____ _____ _____ _____ _____ _____ _______ _ _____
| _ \_ _| _ | ___| | _ | ___| |_ _ | | | ___|
| |_) )| | | |_|_| |_ | | | | |_ | | | |_| | |_
| / | | |___ | _| | | | _| | | | _ | _|
| |\ \_| |_| |_| | |____ | |_| | | | | | | | |___
|_| \____________,______\ |_____|_| |_| |_| |_|____ \
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¯| |¯| |¯| | \/ | |¯_) ) | |¯) ) |¯| |¯| |¯| |¯\ \| |¯¯¯| |¯) )
| | | | | | | |(_ ( | ¯ /| |_| | | | | | ) ) ¯] | ¯ /
| | | |_| | |\/| | |__) ) | |\ \| _ |_| |_| |_/ /| [___| |\ \
|_| |_____|_| |_|_____/ |_| \___| |_______|____/ |_____|_| \_)
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| Spoiler-free FAQ/Walkthrough by Shotgunnova (P Summers) | shotgunnova@gmail |
|_________________________________________________________|___________________|
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I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
II. TACTICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TCTC
III. WALKTHROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . WLKT
00) Mountain Peak ................................................ WK00
01) Syria ........................................................ WK01
02) Siberian Wilderness .......................................... WK02
03) Glacial Cavern ............................................... WK03
04) Soviet Installation .......................................... WK04
05) Abandoned Mines .............................................. WK05
06) Geothermal Valley ............................................ WK06
07) The Acropolis ................................................ WK07
08) Geothermal Valley [II] ....................................... WK08
09) Flooded Archives ............................................. WK09
10) Geothermal Valley [III] ...................................... WK10
11) Soviet Installation [II] ..................................... WK11
12) Research Base ................................................ WK12
13) The Orrery ................................................... WK13
14) Path of the Deathless ........................................ WK14
15) The Lost City ................................................ WK15
IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
Achievements ..................................................... ACHV
Baba Yaga DLC .................................................... BBYG
Card Data ........................................................ CRDD
Chapter Replay Challenges ........................................ CHPT
Collectibles List ................................................ CLLC
Equipment ........................................................ EQPT
Outfits .......................................................... OTFT
Skills ........................................................... SKLL
Weapons Info ..................................................... WPNS
V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
VI. UPDATES & CONTRIBUTIONS . . . . . . . . . . . . . . . . . . . . . UPDT
VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT
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I. CONTROLS [CNTR]
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ROTTR doesn't allow controls to be changed. However, players can disable the
controller's lightbar effect and speaker if they so choose (from main menu's
options menu).
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| BUTTON | FUNCTION |
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| D-Pad | Access current bow (U), shotgun (R), pistol (D), rifle (L) |
| Options | Toggle pause menu |
| Share | Toggle share (screenshots, videos) menu |
| PS Button | Toggle main PS4 menu |
| Touchpad | Toggle status screen and map |
| Circle | Scramble/Roll/Drop/Swim/Dodge |
| Square | Interact (axe/grapple hook usage) and reload button |
| Triangle | Melee and (on incapacitated opponents) finisher button |
| X-Button | Jump/Climb function |
| L1 Button | Heal with resources (hold) |
| L2 Button | Toggle zoom-in function (hold) |
| L3 Button | Swap shoulder POV (while zoomed in) or toggle sprinting |
| R1 Button | Fire weapon's special ammo / (hold) craft special ammo |
| R2 Button | Fire weapon's normal ammo / (hold) craft normal arrows |
| R3 Button | Toggle Survival Instincts mode / (while aiming) zoom in |
| L. Analog | Controls movement |
| R. Analog | Controls camera POV |
|___________|_______________________________________________________________|
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II. TACTICS [TCTC]
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I'll list some of the other things Lara can do here, plus other notables that
come to mind.
BARRIERS
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Tomb Raider games have always had these, one way or another.
DODGE COUNTERS
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Dodge Counters are a series of evasive counterattacks enabled after redeeming
points in the Brawler skill tree. They have three separate tiers; the skills
stack with each other.
• Dodge Counter (incapacitate unarmored foes)
• Dodge Kill (kill unarmored foes)
• Dodge Kill Mastery (kill armored foes)
Lethality aside, all dodge counters are performed the same way: while zoomed
in with a gun (or brandishing the climbing axe), try evading a melee attack
in any direction. Two concentric circles appear -- the goal being to stop the
first in the center with Triangle button.
If done correctly, a dodge counter is executed. The foe will either perish
immediately (if applicable) or be incapacitated for a short while, setting
up a weapon finisher. Note that gunmen aren't the only ones capable of being
murdered in this fashion -- medium-sized predators, like wolves and leopards,
can also be put to the knife. (Bears can be countered this way, but it only
serves to stun 'em; OHKOs aren't possible.)
Dodge counters are also useful as Lara's immune to damage while performing
one, plus when initiating one -- even if it's not timed properly!
FINISHERS
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Finishers are weapon- and environment-specific techniques to kill human foes.
To perform one, first incapacitate an enemy by hitting their unarmored leg,
forcing 'em to kneel. Then, close the distance while brandishing a weapon.
There are finishers for each weapon type (pistol, rifle, shotgun, bow, axe).
If one has a related 'Expert' ability from the Hunter skill tree, performing
finishers improves the chances of looting rare weapon-specific ammunition,
such as Dragonfire Rounds or rifle grenades.
Lara can also do a finisher while submerged -- simply approach an enemy at
water's edge and use Triangle to drag 'em down to Davy Jones' locker. Like
other finishers, this is an instant kill but can still alert the victim's
buddies.
If the "Death from Above" skill is obtained, Lara can drop from heights onto
enemies for similarly quick slaying (even if enemy is armored). This requires
the Combat Knife tool from the Abandoned Mines, however. If "Stealth Landing"
is learned, "Death from Above"-style kills are silent. (These kills can be
done even if the enemy is aware of Lara, too.)
Finally, while the opposition is unaware of Lara's presence, she can hide in
thickets and perform OHKOs from cover. Not only will she waylay the poor
bastards, but she'll drag their corpses into cover, maintaining stealth as
long as no one witnessed her serial killing. (Enemies who wander into the
thicket for other reasons can notice the bodies at close range, however.) If
the "Deadly Force" ability is learned, stealth kills are performed quicker.
GRAPPLE HOOK
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After obtaining the wire spool, Lara's climbing axe is upgraded to a grapple
hook. The main use for the GH is the same as any media: catching ledges just
out of reach. This also gives a nice "safety net" when jumping, as it can
catch any spot Lara would normally be able to reach. Applicable ledges are
usually white-lipped.
The hook can also catch other surfaces Lara can climb, like iced-over walls
and craggy cliffs. These are also easy to spot visually.
SURVIVAL INSTINCTS MODE
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Hitting R3 button will highlight pertinent objects nearby while dimming the
environment. Things found include: ladders and climbable surfaces, containers
of any type (gift of alms, strongboxes, resource boxes), collectibles (maps,
satchels, relics, documents, etc.) and monoliths.
Certain skills can improve functionality:
• Animal Instincts (animals and their footprints/blood trails)
• Anatomical Knowledge (can see animals' hearts; often leads to OHKOs if hit)
• Bright Eyes (spear and pitfall traps)
• Eye for Detail (challenge-related objects)
• Intuitive (relics, docs, monoliths, and strongboxes glow through walls)
• Master of the Land (pinpoints where exotic animals are)
• Natural Instincts (all natural resources, like wood, herbs, etc.)
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00) MOUNTAIN PEAK [WK00]
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This walkthrough is written for default ("Tomb Raider") difficulty. It should
work similarly well on all difficulties, though on Survivor/Extreme Survivor,
resources are scarcer and upgrades are more expensive. Collectibles'll remain
in fixed locations, so those seeking harder experiences can decide before
starting the tutorial chapter.
[1.1] ASCENSION: REACH THE MOUNTAIN SUMMIT
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XP -----: 50 XP
The game begins with Lara and Jonah (from Tomb Raider 2013) climbing a
nameless Russian peak. Continue along the crest until weather annoyances
cause Lara to lose her footing, tumbling down a glacial wall. Save her from
an early grave with Square button, a tactic players will be seeing quite a
lot going forward.
This results in a small climbing tutorial with on-screen prompts: jumping
from ledge to ledge while hanging, climbing ladder-like ledge formations,
and then ascending craggy/glacial walls with the mountaineering axe. (If, at
any time, one doesn't know the climbing route, use R3 button to highlight
pertinent objects with "Survival Instincts". This function automatically ends
when movement restarts.) The climbing course ends with a jump from one wall
to the next -- using Square button as the anchor; it's not done automatically
-- and a final leap to Jonah. [50 XP]
Everyone's back on the normal path again. Mantle up the small ledges and
proceed through the cave; the main mountain-climbing portion soon begins with
Lara taking the lead. Leap to the glacial wall and begin climbing. Don't worry
much about falling ice, despite what happens next -- this won't be a routine
problem.
Next, the ensuing ledges lead to a horizontal route across the ice. Part of
the route will soon collapse, however, forcing a long jump attempt. Continue
until Lara has to jump skyward to hit some icicles. This isn't a cinematic
part -- missing the promptless jump leads to death, against all reason. Once
it's made, players get the first glimpse of a lost city.
In the meantime, the weather causes Lara to bungle her climb, falling with
nothing but Jonah's mass to anchor her. Swing toward the lower ice wall and
dig in -- it always crumbles the first time, but will work the second. The
rope comes untethered in the process, however, so Lara's on her own. Climb
to the next pull-up spot.
ASCENSION: Survive the Avalanche
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XP: ---
First a probable concussion, now an actual avalanche! In the first segment,
players should run forward toward the wooden walkway and leap to the portion
below; in the second, use the pole beneath the Soviet plane to conveniently
snag the zipline. (If players dawdle in either event, Lara gets a game over
for the trouble.)
The zipline deposits Ms. Croft through an icicle patch, leading to a decline
and drop-off. Smash Square to catch the ledge, then jump to the ice wall to
avoid a fatality. Finally, reach topside to do the final event: outrunning a
breaking path. There'll be just enough clearance to make it with several jumps
in-between, and a final jump to the abyss' distant ice wall at the end.
Unfortunately, this is the avalanche's home turf. It runs roughshod over our
poor protagonist, dragging her further down the mountain. This leads to a
flashback and the next level.
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01) THE LOST TOMB (SYRIA) [WK01]
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MAP:
http://i.imgur.com/DK4uCSL.png
COLLECTIBLES ALBUM:
http://imgur.com/a/Ur4b1
Here it is -- the first real level. There are many collectibles to find this
time, though fewer than upcoming regions. It's worth noting that Syria cannot
be replayed until the campaign is complete, so those who want everything in
the game's normal course should be diligent first time through. Consider
using the collectible album above in conjunction with the walkthrough for an
easier time.
Also, Lara plays this level with an unlimited-ammo Pistol. Although it's a
nice (almost) throwback to previous TR games, this will *not* be normalcy in
future areas. For now though, have fun!
[2.1] THE LOST TOMB: Search the ruins in the cliffs
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XP: 50
After the taxi ride from hell, our ponytailed protagonist winds up on a bare
cliff path. Stumble forward a bit to find a basic climbing course -- climb
up and horizontally. At the very end, one must leap to the outcropping. The
reward is pulling up to a ruin's entrance. Before entering, make sure to find
the first relic on the cliff outside.
_
|_| RELIC 1/2: Tokens of Faith: Gilded Cross (i.imgur.com/wuVBTVQ.jpg)
Note that collectibles will glow during Survival Instincts mode. Other things
can to, if the right perks are purchased. For now, don't worry about that and
slip into the damp cave, which leads right to the finding a monolith.
[2.2] THE LOST TOMB: Explore the chamber of murals
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XP: 150
Before the monolith can be deciphered, Lara's Greek proficiency must be upped
to LV1. Luckily, the cave's collectibles aid in that. [25 XP/per each found.]
_
|_| MURAL 1/5: Monolith cave, northern nook [i.imgur.com/8nBMrv8.jpg]
|_| MURAL 2/5: Monolith cave, southwest wall [i.imgur.com/0iIst57.jpg]
|_| MURAL 3/5: Monolith cave, southern alcove [i.imgur.com/uA4cLCF.jpg]
|_| MURAL 4/5: Monolith cave, eastern footpath [i.imgur.com/GQ3afzU.jpg]
Once three are translated, Lara can search the monolith to uncover helpful
Byzantine coin caches. [25 XP for translating, 25 XP for unearthing.] Caches
are worth 7 coins apiece usually, but will be bumped up when many of vendor's
items are purchased. In other words, don't let 'em slip by!
_
|_| COIN CACHE: 1/3: Monolith cave [
http://i.imgur.com/mwMvtXP.jpg]
Dig up that sweet ancient cabbage, then prepare to exit -- the breakable wall
in the east does the honors. Lara can do some structural surgery with Square
button prompts.
[2.3] THE HIDDEN OASIS: Find a way into the Prophet's Tomb
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XP: 150 XP
Back in the fresh air, Lara can see architectural splendor across the ravine.
Unfortunately, she has to cross a rickety brick deathtrap to reach it. At the
cliff's end, scramble (i.e. jump onto wall, then jump again) to snag a ledge,
which leads to the lengthwise climbing course -- really just a series of easy
jumps and small climbs, plus an extra scramble at the end.
Once on top, tightrope-walk the wooden beam until it unsurprisingly collapses.
Leap to the bridge's lower, broken support to knock that over as well. A timed
jump saves Lara from taking a header into the rocks below.
Hop down the cliff, long jump to the columnal ledging, and pull up toward the
only way forward: a cave entrance (requires scrambling). Proceed through to
find jump scares, scorpions and another rotten wall. A few kicks (Triangle)
cut it down to size.
[2.4] THE PROPHET'S TOMB: Explore the tomb's passages
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XP: 50 XP
Nothing says "welcome, Lara" like a catacomb, huh? This body depository is
high on corpses, but low on loot. Well, other than a couple things.
_
|_| DOCUMENT 1/4: Crypt, on table [i.imgur.com/7eRflUP.jpg]
|_| MURAL 5/5 --: Crypt, by table; Greek type [i.imgur.com/oTjgE8w.jpg]
There's also a "gift of alms" in one corner -- a small basket that contains
coins, but isn't considered a collectible. In certain modes, players may
have challenges that require finding these, though, so their proper name is
worth mentioning.
Down the side passage, Lara will be startled by a boobytrap [10 XP] that
thankfully gets caught on debris. This is scripted to be undetectable, but in
the future, the trigger plates will be red-colored in Survival Instincts mode.
Shooting the blocky weight will destroy the sucker.
Continue forward until Trinity's detonation charges collapse the walkway,
forcing Lara into a chamber of corpse-filled water. Shoot down the hanging
pallet, then pry open the wall to flood the chamber. It's a simple hop up the
other side from there. [100 XP]
The trek to the Prophet's Tomb continues! After sliding down a ways, Lara'll
once again stumble into a trap -- this one holds her leg fast and makes her a
sitting duck for a swinging spear trap. Like before, pop a round into the
weight to disintegrate the nasty surprise. Time will slow down, so there's
no excuse to dying here! [10 XP] To escape the flooding tunnel, pry Lara free
with Square button, then smash O-button to quickly swim to freedom. [50 XP]
Players who dawdle will become a grisly decoration.
Luckily, said Tomb is right down the hall.
[2.5] THE PROPHET'S TOMB: Navigate to the top of the main tomb chamber
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XP: 100
To begin, solve the pitifully easy pool puzzle. Pry open the half-ruined wall
at water's edge to raise it halfway; this gives access to the shelving that
holds skeletal remains. Climb up onto the small overhang, then leap onto the
hanging pallet. Its pulley controls the sluice, and the whole place floods to
maximum height. [100 XP]
See the three-floor structure with the fancy golden dome on top? That's where
the Prophet's tomb is and the overall goal of this chamber. For simplicity's
sake, the walkthrough will call it the "prophet's tower". A straight climb
is out of the question for now, however.
The mission's challenge also occurs in this area: shoot down seven incense
burners. They're destroyed in the same manner as spear traps.
_
|_| RELIC 2/2 -----------: pillar at water's edge (i.imgur.com/g0cgaI2.jpg)
|_| CHALLENGE: BURNER 1/7: path by water's edge (i.imgur.com/cJj5Ly0.jpg)
|_| CHALLENGE: BURNER 2/7: apx. opposite burner #1 (i.imgur.com/fdi0ioz.jpg)
Players may continue by surfacing near the prophet's tower's north side or
climbing waterside shelving to reach the south. There's many collectibles to
find, plus some alms jars scattered near the building's base and under the 2nd
incense burner. (A gold pile that gives slightly more Byzantine coins is east
of the tower.)
There's also an archivist's map nearby. These don't count toward completion
percentages on their own, but help by revealing missing documents, relics,
and murals. Most of those should already be found this time, so it's not
crucial. They'll be great in the yet-unseen "hub" areas that can be rather
large.
_
|_| COIN CACHE 2/3 ------: east side of main pillar (i.imgur.com/GMeUSRF.jpg)
|_| COIN CACHE 3/3 ------: north side of main pillar (i.imgur.com/YTbZyLQ.jpg)
|_| DOCUMENT 2/4 --------: ledge by Coin Cache #3 (i.imgur.com/CEzmM7i.jpg)
|_| DOCUMENT 3/4 --------: pillar 2F, by spikes (i.imgur.com/DUWGDqj.jpg)
|_| CHALLENGE: BURNER 3/7: main pillar, 3F window (i.imgur.com/IIIbvh2.jpg)
|_| CHALLENGE: BURNER 4/7: near archivist's map (i.imgur.com/rzj7Rkr.jpg)
|_| CHALLENGE: BURNER 5/7: e. of main pillar (i.imgur.com/w4WClKK.jpg)
|_| CHALLENGE: BURNER 6/7: n. of main pillar; high (i.imgur.com/fXl0fKG.jpg)
|_| CHALLENGE: BURNER 7/7: above sluice gate (i.imgur.com/0z4t2i6.jpg)
When ready to continue, hop into the tower's 2F wall breach (south side) and
exit north onto the short columns. Using 'em as stepping stones, hop to the
ledge alongside the sluice gate. (This is also shown in the final burner's
image, which is in plain sight along the way.)
The tunnel north has another punji pit and spear trap, although the latter's
floor sensor can be tripped with gunshots, avoiding the slo-mo event entirely.
[10 XP] At the end, players will find the stream containing the third water
puzzle.
_
|_| DOCUMENT 4/4: 3rd water puzzle area, on ledge [i.imgur.com/PDDQE2d.jpg]
Solving the final puzzle is rather simple. First, shoot down the hanging
pallet and leap across the gap to the breakable wall's side. (There's a pile
of gold coins if one looks hard enough.) Smash open the wall to raise the
water level, then jump back onto the hanging platform to drain the water.
This time, the loose pallet will hit the far grate, giving access to a climb
spot on the ruined column. Finally, leap back onto the hanging platform --
only this time, catch the white-colored bar at its peak instead of landing
normally. Be sure to find the other collectibles before this part, as the
plot moves things along automatically afterward. [100 XP]
With the water level permanently raised again, Lara starts climbing to the
Prophet's Tower summit at once. Ascend for a fun scene with the antagonists,
get ready to flee from the cave-in. Shoot the two thugs hiding nearby (the
game goes slo-mo for it) and sprint west across the opening.
The path is pretty linear from here on out. Leap across the lower pond using
the hanging metal bar, only for the path to slide Lara down to 2F level.
Screw that, though -- use the toppled pillar to leap right back up to 3F, and
continue the western sprint toward the chamber's brightly-lit exit. The last
obstacle is a surprise floor cave-in near the very end.
Safety at last... This ends the flashback level. When next we meet Ms. Croft,
she's back in the cold reality of Russia's hinterlands.
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02) SIBERIAN WILDERNESS [WK02]
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MAP:
http://i.imgur.com/ipbyWZ7.png
COLLECTIBLES ALBUM:
http://imgur.com/a/fTTQF
To recap: Lara, adventurer extraordinaire, survived an avalanche and is all
on her own with no weapons or supplies. She does get 250 XP for making it
this far, though.
[2.1] A COLD WELCOME: Find a place to take shelter
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XP: 50
Stagger through the windswept forest to the ancient remains of a campsite.
This part is linear and impossible to avoid. It's also worth noting that,
despite Lara's moaning and groaning, there's no temperature-related mechanic
in the campaign, so lingering won't cause hypothermia or anything.
[2.2] A COLD WELCOME: Gather resources to build a fire and shelter
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XP: 500
As with most things in this game, players must scavenge basic components to
manufacture (slightly more) complex things. There are three map-marked areas
SE of the campsite -- two trees and a deer corpse -- to loot. Each find gives
50 XP and should be enough to earn a level-up.
[2.3] A COLD WELCOME: Survive the storm
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XP: 200
Return to the campsite to make a fire, primitive shelter and the first true
weapon: a Makeshift Longbow. Players will then do a small tutorial on weapon
tweaking, earning the bow's "Reinforced Limbs" upgrade. In the future, some
weapon upgrades will be shared between all weapons of that type (longbows,
shotguns, etc.), ensuring no one feels bad for boosting lower-quality items.
• PS4 players who have the 20th Anniversary Edition may have already redeemed
a bunch of TR-themed gift packs (from main menu shop tab). If so, outfits
and weapons obtained in card form will become available now, via the camp's
weapons tab. For purists who wonder "will this radically affect my first
playthrough": no for outfits, yes for weapons. (Outfits found on one save
will not be added to another, note.)
Exiting the campfire menu will give another XP gain, probably enough for a
second level-up. Players interested in doing the Croft Manor DLC can do so
now, from the main menu's Expeditions tab.
As for tips on spending level-up points? Those who want to get more level-ups
quicker should go for Avid Learner, which grants bonus XP when acquiring
collectibles. Taking it late would be a waste. Efficient Killer (auto-loot
foes from stealth) is another good choice, though it only works on humans and
only at melee range. Finally, those who don't want to read the walkthrough as
much as possible may like Eye for Detail, which highlights challenge objects
in Survival Instincts mode.
[2.4] ECHOES OF THE PAST: Explore the forest for signs of the Lost City
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XP: 50
Players can explore the entire main breadth of the map at this time, finding
resources and collectibles at their leisure. A few notes first...
• This area has certain trees that glow in Survival Instincts mode. Lara can
scramble up them and climb short branches like ladders, using heights to
get up cliffs or access tree platforms. This tactic will be useful in the
upcoming levels, as it evades enemies' line of sight and provides easier
stealth killing options (see: Death From Above perk).
• Players can hunt wild game here as well, mostly rabbits and deer. They can
be looted for small amounts of hides; stags will also give antlers. Exotic
hides can be looted from stags that appear during clear days. Resources of
this type -- as well as natural bounties, like wood and herbs -- eventually
respawn.
• This is the first time players encounter survival caches, buried in weird
places throughout the level. They have a faint, intermittent glimmer that
alerts one to their presence -- it's visible from a ways away. Unlike coin
caches, these can be found without being properly revealed through other
sources.
• There are three types of barriers: impact, rope and metal. Impact can be
destroyed through normal violence (guns, explosives) but not melee or bows.
Metal types can only be destroyed through explosions. Perhaps the toughest
of all are rope barriers: they can only be removed in conjunction with rope
arrows, a tool Lara doesn't get for a few levels.
Before searching too hard, find the explorer's satchel along the southern rim
of the area -- it's on a low ledge near the cave with a rope barrier. It'll
map-mark all unfound survival caches, cave entrances and strongboxes. [50 XP]
There's also an archivist map in the large tree platform near the monolith;
it's the one connected to the northern cliff's zipline.
_
|_| DOCUMENT 1/6: near campsite, by dead stag [i.imgur.com/M5fJRM2.jpg]
|_| DOCUMENT 2/6: ledge north of exp. satchel [i.imgur.com/iddGqjV.jpg]
|_| DOCUMENT 3/6: northernmost point in area [i.imgur.com/hY1E10U.jpg]
|_| DOCUMENT 4/6: back of NE mushroom cave [i.imgur.com/5d1qSjI.jpg]
|_| RELIC 1/3 --: ledge by mushroom cave entr. [i.imgur.com/iSSEVYS.jpg]
|_| C. CACHE 1/3: dead-end near campsite [i.imgur.com/nuOAtP7.jpg
|_| C. CACHE 2/3: frozen stream by monolith [i.imgur.com/ukgLd8u.jpg]
|_| C. CACHE 3/3: right by the NE relic [i.imgur.com/HmNBNJd.jpg]
|_| S. CACHE 1/3: ledge along northern rim [i.imgur.com/wskGRRm.jpg]
|_| S. CACHE 2/3: near SE monolith's cliffs [i.imgur.com/Q0tjHYe.jpg]
|_| S. CACHE 3/3: ground near NE cave entr. [i.imgur.com/Kf7mHbJ.jpg]
To map-mark the coin caches, boost Lara's Mongolian proficiency to LV1, then
read the monolith in the SE. Thanks to the documents and extra XP from the
first relic, there's barely enough XP to do this.
The relics in the southern caves and the document a bit NE of the monolith
can't be found yet. (Those playing unpatched versions of the game will see
said document appear early, even though it isn't available yet. This should
be fixed in current versions.)
Approaching the SE Mongolian ruins ends the segment.
ECHOES OF THE PAST: Investigate the ruins
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XP: 50
A warning flare will be bathing the forest in otherworldly red light by now.
To investigate that source, climb the tree near the low ledge (near monolith
ruins) leading east into a massacre site. The culprit? A huge grizzly bear.
Quickly dodge it at the O-button prompt.
ECHOES OF THE PAST: Escape the Bear
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XP: 50
A small chase scene will automatically ensue. To escape the grizzly, sprint
south from its cave while avoiding patches of deep snow in the process (they
allow the pursuer to gain on Lara, spelling instant disaster). Convenient
wooden debris and logs help in this regard.
At the end, Lara takes refuge in rooty overgrowth. Meleeing the bear a couple
times moves the event to the overlook, where one must perform a Dodge Counter
to finish. (To brain the bear with the climbing axe, dodge during the slo-mo
portion, then perform a well-timed melee attack via the prompt.)
For her victory, Lara's tossed off the cliff like a ragdoll. Oh dear.
ECHOES OF THE PAST: Gather resources and heal injuries
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XP: 50
First things first: patching injuries. Two herbal shrubs and a cloth box are
map-marked nearby, providing enough resources to patch Lara up (L1). From the
cliff, players will get some quick foreshadowing of the larger levels...
BEST LAID PLANS: Find a way to defeat the bear
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XP: 50
This segment is short: simply backtrack and climb to the next cave, which
can't be missed.
BEST LAID PLANS: Find mushrooms for the Poison Arrow upgrade
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XP: 100
Lara immediately notices the deathcaps growing nearby, and how they'd make a
delightful present for a certain oversized, furry obstacle. It'll take three
separate harvests to make the needed poison; only one is found in the cave,
though.
Continue along to the glacial wall (the other climb-up spot has an alms jar)
which leads up to the first salvage box. Salvage has the "nut/bolt" icon and
is used for many, many weapon upgrades. Now that the tutorial level nears its
close, they'll appear more frequently. Same for the mushrooms.
Speaking of which, two more doses are needed. Visit -- or revisit, for those
who've been following this FAQ closely -- the "mushroom cave," i.e. where the
NE relic is/was found. There'll be plenty of instances where Lara can harvest
those sweet mycotoxins.
BEST LAID PLANS: Return to camp to upgrade arrows
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XP:
Pretty self-explanitory -- go back to the campsite for a tutorial on making
poison arrows. These can be manually crafted from the 'Inventory' option if
requisite materials are on hand. They require 2 Arrows, 1 Cloth and 3 Shrooms
to make, and come in batches of 2.
When the campfire menu is exited, Lara automatically rests...only to be
awoken by the sound of gunfire.
BEST LAID PLANS: Sneak or fight past the Trinity soldiers to reach the cave
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XP: 50
When control is next returned, Lara will be perched on a branch, able to do
a "Death From Above"-style takedown on the goon. Might as well, since doing
it during the radio transmission triggers the "One-Sided Conversation" trophy.
Another foe can be similarly dispatched from the campfire thicket.
The "Grab and Go" challenge -- kill and loot any three soldiers -- is nearly
impossible to miss unless players go the pacifist route. Animals won't count
toward the tally, and if one manages to miss the challenge this time, enemy
placement later on will be randomized. The numbers will remain thinner (5-6)
dudes) though. Completion earns 150 XP in addition to the bonuses from kills
and stealth.
Those who want general tactics probably won't need a huge effort: most foes
will explore by their lonesome, setting up easy kills from thickets, branches
or an old-fashioned bow headshot. The only two who don't patrol (initially)
are near the bear cave route entrance. Players who want extra XP can climb on
the tree platform, headshot one, then do a Death From Above finisher on the
remaining.
Killing all foes for their resources isn't a bad idea, considering there's
several right near the route Lara must take. One will be right near the new
document as well.
_
|_| DOCUMENT 5/6: By Trinity computers [i.imgur.com/vzETDyl.jpg]
Unfortunately, Lara can't take their firearms, so destroying the level's cave
barriers is still out of the question. When ready, return to the bear cave
for the showdown.
BEST LAID PLANS: Defeat the bear
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XP: 50
The path the bear chased Lara down earlier has inexplicably collapsed, making
the doorstep clearing the main battleground. To fight the bastard, first lure
him out of the cave -- he always spawns inside.
As one might expect, the opponent is ferocious and surprisingly fast. Due
to the area, which provides zero height advantage or hiding spot, players are
at a disadvantage. There are two general tactics:
• POISON ARROWS: Once made, these are fired with R1 and will kill smaller
targets. Bears, however, will only be stunned, providing opportunities to
get in potshots with the bow/melee. What players may forget is these can
be crafted while mobile, by holding R1 button instead of tapping it. (This
obviously requires the requisite normal arrows, shrooms and cloth first.)
With enough time, this strategy wears the opponent down.
• MELEE ATTACKS: a.k.a. the badass approach. To get in hits, first stun the
bear with a counterattack (To perform arrow-stab counters, get out the bow
and aim at the opponent; when it moves to strike at melee range, dodge in a
direction the bear swings from and perform the prompt with Triangle. Done
properly, the bear gets a sharp new accessory in its hide. Dodges that
aren't timed well may simply evade damage, opening up a manual strike with
a weapon.) After a successful counterattack, Lara can close the distance
and get in a whack or two. Note that the stun time is short and the bear
will definitely get in hits if one lingers too long. Luckily, Lara's health
will regenerate a short time later, and if one can reliably pull off the
counters, this can be a fun way to proceed. In fact, during chapter replay
mode, there's a challenge for a melee-only kill. (The foe goes down with 5
to 7 good whacks.)
If a bear gets in a hit, it will knock Lara down and close the distance a
bit further before roaring (wastes time). Use the recovery time to heal up
with L1 or prepare to counter. A good tip is always staying at mid range --
this forces the bear to do lumbering charges that telegraph its attacks,
keeping Lara out of range of its claw-sweeping melee strikes.
When the bear is slain, make sure to carve it up for some bear hide, one of
the rarest components available. (Players will find that bears are even more
rare than exotic animals.) This hide is used to make high-quality gear,
especially those that increase ammo/carrying capacities.
• Slaying the bear will also spawn the five-card "Survivor Gift Pack" in the
main menu's store section. As far as I've seen, the cards are always the
same: Medic, First Aid, Adrenaline, Half Vampire and (outfit) Expedition
Jacket. Players should be able to don the new duds at the next campsite.
BEST LAID PLANS: Explore the cave to find an exit
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XP: 50
With the master of the cave slain, Lara can go inside and find the spoils. I
don't mean the half-eaten dear either...
_
|_| DOCUMENT 6/6 : floor near s'box [
http://i.imgur.com/qcUJb8D.jpg]
|_| STRONGBOX 1/1: floor near dmnt. [
http://i.imgur.com/qcUJb8D.jpg]
Strongboxes are large containers that always contain gear, often new weapons'
fragmented parts. Finding all (4) of that weapon's parts unlocks it for use.
Most of these treasure troves can be pried open, although some will require a
lockpick...which will be obtained soon.
All that's left is to leave this snowy hellhole and visit an even more frigid
one -- the wall by the strongbox is collapsable. For completionists, the max
anyone can have at this time is 89%. Players can return when they have guns
and rope arrows for the last two relics. (I'll post reminders, naturally.)
_______________________________________________________________________________
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03) GLACIAL CAVERN [WK03]
_______________________________________________________________________________
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MAP:
http://i.imgur.com/9wi972Y.png
COLLECTIBLES ALBUM:
http://imgur.com/a/HeDq2
This is a fairly short, linear level compared to the previous, and can be
100%'d during the first trip.
BEST LAID PLANS: Follow the Mongolian Path and search for the Lost City
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XP: 25
After leaving the Wilderness behind, players immediately find themselves at
a climbable ice wall. This is a trick, though -- no sooner does Lara jump and
claw into it than it breaks, sliding her down further into the icy tunnels.
Players can backtrack through the right-hand passage, which requires jumping
an abyss and scaling the next ice wall. This one won't cave in, thankfully.
Halfway through is the first document.
_
|_| DOCUMENT 1/4: route to starting point [
https://i.imgur.com/P0QJquD.jpg]
Continuing deeper in via the north route, Lara will find a half-flooded ruin
and knows a swim is ahead of her. Before that, snag the relic box along the
west wall.
_
|_| RELIC 1/3: pool room [
https://i.imgur.com/wlkaCaU.jpg]
Dive into the chilly waters and continue swimming until the path splits to
the east. That's where one of the relics can be found, along with a salvage
box.
_
|_| RELIC 2/3: flooded tunnel, east branch [i.imgur.com/vp6IYV5.jpg]
The level's only campsite lies at the tunnel's north end. There's little else
here besides a few resource containers. Jump the small gap to immediately get
a "tomb nearby" notification -- there's one up ahead. To reach it, perform a
long jump-n-grab combo, then ascend the ice wall. Once on the wooden walkway,
it's just a small hop away.
Tombs are small areas that require puzzle-solving to complete. Each one will
give a unique (permanent) skill as a reward, plus any other loot found along
the way. Though optional, to 100% this area, players must complete the tomb
anyway, so on emay as well do it now.
_
|_| TOMB: ICE SHIP
The glacier has perfectly captured the ship in free fall, as its mast
now extends horizontally -- a nice bridge indeed. Pick up document #2 by
the skeletons, then hit the nearby crank to lower the pulley's iced-over
brazier. Scramble up onto the thinner mast above, then walk its length;
hop onto the brazier. This will smash into the ice wall, peeling back the
slick layer to reveal a climbable wall. (Be careful not to instinctively
let go afterwards as Lara may fall to her doom; the brazier gently drops
on its own.)
Climb the new wall to the upper deck. Hit the next crank to lower the
second brazier. Lara must repeat the same "jump and smash" strategy as
before, only this one resets after a short while. For easiest use, make
it descend as far as it'll go, then walk over the wooden remnants to the
jumping point. (It'll briefly stop in the correct place before spooling
higher.)
When the second wall's broken, it reveals the last piece to a climbing
course -- it goes right to the top. In addition to trinkets laying about
(gold pile, gift of alms) and arrows, players can find the 3rd document,
an archivist map and the skill-bestowing codex. This one grants "Ancient
Abilities" and a one-time bonus of 10,000 credits. A nearby zipline sends
Lara back to the proper route.
_
|_| DOCUMENT 2/4: Ice Ship, lower [i.imgur.com/d3tkSJe.jpg]
|_| DOCUMENT 3/4: Ice Ship, upper [i.imgur.com/k6lMkED.jpg]
Ancient Abilities is a bow-centric skill. After shooting an arrow, pressing
and releasing R2 Button quickly will shoot another without delay. Up to two
successive arrows can be fired in this fashion. If one can consistently score
headshots, this is a deadly technique to have.
Once back on the main path, Lara will slide down right next to the region's
final relic.
_
|_| RELIC 3/3: main path, east of Ice Ship [i.imgur.com/awCJ8A6.jpg]
The final stretch lies in the east. Jump to another ice wall from the main
path, and carefully cross the remaining platforms. There's a small gold pile
near skeletal remains afterwards. Swim the longer flooded tunnel (O-button
will swim faster, remember) to finally emerge outside. The last document is
right near the surfacing point's fence.
_
|_| DOCUMENT 4/4: by surfacing point [i.imgur.com/Rd8djS8.jpg]
From there, it's only a short distance to...
_______________________________________________________________________________
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04) SOVIET INSTALLATION [WK04]
_______________________________________________________________________________
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MAP:
http://i.imgur.com/Nh0fFOA.png
COLLECTIBLES ALBUM:
http://imgur.com/a/MifoH
At the start of the level, players will have a run-in with Sofia, one of the
mountain folk from the region. Ever mysterious, she disappears almost as soon
as she arrives, leaving Lara to figure out all the answers herself.
The Installation is one of the biggest maps in the game and can be rather
overwhelming in terms of colletibles. Also note that all collectibles CANNOT
be obtained during the first trip!
[4.1] AMONG THE ENEMY: Sneak into the old Soviet base
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XP: 50
Lara begins at the Installation Vista campsite. Backtracking to earlier areas
is still available if one chooses.
_
|_| S. CACHE 1/21: ruined wall by campsite [
http://i.imgur.com/Pkkumgd.jpg]
Before taking the zipline down to the lower path, stand on the cliff and peer
down -- one should spot the next survival cache as well. Also note that, once
below, one can return to the camp by scrambling up the tree and using the
small climbing course.
_
|_| S. CACHE 2/21: Snow under zipline [
http://i.imgur.com/uP1hrg3.jpg]
Further down the path, the game will remind players to craft arrows using the
twiggy trees along the way. Don't let it distract one from scouring the south
cliff boundary, which offers a half-hidden route to the game's first crypt!
Entering will start the "Into Darkness" challenge.
_
|_| CRYPT 1/2: KOKKOS OF NICEA, THE ASTRONOMER [i.imgur.com/A8lG6WL.jpg]
A ways in, go through the crumbling wall to find a coin pile and mural,
the latter telling of Kokkos. Continue until the path splits; the eastern
room leads to an icicle chamber containing a document, while the western
route eventually leads to the astronomer's crypt itself. (The tunnel and
chamber in-between contains coins and a few resources lying around, but
nothing else of importance.) All crypts in this game contain the same
thing: one-fourth of an Ancient Bow and 3000 shop credits. Don't forget
to find small coin piles around Kokkos' grave as well.
_
|_| MURAL 1/12 -------: Kokkos' tomb [i.imgur.com/E4Vch1w.jpg]
|_| DOCUMENT 1/26 ----: Kokkos' tomb [i.imgur.com/jh1D6dI.jpg]
|_| CRYPT TREASURE 1/2: Kokkos' tomb [
http://i.imgur.com/AVO86Yy.jpg]
Once done, return outside and continue east toward the corpse. It can't be
looted, but has a document right beside it.
_
|_| DOCUMENT 2/26: by corpse [i.imgur.com/WWK2hEM.jpg]
The level's first enemy is down the path, back to Lara and near a thicket --
an easy stealth kill opportunity. And like flies to garbage, two more spawn
as Lara continues. This is mostly to do a tutorial with throwables, items one
can toss to make noise and distract vigilant sentries. (They won't see the
item be thrown, only hear its smashing.) Here, toss the bottles near the old
boxcar, then pick off the two silently when they separate. There's another
salvage and an unmarked survival cache near here for the interested.
_
|_| S. CACHE 3/21: throwable tutorial area [i.imgur.com/2ZkhrfF.jpg]
To finish the segment, use the scramble point in the north.
[4.2] AMONG THE ENEMY: Investigate the helicopter landing area
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XP: 150
Jump down and make for the nearest thicket, the only safe spots in the fiery
area occupied by five cronies (four at ground level, one on balcony patrol).
This shouldn't be that hard as all are unarmored and fall to the same "throw
bottle to distract" tactic as before. Players can have a bit more fun using
lanterns to burn the alive, though. There's an achievement for killing two in
one conflagration.
When those below are slain, snipe the balcony watchman and prepare to loot
the area for collectibles. The strongbox contains the second Semi-Auto Pistol
part.
_
|_| MURAL 2/12 ---: computer room, 2F; right side [i.imgur.com/gnWed5O.jpg]
|_| DOCUMENT 3/26 : computer room, 2F; left side [i.imgur.com/gnWed5O.jpg
|_| STRONGBOX 1/14: computer room, 2F; balcony [i.imgur.com/st9NYbR.jpg]
Past the strongbox is another climbing course around the defunct fuel silo.
From the broken walkway, hop to the loading platform, which partially breaks
in the process. No big deal -- just leap to the structure's welded plate,
scramble up higher, then disembark in the red silo itself. Use the zipline to
exit the area and fall into a rat-filled basement.
