out the swooping bats. Run all of the way right for Shotgun Ammo, then look up at the benches behind you. Note the two pillars positioned among the benches. Make your way to the left pillar and climb it. Jump to the platform behind it, then to the cave area. Grab the Small Medipack, then drop down to the opposite side.

Jump to the central platform, then face the arena and jump right to the balcony area. Work your way through this area and note the gate. Looks like you'll need a key to open it. Since you don't have a key, go through the door behind you and pull the lever. Checkpoint.

The Balcony Key



Carefully drop down into the arena to meet your fate: Two Gorillas and two Lions. While the Lions serve as just another thing you must avoid, the battle is the same as before. Use your Shotgun to take out the beastly animals and look out for the lunge. Use the Adrenaline Dodge and Headshot when given the chance. Checkpoint.

Move through the newly opened door and down the ramp. Note the glowing Key atop the cage. Pity you can't reach it. Move to the opposite side, grab the Shotgun Ammo, then jump through the broken wall. Jump onto the smaller cage, then use your grapple to pull the smallest cage from atop the large cage. Drag/push that cage all of the way to the key cage, and use it to collect the Balcony Key. Checkpoint.

Backtrack all of the way to the balcony and use that key on the aforementioned keyhole (of course, eliminate the two Lions you encounter along the way). Move through the open gate and up the ladder. Checkpoint.

High in the Coliseum



Run right to eliminate the two Bats, then head left. Jump the gap. If you want another Small Medipack, hop down to the pillar below to grab one. Return to this position, then jump and swing to the grapple hook. Next, jump to the top of the platform ahead of you. Fall off its opposite side and shimmy right. Collect the 50 Caliber Pistols, then shimmy back and return to the platform.

From the platform make a running jump to the next platform (Aim for the left side where there's ledge beneath the actual platform you can catch. Alternately, you can jump for the crevice in the pillar left of the platform, then move to the platform). Pull yourself up and collect the Small Medipack. Jump to the platform below, then grab onto the pillar. Shimmy left, then jump up to catch the top of the pillar. Once here, jump backwards to the pillar platform behind you, then to the large and flat area with the two statues. Run across it, then jump to the platform on the other side.

From here, turn around and jump into the open balcony area beneath the two statues you just passed. Collect the 50 Caliber Pistol Ammo. Checkpoint.

Move through the archway and down the tunnel. Shoot the Bat as you make your way to the bottom.

Artifacts, Relics, Secrets, Croft Manor, and 100% Completion:

For a complete list of this level's collectibles, please purchase our low-cost PDF guide, or sign up for the LunaPass and access ALL of our guides for one very low price!





Lead Bar #1 - The Pillar Room



Arm your Shotgun and enter the room before you. Three Gorillas will come your way. Pick them off as you've done before. Once that's complete, examine the statue of Midas, and note that there are three spots where you can insert something on the front of the statue. Next, climb the left side of the statue to the top. Collect the Shotgun Ammo from atop the platform behind his head, then pull the lever on that same platform (along the backside). This will open a door below. Drop down and move through it. Checkpoint.

Run up the many flights of stairs and enter the room with the large pillar. Note the glowing object in the middle of the pillar. There's nothing you can do about it now, so move past the pillar and head down the hall to the left.

Run down the stairs and prepare to be charged by a Gorilla and Lion as you reach the bottom. Use the stairs for protection as the animals don't seem to like them. Enter the room to your right and pull the support beams away from the pillar's base with your grapple. This will drop the glowing object you spotted above. Grab it (Lead Bar #1) and return upstairs. Check out the mess you created and exit out. Run up the stairs to the left. Checkpoint.

Stand over the mess and take out the four Bats that approach. Once they're toast, jump to the platforms to the right then to the wall ledge. Shimmy left and jump left, then pull yourself up and collect the Large Medipack.

