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®
This game has received the
following rating from the ESRB
primagames.com
®
  Prima’s Official Strategy Guide
Keith M. Kolmos
®
3000 Lava Ridge Court
Roseville, CA 95661
(916) 787-7000
www.primagames.com
Contents
The Prima Games logo is a registered trademark of Random House,
Inc., registered in the United States and other countries.
Primagames.com is a registered trademark of Random House, Inc.,
registered in the United States.
© 2002 by Prima Games. All rights reserved. No part of this book
may be reproduced or transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage or retrieval system without written permis-
sion from Prima Games. Prima Games is a division of Random House, Inc.
Introduction
2
Evolution
3
Gameplay Basics
7
Tomb Raider
11
Product Manager: Jill Hinckley
Project Editor: Brooke N. Hall
Editorial Assistant: Tamar Foster
TOMB RAIDER is a registered trademark of Core Design Lttd. TOMB RAIDER and LARA CROFT
and LARA’s IMAGE are trademarks of Core Design Ltd. EIDOS and EIDOS INTERACTIVE
are trademarks of Eidos Interactive, Inc.
All products and characters mentioned in this book are trademarks of their
respective companies.
Please be advised that the ESRB rating icons, “EC”, “K-A”, “E”, “T”, “M”, “AO” and
“RP” are copyrighted works and certification marks owned by the Interactive Digital
Software Association and the Entertainment Software Rating Board and may only
be used with their permission and authority. Under no circumstances may the
rating icons be self-applied or used in connection with any product that has
not been rated by the ESRB. For information regarding whether a product
has been rated by the ESRB, please call the ESRB at 1-800-771-3772 or visit
www.esrb.org. For information regarding licensing issues, please call the IDSA
at (212) 223-8936. Please note that ESRB ratings only apply to the content
of the game itself and does NOT apply to the content of this book.
Important:
Prima Games has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no
warranty, either expressed or implied, as to the accuracy, effectiveness,
or completeness of the material in this book; nor does the publisher
assume liability for damages, either incidental or consequential, that
may result from using the information in this book. The publisher
cannot provide information regarding game play, hints and strategies,
or problems with hardware or software. Questions should be directed
to the support numbers provided by the game and device manufacturers
in their documentation. Some game tricks require precise timing and
may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-4054-7
Library of Congress Catalog Card Number: 2002110654
Tomb Raider II
28
Tomb Raider III
46
Tomb Raider:
The Last Revelation
66
Tomb Raider: Chronicles
84
Tomb Raider
Game Boy Color 96
Fandom
98
Real-Life Lara!
100
An Interview with
Angelina Jolie
105
Introduction
Welcome to
Tomb Raider: The Book
. In this guide, we’ll explore the world of video
gaming’s number-one lady—Lara Croft. We’ll give you the strategies to the six games
she has starred in:
Tomb Raider
,
Tomb Raider II
,
Tomb Raider III
,
Tomb Raider: The Last
Revelation
,
Tomb Raider: Chronicles
, and
Tomb Raider for Game Boy
.
When the industry first saw the original
Tomb Raider
at the Electronic Entertainment
Expo, gamers knew that something special was coming. And they were right. Since its
debut in 1996 on PlayStation, Sega Saturn, and the PC, Lara has transcended the game
industry. She has appeared in music videos (U2) and on magazine covers, and now she
has her very own movie—a movie that enthusiasts believe is the first great video
game-to-movie transition piece.
WHO IS LARA CROFT?
Lara Croft, daughter of Lord Henshingly Croft, was
raised to be an aristocrat from birth. She was privately
tutored from age 3 to age 11, whereupon she attended
Wimbledon High School for Girls in Surrey, England.
At the age of 15, she showed an interest in archaeolo-
gy and was introduced to the subject by renowned
adventurer, Von Croy, whom she accompanied on an
expedition to Columbia. Von Croy never returned from
the trip, however, and the undisclosed incident that led
to his apparent demise also ended Lara’s interest in
archaeology. She returned home to graduate from high
school, a boarding school, and finally a Swiss finishing
school, which she left at the age of 21.
