St. Francis Folly - 6 ARTIFACTS
Head forwards to be attacked by two large cats, and kill them to trigger a cutscene. There's a checkpoint after the cutscene, then head over to the shortest of the pillars in the room, and climb up it. Face the slightly taller pillar next to it, jump to the ledge on it and then again on to the top. Turn left, and make the long jump to the third pillar, then shimmy round to the right and jump up to the next ledge, then right again and up one more level before jumping behind you onto a smaller pillar, then climb up to the top of this one. Jump left to the taller of the two pillars, and shimmy right to climb up to the next ledge, then right again all the way to climb up to the top. Jump to the platform next to the pillar with the drawing on the floor, then left to a lower platform. Wall run across the gap (it can be a bit tricky), and go around the corner to face another picture. Checkpoint and SAVE.
Step on the platform to begin the little puzzle sequence. If you go around the corner, you will see the solution, but to save you doing that, when the lights have gone out, shoot the blade of the sword and the eye of the lower head. This will open the door that had the picture on it. Before you continue, there are a couple more targets to shoot, these are: the one at the top, the one at the bottom middle, the two on the very right hand side, and the one in the middle of the three in the center of the image. You will get a checkpoint after both puzzles. This will open a gate back where we just came from, so head back there to get ARTIFACT #1/6. Head back to the shooting puzzle, and step on the switch to reset the targets. If you head down the path where the door opened, you will see the next solution, but it's simply just the same as the last sequence, excluding the sword and the eye shots, so top, bottom middle, two on the right, and the one in the middle of the center three. This will open the gate to the globe like device. Go either side of it, and use your grapple hook to remove the two locks, then push it off the edge. Drop to the pillar on the left, then down to the floor, and push the globe to the button in the middle to open the gate at the end of the top level. Checkpoint and SAVE.
Make your way up the pillars again, and instead of jumping to the platform with the picture, jump to the very tall pillar near the exit. Shimmy round to the left, then climb up to the top, and jump to the ledge with the door you just opened. Go left in the room, and grapple the hook to start wall running. As you come back towards the entrance, jump off, and you will land on a small platform with a large Medipack. Drop down to the floor, and pull the switch to open the doors to where we just came from. As you do this, two large cats will attack, so dispose of them and get a checkpoint. Now go and grab the globe from the middle of the room, and drag it into the room we just opened up and onto the button in this room, opening another door. Checkpoint and SAVE.
Head down the stairs and into another big room for a checkpoint. Jump to the platform in the middle, and go along the left side to jump to a platform with a ring below it. Jump up and left to another platform, then swing over the gap to an area with a switch. Pull the switch to light the torches, move a platform underneath you and release two bats. Jump back to the middle platform and kill the bats. Now head all the way down the center structure, using the ladders and platforms as necessary until you reach the bottom. On one side, there will be steps leading up to a switch, pull it and get a checkpoint and SAVE.
Now it's time to start the climb back up. Jump onto the small platform with shotgun ammo, then up to the pillar next to it. Jump to the ledge and shimmy right to grab a ladder to climb up to the next level. Climb on the little platform next to the ladder, then jump to the ledge on the pillar of the structure, and shimmy right to jump up to the next ledge, then right again and over the gap to another platform. Jump off the broken end of the platform to a small slide next to a switch, then pull the switch to open the Damocles door. Checkpoint and SAVE.
Head all the way back to the top (you will need to drop to the floor first). Head to the right hand side of the structure this time to see another platform embedded in the wall with a ring on the front of it. Use your grapple hook to pull the platform out from the wall, then jump to it, then onto the ledge and then down. Turn around to see another grapple spot on the left hand wall, so pull it to drop a pillar to the central structure. Use the small slide here very briefly, then jump up to a ledge, shimmy left, drop down to another ledge (avoiding the slide) and pull yourself up to go into the Atlas door. Checkpoint and SAVE.
