Lara at the Games
Walkthrough
Levels
by Philip Reinking (PH)
Walkthrough
by Mytly
[Note:
This game involves a lot of new moves for Lara, including different ones for
the different levels. Please read the readme carefully so as to familiarise
yourself with some of them. Unfortunately, not all the necessary moves are
mentioned in the readme, so they will be covered in this walkthrough when
necessary.
Please
play each level separately from the new game menu in order to avoid bugs.]
Santa
Claus in Trouble:
Run
forward slightly to hear Santa-Lara give you instructions on the double-jump
move that is vital to this level.
Lara:
To make me do a double jump hold the jump button while I’m in the air, but
don’t press the action button. Ho,
ho, ho!
Run
straight ahead and do the double jump to get to the single floating block
ahead. Pick up the first Present.
Double jump over to the west, run past the bouncing snowman, and double jump
onto the ledge below the arrow. Walk out to the edge where the arrow is
pointing. The camera angle changes to show a ledge around the corner to Lara’s
left. (If you don’t like the angle, pressing look won’t change it back to
normal, but saving and reloading will.) Stand on the corner and turn 45 degrees
to the left, then do a standing double jump, while holding the left key to land
on the next block. Climb up two ice ladders onto a platform with a reindeer and
a gazebo. Pick up the second Present
from the table under the gazebo.
Take
a standing double jump from the west side down to another platform. Avoid the
bouncing snowman. Stand on the higher floor to grab the edge of the tall block
and get the third Present from there.
Climb down, and line up a jump to the next block to the south. This needs to be
rather precise, so stand as close to the mushrooms as you can, and then do a
running double jump.
Turn
west, and follow the blocks and long ledges, double jumping the gaps. Pass a
hostile Christmas tree, which can
push Lara off the ledge. When you come up to a fire trap, time the fire and
then do a standing double jump onto its very edge. Double jump to the east
(when the fire is off again) and take the fourth Present
from the table. Jump back to the fire trapped block, then jump north.
Follow
the ledge around two corners, then stop, as part of the ledge is spike trapped.
Jump past the spikes to stand on the very end of the ledge, facing a swingpole
in the distance. Do a standing double jump to it, and at the last minute, press
action to grab the pole (remember to aim for the middle of the pole). Swing and
press right and double jump to the ledge ahead and a little to the right. Take
the fifth Present from the chest.
Follow
the blocks and ledges to the north, until you come to another swingpole. Use
the same technique as before to get to the next ledge. Pass another hostile Christmas tree, and pick up what looks like a
candy cane from the ground (it’s really a crowbar).
Jump to the western ledge. Spot the face-like object on the ground, and stand
next to its ‘mouth’, facing south and use the crowbar on it to open the icicle
gate. A flyby shows the gate opening up. (You may run into an invisible wall
when the gate opens. Simply save and reload, and the wall will be gone.)
Stand
jump and grab the edge of the sloping block ahead, then pull up and double jump
onto the next platform. Cross the bridge. If you want the only secret in this
level, then read the next paragraph, or else skip to the one after that.
Note
the two ice sheets floating above fire traps. Stand on the northern edge of the
platform, facing the lower ice sheet. Stand jump onto it, then run-jump onto
the upper one, and then onto the tall block ahead. A flyby shows you a present
appearing on a block near the beginning of the level. Climb down from the tall
block.
Jump
to the next ledge on the west (not the one with the spiralling light beam). A
candy cane flies up to you and speaks:
Candy
cane: If one of the doors is still closed, you didn’t find all five presents.
Step into the light beam to go back to the beginning. (Of course, if you followed this
walkthrough, then you would have found all the presents, and the doors will be
open and no longer visible.)
Now,
if you want the secret, and/or if you’re missing one of the presents, you can
jump into the light beam and find yourself at the beginning of the level. Go to
the first ledge with the bouncing snowman, then jump the block to the south.
Pick up the present, i.e. the only Secret in
this game. Now, unfortunately, you’ll have to go through the entire level again
to get back to the ledge with the talking candy cane.
When
you have done that, or if you skipped the secret, jump to the ledge with the
sleigh on it. Use the translucent switch on the back of the sleigh. A cutscene
shows the sleigh flying away, then an FMV for the next level kicks in.
Mirror’s
Edge:
[Note:
Like in the original Mirror’s Edge game, objects coloured red show the way to
go.]
Run
up the right blue ramp to jump over the fence, then slide under the pipe (use
the new slide move or simply crawl). Run past the guard
shooting at you, since you have no weapons (or rather, you shouldn’t have any).