Next, work your way around to the right. Use ledges and the grapple hook to make your way to the hanging rope. Once here, turn and face the dark pillar along the wall. Swing high and jump to it. Jump up, then to the top of the platform from which the rope hangs. From here, run and jump to the top of the central platform, which will cause you to slide over the top of it. Land on the platform below.

Jump back to the pillar, shimmy around it, then jump to the rubble platform. From here, take the wall ledges around to the grapple, then swing and release yourself into the corner. Allow yourself to slide down the sand to the door below (or, if you're good, jump from the grapple to the rubble and collect the Small Medipack). Move through the door and run down the hall.

Look out for the Gorillas as you move toward the purple light. Take them out and continue on to the area above the Midas statue room. Pull the lever and watch as the door behind Midas opens. Checkpoint.

Lead Bar #2 - The Fire and Water Room




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Grab the 50 Caliber Pistol Ammo then jump down below. Approach the open hand on the Midas statue and place your Iron Bar in it. It will turn to a Gold Bar. Insert the bar into any one of the three empty slots. Next, climb the Midas statue and move through the door behind his head. Checkpoint.

Run to the end of the hall and enter the fire and water room at the end. Move down either staircase to the water. Jump it to taunt the Crocodile, then quickly jump out and shoot him. Once he's out of the picture, jump in the water and swim to the back side of the right pillar. Swim down and pull the lever.

Exit the water and climb the stairs. Jump to the central pillar (don't burn), then then one to the right. Since you pulled the lever at its base, the right pillar will tall core. Run to the backside of it and climb its ledges to the top. From here, jump backwards to the small platform. Pull yourself up and pull the lever, raising a central platform. Checkpoint.

Hop across that central platform and jump to the left pillar. Shimmy left and line yourself up with the square platform below. Jump to it then jump to the ladder. Climb the wall to the above alcove and pull the lever. Checkpoint.

Face the center and step out on the left ledge. Toss your grapple hook at the ring on the left side of the pillar in front of you (it's hard to see, but you'll catch it if you throw left). Pull the grapple and watch as the metal covering over the pillar rotates. You can use this metal covering to climb the pillar. The easiest way to reach it is to jump straight at the pillar from your position. You will, most likely, fall to the bottom and automatically grab the lowest ledge. From here, simply jump up and you'll catch the metal plate. Continue up to the top of the pillar.

Jump to the fiery pillar across the way and use the crevices in the core to climb up and around...avoiding the flames as you go, of course. At the top, jump backwards into the open area and collect the Lead Bar #2. Checkpoint.

Grab the Large Medipack, then backtrack all of the way to the Midas room. Be sure to be on alert for two ornery Gorillas on your way.

Lead Bar #3 - The Spike Room



Back in the Midas statue room, place Lead Bar #2 in Midas's hand and insert the resulting Gold Bar into the statue. Next, put your back to Midas and face your original entrance into the room. Use the short platform on the left to reach the top of the short pillar/fountain next to it. From here, use the wall ledge to reach the above area. Grab the Large Medipack and pull the lever here. A third door will open. Run through this door and down the hall to the room at the end. Checkpoint.

Note the many blocks and spikes. Not very inviting. Run toward the archway in the back of the room through and move through it (as you go, grab the Shotgun Ammo behind a white pillar on the right side of the room). Through the archway you'll find some stairs leading to a gated door. Fall off the right side of the stairs and approach the block at the end. Pull it back, then pull the revealed lever, thus opening the door at the top of the stairs. Move through it.

Collect the Small Medipack and continue up the stairs to the top. Pull the lever to raise the below platforms, along with many spikes. OK. Time to move fast as the white pillars and extended platforms will each begin to fall the second you touch them.

Jump to the white pillar in front of you, then immediately jump left to grab the ledge of the spiked pillar. Shimmy left to the opposite side, then jump backwards to the slide. Slide and jump to the extended ledge. From here, face the center of the room and jump to the spiked pillar. Jump up so you can shimmy around to the opposite side. Do so. Jump backwards to the top of the white pillar. Continue forward to the slide, then to the extended platform. From here, jump to the extended platform to the left, then to the spiked pillar. Shimmy around to the backside then jump to the etched out section of the white pillar. Jump on top, then into the alcove across the way. Collect Lead Bar #3. Phew. Checkpoint.