The lanterns here can burn the debris barrier to reveal a Lara-sized breach.
There'll be a cutscene at this point, giving Lara her first gun -- a basic
revolver. [+100 XP] It ain't fancy, but it's more than enough to perforate
the thuggish pair behind the glass. (The urgency is manufactured, though; the
foes never kill the torture victim no matter how much time elapses.)
After the fracas, collect the document and speak to the "savage" to learn the
gunmen have a high-value prisoner somewhere. Interesting... Remember this
area for later, specifically the lockpick-only door near the corpses.
_
|_| DOCUMENT 4/26: shootout area, on crate [i.imgur.com/9W32d5x.jpg]
Pry open the non-lockpick door to find some ammo supplies and a scramble-up
plank/exit. The latter leads into an enemy-filled garage, though there's a</pre><pre id="faqspan-2">
fast cutscene showing how dickish Konstantin is.
[4.3] UNEXPECTED DISCOVERY: Find a way into the old prison
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XP: 50
The six enemies (the one on the ground isn't hostile) here can be somewhat
dispatched through stealth, particularly the lone patrollers at ground and
balcony level. For the bunched-up group, poison arrows work best. Don't worry
too much if anyone's alerted, since exiting requires blowing up the leaking
fuel line (toss lantern on it) and the enemies outside are always alerted.
If one doesn't run into the explosions and die, Lara'll be forced to take on
the grenadiers outside.
In the aftermath, loot the corpses and find the outdoor mural. If one's been
diligent, Lara's Russian proficiency should be LV2 now.
_
|_| MURAL 3/12: wall outside garage; Russian [i.imgur.com/pMt07j2.jpg]
A hole along the gate leads to the Train Yard campsite. To exit this area,
players must take the broken bridge's watchtower zipline. Before that, make
sure to get the relics hiding! One's in the nearby boxcar -- look for hole in
fence -- and the archivist map is on the bridge itself. Falling out of the
watchtower without using the zipline allows access. (However, all documents
and murals it would reveal should've been found by now, so it's worthless.)
_
|_| ARCHIVIST MAP: gate, brown crate [i.imgur.com/55lhGS9.jpg]
|_| RELIC 1/18 --: barricaded bridge, boxcar [i.imgur.com/21hnJxs.jpg]
|_| S. CACHE 4/21: barricaded bridge, by fence [i.imgur.com/X6oFYrm.jpg]
• Now that players have a pistol, they can return to the Siberian Wilderness
and pick up a missing relic from the southern caves. This is the earliest
point in which players can do this.
The bridge zipline leads down to a riverside shack where a friendly NPC will
dispatch some Trinity goons. Players can immediately bolt off to find the host
of collectibles in this area, but it's best to do the NPC's "Communications
Breakdown" mission as the reward's a lockpick. This will be required to open
certain doors and strongboxes.
Of course, those who want to continue the plot can do so now as well. First,
reach the Sheltered Ridge campsite in the NE part of the area (near leopard
icon on map). Climb the rock wall at its base, then past the campsite, another
awaits. From there, it's an easy climb to the clifftop. There'll be three
foes to slay by the campfire, which becomes a fast-travel point upon their
death. Inside is a Trinity vendor, selling gear, weapons and weapon mods for
Byzantine coins. Players have to use the zipline into the prison grounds to
continue the plot further. (See section 4.4 for details.)
[4.3.1] OPTIONAL: CURRENT LIST OF VALLEY COLLECTIBLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Here's the avaiable ones for the valley portion. This means everything after
ziplining down from the bridge but BEFORE visiting the copper mill in the SE;
I'll put the latter in its own section. Some collectibles won't be available
until rope arrows, explosives and the combat knife are earned, also.
First, seek the collectible aids. The satchel is particularly useful here as
it marks many missing caves and strongboxes, some of which can be a pain to
find manually.
_
|_| MONOLITH -------: by NW wolf cave; Russian LV3 [i.imgur.com/Pznz9HX.jpg]
|_| ARCHIVIST MAP --: by NW wolf cave [i.imgur.com/YJDvNwE.jpg]
|_| EXPLORER SATCHEL: in west cave w/ impact barrier [
Next, the only available mission.
_
|_| MISSION: COMMUNICATIONS BREAKDOWN [350 XP]
Destroy the five Trinity comm receivers in the area. Like challenges, the
task can be completed in any order. (To visit Sheltered Ridge and wolf
cave areas, climb the craggy walls along their base first.)
• Sawmill, near the main blade [i.imgur.com/hwLuxF6.jpg]
• Cabin north of sawmill [i.imgur.com/STozd1q.jpg]
• North cliff, by Sheltered Ridge camp [i.imgur.com/zMaSuL3.jpg]
• Neear the western leopard cave [i.imgur.com/sDXxsJk.jpg
• Atop the sawmill wolf cave [i.imgur.com/Bo63WIl.jpg]
Now that the lockpick is obtained, now's a good time to detail all available
strongboxes. Weapon fragments will either be for the Semi-Auto Pistol or
the Compound Bow. However, it's possible chest contents will switch around
somewhat, so pinpointing which is which is impossible. Just open 'em all!
_
|_| STRONGBOX 2/14: By Logging Camp fire [i.imgur.com/z4RFMG3.jpg]
|_| STRONBBOX 3/14: top floor of sawmill [i.imgur.com/cmFQdfQ.jpg]
|_| STRONGBOX 4/14: cabin north of sawmill [i.imgur.com/3boF4sg.jpg]
Next, the only crypt available:
_
|_| CRYPT 2/2: DAMIEN, THE FORGEMASTER [i.imgur.com/qsNj94G.jpg]
The entrance is due north of the Remnant General's cabin, accessed by
jumping the frozen river via the ruined bridge. It's pretty similar to
the last one, in that it contains several gold piles and collectibles
along its route (a mural in plain sight and document in the flooded
chamber). To reach the crypt prize -- another Ancient Bow Part and 3000
credits -- jump into the flooded chamber, swim around to the pull-up
point and voila!
_
|_| MURAL 4/12 --: Damien's crypt; Greek [i.imgur.com/eH3OT1f.jpg]
|_| DOCUMENT 5/26: Damien's crypt; Greek [i.imgur.com/fE1RjXw.jpg]
There's also a tomb available beneath the sawmill. Destroy the crane's pulley
(much like spear traps) to plummet the log into the ancient ruins below. This
leads down to a mural and document in the next passage; after the rock-wall
climbing course, Lara slides down to another document.
Hop onto the hanging crossbar to drain the water and reactivate the ancient
machine with dangerous blades. Players can avoid julienning Lara by timing
their descent through the rigging's broken bits. (There'll be some coins by
the pull-up point nearby.) To enter the tomb properly, continue down the
passage, then shoot the lantern to explosively uncork the oil cask. Past the
Cistern Cavern campsite is...
_
|_| TOMB 1/3: ANCIENT CISTERN [
http://i.imgur.com/RNPTEYp.jpg]
It may not be quite as big as the cistern in the very first Tomb Raider
game, but it'll do. The object is to flood the entire place, giving easy
access to the codex above. It's...easier said than done.
First, jump into the pond and swim through the fenced area, surfacing in
a small chamber with a cask nearly bursting at its seams. Use the modern
gas can (!?) and a gun to violently flood the room.
Return to the main room, now high enough to get over the fencing. Surface
by the waterwheel, locate a gas canister and toss it carefully onto the
floating pallet. Use the hanging crossbar nearby to temporarily flood the
room; the pallet will move toward the far waterwheel. As the pond recedes,
wait for the pallet to move next to the 2nd water cask. A well-timed shot
permanently floods the room higher, giving access to the third and final
chamber. (One of its upper alcoves contains another document.)
Inside...there are no gas canisters for the final cask. The only solution
is to use the ones from earlier. Repeat the previous steps (toss canister
onto floating pallet, hang on crossbar to reposition pallet). This time,
Lara must swim to the pallet, take the canister and throw it up to the
breakable wall on 3F. (Obviously, break it first.) If all goes well, Lara
can blow the third cask and finally get access to the codex.
The reward: Natural Instincts perk + 3000 credits. This ability makes all
natural resources glow in Survival Instincts automatically. Before going,
check the other top-level alcoves for a document and archivist map.
_
|_| MURAL 5/12 --: Path to Ancient Cistern [i.imgur.com/gq0GWXY.jpg]
|_| RELIC 2/18 --: Path to Ancient Cistern [i.imgur.com/wqBcvbr.jpg]
|_| RELIC 3/18 --: Path to Ancient Cistern [i.imgur.com/xH0p3K6.jpg]
|_| DOCUMENT 6/26: Ancient Cistern, 3rd area [i.imgur.com/xusDqIU.jpg]
|_| DOCUMENT 7/26: Ancient Cistern, upper alcove [i.imgur.com/SMGTWb1.jpg]
|_| ARCHIVIST MAP: Ancient Cistern, top level [i.imgur.com/ZEaq8ZL.jpg]
With the tombs and crypts done in the valley, there's a bevy of loose items
to find.
_
|_| S. CACHE 5/21: cliff by sawmill crane [i.imgur.com/YHuswpr.jpg]
|_| S. CACHE 6/21: cliff by smashed wooden road [i.imgur.com/8KRHjmF.jpg]
|_| RELIC 4/18 --: sawmill, 2F jail cell [i.imgur.com/2ybe2kM.jpg]
|_| RELIC 5/18 --: watchtower north of sawmill [i.imgur.com/TyIcASi.jpg]
|_| MURAL 6/12 --: Sawmill, 2F SE roof [i.imgur.com/BxARJqN.jpg]
|_| DOCUMENT 8/26: Logging Camp shack [i.imgur.com/09IJm5v.jpg]
|_| DOCUMENT 9/26: shack NE of Logging Camp [i.imgur.com/qGzdOHW.jpg]
Don't forget to return and claim the relic in the previous area where Lara
found the revolver and tortured man. The lockpick door leads to the prize,
an alms container and a lockpick locker (contains uncommon ammo like poison
arrows, etc.).
_
|_| RELIC 6/18: locked room by torture chamber [i.imgur.com/sTZ71df.jpg]
Those who've already visited the clifftop vendor can get these...
_
|_| MURAL 7/12 ---: side of vendor shack; Russian [i.imgur.com/kU5Dd1w.jpg]
|_| DOCUMENT 10/26: crate by vendor watertower [i.imgur.com/Xk43omY.jpg]
|_| S. CACHE 7/21 : along vendor watertower [i.imgur.com/HYEWDdX.jpg]
The monolith (Greek LV3-4) on the cliffs leading up to the vendor reveals
these caches...
_
|_| C. CACHE 1/9 : in front of Damien's crypt [i.imgur.com/W8CNBSX.jpg]
|_| C. CACHE 2/9 : western e. satchel cave entr. [i.imgur.com/HJNv5Ct.jpg]
|_| C. CACHE 3/9 : by cliff fence near vendor [i.imgur.com/fTe6SIm.jpg]
[4.3.2] OPTIONAL: LIST OF COLLECTIBLES FOR COPPER MILL
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The Copper Mill is located SE from the logging camp area where Lara ziplines
into the valley. Finding it is simple: follow the coast SE until the morbid
entrance (decorated with hanged men) is found. There aren't any enemies here
yet.
Exploring here is optional this early, but it can be useful for uncovering
things that boost Russian proficiency. To start, get the monolith and mural
right by the starting campsite.
_
|_| MONOLITH ---: Copper Mill Yard campsite [i.imgur.com/Lsjv6b7.jpg]
|_| MURAL 8/12 -: Copper Mill Yard campsite [i.imgur.com/Lsjv6b7.jpg]
|_| C. CACHE 4/9: near NW archivist map area [i.imgur.com/P7wv53P.jpg]
|_| C. CACHE 5/9: leopard cave [i.imgur.com/XaQsEze.jpg]
|_| C. CACHE 6/9: watchtower hill NW of copper mill [i.imgur.com/EmVXopv.jpg]
The rest of the mill is off-limits due to the rope arrow gate, so continue to
section [4.4] to continue the main plot.
[4.4] UNEXPECTED DISCOVERY: Use the cables to zipline into the prison grounds
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XP: ---
To recap, the goal is to infiltrate the gulag atop the cliffs north of the
valley. This is done by climbing up to the Sheltered Ridge campsite (near the
western leopard cave entrance), then doing the climbing course afterwards. It
entails a few crag jumps and a quick dash over a collapsing wooden bridge.
Don't worry about failing here; another craggy wall allows one to bypass the
gap in lieu of broadhead climbing arrows, which players won't get for quite
some time.
Approaching the enemy trio atop the northern cliff will start this segment in
true fashion. When they're dispatched, players can pry open the shack to find
the game's only vendor, a Trinity traitor who just wants to leave the frigid
hellhole he's in. (Pretty sure he's the skeptic heard on many of the Trinity
cassettes.) He'll trade his merch for Byzantine coins only since they're an
untraceable currency. The spread:
___________________ _____ _________________________________________________
| WEAPON/ITEM | $$$ | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Military Rifle | 140 | Military Rifle weapon unlocked |
| Tactical Shotgun | 140 | Tactical Shotgun weapon unlocked |
| Pistol Suppressor | 25 | Noise-suppressing attachment (all pistols) |
| Rope Ascender | 30 | On ziplines, press Square to quickly ascend |
| Grenade Launcher | 120 | Rifle attachment that shoots grenades |
| Rifle Laser Sight | 25 | Rifle attachment that adds a laser bead |
| Commando Outfit | 50 | Commando outfit unlocked |
| Crafting Tool | 175 | Allows weapons to be upgraded with LV2 perks |
|___________________|_____|_________________________________________________|
A few notes about vendor items:
• Attachments cannot be toggled -- once bought, they're on every applicable
weapon for the rest of this game. Functionally this is great, but firearm
aesthetes may still be annoyed.
• When the Crafting Tool is obtained, it unlocks the Enhancement Tool, whose
purchase unlocks the Refinement Tool. Note the game will actually give the
LV2 tool for free later, so don't plan on purchasing one. (Not that anyone
has enough coins yet, but just sayin'...)
• Other than the Crafting Tool, all items here are found nowhere else. The
most useful ones are arguably the Tactical Shotgun and Grenade Launcher
mod; the least useful are the outfit, rope ascender and laser sight. The
military rifle is pretty underpowered too, in my eyes anyway. Lara will get
a free rifle soon, so no use pining for this one now.
To enter the gulag, climb the watertower and use the zipline. However, before
that, one final tally of items in-between the Sheltered Ridge campsite and
vendor area:
_
|_| MONOLITH: Greek LV3-4 [
http://i.imgur.com/QL0h7B4.jpg]
|_| MURAL --: side of vendor shack; Russian [i.imgur.com/kU5Dd1w.jpg]
|_| DOCUMENT: crate by vendor watertower [i.imgur.com/Xk43omY.jpg]
|_| S. CACHE: along vendor watertower [i.imgur.com/HYEWDdX.jpg]
[4.5] PRISON BREAK: Find a way to break out of the cell
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XP: 250
Well, that infiltration went well. Now imprisoned and weaponless, Lara must
find her way out. Luckily, it's simpler than it seems -- break off the pipe
in the corner and use it as a makeshift crowbar on the crumbling wall. Pass
through to the old office to automatically acquire the Recurve Bow and the
new tool: rope arrows!
[4.6] PRISON BREAK: Create an exit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 50
When brandishing a bow, players can fire rope arrows with R2 button -- this
only works when the target is a rope-wrapped object. In some cases, Lara can
create taut ropes to cross gaps; in this case, she can pull down objects
tangled in rope. To demonstrate the latter, return to the cell and rope-pull
the high door frame to make a nice exit. (Rope arrow usage on proper targets
won't consume arrows; using them on improper targets will, though.)
[4.7] PRISON BREAK: Escape the prison with Jacob
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XP: 150
Lara and the other "convict" (Jacob) will be set free at this point. However,
the loot locker didn't retrieve all previous weapons -- it's still just a
bow-only game at this point. Resources weren't taken, though, allowing for
ammo crafting.
_
|_| DOCUMENT 11/26: desk by Lara's cell [i.imgur.com/AQQvrtN.jpg]
|_| RELIC 7/18 ---: cell corridor [i.imgur.com/0t5pNzC.jpg]
Follow Jacob down to the projection room for a history lesson. The strongbox
should contain a Compound Bow Part.
_
|_| STRONGBOX 5/14: projection room [i.imgur.com/k62Ksrj.jpg]
|_| DOCUMENT 12/26: projection room [i.imgur.com/k62Ksrj.jpg]
Jimmy the far door and proceed up to the broken roof. The white-lipped ledge
marks the point of egress.
[4.8] THE WAY OUT: Search the command center for a way to open the gate
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 50
Now out and about, Lara has the troubling task of eliminating the enemies
within the courtyard. Ideally, the best way to proceed is sniping the two
watchtower sentries and boxcar patrolman (any order), then dropping onto the
command center roof to strangle the enemy welder. Killing him with weapons
tends to alert those below, so unless that's a player's intention, try not
to do that.
That just leaves two nonpatrolling duos and one "beat cop" who walks in and
around the command center; all are at ground level. Luring foes with arrows
and bottles works fine, although in some cases, they're far enough away from
each other that two quick headshots won't their friends. In either case, the
stealthy should make sure the hostiles are dropped in convenient places.
_
|_| DOCUMENT 13/26: command center [i.imgur.com/v1M4zKj.jpg]
_
|_| CHALLENGE: DATA CORRUPTION [5/10]
Destroy all red laptops in the gulag level.
• Courtyard, near blue gate [i.imgur.com/oWULzvK.jpg]
• Courtyard, near barrel fire [i.imgur.com/w89pCUz.jpg]
• Courtyard, outdoor work bench [i.imgur.com/0tO5Sia.jpg]
• Courtyard, command center desk [i.imgur.com/kLzdvrd.jpg]
• Courtyard, command center desk [i.imgur.com/lzfZAVD.jpg]
When ready, hit the gate-controlling button in the command center.
[4.9] THE WAY OUT: Find Jacob
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: ---
Jake's gone ahead, so it's time to play catch-up. Enter the lot through the
newly-opened gate to get instructions about rope posts. Simply stand next to
it when using a rope arrow (pick target above broken stairs) to automatically
anchor it, creating a nice climbing point.
_
|_| CHALLENGE: DATA CORRUPTION [6/10]
Just inside gate, near rope post [
http://i.imgur.com/zp9j1aE.jpg]
Atop the stairs, hop from window sill to window sill, going around the brick
building's corner to a pull-up point. Lara will rendezvous with her bearded
buddy inside.
[4.10] THE WAY OUT: Hide from the Trinity soldiers
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 150
Once the soldiers start sweeping for the escapees, Lara takes refuge in the
below-building murk. Walk the linear tunnel and pull up into the closed-off
building to finish. Dunno why they made this a separate section, honestly...
[4.11] GET OUT OF DODGE: Fight through the Trinity base to the train station
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 150
Jacob sets the next meeting spot as the old train station outside the gulag.
There's a map and document practically given for free here.
_
|_| ARCHIVIST MAP : i.imgur.com/hQeuUs1.jpg
|_| DOCUMENT 14/26: past watery tunnel [i.imgur.com/hQeuUs1.jpg]
Pry open the door to find an electrified pool. To avoid a frizzy fry session,
tether the rope-entwined hazrd to the nearby spool, then use the spool's
handle to create safe passage. The object won't fall afterwards, so don't
worry.
_
|_| RELIC 8/18: by electrified pool [i.imgur.com/WhGKLG0.jpg]
On the other side, try opening the door, only for some noob soldier to blow
an ambush and lose his assault rifle in the process. With the new weapon,
Lara should have no trouble taking out the three foes beyond (the slow-mo
almost isn't needed). The path forward is pretty linear and enemies attack
in small groups, draining the tension.
A ways in, Trinity soldiers will use suppressing fire, forcing Lara to think
outside the box. Solution? Create homemade explosives with a nearby tin can.
Make a couple and then gun down the rest; repeat the same thing inside the
next building. A collapsed floor provides a one-way drop below. (Later, a
ladder will spawn for backtracking.)
_
|_| DOCUMENT 15/26: house with collapsed floor [i.imgur.com/s7Cn4uD.jpg]
_
|_| CHALLENGE: DATA CORRUPTION [7/10]
House with collapsed floor [
http://i.imgur.com/3XJExOS.jpg]
_
|_| EXPLORER'S SATCHEL: after jumping down hole [i.imgur.com/THoCpEl.jpg]
Around the corner is a cozy campfire. Lara's outfit is mandatorily changed in
the gulag portion, so players may want to switch it back to their preferable
one. (Fast travelling is unavailable here.) The nearby gate is ajar, giving
access into the prison's western sector.
No sooner has Lara entered the road than an ambush springs -- several gunmen
(and grenadiers) at ground and unreachable roof level. The rope-encrusted
support beams can be brought down on their heads with a single pull, so even
the odds that way.
When the first crew -- about 7-8 people -- is slain, players get their first
tango with armored soldiers. Their thick helmets and padding prevent easy
headshots and staggering, but concentrated fire/damage can sheer them off,
making them disposable like normal. It's best to stay at range since access
to Dodge Kill Mastery (perk that can slay armored opponents) isn't available
yet.
When the last five are dead, Lara can continue through the far building.
_
|_| S. CACHE 8/21: by a fence [i.imgur.com/hCk2ofe.jpg]
_
|_| CHALLENGE: DATA CORRUPTION [9/10]
Doorless shack [i.imgur.com/qbVqUws.jpg]
Shack under roof ambush spot [i.imgur.com/Y9LfydY.jpg]
The next path leads past a bulldozer into a room with slain Trinity goons.
Make a mental note of this area -- the bodies are scripted to spawn, meaning
they contain free loot each time the area's revisited. Given the proximity to
the last campfire, this can be useful for later.
_
|_| S. CACHE 9/21 : by bulldozer [i.imgur.com/R64Koof.jpg]
|_| DOCUMENT 16/26: killing room [i.imgur.com/1WzFau0.jpg]
|_| RELIC 9/18 ---: killing room stairway [i.imgur.com/4VNxE1S.jpg]
|_| MURAL 9/12 ---: killing room, trainyard side [i.imgur.com/lRzgELf.jpg]
_
|_| CHALLENGE: DATA CORRUPTION [10/10]
Desk in the killing room [i.imgur.com/QAnCCGG.jpg]
With pockets full o' loot, enter the trainyard. The neck-snapping sounds from
Jacob's direction signal he's just fine. One last collectible before seeing
his knife skills in action...
_
|_| S. CACHE 10/21: dead-end along the boxcars [i.imgur.com/l1U5Rts.jpg]
[4.12] FUGITIVES: Escape the helicopter
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XP: ---
The attack helicopter picks up the escapees lickety split, forcing them to do
a whole segment fleeing its sights. Hop into the boxcar for minor relief, then
proceed until the two jump into the frigid river.
[4.13] FUGITIVES: Survive the freezing waters
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 150
The foolish leap traps Lara under a huge iced-over stretch of debris. It's
now a proverbial mad dash to prevent a literal drowning scenario. Make for
the submerged train track garbage to find a small passage through, then try
reaching the surfacing point. Lara barely makes it.
Of course, the gunship's preternatural powers quickly find the soggy lass,
forcing a 200-meter dash over exploding river ice. (Falling in at any time
spells doom, so jump carefully!) At the SW side, a small climbing course
leads to a zipline escape.
...or not. Lara must venture on as missiles decimate the frigid cliff path,
carefully avoiding a tumble into the drink. Once the next zipline is reached,
Lara will have an unconscious flashback and wake up in safety.
[4.14] ALONE AGAIN: Reach the copper mill
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 50
Jacob's formally invited Lara to his village over the mountain, suggesting
the nearby copper mill may have a shortcut. Exiting the cave automatically
discovers the Hidden Refuge campsite north of the Logging Camp site. (The
Remnant Jacket is equipped inherently here, so change it if desired.)
• Those who have the Baba Yaga DLC can start doing those missions now. The
rewards are a new outfit and bow, plus several new achievements. (One of
those achievements requires beating the DLC and killing 50 enemies with
its outfit on, so it's not a bad idea to get that squared away early, eh?)
See the Baba Yaga DLC section in the appendices for more info.
• Additionally, escaping the gulag earns the 5-card "Hunter Pack" in the
store. It always gives the Remnant Jacket: Adventurer variant (foil), plus
these cards: Toxicity, Bow Sniper, Empty Magazines, Endless Magazines.
The once-peaceful valley will now commonly mount many troops in the area,
either by the sawmill, the leopard cave, or patrolling near there. This isn't
necessarily bad -- it provides fairly easy ways to acquire manmade resources.
To reach the copper mill, simply head south along the coast from the Logging
Camp area, toward the entrance containing hanged skeletons. Players can go
in further now that rope arrows break the main barricade.
[4.14.1] OPTIONAL: COLLECTIBLES TO FIND BEFORE COPPER MILL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The rope arrows are crucial to finding many discoveries so far. Before going
through the upcoming mill, it's not a bad idea to finish 'em up. Start with
backtracking to the Siberian Wilderness for the final relic. Yes, it's the
one in the southern rope barrier cave.
_
|_| RELIC: southern cave [
http://i.imgur.com/euDvtxg.jpg]
Alright, back to the Installation's goodies. Rope arrows will help claim the
next few strongboxes, although the 7th requires explosives. Thankfully, the
sawmill now spawns explosives for crafting purposes. Depending on how late
one visits, the rifle grenade launcher attachment can do the trick quicker.
_
|_| STRONGBOX 6/14: underneath Logging Camp cabin [i.imgur.com/4L5atWO.jpg]
|_| STRONGBOX 7/14: cave n. of sawmill [i.imgur.com/zVWLywd.jpg]
|_| STRONGBOX 8/14: cave n. of copper mill entrance [i.imgur.com/bSBx2QN.jpg]
Next, the available missions.
_
|_| MISSION 2: THE UNLUCKY ONES [i.imgur.com/Ge6pVuA.jpg]
Reward: 250 XP + Infiltrator Outfit
This becomes available after completing the first job and going through
the gulag events. The Remnant General wants Lara to help spring some of
his captured buddies. Once accepted, head to the green spot on the map:
the river's rock formations near the copper mill entrance.
Use the broken road's zipline to reach the formation; once climbed, hop
to the craggy cliff. Create a rope to the second cliff platform, then
ascend the sheer face to the top. Scramble from the tree to the next
cliff to finally reach the destination: an isolated backyard bordering
the building the revolver was found in.
Eliminate the two guards in any fashion, then snag the satchel and cache
nearby. (The former marks all caches in the Installation's upper part,
i.e. anything before the broken gulag bridge.) Slip into the building via
the vent and descend to find the hostages, guarded by three goons. Two
are usually sleeping, making for easy kills.
When the hostages are freed -- netting 100 XP -- it's time to go. Don't
forget to pry the door near the vent opening to make a permanent shortcut
into the backyard. There's a rope post on the cliff that'll make a 'line
to the broken copper mill roadway.
_
|_| EXPLORER'S SATCHEL: isolated courtyard [i.imgur.com/6LsgEtk.jpg]
|_| S. CACHE 11/21 ---: isolated courtyard [i.imgur.com/GXCHsVZ.jpg]
The next mission is available immediately after the second.
_
|_| MISSION 3: MISGUIDED INTELLIGENCE
Reward: 300 XP + Shotgun Spreader Choke
The General is expecting a messenger bird carrying crucial intel, but
its sense of direction is being thrown off thanks to the Installation's
equipment. He wants Lara to track it down -- this requires lethal force.
The shotgun part can be found nowhere else, so it's worth the trip.
The bird's location will show up in green during Survival Instincts. It
spawns on the old gulag shack nearby, but is scripted to fly off when
targeted from any distance. (Poison Arrows may get around it if aimed
lower.) Afterwards, it'll fly to the top of the sawmill wolf cave's
radio equipment. It can be sniped without climbing all the way up there,
though.
Killing the bird earns 60 XP and, thankfully, its message is recovered
automatically. Just return to the General for a well-earned reward.
_
|_| MISSION 4: DANGEROUS TERRITORY [i.imgur.com/LTU1VjS.jpg]
Reward: 350 XP + Pistol Sight
This mission can be done after escaping the gulag. Head to the deserted
dwelling near the Remnant General's cabin to find it's not so deserted
anymore! The wounded man is one of Jacob's, and wants to lay low for
convalescence. The job: have Lara clear out the nearby wolf cave. (If it
was cleared out previously, it'll have respawned now.)
Considering how easy this is, there's no reason to refuse. Said cave is
right across the sawmill's NW bridge and contains roughly five wolves.
Clearing 'em out earns 75 XP. Now just go get the reward!
_
|_| MISSION 5: GULAG RECON
Reward: 350 XP + Rifle Suppressor
After doing "Dangerous Territory" and refreshing the zone (fast-traveling
works easiest), return to the wolf cave to find the injured man and his
buddy planning an intel-gathering op. They want Lara to investigate the
old prison grounds. (The audacity of these clowns...)
Naturally, the rifle suppressor is worth it. Travel back to the gulag's
campsite (ziplining from the vendor tower no longer works) and prepare
for the three items. Enemies may have respawned since last visit, but
will be the same unarmored cronies players should be used to.
• House near once-electrified pool [i.imgur.com/LAoM9sG.jpg]
• Area before trainyard killing room [i.imgur.com/Oimdbu4.jpg]
• trainyard killing room [i.imgur.com/4XIO4Ut.jpg]
Each find earns 50 XP. Return to the questgiver when all are found.
That clears up all the missions in the Installation. There's still a tomb to
do, though...
_
|_| TOMB 2/3: VOICE OF GOD [
http://i.imgur.com/rFRV88E.jpg]
Reward: Inner Strength perk + 3000 credits
The entrance to the tomb's rocky environment is inside the leopard cave's
rope barrier. Past it and the new Frozen Gorge campsite, players'll be
treated to a rather long climbing course -- it's mostly business as usual,
with a few more rock wall jumps than normal. (Two spots in the journey
will collapse, making eager adventurers think fast. The last one requires
sliding and a timed jump.)
The outdoor entrance has a satchel and relic to snag, while the deserted
inner sanctum has a map, document and survival cache. A coin pile sits
in the middle. To begin the short "tomb," use the door crank to shut the
entrance while raising a far-off counterweight.
The newly shut door provides ledges to reach the next room, containing
another winch. Before proceeding, hop to the nearby platform and smash
the wall for a shortcut back into the foyer. Reopen the tomb's entrance,
lowering the counterweight enough that the air current catches it.
Finally, fasten the counterweight to the winch with a rope arrow. Crank
it up above the current and move to the side lever. The goal is to sever
the rope at the right time, letting the momentum carry the weight into
the air blast, which careens it into the frozen-over counterweight.
If the air current isn't catching the weight properly, make sure it's as
low as it'll go. Also, if one is doing this quest later in the game,
severing the rope with the combat knife may kill the momentum; use the
lever as directed.
When done properly, the second weight is dislodged, allowing players to
open the main hall door to the codex. The Inner Strength skill will, once
per combat session, restore fatal damage back to full health.
_
|_| E. SATCHEL ---: tomb entrance, near rope post [i.imgur.com/gcadt55.jpg]
|_| RELIC 10/18 --: tomb entrance, outer walkway [i.imgur.com/l0hMRZJ.jpg]
|_| S. CACHE 12/21: tomb entrance, outer walkway [i.imgur.com/qK5TiPR.jpg
|_| ARCHIVIST MAP : inner tomb, on table [i.imgur.com/FpsqTWO.jpg]
|_| DOCUMENT 17/26: inner tomb, on table; Greek [i.imgur.com/p0v27PH.jpg]
|_| S. CACHE 13/21: inner tomb, far door [i.imgur.com/zUAtKyO.jpg]
|_| DOCUMENT 18/26: inner tomb, by empty winch [i.imgur.com/2zNlPjM.jpg]
To exit the region, it's necessary to use the outdoor rope posts and carve a
new trail through the mountains. Ascend the first creation to find the cache;
the relic is below the second created rope line. Climb the cliffs to the last
site, which deposits Lara back near the campsite.
_
|_| S. CACHE 14/21: mountain path exit route [i.imgur.com/FFdWrid.jpg]
|_| RELIC 11/18 --: mountain path exit route [i.imgur.com/TApsSlo.jpg]
[4.15] ALONE AGAIN: Climb the copper mill to reach the mine entrance
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XP: 50
As said numerous times, the copper mill is in the valley's SE end, landmarked
by a grisly gate of hanged men. Some collectibles were available earlier due
to the campsite's monolith/mural (see section 4.3.2) but most are contained
within. Rip open the rope barrier gate to start the hunt.
_
|_| RELIC 12/18 --: locked cabin past yard [i.imgur.com/ETDAWQ3.jpg]
|_| DOCUMENT 19/26: 1F building past yard [i.imgur.com/ZlRZcFl.jpg]
|_| S. CACHE 15/21: near end of boxcars [i.imgur.com/w9IzTY2.jpg]
The lower starting area contains the railroad buildings, which abut the large
red mill building alongside. It can't be explored for the most part (yet).
The metal barrier cave behind the watertower's building (along low cliffs)
contains a few Byzantine coin piles, but nothing of real relevance. The metal
barrier guarding it can actually be destroyed if players buy the grenade
launcher attachment from the vendor, but it isn't accessible now through any
other method. (This is because the game will despawn tin cans if they're
brought too far from their spawn area. This must be to prevent players from
getting things too early.)
To continue, climb up to the watertower's base, using the ladder's platform
to jump across the SE gap (once rope debris is removed, of course). This
leads into a cramped barracks containing a document.
_
|_| DOCUMENT 20/26: cramped bunkbed area [i.imgur.com/F4WlWvS.jpg]
Peaking the next ladder gives the wherewithal to create molotov cocktails,
using booze bottles and a piece of cloth. (These are crafted with R1 just like
makeshift grenades.) The unaware enemies bunch together here, so there's no
excuse for missing the "Firestarter" trophy here!
Before continuing, let's get some stray collectibles. To get the archivist
map, jump onto the roof above the visible strongbox, but instead of hopping
down, look for a broken ladder to the SW.
_
|_| RELIC 13/18 --: behind flammable barrier [
http://i.imgur.com/P8TnqEC.jpg]
|_| STRONGBOX 9/14: behind bars nearby [
http://i.imgur.com/mC4awU2.jpg]
|_| ARCHIVIST MAP : ladder-accessed roof [
http://i.imgur.com/95Tqx88.jpg]
_
|_| CHALLENGE: DIFFERENCE OF OPINION [1/7]
Burn cosmonaut propaganda posters.
• same room as relic #13 above [
http://i.imgur.com/B4sAEx6.jpg]
_
|_| TOMB 3/3: THE RED MINE [i.imgur.com/5Tnf9WC.jpg]
Reward: Bright Eyes skill + 10000 credits
Near the strongbox above is a shut door with runes, leading down into a
defunct uranium mine. Snag the archivist map, zipline over the first pool,
then swim into the second. One path leads to a survival cache; the other
to a flammable barrier (molotov items are nearby).
Further in, hop to the broken mine track ledge to tumble and slide deep
into the tunnels below. Continue down (side passage has survival cache)
to a leaking room. Outside of a relic, players will have to burn the
next barricade by carefully lobbing it over the pipes.
This provides entrance to the tomb proper. Hop down into the dark tunnel
nearby (contains document & explorer satchel) to find the Excavation Shaft
campsite. The goal here is to gain access to the flammable barricade under
the main waterfall.
To begin, leap to the nearest mine cart track, toppling it. On the other
side's metal walkways, get the document near the office, then hang from
the ore-laden bucket. This dislodges a mine cart, but won't help with
the waterfall problem.
Using rope arrows, pull another cart down the track. Climb onto the roof
(above tiny office where document is) with a swing from the overhead bar.
There's a mural up here. Once all the way up, use the rope post to anchor
the mine cart. This way, when the impediment bucket is raised, it'll
stopper the water completely, allowing for a molotov-made entrance below.
Some alms containers and a codex that bestows Bright Eyes are inside the
building. This semi-worthless ability makes traps automatically glow red
in Survival Instincts mode. The cave at the back provides a survival cache
and the exit.
_
|_| ARCHIVIST MAP : entrance track area [i.imgur.com/1kWC6hl.jpg]
|_| S. CACHE 16/21: upper side passage [i.imgur.com/sobPJFQ.jpg]
|_| S. CACHE 17/21: lower side passage [i.imgur.com/varXCyu.jpg]
|_| RELIC 14/18 --: leaking pipe room [i.imgur.com/zp8hC9X.jpg]
|_| DOCUMENT 21/26: Red Mine tomb, dark tunnel [i.imgur.com/EK0qfco.jpg]
|_| E. SATCHEL ---: Red Mine tomb, dark tunnel [i.imgur.com/2QWa1jO.jpg]
|_| DOCUMENT 22/26: Red Mine tomb, office area [i.imgur.com/3JQLu9l.jpg]
|_| RELIC 15/18 --: Red Mine tomb, by bucket [i.imgur.com/8MoAUCP.jpg]
|_| MURAL 10/12 --: Red Mine tomb, small roof [i.imgur.com/S5BNIz2.jpg]
|_| S. CACHE 18/21: Red Mine tomb, codex cave [i.imgur.com/lYpDpcB.jpg]
Alright, let's get back to the main story.
There's a flammable barrier in the area that had the Trinity goons, blocking
access to a red-colored building -- torch it. The quest marker will try to
make players immediately go into the next segment, but ignore it for now.
_
|_| RELIC 16/18: near 1st rope swing [i.imgur.com/nSdSIn1.jpg]
|_| MURAL 11/12: near chute entrance [i.imgur.com/JXPfqMD.jpg]
_
|_| CHALLENGE: DIFFERENCE OF OPINION [2/7]
Burn cosmonaut propaganda posters.
• wall above relic #16 balcony [i.imgur.com/L5LLc0e.jpg]
If players slide down the rope barrier chute, they can do a timed jump into
the 2F balcony of the lower mill building (the only way to get up there). A
strongbox
_
|_| STRONGBOX 10/14: mill bldg, 2F balcony [i.imgur.com/0VSokkV.jpg]
_
|_| CHALLENGE: DIFFERENCE OF OPINION [3/7]
Burn cosmonaut propaganda posters.
• lower mill building, inner 2F balcony [i.imgur.com/0VSokkV.jpg]
Don't jump down to ground level yet! By the strongbox and poster is a small
pull-up spot to a rope post. Players can erect a rope into the isolated spot
across the way -- it contains a relic and an exit (rope-pull it) shortcut to
the upper reaches.
_
|_| RELIC 17/18: isolated area by lwr mill bldg. [i.imgur.com/jTvNvYr.jpg]
Return to the upper reaches. Those that want every last salvage box and alms
jar can use the top floor rope post (two above chute) to reach the far-off
watertower. Those that just want to continue with the plot, locate the rope
swing nearby. Rope arrows used on it will shoot Lara to the opposite ledge
with the grace of a pendulum.
Clear the path clutter on the other side, then tightrope-walk to the nearby
rock wall. This leads up to more rooftops, accessed by a oil silo's ladder.
Trinity's idiot squad will once again rear their heads, although the first
radio-user can be taken unawares.
Use the exterior or interior climbing path to make it to the next building
over, landing by a strongbox and rope post.
_
|_| STRONGBOX 11/14: rope post balcony [i.imgur.com/lree2O6.jpg]
Ziplining down to the next ledge forces an encounter with the other Trinity
rejects, five total. Some will throw grenades, but otherwise, they're all
normal unarmored sorts. A document is near the enemy farthest away, or his
starting position at least.
_
|_| DOCUMENT 23/26: by herb basket & desk [i.imgur.com/8oeVTFP.jpg]
The only way to go is up. In the outdoor area with the brown locker, players
can ascend to find another document and rope swing. If players get a bottle
from below, they can burn the flammable barrier nearby as well, earning early
access to the relic/poster as well.
_
|_| DOCUMENT 24/26: by 2nd rope swing [i.imgur.com/O0UVBpy.jpg]
|_| RELIC 18/18 --: balcony by 2nd rope swing [i.imgur.com/1D1jins.jpg]
_
|_| CHALLENGE: DIFFERENCE OF OPINION [5/7]
Burn cosmonaut propaganda posters.
• flammable barrier balcony by last relic [i.imgur.com/1D1jins.jpg]
• by high open window on red wall here [
http://i.imgur.com/1ai18c8.jpg]
Use the second rope swing and circle round to the next interior. There's a
strongbox here and a scramble point leading into a room full of enemies. The
segment ends upon doing so.
_
|_| STRONGBOX 12/14: after 2nd rope swing [i.imgur.com/7PM0Ozn.jpg]
[4.16] ALONE AGAIN: Regroup with Jacob
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XP: 50?