Use the pole to swing across the pit. Kick down the red door (by pressing action
when standing near it), run through the corridor and up the stairs. Get a small medipack from the roped-off elevator on
the left, then go to the right one. The doors open automatically. Go in and
press the button, then get out on the new floor. Ignore the grey doors, they
are unopenable. Kick down the red door, then another one at the end of the
corridor.
Note
the red crate, the swingpole and the red footprints on the wall, and the ladder
high up on the opposite wall. Move the crate under the pole, then jump up to
grab it, facing the wall with the footprints (stand on the exact centre of the
crate). Swing and jump to the wall, then immediately press jump (and let go of
action). Lara will jump off the wall with a twist. Press action again just
after she jumps to grab the ladder. Climb up the ladder, and climb into the
opening on the left. Follow the corridor until you come to a high shaft with
more footprints on the walls. Stand facing the lower set and hop back. Stand
jump onto the wall and keep jump pressed. Lara will bounce off two walls and
land in the opening above.
Follow
the corridor to a room with a grated floor with two fans underneath, and a high
opening on the right side of the far wall. You have to use the air currents
from the fans to get Lara to jump up into that opening. Stand just a little
more than two squares away from the opening, facing it, with Lara’s right
shoulder against the wall. Stand jump to the opening (even though it seems too
high and far away for a stand jump), and Lara will sail into it. (If she falls
just short of it, try doing it with action pressed and grab the edge of the
opening.)
Go
around the corner, then slide down the ramp. Jump at the third square from the
bottom to grab the first swingpole. Swing to the next one, then time a jump to
the red grate when the flame is off (press forward to keep swinging on the
pole). Safety-drop down the corridor on the right, open the trapdoor at the end
and drop down.
Climb
up the crawlspace on the right wall of the corridor, drop down, pull the
switch, and return via the crawlspace. The elevator at the end is now open, so
go into it and press the button. Exit and go towards the door which opens as
you approach.
You
are now outside, on a red staircase on the side of a building. Go up the stairs
and onto the roof of a building. Use the red crate to jump onto a grate hanging
on the side of the next building. Use another red crate to get up on the higher
part of the roof, then jump to the next roof. Watch the flyby as it shows the
nearby rooftops and your ultimate goal, a waiting helicopter.
Climb
onto the higher roof. Walk across the tightrope to the other side. (Be careful
with the side keys, as they sometimes cause Lara to turn around. If you want
some fun, try out Lara’s new tightrope move – a cartwheel – by pressing jump
while she is on it.) Continue on to the next building to the south. When you
reach there, Lara spots a guard
standing next to a higher part of the roof.
Lara:
I have no weapon, but maybe I can push the block down on that guy.
Climb
onto the roof next to the block and press action next to it. A short cutscene
shows Lara pushing the block down on the unsuspecting guard. Drop down and take
the Security Disk he dropped.
Jump
over to the building on the west (jump from the higher roof of the first
building if you want the small medipack
on the higher roof of the second one). Keep climbing and jumping past the next
three buildings, until you come to one with three grey crates and a red one.
Climb the red crate, and you can jump onto the higher roof to get a laser sight (it’s not clear why this is here,
as it serves no purpose). Go to the grey metal duct and jump to the first of
three swingpoles. Keep swinging, and after the third one, grab the red pipe on
the wall (really the wall itself). Drop down onto another duct. Jump to the
opposite duct, go around the corner, and climb up another red pipe.
Jump
to the duct on the west and use the Security Disk on the computer terminal to
lower a fence on the building to the north. Jump over to that building, then
walk carefully to the north edge and look down to see a blue slope. Face the
break in the railing on the building opposite, the slide down the slope and
jump at the last minute to grab the edge of the building.
Climb
on the higher roof to get a small medipack.
Jump to the next building on the north. Walk over the tightrope to the next
one. Jump from the lower part of the roof to the red pipe on the side of the
next building, and climb up. Go to the helicopter waiting on the other side,
but don’t jump to it directly. Stand on the red line, hop back, and take a
running jump to grab the helicopter. The level ends. An FMV shows the main
character of Mirror’s Edge grabbing a helicopter and flying away, then the
scene changes to a middle-eastern setting for the next level.
Princess
of Persia – The Palace:
[Note:
Some of the objects in the inventory are wrongly named, so I’ll refer to them
by a general name (like ‘key’) or a description.]
The
level begins with a cutscene of Lara waking up in a bed in a prison cell.
Lara:
Where am I?