Move through to the door and pull the switch on the right. Jump onto the ledge on the door before it opens to right it up, and then just as it closes, jump up to the gap in the wall and fall through. Move forward towards a rotating switch for another checkpoint. Turn the switch to close the floor, then jump across before it fully reopens. On the other side, climb up the ledges on the left side halfway up the ramp and go left to pull a switch, bringing a bar across the gap. Drop back down to the ramp and make your way up towards the Atlas statue, shooting the targets as you go. You want to trigger them from as far as possible, as once you hit both, the globe drops, and you will have to run back down the ramp and swing over the gap to avoid it. When the globe drops down the hole, close up the gap again, and on the right side is a destroyed pillar which you can use to climb up to a small Medipack, and then up another ledge to ARTIFACT #2/6. Head up the ramp and under the statue to get the Key of Atlas. Checkpoint and SAVE.
Go back down to where you got the small Medipack, and pull the switch next to it to close the floor up, and again jump over it before it reopens. Make your way back to the closed gate, and do the same as before to get on the door ledge, but this time you can jump to the poles behind you, and then swing to the open gap instead. Make your way back to the main room. Checkpoint and SAVE.
Now drop off the ledge you are on, then down to another one and shimmy left over a gap, then continue left to swing over a gap using a pole, and jump up the ledge to get ARTIFACT #3/6. Jump back to the last ledge with the pole, then drop down to be in a small alcove. Turn around to jump into another one, then up onto the ledge and shimmy left, over the gap, and drop down to a switch we pulled earlier. Checkpoint and SAVE.
Climb back up the central structure to where the fallen pillar is, then go up one more level and see another pillar you can pull down to your right. Pull it and go over it, pick up the small Medipack, then climb up the ledges to reach the top and another switch. Checkpoint and SAVE.
More bats will attack so kill them. Drop down to the higher of the dropped pillars, and look to the right of it to see a target, shoot it. This will extend a platform helping you get to the next room. Jump to it, then drop onto the ledge to the right, shimmy right and jump up to the next ledge, then right over a gap to another one. Pull yourself up, and swing over to another ledge, before dropping down into an alcove. Go through it, drop off the edge, shimmy right, and pull yourself up to the Hephaestus Room. Checkpoint and SAVE.
Pull the switch to break the gate, then climb up the series of ledges behind you on the left hand side. When you reach the top, jump behind you into a gap above the door and crawl through. Now make your way into the room with the ball of lighting above it. Checkpoint and SAVE.
You cannot get hit by any lighting bolts during this part of the level. There are four raised squares, one in each corner. You need to press each of these to continue. You must only do so when they themselves are not raised up, as any raised floor will be struck by lightning. The first two are relatively simple to do. Just wait on the entrance platform where it's safe until the buttons lower, then step on them one at a time. After the first two are done, make your way to the other side making sure you're only ever on lower ground. From the other side, the first button is again relatively simple as you can just adopt the same procedure as the first two, but for the last one, a small cutscene will play after you press it, and during that time, the platform may raise, so be quick about getting off it to safety. Once all four are pressed, the gate will open and you can continue, getting a checkpoint and SAVE.
In the next room, there is a large hammer on the left hand side and a button underneath it. Press the button, and then jump back to avoid the hammer. When the hammer hits the floor, quickly climb up in and then jump to the right to a platform with ammo. Swing over the first gap to a platform above a gate, then go in the small gap to the left to find ARTIFACT #4/6. Jump over the gap using the other pole, then grab the block here, and push it over the edge to reveal a statue bust. Drop back down and position the two statue busts in the holes next to the golden triangles facing towards the center. Finally take the block next to the hammer and place it on the button under the hammer to reveal a third bust. Place this in the empty gap, then step on and off the button under the hammer quickly to get access to the Key of Hephaestus. Checkpoint and SAVE.
Now make your way back across the electrified floor to the entrance to this room. Pull the switch next to the door, then jump to the ledge on the door before it raises up. Just as the door starts dropping, jump up and into the gap above the door. Head back to the main room for a Checkpoint and SAVE and to unlock:
Head down to the level below the lower of the two fallen pillars, and look for the platform pulled out from the wall. Jump to it, then climb along and up the ledges to the right of it to get to a small alcove you can crawl through to get to the Poseidon Door. Checkpoint and SAVE.