Slay the enemies around the welded safe, then use remaining bottles to get
the cosmonaut poster and flammable barricade. Lighting the latter spawns the
next set of enemies down the hall.
_
|_| CHALLENGE: DIFFERENCE OF OPINION [7/7]
Burn cosmonaut propaganda posters.
• wall in safe room [i.imgur.com/TIasRdw.jpg]
There are four enemies below and two above; two reinforcements arrive shortly
after. Proceed along until a collapsing wall traps Lara in another foe-filled
chamber. Defeating the first two henchmen spawns three shield-carrying armored
types. They're strong against frontal attacks but can still fall prey to dodge
abilities, well-timed melee attacks and explosives (including their own).
Outside of grenades, they attack Lara one at a time.
When they're dead, the raging fire collapses a wall, allowing ascension to
a rope post. (Don't try to hop down to the backyard campfire area; it'll just
lead to instant death.) Instead, use the post and wrapped pylon for a new
route.
Taking it automatically enters the next level.
_______________________________________________________________________________
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05) ABANDONED MINES [WK05]
_______________________________________________________________________________
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MAP:
http://i.imgur.com/h4XXbid.png
COLLECTIBLES ALBUM:
http://imgur.com/a/IUbyc
After how long the Installation took, players will find this shorter level a
welcome relief, I'm sure. All collectibles can be located during the first
visit.
[5.1] SHORTCUT: Find a way through the mountain
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XP: 100
Follow Jacob through the tunnels until a chain reaction cave-in occurs. Just
spring/scramble through the eruptions and tremors -- it's fairly linear and
players are in little danger as long as they stay mobile. [500 XP]
Coming out the other side, players can quickly find a path into one of the
Soviets' elevator rooms, now populated by a Trinity trio. When they're all
dead, try the control panel to jam the lift -- oops!
_
|_| S. CACHE 1/3: end of mine cart track [i.imgur.com/U647uva.jpg]
Move the mine cart forward to the next ledge; once there, Lara automatically
acquires the combat knife tool. As expected, it can be used to cut things,
specifically taut ropes and, in combat, enemy necks. [100 XP] Demonstrate its
razor-sharp edge on the nearest pulley, then the two ropes across the way.
This drops the elevator to ground level. [100 XP]
Use the inner shaft to reach the climbable ice wall, then clamber around the
shaft's exterior to reach the top. A document is nearby.
_
|_| DOCUMENT 1/5: top of elevator shaft [i.imgur.com/UXxZEsq.jpg]
Further on, Lara will find the Kitezh ruins the Soviets uncovered, not to
mention all their corpses. (One has a coin pile by it.) A document appears
before the pit trap, which leads right to the Pantheon Corridor campsite. A
mural sits nearby.
_
|_| DOCUMENT 2/5: Kitezh ruins entrance [i.imgur.com/gSnlb0a.jpg]
|_| MURAL 1/1 --: by area's only campsite [i.imgur.com/MNtH8gl.jpg]
• Players can have LV3 Russian proficiency by this time, meaning deciphering
the third monolith at the Soviet Installation is possible. Obtaining the
combat knife means that level's last challenge can be done, too. However,
fast travel is disabled here, so I'll mention backtracking again when it's
available.
Further down the path, Lara will spot a massive door in the distance. Pulling
it free will be the main goal in this area now.
[5.2] SHORTCUT: Break through the door
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XP: ---
No sooner has our protagonist rounded the corner than Trinity's men drop in
to investigate. The first two in the column area can be eliminated silently,
but there are four more in the reflecting pool area. Those who want to nix
'em stealthily should lure the nearest to his death, then snipe the crouching
guy and poison the last two. If everything goes south, there's plenty of
tin cans and bottles for makeshift explosives.
The strongbox here contains a Crafting Tool, and is the main reason why it
was suggested earlier not to buy one. When players next reach the vendor, the
next-best tool will be available just the same.
_
|_| DOCUMENT 3/5 : column-area table [i.imgur.com/jnA5EVW.jpg]
|_| STRONGBOX 1/2: reflecting pool area [i.imgur.com/Ffnhkgn.jpg]
|_| DOCUMENT 4/5 : door-tethered machine [i.imgur.com/FUR1yL7.jpg]
The steel cable machine in the reflecting pool area is tethered tight, making
an easy path to the door. Take the western zipline to the half-tipped truck
and climb onto the bridge. To rip open part of the door, the truck needs to
take a header into the pit.
First, push the perpendicular cart off the side, as it's useless clutter. The
remaining cart can be fixed to the winch; crank it up the decline, then slice
it with the knife. The momentum hits the front end and completes the puzzle.
The path will linearly lead to the NW building via zipline. Continue into
the dome's bowels to find another Trinity ambush -- about 9-10 guys total.
Since the reinforcements come from the far entrance or above, well-timed
grenades can take out more foes than normal.
Loot-wise, there's a survival cache in a corner. After reading the monolith
nearby -- Greek LV4-5? -- a coin cache can be found, too.
_
|_| MONOLITH ---: ambush room ledge [i.imgur.com/kA2SAlr.jpg]
|_| S. CACHE 2/3: ambush room [i.imgur.com/ut6Z2GA.jpg]
|_| C. CACHE 1/3: ambush room [i.imgur.com/2GSDK6Q.jpg]
The stairway nearby quickly turns into a slip-n-slide moment, so be sure to
catch the glacial wall exit.
_
|_| RELIC 1/1: tunnel after glacial wall [i.imgur.com/UTn2ZXK.jpg]
Hop over the remaining floor segments to find a bigger ledge containing a
trap floor. A survival cache, explorer satchel and coin pile are nearby.
_
|_| C. CACHE 2/3: near floor trap [i.imgur.com/MoVQH7I.jpg]
|_| E. SATCHEL -: near floor trap [i.imgur.com/C5ph1Vf.jpg]
The rope barrier tunnel nearby can be trashed, leading to a document alcove
and an exit climb, precariously perched above a spear trap. This actually
leads Lara through an old well, back into the earlier reflecting pool area.
_
|_| DOCUMENT 5/5: tunnel alcove [
http://i.imgur.com/Roqf6Cr.jpg]
Topside, Trinity's welcome wagon attacks again, though it's just two guys
atop a newly-erected ladder. They stick near an explosive barrel, making easy
kills. Above, players can find another strongbox (locked), survival cache,
and archivist map. Don't forget the final coin cache at the campsite corridor
either. Players should have 100% completion when all are found.
_
|_| C. CACHE 3/3 : reflecting pool entryway [i.imgur.com/eW43VG3.jpg]
|_| STRONGBOX 2/2: upper reflecting pool area [i.imgur.com/QcrEbXQ.jpg]
|_| S. CACHE 3/3 : upper reflecting pool area [i.imgur.com/QcrEbXQ.jpg]
|_| ARCHIVIST MAP: upper reflecting pool area [i.imgur.com/SHez64l.jpg]
The last leg of the journey requires advancing past the archivist map area
and ziplining to the eastern crane. Climb down to the track and push the cart
to its end, then tether it to the hanging bucket. Winch it until it catches
the water spray, giving enough extra weight to smash the far-off door.
On the downside, the cavern now has the consistency of a wobbly Jenga tower,
forcing Lara to make a mad dash to freedom. Scramble up the crane's boom and
leap to the far ledge, then leap into the massive doorway before the cave-in
grinds Lara to dust. (With all ziplines permanently destroyed, there's no way
to enter this area from the reflecting pool area. There's no collectibles to
find beyond, though, so this matters little.)
[5.3] WARMING UP: Enter the valley
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XP: ---
The statue room has little of worth, other than a coin pile at its feet. Exit
down the south corridor (mind the trap) to find a flooded tunnel. At its end,
players enter the next massive hub level...
_______________________________________________________________________________
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06) GEOTHERMAL VALLEY [WK06]
_______________________________________________________________________________
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MAP:
http://i.imgur.com/Fnt7Z0j.png
COLLECTIBLES ALBUM:
http://imgur.com/a/aNylx
This area will be similar in size to the Soviet Installation, though terrain
is a bit easier to traverse.
[5.3] WARMING UP: Enter the valley (cont'd)</pre><pre id="faqspan-3">
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XP: 50
There are no enemies or collectibles here as it's one-time-only. Traverse the
ruins until the upper zipline is reached; taking it leads to a cutscene and
discovery of Jacob's village.
[5.3.1] COLLECTIBLE BACKTRACKING: SOVIET INSTALLATION
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The village campfire is right near the entrance, letting players return to
the Installation finally and claim a newly available challenge.
_
|_| CHALLENGE #4: CAPTURE THE FLAG
+25 XP/per + 125 XP on completion + 2000 credits
Cut down seven Soviet flags.
• Copper mill entrance [i.imgur.com/TAm4Rdp.jpg]
• watchtower hill by copper mill entrance [i.imgur.com/d8ImsFN.jpg]
• top floor of sawmill [i.imgur.com/RnTYY7t.jpg]
• Logging Camp shack area [i.imgur.com/rWBUSjW.jpg]
• shack silo n. of sawmill [i.imgur.com/waIJBO0.jpg]
• cliff path to vendor area [i.imgur.com/c2jCpwb.jpg]
• Trinity vendor building [i.imgur.com/FxM8Y6d.jpg]
_
|_| MONOLITH ---: sawmill bridge [i.imgur.com/Pznz9HX.jpg]
|_| C. CACHE 7/9: Logging Camp cabin area [i.imgur.com/NV9Ghq0.jpg]
|_| C. CACHE 8/9: above sawmill wolf cave [i.imgur.com/3bgwnwp.jpg]
|_| C. CACHE 9/9: Kokkos of Nicea crypt entry [i.imgur.com/y0Njk4z.jpg]
Those who want to revisit for the "Difference of Opinion" poster-incinerating
challenge can get missed ones now. Waiting a short while for Lara to unlock
fire arrows will make it easier, though.
[6.1] PREPARE FOR BATTLE: Investigate the valley
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XP: 100
With such a vague goal, I suspect most players will take advantage of all the
new missions, challenges and collectibles in this area. First, let's tackle
all the stuff to do in the western village. (There's also a collectible-less
cave near the campfire platform that leads to coins; has an impact barrier.)
_
|_| S. CACHE 1/20: village entrance [i.imgur.com/Yx0pR7G.jpg]
|_| STRONGBOX 1/8: village entrance [i.imgur.com/Ml9EVjY.jpg]
|_| RELIC 1/13 --: near campfire gathering [i.imgur.com/Qc1ToRz.jpg]
|_| ARCHIVIST MAP: Under campsite platform [i.imgur.com/8gbfmpt.jpg]
|_| RELIC 2/13 --: Under campsite platform [i.imgur.com/x0DrDZe.jpg]
|_| MONOLITH ----: pumpkin patch; Greek LV5? [i.imgur.com/kWagJJ2.jpg]
|_| DOCUMENT 1/33: blacksmith's house [i.imgur.com/61d0SCf.jpg]
|_| DOCUMENT 2/33: watchtower longhouse [i.imgur.com/hJ6Ex8D.jpg]
|_| DOCUMENT 3/33: ruined tower [
http://i.imgur.com/qG2cbVa.jpg]
|_| DOCUMENT 4/33: cliff by ruined tower [i.imgur.com/0VVKVl4.jpg]
|_| STRONGBOX 2/8: ruined tower 1F interior [i.imgur.com/p5qvxoA.jpg]
|_| C. CACHE 1/9 : by broken river platforms [i.imgur.com/CyR6Csy.jpg]
Some of the challenges can be started in this area, too.
_
|_| CHALLENGE: FOWL PLAY
Reward: 25 XP/per caught + 125 XP completion + 2000 credits
Throw five chickens back into their pen
Many chickens appear in this area and can be caught if tracked down. When
one's captured, throw it into the enclosure near the pumpkin patch. The
feathered buggers often spawn around the blacksmith's house and the river
watchtower area.
_
|_| CHALLENGE: BULL'S-EYE [5/8]
Reward: 25 XP/per hit + 125 XP completion + 2000 credits
Hit all archery targets smack dab in the center with an arrow
• campsite platform archway [i.imgur.com/9FjeMik.jpg]
• hidden in pumpkin patch tree [i.imgur.com/K7oGQZa.jpg]
• hanging from ruined tower [i.imgur.com/94PdTBn.jpg]
• hanging from watchtower [i.imgur.com/XQ3ClMV.jpg]
• under broken river platform [i.imgur.com/37TwWLi.jpg]
_
|_| CHALLENGE: HUNG OUT TO DRY [1/6]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Cut down snared rabbits.
• by watchtower NPCs [
http://i.imgur.com/9fqdtcO.jpg]
NOTE: The document in the ruined tower's 2F interior can't be obtained now
for some reason, even if one blows up the metal barrier (grenade launcher),
scales the building via the blacksmith's house, then drops off the east side
to catch the free ledge. An invisible wall prevents players from accessing
it, or at least it did for me. (If anyone finds info about how to get past
this, email me.)
Next, let's visit the waterfall area north of the village. The highest path
to the observatory is closed, and the bear cave's tomb can't be expored, so
options are limited. Still, there is a tomb to find...
_
|_| DOCUMENT 5/33: near rabbit trap [i.imgur.com/AKpJrEP.jpg]
|_| DOCUMENT 6/33: waterside pillar [i.imgur.com/6kumK7m.jpg]
|_| MURAL 1/4 ---: waterside pillar [i.imgur.com/JghQahL.jpg]
|_| S. CACHE 2/20: upper waterfall cliff [i.imgur.com/vHXB27r.jpg]
_
|_| CHALLENGE: HUNG OUT TO DRY [2/6]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
• by document #3 above [
http://i.imgur.com/q0C82w2.jpg]
_
|_| CHALLENGE: BULL'S-EYE [7/8]
• dead-tree area near bear cave entrance [i.imgur.com/nTdlisB.jpg]
• upper waterfall cliff [i.imgur.com/xrmMufS.jpg]
_
|_| CRYPT 1/2: RIVKAH, THE ARCHITECT
Reward: Ancient Bow Part + 3000 credits
This well-hidden crypt is inside the waterfall north of the west village.
To enter, players must use the path to reach the upper reaches, then do
some unguided jumps down a ways along the flat stones. (Failing here will
make Lara tumble into the water below.) The last leap is to the ledge
obscured by the falls.
Past the breakable wall inside, swim a ways and find the document sitting
nearby. The lower path will lead to a mural. Both paths reunite in the
zipline room, which leads to the crypt itself. Unlike previous burial
grounds, there are no extra coin piles to find here.
_
|_| E. SATCHEL --: waterfall ledge [i.imgur.com/DzMilpg.jpg]
|_| DOCUMENT 7/33: Rivkah's crypt [i.imgur.com/F31hXvV.jpg]
|_| MURAL 2/4 ---: Rivkah's crypt [i.imgur.com/JwzBRsG.jpg]
That concludes the north area for now. Before going into the lowlands east of
the starting village, explore the river walkways in town. They lead to a rope
swing across a waterfall, leading to an old ruin. An explorer satchel is near
there, and entering the courtyard leads to a wolf ambush event.
_
|_| E. SATCHEL: waterfall area NE of village [i.imgur.com/tVxJood.jpg]
_
|_| CHALLENGE: BULL'S-EYE [8/8]
• wolf ambush courtyard [
http://i.imgur.com/MavjJQ7.jpg]
Those who want to do the House of the Afflicted tomb should pry open the door
and spelunk further. There's a coin pile near the cavern crack, which leads to
an ancient stone-hewn ruin (survival cache by well, relic in walkway). Past
the campsite (document here), players can enter the tomb properly.
_
|_| TOMB 1/4: HOUSE OF THE AFFLICTED
Reward: Fast Healer skill + 10000 credits
The goal here is to reach the upper ledge containing the codex. First,
pull the movable cart all the way out. Second, locate the broken pulley
platform in a sunken pit and tie them back together with a rope arrow.
Next, locate the metal bucket wrapped in rope. Above it, on a ledge, is
a similarly wrapped lever. Pull it with a rope arrow to fill it with
water, then move to the cart. Hit the lowered bucket with another rope
arrow, affixing it to the cart. Now the platforms should stay raised.
Use the nearby steps to swing onto the first raised cargo lift, then do
the remaining climbing course to reach the codex and other goodies inside.
The new perk is self-explanitory: wounds can be bandaged more quickly.
That's all for the tomb, so make sure to get all treasures. One survival cache
and explorer satchel are only accessible by a sunken tunnel found in the tomb
area itself.
_
|_| S. CACHE 3/20: path to House of the Afflicted [i.imgur.com/h1nUKoT.jpg]
|_| RELIC 3/13 --: path to House of the Afflicted [i.imgur.com/Hj6RQZC.jpg]
|_| DOCUMENT 8/33: Infirmary campsite [i.imgur.com/TB1sHuD.jpg]
|_| S. CACHE 4/20: House of the Afflicted [i.imgur.com/R2oEHKW.jpg]
|_| RELIC 4/13 --: House of the Afflicted [i.imgur.com/ykzA2xT.jpg]
|_| DOCUMENT 9/33: House of the Afflicted [i.imgur.com/mxBS3mc.jpg]
|_| ARCHIVIST MAP: House of the Afflicted [i.imgur.com/d2LEe69.jpg]
|_| S. CACHE 5/20: House of the Afflicted [i.imgur.com/mpyI7mt.jpg]
|_| E. SATCHEL --: House of the Afflicted [i.imgur.com/mpyI7mt.jpg]
Next, let's explore the lowlands -- the area east of the village. Basically
anything available without crossing the river.
_
|_| S. CACHE 6/20 : riverside path [i.imgur.com/mcxo4CU.jpg]
|_| S. CACHE 7/20 : riverside path [i.imgur.com/pclBFMD.jpg]
|_| STRONGBOX 3/8 : riverside building [i.imgur.com/T4vGEk1.jpg]
|_| S. CACHE 8/20 : cliffs below 1st watchtower [i.imgur.com/1UJ77pg.jpg]
|_| C. CACHE 2/9 -: lowland forest [i.imgur.com/i97KnN2.jpg]
|_| DOCUMENT 10/33: forest cave, ledge [i.imgur.com/MaF7pXi.jpg]
|_| DOCUMENT 11/33: forest zipline platform [i.imgur.com/DlWyO5l.jpg]
|_| DOCUMENT 12/33: huntress cottage shack [i.imgur.com/QBYRSoy.jpg]
|_| ARCHIVIST MAP : huntress cottage [i.imgur.com/nH9s3pF.jpg]
|_| S. CACHE 9/20 : forest, leopard area [i.imgur.com/iJC0TGh.jpg]
|_| C. CACHE 3/9 -: forest, leopard area [i.imgur.com/4pBgmiO.jpg]
_
|_| MISSION #1: DEFENSIVE STRATEGY
Reward: 250 XP + Battle Worn Outfit
The quest NPC is near the village watchtower, and wants extra supplies to
fortify watchtowers. Collect 4 deer hides (many exist in the lower woods)
and 4 hardwood branches. Talk to the NPC again, put the items into the
wicker basket nearby, then do the same at the lakeshore watchtower. When
all are done, return for rewards.
_
|_| MISSION #2: SURVEILLANCE DISRUPTION
Reward: 350 XP + Ancient Horn Bow
The huntress at the southern lakeshore cottage can give this quest as
soon as Lara approaches. Turns out, Trinity's been sending drones into
the area to map the valley, eliminating the Remnants' advantage. The NPC
wishes Lara to take 'em all (4) out. They spawn in the western leopard
area, near the huntress' cottage itself, and the other two near the bear
cave. They have a telltale buzzing noise as they fly and can be scrapped
with a few arrows/bullets. Return to the huntress for a reward afterward.
_
|_| CHALLENGE: HUNG OUT TO DRY [6/6]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
• lowlands, near village ladder [i.imgur.com/weTRwy9.jpg]
• lowlands strongbox platform [i.imgur.com/HpPB0D9.jpg]
• lowlands bridge crossing [i.imgur.com/ctnCEcT.jpg]
• lowlands, leopard area platform [i.imgur.com/mi4EyvQ.jpg]
_
|_| CHALLENGE: HIGH DIVING [1/4]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Do swan dives at specially marked locations (red wooden planks)
• South lakeshore watchtower [i.imgur.com/olP76xW.jpg]
To do swan dives, jump and tap L2 in the air quickly. This way, Lara does a
graceful descent, rather than sinking like an awkward, awkward stone. The
challenge can be a bit buggy and make dives occasionally NOT count, so be
sure to continue only after getting the update notification.
With the lowlands stuff done, it's time to head across the river to find the
east collectibles around the castle ruins.
_
|_| S. CACHE 10/20: boar cave area [i.imgur.com/pAEokMO.jpg]
|_| S. CACHE 11/20: castle ruins [i.imgur.com/hTXoKrQ.jpg]
|_| RELIC 5/13 ---: castle ruins [i.imgur.com/QXmICE1.jpg]
|_| MURAL 3/4 ----: castle ruins [i.imgur.com/4fi8V9l.jpg]
|_| STRONGBOX 4/8 : castle ruins [i.imgur.com/VH2FGPR.jpg]
_
|_| CHALLENGE: HIGH DIVING [2/4]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Do swan dives at specially marked locations (red wooden planks)
• waterfall tomb area east of lowlands [i.imgur.com/wdSEHB6.jpg]
_
|_| MISSION #3: A HEARTY MEAL
Reward: 250 XP + Huntress Outfit
This quest's available from the lakeside huntress after completing her
first job. This time, she wants Lara to scrouge up food supplies (2 boar
meat, 4 mushrooms) for those taking refuge. Boars spawn at the cave right
across the river from the cabin, and mushrooms are the exact same ones
Lara uses for poison. Yeah, it's a wonder these guys have survived for
so long...
A crypt can also be found along the coast, east of the castle ruins.
_
|_| CRYPT 2/2: AURORA, THE PHYSICIAN [i.imgur.com/QavFd2G.jpg]
Reward: Ancient Bow Part + 3000 credits
This is a fairly linear place. There's a coin pile by the now-expected
breakable wall, which leads to a deep area of ziplines and wall crags.
A mural is after the first zipline; the document is around the very next
corner. Jump down further and swim to the crypt, which, if one's followed
the FAQ, should be the last one needed to unlock the Grim Whisper bow.
_
|_| MURAL 4/4 ----: Aurora's crypt [i.imgur.com/nZ8WUxS.jpg]
|_| DOCUMENT 13/33: Aurora's crypt [i.imgur.com/mlySgfx.jpg]
Finally, the last mission can be undertaken in the castle ruins. An NPC wants
Lara to raid tombs to uncover (and share) their knowledge.
_
|_| MISSION #4: ANCIENT SECRETS
Reward: +50 XP/per tomb + 10 coins/per tomb + Sacra Umbra outfit
Raid tombs. There are nine in total, and only five are available at this
point and time. Tombs are considered complete when the codex is obtained.
• Ice Ship (Glacial Cavern)
• Ancient Cistern (Soviet Installation)
• Voice of God (Soviet Installation)
• The Red Mine (Soviet Installation)
• House of the Afflicted (Geothermal Valley)
The path further north from the ruins is blocked right now, so all that's left
is advancing the plot.
[6.2] PREPARE FOR BATTLE: Light the Signal Fire on the Spire
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XP: 50
This segment begins when Jacob radios in at the eastern castle area, past
the Ruins Encampment site. He'll want Lara to help light a signal fire to
warn villagers farther down the valley. The massive tower south of the ruins
is the destination now.
The bridge is out, so this'll be a basic climbing course with no collectibles
inside. Make a rope zipline down to a remnant path, then start climbing the
southern face's crags. By the time Lara pulls up to solid ground, she'll be
above the north face's ancient entrance.
_
|_| CHALLENGE: HIGH DIVING [3/4]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Do swan dives at specially marked locations (red wooden planks)
• offshore signal tower's entrance [i.imgur.com/jEx3mxn.jpg]
Getting the high dive right now isn't as important as climbing, of course.
The remaining course spirals around back to the north side, where one must
again catch a rickety ledge. This time, when pulling up into solid ground
via the west face, Lara will automatically find an oil flask for making fire
arrows. 'Bout damn time, most would say! [100 XP + 100 XP]
With the new weapon, continue the ascent up this deathtrap -- it'll mostly
be the southern and western crag-covered facades this time. At the top, Lara
can catch, and pull up onto, the world's feeblest pulley. This gives enough
clearance to shoot the fire arrow and light the blasted thing.
Make a zipline back to the castle ruins when control returns. Before Jacob's
rendezvous, get that third high dive spot detailed above!
[6.3] PREPARE FOR BATTLE: Rejoin Jacob at the upper village
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XP: 100
North of the castle ruins, the path to the Geothermal Valley's east village
is now available. Trinity copters will soon appear, making Lara's slog through
the molassas-thick marsh waste precious time in helping. (There aren't any
collectibles in this area.)
Upon making landfall, there'll be scene where Lara automatically obtains the
Pump-Action Shotgun -- the first of its kind, assuming players didn't snag
the vendor's Tactical Shotgun.
[6.4] PREPARE FOR BATTLE: Help defend the village
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XP: 150
With the new shotgun, whose body shots can OHKO the unarmored at close range,
it's time to go to town on the invaders. Don't worry about collectibles here;
the "fortifications" are contrived to cut off access to 'em.
After about 5-6 enemies fall, Lara will confront a new enemy: a Flamethrower
Elite. Like its name suggests, it spews streams of fire and has heavy armor
to protect itself. The weak spot is the tank on its back; the more it's
damaged, the more streams of gas come out. Using explosives is a good idea,
as their explosion radius can be more useful than trying to snipe tanks while
dodging. (By explosives, I mean the rifle grenade launcher.)
Defeating the pyro ends the event and fast-forwards to the next day, where
Lara enlists to help the people trapped in the Acropolis. (They won't be
prepared apparently... So what was the purpose of the signal fires! Urgh!)
[6.5] TO THE TOWER: Follow the path up to the tower
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XP: ---
The Acropolis lies to the SE. Before that, there's some meager collectibles
to uncover. (Most are still conveniently barricaded off, accessible only in
the second plot-related visit.) The broken aqueduct path leading SE results
in a campsite and monolith, the latter requiring LV6 Greek proficiency (?).
Only two of those caches can be obtained currently.
_
|_| ARCHIVIST MAP : hospital area [i.imgur.com/9oXocAA.jpg]
|_| DOCUMENT 14/33: hospital area [i.imgur.com/6R9T6G3.jpg]
|_| STRONGBOX 5/8 : path to Acropolis [i.imgur.com/wJEsZDK.jpg]
|_| MONOLITH -----: Aqueduct Ruins campsite [i.imgur.com/klMb6ap.jpg]
|_| C. CACHE 4/9 -: Aurora's crypt entrance [i.imgur.com/qmQjomf.jpg]
|_| C. CACHE 5/9 -: HOTA tomb, wolf courtyard [i.imgur.com/3wyAnvP.jpg]
Opposite the aqueduct campsite is an entrance to another tomb, accessible by
a fallen log. It's mostly a linear path, leading to a slip into a waterfall,
then building a zipline across a small river pond. Past the burial chamber,
the tomb and campsite can be found.
_
|_| TOMB 2/4: CATACOMB OF SACRED WATERS [i.imgur.com/xAFybPA.jpg]
Reward: Anatomical Knowledge skill + 10000 credits
Completing this small area will require tricky use of boats and currents.
To start, pull the boat near the rapids' small "island" out with rope
arrows. These can be fastened to the always-active spools, creating small
gaps of time in which to move around.
Here, tie the boat to the island's nearest spool, then hop on there for
goodies (coin piles, document). There's a second boat underneath the falls
nearby. Tie it to the island's other spool, hop on, then quickly affix it
to the spool farthest from the campsite. This one must be cranked into
position by hand. After that, just hop into the codex chamber for the
remaining items.
For those having trouble, remember creating a new spool rope destroys the
previous, so don't waste time cutting 'em with the knife. The new skill
highlights animals' hearts in Survival Instincts, letting players deal
massive damage easier. This is mostly important for deer (has a related
achievement) since it doesn't work on bears and large cats.
_
|_| RELIC 6/13 ---: COSW tomb, burial chamber [i.imgur.com/r9E9aRb.jpg]
|_| DOCUMENT 15/33: COSW tomb, near campfire [i.imgur.com/8tTMKnk.jpg]
|_| DOCUMENT 16/33: COSW tomb, tiny island [i.imgur.com/f4lEvEq.jpg]
|_| ARCHIVIST MAP : COSW tomb, codex chamber [i.imgur.com/Zc4nqhY.jpg]
|_| RELIC 7/13 ---: COSW tomb, codex chamber [i.imgur.com/JxEuHcW.jpg]
To exit the tomb, use the codex chamber's collapsing wall. Those doing the
"Ancient Secrets" quest can naturally go back to the castle ruins and get 10
coins, too.
That's all the Geothermal Valley can give right now -- time to exit SE from
the village into the Acropolis.
_______________________________________________________________________________
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07) THE ACROPOLIS [WK07]
_______________________________________________________________________________
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MAP:
http://i.imgur.com/aq2JgT0.png
COLLECTIBLES ALBUM:
http://imgur.com/a/frC45
This area is large, but linear. Nearly all collectibles can be found during
the first playthrough (the others require backtracking, doable almost right
afterwards).
[7.1] INTO THE ACROPOLIS: Find a way into the Acropolis
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: ---
Upon entering the main gate, players are treated to a food-strewn walkway with
no one in sight. There's a document underneath here, if one checks carefully.
_
|_| DOCUMENT 1/10: underneath walkway [i.imgur.com/VQVytO3.jpg]
With the main gate blocked by flaming debris, it's time for a detour -- use
the cliff path nearby to get started. This culminates in a curving, climbable
rock wall
[7.2] INTO THE ACROPOLIS: Enter the Acropolis
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XP: 50
Make a zipline up to the next ledge, then swim to the gate's other side. The
ominous bell-tolling and gunfire should tell how things are going here. (Just
so players know, there's no NPCs who can be saved here, so feel free to go as
fast or slow as necessary.) Reaching this point gives 50 XP.
Before the first enemy encounter, players have to descend the mountain path
and go through a flaming, empty marketplace. There's a ton of collectibles to
find here.
_
|_| S. CACHE 1/3 : marketplace e. hill [i.imgur.com/QHTM3C1.jpg]
|_| STRONGBOX 1/3: marketplace e. hill [i.imgur.com/vyzK5by.jpg]
|_| STRONGBOX 2/3: marketplace tent [i.imgur.com/64uq9wv.jpg]
|_| DOCUMENT 2/10: marketplace gate [i.imgur.com/h0M7gid.jpg]
|_| DOCUMENT 3/10: marketplace tent [i.imgur.com/0ah3ERb.jpg]
|_| S. CACHE 2/3 : marketplace w. hill [i.imgur.com/vZSyEL5.jpg]
|_| DOCUMENT 4/10: marketplace street [i.imgur.com/bg1Y4RY.jpg]
|_| RELIC 1/3 ---: marketplace tent [i.imgur.com/u1l5vJo.jpg]
_
|_| CHALLENGE: CUT SHORT [1/6]
Destroy Trinity's eavesdropping walkie-talkies.
• marketplace canopy [
http://i.imgur.com/6agEBNn.jpg]
Continue south to the market square.
[7.3] REACH THE TOWER: Infiltrate the ruins and find Sofia
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XP: 50
The first Trinity encounter occurs here, with the gunmen executing civilians.
There are six enemies here: three near Lara (two with backs turned) and three
at the far south end. It's possible to do much of the area silently with the
hiding thickets, luring arrows and Double Shot perk. If all hell breaks loose,
two more enemies run from the far alley to help.
_
|_| CHALLENGE: CUT SHORT [4/6]
Destroy Trinity's eavesdropping walkie-talkies.
• marketplace square, west side [i.imgur.com/BmzAEws.jpg]
• marketplace square, east side [i.imgur.com/Vv9f8ug.jpg]
• marketplace square, south side [i.imgur.com/yNa1wCU.jpg]
More debris blocks the south gate, so follow the breadcrumb trail into the SW
alley. There'll be two assclowns right inside the tunnel entrance, then three
more doing wetwork beyond. That last batch can mostly be eliminated silently,
thanks to the waist-high ledging.
The next passage collapses when entered, dropping Lara right next to two
unaware soldiers and molotov ingredients. Slide through the wall gap to find
Sofia's group about to be the third executed group. Act fast to eliminate the
soldiers (one is armored) before they can pull off any retaliations.
[7.4] REACH THE TOWER: Find the ammunition cache
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XP: 50
Sofia laments the blockage preventing access to the catacombs, and Lara, like
always, is willing to help. Smash down the feeble wall to find a mural and
passage into the ammunition room.
_
|_| MURAL 1/1: passage [i.imgur.com/9Z4o9T5.jpg]
[7.5] REACH THE TOWER: Find a way to destroy the blockade
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XP: 50
Hop down into the armory to automatically acquire grenade arrows.
_
|_| RELIC 2/3: armory cache [i.imgur.com/8BZYCVL.jpg]
[7.6] REACH THE TOWER: Destroy the blockade to free the Remnant
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XP: 100
Hop back up and fire the grenade arrow through the broken window. Be sure the
fire when the reticle turns red, lest the arrow hit the framework and turn
Lara into a Jackson Pollock painting. (Interestingly enough, Lara can't go
back to Sofia's position until this part is done. Everyone automatically
regroups afterward.)
[7.7] REACH THE TOWER: Breach the gate to the Tower Courtyard
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XP: 50
The campsite nearby has a monolith (Greek LV6?) and document. Those who want
to backtrack for a missed coin cache can do so now.
_
|_| MONOLITH ----: campsite [i.imgur.com/exknLsb.jpg]
|_| DOCUMENT 5/10: campsite [i.imgur.com/7PjhKa1.jpg]
|_| C. CACHE 1/3 : blockade area [i.imgur.com/DrvHTN7.jpg]
|_| C. CACHE 2/3 : burning bazaar [i.imgur.com/rV1B1Zh.jpg]
Proceed east of the campsite area along the smashed planks and walkways,
aiming for the equally smashed bridge. There's a document along the way and
a relic back on solid ground.
_
|_| DOCUMENT 6/10: path to bridge [i.imgur.com/T29TPZW.jpg]
|_| RELIC 3/3 ---: bridge, by gate [i.imgur.com/zEKgbJ0.jpg]
Jump the gap to the south and smash the metal barricade with any explosive to
make a crawlspace.
[7.8] REACH THE TOWER: Attack Trinity to lure the helicopter out
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XP: 50
Going under the gate alerts Trinity immediately, causing another standoff in
the courtyard. There'll be 4-5 enemies to defeat, including an armored foe
and a grenadier (upper walkway). There's a strongbox nearby.
_
|_| STRONGBOX 3/3: ambush site [i.imgur.com/8G90PLS.jpg]
Blow up the next metal barricade to start the next stretch of fighting. Snipe
the red barrel in the distance to take 2-3 enemies out in one go, leaving a
few ground stragglers (grenadier, unarmored types) left.
_
|_| CHALLENGE: CUT SHORT [5/6]
Destroy Trinity's eavesdropping walkie-talkies.
• past 3nd strongbox area [i.imgur.com/1fNZOLi.jpg]
The third stretch is just up the way, in yet another courtyard. (Apparently
the only things this Acropolis contains!) The enemies mostly come out one
set of steps, letting any experienced gunner murder 'em in the bottleneck.
There's another grenadier here.
Continue toward the 2nd campsite for some nice fireworks.
[7.9] RESCUE MISSION: Defeat the trinity forces
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XP: 250
Before advancing further, make sure to get the collectibles in this area, as
they can't be obtained during combat.
_
|_| ARCHIVIST MAP: by campsite [i.imgur.com/sYM1ERf.jpg]
|_| DOCUMENT 7/10: by campsite [i.imgur.com/0cdpHty.jpg]
|_| S. CACHE 3/3 : previous attack area [i.imgur.com/4FfsrIn.jpg]
_
|_| CHALLENGE: CUT SHORT [6/6]
Destroy Trinity's eavesdropping walkie-talkies.
• by campsite [i.imgur.com/DEbp9eO.jpg]
There's nowhere to go but west now and, unsurprisingly, running towards the
fighting results in more combat. Just four soldiers, though. There's papers
by an archway.
_
|_| DOCUMENT 8/10: combat corridor [i.imgur.com/DJtGhzh.jpg]
The next room spawns an armored type with a riot shield. Hopefully players
have obtained all the Dodge Kill perks by now, since killing these clowns
in one hit (or at least with weapon-specific finishers) is very satisfying.
Keep going west to find another crawlspace door.
The final siege begins in this room. Slay the three goofballs standing around,
then prepare to take on those -- a mix of grenadiers, shotgunners and normal
unarmored goons -- dropping in from above. Much of the cover here goes bust
with a few hits of any weapon, so use the support pillars for best measure.
Try to save a grenade (arrow) for last, as the battle ends with two armored
types -- an explosive can take both out in one go.
In the long cutscene that follows, Lara learns the Atlas' location and gets
a parting gift from Sofia: the wire spool. This tool's purpose is twofold:
players can now catch ledges just out of reach by hitting Square in midair.
Additionally, certain metal fixtures on the ceiling (etc.) can be caught in
the same way, creating a fast pendulum arc to nearby ledges, not unlike rope
swings.
[7.10] BACK TO THE FOREST: Find a safe path back to the Remnant village
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XP: 50
Lara is automatically placed west of the tower, cut off from the previous
parts of the level. (This unfortunately means that a previous document and
coin cache can't be obtained until one backtracks to that final attack site.)
For now, create a rope across the abyss to land at the grapple axe tutorial
site.
_
|_| EXPLORER SATCHEL: 1st grapple axing area [i.imgur.com/kcQ92GM.jpg]
Swing across the abyss, then do the next tutorial: grapple-axing onto high-up
ledges. The concept is the same, though poorly executed tries often lead to a
plummeting death.
_
|_| DOCUMENT 9/10: upper ledge [i.imgur.com/Zv8Qb5B.jpg]
Finally, grapple-axe across the next pit to catch a craggy wall. There'll be
one more "jump and catch craggy wall in midair" test before players can exit
this area back into the Geothermal Valley.
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08) GEOTHERMAL VALLEY [II] [WK08]
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MAP:
http://i.imgur.com/Fnt7Z0j.png
COLLECTIBLES ALBUM:
http://imgur.com/a/aNylx
Before continuing with the plot, players can do some additional loot searches
via fast travel.
[8.0.1] OPTIONAL: Remaining Acropolis collectibles
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If one followed the walkthrough, only two items are remaining: a coin cache
and a document. These are both found in the large pillar-filled chamber where
the last shootout occured. Return there to find a floor panel removed, giving
access to tunnels below. The cache is at the very, very back area.
_
|_| DOCUMENT 10/10: attack site tunnel [i.imgur.com/VkswwW7.jpg]
|_| C. CACHE 3/3 -: attack site tunnel [i.imgur.com/4Evp7ha.jpg]
[8.0.2] OPTIONAL: Newly available Geothermal Valley collectibles
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Players can have LV7 Greek proficiency by this time, meaning the monolith in
the castle ruins can reveal three new coin caches! One is available now; the
two others (and the one revealed in 2nd monolith batch) can be obtained in
the upcoming story segments.
_
|_| MONOLITH ---: castle ruins [i.imgur.com/cBgkdJi.jpg]
|_| C. CACHE 6/9: Lowlands, watchtower beach [i.imgur.com/qDkGsQs.jpg]
The tomb along the lowlands river -- southeast from the House of the Afflicted
ruin entrance -- can be accessed now as well, thanks to the wire spool. This
leads to the Hidden Ravine campsite and another spool gap. An explorer satchel
is right beyond, before the slippery path to a crag jump.
A survival cache gleams past the log-walking bridge. The munchkin-sized tunnel
leads to a breaking ledge, dropping Lara farther into the caverns...right at
the tomb's entrance.
_
|_| TOMB 3/4: THE PIT OF JUDGEMENT [i.imgur.com/kNpxfMj.jpg]
Reward: Geologist skill + 10000 credits
The goal of this area is to blow up the barricaded chamber to the codex;
this is done via minecart kamikaze tactics. There are two tracks, but
one starts blocked -- use the other. (A survival cache sits alongside the
barricaded entrance.)
This first minetrack has a relic and document in plain sight, plus an
archivist map down the skeleton-littered offshoot tunnel. Solving the
cart puzzle is simple: rotate the track 180 degrees with the metal crank
object (not unlike rope pulleys). Push the cart down to the entrance for
a satisfying explosion.
To reach the second track, make a zipline from the first's area. (There's
a relic down below and a survival cache higher up.) Unlike the previous
cart job, this one's slightly more complicated, being a two-tier shaft.