Open
the chest on the east side of the room for some flares,
then climb out using the crawlspace on the west. Turn right and follow the
corridor, passing a storeroom on your left, and climb into a crawlspace next to
a pair of double doors. Use the switch in the crawlspace to open the doors.
Enter
a tall room with square pillars and a high balcony on the north side. Jump to
grab the crevice on the south-eastern pillar, jump again to grab the higher one
(new move: just press jump while holding action, and Lara will jump straight
up). Tap back (down arrow key) to make Lara turn around and jump to the crevice
in the pillar behind her (just tap the key once, don’t hold it). Shimmy right
and around the corner. Tap back to turn around and grab the swingpole. Climb on
the pole by pressing jump, then jump to the crevice in the pillar ahead. Shimmy
all the way to the other side of the pillar, and jump off it (by tapping back)
to land on the balcony. Stand next to the east wall and press action to make
Lara run up the wall, pressing a switch in the process. The candles in this
room are now lit.
Safety-drop
off the balcony and go to the storeroom you saw earlier to get a torch. Light it on one of the candles. Go to
the south end of the corridor and set fire to the barrel. The guard near the gate will see the fire and come
running.
Guard:
Oh my god! FIRE!
He
will try to keep the fire at bay, and ignore Lara. Pick up the key he dropped, and use it to open the nearby
door. Go down the corridor, noting a closed black gate in the corner. Use the
switch to open the double doors, and go out into the courtyard with a pool and
two fountains.
Lara:
The water system isn’t working for some reason.
There
are many tasks to do in the courtyard, but they can be left till later. For
now, open the chest to the right of the door to get a crowbar (which looks like a dagger), return to
the black gate, and open it using the crowbar. Drop down to the flooded floor,
and down the hole in the middle. Follow the corridor and climb out at the end.
Use the rope to swing over to the opening at the far end.
Enter
a tall cistern-like room with a structure in the middle. Grab the crevice in
the south-eastern corner of the structure, then jump back to grab another in
the southern wall of the room. Jump straight up to the next crevice, shimmy
left and drop down in the opening. Follow the corridor up some steps and come
out in another opening facing the structure. Grab the crevice, shimmy around
the corner and one square beyond. Jump straight up to arrive on top of the
structure. Jump over to the corridor on the south, and pull away the table
blocking the fan. A flyby shows water starting to flow in the cistern and the
nearby rooms, and a rope appearing in the room with the flooded floor.
Make
your way down to the floor of the cistern (the easiest way is to jump onto the
sloping part of the structure, slide and jump with action to land in the
opening you came from, then safety-drop down.) Leave the room. In the next
room, the rope is too far to reach from this end, so slide backwards and
safety-drop onto the wet floor. Grab a crevice at the far end, jump backwards
to grab the swingpole, turn around (press back) climb up on the swingpole, jump
to grab the edge, and pull up. Drop down into the hole, and make your way back
to the flooded room.
Climb
the ladder back to the ledge near the entrance. Run-jump to the swingpole in
the eastern wall, climb up on it and jump to grab the monkeyswing. Swing over
to the ledge in the corner. Slide down the middle of the slope and jump at the
last minute to grab the swingpole (alternatively: slide backwards and grab the
edge, then press back to jump with a twist and grab the swingpole). Jump to the
rope, and swing over to the platform with a turn switch. Stand on the
north-western square of the platform, facing the switch’s handle and press
action (you may need to adjust Lara’s position a couple of times, or press
action more than once to get it right). A cutscene shows Lara pushing the
switch, water falling from the ceiling of the flooded room, and water starting
to flow in the two fountains in the courtyard.
Return
to the courtyard and jump into the water. Pick up a small
medipack and a pole
(wrongly called ‘secret’). Pull an underwater lever to raise a cage under the
left fountain. Climb on it and pick up a Golden
Ball (wrongly called ‘Eye of Horus’) from the basin of the fountain.
Wade out of the pool. Use the ball on the hand-shaped receptacle on the right
of the south double doors to raise a cage in the corner. Hang from the side of
the cage and jump straight up to grab the ledge above. Run jump to the
swingpole (Lara may grab the air above the pole), swing to the next one, and
Lara will automatically run on the wall and land on the far ledge.
Use
the pole on a high receptacle on the west wall by standing under it and
pressing action. Stand directly under the pole and jump up to grab it and swing
to the higher ledge. Use the switch to raise a timed cage. Roll, run off the
ledge, run to the cage (ahead and to the right), climb up and run jump to the
wooden platform. Jump to the next ledge and pick up another Golden Ball. Jump into the pool below, and
climb out. Use the golden ball in the receptacle on the left side of the double
doors to open them. Follow the corridor, avoiding two spiked logs on the way.