Use the same procedure as before to get over the door, and continue through, first to be attacked by three rats, and then to end up in a room will a pool in the middle of it. Checkpoint. Dive down into the water and pull the switch opening the gate, then swim through the tunnel into the next room. Checkpoint and SAVE.
Head behind the statue and dive under the water to find a lever on the side of it. Pull it to open the door above to ARTIFACT #5/6. Go to the back of the statue again, but on land this time. Climb up it to the top, and then head to the left where there is a fish statue with a block in front of it. Remove the block to flood the room. Swim over to the other side to where a single block is resting, and push it over the edge. Dive down into the water to the front side of the statue, and pull the lever there to release a wooden platform from the grate on the floor. Swim back up to the top, and place the stone block back in front of the fish to lower the water level. Dive down to the water below and do the same to the fish statue here to drain the water from the room. Drop down to the bottom, and grapple the wooden block, then drag it round to the other grate on the floor. Make your way back up to the top, along the way removing the stone blocks from in front of the fish statues, and re-position the wooden platform between the two broken paths on the first level. When back at the top, jump to the wooden platform then to the ledges behind it. Climb up to the top of the door, and drop through to get the Key of Poseidon. Pull the switch to open the gate. Checkpoint and SAVE.
Dive back into the water, and swim back the way you came, getting a couple of checkpoints along the way, climb over the door in the normal way and return back to the main room, and another Checkpoint and SAVE.
Go back to the center structure, and climb up one level to reach the lower of the fallen pillars. Cross it, and jump to the cage on the right, pulling it left, then over to the second cage and push it left. Jump onto the right hand cage, then jump backwards to grab the ledge over the other cage. Shimmy left and drop down to another ledge, then jump over the gap and follow the ledges down to the Damocles door. Checkpoint and SAVE.
The door here is a bit different. Above it is a stone block you need to pull down to open the gap and also block the door. If you pull the switch and jump onto the door, it won't open, so as the door is opening, you need to move to stone block underneath it, then climb up and through the gap. Move down the path and enter a large room with pillars. Checkpoint and SAVE.
Go through the first room to a second with the key in the middle. The room will shake giving you a taste of things to come. Grab the Key of Damocles, then immediately roll forwards to avoid the falling swords. A cutscene will now show swords appearing everywhere. Checkpoint and SAVE.
Climb up the ramp in front of you, and then grapple and wall run up to the higher level. Turn around to get on the platform in the middle of the room, then head to the diagonal opposite side gate to find a lever to pull. This will now lower one of the sets of swords in the other room. Drop to the floor and checkpoint and SAVE.
As you go through the door, a large sword will fall from the ceiling but is nothing to worry about. The swords on the floor make a path for you to get to the other side, but the different colors have different timings. The red ones are fast and coming back up, the white ones are slow. Don't touch any of the raised ones either as they cause damage. After you've made it through those, you come to the falling swords. These are a lot trickier to navigate, but the best way I found was to use to walk slowly, and for some reason they seemed not to damage me. You can look up at the ceiling to gauge their pattern, but the camera isn't great for this purpose. Once you're past them and to a red square with no swords, you can go over it and jump onto the broken pillar. Turn around and jump up the ledges to reach a lever which lowers the swords blocking access to the last artifact. Drop down to the pillar and over the swords to go back into the key room. Checkpoint and SAVE.
Make your way back up to the platform in the middle as before, and this time, go to the left gate to get ARTIFACT #6/6. Now head back to where you pulled the lever to drop the swords to get the artifact, and climb up the pole on this little platform, then jump behind you to one of the tall pillars in the room. Jump to the one next to it, then to the ledges on the wall. Climb to the top ledge, then jump to the left and immediately hit to start wall running. When you get to the far part of the wall run, hold left, and jump to the pillar next to you. Jump over the series of pillars to reach the other side, and then make your way around the ledges to get above the door. Use the rotating switch to open the door, then jump down and head through quickly as it's on a timer. Checkpoint and SAVE.
Get past the door in the normal way and head back to the main room for another checkpoint. Drop down to the floor and head to the large door on the far side. There are four slots for the four keys you have, all with matching colors, so use the keys in the appropriate slots to complete this very long winded level. Checkpoint and SAVE.