The lower crank wheel controls the track rotation and the upper one acts
like an elevator.
Move the track down to ground level, rotate 90 degrees and load the cart.
The elevator itself rotates the track 90 degrees as well, so to account
for it, give the track a 270-degree spin before ascending. All that's
left is pushing the second mobile bomb into the lower barricade. Who says
explosions don't solve everything?
The codex bestows the Geologist skill, allowing Lara to mine chromite
ore from ore veins, in addition to normal gains.
_
|_| EXPLORER SATCHEL: path to tomb [i.imgur.com/Mqxyzqe.jpg]
|_| S. CACHE 12/20 -: path to tomb [i.imgur.com/ECA15RZ.jpg]
|_| S. CACHE 13/20 -: tomb, codex room entrance [i.imgur.com/fDwcQK3.jpg]
|_| ARCHIVIST MAP --: tomb, 1st minetrack area [i.imgur.com/kMS1unS.jpg]
|_| RELIC 8/13 -----: tomb, 1st minetrack area [i.imgur.com/IbR3QPi.jpg]
|_| DOCUMENT 17/33 -: tomb, 1st minetrack area [i.imgur.com/HtiBsI2.jpg]
|_| RELIC 9/13 -----: tomb, 2nd minetrack area [i.imgur.com/Qxcw2ju.jpg]
|_| S. CACHE 14/20 -: tomb, 2nd minetrack area [i.imgur.com/nezDcSy.jpg]
|_| DOCUMENT 18/33 -: tomb, codex chamber [i.imgur.com/oEYClGs.jpg]
Exiting the tomb is basically the same way as entering, only using crag walls
to bypass the slippery slopes. Be sure to revisit the castle ruins NPC who'll
pay Byzantine moolah for the finding. If one followed the walkthrough, there
should be seven tombs completed and two remaining (one here, one in a later
level).
Alright, back to the storyline...
[8.1] SILENT NIGHT: Sneak or fight through the occupied village
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XP: 50
The Cliffside Lookout camp is the first thing in the Valley's eastern, yet-
-unexplored reach. There's also a strongbox here.
_
|_| STRONGBOX 5/8: campsite [
http://i.imgur.com/TMPeB4Z.jpg]
The only way to the east village is down the valley. Wire-swing to the first
zipline, dropping Lara near some surviving shacks. The tree platform contains
the archivist map and zipline to the lower bog.
_
|_| DOCUMENT 19/33: shack area [i.imgur.com/fZGD5Fz.jpg]
|_| STRONGBOX 6/8 : shack area, barrier room [i.imgur.com/856UgDB.jpg]
|_| DOCUMENT 20/33: shack area [i.imgur.com/cq6GwDE.jpg]
|_| S. CACHE 15/20: shack area [i.imgur.com/qmCF9ov.jpg]
|_| ARCHIVIST MAP : shack area [i.imgur.com/BmxB1Ej.jpg]
The fur-faced NPC nearby will mention the east village is overrun by Trinity
again. Players can go north to continue the plot or west to the swamp-claimed
structures, providing a shortcut back to the castle ruins area. (This is no
longer one-way either; the wire spool allows Lara to catch an upper platform
that was out of reach before. Of course, going from the castle ruins to the
current location will rarely be needed, so...yeah.)
North it is! Perform a water stealth kill on the inattentive guard, then
climb up into the thicket for the first real Trinity-controlled area.
[8.2] SILENT NIGHT: Pass through the occupied village to reach the monastery
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XP: 150
The ruined cabin area has about six guards, most standing near the bonfire.
Thickets' presence always suggests stealth, but some Rambo-style murdering
will be quicker. Players who found the monolith near the old byroad to the
Acropolis can get a coin cache here.
_
|_| C. CACHE 7/9 -: by stairs [i.imgur.com/yWPGMcD.jpg]
|_| DOCUMENT 21/33: computer area [i.imgur.com/toyhs46.jpg]
To reenter the main village area, hop through the computer room's window.
There'll be a great deal more foes in the cabin-rich area, about 8-10 (half
armored) patrollers and stand-around types. It's possible to do this area with
pure stealth (throwable lures out the wazoo), but brute-forcing through works
as well. Some collectibles can be found before continuing north.
_
|_| STRONGBOX 7/8 : canopy area [i.imgur.com/cbuHZaY.jpg]
|_| DOCUMENT 22/33: canopy area [i.imgur.com/R6rhOAe.jpg]
|_| DOCUMENT 23/33: western area [i.imgur.com/z1Zq3hx.jpg]
|_| DOCUMENT 24/33: western area, flame barrier [i.imgur.com/kwAMQXP.jpg]
|_| DOCUMENT 25/33: path to north half [i.imgur.com/vAGHy2f.jpg]
The north area at the foot of the cathedral has several more enemies and a
huge log cabin, about ten in all. Again, the pure stealth route is very, very
slow here, so making use of luring and explosive barrels expedites things
nicely. In addition to normal collectibles, there's another coin cache to
find, if the appropriate monolith (by Acropolis entrance) was deciphered.
_
|_| C. CACHE 8/9 -: north half entrance [i.imgur.com/6peuEn6.jpg]
|_| DOCUMENT 26/33: big cabin [i.imgur.com/Jz0qk6I.jpg]
|_| DOCUMENT 27/33: big cabin [i.imgur.com/Z3bZAMe.jpg]
[8.3] SILENT NIGHT: Scale the Cathedral to find the entrance
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XP: ---
From the big cabin's second-floor balcony, use the wire spool to reach the
small climbing course on the cathedral's facade. Inside, players can find
the new campsite (Cathedral Courtyard) and a leopard-prowling area, just in
case one wanted some exotic skins.
_
|_| DOCUMENT 28/33: by campfire [i.imgur.com/XWU0znd.jpg]
|_| S. CACHE 16/20: courtyard area [
|_| RELIC 10/13 --: northernmost area [i.imgur.com/6M7foCx.jpg]
There's nowhere to go but up here. Using the remaining walkways, move to the
western fringe and wire-swing to the tower (near campfire). Murder the goon
radioing in, then grapple-hook the next ledge -- players will now be in the
cathedral's upper remnants.
_
|_| DOCUMENT 29/33: gate platform [i.imgur.com/VZHMLfN.jpg]
Climb above the rusted gate to find an alcove. Wire-swing to one end, then
come out the other side; two guards will spawn nearby. (Both can be picked
off silently from afar.) Grapple-hook the opposite ledge, pull up, then make
for the nearest guard's position -- or former, if he's dead. Lara'll have to
shimmy around the fringe to climb up. A crag wall leads up to where the foes
spawned.
From there, use a final wire-swing to reach the corner's outcropping. Above
the crag wall, the next path segues into the next level...
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09) FLOODED ARCHIVES [WK09]
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MAP:
http://i.imgur.com/an0KkDD.png
COLLECTIBLES ALBUM:
http://imgur.com/a/oRGgK
[9.1] THE CATHEDRAL: Find a way inside the Cathedral
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XP: 500
Lara begins on a crumbling outdoor roof. Swing into the belltower's opening,
then start climbing on the SE wall. This leads to a simple ascending course
via interior ledging. A few tiers above, mount the nearby plank, giving just
enough space to grapple-hook the makeshift ladderwork across the abyss. This
leads up to the exit and a mandatory scene.
During the tower collapse, Lara will be hanging by a rope. Shoot the hanging
generators to avoid a nasty game over.
[9.2] THE CATHEDRAL: Find the Archives entrance
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XP: ---
After the raucous events, Lara is by herself in the cathedral's basement and
has no way to climb back up.
_
|_| DOCUMENT 1/5: starting area [i.imgur.com/JM6NdjW.jpg]
The Chamber of Records campfire is right through the nearby wall fissure.
[9.3] GLIMPSES: Enter the Archives and find the Atlas
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XP: 150
Fast travel is unavailable, as expected. Lara will automatically notice the
mural nearby, so inspect it further after.
_
|_| MURAL 1/3: campfire area [i.imgur.com/m7njpFC.jpg]
Continue onward to the Trinity flambé. They can't be looted, other than the
lone survivor, assuming Lara performs a mercy killing. Below, clear the path
blockage by shooting the Greek fire vessels.
[9.4] THE ATLAS: Retrieve the Atlas from the Archives before Trinity
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XP: 50
There's a document at the foot of the stairs, plus another in the Atlas'
chamber (use overhead crossbars for wire-swinging to the north balcony).
_
|_| DOCUMENT 2/5: pre-Atlas hallway [i.imgur.com/rtunQKY.jpg]
|_| DOCUMENT 3/5: Atlas rm. balcony [i.imgur.com/I1GJncE.jpg]
When ready, make a beeline for the relic.
[9.5] THE ATLAS: Survive Trinity's assault and escape with the Atlas
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XP: 150
As soon as the Atlas is pocketed, Trinity's grenades signal herald their
arrival. Some unarmored types will arrive from the same entrance Lara used,
and when they're slain, a few armored types break through the locked gate
nearby. Lara tends to be pinned down near the statues, but can move around
as needed. Smart use of the Greek fire vessels are OHKOs to all enemies, so
try not to detonate 'em with stray shots.
The burning sections force players to enter the adjacent room at ground level,
which can play into the clutches of the reinforcements. Instead, quickly go
to a higher level for better visibility, which should give an easy bushwhack
situation on the group below (one well-timed grenade often does the trick).
This is helpful as it also gives an easy shot at the west door, which gets
cut through by even more reinforcements. Again, grenades are the solution to
all life's problems.
Don't bother exploring the smoke-filled chamber, as there's no collectibles
here either. Just enter the flooded west tunnel.
[9.6] DARK WATERS: Find a way out of the Archives with the Atlas
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XP: 50
Proceed for a fun-filled trip through the murk...until a flamethrower idiot
ignites the sulfuric gasses, turning the air into a haze of flames. Quickly
to the tunnel's end underwater. In a pleasant scene, an unseen swordsman
skewers the pyro, allowing Lara to steal his rebreather. This new tool allows
her to stay underwater indefinitely -- useful for any water level, and needed
to get the final tomb in the Geothermal Valley. (More on that later...)
At the very end, pull up into a huge chamber. Lara surmises she'll need to
topple the huge statue to reach the western stairway.
[9.7] RISING TIDE: Find a way to escape with the Atlas
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XP: 250
Shoot the first batch of Greek fire by the statue to do one-third of the job,
then locate the nearby campfire.
• Notice all the Trinity corpses around? Like those at the gulag, they don't
respawn. Players can continuously use this area (via fast-traveling) for
easy resource acquisition -- it's one of the best ways in the post-game for
that purpose.
Players can explore to the north or south -- the order doesn't matter. This
walkthrough will go the former for no particular reason. Continue into the
NE structure's covered path to find more evidence of a massacre. There'll be
three more clowns (including an armored guy) there -- eliminate in any chosen
fashion.
Exiting is done by the rope barrier, but before that, climb the craggy wall
to the 2F trap-filled hallway. A relic's nearby, and the 2F corridor wraps
back around south, letting one get access to a balcony document and monolith.
The latter is Greek LV7, I believe. (None of the coin caches displayed in
previous areas are available now, thanks to the collapsed flooded tunnel.)
_
|_| RELIC 1/2 --: 2F corridor [i.imgur.com/nrsO4iS.jpg]
|_| DOCUMENT 4/5: 2F outdoor balcony [i.imgur.com/z5fhNjn.jpg]
|_| MONOLITH ---: 2F outdoor balcony [i.imgur.com/6xcwpXL.jpg]
Locate the northern Greek fire depot, an area where barrels are held in a
huge wooden chute of sorts. There's a survival cache to find, as well as a
coin pile across the way.
_
|_| S. CACHE 1/3: under chute rigging [i.imgur.com/zHjKDfN.jpg]
To solve the puzzle, one must throw another explosive barrel into the statue
pond. The aforementioned chute can be opened with rope arrows. Once a barrel
is out, tie it to the primitive crane, then spin it (with rope arrows) 90
degrees to repeat the process. Once each end is rigged up properly, it'll be
balanced enough. Cut the farthest barrel's rope and kick it in, letting the
current drift it close enough to the statue. Let the pyrotechnics occur to
be over halfway done with this area! [150 XP]
Time for the southern half. There'll be a cache right before entering the
half-flooded corridor.
_
|_| S. CACHE 2/3: near campfire [i.imgur.com/CRoV271.jpg]
Inside, Trinity's frightened snipers will be patrolling at ground level; the
rebreather sets up satisfying drowning finishers. In fact, all can be slain
in this manner, so why not pick up the extra XP? To explore the 2F balcony,
use the ladder nearby and destroy a rope barrier. There'll be a coin pile by
the bronze horse, plus an archivist map and relic to find. Mind the swinging
spear trap for the latter.
_
|_| ARCHIVIST MAP: southern half, 2F [i.imgur.com/sp5Hz12.jpg]
|_| RELIC 2/2 ---: southern half, 2F [i.imgur.com/5VcVWzh.jpg]
In the SW, the next Greek fire storage depot can be found -- this one by a
swift current. As on the north side, a survival cache is hidden beneath the
rigging, and there's an extra document on a 2F balcony.
_
|_| S. CACHE 3/3: southern half, depot [i.imgur.com/NuFf6Yv.jpg]
|_| DOCUMENT 5/5: southern half, depot [i.imgur.com/IiKoYhG.jpg]
To solve the water puzzle, open the chute and use a barrel to destroy the
debris dam. Repeat the process, using the rope post to change the barrel's
flow path into the safer area. (It'll just explode otherwise.) Cut the rope,
blow up the statue's supports as before to topple the sucker. [150 XP]
[9.8] ESCAPE THE ARCHIVE: Run to safety
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XP: 50
All the explosions have roused the Deathless Ones, and they'll immediately
light a (proverbial) fire under Lara's behind. There are no collectibles in
this part, so just run!
The flight from the Archives begins on the western stairway. At the top of
the broken stairway, wire-swing to the scramble point. Cross the rickety
scaffolding and wire-swing into a safe zone...filled with Greek fire. Not a
good sign. Hop onto the balcony's platform to avoid being flash-fried, then
climb the wall (crags + scrambling) to reach the next platform.
Wire-swing to the hanging crate, mantle up and hop to the marked outcropping.
It'll toss Lara onto a climbable board, leading up to the rooftop. Do a final
wire-swing to another precarious walkway, and make a mad dash to the final
jump. Lara will miss it, but a convenient slide allows for egress.
And just think of the fortune in fire arrows those clowns wasted. Pitiful!
[9.9] ESCAPE THE ARCHIVE: Return to the valley
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XP: 200
After all that incineration, it's good to take a dip, hmm? There'll be a mural
nearby that can't be obtained now (no broadhead climbing arrows), so just
continue the eastward journey to the flooded tunnel. Those who cracked the
monolith's secrets can get a cache here.
_
|_| C. CACHE 1/3: 2nd flooded tunnel [i.imgur.com/H75hJNE.jpg]
Beyond the wall crack, the flooded tunnel continues, eventually letting one
surface next to a coin pile. A mural and strongbox are down the hall.
_
|_| STRONGBOX 1/1: path to exit [i.imgur.com/crxDMNG.jpg]
|_| MURAL 2/3 ---: path to exit [i.imgur.com/Pdbo5fx.jpg]
Finally, reach the tunnel's end and climb into the Geothermal Valley's north
part via the rock wall.
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10) GEOTHERMAL VALLEY [III] [WK10]
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MAP:
http://i.imgur.com/Fnt7Z0j.png
COLLECTIBLES ALBUM:
http://imgur.com/a/aNylx
This is the penultimate (mandatory) trip to the level.
• Escaping the archives earns the 5-card "Up in Flames" store card pack. It
always comes with the Infiltrator (outfit) card, plus these flame-related
modifiers: Pyromaniac, Khepri, Slow Burn, Backfire.
[10.1] THE GATHERING: Find your way up the mountains to the Observatory
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XP: 25
Right after exiting the caves, there'll be a survival cache and document to
find. The latter is obtained with the handy wire spool.
_
|_| S. CACHE 17/20: by cave exit [i.imgur.com/tP60QJD.jpg]
|_| DOCUMENT 30/33: tree platform [i.imgur.com/crhAwYv.jpg]
Cross the broken rope bridge area with the grapple hook and continue west,</pre><pre id="faqspan-4">
eventually finding the Ridgeline camp at the Observatory's base. Those who
want to find collectibles now can do so.
NOTE: Viewing the scene with Jacob will automatically advance the plot,
preventing players from backtracking to the Valley for awhile. In the grand
scheme, it affects little, but it's still annoying.
_
|_| S. CACHE 18/20: riverside [i.imgur.com/SuUAwDu.jpg]
|_| ARCHIVIST MAP : campsite area [i.imgur.com/QOYHVd1.jpg]
|_| S. CACHE 19/20: campsite area [i.imgur.com/dlvciZn.jpg]
|_| RELIC 11/13 --: impact barrier nook [i.imgur.com/8BXrfkV.jpg]
|_| C. CACHE 9/9 -: campsite cliff [i.imgur.com/lx6wbbh.jpg]
The final high-diving spot can be reached, too. As before, sometimes these
don't trigger properly, so players'll have to run all the way back up to try
again. The cheval-de-frise that blocked the way earlier is gone now, though.
Unfortunately, this spot can glitch in general, preventing swan dives from
occuring even if one knows how to do them perfectly. The reason for this is
unknown (trying later on may work if this happens).
_
|_| CHALLENGE: HIGH DIVING [4/4]
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Do swan dives at specially marked locations (red wooden planks)
• Ridgeline campsite's waterfall cliff [i.imgur.com/EbDfFeV.jpg]
Near the bear cave is a document on a small cliff. Use broadhead climbing
arrows on the a tree's barkless patches to get up.
_
|_| DOCUMENT 31/33: bear cave cliff [i.imgur.com/lx4y9MT.jpg]
That same bear cave leads to the region's last tomb, now accessible thanks
to the rebreather. Swim through the bricked-up tunnel to the chamber with
the intermitting spouts. Carefully pass by to find the Whirlpool Sanctuary
campsite; a relic is here, and another by the stairway beyond the corridor
trap. A document is in the alcove atop the stairway, also. At the path's end,
squeeze through the overgrown roots to enter the tomb properly.
_
|_| TOMB 4/4: BATHS OF KITEZH [i.imgur.com/45S8ib4.jpg]
Reward: 250 XP + Iron Grip skill + 10000 credits
This entire area is flooded, and progressing requires managing that water
level. Hop into the stagnant pond and reach the rowboat, then tie its
winch to the opposite end's crossbar. Once in the bathhouse's crossroads,
tie the winch to the SE crossbar. Reel it in and look for an upper gap
to cross through.
This antechamber contains a rope-wrapped sluice lever. Pull it manually,
drain the room as far as it'll go, then affix it to the newly unsubmerged
winch. Quickly move to said winch and tighten its coils, permanently
keeping the room dry.
Return to the boat and maneuver it into the opposite (NW) corner. Lara
can find an archivist map there. Keep the boat parked there, then swim
into the adjacent chamber -- it's now accessible via swimming, albeit
just barely.
This room is exactly the same as its sister, only there's no permanent
winch to hold the lever taut. Drain the room as far as it'll go to reveal
the ground-floor door opening...right where the boat's winch should be.
Tie it to there, return to the boat, and winch it properly to drain the
area entirely.
Finally, shoot the Greek fire barrels in the main passage to open up the
codex chamber. The Iron Grip skill makes mountaineering twice as fast as
before. Before leaving, make sure to find the stray coin piles and the
document near the rope barrier exit.
_
|_| RELIC 12/13 --: Whirlpool Sanctuary area [i.imgur.com/cdyLX38.jpg]
|_| RELIC 13/13 --: Whirlpool Sanctuary area [i.imgur.com/DxCZT5l.jpg]
|_| DOCUMENT 32/33: Whirlpool Sanctuary area [i.imgur.com/279NNPh.jpg]
|_| ARCHIVIST MAP : NW alcove [i.imgur.com/0wKwEL0.jpg]
|_| DOCUMENT 33/33: other side of rope barrier [i.imgur.com/xrz87Fb.jpg]
With the area's last tomb done, it's time for the last challenge. Revisit the
eastern village and locate the western canopy area with the burning barrel.
Part of the fencing has been removed to access a pumpkin patch. Where does
the challenge enter the picture? Why, pumpkin basketball, of course! Toss the
items into the barrels around the area to make progress. A survival cache is
in the area as well.
_
|_| CHALLENGE 5: TOSSING GROUNDS [5/5]
25 XP/per basket + 125 XP completion + 2000 credits
Put pumpkins into the open barrels.
• pumpkin patch area [i.imgur.com/19QJIw0.jpg]
• pumpkin patch area [i.imgur.com/9Xa7tZb.jpg]
• pumpkin patch area [i.imgur.com/LCXczHB.jpg]
• pumpkin patch area; upper cliff [i.imgur.com/dLq7qnI.jpg]
• by southern cabin's fence [i.imgur.com/WG8Scl9.jpg]
_
|_| S. CACHE 20/20: pumpkin patch [i.imgur.com/zfTaW9i.jpg]
Pumpkins don't automatically respawn, note. If one botches enough shots, a
refresh (fast-travel away, then back) will be required. On the bright side,
botched throws don't break the suckers either, so on the cliff attempts, it
may roll back to arm's reach.
That's absolutely everything that can be done right now. The final mission,
which requires cracking all tombs, can't be finishing until the last level.
Return to the observatory for Jacob's scene to continue.
[10.1.0] OPTIONAL: Collectibles in Flooded Archives
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Any remaining goodies in the Archives are available now -- namely the two
missing coin caches. One is in the Atlas room, now accessible since the roots
burned away; the second is near the Chamber of Records campsite.
_
|_| C. CACHE 2/3: Chamber of Records camp area [i.imgur.com/W8sp6pw.jpg]
|_| C. CACHE 3/3: Atlas room [i.imgur.com/w3AWZ0u.jpg]
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11) SOVIET INSTALLATION [II] [WK10]
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MAP:
http://i.imgur.com/Nh0fFOA.png
COLLECTIBLES ALBUM:
http://imgur.com/a/MifoH
This is the final mandatory trip through here. All collectibles will now be
obtainable.
[11.1] THE RESCUE: Rescue Jonah and retrieve the Atlas from the Trinity Prison
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XP: 150
Lara's sojourn from the Geothermal Valley puts her right smack dab at the
campsite near the mill's old bridge -- the one that was never accessible
before. The segment ends immediately after radioing Sofia.
[11.2] THE RESCUE: Retrieve Sofia's strongbox of gear
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XP: 100
Sofia's crafty people stashed gear near here in case of emergency, and Lara
can now raid their strongbox. It will always contain Broadhead Climbing
Arrows, a crucial tool for the future.
_
|_| ARCHIVIST MAP -: campsite area [i.imgur.com/ve1UfwS.jpg]
|_| STRONGBOX 13/14: campsite area [i.imgur.com/XmKzCWn.jpg]
|_| S. CACHE 19/21 : campsite area [i.imgur.com/IsPQolP.jpg]
|_| DOCUMENT 25/26 : campsite area [i.imgur.com/4jEHVhw.jpg]
• With the broadhead climbing arrows, players can now collect the final mural
(and final collectible in general) at the Flooded Archives. Players must
enter through the cave by the Valley observatory, then backtrack all the
way to the broadhead wall skipped last time. This allows one to backtrack
even further -- mostly by craggy walls -- to the chamber where Lara
crashed into the burning wall. The mural is in the ceiling tunnel portion.
[
http://i.imgur.com/E6JRSKO.jpg]
[11.3] THE RESCUE: Infiltrate the Research Base
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XP: ---
To use broadheads, fire them into the soft exposed wood with R2 button. The
circular radius shown denotes how far they should be spaced. Now that the
item is obtained, players can also purchase the skill upgrade, letting Lara
climb applicable walls by smashing arrows in by hand (uses Triangle). It's a
much quicker, finesse-filled way to continue.
Atop the broadhead wall is the final mural, leading to a zipline that shoots
all the way down to the Sheltered Ridge camp.
_
|_| MURAL 12/12: campsite area [i.imgur.com/5TnshxZ.jpg]
Fast travel is now enabled for those who want to revisit previous chapters
and put off this rescue mission. Those who want to continue should make for
the Trinity vendor's shack, as the broadhead wall is right outside. All the
final collectibles are near it.
_
|_| S. CACHE 20/21 : climbing wall cliff [i.imgur.com/OvsR1wA.jpg]
|_| S. CACHE 21/21 : climbing wall cliff [i.imgur.com/4v4InBV.jpg]
|_| STRONGBOX 14/14: climbing wall cliff [i.imgur.com/5UOIzBZ.jpg]
|_| DOCUMENT 26/26 : climbing wall cliff [i.imgur.com/CwKxkZn.jpg]
|_| E. SATCHEL ----: climbing wall cliff [i.imgur.com/4v4InBV.jpg]
And that's a wrap! Nothing left to do in this god-forsaken hellhole. Exit
the area via the vendor-area cliff to find...
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12) RESEARCH BASE [WK11]
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MAP:
http://i.imgur.com/LtRWtcj.png
COLLECTIBLES ALBUM:
http://imgur.com/a/Naw3v
[11.3] THE RESCUE: Infiltrate the Research Base (cont'd)
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XP: ---
After the mandatory shelter-seeking, it's time to trek. The first cavern
encountered has a high path for wire-swingers and a low path for rope-using
enthusiasts (former is fastest). A second cave lies beyond, having nothing
but a simple climbing course to the exit.
[12.1] TRACKING DOWN TRINITY: Follow Sofia's path to the Trinity base
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XP: 50
Finally, some daylight adventuring! Past the logwalk path, rope-swing onto
the far ice wall. There's another cutscene after climbing up.
[12.2] TRACKING DOWN TRINITY: Search for an alternate path up the cliff
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XP: 50
The next ice wall is accessed via a scrambling tree. Atop that cliff, one
can find the first collectible near the waterside. Approaching the nearby
trail ends the segment.
_
|_| S. CACHE 1/3: pond area [i.imgur.com/h7oCgLU.jpg]
[12.3] TRACKING DOWN TRINITY: Follow the tracks up the mountain
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XP: ---
Not sure why they made this a separate segment -- literally just advance
eastward to the first Trinity-infested area.
[12.4] TRACKING DOWN TRINITY: Find a way through the forest to Trinity's base
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XP: 50
The thicket allows easy access to the deer-hunting goons, the only pair of
foes encountered here. Be sure to destroy the refueling vehicle nearby to
begin the challenge.
_
|_| CHALLENGE: SCORCHED EARTH [1/4]
Destroy Trinity fuel trucks.
• 1st gunmen area [
http://i.imgur.com/ml1lDnJ.jpg]
The main gate is shut tight, but a log near the red excavator leads east into
the forest (via branch-swinging). It'll deposit Lara right by the area's trio
of mercenaries, all unaware. They'll split up after the scripted conversation,
so by order of operations, eliminate the armored guy sooner rather than later.
Otherwise, Lara'll be fighting 3-4 gunmen near the collapsed bridge.
_
|_| ARCHIVIST MAP: underneath bridge [i.imgur.com/d0KEVA7.jpg]
Exit the low-lying area via the broadhead wall, reaching the next forested
area. There are two enemies talking about the bridge right nearby; both can
be stealthily slain as they part. That just leaves two more near the rock
formation (a luring bottle is atop it), two more to the NE, and three more
near the NW fuel trucks. All can be eliminated silently, if one prefers.
When all are dead, it's time to get collectibles. Backtracking over the
broken bridge leads to another survival cache, and it's hard to miss the
fuel truck. (Note for those reading this after beating Research Base once:
the earlier closed gate will be open, allowing easy access to the cache.)
_
|_| MURAL 1/1 --: by 2nd fuel truck gate [i.imgur.com/xi3tU8Q.jpg]
|_| S. CACHE 2/3: closed gate area [
http://i.imgur.com/XrUQDwx.jpg]
_
|_| CHALLENGE: SCORCHED EARTH [2/4]
Destroy Trinity fuel trucks.
• 3rd gunmen area [i.imgur.com/th8oxAM.jpg]
Northwest of the 2nd fuel truck is a wall fissure, giving passage to the
first campsite.
[12.5] TRACKING DOWN TRINITY: Explore
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XP: ---
The campsite has the first relic in the region.
_
|_| RELIC 1/3: pond area campsite [i.imgur.com/yuNTUxL.jpg]
Beyond is a frozen-over pond with some Trinity tents. Players can swim all
the way underneath or surface toward the center; the latter provides a fun
drowning scenario. Only one other person should remain after that, allowing
easy access to the strongbox nearby. There's another near the closed metal
gate nearby (i.e. opposite side of the 2nd fuel truck).
_
|_| STRONGBOX 1/2: frozen pond area [i.imgur.com/jsInZ6O.jpg]
|_| STRONGBOX 2/2: road access gate [i.imgur.com/QKkCPqD.jpg]
Around the corner from the pond, enemies are drawing up plans, cursing Lara's
meddling. There's about three between the truck, plus another three patrolmen
on the fringe, and a seventh near the weather station stairway. There's a
healthy mix of armored types in here, so those aiming for mass destruction
should try for poison arrows or grenades.
_
|_| S. CACHE 3/3: east of 3rd fuel truck [i.imgur.com/vmtllUd.jpg]
_
|_| CHALLENGE: SCORCHED EARTH [3/4]
Destroy Trinity fuel trucks.
• near weather station stairs [i.imgur.com/mpcuqmM.jpg]
The stairs to the derelict weather station are nearby.
[12.6] TRACKING DOWN TRINITY: Enter the weather station
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XP: ---
The station is composed of a small building (inaccessible) and a larger one
with a broken dome. The first two collectibles are near the former.
_
|_| DOCUMENT 1/4: exterior crate [i.imgur.com/gCe3Cad.jpg]
|_| RELIC 2/3 --: north exterior [i.imgur.com/3sSXzkU.jpg]
Enter the larger structure using the broken exterior ladder. The last relic's
on the exterior walkway.
_
|_| RELIC 3/3 --: upper walkway [i.imgur.com/kOt8PAi.jpg]
[12.7] TRACKING DOWN TRINITY: Search the weather station
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XP: 50
The station was ransacked decades before, but Trinity's presence has a few
telltale signs to pick over.
_
|_| DOCUMENT 2/4: interior [i.imgur.com/C2xnRHp.jpg]
|_| DOCUMENT 3/4: interior [i.imgur.com/wCRzz7C.jpg]
On the top floor, Lara will find some surveillance footage of her pal and
automatically reacquire the Atlas.
[12.8] SAVE JONAH: Enter the prison block
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XP:
Descending toward the prison block means using the old tram line nearby. Zip
down the cable to the frigid car, then hop onto the watchtower platform. One
enemy will immediately start noticing Lara, but can still be subjected to a
knife finisher (if one's quick).
Wire-swing into the dilapidated shack, then try moving west again, to nearly
bring down the building and the crane structure. Further movement drops Lara
into a water silo (surprisingly not frozen!) several yards below.
Continue west to the watertower zipline; there'll be visible sentry to take
out. Once there, get the explorer satchel and the final fuel truck, visible
far below. Players often miss the opportunity to shoot this, so get it now!
_
|_| E. SATCHEL: prison watertower [i.imgur.com/mYKSkfi.jpg]
_
|_| CHALLENGE: SCORCHED EARTH [4/4]
Destroy Trinity fuel trucks.
• watertower's prison yard [i.imgur.com/ICtLpYJ.jpg]
To end the segment, use the zipline tied to the warehouse.
[12.9] SAVE JONAH: Find Jonah in the prison block
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XP: 50
Right after entering, before continuing along the 2F path, turn around and
go to 1F. A document, the final collectible, is under that stairway.
_
|_| DOCUMENT 4/4: prison area, 1F [i.imgur.com/Yf970KF.jpg]
The 2F path leads to an automatic cutscene that, among other things, alerts
the enemy to Lara's presence.
[12.10] PROTECTOR: Repel the Trinity soldiers
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XP:
Hop down to the second and final campsite and gear up as best one can. Pass
through the garage to a hallway quickly turned into a shooting gallery. Kill
the first two gunmen loudly breaking through a door, then make for 2F. That
infernal helicopter will be back, ripping apart walls in an effort to catch
its quarry. Beyond, the larger loft contains three more enemies.
Continue on to be trapped, forcing a mad dive into the lower floor...which
happens to be flooded! Funny how Lara always gets lucky. This leads to the
very enjoyable rebreather event where one can eliminate the armored snipers
in the adjacent pond. (Players can also surface and take them out manually,
if preferred.) Healing with L1 isn't possible underwater, even though the
prompt to do so may appear. Time heals all wounds, though (it's more literal
in this case).
Enemies can shoot Lara while they're looking into the water, but are quite
vulnerable when their backs turn. In other words, hide under the ice while
searching, and just barely move into position when they turn to leave for
easy kills. It's best to target loners -- that way they don't alert their
partners in crime for suppressing fire. (Lara can still be damaged during
the drowning animation, plus a short while after, so having 2-3 gunmen
locked on is not a good position to be in.)
Once all (7-8) snipers are slain, the cutscenes automatically move back to
the Geothermal Valley. A new path is revealed underneath the observatory,
leading to Kitezh. However, there are a few obstacles before that...
• Reaching this point unlocks the 5-card "Plans Gone Afowl" store pack. It
always contains the Grey Henley Shirt (outfit) card, plus these galliform
goodies: Chicken Bomb, Kaboom, Eagle Eye, and 'Cluck, Cluck'.
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13) THE ORRERY [WK13]
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MAP:
http://i.imgur.com/prsBnIV.png
COLLECTIBLES ALBUM:
http://imgur.com/a/mHoem
The path underneath the observatory leads to one of the smallest levels in
the game. All collectibles can be found the first time through.
[13.1] PATH OF THE DEATHLESS: Follow the Path of the Deathless
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XP: 25
To properly enter the Orrery (the Path's first section), smash the crumbling
wall below the observatory. This leads to a broadhead climbing wall; players
should be old hands at traversing these by now. An explorer's satchel is
hidden on the small cliff above the 2nd broadhead course, overlooking the
campsite beyond.
_
|_| S. CACHE 1/3: below 1st broadhead wall [i.imgur.com/i68pfRq.jpg]
|_| E. SATCHEL -: above 2nd broadhead wall [i.imgur.com/ChOdbXp.jpg]
A pond leads to the next main path. The offshoot branch contains another
survival cache.
_
|_| S. CACHE 2/3: campsite pond [
http://i.imgur.com/AV8twBA.jpg]
The segment ends when Lara radios Jacob along the main apth.
[13.2] PATH OF THE DEATHLESS: Find the entrance to the Orrery
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XP: 50
Descend the spear-marked cavern to the Orrery's entrance. Like everything in
this game, the easy passage in is blocked, forcing Lara to go the long way
'round. Entering the cliff crack next to it provides the route. [+25 XP for
finding.]
[13.3] PATH OF THE DEATHLESS: Use the Orrery to open Kitezh's entrance
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XP: 75
Lara will begin at the Orrery's base. It's easiest to describe the movements
in bullet point form, since climbing this thing is a puzzle in and of itself.
• Rope-pull lower planet, turning its crossbar and making a path to the base.
• Rope-pull upper crossbar with wire swing twice
• Rope-pull upper crossbar with hanging ladder-like board twice
• Climb onto only available crossbar and wire-swing to eastern beam
• Use repositioned ladder-like board to get higher
• Jump to nearby ledge and reach upper cliffs [+25 XP]
It's fairly easy to do in general, but may require backtracking to the Orrery
starting point to position the upper beam (rope-pulling from diarama's base
may not be enough).
Anyway, the upper part of the Orrery is locked in place, preventing it from
naturally rotating. Uncouple the first lock, wire-swing to the upper platform,
and repeat the process in the west. A mural is down a small tunnel here.
_
|_| MURAL 1/1: upper Orrery corridor [i.imgur.com/Z8lZqqR.jpg]
The Orrery will now be whirling again, allowing its highest crossbars to
provide the way out. Simply jump onto the first ladder-like board, then to
the wooden beam, then to the (lower) two-planet crossbar. From here, climb
the second ladder-like board. All that's left is hopping onto the Orrery's
central pillar, shimmying out a bit, and doing a hard jump to the upper
overhang. [+25 XP]
_
|_| CODEX 1/1: exit area [i.imgur.com/neDqKhz.jpg]
Players now have access to the exit, containing the only non-tomb codex in
the game. [+25 XP for reaching] The Classically Trained skill allows Lara to
rapidly shoot up to three arrows. No credits are obtained for uncovering this
ability, though.
The path east leads to the next level and the final survival cache. Players
will have to zigzag between broadhead walls to reach the final ledge.
_
|_| S. CACHE 3/3: below last broadhead wall [i.imgur.com/iO2LIte.jpg]
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14) PATH OF THE DEATHLESS [WK14]
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MAP: i.imgur.com/SyhohhK.png
COLLECTIBLES ALBUM:
http://imgur.com/a/GtTJC
Another fairly linear map. All collectibles can be obtained during the first
run-through.
[14.1] THROUGH THE GLACIER: Make your way to the heart of Kitezh
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XP: 50
After exiting the Orrery, Lara will be in a glacial area on the outskirts of
Kitezh. An archivist map can be found at the starting point's path split; it
highlights the document nearby.
_
|_| ARCHIVIST MAP: Path split area [i.imgur.com/xGP2xpH.jpg]
|_| DOCUMENT 1/4 : Path split area [i.imgur.com/HkMWq6L.jpg]
Continue NE to a climbing course along the iced-over ledge above. This gives
a sneak peak at the Deathless Ones marching nearby -- don't worry, they can't
see Lara here. The next major glacial wall will collapse when dug into,
dropping our heroine 'tween a rock and a hard place. Inch out of the crevasse
when able.
After is another climbing course over a scenic...bottomless pit. As before,
the Deathless Ones marching nearby won't spot Lara spidermanning along the
architecture. Use the columnal supports to get to middle height, then whip
around the corner to the glacial overhang. This lets one hop to the lip of
the opposite statue, which leads right to the area's first campfire.
Beyond, the thin cliff path runs parallel to the Deathless Ones' creepy
march. At the end, look for a small ledge containing a document. (It'll be
map-marked if the archivist map was found.)
_
|_| DOCUMENT 2/4: Post-campsite cliff [i.imgur.com/dogyRGO.jpg]
Reaching the second and last campsite overlooking Kitezh's southern extremity
ends the segment.
[14.2] INTO THE HIDDEN CITY: Cross the walls into the Inner City
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XP:
There are no collectibles around the campsite, just a few resource containers
to loot. When ready, zipline down into the city...only to get stiff-armed by
icicles. After the cutscene, climb up the next wall and melee the attacker
a few times.
Lara will plummet into the city, alerting all Deathless Ones nearby. However,
as seen, their name's quite a misnomer -- they can definitely be slain by
conventional weapons. All tend to have thick armor, though, so sheer it off
with grenades or gunfire. (The Greek fire containers around are instant kills
if they're caught in the explosion.) Deathless Ones often drop small packages
containing a nice variety of ammo and resources.
_
|_| CHALLENGE: ENEMY OF MY ENEMY [2/6]
25 XP/per + 125 XP completion + 2000 credits
Light unlit braziers.
• 1st area, SE corner [i.imgur.com/ThTFSVn.jpg]
• 1st area, above NE portcullis [i.imgur.com/T1nTsA6.jpg]
A couple reinforcements will come through the NE portcullis, providing a new
way forward when they're dead. After dispatching the first two archers, the
next brazier is visible. (Technically it could've been shot in the 1st area,
albeit just barely, but this trajectory's easier.)
_
|_| CHALLENGE: ENEMY OF MY ENEMY [3/6]
25 XP/per + 125 XP completion + 2000 credits
Light unlit braziers.
• Atop belltower [
http://i.imgur.com/c8SLUoq.jpg]
Approach the belltower to find two more hidden archers. When they're pushing
up daisies, turn around for the fourth brazier.
_
|_| CHALLENGE: ENEMY OF MY ENEMY [4/6]
25 XP/per + 125 XP completion + 2000 credits
Light unlit braziers.
• High rope-barrier room [i.imgur.com/3ADlpwC.jpg]
The third battle area is after the belltower, a large arena-sized space to
fight the next foes (two melee types, two archers). Find shelter to avoid
being Kentucky-fried by the fire arrows, then pick off the other two pursuers
from there. Remember that Lara is invincible during dodge counters and the
Greek fire vessels provide one-hit kills as well. The archers will pursue
Lara once the melee fellows are dead, too, supposing they're not eliminated
first.
With all foes dead, approach the far gate for a small cutscene that opens it.
Beyond, the remaining collectibles are located.