Lara’s marriage into wealth had seemed assured
after her father arranged for her to marry the Earl of
Farrington. However, on the way home from a skiing
trip with her fiancé, her chartered plane crashed deep
in the heart of the Himalayas. Although Lara was the
only survivor, in a way she died, too—the woman who
learned to stay alive for two weeks in the hostile
wilderness before emerging from her ordeal was not
the same sheltered Lara Croft who had originally
boarded the plane.
Back in upper-class British society, Lara was unable
to stand the claustrophobic and suffocating atmos-
phere. She realized that the only time she had felt
truly alive was when she traveled alone and depended
upon her wits to survive. With her wealth and connec-
tions, over the following eight years she was able to
acquire an intimate knowledge of ancient civilizations
across the globe. Her father, however, eventually dis-
owned his prodigal daughter and cut her off from the
family fortune. Lara turned to writing to fund her
trips. Famed for discovering several ancient sites of
profound archaeological interest, she made a name for
herself by publishing travel books and detailed journals
of her exploits.
2
Evolution
Evolution
Tomb Raider
began as a small game on the Sega Saturn, Sony PlayStation, and PC. When the world saw it and the
gamers played it, a franchise was born. The next installment was such a hit that Sony made it exclusive on the
PlayStation for the console market. Subsequent games have steadily improved and Lara has even appeared on the Game
Boy Color system, allowing her adventures to be taken on the road.
Lara has appeared on magazine covers, starred in a pair of music videos, and had several books written about her.
And now her fame has reached a fevered pitch in Hollywood’s blockbuster movie. In this chapter we take a look at the
journey Lara traveled from the first
Tomb Raider
game to her current incarnation.
Tomb Raider: 1996
TIMELINE
1996
Tomb Raider
1997
Tomb Raider II
1998
Tomb Raider III
1999
Tomb Raider: The Last Revelation
2000
Tomb Raider: Chronicles
Tomb Raider
was remarkable on a number of levels. With its story line related by means of superb FMV sequences and cutscenes using the in-game engine, its plot both
entertained and enjoined further play—the temptation to get to the next plot update was always high. At the same time, the concept of using narrative asides throughout
an action game was unusual. Similarly, its haunting, partly context-sensitive “classical” soundtrack gave it a true next-generation feel. With games, interaction is king—but
Tomb Raider
proved that judicious use of cinematic elements can make a great game truly astonishing. After a few minutes of play, the abiding genius of
Tomb Raider
’s
design shines through. If you’ve never played the original adventure, you should. Don’t miss this classic moment in videogame history.
After the two linear, gentle opening levels,
the open expanse of the “Lost Valley” was a
revelation. It’s the T-Rex attack, however,
that most gamers remember.
Any
Tomb Raider
player will recall “St. Francis’
Folly.” One section, with drops of hundreds of
feet, evoked a real feeling of vertigo.
Only by using the dislodged hand of the
Midas statue could Lara obtain the gold bars
required to escape this level—and if she
stood on the hand, she herself would be
turned to gold.
Tomb Raider II: 1997
Tomb Raider II
’s locales had a worldly, recognizable feel—from the Great Wall of China to Venice, from an offshore rig to a sunken ship.
Tomb Raider II
also introduced
Lara’s ability to climb certain surfaces, while rope slides presented a few scary descents from particularly high places. An improved engine also facilitated better lighting
effects, allowing Lara to wield Flares to illuminate dingy rooms.
The most significant addition
Tomb Raider II
made, however, was the introduction of vehicles. In the “Venice” section, a speedboat was a central aspect of the first level.
With a few enjoyable set-pieces—in particular, a death-defying leap while under fire from assailants—the speedboat was a lot of fun to control. Later in the “Tibetan
Foothills,” Lara drove a snowmobile. As with the speedboat, this allowed for hair-raising stunts. It also proved handy for disposing of aggressors foolish enough to wander too close.
While the original
Tomb Raider
evoked a marvelous sense of isolation, with occasional combat encounters to disturb it,
Tomb Raider II
focused more upon regular battles
with assorted henchmen.
Tomb Raider II
was a worthy sequel.