The Coliseum - 1 ARTIFACT
Head down the corridor to reach a room with two rats in it. After killing the rats, jump on to the small rock to the left of the entrance, then follow the platforms around the edge of the room to get to the big platform opposite where you entered, and kill the rat up here. Drop down to the other side and into the water here. Dive down, and (facing the small square platform) you'll want to swim left, left again, and then right to get to a room with more rats and bats. Kill them, then checkpoint and SAVE.
Jump onto the small cage next to the pool, then to the ledge on the wall. You can go right over the ledge to get a large Medipack, but we're going to jump behind us onto a pole, then rotate round to jump onto the block sticking out from the wall. Go all the way left round it to jump to another ledge, and then behind to another pole. Rotate round to jump onto the large cage, then jump through the gap to get to the other side. Head up the ramp to end up in the Coliseum. Checkpoint and SAVE.
Two gorillas will attack you, and they take a fair bit of damage so dodging and rolling is very useful. Use the shotgun to make it a lot easier, and they'll be down in a few hits each. They also have rage mode which makes life easier when using the pistols. Once they're both dead, look towards the two gates and slightly to the right is a small rocky ramp leading up to the stands. Head up and make your way round to the first of the big ramps leading to the top. Dispatch a couple of bats along the way, and then jump to the ledge on the pillar on the left hand side. Shimmy round to the left and then up to the next ledge, and jump behind you onto a broken pillar top. Jump to the next platform which has a small Medipack, then slide off the other side. Jump onto another platform with a slide on it, then slide jump to another rocky platform, then jump right to the large structure. Pull the lever in the center when you're up there. Checkpoint and SAVE.
Climactic battle music and an open gate, what could this mean? Drop down back into the arena to face off with two more gorillas, as well as two large cats. Dispatch them as before using the shotgun. Checkpoint. Head down the corridor where the now open gate is and over a ramp to come to a similar room to the one we were in earlier with a lot of cages. Jump onto the medium sized cage next to the wooden wall, and grapple the small cage on top of the open one. Drag the small cage over the ramp and back to the bottom of the corridor we came in on. Use the small cage to jump onto the large cage and grab the Balcony Key. Checkpoint and SAVE.
Head back into the main arena, and more music indicates another battle, this time with two large cats. Once they're dead, checkpoint. Make your way back up to where you pulled the lever to open the gate, and behind it is a key slot and a gate to gain access to the balcony roof. Use the key you just picked up, and then climb up the ladder. Checkpoint and SAVE.
Go to the left hand side of the roof, and jump to the next platform. Then from here, jump and grapple the ring. Before swinging over, re-position yourself to face the next platform with the ring under it, or else you will miss. Swing to the platform, then drop off and grab the ledge on the far side. Shimmy right past the rocks, and climb up to grab the MAGNUM and unlock:
Shimmy left back past the rocks, and jump to the grapple ring again. Turn around and swing to the second grapple ring underneath the platform you were just on. You will see an alcove on the left with the next artifact in it. Re-position yourself so you're as low on the rope as you can get and facing the alcove. Get a good swing going, and jump inside to get ARTIFACT #1/1. Drop to the ledge outside and shimmy right, jump up the the top of the platform, then slide down and jump off the other side. Jump to the ledge on the pillar next to you, then shimmy round to the left and ledge onto the next ledge, and shimmy left again, then jump to the top of the pillar behind you, then onto the roof of the structure. Drop off the far side to a platform below you, then jump into the balcony of the structure. Checkpoint. Head down the ramp after grabbing the ammo, then turn left at the bottom and go down the stairs, dealing with a couple of bats along the way to end the level. Checkpoint and SAVE.