_
|_| RELIC 1/1 --: post-arena area [i.imgur.com/Cv1SmbF.jpg]
|_| DOCUMENT 3/4: post-arena area [i.imgur.com/Si1RzFU.jpg]
|_| DOCUMENT 4/4: post-arena area [i.imgur.com/yaQvDm5.jpg]
_
|_| CHALLENGE: ENEMY OF MY ENEMY [6/6]
25 XP/per + 125 XP completion + 2000 credits
Light unlit braziers.
• upper alcove [
http://i.imgur.com/7ec9XC7.jpg]
• upper alcove [
http://i.imgur.com/7ec9XC7.jpg]
To exit the level, continue to the NE glacial wall and climb into the crack
above it.
[14.3] BREAKING IN: Find a way into the lost city of Kitezh
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XP: ---
Slide down and do a timed wire-swing into the soft, breakable roof tiles. The
way into Kitezh is now evident.
_______________________________________________________________________________
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15) THE LOST CITY [WK15]
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MAP:
http://i.imgur.com/VlqoQWY.png
COLLECTIBLES ALBUM:
http://imgur.com/a/NV0LF
This is the final campaign level. It and any other level can be revisited in
the post-game for 100% completion purposes.
[14.3] BREAKING IN: Find a way into the lost city of Kitezh (cont'd)
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XP: 250
The level begins on a SE cliff, connecting to the lower city by zipline. A
document and campsite are here; approaching the area ends the segment.
_
|_| DOCUMENT 1/8: campsite [i.imgur.com/bXdsI1x.jpg]
[15.1] THE FROZEN CITY: Get through the first gate
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XP: 50
Drop into the urban area below to find sparse amount of Deathless Ones on
patrol. As before, they can be slain like normal enemies, although they'll
have heavy armor to deal with. (Get used to it!)
Approaching the NW portcullis will advance the plot. However, before doing
that, there's a lot of collectibles to locate. (Make sure to find the LV2
Mongolian monolith nearby first.) Here are all the finds just sitting around
the residential district. Since there's no particular order, I'll group 'em
by category.
First, find the miscellaneous objects. The LV2 Mongolian monolith is in the
south/southwest area of the district, in a huge street clearing -- it's very
hard to miss. The archivist map is inside a building's trapdoor, and can be
accessed by raising it with a SE-area belltower winch. The mural is nearby
this area, too.
_
|_| MONOLITH ----: SW street [i.imgur.com/jYAh4W4.jpg]
|_| ARCHIVIST MAP: eastern area [i.imgur.com/qqzKiJy.jpg]
|_| MURAL 1/3 ---: eastern area [i.imgur.com/IjgSFMZ.jpg]
_
|_| C. CACHE 1/3: near monolith [i.imgur.com/0LUM8G2.jpg]
|_| C. CACHE 2/3: central square [i.imgur.com/Nu62TKm.jpg]
|_| C. CACHE 3/3: bldg. SW of bear cave [i.imgur.com/iHWopRj.jpg]
_
|_| S. CACHE 1/6: near monolith [i.imgur.com/kVyvCid.jpg]
|_| S. CACHE 2/6: east boundary [i.imgur.com/xPlX6bM.jpg]
|_| S. CACHE 3/6: by NW stairs [i.imgur.com/EH1qUQk.jpg]
_
|_| DOCUMENT 2/8: central square, barricade [i.imgur.com/8oEaM6v.jpg]
|_| DOCUMENT 3/8: central square, belltower [i.imgur.com/Eb8Vk5G.jpg]
|_| DOCUMENT 4/8: SW reservoir-area building [i.imgur.com/gC4QEkF.jpg]
|_| DOCUMENT 5/8: NW stairway/gate area [i.imgur.com/lD71ZPV.jpg]
_
|_| RELIC 1/10 -: bldg. north of camp zipline [i.imgur.com/XwruYCb.jpg]
|_| RELIC 2/10 -: central square belltower base [i.imgur.com/xUZr8kP.jpg]
|_| RELIC 3/10 -: stable bldg. west of belltower [i.imgur.com/OCeKSRs.jpg]
|_| RELIC 4/10 -: bldg. south of NW stairway set [i.imgur.com/Xmu4FEt.jpg]
|_| RELIC 5/10 -: small w. impact barrier tower [i.imgur.com/jEbosau.jpg]
This level also has several challenges to do.
_
|_| CHALLENGE: BANNER WARS [8/8]
25 XP/per + 125 XP on completion + 2000 credits
Burn the Deathless Ones' white, square-shaped banners.
• monolith area [i.imgur.com/qxWmz3q.jpg]
• monolith area [i.imgur.com/WbbiNLK.jpg]
• area east of belltower square [i.imgur.com/xT5PFLm.jpg]
• central square belltower area [i.imgur.com/nkmGHGr.jpg]
• central square belltower area [i.imgur.com/6NveHaa.jpg]
• western reservoir area [i.imgur.com/I4YMa5E.jpg]
• western boundary tower [i.imgur.com/BO1oqML.jpg]
• northwestern stairs/gate area [i.imgur.com/yyd8Gvb.jpg]
_
|_| CHALLENGE: FOR WHOM THE BELL TOLLS [4/5]
25 XP/per + 125 XP on completion + 2000 credits
Cut down the Deathless Ones' signal bells.
• by end of campsite zipline series [i.imgur.com/EeTbxOr.jpg]
• just SW of bullet point above i.imgur.com/PJzznTY.jpg]
• two buildings north of monolith [i.imgur.com/JRR9pti.jpg]
• central square's belltower [i.imgur.com/akg4G4Y.jpg]
_
|_| CHALLENGE: VANDAL [4/8]
25 XP/per + 125 XP on completion + 2000 credits
Destroy the headless statues.
• eastern area, by mural [i.imgur.com/bjJDSED.jpg]
• NW stairway/gate area [i.imgur.com/Hd8AbOS.jpg]
• NW stairway/gate area [i.imgur.com/w9l6iDW.jpg]
• NW stairway/gate area [i.imgur.com/ZKbLw7y.jpg]
Now all that's left is doing the crypt and tomb. The latter is accessed via
the northeastern (inhabited) bear cave. Most of the collectibles are along
the way, in a cave, by the first pool or by the second pool's campsite. (That
2nd pool has an underwater passage leading to more goodies.) To enter the
tomb properly, detonate the natural gas and head in before it returns.
_
|_| TOMB: CHAMBER OF EXORCISM
Greek Fire skill + 10000 credits
The puzzle is a single-chamber tomb using natural gas and an "exorcism"
(drowning) chamber. First order of business is raising the sunken cage.
Pull the left-hand lever to drain the incline, then pry its lock mechanism
free. The crane winch can raise it afterwards. Next, make the crane pivot
using rope arrows, positioning the cage above the water-filled incline.
Finally, pull both levers to make natural gas flood the lower area. Once
it's ignited, the cage will break through the portcullis and give access
to the codex. (Note that both levers must be triggered to have enough gas
-- one alone won't pass muster.)
The Greek Fire upgrades all fire arrows and molotovs to have the same
potency, meaning they're finally useful against armored foes. Not bad!
_
|_| RELIC 6/10 --: path to Chamber of Exorcism [i.imgur.com/g9gBpJs.jpg]
|_| S. CACHE 4/6 : path to Chamber of Exorcism [i.imgur.com/fhlCZcn.jpg]
|_| E. SATCHEL --: path to Chamber of Exorcism [i.imgur.com/7UtuBz5.jpg]
|_| RELIC 7/10 --: path to Chamber of Exorcism [i.imgur.com/BkNjf6v.jpg]
|_| S. CACHE 5/6 : Geothermal Cavern campsite [i.imgur.com/uWpVVEK.jpg]
|_| S. CACHE 6/6 : campsite pool's path branch [i.imgur.com/nuTMlh1.jpg]
|_| ARCHIVIST MAP: campsite pool's path branch [i.imgur.com/nuTMlh1.jpg]
|_| DOCUMENT 6/8 : Chamber of Exorcism [i.imgur.com/0X6MQfS.jpg]
|_| DOCUMENT 7/8 : Chamber of Exorcism [i.imgur.com/IyR25jn.jpg]
Completing the last tomb also means players can return to the Geothermal
Valley NPC in the castle ruins, turning in the quest (earns cool Sacra Umbra
outfit) and 100%'s that area. Assuming the walkthrough was followed, of
course.
The last thing for this segment is the crypt, accessible from the district's
western reservoir area. An underwater tunnel under part of the walkway runs
further west, right into a mural room with a collapsable wall.
_
|_| CRYPT: VALENTINUS, THE TIMEKEEPER
Reward: Ancient Quiver + 3000 credits
Proceeding is very linear, so no real directions are needed. At the very
end, crack the tomb to obtain the Ancient Quiver.
_
|_| MURAL 2/3 --: Crypt path [i.imgur.com/9JBmNoa.jpg]
|_| DOCUMENT 8/8: Crypt path [i.imgur.com/3ZBfJ1o.jpg]
That's all available collectibles. To continue, approach the district's NW
gate to get a flaming surprise on the doorstep.
[15.2] THE FROZEN CITY: Seize the trebuchet
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XP: 50
The trebuchet is in the southwestern residential district, high above the
reservoir area. Journey there quickly, avoiding the weapon's projectiles and
new Deathless One obstacles. The weapon won't fire if Lara is right below it,
thankfully.
Speaking of which, the cement structure it's built on has crumbled a bit,
revealing its fleshy wooden surface -- perfect for broadhead arrows. Use this
to reach the second broadhead wall, giving access to a glacial surface that
runs right to the top. There segment ends when the three foes (two melee,
one archer) perish.
[15.3] THE FROZEN CITY: Use the trebuchet to destroy the gate
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XP: 50
As seen previously, the trebuchet can wreck the city gates. Take position at
the winch, use the extending beam as a primitive sight, and use R2 to crank
and fire flaming projectiles. It only takes one shot to destroy the target.
[15.4] THE FROZEN CITY: Get through the second gate
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XP: 50
Before leaving, there's a trebuchet-related challenge to start.
_
|_| CHALLENGE: BURN BABY BURN [4/5]
25 XP/per + 125 XP completion + 2000 credits
Light signal fires with flaming projectiles.
• atop western boundary wall [
http://i.imgur.com/raJCAE3.jpg]
• west of 1st gate [
http://i.imgur.com/THucS4f.jpg]
• east of 1st gate [
http://i.imgur.com/Orlmj2g.jpg]
• atop eastern boundary wall [
http://i.imgur.com/7DkN9Kv.jpg]
To descend, destroy the metal barrier room west of the trebuchet. A bell is
inside, while a relic sits on the window's outer ledge.
_
|_| CHALLENGE: FOR WHOM THE BELL TOLLS [5/5]
25 XP/per + 125 XP on completion + 2000 credits
Cut down the Deathless Ones' signal bells.
• trebuchet metal barrier room [
http://i.imgur.com/S9dKENj.jpg]
_
|_| RELIC 8/10: trebuchet bell room area [i.imgur.com/WOn4FVI.jpg]
Through the smashed gate is the Citadel Plaza campsite -- currently vacant,
except for priceless archaelogical statues that need to be shot for...uh,
reasons.
_
|_| MURAL 3/3: Citadel Plaza area [i.imgur.com/AGrOsDR.jpg]
_
|_| CHALLENGE: VANDAL [7/8]
25 XP/per + 125 XP on completion + 2000 credits
Destroy the headless statues.
• Citadel Plaza area [i.imgur.com/1wgHkPe.jpg]
• Citadel Plaza area [i.imgur.com/1sl4v0G.jpg]
• Citadel Plaza area [i.imgur.com/VwYHbzk.jpg]
When ready to continue, head west into the arena area. Lara automatically
acquires armor-piercing arrows from a corpse, just in time for a Deathless
Ones ambush. (Normal arrows can pierce the foes' thick plating now.)
[15.5] FROZEN CITY: Survive the ambush!
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XP: 50
Like pretty much every video game arena scenario, Lara begins in the lower
central area and has to eliminate the foes on the upper ledges, as well as
the melee types stalking her (first from north gate, then south). There are
plenty of Greek Fire jars to use on the ground-level idiots, and the archers
jump down often, too.
There's between 10-15 foes to slay.
[15.6] GATE CRASHER: Find a way to destroy the gate.
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XP: 50
Use the north corridor's winch to exit onto the arena's 2F path. Look for
an impact barrier, letting Lara leapfrog over the lower obstructions and find
the penultimate relic.
_
|_| RELIC 9/10: arena walkway [i.imgur.com/ejTvpdJ.jpg]
Return to the 2F northeast area and rope swing to the smashed roadway. Break
the rope barrier for a nice shortcut, and then destroy the final work of art
above.
_
|_| CHALLENGE: VANDAL [8/8]
25 XP/per + 125 XP on completion + 2000 credits
Destroy the headless statues.
• roof N. of Citadel Plaza camp [i.imgur.com/VsLY06p.jpg]
Next, zipline NE to the glacial wall. After ascending, get the archivist map
half-hidden from view.
_
|_| ARCHIVIST MAP: path to 2nd trebuchet [i.imgur.com/99iKHWr.jpg]
Rope-pull the crane to swivel the old brazier, then hop on, smashing the
thick ice wall with old-fashioned momentum. (It's an obvious throwback to the
game's first tomb.) Climb the broadhead wall underneath to reach the second
trebuchet.
[15.7] GATE CRASHER: Use the trebuchet to destroy the gate.
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XP: 50
Align the weapon with the small ledge beside it, cross over, and fasten the
rope-wrapped obstruction to the pole. Now when it rotates, it'll naturally
pry itself loose. Before shooting at the western gate, make sure to light the
final signal fire as well.
_
|_| CHALLENGE: BURN BABY BURN [5/5]
25 XP/per + 125 XP completion + 2000 credits
Light signal fires with flaming projectiles.
• north of ambush arena [i.imgur.com/FOZ3cmJ.jpg]
Attacking the arena's gate helps, but won't destroy it. What does get wrecked
is the second trebuchet, thanks to Deathless Ones using a third.
[15.8] GATE CRASHER: Get to the other trebuchet
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XP: 50
Make a rope down to the east platform, then pull up and snipe the archers,
preferably with a Greek Fire explosion. (They never learn to stay away from
those...) One more rope-pull technique swivels the huge crossbar to reach
the needed ice wall. Use the remaining beams to get up top, just in time for
a few reinforcement (melee types) to spawn.
[15.9] GATE CRASHER: Break the ice off the gear and fire the trebuchet
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XP: 50
Centuries of ice have trapped the targeting mechanism in place, preventing it
from firing. (Yes, it makes no sense, given what just happened.) The only way
to clear it is smacking it with another brazier.
First, swivel the beam the first brazier is already connected to, making an
ascending path to the southern tower. Once there, tie the second brazier in
place, then locate the easily missable explorer's satchel.
_
|_| EXPLORER'S SATCHEL: tower debris area [
http://i.imgur.com/LaesTOT.jpg]
Swivel the brazier beam once, learning the bucket is very light and doesn't
hold water. To fix this, just use the rope-wrapped lever to fix its bottom.
Now when it passes 'neath the waters, it'll get a bucketful. However, this
also makes it heavier than the brazier. The key is letting just enough water
out to balance it before closing the valve again. (The brazier should be
roughly level with the mechanism's ice patch.)
When all's good, hop to the crane's base and smash the target, loosing its
grip on the trebuchet. All that's left is maneuvering and aiming...or it
would be, if reinforcements didn't arrive.
[15.10] GATE CRASHER: Destroy the gate and repel the attack
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XP: 50
There are archers at several positions nearby, but destroying them with the
trebuchet is often a simple, satisfying feat. Defeating them piecemeal with
regular weapons is a short-lived victory, as they're quickly replaced and
no ground's gained. Trebuchet or the highway, folks! (One group is also by a
"Burn Baby Burn" signal fire, generally preventing players from missing it
completely.) [50 XP]
When all archers are charcoal, knock on the final gate, trebuchet-style.
[15.11] GATE CRASHER: Cross the bridge
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XP: 50
A rope post on the trebuchet platform can make a zipline to the lower wrecked
buildings, not far from the Citadel Plaza campsite. Repeat the process once
to spawn a few more reinforcements and some idiot firing trebuchet volleys
from the far west. At the roof's end, make a zipline down to the arena.
[15.12] YOU SHALL NOT PASS: Run!
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XP: 50
Reaching the bridge starts a collapsing event. The fragments can't be climbed
as they're in motion, so jump carefully. At the very end, grapple-hook the
far ledge to avoid a frigid fall into the glacier.
[15.13] YOU SHALL NOT PASS: Defeat the Deathless warriors
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 1250
The scripted fight occurs at the bridge's end, a place with various Greek
fire vessels and waist-high barriers. As before, most of the difficulty is
alleviated with the Greek Fire skill, turning every fire arrow and molotov
into armor-meltin' OHKOs. Alternatively, use the blue-flame braziers overhead
to accomplish the same thing (shoot 'em with any projectile).
When they're all dead, there's a nice burst event overhead.
[15.14] ASCENSION: Climb the tower
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XP: 150
Locate the Citadel Gate camp nearby (+1600 XP!?), since the climb starts
there. Climb the first broadhead wall, leap to the second, then do an angled
jump north to the white-colored wood beams. The tenth relic -- and the game's
final collectible -- is above.
_
|_| RELIC 10/10: Citadel Gate area [i.imgur.com/OaGec2D.jpg]
Mount the third broadhead wall and rope-swing to the south building's icy
face. Around the corner, a short climb will reveal a wire-swing further into
the citadel. To ascend further, wire-swing once more onto the eroded pillar;
more broadhead walls are atop it. Once past, use a second rope swing onto
the southern tower, climbable via broadhead arrows.
At the very top, wire-swing west and climb to the Broken Spire campsite, the
game's final one. (To deflate the urgency, fast-travelling is still available
for interested players.) Reach the northern ice wall to end the segment.
[15.15] ASCENSION: Reach the top of the tower
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: ---
Players, like Lara's fortunes, can only go up at this point. It's a rather
basic climb, though stray trebuchet shots will fragment the building, almost
as if they had homing functions. (It's all odd, considering the eastern
catapults can't even reach this far. How...plot-contrived.)
After spotting Deathless climbers, follow suit. Above yet another scenic
glacial wall (Kitezh's main export at this point), leap south to another,
preferably before it crumbles. At the very top of the spire, grapple-hook the
decorative cross.
Out of nowhere, a Deathless One will latch onto Lara, jeopardizing the easy
finish. Shoot it in the head six times (three to remove helmet, three to
loosen grip) to complete the event. Unlike the ascent, whose buildings break
in a scripted fashion, dawdling too much here will lead to a game over. Aim
well!
[15.16] THE DIVINE SOURCE: Fight your way to the Chamber of Souls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 150
Finally, no more of those damnable lengthy climbs! The final stretch is
along the citadel's upper dome, currently a Trinity-Deathless tug-of-war.
It's a fairly simple slog at first, but as Lara goes through the waves of
enemies, more armored types (including riot shield types) appear. Intelligent
use of the Greek Fire vessels and hanging braziers can take out many, as they
usually do. At the very end, one of Sofia's trebuchet shots will finally hit
true, eliminating some of the thugs.
Continuing to the Final Precipice campsite prompts a "point of no return"
message. When ready to tackle the final 4% of the campaign, climb the ice
wall on the arena.
[15.17] THE DIVINE SOURCE: Defeat Konstantin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: ---
This segment is a boss fight between Lara and Konstatin's gunship. It only
takes a few trebuchet misfires for our heroine to come up with the battle's
saving grace: shooting the fireballs in midair to ensure the speedy copter
is damaged. (After the scene, pressing Square will trigger the trebuchet
shot.)
It'll take three fireball detonations to complete the segment. Certain
things take place after each success. In order:
• A wave of Trinity soldiers spawns, and when they're thinned, Deathless Ones
attack both Lara and the stragglers. When the gunship next appears, it
will move around more frequently and gun for Lara.
• A wave of Trinity soldiers spawns. No Deathless Ones arrive to help. When
the gunship returns for round three, its missiles destroy much of the upper
levels, leaving only breakable objects to hide behind in the center (use
the stairway areas for shelter). Konstantin also fires missiles more often.
• The gunship crashes this point, bringing an end to the fight.
The building collapses, though, sending Lara into its depths.
[15.18] THE DIVINE SOURCE: Fight your way to the Chamber of Souls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 50
Croft lands on some debris and manages to remain unseen to the patrolling
Deathless Ones below. Thanks to the upper beams and wire-swing apparatuses,
acing the four enemies with pure stealth is a cinch. Three reinforcements
enter afterwards, but can be nixed in the same fashion.
[15.19] THE DIVINE SOURCE: Find an exit
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP:
Approach the SW doorway. Yup, that's it.
[15.20] THE DIVINE SOURCE: Defeat Konstantin
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 250
Ol' Stigmata is back and he somehow manages to get all Lara's weapons, other
than her melee gear. This is another boss that takes three hits to eliminate.
The first is easiest: the pillars from before allow for easy stealth shots
from above. After that, the grenade-happy bleeder destroys all points of
height advantage.
To get in the second hit, find a throwable object -- a minor annoyance since
the entire area is flame-illuminated, making normal Survival Instincts harder
to see. Once found, lure Konstantin into showing his back for the next melee
attack.
Finally, when Konnie tries to reciprocate, do the dodge prompt correctly to
get in the final stab. (Failing the prompt is a game over, so now's the best
time to practice for those who haven't liked doing 'em!) Those who fall for
his empty provocations can perform an execution then and there, though it's
more fun to walk away and see what happens. Things just have a way of working
out!
[15.21] THE DIVINE SOURCE: Enter the Chamber of Souls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 100
All the fighting is done. Go up the steps into the Chamber (this area doesn't
appear on any map, now or in the post-game) for the campaign's final scenes.
After the credits, players can continue playing through the levels as before
-- including Syria -- only with a bunch of throwback outfits available. These
are ONLY available here and (if particular cards are acquired) during Chapter
Replay mode.
NOTE: It's possible to 100% every area but still have the inventory show 59/60
relics found. This is because the tally counts the Baba Yaga DLC regardless
of whether players have it.
</pre><pre id="faqspan-5">
• Beating the game earns the 5-card "Player Appreciation Pack" in the store.
It always contains the Desert Tank Top (outfit) card, plus these silly
modifiers: Big Head Lara, Deep Pockets, Timequake, Gambler.
• Additionally, if one manages to 100% the campaign, the "Completionist's
Card Pack" is earned. This one may be mostly randomized cards, but just in
case, here's the five I got: En Fuego, One Life to Live, Rainbow Trail,
Grip, Big Head Mode.
_______________________
_____________________________________________________/ IV. APPENDICES [APPN] |_
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
ACHIEVEMENTS/TROPHIES [ACHV]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Achievements and Trophies are digital Xbox- and Playstation-specific feats
of excellence, respectively. Because this guide is cross-posted, I'll list
all the ones available for both platforms.
In the 'Type' column, I'll list how much each feat is worth. Xbox ones give
gamerscore; Playstation ones have a rating (Bronze, Silver, Gold, Platinum).
The first letter in those qualities denotes which each type is. Example: B/20
means it's a Bronze on Playstation and gives 20 points on Xbox.
ROTTR CAMPAIGN TROPHIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These are found on all platforms. Score Attack-related trophies are bunched
in with these as well, but I put 'em at the bottom, since they aren't
technically required in any campaign. (To use Score Attack mode, access it
from the main menu's Expeditions feature.)
As always, if trophies have any useful notes, I put 'em after the listing.
_________________________________ _______ _________________________________
| ACHIEVEMENT/TROPHY | TYPE? | OBTAINMENT METHOD |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Platinum | P/-- | Attain all other trophies |
| Firestarter | B/05 | Kill 2 foes with 1 molotov |
| Bar Brawl | B/10 | Kill a foe with a bottle |
| Rapid Recovery | B/05 | Heal yourself in combat 3 times |
| Renegade | B/10 | Melee 5 enemies off a ledge |
| Triple Threat | B/10 | Kill 3 with one shotgun blast |
| A Trusty Old Friend | B/10 | Kill 5 in 10 sec. with a rifle |
| Fearless | B/10 | Kill a Deathless w/ only melees |
| Fall Guys | B/10 | Shoot 10 foes in the leg |
| One-Sided Conversation | B/10 | Stealth-kill foe during a convo |
| Glub Glub Glub | B/10 | Drown 3 foes w/ water finishers |
| Blade of Justice | B/10 | Get 25 stealth kills w/ knife |
| Was That Really Necessary? | B/10 | Kill an animal w/ an explosive |
| Reading the Past | B/10 | Translate any monolith |
| Weaponsmith | B/10 | Fully upgrade any weapon |
| Craftswoman | B/10 | Craft 5 pieces of equipment |
| Master Fletcher | B/10 | Craft 25 of each arrow type |
| Self-Improvement Junkie | B/10 | Purchase all skills (1 catgry.) |
| Fluent | B/10 | Reach max language proficiency |
| Laying Down the Law | B/15 | Do 6 revolver hdshots. in a row |
| English Pedigree | B/15 | Do a 25-meter-plus bow headshot |
| Chemical Warfare | B/15 | Kill 5 foes with 1 poison arrow |
| Keen Eye | B/15 | Find 40 survival caches |
| The Price of Truth | B/125 | Complete the game (any dfclty.) |
| Looking for Trouble | B/10 | Complete five challenges |
| Good Samaritan | B/10 | Complete three missions |
| Dead Ringer | B/10 | Get 15 headshots w/ B.A. Rifle |
| Quick and Painless | B/10 | Shoot 15 deer in the heart |
| Challenging | B/10 | Complete any tomb |
| Tomb Raider | B/50 | Complete all tombs |
| Woman of the People | B/25 | Complete all missions |
| Truth Seeker | B/10 | Find 25% of relics/murals/docs |
| Voices of the Past | B/15 | Find 75% of relics/murals/docs |
| Compulsive | B/25 | Complete all challenges |
| Trick Shot | B/10 | Shoot bottle from the air |
| Rotisserie | B/10 | Hit airborne hen w/ Fire Arrow |
| The Chosen Few | B/15 | Complete all crypts |
| Avid Shopper | B/10 | Buy all items from the vendor |
| Quite a Tumble | B/10 | Survive an avalanche |
| Following in Father's Footsteps | B/10 | Enter the Syrian tomb |
| Tougher Than She Looks | B/10 | Survive a night in Siberia |
| Strange Acquaintance | B/10 | Rescue Jacob in the gulag |
| Taking the High Road | B/10 | Light the Valley's signal fire |
| A Helping Hand | B/15 | Repel the Trinity invasion |
| The Key to It All | B/10 | Find the Atlas |
| Whatever It Takes | B/15 | Rescue Jonah from Konstantin |
| The Road Less Travelled | B/15 | Unlock the path to Kitezh |
| Ultimate Survivor | B/40 | Beat game on Survivor diffclty. |
| Paying Respects | B/10 | [SEE BELOW] |
| Zipper | B/15 | Do a manual zipline transfer |
| Quiet Time | B/05 | [SEE BELOW] |
| No Guts, No Glory | B/15 | Perform a 2.5-second swan dive |
| Untouchable | B/25 | Replay 5 levels w/o being hurt |
| Bacon! | B/10 | Kill a razorback w/ a molotov |
| Huntress | B/10 | Kill 50 animals in Huntress garb|
| Siberian Ranger | B/15 | Beat 15 post-game encounters |
| No Stone Unturned | G/40 | Reach 100% completion |
|_________________________________|_______|_________________________________|
• PAYING RESPECTS: There's a grave in the Geothermal Valley level, on a cliff
ledge just south of the observatory area. Approaching it triggers the
achievement, and it's hard to miss for completionists, because there's an
archery target (for Bull's-Eye challenge) in the tree next to it.
• QUIET TIME: To get this, Lara must reach the Geothermal Valley level and
reach the eastern castle ruins. In the same room with the NPC who gives
the "Ancient Secrets" quest, there's a chair on one of the upper ledges.
Sitting there triggers the feat.
• ROTISSERIE: You can cheese this a bit by standing near a wall and throwing
any chicken upwards at it, then hitting the wall with a fire arrow to kill
the bird. Trying to hit it after tossing it like a clay pigeon just makes
it harder.
• ZIPPER: Performing a manual zipline transfer -- i.e., zip down one, release
of your own volition, and catch another below. Easy spots to do this are
the Soviet Installation's Copper Mill Bridge campsite series and the long
one past the Research Base's weather station (after clearing level once).
__________________________ ______ _________________________________________
| SCORE ATTACK ACHV/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Quite the Collector | B/10 | Collect 150 cards |
| These Belong in a Museum | B/15 | Collect 300 cards |
| Way to Go | B/15 | Get a bronze score on all levels |
| Golden Child | B/25 | Get a gold score on all levels |
| Gilded | B/10 | Get a gold score on 1 level |
| Well Begun is Half Done | B/10 | Get a gold score on 10 different levels |
| My Own Worst Enemy | B/10 | Do a Score Attack level w/ 200% bonus |
| Iron Will | B/10 | Do a Score Attack level w/ 5 cards |
| That All You Got? | B/10 | Do 3 Replay Challenges in one level |
|__________________________|______|_________________________________________|
[DLC] ENDURANCE MODE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All trophies are found on PS4, except Archaeologist and Raider, which're both
Xbox-exclusive.
______________________ ______ _____________________________________________
| ACHIEVEMENT/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Archaeologist | -/10 | Find 5 artifacts |
| Raider | -/15 | Open 5 codices or sarcophagi |
| Master Archaeologist | B/20 | Find 5 artifacts |
| Skillful Raider | B/20 | Open 5 codices/sarcophagi w/o being trapped |
| Fast Reflexes | B/10 | Destroy 3 spike traps after being trapped |
| Well Done | B/15 | Kill 5 small animals w/ fire, then eat 'em |
| Still Tastes Good | B/15 | Kill 5 wolves with poison + eat their meat |
| Nope | B/10 | Escape on Day 1 + find no artifacts |
| Vacation | B/20 | Escape after 07 days |
| Great Haul | B/50 | Escape after 10 days + find 10 artifacts |
| Happy Camper | B/10 | Survive 5 days |
| Nature Retreat | B/15 | Survive 7 days |
| Great Outdoors | B/20 | Escape after 10 days |
| One Way to Do It | B/10 | Warm up from freezing by standing in a fire |
| Who Needs a Map? | B/10 | Find 5 crypts |
|______________________|______|_____________________________________________|
[DLC] BABA YAGA - THE TEMPLE OF THE WITCH
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The first table is trophies shared between PS4 and Xbox; the second lists
those exclusive to the latter.
________________________________ ______ ___________________________________
| ACHIEVEMENT/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Hide and Seek | B/10 | Rescue Nadia from Trinity |
| Abandon All Hope | B/10 | Enter the Wicked Vale |
| A Moment of Clarity | B/10 | Face the witch and live |
| Amateur Chemist | B/10 | Craft an antidote |
| Last Ride of the Witch House | B/10 | Activate the ancient lift |
| Truth Behind the Myth | B/50 | Unmask Baba Yaga |
| Vasilisa's Lanterns | B/10 | Complete the Vale's challenge |
| The Witch Bottles | B/10 | Find all survival caches |
| Complete History of Witchcraft | B/20 | Find all documents |
| Witch Trials | B/20 | Get all gold medals (Score Attk.) |
| Bravo's Legacy | B/10 | Confuse 10 foes w/ Dreamstinger |
| The Wraith of Siberia | B/10 | Kill 50 foes in Wraithskin outfit |
| Fond Farewell | B/05 | Speak to Nadia before leaving WV. |
|________________________________|______|___________________________________|
__________________________________ ____ ___________________________________
| EXCLUSIVE XBOX ACHIEVEMENTS | GS | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Demon in the Dark | 05 | Kill 10 foes in Wraithskin outfit |
| Henny Penny | 05 | Fall off the ancient lift |
| Persuasive Argument | 10 | Confuse 3 foes w/ 1 pollen arrow |
| Season of the Witch | 10 | Collect 50% of all Vale documents |
| Servant of the Witch | 05 | Confuse an enemy w/ Dreamstinger |
| Why the Chicken Crossed the Vale | 05 | Ride the lift to the other side |
| Witch's Wardrobe | 10 | Equip Wraithskin and Dreamstinger |
| Witch-Hunt | 10 | Gold-medal any Vale score attack |
| Witchcraft for Beginners | 05 | Attempt any Vale score attack |
|__________________________________|____|___________________________________|
[DLC] COLD DARKNESS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The PS4/Xbox trophies are identical.
______________________ ______ _____________________________________________
| ACHIEVEMENT/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Uncovering the Truth | B/25 | Collect all 8 documents |
| Give a Man a Fire | B/15 | Kill 20 enemies with Dragonfire Rounds |
| Armed for Bear | B/20 | Pick up 6 different weapons |
| Spinning Leaf | B/25 | With normal arrows, get 5 headshots in 1:00 |
| Legendary Gunsmith | B/20 | Open 6 upgrade pry chests |
| To the Rescue | B/20 | Rescue 6 prisoners |
| Perfectionist | B/25 | Shut down all towers without any mistakes |
| Epidemiologist | S/25 | Complete Cold Darkness |
| An Ocean in Storm | S/25 | Kill 75 foes in a single Cold Darkness run |
| Combat Specialist | S/50 | Complete Cold Darkness without dying |
|______________________|______|_____________________________________________|
[DLC] CROFT MANOR/BLOOD TIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is available on all modern platforms, although Xbox players will need to
buy the ten-dollar "20th Celebration Pack" to get it and Endurance mode. The
following trophies are done in Lara's Nightmare mode: Enter the Nightmare,
Fight the Fear, Sweet Dreams.
_________________________ ______ __________________________________________
| ACHIEVEMENT/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Complete Family History | B/25 | Collect all documents in Blood Ties |
| Enter the Nightmare | B/05 | Destroy a Skull of Rage |
| Fight the Fear | S/25 | Defeat 100 enemies |
| Home Raider | B/25 | Collect all relics |
| Key to the Past | B/05 | Acquire the Master Key |
| Legacy | S/40 | Complete Blood Ties |
| Master Detective | B/20 | Open Lord Croft's safe |
| Meet the Crofts | B/15 | Find 50% of all documents in Blood Ties |
| Relic Hunter | B/15 | Find 50% of all relics in Blood Ties |
| Sweet Dreams | B/25 | Complete Lara's Nightmare |
|_________________________|______|__________________________________________|
[DLC] ENDURANCE CO-OP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Xbox players get additional achievements to find. Feats that require killing
a total generally refers to a combined total between players.
_______________________ ______ ____________________________________________
| ACHIEVEMENT/TROPHY | TYPE | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| A Feast for Two | B/20 | Eat the meat of 3 bears with your partner |
| A Dinner for Two | B/15 | Eat the meat of 3 wolves with your partner |
| Adventure Besties | B/15 | Escape with 5 Medium and 5 Large artifacts |
| Sisters of Artemis | B/10 | Kill 10 dangerous animals in 1 Expedition |
| Sisters of Athena | B/15 | Kill 25 dangerous enemies in 1 Expedition |
| No One Left Behind | B/10 | Revive a player 3 times in 1 Expedition |
| Get Away from Her! | B/10 | Kill an enemy melee attacking your partner |
| Alone Time | B/05 | Spend at least 1 day 60+ meters apart |
| Communication Skills | B/10 | Kill 5 enemies marked by your partner |
| Master and Apprentice | B/50 | Escape after 10 days + find 20 artifacts |
| For the Night is Dark | B/15 | Clear 3 camps at night in 1 Expedition |
| Teamwork | B/10 | Warm up from freezing via a partner's fire |
| "Teamwork" | B/05 | Find an artifact while your partner's down |
|_______________________|______|____________________________________________|
___________________ ____ __________________________________________________
| XBOX ACHIEVEMENTS | $$ | OBTAIN |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| A Snack for Two | 05 | Eat 5 rabbits or squirrels with your partner |
| Adventure Friends | 05 | Escape with 5 artifacts |
| Team Survival | 20 | Escape after 7 days + don't use any revives |
| Pick-Me-Up | 05 | Revive a player |
| Bonding Time | 20 | Escape after 7 days + find 10 artifacts |
| Say "Aaah" | 05 | Eat w/ a partner while one of you is starving |
| Extreme Survivor | 50 | Finish game on Survivor difficulty |
|___________________|____|__________________________________________________|
____ _ _
| _ \ \ / /_________________________________________________________________
| |_) ) \ / /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| _ ( \ ¯ / BABA YAGA DLC WALKTHROUGH [BBYG]
| |_) )_) (____________________________________________________________________
|____/|_____|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
MAP:
http://i.imgur.com/6VBMj9e.png
COLLECTIBLES ALBUM:
http://imgur.com/a/PLPMa
This DLC introduces a new map zone, weapons and a small campaign unrelated
to the main plot. Players can undertake it as soon as they finish the gulag
segment (Soviet Installation level). Baba Yaga missions have a garish pink
skull icon on the map, making it impossible to miss.
MISSION 1: DISTURBANCE AT THE SAWMILL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 400 XP
The first cut is the shallowest -- just go to the valley's sawmill southeast
of the gulag and eliminate the three enemies there. (For reference, at this
point in the main campaign, Trinity gunmen will start spawning around that
area and will continue to do so from then on.) This part earns 100 XP.
Once the show's over, search the locker near the old conveyor belt to find
a Remnant woman hiding inside. (The other lockers contain only a few meager
supplies/ammo.) This will trigger the "Hide and Seek" achievement.
MISSION 2: CHASING GRANDPA
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: n/a
The injured girl (Nadia) reveals she's searching for her grandfather who
left the village for the Wicked Vale -- the witch Baba Yaga's home turf. Once
one agrees to take on the overarching mission ("The Temple of the Witch"),
players can enter the DLC area through the eastern leopard cave.
Proceeding is exactly the same as going to the "Voice of God" tomb beyond
the rope barrier. It's a rather lengthy exploring course, replete with crag
walls. The only difference is, with the quest active, the broken exterior
bridge is crossable.
Past the bridge, there'll be a ravine platforming section, landing Lara right
on a campsite's doorstep. The Wicked Vale area officially begins here. (100
XP for completing ravine area, 100 XP for campsite discovery.)
_
|_| DOCUMENT 1/21: campsite [i.imgur.com/NrdR2Yz.jpg]
|_| DOCUMENT 2/21: campsite [i.imgur.com/fEnI5xz.jpg]
Continue south through the crack to immediately fall victim to hallucinogenic
pollen spores (backtracking and collectibles are disabled during this part,
for reference). The winding path leads into a forest, forcing Lara to pursue
her father's specter repeatedly. After the scene in the faux den, exit past
the next crack.
When the bird-legged house walks by, move onto the bridge to get a better
look...only for it to collapse. Even high, Lara should've seen that coming!
Gun down the demonic wolves sent out for a final escape cutscene.
PART 3: GATHERING CLUES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 150 XP
This isn't a proper mission displayed in the menu like the others, but a
notification still comes up -- we'll roll with it. Lara washes up in an old
Soviet cave, sobered up and ready to fight. Survival Instincts mode is still
disabled, but collectibles can be found manually.
_
|_| DOCUMENT 3/21: water's edge [i.imgur.com/VSvGDhn.jpg]
Use the craggy walls to get higher. Another document can be obtained right
after ascending, thanks to a wire swing apparatus, while the cavern's last
is behind a rope barrier, up top near the boiler equipment. (Those who don't
have the wire spool from further in the campaign can obtain the document by
leaping down from above, using a few tricky jumps.)
_
|_| DOCUMENT 4/21: upper ledge [i.imgur.com/fmbXK9z.jpg]
|_| DOCUMENT 5/21: in rope barrier [i.imgur.com/f3kNdOS.jpg]
To escape the distillery, look for the winch near the locked door; unlatch
it to change the counterweight's height. Once it's secured to the spinning
rope spool, undo the lever that refinery furnace. If timed right, the upward
blast careens the weight into the door, creating an exit. Lara automatically
reads the document in the passage beyond, when neared.
_
|_| DOCUMENT 6/21: past distillery area (no pic needed)
PART 4: MAKING THE ANTIDOTE
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Reward: 500 XP
Lara now has the refining formula and can make an antidote. This requires
a trip back to the Soviet Installation, made more convenient by the campfire
beyond the rope barrier. The ingredients can be collected in any order; doing
so gives 100 XP per.
• 2 DEER LIVERS: To no one's surprise, these are found inside deer. Their
gender, and Lara's methods of slaying them, won't foul up the harvesting.
Any deer in any area will work, despite the game making it seem like only
those at the Installation are permitted. (Deer that naturally spawn dead,
like those in bear caves, don't seem to work.) Finishing gives 100 XP.
• 5 SEED PODS: The six map-marked caves in the sawmill's valley all contain
wall vines that can be plucked for the items. Most will contain several
copies, in fact. Pods glow in Survival Instincts mode. (Ironically, the
leopard cave, the closest path to the Wicked Vale, has no vines.)