On the first “Venice” level, Lara had to figure out how
to pass a waterway blocked by gondolas and a decided-
ly tourist-unfriendly patch of mines. The solution?
Smashing through the former in a speedboat, before
bailing out in time to avoid the explosion of the latter.
In the “Tibetan Foothills” level, there were a
number of exceedingly difficult jumps to
make while driving the snowmobile. The
above example, accentuated by cinematic
camerawork, was a favorite of many.
The “Floating Islands” level was packed with perilous
ledges. One misplaced foot could lead to a
deadly fall for Lara—and there were
various floating warriors to
contend with, too.
3
Tomb Raider III: 1998
Compared to its predecessors,
Tomb Raider III
was hard, and very large. While hardcore fans of the series loved the challenge it presented, some gamers found it a bit too difficult.
Tomb Raider III
introduced some new moves. Lara could now crawl through low gaps and monkey-swing across ceilings that featured requisite hand-holds. Lara also
learned to sprint and dive forward—an essential skill for avoiding many fiendish traps. Dual Shock support was implemented, allowing players to look around while running.
Departing from the linear format of its predecessors,
Tomb Raider III
allowed players to choose their own route through its middle section.
After Lara’s excursion to India, there was a choice between a visit to London, the South Pacific, or Nevada. Of these, the South Pacific section
was by far the most enjoyable, with Lara kayaking through fast currents and past stunning scenery.
Tomb Raider III
had a special reward. If you collected every Secret, you received a secret level—”All Hallows”—as a reward. Another
bonus was a secret racetrack at Lara’s house, discovered after exploring her none-too-humble abode.
MUSIC
Through the
years, Lara has
collaborated
with the band
U2. The first
came in 1997’s
PopMart tour,
where she
appeared on a
huge screen
during “Hold Me,
Kill Me, Kiss Me,
Thrill Me.” Her
latest adventure
into the land of
music television
occurred In
June 2001. U2
performed on the
movie’s sound-
track and Lara
makes an appear-
ance in the
video.
The India section contained massive animated
statues that resembled the multi-limbed god
Shiva. These assailants carried six swords,
which they could use to deflect Lara’s attacks.
In a none-too-subtle set-piece, Lara infiltrated
“Area 51” by leaping across an electrified
fence on a Quad Bike. In true
Tomb Raider
tradition, this led to her confinement and
confiscation of her weaponry.
The kayaking section in Mudubu Gorge
remains one of the finest moments in any
Tomb Raider
game. Fighting the current was
immensely challenging and consistently
enjoyable—the replay value of this section
remains high to this day.
Tomb Raider: The Last Revelation—1999
With a radical overhaul of the
Tomb Raider
engine,
The Last Revelation
was a delight to behold (especially on the PlayStation, where it pushed the hardware to the limit).
Lara’s moves were enhanced—she could climb around corners and her crawling skills were improved. She also acquired one of her most spectacular proficiencies: swinging
across chasms on handily placed ropes.
Tomb Raider: The Last Revelation
also expanded upon Lara’s previous history. Replacing the much loved (but, by then, increasingly familiar) expanses of the Croft mansion
as a training section, players took part in a previous episode of Lara’s life—a trip through ruins in Cambodia with the eminent archaeologist, Werner Von Croy. For hardcore
Tomb Raider
veterans, this otherwise easy-to-complete area could be played via a more difficult route.
Tomb Raider: The Last Revelation
featured more taxing puzzles, and a new menu system allowed items to be combined. Combat encounters were enhanced, both in terms of
enemy AI and the nature of the monsters. Such improvements, and with some superb level design, made
The Last Revelation
arguably the most enjoyable
Tomb Raider
since
the first.
Beating Von Croy to the globe after taking the “difficult”
route through the second training level (opened by col-
lecting eight Golden Skulls in the first level) led to an
alternate cutscene and an immense feeling of satisfaction.
Midway through “Tomb of Semerkhet,” Lara had
to play Senet, an old Egyptian game, against a
resident deity. Her success or failure determined
the route taken for the rest of the level.
The “Desert Railroad” section, although brief, was
an eye-opener. In this section of the game, Lara
battled assassins while attempting to sabotage a
moving train.
4
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