Midas's Palace - 1 ARTIFACT, 2 RELICS
Head up the steps to the room with the giant Midas statue, and you'll be attacked by three Gorillas. Take these out however you wish, and then go to the statue and jump up the base on the left hand side. Jump to the ledge on the left side of the seat, and shimmy left to another ledge, then jump up to the upper level behind the statue where there is a lever. Pull it to open the gate on one side of the room. Grab the shotgun ammo above the switch if you like, then drop down and head through the gate. Checkpoint and SAVE
Make your way down the long corridor and into a room where a small cutscene will show you a small item tucked away in the middle of the room. Four bats will attack, then head to the back left of the room and down another series of corridors ending in a room with a pillar where you will be attacked by a gorilla and a large cat. Press to use your grapple on the three rings on the pillar supports, and when it drops, pick up the Lead Bar from the base. Go back to the room you just came from to find it now half filled with sand. Go back to the first corridor and take a left after entering up some stairs to get shotgun ammo. Checkpoint and SAVE.
Go out onto the ledge and turn right to jump up a series of rocks to a ledge on the wall. To the left is a large Medipack. Jump right to the next ledge, then jump and grapple the hook in the wall to start wall running. Swing across the gap to grab the small ledge on the wall, then shimmy right and jump to the next ledge, before continuing right and jumping to a rope behind you. Rotate on the rope and start swinging towards a pillar on the wall, jump to it and up the three ledges on it, then jump to the platform to the left to get a Checkpoint. Jump from the top of the large platform to the broken pillar in the middle, and then slide jump to a small rock below. Turn around and jump to the ledge on the side of the pillar, then shimmy right to jump to the platforms below. Climb up the ledges on the wall and round the corner, then jump and wall run again, jumping right onto another platform. Look below you for a door, and jump towards it using the sand to slide down. Checkpoint and SAVE.
Head down the corridor and be prepared to face two gorillas as you reach the end. After you've taken them out, you'll be on the top floor of the Midas room. On the left will be a switch, so pull it to open the door behind the Midas statue. Jump down to the floor, and climb back up the statue to head through the door to a large room. Checkpoint and SAVE.
Head down the steps to the right and drop into the water. There is a crocodile in the water so beware. If he attacks, swim back to where you dropped in to be able to shoot him from dry land. Behind the first pillar on the right in a lever, so pull it to raise a pillar above you. Swim back to shore and head to the grey block in the middle of the entrance area. Stepping on this ignites all the fires in the room, lovely. Carefully jump to the circular platform in front of you, keeping to the edge at all times to avoid the fire, then jump to the platform where the pillar you just raised up is. Keep on the outer edges as the fire circles passed you, then move on round to the next spot until you can jump to the ledges on the pillar. Jump up the ledges, then jump behind you to get to a large alcove in the wall with a switch to pull. Checkpoint and SAVE.
From this alcove, jump and grapple the ring to the right to wall run over to a ledge below you. Jump to the ledge, then drop down to the slide below, then jump to a small ledge on the wall. Jump to the right then up on two more ledges, then jump behind to another slide, which you need to jump from almost straight away to make the pole. Swing from pole to pole, then to the top of a pole in the floor, then onto another slide to jump into the gap below a pillar. Pull the switch, and this will reveal a relic. Checkpoint and SAVE.
You will need to be quick to get this relic, as the pillar is on a timer, so you only have one shot. After pulling the switch, jump into the water and head to the steps on the right as you now look at them. Go back to the grey button to jump to the first platform, then onto the second one. Pull yourself up and go left to a third platform, then jump to the ledge on the pillar next to it. Shimmy all the way left, then start jumping up the ledges in between the fire bursts. On reaching the top, jump to the platform where the relic is to get RELIC #1/2. As soon as the small cutscene ends, jump into the water to avoid the fire. Now we get to do that all again, but with less of a rush this time. When you get to the final pillar again (which has now lowered), immediately jump up the first two ledges to avoid getting burnt from below. Now start shimmying right and jumping up ledges, all the while avoiding the fire being pumped out. Hopefully you've got a few health packs just in case you get nicked by the fire. Tap to shimmy faster if you like.. When you reach the top, jump behind you to a platform and pick up the Lead Bar. There is also a Large Medipack up here behind one of the pillars. Checkpoint and SAVE.
Make your way back across the room (you can dive in and swim thankfully) and head back down the corridor you came in from. When you hear the music start building, you will be attacked by two gorillas. Take them out and head back into the main room. Head towards the entrance of this room, and to the left as you look at the door you will see a small platform on the floor. Walk onto it, then jump to the fountain on the left, then up the two ledges on the wall. Grab the Large Medipack then pull the switch up here. Drop down, and head through the door you just opened to arrive in a room with a lot of spikes. Checkpoint and SAVE.