Once the first two pieces are obtained, Nadia radios in for the third.
• BENZOTHIAZINE: This is found at the copper mill, inside the red building
alongside the lower railroad tracks. It's inside a newly-spawned box within
a 2F room (blocked by a rope barrier by default, if I remember correctly).
The antidote is automatically concocted at this point, just in time to fend
off some Trinity thugs.
PART 5: TRUE VISION
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Reward: 500
Time to test the goods -- travel back to the Wicked Vale and prepare to make
another journey through the hallucinogenic vines. Innoculated, the path into
the forest is less creepy, and allows Lara to snatch the collectibles there.
_
|_| DOCUMENT 7/21: eastmost forest path [i.imgur.com/c31unlm.jpg]
|_| DOCUMENT 8/21: southeast forest area [i.imgur.com/mcikGXk.jpg]
|_| S. CACHE 1/6 : western forest area [i.imgur.com/DlIo3nA.jpg]
Continue south towards the broken bridge area...
_
|_| S. CACHE 2/6: pre-bridge path [i.imgur.com/anIPJ26.jpg]
...and leap down to uncover the hellhounds' identities.
_
|_| DOCUMENT 9/21: wolf area [i.imgur.com/WapR9VP.jpg]
The rope-wrapped scaffolds here allow passage back north or further south;
it's the latter of most interest here. Climb up to the ropeworks for a nice
change of pace: puzzle-solving. A document can be claimed before starting.
_
|_| DOCUMENT 10/21: on a crate [i.imgur.com/iIwDRfY.jpg]
|_| DOCUMENT 11/21: pool area [i.imgur.com/1IRjAWE.jpg]
Platforms hang over the small pool; their height can be toggled using the
winch and the upper spool's rope-wrapped shaft. When they're about level,
tie the spool to the rope post to stop it the platforms from returning to
their original positions. (Don't bother using the combat knife to cut the
rope, if Lara has it -- making another automatically removes the previous.)
Use the new stepping stones to reach the SW ledge containing a second winch.
Its adjacent ledge contains a document, easily hopped to.
_
|_| DOCUMENT 12/21: 2nd winch area [
http://i.imgur.com/hSpAWeu.jpg]
Tightening the 2nd winch raises the lone eastern platform which, like the
two before it, changes its elevation after awhile. The goal is to cross the
pool's platforms, reach the upper eastern ledge, jump onto the lone platform
and scramble up the wall -- all before time runs out.
To do this, the pool's eastern platform must be high enough to catch the
upper eastern ledge by hand. Since this prevents accessing said platform from
below, use the 2nd winch's zipline to move Lara about. If the pool platforms
are even or imbalanced (western is highest), this puzzle will seem extremely
frustrating.
Once up at the final ledge, rope-pull the odd lever to see just what Baba
Yaga's fireball-spitting dwelling really was.
PART 6: DEFEATING THE WITCH
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Reward: 500 XP, Dreamstinger, Wraithskin Outfit
The same lever will ferry the girls across the abyss. The DLC's only challenge
is available in this area. (Actually, some of the lanterns were available by
the last section, but it's fine to put 'em all here right now.) Most are
concentrated in the western stretch of the ride.
_
|_| CHALLENGE: OVER THE CUCKOO'S NEST [10/10]
Reward: 25 XP/per + 125 XP completion
Destroy Baba Yaga's hanging lanterns.
• ropeworks area [i.imgur.com/oujxuLV.jpg]
• ropeworks area [i.imgur.com/X9t100z.jpg]
• abyss area [i.imgur.com/6lMKoeI.jpg]
• abyss area [i.imgur.com/7pTkRs5.jpg]
• abyss area [i.imgur.com/RcJh6r2.jpg]
• abyss area [i.imgur.com/znOTZZX.jpg]
• abyss area [i.imgur.com/X8p5zZP.jpg]
• abyss area [i.imgur.com/X8p5zZP.jpg]
• abyss area i.imgur.com/l37gDZ5.jpg]
• abyss area [i.imgur.com/8V26zNY.jpg]
Completing the challenge doesn't give any credits, but triggers "Vasilina's
Lanterns" (trophy) instead. Once across, the last two outdoor collectibles can
be found. There'll be a scene with Nadia at the Witch's Cave campsite.
[100 XP] Players can reoperate the cable car for missed lanterns, too.
_
|_| DOCUMENT 13/21: waterfall room [i.imgur.com/cVUxbbF.jpg]
|_| S. CACHE 3/6 -: by 2nd rope lever [i.imgur.com/69Q2Chu.jpg]
|_| DOCUMENT 14/21: by 2nd campsite [i.imgur.com/ocy7JQ9.jpg]
Past the campsite is the final building, a former Soviet excavation area, now
Baba Yaga's arena. A document is in the first room, along with a bunch of
ammo supplies.
_
|_| DOCUMENT 15/21: arena vestibule [i.imgur.com/pLawjGc.jpg]
Take the SW path until it collapses into a muddy drainage pond. Surface down
the way to accidentally break the antidote, just in time for the witch to
show herself. Due to the hallucinogenics, finding collectibles is off-limits
until the battle's over.
BOSS: Baba Yaga
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The battle occurs on multiple tiers of the arena, but begins at the very
bottom. The only way to damage Baba Yaga is tying her floating vessel to
the furnace winches, letting them draw her in close, and venting the flames
with the lever. (Basically, same thing players already did after jumping in
the river.)
• The first winch is right near Lara, although it's recommended to eliminate
the enslaved Trinity types first. The archers use fire arrows and the
swordsmen can melee twice, though all can be killed in normal ways (dodge
counters, headshots, etc.)
The second lever is across from the first, only its release lever's a bit
further away. Make sure to fire warning shots at Baba Yaga (none will hit)
to stop her from cutting the rope mid-pull, which she'll try doing on each
of Lara's subsequent attempts.
The lowest tier will now flood, forcing Lara to climb up in the southwest.
Several more Trinity types will appear along the ascending path, including a
fiery wolf. Past there, kill the next goon who jumps down, hinting at the
level above. (The other doorways are conveniently blocked here, including a
corridor that gives a shortcut back to the arena's entryway.)
• Above the ladder, remove the next few archers and hit Baba Yaga with the
third winch. Its lever is in close proximity this time, but the arena's
widened at this height, making the pull longer (Baba must be fended off
twice to keep rope intact).
Use the wooden walkway to get up to the boss' height, then use the zipline
connecting the north ledge. It'll drop Lara down right into a melee attacker's
sights. (Turning around to see rope barrier leading back to previous ladder
room.)
Behind the attacker is a semi-flooded chamber with craggy walls. Ascend those
to reach the third-level balcony, containing a stuck valve that creates some
rotating platforms (at same height). Use this to reach the southern walkway,
guarded by several more archers.
• Past the pulley platforms is the fourth winch; its lever is slightly down
and to the north, near the rope barrier. Baba Yaga will try removing the
rope faster this time, so only jump down after she ducks back in the first
time.
Destroy said rope barrier to find another platform-spawning valve, this one
at the 4th winch's height. Players will need to return to the eastern side
via rotating platforms, then go back up the wooden walkway (top of previous
zipline). A ton of archers/melee types will have spawned in that area since
Lara's last bloodbath, though.
Jump onto the fourth-level platforms when ready. It's recommended to take
time killing the archers and Baba Yaga while in (semi-)safety, because her
fireballs can make tricky jumps very annoying. Reaching the high west ledge
also spawns more melee attackers and demon wolves.
• The fifth and final winch is the top-level north section, past the latest
bunch of skull-wearing idiots. Fend off her rope-severing swings twice
before the final explosion, which destroys her mobile crucible and sends
her plummeting into the drink.
After the cutscene, the segment ends and Lara gets the new outfit and bow.
The latter changes poison arrows into pollen arrows, making afflicted foes
turn on each other. (Is it better than dealing instant death? No, but it's
definitely funnier.) Speak with Nadia once more to get the "Fond Farewell"
trophy.
For those who did this DLC as early as possible, be sure to equip Wraithskin
for awhile and get the related "kill 50 enemies" trophy. It's much easier to
do than in, say, the post-game. For those who finished the campaign already,
the Soviet Installation sawmill/leopard cave areas often have patrollers, so
enjoy farming goons. =)
[OPTIONAL] PART 7: ARENA COLLECTIBLES
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I'll sort remaining finds by tier. The arena's lowest (first) tier is still
submerged, but there were no collectibles there anyway.
SECOND TIER: these items are all laying around in a generally easy way and
require no specific tools. There are several rope barriers that prevent Lara
from collecting them too easily, though.
_
|_| RELIC 1/1 ----: ladder room [i.imgur.com/6bzW5hJ.jpg]
|_| DOCUMENT 16/21: SE flooded tunnel [i.imgur.com/r9oUaR8.jpg]
|_| DOCUMENT 17/21: ladder room [i.imgur.com/iSXVeA7.jpg]
|_| E. SATCHEL ---: west tunnel [i.imgur.com/1p6hERn.jpg]
|_| S. CACHE 4/6 -: west tunnel [i.imgur.com/wceLV28.jpg]
THIRD TIER: Some of the items cannot be obtained without the wire spool, a
mandatory item obtained in the Acropolis level. The Archivist Map can't be
collected until one goes to the fourth-level balcony (north), then drops
down a tier; a rope barrier leads back to the winch area.
_
|_| DOCUMENT 18/21: north craggy wall area [i.imgur.com/CG0uDC4.jpg]
|_| DOCUMENT 19/21: north balcony [i.imgur.com/fklVqbm.jpg]
|_| S. CACHE 5/6 -: pulley platform area [i.imgur.com/nncvh0Q.jpg]
|_| ARCHIVIST MAP : 3rd winch area [i.imgur.com/U6Rj8yZ.jpg]
FOURTH TIER: The 20th document requires the wire spool.
_
|_| DOCUMENT 20/21: 3rd winch area [i.imgur.com/HIuxQ1y.jpg]
|_| DOCUMENT 21/21: upper southern ledge [i.imgur.com/LrlZLWB.jpg]
|_| S. CACHE 6/6 -: north balcony alcove [i.imgur.com/xNynvgG.jpg]
To get the 21st document, return to the 4th winch area (third tier) and look
to the upper east wall -- there's a rope-wrapped mechanism only visible from
that side. Tying it to the nearest winch will raise a far platform for about
16-18 seconds. In that period, players must hop onto the nearest rotating
platform, swing around (to top of zipline), then hop across before the raise
platform falls again.
It's arguably the hardest collectible to obtain in the game, and definitely
the most annoying part of the DLC. Those who want to try an alternate on-foot
route are in luck, although it seems to waste more time than the main method,
plus requires the grappling hook. Example video:
https://www.youtube.com/watch?v=JkO9IEkC-MQ
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CARD DATA [CRDD]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Cards are store-purchased items that act as gameplay modifiers in Expeditions
mode. Players may spend actual money to get 'em or spend credits earned in
other modes (such as campaign, by doing challenges and solving tombs). Each
card has certain features besides its name/function:
• Sell (amount of credits earned if sold)
• Star Rating (indicates rarity)
• Percentage (indicates bonus multiplier/decrement for Score Attack)
To use a card, start an Expedition mode that allows it and add it into an
open slot (five maximum). Generic cards will be used up when brought this way,
assuming the level is properly completed. Other cards are "permanents," and
never disappear no matter what. Permanents include: all weapon cards, all
outfit cards, and any foil card. (Foil cards have a glossy, shimmering effect
when viewed.) The game allows permanents to be viewed in their own category,
so there shouldn't be any "huh, my card was used up!?" moments.
Because permanents never disappear, collectors really only need one and can
safely sell their duplicates. Some cards, especially junky generic ones and
special DLC finds, have no sell price and thus will sit around until used.
There is no maximum card limit, so this shouldn't be too cluttering.
PS4 players who have the 20th Anniversary Celebration obtain a bevy of free
packs immediately, plus a 100,000-credit bonus to get started. For info on
these lagniappes, see the bottom of this section.
APPEARANCE
¯¯¯¯¯¯¯¯¯¯
These modifiers impact cosmetic changes to the mission. They're mostly silly
fun and barely impact/detract from the bonus.
__________________ ___________ ____________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Big Head Enemies | 1600 -005 | Foes have a big head |
| Big Head Lara | 1600 +005 | Lara has a big head |
| Big Head Mode | 3200 ---- | Everyone has Big Head Mode |
| Rainbow Trail | 1600 ---- | Lara is followed by a rainbow trail |
|__________________|___________|____________________________________________|
PLAYER-WEAKENING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These are detrimental effects to make levels tougher. Due to that, all cards
here boost the bonuses.
__________________ ___________ ____________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Battle Hardened | 800 +050 | Faster healing, but foes take less damage |
| Bow Sniper | 800 +025 | No bow skills, but bow has higher DMG/zoom |
| Empty Magazines | 1600 +100 | Start level with no ammo |
| First Aid | 800 +100 | No health regeneration (must use bandages) |
| Flammable | 400 +050 | Lara takes extra fire damage |
| Frailty | 400 +050 | Lara has reduced health |
| Grip | 3200 +100 | Hold Square to hang from ledges |
| Half Vampire | 800 +050 | Can't use bandages, but melee kills heal |
| Holstered | 800 +050 | Pistols deal reduced damage |
| No Leftovers | 1600 +100 | Level contains no ammo boxes |
| One Life to Live | 800 +100 | Dying ends the replay immediately |
| Open Wounds | 400 +025 | Any damage causes three-second bleeding |
| Prize Fighter | 800 +010 | Melee DMG: deal more + bleed more from it |
| Safety Hazard | 1600 +025 | Explosives: deal more + damaged more by it |
| Slow Shot | 400 +025 | Rifles' rate of fire significantly slower |
| Struggle | 1600 +125 | Players can't heal or regenerate health |
| Susceptible | 800 +050 | More susceptible to explosive damage |
| Touch of Death | 400 +025 | Pistols/rifles silenced, enemy melee DMG+ |
| Unaided | 400 +025 | Cannot use bandages |
|__________________|___________|____________________________________________|
PLAYER-STRENGTHENING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The exact opposite of the previous category, all skills herein only serve to
help Lara. As such, they give eat away at possible bonuses.
___________________ ___________ ___________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Adrenaline | 800 -015 | Stealth kills = temporary invincibility |
| Armored | 400 -005 | Take 25% less damage |
| Backfire | 800 -010 | Successful melee attackers may catch fire |
| Blast Wall | 800 -015 | Take less damage from explosives |
|-------------------+-----------+-------------------------------------------|
| Blaze of Glory | 400 -025 | Equipped shotgun is fully upgraded + all |
| | | ammo pickups are Dragonfire Shells |
|-------------------+-----------+-------------------------------------------|
| Blazing Inferno | 1600 -025 | Grants unlimited fire arrows |
| Boomstick | 400 -005 | Equipped shotgun deals 25% more damage |
| Boomtown | 1600 -050 | Grants unlimited grenade arrows |
|-------------------+-----------+-------------------------------------------|
| Bow Master | ---- -025 | Grants all bow upgrades, increased arrow |
| | | damage and increased zoom |
|-------------------+-----------+-------------------------------------------|
| Bow Mastery | 400 -020 | Equipped bow is fully upgraded |
| Brawler I | 400 -005 | Grants all Tier 1 Brawler skills |
| Brawler II | 800 -015 | Grants all Tier 1/2 Brawler skills |
| Brawler III | 1600 -020 | Grants all Tier 1/2/3 Brawler skills |
| Bullet Resistance | ---- -010 | Take 25% less damage from bullets |
|-------------------+-----------+-------------------------------------------|
| Cat and Mouse | 800 -025 | Equipped shotgun is fully upgraded, all |
| | | shotgun rounds are Dragonfire; foes evade |
| | | more often |
|-------------------+-----------+-------------------------------------------|
| Chicken Bomb | 800 -005 | Thrown chickens explode on impact |
| Deep Pockets | 400 -015 | Increases all resource/ammo capacities |
| Demolition Expert | 1600 -005 | Crafted explosives, grenade arrow damage+ |
|-------------------+-----------+-------------------------------------------|
| Eagle Eye | 800 -005 | Foes/Animals glow through obstacles in |
| | | Survival Instincts mode |
|-------------------+-----------+-------------------------------------------|
| En Fuego | 3200 -025 | On fire and can ignite foes w/ melee ATKs |
| Endless Magazines | 1600 -015 | When clip is empty, reloading is instant |
| Expert I | 1600 -020 | Grants all Tier 1 skills from all trees |
| Expert II | 3200 -025 | Grants all Tier 1/2 skills from all trees |
| Expert III | 6400 -030 | Grants all skills from all trees |
| Extra Equipment | 800 -005 | Start with Lockpick and Rope Ascender |
| Extra Magazines | 400 -005 | Increased capacity for regular ammunition |
| Fast Recovery | 400 -005 | Health regeneration & bandaging = faster |
| Fire Axe | 800 -005 | Melee attacks may ignite enemies |
| Gunslinger | 400 -005 | Equipped pistol deals 25% more damage |
| Hunter I | 400 -005 | Grants all Tier 1 Hunter skills |
| Hunter II | 800 -015 | Grants all Tier 1/2 Hunter skills |
| Hunter III | 1600 -020 | Grants all Tier 1/2/3 Hunter skills |
| Hunter Sense | 800 -015 | Time slows down when bow is fully drawn |
|-------------------+-----------+-------------------------------------------|
| Juggernaut | ---- -010 | Each kill gives extra defensive strength, |
| | | up to five kills (resets after 10 sec.) |
|-------------------+-----------+-------------------------------------------|
| Kaboom | 400 -005 | Crafted explosives' blast radius improved |
|-------------------+-----------+-------------------------------------------|
| Lead Farmer | 800 -020 | Gain all SMG/Rifle upgrades and carry |
| | | more ammo, but their firing rate's lower |
|-------------------+-----------+-------------------------------------------|
| Master Hunter | ---- -005 | All animals take double damage and drop |
| | | extra resources |
|-------------------+-----------+-------------------------------------------|
| Medic | 400 -005 | Bandaging = faster, may not use resources |
| Mercenary I | 800 -010 | Grants all Tier 1 Brawler/Survivor skills |
| Mercenary II | 1600 -020 | Grants all Tier 1+2 Brwlr/Survivor skills |
| Mercenary III | 3200 -025 | Grants all Brawler and Survivor skills |
| Overcrafted | 400 -005 | Explosive arrows' blast radius improved |
| Pistol Mastery | 400 -020 | Equipped pistol is fully upgraded |
| Pugilist | 400 -005 | Doubles melee damage |
| Pyromaniac | 800 -015 | Unlimited fire arrows + have lower health |
| Quiet Killer | 400 -005 | Equipped pistol/rifle is suppressed |
| Railgun | 1600 -015 | Bullets pass through enemies |
| Rifle Mastery | 400 -020 | Equipped rifle is fully upgraded |
| Rifleman | 400 -005 | Equipped rifle deals 25% more damage |
| Sharpshooter | 800 -015 | Headshots earn bonus special ammo |
| Signal Fire | 400 -005 | Molotov fires burn twice as long |
| Slow Burn | 400 -005 | Reduces rate of ammo consumption |
| Smog | 400 -005 | Poison Arrows' poison duration doubles |
| Smokey | 400 -005 | Smoke Grenades' smoke duration doubles |
| Special Magazines | 400 -015 | Carry more special ammo for all weapons |
| Stalker I | 800 -010 | Grants all Tier 1 Brawler/Hunter skills |
| Stalker II | 1600 -020 | Grants all Tier 1+2 Brawler/Hunter skills |
| Stalker III | 3200 -025 | Grants all Brawler and Hunter skills |
|-------------------+-----------+-------------------------------------------|
| Stopping Power | 800 -025 | Equipped pistol is fully upgraded; pistol |
| | | ammo pickups are all Hollowpoint Rounds |
|-------------------+-----------+-------------------------------------------|
| Support Grip | 800 -005 | Bow can be held at full draw indefinitely |
| Survivor I | 400 -005 | Grants all Tier 1 Survivor skills |
| Survivor II | 800 -015 | Grants all Tier 1/2 Survivor skills |
| Survivor III | 1600 -020 | Grants all Survivor skills |
| Tomb Raider | 6400 -050 | Grants all skills, including codex skills |
|-------------------+-----------+-------------------------------------------|
| Tool Belt | 800 -005 | Grants Crafting Tool & Enhancement Tool, |
| | | plus medium pool of resources to use |
|-------------------+-----------+-------------------------------------------|
| Tool Chest | 1600 -010 | Grants all weapon-enhancement tools, plus |
| | | a large pool of resources to use with 'em |
|-------------------+-----------+-------------------------------------------|
| Toxicity | 3200 -050 | Grants unlimited poison arrows |
| True Vampire | 800 -005 | Melee kills instantly regenerate health |
| Warrior I | 800 -010 | Grants all Tier 1 Hunter/Survivor skills |
| Warrior II | 1600 -020 | Grants all Tier 1+2 Hunter/Survvr skills |
| Warrior III | 3200 -025 | Grants all Hunter and Survivor skills |
| Well Read | 1600 -010 | Grants all codex skills |
|___________________|___________|___________________________________________|
ENEMY-WEAKENING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is another group of cards that only serve to make Lara's job easier,
and thus don't help bonuses. They're too damn fun to put on a shelf, though!
___________ ___________ ___________________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Gas Trap | 3200 -025 | Enemies may release poison gas cloud upon death |
| Holy Fire | ---- -005 | Melee-killed foes explode, damaging nearby foes |
| Lucky | 800 -015 | Enemies more likely to drop rare loot |
| Timequake | 1600 -015 | Time slows down near foes slain by arrows |
| Uncorked | 1600 -010 | Headshots cause enemies to explode |
|___________|___________|___________________________________________________|
ENEMY-STRENGTHENING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These cards heavily impact bonuses, but also offer challenges the campaign
is sorely lacking, so they're fun on that end, too.
___________________ ___________ ___________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Armor-Plated | 400 +100 | Enemy base armor strength is doubled |
| Evasive Maneuvers | 400 +050 | Enemies always dodge melee attacks |
| Gambler | 800 +050 | Enemy corpses may explode when looted |
| Iron Fist | 800 +050 | Enemy melee attack damage increased |
| Iron Heart | 400 +050 | Enemies take significantly less damage |
| Khepri | 800 +025 | Enemies are on fire + immune to fire DMG |
| Unlucky | 800 +050 | Enemies drop significantly less loot |
|___________________|___________|___________________________________________|
OUTFITS (ALL TYPES)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Players can also use cards to change Lara's outfit. Basic forms offer no
upgrades or bonus increases/decrements, but the variants do. Not all variants
may be available to each outfit (Pioneer Outfit and Valiant Explorer seem to
only get the Master version). All outfits are permanents, meaning they won't
be used up no matter how many times they're harnessed.
There are several classifications of outfits. The game will separate 'em into
different categories, but since all upgrades are the same, they can all fit
here. Explorer Outfits include:
• Expedition Jacket
• Gray Henley Shirt
• Pioneer Outfit
• Remnant Jacket
• Tank Top
• Valiant Explorer
Hunter outfits include:
• Apex Predator
• Huntress
• Nightshade
• Sparrowhawk
• Spirit Weaver
• Wraithskin
Tactical outfits include:
• Commando
• Infiltrator
• Shadow Runner
• Siberian Ranger
• Ushanka Camo
Armor outfits include:
• Ancient Vanguard
• Hope's Bastion
• Immortal Guardian
• Sacra Umbra
Classic outfits (from 20th Anniversary Pack):
</pre><pre id="faqspan-6">
• Classic Angel of Darkness
• Classic Chronicles Catsuit Skin
• Classic Croft Manner Skin
• Classic Tomb Raider II Bomber Jacket
• Classic Tomb Raider II Skin
• Reimagined Antarctica Outfit
Naming schemes are in the form of [outfit]:[variant]. For example, players
can get the "Tank Top" or "Tank Top: Master".
___________________ ___________ ___________________________________________
| OUTFIT VARIANT | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Adventurer | ---- -020 | Grants all Tier 1 skills from all trees |
| Brawler | ---- -020 | Grants all Brawler skills |
| Hunter | ---- -020 | Grants all Hunter skills |
| Professional | ---- -025 | Grants all Tier 1+2 skills from all trees |
| Master | ---- -030 | Grants all skills from all trees |
| Survivor | ---- -020 | Grants all Survivor skills |
|___________________|___________|___________________________________________|
BOWS
¯¯¯¯
These are bow-specific cards not listed in other sections. Available weapons
may come in up to five variants (ex: "White Widow Recurve Bow V"). Like the
outfits, these are all permanents and cannot be sold, though they may still
negatively impact bonuses.
Bows available in card form: Ancient Horned Bow, Compound Bow, Death's
Breath, Dreamstinger, Guiding Light, Makeshift Bow, Recurve Bow, White Widow
Recurve Bow.
______________ ___________ ________________________________________________
| CARD VARIANT | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| I | ---- ---- | Grants stock weapon (no upgrades) |
| II | ---- -005 | Bow has all Level 1 upgrades |
| III | ---- -015 | Bow has all Level 1+2 upgrades |
| IV | ---- -020 | Bow has all Level 1-3 upgrades |
| V | ---- -025 | Bow has all upgrades |
| Cluck, Cluck | 1600 ---- | Bows fire chickens instead of arrows |
|______________|___________|________________________________________________|
FIREARMS (PISTOLS, SHOTGUNS, RIFLES)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
As with bows, players can get stock versions of their favorite weapons to
use, or wield bonus-damaging variants that give free skills.
PISTOLS RIFLES SHOTGUNS
• Accipiter Nox • Assault Rifle • Break-Action Shotgun
• Hailstorm • Bolt-Action Rifle • Full-Auto Shotgun
• Heavy Pistol • Military Rifle • Pump-Action Shotgun
• Moon Shadow • SMG • Tactical Shotgun
• Revolver • Void Hammer
• Semi-Automatic Pistol
• Venom Hand Cannon
To get the Void Hammer, rescue eight prisoners in the Cold Darkness DLC, then
open the pack given.
______________ ___________ ________________________________________________
| CARD VARIANT | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| I | ---- ---- | Grants stock weapon (no upgrades) |
| II | ---- -005 | Gun has all Level 1 upgrades |
| III | ---- -015 | Gun has all Level 1+2 upgrades |
| IV | ---- -020 | Gun has all Level 1-3 upgrades |
| V | ---- -025 | Gun has all upgrades |
|______________|___________|________________________________________________|
CLIMBING AXE
¯¯¯¯¯¯¯¯¯¯¯¯
This works similarly to the firearms, only it has far fewer upgrades (gives
lower bonus for each variant) and has no stock option.
______________ ___________ ________________________________________________
| CARD VARIANT | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| I | ---- ---- | Grants first upgrade |
| II | ---- -005 | Axe has all Level 1+2 upgrades |
| III | ---- -005 | Axe has all upgrades |
|______________|___________|________________________________________________|
ENDURANCE MODE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These are all given with the "Endurance Mode" card pack. All copies are foil
and can't be sold/traded/etc. This is actually a good thing, since Endurance
Mode cards can't be obtained in regular packs -- no duplicates!
______________________ ___________ ________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Battle Hunger | ---- +025 | Damage increases hunger |
| Bloodlust | ---- -050 | Killing foes grants small food amts. |
| Cold Arms | ---- +025 | Increased cold while bow is drawn |
| Cold Blooded | ---- -010 | Deal extra damage when freezing |
|----------------------+-----------+----------------------------------------|
| Conflict of Interest | ---- +025 | Increases warmth from fire damage and |
| | | gives much warmth from explosions |
|----------------------+-----------+----------------------------------------|
| Dead of Winter | ---- +075 | Can't freeze or use bandages; hunger's |
| | | increased. Use melee finishers on foes |
| | | to regain health and hunger. |
|----------------------+-----------+----------------------------------------|
| Deep Freeze | ---- +100 | Warmth is lost at a slow, steady rate |
| | | and can't be regained |
|----------------------+-----------+----------------------------------------|
| Frostbite | ---- +050 | Temperature drops more quickly with |
| | | each passing day |
|----------------------+-----------+----------------------------------------|
| Hot Blooded | ---- +025 | Killing foes grants small warmth amts. |
| Infection | ---- +100 | Enemies replaced with infected enemies |
| Insatiable | ---- +050 | Hunger increases with each passing day |
| Kain | ---- -015 | Melee finishers grant medium food amt. |
|----------------------+-----------+----------------------------------------|
| Lost Girl | ---- -005 | Melee finishers replenish health and |
| | | hunger at night |
|----------------------+-----------+----------------------------------------|
| Night Owl | ---- -005 | Time of day has no effect on cold, but |
| | | hunger doubles at night |
|----------------------+-----------+----------------------------------------|
| Polar Bear | ---- +025 | Swimming increases hunger, but warmth |
| | | is unaffected |
|----------------------+-----------+----------------------------------------|
| Rabbit Malnutrition | ---- +100 | Small animals' meat increases hunger |
| Raziel | ---- -015 | Melee finishers earn small warmth amt. |
| Scavenger | ---- -015 | Slain foes may give food when looted |
| Small Game Hunter | ---- -025 | Food gained from small animals doubles |
|______________________|___________|________________________________________|
COLD DARKNESS
¯¯¯¯¯¯¯¯¯¯¯¯¯
These are all obtained through the Cold Darkness card pack. Like Endurance
Mode's listing above, these only apply to the given mode, are all foil (can't
be sold) and never spawn in random packs.
________________ ___________ ______________________________________________
| CARD | SELL/BNS% | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Bomb Squad | ---- +100 | Extra grenadiers appear in swarms |
| Classic Rules | ---- +100 | Only headshots/finishers will kill infected |
| Clueless | ---- +025 | Survival Instincts won't reveal tower hints |
| Fury | ---- +050 | Each swarm is longer than the subsequent one |
| Groovy | ---- ---- | Lara's flashlight is multicolored |
|----------------+-----------+----------------------------------------------|
| Infectious | ---- +075 | Lara's infected if hit by an infected; kills |
| | | now keep her alive |
|----------------+-----------+----------------------------------------------|
| Low Battery | ---- +025 | The flashlight's sometimes dims and flickers |
| Perfect Timing | ---- +025 | The flashlight goes out when a swarm begins |
| Rigged | ---- +025 | Opening resource chests may sound an alarm |
| Scarcity | ---- +050 | No resoure chests spawn |
| Spark of Life | ---- +025 | Flashlight gradually dims; kills brighten it |
| Supersoldiers | ---- +100 | Infected immune to fire, poison & explosives |
| Thinner Head | ---- -050 | Fewer infected are found wandering |
| Too Late | ---- +050 | No survivors spawn |
| Unsupplied | ---- +050 | No weapons spawn |
|________________|___________|______________________________________________|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
CHAPTER REPLAY CHALLENGES [CHPT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This feature is accessed via the main menu's Expeditions tab, and lets any
player revisit their current campaign's past glories. (This includes the Baba
Yaga DLC as well.) Each level is taken as-is or broken down into segments to
do, each having particular challenges available. Doing challenges earns card
credits, which in turns, allows players to modify their replays!
Five challenges of the player's chosing can be undertaken at once, provided
they're selected from the appropriate screen. For best effect, group them
intuitively. For instance, if one's doing a bunch of speed runs, challenges
that just waste time (like shooting 10 birds) don't work well.
Some challenges may only be available on certain difficulties (most notably
"Deathless Survivor") or in a certain other mode (Chain Reaction, Pickup
Collector). It'll be obvious which is which, as they're unselectable from
the challenge screen.