Enter
a library. Note the balcony running all around it, the cage and crates on the
south side, the crevices on a pillar on the north side, a rope hanging from the
ceiling, and a moveable table on the floor. Jump up to the higher crevice on
the pillar, shimmy to the exact middle of it, and press back to jump to the
rope. Swing over onto any part of the balcony. Find the switch behind the
pillar you just climbed, and use it to open a bookcase on the ground level.
Jump off the balcony or climb down using the crates on the south side. Use the
switch behind the bookcase you just opened to lower the cage. Move the table
onto the lowered cage, then use the switch again to raise the cage. Climb up
next to the table using the lower crate, and move the table onto the adjacent
crate (with a lowered cage on it). Use the switch once more to raise the second
cage (and lower the first one). Use the crevices and rope to get up on the balcony
again. Move the table off the cage and all the way over to the west side of the
balcony, onto a patterned tile. Doing so opens the double doors on the east
side of the room. Go through the doors and run ahead as the next pair of double
doors opens automatically.
Maze Map

You
are standing at the entrance to a maze. Orient yourself using the map above. Go
south, then east to find a trapdoor near the south-eastern corner of the maze.
Open it and climb down the ladder. Take a running jump to the swingpole to the
west. Shimmy all the way to the right end of it and turn around. Swing and jump
off to land beyond the slope ahead. *
Pick up the Small Waterskin and Stick. Jump to the crevice in the wall and
press back to grab the swingpole behind you. Swing and jump off the land in the
shallow water. Fill the waterskin now, if you like, as the water is handy. Go
left, climb up two ladders and up into the maze again.
[* Bug note: At this point, it is possible that
Lara may not be able to swing over the slope, and instead keeps landing just
short of it. If so, try this method before jumping to the swingpole: Set up a
running jump, take one walking step forward, and then run jump as normal, and
Lara should grab the pole. Now when you shimmy right and jump to the slope, she
should land correctly.]
Follow
the southern wall of the maze and find and opening in the middle leading into a
clearing. Stand on the ramp and take a running jump to the tree
branch/swingpole. Swing and jump to grab the high opening ahead. Follow the
corridor to an open area with a small pool and a skeleton on the ground. As you
approach the skeleton, a flyby shows you a gate in the maze (the gate leading
to the element puzzles in the map). Stand near the skeleton’s head and press
action to pull it away. Get a key for
the gate you just saw and a torch.
(You can also fill your waterskin in the pool if you haven’t done so already.)
Return to the maze.
Go
back to where you entered the maze (west) and go to the north-western corner to
find a statue with a pot of fire. Light your torch on the fire. Note the stand
in front of the statue, but you don’t have the full artefact for it yet. (You
can get the nearby small medipack now
if you like.)
Now
make your way to the north-eastern part of the maze (you can leave your lit
torch where you can easily find it again). Locate a place where a ball is
rolling on a ramp, open the trapdoor next to it, and climb down the ladder.
Run-jump to the swingpole, shimmy right and swing to grab the ledge ahead. Pick
up the Jerrycan. Safety-drop down into the shallow water, and climb up two
ladders to return to the maze.
Go
back to the entrance of the maze, picking up your torch on the way, and then to
the south-eastern part. Find the gate to the clearing with the element puzzles
beyond it and open it with the key. (You can make a side trip down the lane on
the right for a small medipack if you
want.) Use the water from the waterskin on the puzzle with the blue lines, and
the oil from the jerrycan on the other one, and then light it. (Note: Do not
save and reload before completing the element puzzles fully, or the water or oil
you poured will have disappeared.) The gate between the two opens.
Enter
cautiously, as a wolf pounces on you.
Since you have no weapons, you have to find another way to kill it. Lure it to
the place with the rolling boulder (all the way to the entrance of the maze and
then to the north-eastern part). Time the boulder and jump on the ramp, then
quickly off. The wolf hopefully will not be as quick, and will get crushed by
the boulder. Now carefully get the Crank
it left behind from the ramp.
Return
to the courtyard where you first met the wolf. Use the crank on the well
handle, and Lara will turn it to draw the bucket up from the depths of the
well. Stand against the wall of the well and press action to get a Gem out from the bucket. Go back to the north-western
part of the maze, combine the Stick and Gem and use it in the stand in front of
the fire statue. This opens the gate on the right.