Turn around as you enter the room, and look up high to see some white stones with a ring on them. Use your grapple to pull the stones down revealing and alcove. Head to the corridor at the back of the room, and to the right of the stairs, pull the wooden box out of the way to reveal a small room with a switch. Pull the switch to open the gate, then head up the stairs to a room with a lever. Pull the lever to raise the platforms in the room. Checkpoint and SAVE.
The platforms are all on a timer of sorts. As soon as Lara jumps to them, they will beat three times then lower, and it's not a slow count either so you have to be quick. This only applies to the ones without spikes on them. Jump to the first platform in front of you, then left to the edge of the one with spikes. Shimmy right around to be next to a slide. Jump to the slide, then to the platform sticking out the wall, then from the front side to a ledge on a spiked platform. Jump up and shimmy right around, then jump back onto a platform, then to a slide, then to another platform from the wall, right to a platform, then to the alcove in the wall to get ARTIFACT #1/1.
Reload your save, and head down the steps to the wooden box. Drag it out into the main room, and to the left as you enter, you will see a sloped platform with a big part missing in one corner. Position the box here then head back up to the lever. Follow the same path as before up to the second spiked platform. This time, when you jump to the platform sticking out from the wall, go left to another one, then off the front to another spiked platform. Shimmy left and jump behind to another platform, then pull yourself up and jump to the sloped platform you put the box under, then to the alcove in the wall to get RELIC #2/2.
Reload your save again to avoid the run back up the stairs (don't worry, you keep the artifact and relic), and make your way back to the final spiked platform. This time, jump to the flat platform, then into the alcove next to it to get the third Lead Bar. Checkpoint and SAVE.
Make your way back to the Midas room again to be attacked by two more gorillas (seriously where do they hide?) and jump onto the platform with the fallen hand of Midas. Don't jump onto it as you turn to gold, but instead press to place the Lead Bars and get gold ones in return. Place the three gold bars in the three slots on the statue to complete the level. Checkpoint and SAVE.
Tomb of Tihocan - 2 ARTIFACTS
Dive into the pool in front of you facing the Midas statue, you can only just about make the whole journey in one go, so we'll break it up to be safe. Swim forwards, then right and left around two corner, then right where the paths split to surface for some air. When you have fully recovered, dive back down and go right round the corner and under a wooden floor to resurface. You'll get a checkpoint, then push the crate in front of you to get access to the next room, then kill the rat. Place the crate under the switch, and pull it to open the gap in the floor. Drop down, take out two more rats, and move into the next room. Checkpoint and SAVE.
To the right as you enter is a swing pole, so jump to it then grapple to the ring on the wall. Wall run from the ring to grab a ledge on the wall, then shimmy left round the corner and jump backwards to another ledge. Shimmy left again, then jump and grapple the second ring and wall run up to the platform on the far side. Make your way over the platforms to the other side of the room with two swing poles, and jump between them to reach an area with a crate. Push the crate over the edge to get a checkpoint and SAVE.
Jump onto the ledges next to where you just pushed the crate off, then jump left to swing between two more poles to grab the ledge on the other side. Shimmy left round the corner, and jump backwards to another one. Shimmy left again until you come to an alcove with another crate, then pull yourself up and push this crate off the edge too. Jump across the gap in the walkway and follow the platforms round to another alcove with a crank, which after pushing releases water into the room. Checkpoint and SAVE.
There are two crocodiles in the water below, so you can't dive down just yet. Instead, head to the edge of the platform you're next to and look down towards the center to see them. If you can't, pull to aim and find them. Jump into the water but don't move and let them come up to you. Just before they reach you, climb onto the platform then start shooting them as they go back down. Keep repeating until they are both eventually dead. Go back to the crank and turn it to drain the pool again, then jump down into the water below. Climb out on the side you jumped from and look around for one of the crates you dropped, then push it into the water. Face the two circular grates next to you, then head left and on the left hand side of the wall at the end is a piece of debris you can climb up and use to jump over the wall on your left. On the other side is a crank, pull it to drain the water again. Checkpoint and SAVE.