---
¹ - not available in any Chapter Replay mode (Score Attack/
MOUNTAIN PEAK (4 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Speed Runner | 500 | Complete level in less than 5:15 |
| Speed Runner II | 1000 | Complete level in less than 5:05 |
| Speed Runner III | 1500 | Complete level in less than 4:55 |
|______________________|______|_____________________________________________|
THE PROPHET'S TOMB (19 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Chain Reaction | 500 | Achieve a combo of 55 |
¹| Chain Reaction II | 1000 | Achieve a combo of 65 |
¹| Chain Reaction III | 1500 | Achieve a combo of 75 |
| Collector | 1000 | Collect all maps, alms, relics & documents |
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Executioner | 500 | Kill 3 enemies |
| Lucky Penny | 1000 | Collect 3 coin caches |
| Marksman | 500 | Perform 5 headshot kills in 1:00 |
¹| Pickup Collector | 500 | Collect 56 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 84 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 105 or more score pickups |
| Puzzle Master | 1000 | Solve 1st water puzzle in under 0:35 |
| Puzzle Master II | 1000 | Solve 2nd water puzzle in under 1:00 |
| Puzzle Master III | 1000 | Solve 3rd water puzzle in under 0:30 |
| Speed Runner | 500 | Complete level in less than 5:30 |
| Speed Runner II | 1000 | Complete level in less than 5:15 |
| Speed Runner III | 1500 | Complete level in less than 4:55 |
| Untouchable | 2000 | Complete level without taking any damage |
|______________________|______|_____________________________________________|
SIBERIAN WILDERNESS (30 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| A Swift Death | 1000 | Defeat the bear in 1:00 |
| Back Stabber | 1000 | Kill 5 enemies with melee stealth attacks |
| Bear Knuckled | 1500 | Defeat the bear using only melee attacks |
| Bear Necessities | 500 | Fight the bear without using bandages |
| Brawler | 500 | Kill 5 enemies with melee attacks |
¹| Chain Reaction | 500 | Achieve a combo of 55 |
¹| Chain Reaction II | 1000 | Achieve a combo of 65 |
¹| Chain Reaction III | 1500 | Achieve a combo of 75 |
| Collector | 1000 | Collect all maps, alms, relics & documents |
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level without dying |
| Eagle Eyed | 1000 | Kill 5 birds in 2:00 |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| In the Shadows | 1500 | Complete the level without being noticed |
| Kill Streak | 500 | Get a kill streak of 3 |
| Kneecapped | 500 | Incapacitate 3 enemies in 0:30 |
| Lobotomy | 500 | Execute 5 enemies with longbow headshots |
| Looking Up | 1000 | Kill 3 enemies with Death From Above atks. |
| Moving Target | 1000 | Kill 5 rabbits in under 1:00 |
¹| Pickup Collector | 500 | Collect 45 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 65 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 85 or more score pickups |
| Poison-Less | 1000 | Fight the bear without using poison arrows |
| Quiet Killer | 500 | Stealth kill 3 enemies with the bow |
| Shadow Warrior | 1000 | Kill 4 enemies from concealment |
| Speed Runner | 500 | Complete the level in 4:30 |
| Speed Runner II | 1000 | Complete the level in 4:10 |
| Speed Runner III | 1500 | Complete the level in 3:50 |
| Stealth Streak | 1000 | Get a stealth streak of 8 |
| Untouchable | 2000 | Complete level without taking any damage |
|______________________|______|_____________________________________________|
LOST EXPEDITION (12 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
| Collector | 500 | Collect all maps, alms, relics & documents |
|----------------------+------+---------------------------------------------|
| Cranked | 1000 | Destroy 2nd wall of ice w/o adjusting the |
| | | pendulum's position more than once |
|----------------------+------+---------------------------------------------|
| Deathless | 1000 | Complete level without dying |
¹| Pickup Collector | 500 | Collect 45 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 55 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 65 or more score pickups |
| Speed Runner | 500 | Complete level in less than 2:50 |
| Speed Runner II | 1000 | Complete level in less than 2:30 |
| Speed Runner | 1500 | Complete level in less than 2:10 |
|______________________|______|_____________________________________________|
SOVIET INSTALLATION (24 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete the level without taking damage |
| Marksman | 500 | Perform 5 headshot kills within 1:00 |
| Shadow Warrior | 1000 | Kill 3 enemies from concealment |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Stealth Streak | 1000 | Get a stealth streak of 8 |
| Lobotomy | 500 | Execute 5 enemies with bow headshots |
| Bullet Holes | 500 | Execute 5 enemies with pistol headshots |
| Bookworm | 500 | Collect 3 documents |
| Firebug | 1000 | Kill 6 enemies with throwable lanterns |
| Shadow | 1000 | Complete gulag courtyard w/o being spotted |
| Shadow II | 1000 | Complete the garage segment w/o being seen |
| Speed Runner | 500 | Complete level in less than 3:40 |
| Speed Runner II | 1000 | Complete level in less than 3:20 |
| Speed Runner III | 1500 | Complete level in less than 3:00 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 20 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 30 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 40 or more score pickups |
|______________________|______|_____________________________________________|
HUNTING GROUNDS (17 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking any damage |
| Hare-Brained | 1000 | Kill 10 rabbits |
| Small Game | 1000 | Kill 5 squirrels |
| Packmaster | 500 | Kill 7 wolves |
| All Bite | 500 | Kill 5 wolves in under 1:00 |
| Deer Hunter | 500 | Kill 5 deer |
| Sharpshooter | 1000 | Kill 10 birds |
| Lobotomy | 500 | Execute 3 enemies with bow headshots |
| Bullet Holes | 500 | Execute 3 enemies with pistol headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 3 enemies with melee attacks |
| Kneecapped | 500 | Incapacitate 3 enemies in 0:30 |
| Speed Runner | 500 | Complete level in less than 3:20 |
| Speed Runner II | 1000 | Complete level in less than 3:00 |
| Speed Runner III | 1500 | Complete level in less than 2:40 |
|______________________|______|_____________________________________________|
ANCIENT CISTERN (12 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Collector | 1000 | Find all relics, alms, res. chests & docs |
| Perfectionist | 500 | Solve tomb with only 3 oil can explosions |
| Waste Not | 500 | Solve tomb with only 3 bullets fired |
| Speed Runner | 500 | Complete level in less than 3:40 |
| Speed Runner II | 1000 | Complete level in less than 3:25 |
| Speed Runner III | 1500 | Complete level in less than 3:15 |
¹| Chain Reaction | 500 | Achieve a combo of 15 |
¹| Chain Reaction II | 1000 | Achieve a combo of 20 |
¹| Chain Reaction III | 1500 | Achieve a combo of 25 |
¹| Pickup Collector | 500 | Collect 15 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 20 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 28 or more score pickups |
|______________________|______|_____________________________________________|
SOVIET GULAG (28 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Collector | 1000 | Find all relics, alms, res. chests & docs |
| Data Corruption | 1000 | Destroy 10 laptops |
| Resourceful | 1500 | Kill 10 enemies with environmental kills |
| Courtyard Hunter | 1000 | Kill all courtyard enemies w/o being seen |
| Accurate | 500 | Kill 5 enemies with headshots |
| Wings of Death | 1000 | Perform 2 "Death from Above" stealth kills |
| Shadow Warrior | 1000 | Kill 4 enemies from concealment |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with a bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Lobotomy | 500 | Execute 5 enemies with bow headshots |
| Ka-Boom | 500 | Kill 3 enemies using shrapnel grenades |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Stealth Streak | 500 | Get a stealth streak of 5 |
| Speed Runner | 500 | Complete level in less than 6:30 |
| Speed Runner II | 1000 | Complete level in less than 6:10 |
| Speed Runner III | 1500 | Complete level in less than 5:50 |
¹| Chain Reaction | 500 | Achieve a combo of 30 |
¹| Chain Reaction II | 1000 | Achieve a combo of 40 |
¹| Chain Reaction III | 1500 | Achieve a combo of 50 |
¹| Pickup Collector | 500 | Collect 20 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 30 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 40 or more score pickups |
|______________________|______|_____________________________________________|
VOICE OF GOD (14 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Archeology | 1500 | Destroy scroll piles in the wooden shelves |
| Collector | 1000 | Find all maps, alms, relics & documents |
| Perfect Timing | 1000 | Smash the ice on the first try |
| Ornithologist | 1000 | Dislodge all bird nests |
| Speed Runner | 500 | Complete level in less than 3:20 |
| Speed Runner II | 1000 | Complete level in less than 3:00 |
| Speed Runner III | 1500 | Complete level in less than 2:40 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 10 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 20 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 30 or more score pickups |
|______________________|______|_____________________________________________|
WICKED VALE (9 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking any damage |
| Marksman | 500 | Perform 5 headshot kills within 1:00 |
| Accurate | 500 | Kill 5 enemies with headshots |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
|______________________|______|_____________________________________________|
RETURN TO THE WICKED VALE (9 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Speed Runner | 500 | Complete level in less than 3:40 |
| Speed Runner II | 1000 | Complete level in less than 3:25 |
| Speed Runner III | 1500 | Complete level in less than 3:15 |
¹| Chain Reaction | 500 | Achieve a combo of 25 |
¹| Chain Reaction II | 1000 | Achieve a combo of 35 |
¹| Chain Reaction III | 1500 | Achieve a combo of 55 |
¹| Pickup Collector | 500 | Collect 20 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 30 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 40 or more score pickups |
|______________________|______|_____________________________________________|
WITCH'S CAVE (17 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Speed Runner | 500 | Complete level in less than 8:00 |
| Speed Runner II | 1000 | Complete level in less than 7:00 |
| Speed Runner III | 1500 | Complete level in less than 6:30 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 75 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 100 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 150 or more score pickups |
|______________________|______|_____________________________________________|
THE COPPER MILL (27 challenges)
_______________________ ______ ____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Marksman | 500 | Perform 5 headshot kills within 1:00 |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with a bow |
| Cocktail Party | 500 | Kill 5 enemies with molotovs |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Short Work | 1000 | Kill the 3 shielded foes in under 2:00 |
| Out of the Frying Pan | 1000 | Kill 3 shielded foes w/ environmental KOs |
| Stealthy | 1000 | Complete office fight with stealth kills |
| Unscathed | 1000 | Complete shield enemy fight w/o being hit |
| Without a Trace | 1000 | Stealth kill all foes in the Crusher room |
| Bookworm | 500 | Collect 5 documents |
| History Buff | 500 | Collect 5 relics |
| Speed Runner | 500 | Complete level in less than 8:00 |
| Speed Runner II | 1000 | Complete level in less than 7:40 |
| Speed Runner III | 1500 | Complete level in less than 7:20 |
¹| Chain Reaction | 500 | Achieve a combo of 40 |
¹| Chain Reaction II | 1000 | Achieve a combo of 50 |
¹| Chain Reaction III | 1500 | Achieve a combo of 60 |
¹| Pickup Collector | 500 | Collect 100 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 150 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 200 or more score pickups |
|_______________________|______|____________________________________________|
THE RED MINE (14 challenges)
______________________ ______ _____________________________________________¹
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Collector | 1000 | Find all collectible objects |
| Geologist | 1000 | Collect 6 deposits of Magnesite Ore |
| Puzzle Master | 500 | Let no more than 2 carts fall into the pit |
| Puzzle Master II | 500 | Solve puzzle with no more than 2 molotovs |
| Speed Runner | 500 | Complete level in less than 3:00 |
| Speed Runner II | 1000 | Complete level in less than 2:40 |
| Speed Runner III | 1500 | Complete level in less than 2:20 |
¹| Chain Reaction | 500 | Achieve a combo of 10 |
¹| Chain Reaction II | 1000 | Achieve a combo of 20 |
¹| Chain Reaction III | 1500 | Achieve a combo of 30 |
¹| Pickup Collector | 500 | Collect 10 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 15 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 20 or more score pickups |
|______________________|______|_____________________________________________|
THE PROPHET'S BLESSING (
______________________ ______ _____________________________________________¹
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with bow headshots |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Resourceful | 500 | Kill 5 enemies with environmental kills |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Stealth Streak | 500 | Get a stealth streak of 5 |
| Defaced | 1000 | Knock the head off 10 statues |
| Collector | 1000 | Collect all maps, alms, relics & documents |
| Shivved | 1000 | Kill 5 enemies with the knife |
| Dropping In | 1000 | Kill an enemy with a dropped chandelier |
| Speed Runner | 500 | Complete level in less than 8:10 |
| Speed Runner II | 1000 | Complete level in less than 7:50 |
| Speed Runner III | 1500 | Complete level in less than 7:30 |
¹| Chain Reaction | 500 | Achieve a combo of 30 |
¹| Chain Reaction II | 1000 | Achieve a combo of 50 |
¹| Chain Reaction III | 1500 | Achieve a combo of 70 |
¹| Pickup Collector | 500 | Collect 60 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 80 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 100 or more score pickups |
|______________________|______|_____________________________________________|
HOUSE OF THE AFFLICTED (14 challenges)
_______________________ ______ ____________________________________________
| CHALLENGE | CRED | FEAT TO BE PERFORMED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Sharpshooter | 1000 | Kill 10 birds |
| Collector | 1000 | Find all collectible objects |
| Ornithologist | 1000 | Dislodge all bird nests |
| Water Conservationist | 1000 | Complete puzzle having filled bucket once |
¹| Observant | 1000 | Shoot all Score Attack targets |
| Speed Runner | 500 | Complete level in less than 2:10 |
| Speed Runner II | 1000 | Complete level in less than 1:55 |
| Speed Runner III | 1500 | Complete level in less than 1:40 |
¹| Chain Reaction | 500 | Achieve a combo of 10 |
¹| Chain Reaction II | 1000 | Achieve a combo of 20 |
¹| Chain Reaction III | 1500 | Achieve a combo of 30 |
| Pickup Collector | 500 | Collect 15 or more score pickups |
| Pickup Collector II | 1000 | Collect 20 or more score pickups |
| Pickup Collector III | 1500 | Collect 25 or more score pickups |
|_______________________|______|____________________________________________|
THE VILLAGE (27 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Accurate | 500 | Kill 5 enemies with headshots |
| Bookworm | 500 | Collect 5 documents |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Bullet Holes | 500 | Execute 3 enemies with pistol headshots |
¹| Chain Reaction | 500 | Achieve a combo of 40 |
¹| Chain Reaction II | 1000 | Achieve a combo of 50 |
¹| Chain Reaction III | 1500 | Achieve a combo of 60 |
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Eagle Eyed | 1000 | Kill 5 birds in 2:00 |
| Firefighter | 1000 | Kill the Flamethrower Elite in 2:00 or less |
| Fireproof | 1500 | Kill the Flamethrower Elite w/o taking dmg. |
| Kill Streak | 1000 | Get a kill streak of 5 |
| Lobotomy | 500 | Execute 3 enemies with longbow headshots |
| Nock Nock | 1000 | Shoot 8 targets in >2:00 using only arrows |
¹| Pickup Collector | 500 | Collect 60 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 70 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 80 or more score pickups |
| Rampage | 1000 | Kill 5 enemies in 0:30 with a shotgun |
| Swift Ascent | 1000 | Climb the tower in under 2:00 |
| Sense of Urgency | 1000 | Reach the tower in less than 2:40 |
| Speed Runner | 500 | Complete the level in less than 6:00 |
| Speed Runner II | 1000 | Complete the level in less than 5:20 |
| Speed Runner III | 1500 | Complete the level in less than 4:50 |
| Thunderball | 1500 | Get 5 shotgun kills w/o taking any damage |
| Untouchable | 2000 | Complete level without taking any damage |
|______________________|______|_____________________________________________|
CATACOMB OF SACRED WATERS (14 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
| Collector | 500 | Collect all maps, documents and relics |
| Deathless | 1000 | Complete the level without dying |
¹| Observant | 1000 | Shoot all Score Attack targets |
¹| Pickup Collector | 500 | Collect 25 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 30 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 40 or more score pickups |
| Speed Boat | 1000 | Cross the lake in less than 1:10 |
| Speed Runner | 500 | Complete the level in less than 3:30 |
| Speed Runner II | 1000 | Complete the level in less than 3:10 |
| Speed Runner III | 1500 | Complete the level in less than 2:50 |
| Stay Dry | 1000 | Never touch the water |
|______________________|______|_____________________________________________|
THE ACROPOLIS (28 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Lobotomy | 500 | Execute 5 enemies with bow headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 3 enemies with melee attacks |
| Quiet Killer | 500 | Stealth kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Thunderball | 1500 | Shotgun kill 3 foes without taking damage |
| Kneecapped | 500 | Incapacitate 3 enemies in 0:30 |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Poisonous | 500 | Kill 5 enemies with poison arrows |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Stealth Streak | 500 | Get a stealth streak of 5 |
| Collector | 1000 | Find all relics and documents |
| Crafty | 1000 | Kill enemies with crafted thrown objects |
| Giving Thanks | 1000 | Deliver a pumpkin in Sofia's basket |
|----------------------+------+---------------------------------------------|
| Courtyard Ghost | 1000 | Sneak past courtyard guards w/o killing or |
| | | alerting them to Lara's presence |
|----------------------+------+---------------------------------------------|
| Courtyard Hunter | 1000 | Kill all courtyard enemies w/o being seen |
| Speed Runner | 500 | Complete level in less than 2:20 |
| Speed Runner II | 1000 | Complete level in less than 2:00 |
| Speed Runner III | 1500 | Complete level in less than 1:40 |
¹| Chain Reaction | 500 | Achieve a combo of 15 |
¹| Chain Reaction II | 1000 | Achieve a combo of 25 |
¹| Chain Reaction III | 1500 | Achieve a combo of 30 |
¹| Pickup Collector | 500 | Collect 15 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 25 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 30 or more score pickups |
|______________________|______|_____________________________________________|
THE TOWER (27 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Lobotomy | 500 | Execute 5 enemies with bow headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 3 enemies with melee attacks |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Thunderball | 1500 | Shotgun kill 5 enemies without being hit |
| Kneecapped | 500 | Incapacitate 3 enemies in 0:30 |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Poisonous | 500 | Kill 5 enemies with poison arrows |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Collector | 1000 | Find all maps, alms, relics and documents |
| Burning Bridges | 500 | Destroy the bridge connecting the buildings |
| I Know What These Do | 1000 | Blow up all the red barrels |
| Left Hanging | 1000 | Kill enemies while they descend from ropes |
| Communication Breakdown 500 | Destroy all Trinity technology screens |
| Speed Runner | 500 | Complete level in less than 3:50 |
| Speed Runner II | 1000 | Complete level in less than 3:30 |
| Speed Runner III | 1500 | Complete level in less than 3:00 |
¹| Chain Reaction | 500 | Achieve a combo of 30 |
¹| Chain Reaction II | 1000 | Achieve a combo of 40 |
¹| Chain Reaction III | 1500 | Achieve a combo of 50 |
¹| Pickup Collector | 500 | Collect 35 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 40 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 48 or more score pickups |
|______________________|______|_____________________________________________|
THE PIT OF JUDGMENT (12 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Efficient Mining | 1000 | Push both carts within 0:45 of each other |
| Collector | 500 | Find all collectible objects |
| Speed Runner | 500 | Complete level in less than 3:00 |
| Speed Runner II | 1000 | Complete level in less than 2:40 |
| Speed Runner III | 1500 | Complete level in less than 2:20 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 30 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 40 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 50 or more score pickups |
|______________________|______|_____________________________________________|
APPROACHING STORM (30 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| In the Shadows | 1500 | Complete level without being noticed |
| Shadow Warrior | 1000 | Kill 10 enemies from concealment |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Poisonous | 500 | Kill 5 enemies with poison arrows |
| Shadow Killer | 500 | Kill 15 enemies undetected |</pre><pre id="faqspan-7">
| Accurate | 500 | Kill 15 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Lobotomy | 500 | Execute 10 enemies with bow headshots |
| Bullet Holes | 500 | Execute 10 enemies with pistol headshots |
| Rampage | 1000 | Shotgun kill 5 enemies within 0:30 |
| Stealth Streak | 1000 | Get a stealth streak of 5 |
| Kill Streak | 1500 | Get a kill streak of 5 |
| Resourceful | 1000 | Kill 10 enemies with environmental kills |
| Bookworm | 500 | Collect 5 documents |
| Cat-Like Reflexes | 1000 | Kill the lynx in less than 0:30 |
| Back to Basics | 1000 | Kill the lynx using only normal arrows |
| Master of the Hunt | 1000 | Kill the lynx without taking damage |
| Speed Runner | 500 | Complete level in less than 6:20 |
| Speed Runner II | 1000 | Complete level in less than 6:00 |
| Speed Runner III | 1500 | Complete level in less than 5:40 |
¹| Chain Reaction | 500 | Achieve a combo of 30 |
¹| Chain Reaction II | 1000 | Achieve a combo of 50 |
¹| Chain Reaction III | 1500 | Achieve a combo of 70 |
¹| Pickup Collector | 500 | Collect 60 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 80 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 100 or more score pickups |
|______________________|______|_____________________________________________|
FLOODED ARCHIVES (27 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Rampage | 1000 | Shotgun kill 5 enemies in 0:30 |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Resourceful | 500 | Kill 5 enemies with environmental kills |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Cocktail Party | 500 | Kill 5 enemies using molotovs |
| From the Deep | 500 | Kill 3 enemies using underwater finishers |
| Cocktail Mixer | 500 | Craft 5 molotovs |
| Up in Smoke | 500 | Craft 5 smoke bombs |
| Collector | 1000 | Find all documents and relics |
| Demolitions Expert | 1000 | Complete the statue puzzle in 3:30 |
| Speed Runner | 500 | Complete level in less than 11:00 |
| Speed Runner II | 1000 | Complete level in less than 10:30 |
| Speed Runner III | 1500 | Complete level in less than 10:00 |
¹| Chain Reaction | 500 | Achieve a combo of 40 |
¹| Chain Reaction II | 1000 | Achieve a combo of 60 |
¹| Chain Reaction III | 1500 | Achieve a combo of 80 |
¹| Pickup Collector | 500 | Collect 100 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 150 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 200 or more score pickups |
|______________________|______|_____________________________________________|
BATHS OF KITEZH (13 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Perfect Puzzle | 1000 | Solve with no component fully resetting |
| Hydrophobic | 1000 | Spend no more than 0:30 in the water |
| Sweet Moves | 500 | Perform 3 leaping dives |
¹| Treasure Diver | 500 | Get 5 pickups in a single dive |
| Speed Runner | 500 | Complete level in less than 3:25 |
| Speed Runner II | 1000 | Complete level in less than 3:05 |
| Speed Runner III | 1500 | Complete level in less than 2:45 |
¹| Chain Reaction | 500 | Achieve a combo of 30 |
¹| Chain Reaction II | 1000 | Achieve a combo of 40 |
¹| Chain Reaction III | 1500 | Achieve a combo of 50 |
¹| Pickup Collector | 500 | Collect 30 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 40 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 50 or more score pickups |
|______________________|______|_____________________________________________|
RESEARCH BASE (28 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Collector | 1000 | Find all maps, alms, res. chests and docs |
| Scorched Earth | 500 | Destroy all Trinity trucks |
|----------------------+------+---------------------------------------------|
| Ghost in the Smoke | 500 | Defeat 3 elite soldiers in the smoky pond |
| | | fight without being spotted |
|----------------------+------+---------------------------------------------|
| Silent Forest | 500 | Reach the dome without being spotted |
| Accurate | 500 | Kill 5 enemies with headshots |
| Looking Up | 1000 | Perform 3 "Death From Above" kills |
| Shadow Warrior | 1000 | Kill 4 enemies from concealment |
| From the Deep | 1000 | Kill 5 enemies with underwater finishers |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Close Quarters | 500 | Kill 5 enemies with the shotgun |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Stealth Streak | 500 | Get a stealth streak of 5 |
| Speed Runner | 500 | Complete level in less than 9:20 |
| Speed Runner II | 1000 | Complete level in less than 8:50 |
| Speed Runner III | 1500 | Complete level in less than 8:20 |
¹| Chain Reaction | 500 | Achieve a combo of 55 |
¹| Chain Reaction II | 1000 | Achieve a combo of 65 |
¹| Chain Reaction III | 1500 | Achieve a combo of 80 |
¹| Pickup Collector | 500 | Collect 100 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 150 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 200 or more score pickups |
|______________________|______|_____________________________________________|
THE ORRERY (10 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Speed Runner | 500 | Complete level in less than 3:10 |
| Speed Runner II | 1000 | Complete level in less than 2:50 |
| Speed Runner III | 1500 | Complete level in less than 2:30 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 20 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 30 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 40 or more score pickups |
|______________________|______|_____________________________________________|
PATH OF THE DEATHLESS (24 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Kneecapped | 500 | Incapacitate 3 enemies in 0:30 |
| Brawler | 500 | Kill 5 enemies with melee attacks |
| Archer | 500 | Kill 5 enemies with the bow |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Close Quarters | 500 | Kill 3 enemies with the shotgun |
| Rampage | 1000 | Shotgun kill 3 enemies in 0:30 |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Resourceful | 1000 | Kill 10 enemies with environmental kills |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Speed Runner | 500 | Complete level in less than 5:00 |
| Speed Runner II | 1000 | Complete level in less than 4:30 |
| Speed Runner III | 1500 | Complete level in less than 4:10 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 30 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 40 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 50 or more score pickups |
|______________________|______|_____________________________________________|
GATE OF KITEZH (31 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking damage |
| Burn Baby Burn | 500 | Light signal towers with the trebuchet |
| First Try! | 500 | Destroy the gate in only one trebuchet shot |
| Hurried | 500 | Reach the trebuchet in 3:00 |
| Wheeee! | 500 | Ride 8 existing ziplines |
|For Whom the Bell Tolls 1000 | Cut down 5 bells |
| Banner Wars | 1000 | Burn 8 Mongolian banners |
| Master of Combat | 1500 | Complete the courtyard fight w/o being hurt |
| Bookworm | 500 | Collect 5 documents |
| History Buff | 500 | Collect 5 relics |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Close Quarters | 500 | Kill 5 enemies with the shotgun |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Resourceful | 500 | Kill 6 enemies with environmental kills |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Poisonous | 500 | Kill 5 enemies with poison arrows |
| Kill Streak | 1000 | Get a killstreak of 5 |
| Speed Runner | 500 | Complete level in less than 7:10 |
| Speed Runner II | 1000 | Complete level in less than 6:50 |
| Speed Runner III | 1500 | Complete level in less than 6:20 |
¹| Chain Reaction | 500 | Achieve a combo of 45 |
¹| Chain Reaction II | 1000 | Achieve a combo of 55 |
¹| Chain Reaction III | 1500 | Achieve a combo of 65 |
¹| Pickup Collector | 500 | Collect 35 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 45 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 55 or more score pickups |
|______________________|______|_____________________________________________|
CHAMBER OF EXORCISM (13 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Untouchable | 2000 | Complete level without taking damage |
| Collector | 500 | Find all maps, alms, caches & documents |
| Waste Not | 500 | Complete puzzle using only two arrows |
| Efficient | 500 | Complete puzzle using only five rope pulls |
| Speed Runner | 500 | Complete level in less than 2:00 |
| Speed Runner II | 1000 | Complete level in less than 1:30 |
| Speed Runner III | 1500 | Complete level in less than 1:10 |
¹| Chain Reaction | 500 | Achieve a combo of 15 |
¹| Chain Reaction II | 1000 | Achieve a combo of 25 |
¹| Chain Reaction III | 1500 | Achieve a combo of 35 |
¹| Pickup Collector | 500 | Collect 15 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 20 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 25 or more score pickups |
|______________________|______|_____________________________________________|
OUTSKIRTS OF KITEZH (25 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Accurate | 500 | Kill 5 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 5 enemies with the pistol |
| Close Quarters | 500 | Kill 5 enemies with the shotgun |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Resourceful | 500 | Kill 6 enemies with environmental kills |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Kill Streak | 1500 | Get a killstreak of 5 |
| Puzzle Master | 500 | Solve 1st trebuchet puzzle in under 1:10 |
| Puzzle Master II | 500 | Solve 2nd trebuchet puzzle in under 2:20 |
| Squish | 500 | Kill 12 enemies using trebuchet shots |
| Burn Baby Burn | 500 | Light 3 signal fires with the trebuchet |
| Vandal | 500 | Destroy 6 statues |
| Speed Runner | 500 | Complete level in less than 7:20 |
| Speed Runner II | 1000 | Complete level in less than 7:00 |
| Speed Runner III | 1500 | Complete level in less than 6:30 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 50 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 70 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 90 or more score pickups |
|______________________|______|_____________________________________________|
THE LOST CITY (12 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Untouchable | 2000 | Complete level without taking any damage |
| Speed Runner | 500 | Complete level in less than 5:00 |
| Speed Runner II | 1000 | Complete level in less than 4:20 |
| Speed Runner III | 1500 | Complete level in less than 4:00 |
¹| Chain Reaction | 500 | Achieve a combo of 20 |
¹| Chain Reaction II | 1000 | Achieve a combo of 30 |
¹| Chain Reaction III | 1500 | Achieve a combo of 40 |
¹| Pickup Collector | 500 | Collect 35 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 45 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 55 or more score pickups |
|______________________|______|_____________________________________________|
CHAMBER OF SOULS (23 challenges)
______________________ ______ _____________________________________________
| CHALLENGE | $$$$ | FEAT TO BE COMPLETED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Deathless | 1000 | Complete level without dying |
| Deathless Survivor | 1500 | Complete level w/o dying (Survivor-only) |
| Accurate | 500 | Kill 3 enemies with headshots |
| Into Darkness | 1000 | Kill 5 enemies with melee finishers |
| Archer | 500 | Kill 5 enemies with the bow |
| Gunslinger | 500 | Kill 3 enemies with the pistol |
| Riddled with Holes | 500 | Kill 5 enemies with the rifle |
| Rampage | 1000 | Shotgun kill 5 enemies in 0:30 |
| Resourceful | 500 | Kill 6 enemies with environmental kills |
| Poisonous | 500 | Kill 5 enemies with poison arrows |
| Bottle Rocket | 500 | Kill 5 enemies with explosive arrows |
| Speed Runner | 500 | Complete level in less than 10:40 |
| Speed Runner II | 1000 | Complete level in less than 9:40 |
| Speed Runner III | 1500 | Complete level in less than 9:00 |
¹| Chain Reaction | 500 | Achieve a combo of 10 |
¹| Chain Reaction II | 1000 | Achieve a combo of 25 |
¹| Chain Reaction III | 1500 | Achieve a combo of 50 |
¹| Pickup Collector | 500 | Collect 45 or more score pickups |
¹| Pickup Collector II | 1000 | Collect 60 or more score pickups |
¹| Pickup Collector III | 1500 | Collect 75 or more score pickups |
|______________________|______|_____________________________________________|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
COLLECTIBLES LIST [CLLC]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Each level past the first has a number of collectibles to find. These come in
various forms and contribute to the level's completion stat.
• Challenges that give XP rewards and credits for online
• Coin caches that give currency for the Soviet Installation vendor
• Documents that offer XP and contribute to translation prowess
• Relics that offer XP and contribute to translation prowess
• Murals that offer XP and contribute to translation prowess
• Strongboxes that contain a piece of a weapon (or, rarely, an entire gear)
• Survival caches that contain crafting components in varying amounts
01) Syria .............................................................. CL01
02) Siberian Wilderness ................................................ CL02
03) Glacial Cavern ..................................................... CL03
04) Soviet Installation ................................................ CL04
05) Abandoned Mines .................................................... CL05
06) Geothermal Valley .................................................. CL06
07) The Acropolis ...................................................... CL07
08) Flooded Archives ................................................... CL08
09) The Orrery ......................................................... CL09
10) Path of the Deathless .............................................. CL10
11) The Lost City ...................................................... CL11
MISCELLANEOUS COLLECTIBLES
12) Baba Yaga DLC ...................................................... CL12
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: SYRIA [CL01] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Syria is a flashback chapter and interesting in that it can't be replayed
until the campaign is cleared. Although there's nothing that amazing there,
players who want to 100% each area as they go along (or as close to it as the
game allows) should get everything the first time around.
CHALLENGE: HANG 'EM HIGH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To start the challenge, destroy various incense burners suspended around the
final chamber. They can be destroyed in the same way spear traps can: hitting
the weight their ropes are attached to. The objects appear nowhere else and
can be blown up in any order. [25 XP/per + 125 XP on challenge completion]
_
|_| By water's edge, post-flood puzzle (
http://i.imgur.com/cJj5Ly0.jpg)
|_| By water's edge, post-flood puzzle (
http://i.imgur.com/fdi0ioz.jpg)
|_| Main pillar, northern 3F window (
http://i.imgur.com/IIIbvh2.jpg)
|_| Hanging near archivist's map (
http://i.imgur.com/rzj7Rkr.jpg)
|_| E. of main pillar (
http://i.imgur.com/w4WClKK.jpg)
|_| N. of main pillar, on ceiling (
http://i.imgur.com/fXl0fKG.jpg)
|_| Hanging above sluice gate (
http://i.imgur.com/0z4t2i6.jpg)
RELICS [2]
¯¯¯¯¯¯¯¯¯¯
These are always found in small containers. [+25 XP for finding each]
_
|_| TOKENS OF FAITH: GILDED CROSS
Right at the beginning of the level, before entering the first cave; it's
on the cliff in plain view. [i.imgur.com/wuVBTVQ.jpg]
_
|_| TOKENS OF FAITH: WOODEN CROSS
In the final chamber, after completing the initial water/flood puzzle;
by pillar at water's edge. [i.imgur.com/g0cgaI2.jpg]
DOCUMENTS [4]
¯¯¯¯¯¯¯¯¯¯¯¯¯
This category is just for run-of-the-mill documents sitting out -- they don't
do anything besides give small XP gains (+15) and boost language proficiency.
In this case, all are Greek-related.
_
|_| THE BISHOP: WORD FROM ROME
Crypt after scorpion tunnel [
http://i.imgur.com/7eRflUP.jpg]
_
|_| THE KNIGHT: DEATH OF A PROPHET
Final chamber, ledge on north side of the pillar topped with gold; right
near a coin cache, actually. [
http://i.imgur.com/CEzmM7i.jpg]
_
|_| THE KNIGHT: ON THE TRAIL
Final chamber, inside the pillar topped with gold. There's a spike trap
on 2F, and the scroll is right near it. [
http://i.imgur.com/DUWGDqj.jpg]
_
|_| THE KNIGHT: AT THE GATES
Final chamber, site of 3rd water puzzle; right on the ledge after leaving
trap-filled tunnel. [
http://i.imgur.com/PDDQE2d.jpg]
MURALS [5]
¯¯¯¯¯¯¯¯¯¯
These require no special finaggling. Just inspect to get their information.
_
|_| Cave with monolith in it; N (
http://i.imgur.com/8nBMrv8.jpg)
|_| Cave with monolith in it; SW (
http://i.imgur.com/0iIst57.jpg)
|_| Cave with monolith in it; S (
http://i.imgur.com/uA4cLCF.jpg)
|_| Cave with monolith in it; E (
http://i.imgur.com/GQ3afzU.jpg)
|_| Crypt after scorpion tunnel (
http://i.imgur.com/oTjgE8w.jpg)
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
These locations are only revealed when decrypting monoliths, which requires a
requisite understanding of a given language. Finding murals and relics boosts
Lara's knowledge in this regard. [25 XP for each found.]
_
|_| Monolith cave (
http://i.imgur.com/mwMvtXP.jpg)
|_| Final chamber, east side of main pillar (
http://i.imgur.com/GMeUSRF.jpg)
|_| Final chamber, north side of main pillar (
http://i.imgur.com/YTbZyLQ.jpg)
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: SIBERIAN WILDERNESS [CL02] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The second level, Siberian Wilderness is a lot less linear than the Syria,
but still has a lot of collectibles to find.
CHALLENGE: GRAB AND GO
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 150
This is doable after creating the poison arrows and enemies enter the forest.
Simply kill and loot any three bozos. This is practically impossible to miss
since the game sets up the first two stealth kills. If the challenge is put
off until later on, the placement of the enemies will randomize, though their
numbers (5-6) remain.
STRONGBOXES [1]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+75 XP
_
|_| SEMI-AUTO PISTOL PART 1/4: bear cave. [
http://i.imgur.com/qcUJb8D.jpg]
RELICS [3]
¯¯¯¯¯¯¯¯¯¯
+25 XP, Russian proficiency+
_
|_| SPOILS OF WAR: CROWN OF A PRINCE
In the NE part of the main area, near the mushroom cave's entrance; look
for the box on a zipline's ledge. Inspecting the broken bit grants +15 XP
and ups the Mongolian-translating stat. [
http://i.imgur.com/iSSEVYS.jpg]
_
|_| MONGOLIAN INVASION: MONGOLIAN TUG
This is in the southern cave protected by an impact barrier. The earliest
it can be collected is after reaching the Train Yard campsite (in Soviet
Installation level) since players will have acquired a revolver to use.
The relic box is on the ground. [
http://i.imgur.com/zhsIW8x.jpg]
_
|_| MONGOLIAN INVASION: ARCHER'S RING
This is in the southern cave protected by the rope barrier. The earliest
it can be collected is after completing the Soviet Installation's gulag
infiltration segment. Afterwards, return to the level and use rope arrows
to claim the prize. [
http://i.imgur.com/euDvtxg.jpg]
DOCUMENTS [6]
¯¯¯¯¯¯¯¯¯¯¯¯¯
+15 XP/per
Three of the six documents correspond to "The Hunter" series, which boosts
Russian proficiency. Their spawns are fixed, but will always be revealed in
this order: In the Tomb, On the Borderlands, Northern Passage.
_
|_| Return to where Lara found the dead stag by the camp. The paper's on a
small, thicket-covered ledge nearby. [
http://i.imgur.com/M5fJRM2.jpg]
_
|_| Main hub area, NE cave; next to a corpse at the very back. This is the
same cave Lara visits when trying to find mushrooms for the poison arrow
concoction. It can be visited much earlier, but the 'shrooms won't be
obtainable. [
http://i.imgur.com/5d1qSjI.jpg]
_
|_| In the bear's cave, floor by strongbox. This is the last one to collect
in chronological order. [
http://i.imgur.com/qcUJb8D.jpg]
The other two documents are a Mongolian series called "Voices of Invasion".
Like "The Hunter," they have fixed spawnpoints and will be revealed in a
certain order (The Prize Awaits, Army of the Unwilling).
_
|_| Ledge north of the explorer satchel. [
http://i.imgur.com/iddGqjV.jpg]
_
|_| The northernmost point in the main hub area, accessed by climbing a tree.
It's positioned high enough that one can spot the SE path going toward
the bear cave with no problem. [
http://i.imgur.com/hY1E10U.jpg]
The last document (fifth in chronological order) spawns after Trinity invades
the forest, although some unpatched versions of the game will spawn the icon
prematurely. It's a tape in English, so it affects no translations.
_
|_| HEART OF DARKNESS: GEARING UP
Monolith ruins area, post-attack [
http://i.imgur.com/vzETDyl.jpg]
SURVIVAL CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+25 XP/per
These can be found without aid, but are easier to spy once the explorer's
satchel is found. Typical gains are natural resources, like hides, feathers,
and so on.
_
|_| ledge on northern rim [
http://i.imgur.com/wskGRRm.jpg]
|_| Near Monogolian monolith [
http://i.imgur.com/Q0tjHYe.jpg]
|_| ground by NE cave entrance [
http://i.imgur.com/Kf7mHbJ.jpg]
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
To reveal these, translate the LV1 Mongolian monolith in the SE ruins. [25 XP
for translating + 25 XP for unearthing] Once map-marked, most of these will
glimmer like survival caches -- well, except for the one nearest the camp.
_
|_| dead-end path south of campsite [
http://i.imgur.com/nuOAtP7.jpg]
|_| frozen stream ledge by monolith [
http://i.imgur.com/ukgLd8u.jpg]
|_| right near NE relic's ledge [
http://i.imgur.com/HmNBNJd.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: GLACIAL CAVERN [CL03] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This is a mostly uninteresting level, a mere stopgap between the wilderness
and the sprawling Soviet Installation. However, it does bear merit for having
the first tomb to check out.
TOMB: ICE SHIP
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Image:
http://i.imgur.com/gaMAm1H.jpg
Location: along main path (impossible to miss)
The glacier has perfectly captured the ship in free fall, as its mast now
extends horizontally -- a nice bridge indeed. Pick up document #2 by the
skeletons, then hit the nearby crank to lower the pulley's iced-over brazier.
Scramble up onto the thinner mast above, then walk its length; hop onto the
brazier. This will smash into the ice wall, peeling back the slick layer to
reveal a climbable wall. (Be careful not to instinctively let go afterwards
as Lara may fall to her doom; the brazier gently drops on its own.)
Climb the new wall to the upper deck. Hit the next crank to lower the second
brazier. Lara must repeat the same "jump and smash" strategy as before, only
this one resets after a short while. For easiest use, make it descend as far
as it'll go, then walk over the wooden remnants to the jumping point. (It'll
briefly stop in the correct place before spooling higher.)
When the second wall's broken, it reveals the last piece to a climbing course
-- it goes right to the top. In addition to trinkets laying about (gold pile,
gift of alms) and arrows, players can find the 3rd document, an archivist map
and the skill-bestowing codex. This one grants "Ancient Abilities" and a one-
-time bonus of 10,000 credits. A nearby zipline makes for a quick exit.
RELICS [3]
¯¯¯¯¯¯¯¯¯¯
+25 XP/per
_
|_| MONGOLIAN INVASION: BONE ARROWHEAD
This is along the glacier's mandatory path, after finding a pool of
glacial runoff past a low-ceilinged tunnel. The relic is along the west
wall. Further inspection of the arrowhead itself will reveal more info
and raise Mongolian proficiency. [
https://i.imgur.com/wlkaCaU.jpg]
_
|_| MONGOLIAN INVASION: PAIZA
In the flooded tunnel section, players can duck into the eastern branch
and surface near the relic's container. Inspecting its inscription will
boost Mongolian, like the last item. [
https://i.imgur.com/vp6IYV5.jpg]
_
|_| TOKENS OF FAITH: ENAMEL BROOCH
This is along the main route to the east of the Ice Ship tomb. If one
completes that tomb, the zipline/slide at the end will drop Lara right
by it. Examining the Prophet on the backside raises Greek proficiency.
[
http://i.imgur.com/awCJ8A6.jpg]
DOCUMENTS [4]
¯¯¯¯¯¯¯¯¯¯¯¯¯
+15 XP/per
The Hunter series: boosts Russian proficiency
Glacial Cavern series: boosts Greek proficiency
_
|_| THE HUNTER: SHORES OF SVETLOYAR
Upon entering the region and sliding down due to the breakable ice wall,
go down the right-hand path -- it leads back up to the starting point.
Along the way is the document. [
http://i.imgur.com/P0QJquD.jpg]
_
|_| GLACIAL CAVERN: IMPOSSIBLE PURSUIT
Found during the Ice Ship tomb. After tightrope-walking the mast and
leaping up to the lower lever, it'll be sitting right nearby along the
skeletons. [
http://i.imgur.com/d3tkSJe.jpg]
_
|_| GLACIAL CAVERN: THE CAPTAIN'S REVENGE
Found during the Ice Ship tomb. At the very top, by the skill codex, it
sits by a skeleton. [
http://i.imgur.com/k6lMkED.jpg]
_
|_| THE HUNTER: THE FROZEN WASTES
At the very end of the level, Lara must swim through a lengthy flooded
tunnel to reach an outdoor area. The document sits by the surfacing
point's fence. [
http://i.imgur.com/Rd8djS8.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: SOVIET INSTALLATION [CL04] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Compared to previous levels, this has a staggering amount of collectibles to
scrounge for.
TOMB #1: ANCIENT CISTERN [
http://i.imgur.com/RNPTEYp.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 10000 credits + Natural Instincts perk
It may not be quite as big as the cistern in the very first Tomb Raider game,
but it'll do. The object is to flood the entire place, giving easy access to
the codex above. It's...easier said than done.
First, jump into the pond and swim through the fenced area, surfacing in a
small chamber with a cask nearly bursting at its seams. Use the modern gas
can (!?) and a gunshot to violently flood the room.
Return to the main room, now high enough to get over the fencing. Surface by
the waterwheel, locate a gas canister and toss it carefully onto the floating
pallet. Use the hanging crossbar nearby to temporarily flood the room; the
pallet will move toward the far waterwheel. As the pond recedes, wait for the
pallet to move next to the 2nd water cask. A well-timed shot permanently
floods the room higher, giving access to the third and final chamber. (One of
its upper alcoves contains another document.)
Inside...there are no gas canisters for the final cask. The only solution is
to use the ones from earlier. Repeat the previous steps (toss canister onto
floating pallet, hang on crossbar to reposition pallet). This time, Lara must
swim to the pallet, take the canister and throw it up to the breakable wall on
3F. (Obviously, break it first.) If all goes well, Lara can blow the third
cask and finally get access to the codex.
The Natural Instincts perk makes all non-manmade resources glow automatically
during Survival Instincts mode. Before exiting, check the other upper alcoves
for a document and archivist map.
TOMB #2: VOICE OF GOD [
http://i.imgur.com/rFRV88E.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Inner Strength perk + 10000 credits
The entrance to the tomb's rocky environment is inside the leopard cave's rope
barrier. Past it and the new Frozen Gorge campsite, players'll be treated to
a rather long climbing course -- it's mostly business as usual, with a few
more rock wall jumps than normal. (Two spots in the journey will collapse,
making eager adventurers think fast. The last one requires sliding and a timed
jump.)
The outdoor entrance has a satchel and relic to snag, while the deserted inner
sanctum has a map, document and survival cache. A coin pile sits in the
middle. To begin the short "tomb," use the door crank to shut the entrance
while raising a far-off counterweight.
The newly shut door provides ledges to reach the next room, containing another
winch. Before proceeding, hop to the nearby platform and smash the wall for a
shortcut back into the foyer. Reopen the tomb's entrance, lowering the
counterweight enough that the air current catches it.
Finally, fasten the counterweight to the winch with a rope arrow. Crank it up
above the current and move to the side lever. The goal is to sever the rope at
the right time, letting the momentum carry the weight into the air blast,
which careens it into the frozen-over counterweight.
If the air current isn't catching the weight properly, make sure it's as low
as it'll go. Also, if one is doing this quest later in the game, severing the
rope with the combat knife may kill the momentum; use the lever as directed.
When done properly, the second weight is dislodged, allowing players to open
the main hall door to the codex. The Inner Strength skill will, once per
combat session, restore fatal damage back to full health.
TOMB #3: THE RED MINE [i.imgur.com/5Tnf9WC.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Bright Eyes skill + 10000 credits
Near the strongbox above is a shut door with runes, leading down into a
defunct uranium mine. Snag the archivist map, zipline over the first pool,
then swim into the second. One path leads to a survival cache; the other to a
flammable barrier (molotov items are nearby).
Further in, hop to the broken mine track ledge to tumble and slide deep into
the tunnels below. Continue down (side passage has survival cache) to a
leaking room. Outside of a relic, players will have to burn the next
barricade by carefully lobbing it over the pipes.
This provides entrance to the tomb proper. Hop down into the dark tunnel
nearby (contains document & explorer satchel) to find the Excavation Shaft
campsite. The goal here is to gain access to the flammable barricade under
the main waterfall.
To begin, leap to the nearest mine cart track, toppling it. On the other
side's metal walkways, get the document near the office, then hang from the
ore-laden bucket. This dislodges a mine cart, but won't help with the
waterfall problem.
Using rope arrows, pull another cart down the track. Climb onto the roof
(above tiny office where document is) with a swing from the overhead bar.
There's a mural up here. Once all the way up, use the rope post to anchor the
mine cart. This way, when the impediment bucket is raised, it'll stopper the
water completely, allowing for a molotov-made entrance below.
Some alms containers and a codex that bestows Bright Eyes are inside the
building. This semi-worthless ability makes traps automatically glow red in
Survival Instincts mode. The cave at the back provides a survival cache and
the exit.
MISSION #1: COMMUNICATIONS BREAKDOWN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 350 XP + Lock Pick (gear) + 3000 credits
This job can be started as soon as Lara ziplines down from the broken bridge
to the quest-giver NPC's river shack. If asked, he'll task Lara with wrecking
Trinity's communication receivers in the area. Taking the job allows them to
be destroyed. [+50 XP/per]
_
|_| At the sawmill [
http://i.imgur.com/hwLuxF6.jpg]
|_| Cabin north of sawmill [
http://i.imgur.com/STozd1q.jpg]
|_| By western leopard cave [
http://i.imgur.com/sDXxsJk.jpg]
|_| Sheltered Ridge campsite [
http://i.imgur.com/zMaSuL3.jpg]
|_| Atop sawmill's wolf cave [
http://i.imgur.com/Bo63WIl.jpg]
To find the Sheltered Ridge, use the rock wall beneath it for a short climb.
Mounting the wolves' dwelling is a bit longer, but not difficult -- use the
rock wall near the cave entrance.
MISSION #2: THE UNLUCKY ONES [i.imgur.com/Ge6pVuA.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 250 XP + Infiltrator Outfit + 3000 Credits
This becomes available after completing the first job and going through the
gulag events. The Remnant General wants Lara to help spring some of his
captured buddies. Once accepted, head to the green spot on the map: the
river's rock formations near the copper mill entrance.
Use the broken road's zipline to reach the formation; once climbed, hop to the
craggy cliff. Create a rope to the second cliff platform, then ascend the
sheer face to the top. Scramble from the tree to the next cliff to finally
reach the destination: a snowy backyard abutting the building the revolver
was located.
Eliminate the two guards in any fashion, then snag the satchel and cache
nearby. (The former marks all caches in the Installation's upper part, i.e.
anything before the broken gulag bridge.) Slip into the building via the vent
and descend to find the hostages, guarded by three goons. Two are usually
sleeping, making for easy kills.