Backtrack to the Midas statue (look out for Gorillas), then place that final Lead Bar in Midas's hand. Then, place the resulting Gold Bar in the last insert to complete the chapter.

Artifacts, Relics, Secrets, Croft Manor, and 100% Completion:

For a complete list of this level's collectibles, please purchase our low-cost PDF guide, or sign up for the LunaPass and access ALL of our guides for one very low price!





Hop into the water and dive straight down. Swim through the middle archway. Swim along the path before you. As you go, look for an archway to the right with light shining down into it. This means there's an air pocket above it. Swim under the archway, then up to catch your breath. Return underwater and swim to the dead end, then swim up and pull yourself out.

Pull the crate from the doorway and shoot the Rat. Move to the other side of the crate and pull it into the next room with you. Place it under the lever, then climb the crate and pull the lever. Drop through the revealed opening and kill the Rats. Enter the next room. Checkpoint.

Crate Droppings



As tempting as it is to cross the bridge before you, don't do it quite yet. Instead, look right and jump to the horizontal pole. Swing around, then catch the grapple in front of you. From here, jump to the broken section of bridge to your left. Collect from it the Mini SMG Ammo.

Turn around and face the wall, then run and jump to the wall ledge to the left. Shimmy around the corner to the left and drop down for the 50 Caliber Pistol Ammo. Jump up to the wall ledge, then to the ledge on the broken bridge from which you just jumped. Climb to the top and, again, jump to the wall ledge. Instead of dropping down, jump to the left ledge, then to the next grapple hook. Run along the wall and release at corner bridge section.

Make your way along the bridge, jumping gaps as you go. Note the high alcove with the face spouts to the right, and continue to the corner. Collect the Shotgun Ammo. Use the horizontal poles to make it to the next platform, then push the crate down to the floor below. Checkpoint.

Jump to the wall ledge, then to the horizontal pole. Continue to work your way forward until you reach a second crate. Push it down below. Once this is complete, backtrack via the wall ledge to the alcove next door. From here, safely use the ledges and platforms to reach the bottom of the area.

Collect the Small Medipack, then push that crate into the water. When this is complete, use the rubble ramp to cross over the half wall and note the rotating switch. Run past it for now and head to the next corner. Here you will find a Large Medipack behind some rubble. Collect it.

Jump over the rubble and drop down into the dry pit behind the water pit. Cross and pull yourself up to the opposite side. Shoot the Croc. Run forward to the first crate you pushed down and push it into the water. Return to the aforementioned switch and turn it, thus draining the water.

Climb down and shoot the two Crocs. Drag the two crates over the two pressure plates. One will free a wood platform (although you can't access it yet), the other will lower the bars to the dry pit. Next, locate the Small Medipack that's behind some corner rubble. Climb this rubble and slide down the slide to catch the grapple hook. From here, work your way around and out of the pit.

Raising the Water



Once out, turn that switch again to refill the pit with water. That platform you released will float up. Stand on the edge of the pit and use your grapple on the platform to drag it into the dry portion of the pit (although it will remain in water). Once this is complete, make your way to the right side of the water pit (where you dropped the first crate), and climb the central ladder. From the top, jump to the wall ledge to the right, then make your way to the alcove at the top. Checkpoint.

Work your way around the wall as you did before, as though you're going for that second crate again. Once you reach the alcove where the second crate was located, run along the bridge extending from it and jump the gap. Move along the bridge here (you'll be facing your original entrance) to the next alcove. Enter and turn the switch to fill the area with water. Checkpoint.

Exiting the Water Pit

Look out to the water filled cavern before you. You goal is to reach that wooden platform, which is beneath the alcove with the head fountains in it across the way. However, before you go, look at that alcove, then look right and down. See the sparkle? That's some Shotgun Ammo sitting in a broken pipe. Swim for it first, then head for the wooden platform.