Continue past the crank to an area with a lot of debris to find a large Medipack behind one of them, then look left to see a crocodile on the other side of the waterway. Drop down to the waterway and make your way over to the crocodile to kill it, then walk passed where it way to find the second crate, and push that into the center of the room. Head back to where the crank is, then drop down below to where the two crates are. Move both of them to be on top of the two pressure switches, one to release a crate with rings on it, the other lowers a gate in front of the waterway. Head to the back right corner from where you dropped down and climb up the debris to a slide, then jump from the slide, and wall run across the gap to land on the other side. Jump to the ledge, then shimmy left round the corner and jump up to the next ledge, jump behind to a pole and over the gap to another ledge. Shimmy all the way left again, and jump backwards to another pole and over the gap. Shimmy left and pull yourself up to the platform, then slide down and jump to the platform ahead, then climb back up to the crank. Turn the crank to re-flood the pool. Checkpoint and SAVE.
Head back to the water way which is now half flooded, and use grapple to pull the wooden box with the ring into one of the two flooded parts. Get it as close to the end as you can, then jump into the water and swim back to the other side where you originally pushed the first crate in. Head left again, but this time, climb up the piece of debris leaning against the pillar, then jump up the two ledges and shimmy left round the corner to jump to a pole between the pillar and the wall. Move across it to be next to the wall, then turn and swing to a platform jutting out from the wall. Climb up the platforms here, then from the top, turn around and jump to the small ledge on the pillar. Climb up and jump to the next one, then shimmy left, and jump up to the walkway. Go to the crank, and turn it to flood the room again. Checkpoint and SAVE.
From the crank, jump into the water and swim over to the far side of the room where the crate with rings should now be. Below it is a pillar with a switch on it, so dive down and pull the switch, opening a gate below. Resurface and swim to the middle of the area. Look down to where the two now open gates are, and dive down to the one next to the swing poles to get ARTIFACT #1/2. Resurface and swing back towards the crate. Climb on top of it and re-position it so that you can jump to then platform with the three fountains on the wall. Checkpoint and SAVE.
Jump into the water and dive down to be carried along by a current into another room with a pool. Grab the shotgun ammo from the side if you wish, then head to the far right side from where you came in. Dive down and swim forward through the cave, and after a couple of seconds, start swimming up to be in front of the tomb. Head to the far left to pick up the ammo, then back into the water, and head to the very left most corner of the pool. Dive down and look for a cave on the left hand side, then swim through it to get ARTIFACT #2/2 and unlock:
Swim back to the front of the Tomb, and next to the big patch of dirt in the front left corner, dive down into another tunnel, and swim through to a switch, pull it to open the door. Checkpoint and SAVE.
Swim back through and head into the main area of the Tomb. As you enter, you'll get another checkpoint, then an interactive cutscene plays. The two 'Super Actions' are after Lara says "Yes they are", then shortly after. After the cutscene plays, you'll be in a battle with two Centaurs, checkpoint and SAVE.
This battle is rather complex so I'll try to explain it as best as I can. To start with, just dodge the fireball and charges as necessary while firing to build the rage meter. Once you do this for the first time, the centaur you shot will charge a beam of sorts. When it does, turn away from it, or else it will turn you to stone. Should you get turned to stone, shake as quick as you can to escape, or else you will be charged and killed. Keep shooting until you build up a second rage attack. This time, they will charge you so dive and shoot as you normally would in slow motion, then with the centaur stunned, use your grapple on its shield, and pull it away. The shield will end up in the middle of the area now, so find it and use it as your base. Keep dodging and shooting to build up a third rage, and when they charge up this time, pick up the shield and face the centaur to reflect the beam back at it to turn it to stone instead. Unload into it as much as possible before it breaks free. Keep repeating this for the battle, and at some point, you'll get the second shield as well, using the same method as the first. The fireballs do a fair bit of damage so keep your health topped up as needed. Once beaten, you will unlock:
A couple of cutscenes will now play, then you will unlock the following:
Checkpoint and SAVE. On to Egypt.
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