Enter
the room to see a long curtain up ahead, and Lara provides a clue on how to
proceed next.
Lara:
Perhaps I can use the knife I found to slide down on this.
Take
a running jump over the railing to the curtain and press action to slide down.
Just before the bottom edge, press roll and action to jump off and grab the
swingpole behind. Swing over to the opening ahead. Turn left and line up a jump
to the swingpole ahead, but don’t jump until the fire emitter is about to go
off. When you jump to the pole, Lara will run on the left wall and jump off to
grab the far ledge. Stand jump to the next swingpole, and Lara will once again
automatically wall run, then jump to go through an opening on the right and
slide down two slopes. Jump backwards onto the second slope and jump again to
grab the swingpole. Climb on it and jump to the far ledge.
Go
down the steps and enter a room with a canal. Go around the corner and drop
down into the water. Swim into an opening and pull the underwater lever to open
a door at the far end of the room. Climb out of the water and go north and
through the door to end the level.
Princess
of Persia – The Street:
[Note:
This level is a continuation of the previous one, but if you want to avoid
bugs, better start the level from the level list in the new game menu.]
A
flyby shows a street bazaar, then a hole in the ground with a ladder in it.
Lara is down that hole, so run forward and climb the ladder. (You can explore
the street if you like, but there is nothing there, so return to near the
hole.) Stand directly below the pole next to the hole and jump to grab it.
Swing to the next pole, turn around, climb on top of it and jump to grab the
wooden platform. Jump over to the next wooden platform.
Go
through the corridor and jump onto the platform on the left of the opening. Use
the swingpole to get to the platform in the corner. Face the long pole * that spans the breadth of the street and jump to
it. Shimmy to the left and swing to grab the next pole, and then over to the
wooden platform. Jump to the next platform diagonally across the way. Jump to
two more swingpoles * and then to a
wooden platform on the far end of the street. Go into the alcove and pull the
switch to open the double doors below.
[* The first pole in
both these sets is buggy, and Lara may not grab it, or if she does, she will
grab it in such a way as to leave her unable to grab the next one. use the
method described in the previous level: Set up a running jump such that Lara’s
back is against the wall, take one walking step forward, and then run jump as
normal, and Lara should be able to grab the pole.]
Safety-drop
down into the street and go through the open doors to enter a courtyard with
three sets of double doors, and a shallow pool with an island in the middle.
Jump over the railings to the patterned tile on the west side of the pool to
open the western double doors, and jump out. You can run jump over the blade
traps if you run from the left side of the corridor. Stand on the raised
patterned tile to open the far doors. As soon as you step off the tile, the
spinning blade traps ahead start working, so run past them carefully.
Enter
another courtyard. Climb the trellis on the north wall, shimmy right and drop
down onto the slope. As Lara slides, press action, and she will turn around at
the end to grab the edge of the slope. Press back to jump with a twist and grab
the swingpole (You could also try to jump to the swingpole at the last moment
while sliding, but this is very tough to get right). Swing to the next ledge.
Turn around and take a running jump to the trellis on the side of the block.
Climb up and jump over to the ledge ahead. Stand next to the zip line and press
action, and Lara will slide down it (holding the line directly with her hands),
and land in a balcony. Note the patterned tile high on the right wall – it’s a
switch. Stand under it and press action, and Lara will run up the wall and
press it. The eastern double doors in the courtyard with the pool and island
are open now. Jump into the water and make your way past the traps to that
courtyard and go through those doors.
As
you enter the corridor, a blade trap starts swinging, so be careful. Jump up to
grab the swingpole, climb on it, and jump to the ladder ahead. Climb it and
drop into the alcove to the right. Light a flare to see a low crawlspace and go
in to find a Key. Safety-drop down to
the corridor. Walk ahead and the blade traps start spinning, so make your way
past them. Use the key to open the double doors.
Enter
the enclosure carefully, as two lions
come out of their cage on the right. Lure them onto a spike trap in the middle
of the enclosure to kill them. Then go into their cage and pull a switch to
open the last set of double doors back in the courtyard with the pool and
island. Make your way back to the courtyard, past the traps. (If you’re feeling
brave, you can just try to avoid the lions and pull the switch, but the lions
will follow you back to the courtyard).
Enter
the north double doors and the level ends.
Princess
of Persia – The Coast:
Just
run straight ahead onto the wooden pier. A cutscene kicks in.
Lara:
The game’s world seems to end here.
The
level ends, as does the playable part of this game.
Singstar:
This
is not a playable level. Just watch the girls singing.