Pull yourself up to the wooden platform, then jump to the lip beneath the head fountain alcove and pull yourself up. Note, if you can't reach the lip of the head fountain alcove, jump to one of the surrounding platforms and use your grapple to move the wooden platform closer. Enter. Checkpoint.

Dive into the water and swim down. When you reach the bottom a current will catch you. Ride it until it spits you out the opposite end. Checkpoint.

Climb out to collect the Shotgun Ammo, then dive back in. Swim down and notice some light coming from the left side. Follow that light to locate another tunnel. Swim down it, and stay left to make it to the next area in time. Surface, but don't get out of the water.

Look right and see the building with the gated door. You need to raise that gate. Look down into the water and note a second tunnel next to your original entrance to the area. Swim through it and you'll end up beneath the gated door. Pull the lever to drop the gate, then swim back out. Checkpoint.

Before exiting to the door, swim across the water to the sparkling items in the corner. Collect the 50 Caliber Pistol Ammo and the Pistol Ammo. Head for the door and enter the temple. Checkpoint.

Head left for a little cutscene with Pierre and the Scion of Tihocan. Hit the buttons as you are prompted to defend yourself from Pierre. Once this is complete, you will find yourself outside, in the middle of a nasty battle. Checkpoint.

Boss Fight: Centaurs




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If you go into this battle with your guns ablaze, you're not going to accomplish a thing, as the nasty skeletal horse men have shields that protect them from damage. This means your number one priority is to strip the nasties of their shields. (Actually, your first priority is to avoid being hit by one of the Centaur's fire balls, but you can do this by constantly being in motion).

In order to get the Centaurs in a position where you can grab their shields, you're going to have to taunt them a bit, which does mean shooting at them (or one). Shoot one until his rage meter fills. I suggest using your 50 Caliber Pistol to do this, as it fills the meter fast, but doesn't waste Shotgun Ammo. Once you've filled the rage meter of one of the Centaurs, he'll come at you with one of two attacks. First, he might give you the green glow. If you see this happening, accept the fact that you aren't going to snag a shield, then immediately turn away and run the opposite direction. If you don't, the glow will flash white and you'll turn to stone. If this happens, you'll have just a few seconds to shake free from this attack, or be shattered. Of course, it's much easier to avoid being flashed in the first place. So, any time you see green, avert your eyes and move out of the way.

The second attack is when you'll be given the opportunity to grab a shield. This is the attack you're used to, the lunge. Watch as a ring around the enemy's head momentarily flashes orange (an indication of a lunge to follow), and prepare yourself. When he charges and the screen goes blurry, use the Adrenaline Dodge to move out of the way, then wait for the reticle to glow red and shoot. If you are successful with the shot, the Centaur will pause and expose the back side of his shield. This is your opportunity to snag it from him. Use your grapple to snare it, then pull it back.

Note, we've received many e-mails and questions regarding this battle. To be clear, you can only grab a Centaur's shield after successfully performing the Adrenaline Dodge and Headshot move. You cannot grab it at any other time. If the Centaur keeps hitting you in the middle of your dodge, then dodge in the other direction.


Once the first Centaur is free of his shield, focus on snagging that of the second Centaur. When they're both free from protection, the battle can begin.

Again, shoot at the Centaurs to enrage them, but stay close to their fallen shields. When you see the green glow (they'll only attack with the green glow from this point on), pick up one of the shields and aim it at the Centaur to deflect the green beam onto him. Be precise and make sure it's on him for a couple of seconds. This will petrify the big guy. Shoot the frozen Centaur with your Shotgun to shatter him quickly. Repeat with Centaur number two to complete the battle and bring your time in Greece to an end.

Enjoy the cutscene, and meet me in Egypt!

Artifacts, Relics, Secrets, Croft Manor, and 100% Completion:

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