When the hostages are freed -- netting 100 XP -- it's time to go. Don't forget
to pry the door near the vent opening to make a permanent shortcut into the
backyard. There's a rope post on the cliff that'll make a 'line to the broken
copper mill roadway.
MISSION #3: MISGUIDED INTELLIGENCE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 300 XP + Shotgun Spreader Choke + 3000 Credits
This is available right after completing "The Unlucky Ones." The General is
expecting a messenger bird carrying crucial intel, but its sense of direction
is being thrown off thanks to the Installation's equipment. He wants Lara to
track it down -- this requires lethal force. The shotgun part can be found
nowhere else, so it's worth the trip.
The bird's location will show up in green during Survival Instincts. It spawns
on the old gulag shack nearby, but is scripted to fly off when targeted from
any distance. (Poison Arrows may get around it if aimed lower.) Afterwards,
it'll perch on top of the sawmill wolf cave's radio equipment. It can be
sniped without climbing all the way up there, though.
Killing the bird earns 60 XP and, thankfully, its message is automatically
recovered. Return to the General for a well-earned reward.
MISSION #4: DANGEROUS TERRITORY [
http://i.imgur.com/LTU1VjS.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 350 XP + Pistol Sight + 3000 Credits
This mission can be done after escaping the gulag. Head to the deserted shack
near the Remnant General's cabin to find it's not so deserted anymore! The
wounded man is one of Jacob's and wants to lay low and convalesce. He wants
Lara to clear out the nearby wolf cave for that purpose. (If it was cleared
out previously, it'll have respawned now.)
Considering how easy this is, there's no reason to refuse. Said cave is right
across the sawmill's NW bridge and contains roughly five wolves. Clearing
'em out earns 75 XP. Now just go get the reward!
MISSION #5: GULAG RECON
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 350 XP + Rifle Suppressor + 3000 Credits
After doing "Dangerous Territory" and refreshing the zone (fast-traveling
works easiest), return to the wolf cave to find the injured man and his
buddy planning an intel-gathering op. They want Lara to investigate the
old prison grounds. (The audacity of these clowns...)
Naturally, the rifle suppressor is worth it. Travel back to the gulag's
campsite (ziplining from the vendor tower no longer works) and prepare
for the three items. Enemies will have respawned since last visit, but
will be the same unarmored cronies players should be used to.
• House near once-electrified pool [
http://i.imgur.com/LAoM9sG.jpg]
• Area before trainyard killing room [
http://i.imgur.com/Oimdbu4.jpg]
• Trainyard killing room [
http://i.imgur.com/4XIO4Ut.jpg]
Each find earns 50 XP. Return to the questgiver when all are found.
CHALLENGE #1: INTO DARKNESS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: +25/per + 125 XP for finishing + 2000 credits
Explore seven caves in the Soviet Installation level. Any map-marked cave'll
count here, with the main brunt of them being in the middle lowlands housing
the copper mill. Also note that any crypt or tomb will also count, despite
having their own unique icon.
CHALLENGE #2: DATA CORRUPTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: +25/per + 125 XP for finishing + 2000 Credits
Destroy ten red laptops in the gulag. The game says to shoot them, but they
can also be smashed with melee attacks.
• Courtyard, near blue gate [
http://i.imgur.com/oWULzvK.jpg]
• Courtyard, near barrel fire [
http://i.imgur.com/w89pCUz.jpg]
• Courtyard, outdoor work bench [
http://i.imgur.com/0tO5Sia.jpg]
• Courtyard, command center desk [
http://i.imgur.com/kLzdvrd.jpg]
• Courtyard, command center desk [
http://i.imgur.com/lzfZAVD.jpg]
• Courtyard, past opened gate [
http://i.imgur.com/zp9j1aE.jpg]
• Building with collapsed floor [
http://i.imgur.com/3XJExOS.jpg]
• Post-campfire ambush site [
http://i.imgur.com/qbVqUws.jpg]
• Post-campfire ambush site [
http://i.imgur.com/Y9LfydY.jpg]
• Trainyard corpse building [
http://i.imgur.com/QAnCCGG.jpg]
CHALLENGE #3: DIFFERENCE OF OPINION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: +25/per + 125 XP for finishing + 2000 credits
Burn seven red cosmonaut posters in the copper mill. These are all deep in
the level and can't be found until rope arrows are obtained.
• along main route, in relic room [
http://i.imgur.com/B4sAEx6.jpg]
• balcony near 1st rope swing [
http://i.imgur.com/L5LLc0e.jpg]
• lower mill bldg. inner balcony [
http://i.imgur.com/0VSokkV.jpg]
• trainyard area, 2F rope barrier room [
http://i.imgur.com/Q6nKbbx.jpg]
• balcony by 2nd rope swing [
http://i.imgur.com/1D1jins.jpg]
• high window by 2nd rope swing [
http://i.imgur.com/1ai18c8.jpg]
• area with soldiers and safe [
http://i.imgur.com/TIasRdw.jpg]
These can ALL be obtained early via molotovs, though for several, players'll
need to find bottle spawns and run/climb to wherever the area is before the
bottle despawns. The posters are easier to torch after fire arrows become
available.
CHALLENGE #4: CAPTURE THE FLAG
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
XP: 25 XP/per + 125 XP on completion + 2000 credits
Players can do this quest immediately after finding the Geothermal Valley's
first campsite. Simply cut seven Soviet flags from their poles around the
level's middle sawmill/cliffs area. None are located in the area before the
broken bridge or the copper mill's depths.
• Copper mill entrance [
http://i.imgur.com/TAm4Rdp.jpg]
• watchtower hill by copper mill entrance [
http://i.imgur.com/d8ImsFN.jpg]
• top floor of sawmill [
http://i.imgur.com/RnTYY7t.jpg]
• Logging Camp shack area [
http://i.imgur.com/rWBUSjW.jpg]
• shack silo n. of sawmill [
http://i.imgur.com/waIJBO0.jpg]
• cliff path to vendor area [
http://i.imgur.com/c2jCpwb.jpg]
• Trinity vendor building [
http://i.imgur.com/FxM8Y6d.jpg]
STRONGBOXES [14]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+75 XP
_
|_| SEMI-AUTO PISTOL PART
Main path, computer building; 2F balcony [
http://i.imgur.com/st9NYbR.jpg]
_
|_| SEMI-AUTO PISTOL PART -or- COMPOUND BOW PART
Base of the Remnant General's cabin, the NPC giving the "Communications
Breakdown" mission. Requires lockpick. [
http://i.imgur.com/z4RFMG3.jpg]
_
|_| SEMI-AUTO PISTOL PART -or- COMPOUND BOW PART
Top floor of the sawmill [
http://i.imgur.com/cmFQdfQ.jpg]
_
|_| SEMI-AUTO PISTOL PART -or- COMPOUND BOW PART</pre><pre id="faqspan-8">
In cabin north of sawmill [
http://i.imgur.com/3boF4sg.jpg]
_
|_| COMPOUND BOW PART
Gulag prison, projection room [
http://i.imgur.com/k62Ksrj.jpg]
Once rope arrows are obtained, more can be found.
_
|_| COMPOUND BOW PART or SUBMACHINE GUN COMPONENT
under Logging Camp cabin [
http://i.imgur.com/4L5atWO.jpg]
_
|_| COMPOUND BOW PART or SUBMACHINE GUN COMPONENT
North of sawmill, shack's metal barrier cave. Easiest way is to take a
tin can from sawmill, run to barrier and craft explosive. Later, using
grenades works, too. Box is inside. [
http://i.imgur.com/zVWLywd.jpg]
_
|_| COMPOUND BOW PART or FULL AUTO SHOTGUN PIECE
Rope bar. cave north of copper mill. [
http://i.imgur.com/bSBx2QN.jpg]
_
|_| SUBMACHINE GUN COMPONENT
Copper Mill, upper area, near tomb's mine cart entrance. This is visible
through some steel bars, and can be obtained by climbing onto its short
roof from a nearby ledge. [
http://i.imgur.com/mC4awU2.jpg]
_
|_| COMPOUND BOW PART or BOLT-ACTION RIFLE COMPONENT
Copper Mill, lower building's 2F balcony. To access it, continue through
the upper reaches until one must break through a flammable barrier. Here,
a chute leading down to that balcony (requires timed jump) exists -- just
break the rope barrier. [
http://i.imgur.com/0VSokkV.jpg]
_
|_| SUBMACHINE GUN COMPONENT or BOLT-ACTION RIFLE COMPONENT
Copper Mill, upper reaches. Use the rope swing to reach the cluttered
old mine walkway, then climb the rock wall to reach the buildings above
the large chute. While traversing this area, players will reach a balcony
where they must make erect a rope; the strongbox is in the same exact
location. [
http://i.imgur.com/lree2O6.jpg]
_
|_| SUBMACHINE GUN COMPONENT or BOLT-ACTION RIFLE COMPONENT
Copper Mill, area after 2nd rope swing [
http://i.imgur.com/7PM0Ozn.jpg]
_
|_| BROADHEAD CLIMBING ARROWS
Copper Mill Bridge campsite. This is only accessible after completing the
Flooded Archives chapter and seeing the scene at the Geothermal Valley's
observatory. [
http://i.imgur.com/XmKzCWn.jpg]
_
|_| BREAK-ACTION SHOTGUN PART or HEAVY PISTOL PART
Vendor area, broadhead climbing wall [
http://i.imgur.com/5UOIzBZ.jpg]
CRYPT TREASURES [2]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Ancient Bow Part and 3000 credits (per each)
_
|_| CRYPT 1/2: KOKKOS OF NICEA, THE ASTRONOMER [i.imgur.com/A8lG6WL.jpg]
A ways in, go through the crumbling wall to find a coin pile and mural,
the latter telling of Kokkos. Continue until the path splits; the eastern
room leads to an icicle chamber containing a document, while the western
route eventually leads to the astronomer's crypt itself. (The tunnel and
chamber in-between contains coins and a few resources lying around, but
nothing else of importance.) All crypts in this game contain the same
thing: one-fourth of an Ancient Bow and 3000 shop credits. Don't forget
to find small coin piles around Kokkos' grave as well.
_
|_| CRYPT 2/2: DAMIEN, THE FORGEMASTER [i.imgur.com/qsNj94G.jpg]
The entrance is due north of the Remnant General's cabin, accessed by
jumping the frozen river via the ruined bridge. It's pretty similar to
the last one, in that it contains several gold piles and collectibles
along its route (a mural in plain sight and document in the flooded
chamber). To reach the crypt prize -- another Ancient Bow Part and 3000
credits -- jump into the flooded chamber, swim around to the pull-up
point and voila!
RELICS [18]
¯¯¯¯¯¯¯¯¯¯¯
+25 XP/per
Icons of Kitezh ----: Greek proficiency (when inspected)
Gulag Possessions --: Russian proficiency (when inspected)
Watcher in the Woods: n/a
_
|_| WATCHER IN THE WOODS: ROSARY
In the main course of the level, Lara will encounter a trainyard with a
broken bridge. Near the bridge's gate, there's a hole in the fence Lara
can slip through to find the relic. [
http://i.imgur.com/21hnJxs.jpg]
_
|_| ICONS OF KITEZH: A COIN OF THE REALM
Path to Ancient Cistern tomb, along main path. View the obverse for extra
Greek profiency. [
http://i.imgur.com/wqBcvbr.jpg]
_
|_| ICONS OF KITEZH: GOLDEN ICON
Path to Ancient Cistern tomb, along main path. This is near the water
puzzle with submerged machines. [
http://i.imgur.com/xH0p3K6.jpg]
_
|_| GULAG POSSESSIONS: WISH MAKER TOY
North of the sawmill is a shack with a log bridge; the relic's in that
shack's watchtower. [
http://i.imgur.com/TyIcASi.jpg]
_
|_| GULAG POSSESSIONS: FAMILY PHOTO
This is on the sawmill's second floor, in an outer jail cell. Examine the
backside for extra Russian proficiency. [
http://i.imgur.com/2ybe2kM.jpg]
_
|_| GULAG POSSESSIONS: GULAG ID
Once the lockpick is obtained in "Communications Breakdown," return to
the earlier area where Lara found the revolver and tortured man. There's
a lockpick door leading to the item. [
http://i.imgur.com/sTZ71df.jpg]
_
|_| RED ARMY OFFICER: CIGARETTE CASE
Gulag prison, cell corridor [
http://i.imgur.com/0t5pNzC.jpg]
_
|_| WATCHER IN THE WOODS: PATCH
Gulag, electrified pool room [
http://i.imgur.com/WhGKLG0.jpg]
_
|_| WATCHER IN THE WOODS: MEDAL
Gulag, corpse-filled building before the trainyard. Relic's at the bottom
of the stairway. [
http://i.imgur.com/4VNxE1S.jpg]
_
|_| TOKENS OF FAITH: MANIPLES
Voice of God tomb, outer walkway [
http://i.imgur.com/l0hMRZJ.jpg]
_
|_| TIME OF ADAPTATION: CENSER
Voice of God tomb region. To exit the tomb region, they must make a new
route using the rope posts. The second rope "bridge" ziplines to a low
ledge containing the relic. [
http://i.imgur.com/TApsSlo.jpg]
_
|_| GULAG POSSESSIONS: THE GAME
Copper Mill, locked cabin past rope-barred gate. Examining the Tetris-like
pieces boosts Russian proficiency. [
http://i.imgur.com/ETDAWQ3.jpg]
_
|_| RED ARMY OFFICER: DOG TAGS
Copper mill, behind flammable barrier after learning molotov recipe. The
backside gives Russian proficiency. [
http://i.imgur.com/P8TnqEC.jpg]
_
|_| RED ARMY OFFICER: HIP FLASK
Copper mill, path to Red Mine tomb. This is along the main route, in the
room with a barricade and leaking pipes. Examine the flask's top for some
extra Russian proficiency. [
http://i.imgur.com/zp8hC9X.jpg]
_
|_| GULAG POSSESSIONS: BOMB FUSE
Red Mine tomb, near ore bucket [
http://i.imgur.com/8MoAUCP.jpg]
_
|_| RED ARMY OFFICER: HERO OF THE SOVIET UNION MEDAL
Copper mill, upper red building with flammable barrier; on a fenced-in
balcony. [
http://i.imgur.com/nSdSIn1.jpg]
_
|_| RED ARMY OFFICER: ORDER OF THE RED BANNER MEDAL
Copper mill, isolated area beneath upper reaches. The only way to get it
is riding the upper reaches' chute down into the lower mill building,
jumping into said building's balcony, then erecting a rope to the spot.
See pic for details. [
http://i.imgur.com/jTvNvYr.jpg]
_
|_| RED ARMY OFFICER: PILLBOX
Copper mill, near 2nd rope swing. Players can get early access to this
balcony by making a molotov (bottles below) or coming back later with
rope arrows. Examine the pillbox interior for extra Russian proficiency.
[
http://i.imgur.com/1D1jins.jpg]
DOCUMENTS [26]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Ancient Cistern ------: Greek proficiency+
Conspiracy Theories --: n/a
Crypts of the Founders: Greek proficiency+
Heart of Darkness ----: n/a
Operational Report ---: n/a
Red Arrival ----------: Russian proficiency+
Research Notes -------: n/a
Soviet Power ---------: Russian proficiency+
The Red Mine ---------: Greek proficiency+
Voice of God ---------: Greek proficiency+
_
|_| CRYPTS OF THE FOUNDERS: KOKKOS, THE ASTRONOMER
Kokkos of Nicea tomb, not far from Installation Vista campsite. The path
branches a ways in, with the left-hand route going into a room with huge
icicles on the ceiling. The scroll is on the other side of the chamber,
accessed with a simple running jump. [
http://i.imgur.com/jh1D6dI.jpg]
_
|_| HEART OF DARKNESS: FIRST KILL
Along the main route, near the first enemy, is a corpse in the snow. The
tape player is on the stump beside it. [
http://i.imgur.com/WWK2hEM.jpg]
_
|_| CONSPIRACY THEORIES: MISTAKES
This explosion Lara saw earlier is in the same area; enemies will be
loading crates to avoid the flames. The document is in the computer room
on a second-floor crate. [
http://i.imgur.com/gnWed5O.jpg]
_
|_| RED ARRIVAL: THE IRON ROAD
Main path, room where revolver's found. [
http://i.imgur.com/9W32d5x.jpg]
_
|_| RED ARRIVAL: CAPTURED
Logging Camp's tree-skewered shack [
http://i.imgur.com/09IJm5v.jpg]
_
|_| CRYPTS OF THE FOUNDERS: DAMIEN, THE PROPHET'S FORGE
Damien's crypt, flooded chamber [
http://i.imgur.com/fE1RjXw.jpg]
_
|_| RED ARRIVAL: A CLOSER LOOK
Shack NE of Logging Camp site [
http://i.imgur.com/qGzdOHW.jpg]
_
|_| ANCIENT CISTERN: A WARNING
When solving the tomb, players will eventually flood the cistern chamber
a second time -- this gives access to the third and final area (notable
for spawning no gas canisters inside). One of the upper alcoves here has
the document. [
http://i.imgur.com/xusDqIU.jpg]
_
|_| ANCIENT CISTERN: CORRESPONDENCE
After flooding the entire place and having access to the codex, look for
a SW alcove containing the item. [
http://i.imgur.com/SMGTWb1.jpg]
_
|_| CONSPIRACY THEORIES: NEW INTEL
Base of the Trinity vendor's zipline tower. [i.imgur.com/Xk43omY.jpg]
_
|_| OPERATIONAL REPORT: RESISTANCE
Desk in front of Lara's gulag cell. [
http://i.imgur.com/AQQvrtN.jpg]
_
|_| RESEARCH NOTES: BETRAYAL
Gulag prison, projection room desk [
http://i.imgur.com/k62Ksrj.jpg]
_
|_| OPERATIONAL REPORT: REUNITED
Gulag, courtyard command center [
http://i.imgur.com/v1M4zKj.jpg]
_
|_| RESEARCH NOTES: FIELDWORK
After the gulag courtyard segment ends and Lara takes refuge in the old
half-flooded tunnel, continue on and pull up into the next building. The
document is by the crowbar door. [
http://i.imgur.com/hQeuUs1.jpg]
_
|_| RESEARCH NOTES: THE FEARFUL AND THE LOST
Gulag, house with ladder in collapsed floor. This is the building after
Lara learns to create explosives. [
http://i.imgur.com/s7Cn4uD.jpg]
_
|_| OPERATIONAL REPORT: WOUNDED
Gulag, corpse shack abutting trainyard [
http://i.imgur.com/1WzFau0.jpg]
_
|_| VOICE OF GOD: THE SCOUT
Voice of God tomb, inner sanctum; table [
http://i.imgur.com/p0v27PH.jpg]
_
|_| VOICE OF GOD: MOUNTAIN SONG
Voice of God tomb, inner sanctum. After locating the winch not tied to
anything, look on the nearby ledge. [
http://i.imgur.com/2zNlPjM.jpg]
_
|_| SOVIET POWER: GLORIOUS DISCOVERY
Copper mill, 1F house past campsite gate [
http://i.imgur.com/ZlRZcFl.jpg]
_
|_| HEART OF DARKNESS: SECOND KILL
Copper mill. Climb the ladder platform at the watertower's base, then jump
SE to the larger building. In this cramped bunkbed area, the tape sits on
a table. [
http://i.imgur.com/F4WlWvS.jpg]
_
|_| THE RED MINE: RESISTANCE
Red Mine tomb; gassy passage after entering. On a desk in a dead end.
[
http://i.imgur.com/EK0qfco.jpg]
_
|_| THE RED MINE: DISCOVERY
Red Mine tomb, outer office area [
http://i.imgur.com/3JQLu9l.jpg]
_
|_| RED ARRIVAL: AN ALLY IN THE DARKNESS
Copper mill, in the outdoor area where five Trinity guys attack (not the
ones for the molotov tutorial). The goon farthest away will be near an
herb basket and the document. [
http://i.imgur.com/8oeVTFP.jpg]
_
|_| CONSPIRACY THEORIES: INTERCEPTED
Copper mill, after the five-man ambush area. Climb higher to find the 2nd
rope swing; the document's nearby. [
http://i.imgur.com/O0UVBpy.jpg]
The last two can be obtained after the Geothermal Valley observatory scene.
_
|_| RADIO CALLS: SEPARATED
Copper Mill Bridge campsite [
http://i.imgur.com/4jEHVhw.jpg]
_
|_| RADIO CALLS: CONTACT
Atop broadhead wall by vendor shack [
http://i.imgur.com/CwKxkZn.jpg]
MURALS [12]
¯¯¯¯¯¯¯¯¯¯¯
+25 XP, Proficiency+
_
|_| Kokkos of Nicea tomb; Greek [
http://i.imgur.com/E4Vch1w.jpg]
|_| Computer building, stairway; Russian [
http://i.imgur.com/gnWed5O.jpg]
|_| Outside blown-up garage; Russian [
http://i.imgur.com/pMt07j2.jpg]
|_| Damien's crypt, main path; Greek [
http://i.imgur.com/eH3OT1f.jpg]
|_| Sawmill, SE 2F roof; Russian [
http://i.imgur.com/BxARJqN.jpg]
|_| Path to Ancient Cistern, ruins; Greek [
http://i.imgur.com/gq0GWXY.jpg]
|_| Side of Vendor's building; Russian [
http://i.imgur.com/kU5Dd1w.jpg]
|_| Copper Mill entrance campsite; Russian [
http://i.imgur.com/Lsjv6b7.jpg]
|_| Gulag, trainyard; Russian [
http://i.imgur.com/lRzgELf.jpg]
|_| Red Mine tomb, above document office [
http://i.imgur.com/S5BNIz2.jpg]
|_| Copper mill, upper chute area [
http://i.imgur.com/JXPfqMD.jpg]
|_| Copper Mill Bridge camp area [
http://i.imgur.com/5TnshxZ.jpg]
SURVIVAL CACHES [21]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| Installation Vista campsite, by wall [
http://i.imgur.com/Pkkumgd.jpg]
|_| Below Installation Vista camp zipline [
http://i.imgur.com/uP1hrg3.jpg]
|_| Throwable bottle tutorial area [
http://i.imgur.com/2ZkhrfF.jpg]
|_| Broken bridge area, left of gate [
http://i.imgur.com/X6oFYrm.jpg]
|_| Base of cliff by sawmill crane [
http://i.imgur.com/YHuswpr.jpg]
|_| South riverside, by broken road [
http://i.imgur.com/8KRHjmF.jpg]
|_| Base of vendor's watertower [
http://i.imgur.com/HYEWDdX.jpg]
|_| Gulag, post-campfire ambush site; fence [
http://i.imgur.com/hCk2ofe.jpg]
|_| Gulag, path to trainyard bldg. [
http://i.imgur.com/R64Koof.jpg]
|_| Gulag, trainyard area [
http://i.imgur.com/l1U5Rts.jpg]
_
|_| Area from "The Unlucky Ones" mission, the isolated backyard of the bldg.
where revolver was obtained earlier. [
http://i.imgur.com/GXCHsVZ.jpg]
_
|_| Voice of God tomb, entrance path [
http://i.imgur.com/qK5TiPR.jpg]
|_| Voice of God tomb, entrance hall [
http://i.imgur.com/zUAtKyO.jpg]
|_| Voice of God tomb, mt. path exit [
http://i.imgur.com/FFdWrid.jpg]
_
|_| Copper mill, gate-area boxcars [
http://i.imgur.com/w9IzTY2.jpg]
|_| Path to Red Mine tomb; upper passage [
http://i.imgur.com/sobPJFQ.jpg]
|_| Path to Red Mine tomb; lower passage [
http://i.imgur.com/varXCyu.jpg]
|_| Red Mine tomb, codex exit cave [
http://i.imgur.com/lYpDpcB.jpg]
The following can be obtained after the Atlas/Observatory events are over.
_
|_| Copper Mill Bridge camp area [
http://i.imgur.com/IsPQolP.jpg]
|_| Vendor area, climbing wall cliff [
http://i.imgur.com/OvsR1wA.jpg]
|_| Vendor area, climbing wall cliff [
http://i.imgur.com/4v4InBV.jpg]
COIN CACHES [9]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+25 XP
The LV3? Greek monolith south of the Trinity vendor unlocks these...
_
|_| cliff SE of vendor/campfire area [i.imgur.com/fTe6SIm.jpg]
|_| in front of cave leading to e. satchel [i.imgur.com/HJNv5Ct.jpg]
|_| in front of Damien's crypt [i.imgur.com/W8CNBSX.jpg]
The monolith by the copper mill's entrance campfire reveals...
_
|_| watchtower hill NW of copper mill [
http://i.imgur.com/EmVXopv.jpg]
|_| western leopard cave [
http://i.imgur.com/XaQsEze.jpg]
|_| NW wolf cave/sawmill bridge area [
http://i.imgur.com/P7wv53P.jpg]
The sawmill LV3 Russian monolith [
http://i.imgur.com/Pznz9HX.jpg] reveals...
_
|_| Logging Camp cabin area [
http://i.imgur.com/NV9Ghq0.jpg]
|_| Above sawmill wolf cave [
http://i.imgur.com/3bgwnwp.jpg]
|_| Kokkos of Nicea crypt entry [
http://i.imgur.com/y0Njk4z.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: ABANDONED MINES [CL05] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This area is about a third of the previous level's size, making it a pretty
easy collectible run. All can be obtained during the first visit.
DOCUMENTS [5]
¯¯¯¯¯¯¯¯¯¯¯¯¯
+25 XP, Russian proficiency+
_
|_| SOVIET POWER: NOBLE EFFORTS
Top of elevator shaft [
http://i.imgur.com/UXxZEsq.jpg]
_
|_| SOVIET POWER: MISSING MEN
Entrance to the Kitezh ruins [
http://i.imgur.com/gSnlb0a.jpg]
_
|_| SOVIET POWER: RESISTANCE
Reflecting pool column area [
http://i.imgur.com/jnA5EVW.jpg]
_
|_| SOVIET POWER: RADIO SILENCE
Reflecting pool area, tethering machine [
http://i.imgur.com/FUR1yL7.jpg]
_
|_| SOVIET POWER: BROKEN TRACKS
After surviving the 2nd Trinity ambush and proceeding through a tunnel,
destroy a rope barrier. There's an easily missed alcove right beyond that
holds the papers. [
http://i.imgur.com/Roqf6Cr.jpg]
MURALS [1]
¯¯¯¯¯¯¯¯¯¯
+25
_
|_| Pantheon Corridor campsite; Greek [
http://i.imgur.com/MNtH8gl.jpg]
STRONGBOXES [2]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| CRAFTING TOOL
Reflecting pool area [
http://i.imgur.com/Ffnhkgn.jpg]
_
|_| SUBMACHINE GUN COMPONENT or BOLT-ACTION RIFLE COMPONENT
After looping back around to the reflecting pool area for a 3rd Trinity
ambush, climb the new ladder to find. [
http://i.imgur.com/QcrEbXQ.jpg]
RELICS [1]
¯¯¯¯¯¯¯¯¯¯
_
|_| THE ATHANATOI: A FATHER'S SWORD
During the main course of the level, players will complete a 2nd Trinity
goon ambush and exit the area via an ice wall. The tunnel right beyond
there has the box. Examining the broken blade grants additional Greek
proficiency. [
http://i.imgur.com/UTn2ZXK.jpg]
SURVIVAL CACHE [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| Elevator room, base of ledge [
http://i.imgur.com/U647uva.jpg]
|_| Trinity ambush site [
http://i.imgur.com/ut6Z2GA.jpg]
|_| Reflecting pool room, by strongbox [
http://i.imgur.com/QcrEbXQ.jpg]
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Viewing the LV4-5 Greek monolith [
http://i.imgur.com/kA2SAlr.jpg] in the 1st
Trinity ambush site will spawn these caches.
_
|_| Trinity ambush site [
http://i.imgur.com/2GSDK6Q.jpg]
|_| Near tunnel spike trap [
http://i.imgur.com/MoVQH7I.jpg]
|_| reflecting pool area entryway [
http://i.imgur.com/eW43VG3.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: GEOTHERMAL VALLEY [CL06] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This area is comparable in size to the Soviet Installation, and like that
massive level, all collectibles can't be obtained first time through.
TOMB #1: HOUSE OF THE AFFLICTED
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Fast Healer skill + 10000 credits
The goal here is to reach the upper ledge containing the codex. First, pull
the movable cart all the way out. Second, locate the broken pulley platform
in a sunken pit and tie them back together with a rope arrow.
Next, locate the metal bucket wrapped in rope. Above it, on a ledge, is a
similarly wrapped lever. Pull it with a rope arrow to fill it with water,
then move to the cart. Hit the lowered bucket with another rope arrow,
affixing it to the cart. Now the platforms should stay raised. Use the nearby
steps to swing onto the first raised cargo lift, then do the remaining
climbing course to reach the codex and other goodies inside.
The Fast Healer skill speeds up healing in combat. Not that impressive, but
it does stack with similar perks, so at least it's not just a duplicate.
TOMB #2: CATACOMB OF SACRED WATERS [i.imgur.com/xAFybPA.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Anatomical Knowledge skill + 10000 credits
Completing this small area will require tricky use of boats and currents. To
start, pull the boat near the rapids' small "island" out with rope arrows.
These can be fastened to the always-active spools, creating small windows of
time in which to move around.
Here, tie the boat to the island's nearest spool, then hop on there for
goodies (coin piles, document). There's a second boat underneath the falls
nearby. Tie it to the island's other spool, hop on, then quickly affix it to
the spool farthest from the campsite. This one must be cranked into position
by hand. After that, just hop into the codex chamber for the remaining items.
For those having trouble, remember creating a new spool rope destroys the
previous, so don't waste time cutting 'em with the knife. The new skill
highlights animals' hearts in Survival Instincts, letting players deal
massive damage easier. This is mostly important for deer (has a related
achievement) since it doesn't work on bears and large cats.
TOMB #3: THE PIT OF JUDGMENT [i.imgur.com/kNpxfMj.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Geologist skill + 10000 credits
The goal of this area is to blow up the barricaded chamber to the codex; this
is done via minecart kamikaze tactics. There are two tracks, but one starts
blocked -- use the other. (A survival cache sits alongside the barricaded
entrance.)
This first minetrack has a relic and document in plain sight, plus an
archivist map down the skeleton-littered offshoot tunnel. Solving the cart
puzzle is simple: rotate the track 180 degrees with the metal crank object
(not unlike rope pulleys). Push the cart down to the entrance for a satisfying
explosion.
To reach the second track, make a zipline from the first's area. (There's a
relic down below and a survival cache higher up.) Unlike the previous cart
job, this one's slightly more complicated, being a two-tier shaft. The lower
crank wheel controls the track rotation and the upper one acts like an
elevator.
Move the track down to ground level, rotate 90 degrees and load the cart. The
elevator itself rotates the track 90 degrees as well, so to account for it,
give the track a 270-degree spin before ascending. All that's left is pushing
the second mobile bomb into the lower barricade. Who says explosions don't
solve everything?
The codex bestows the Geologist skill, allowing Lara to mine chromite ore from
ore veins, in addition to normal gains.
TOMB #4: BATHS OF KITEZH [i.imgur.com/45S8ib4.jpg]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 250 XP + Iron Grip skill + 10000 credits
This entire area is flooded, and progressing requires managing that water
level. Hop into the stagnant pond and reach the rowboat, then tie its winch
to the opposite end's crossbar. Once in the bathhouse's crossroads, tie the
winch to the SE crossbar. Reel it in and look for an upper gap to cross
through.
This antechamber contains a rope-wrapped sluice lever. Pull it manually,
drain the room as far as it'll go, then affix it to the newly unsubmerged
winch. Quickly move to said winch and tighten its coils, permanently keeping
the room dry.
Return to the boat and maneuver it into the opposite (NW) corner. Lara can
find an archivist map there. Keep the boat parked there, then swim into the
adjacent chamber -- it's now accessible via swimming, albeit just barely.
This room is exactly the same as its sister, only there's no permanent winch
to hold the lever taut. Drain the room as far as it'll go to reveal the
ground-floor door opening...right where the boat's winch should be. Tie it to
there, return to the boat, and winch it properly to drain the area entirely.
Finally, shoot the Greek fire barrels in the main passage to open up the
codex chamber. The Iron Grip skill makes mountaineering twice as fast as
before. Before leaving, make sure to find the stray coin piles and the
document near the rope barrier exit.
MISSION #1: DEFENSIVE STRATEGY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 250 XP + Battle Worn Outfit + 3000 credits
This is available as soon as Lara can explore at her leisure. An NPC in the
west village (by river) will want Lara to find supplies -- 4 hardwood
branches, 4 deer hides. These are to be deposited in the wicker basket at
the village watchtower and the one on the southern lakeshore. Those who don't
have the supplies can use the lowlands forest for resources. Once everything's
obtained and delivered, return for the reward.
MISSION #2: SURVEILLANCE DISRUPTION
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 350 XP + Ancient Horn Bow + 3000 credits
This quest is available as soon as Lara visits the huntress' cottage on the
southern lakeshore. An NPC wants the Trinity's toys -- valley-mapping drones
in the lowlands forest -- to be destroyed. There are four in the area: two
near the bear cave, one near the cottage itself, and another in the western
forest where leopards can spawn. They have no weapons, so eliminating 'em is
a simple matter. Return to the huntress for rewards afterward.
MISSION #3: A HEARTY MEAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 250 XP + Huntress Outfit
This quest's available from the lakeside huntress after completing her first
job. This time, she wants Lara to scrouge up food supplies (2 boar meat, 4
mushrooms) for those taking refuge. Boars spawn at the cave right across the
river from the cabin, and mushrooms are the exact same ones Lara uses for
poison. Boar meat must be collected fresh, but mushrooms won't.
MISSION #4: ANCIENT SECRETS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 50 XP/per tomb + 10 coins per tomb + Sacra Umbra outfit
The last quest-giver NPC is in the castle ruins on the river's east side. She
wants Lara to delve into tombs and recover lost knowledge for Jacob's people.
Each one earns Byzantine coins and XP; finding them all earns the Sacra Umbra
armored outfit.
List of all tombs:
• Ice Ship (Glacial Cavern)
• Ancient Cistern (Soviet Installation)
• Voice of God (Soviet Installation)
• The Red Mine (Soviet Installation)
• House of the Afflicted (Geothermal Valley)
• Catacomb of Sacred Waters (Geothermal Valley)
• Pit of Judgment (Geothermal Valley - requires wire spool)
• Baths of Kitezh (Geothermal Valley - requires rebreather)
• Chamber of Exorcism (The Lost City)
Completing the mission earns an extra 200 XP on top of the rest.
CHALLENGE #1: FOWL PLAY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: +25 XP/per capture + 125 XP completion + 2000 credits
This is a pretty easy challenge doable in the western village. Just track down
a chicken and throw it into the pen near the pumpkin patch. Repeat five times
to get the rewards.
CHALLENGE #2: BULL'S-EYE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: +25 XP/per capture + 125 XP completion + 2000 credits
Get a bull's-eye on all hanging archery targets. These objects are hidden
around the level and (unsurprisingly) look like basic bull's-eye targets. The
first four are all in the western village area.
• campsite platform archway [
http://i.imgur.com/9FjeMik.jpg]
• hidden in pumpkin patch tree [
http://i.imgur.com/K7oGQZa.jpg]
• hanging from ruined tower [
http://i.imgur.com/94PdTBn.jpg]
• hanging from village watchtower [
http://i.imgur.com/XQ3ClMV.jpg]
• under broken river platform [
http://i.imgur.com/37TwWLi.jpg]
• dead tree area near bear cave [
http://i.imgur.com/nTdlisB.jpg]
• upper waterfall cliff overlook [
http://i.imgur.com/xrmMufS.jpg]
• NE of west village, wolf ambush courtyard [
http://i.imgur.com/MavjJQ7.jpg]
CHALLENGE #3: HUNG OUT TO DRY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per target + 125 XP completion + 2000 credits
Cut down snared rabbits. This requires the Combat Knife which everyone will
already have by now (thankfully). Four critters are in the lowlands/forest
area, one in the village, and another north of the village.
• west village, watchtower [
http://i.imgur.com/9fqdtcO.jpg]
• n. waterfall area, by document [
http://i.imgur.com/q0C82w2.jpg]
• lowlands, ladder to village area [
http://i.imgur.com/weTRwy9.jpg]
• lowlands, strongbox ruin [
http://i.imgur.com/HpPB0D9.jpg]
• lowlands, river crossing area [
http://i.imgur.com/ctnCEcT.jpg]
• lowlands, leopard-area tree platform [
http://i.imgur.com/mi4EyvQ.jpg]
CHALLENGE #4: HIGH DIVING
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: +25 XP/per dive + 125 XP completion + 2000 credits
Do four swan dives at locations marked with red planks. To do a swan dive,
jump and quickly tap (not hold) L2 button. If done correctly, Lara gracefully
dives instead of awkwardly sinks like a stone. Sometimes the dives won't be
counted correctly, so make sure the challenge notification pops up afterward.
• South lakeshore watchtower [
http://i.imgur.com/olP76xW.jpg]
• Pit of Judgment tomb entry [
http://i.imgur.com/wdSEHB6.jpg]
• offshore signal tower [
http://i.imgur.com/jEx3mxn.jpg]
• observatory area cliff [
http://i.imgur.com/EbDfFeV.jpg]
The lakeshore watchtower can't be climbed until it's repaired ("Defensive
Strategy" mission); the observatory area can't be accessed until the Flooded
Archives section is complete.
CHALLENGE #5: TOSSING GOURDS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per basket + 125 XP completion + 2000 credits
Throw pumpkins into the open barrels. This is done in the eastern village,
but only after Flooded Archives events, as they'll be fenced off 'til then.
The patch is located in the southwest and there's five hoops in all. If one
runs out of "basketballs," leave the area and reenter.
• pumpkin patch area [
http://i.imgur.com/19QJIw0.jpg]
• pumpkin patch area [
http://i.imgur.com/9Xa7tZb.jpg]
• pumpkin patch area [
http://i.imgur.com/LCXczHB.jpg]
• pumpkin patch area; upper cliff [
http://i.imgur.com/dLq7qnI.jpg]
• by southern cabin's fence [
http://i.imgur.com/WG8Scl9.jpg]
STRONGBOXES [8]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+50 XP
_
|_| BOLT-ACTION RIFLE COMPONENT or HEAVY PISTOL PART
Western village, near campfire [
http://i.imgur.com/Ml9EVjY.jpg]
_
|_| BOLT-ACTION RIFLE COMPONENT or HEAVY PISTOL PART
Western village, ruined tower 1F; locked [
http://i.imgur.com/p5qvxoA.jpg]
_
|_| BOLT-ACTION RIFLE COMPONENT or HEAVY PISTOL PART
Village lowlands, zipline building [
http://i.imgur.com/T4vGEk1.jpg]
_
|_| BOLT-ACTION RIFLE COMPONENT or HEAVY PISTOL PART
East side of river, castle ruins [
http://i.imgur.com/VH2FGPR.jpg]
_
|_| BOLT-ACTION RIFLE COMPONENT or BREAK-ACTION SHOTGUN PART
East village, path to Acropolis [
http://i.imgur.com/wJEsZDK.jpg]
These next set of items can only be found after Acropolis events.
_
|_| BREAK-ACTION SHOTGUN PIECE or HEAVY PISTOL PART
Cliffside Lookout camp [
http://i.imgur.com/TMPeB4Z.jpg]
_
|_| BREAK-ACTION SHOTGUN PIECE or FULL-AUTO SHOTGUN PIECE
Cliffside Lookout camp area, lower shack; inside room with the metal
barrier [
http://i.imgur.com/cbuHZaY.jpg]
_
|_| BREAK-ACTION SHOTGUN PIECE or FULL-AUTO SHOTGUN PIECE
East village, 2nd visit; canopy area [
http://i.imgur.com/cbuHZaY.jpg]
CRYPTS [2]
¯¯¯¯¯¯¯¯¯¯
_
|_| CRYPT 1/2: RIVKAH, THE ARCHITECT
Reward: Ancient Bow Part + 3000 credits
This well-hidden crypt is inside the waterfall north of the west village.
To enter, players must use the path to reach the upper reaches, then do
some unguided jumps down a ways along the flat stones. (Failing here will
make Lara tumble into the water below.) The last leap is to the ledge
obscured by the falls.
Past the breakable wall inside, swim a ways and find the document sitting
nearby. The lower path will lead to a mural. Both paths reunite in the
zipline room, which leads to the crypt itself. Unlike previous burial
grounds, there are no extra coin piles to find here.
_
|_| CRYPT 2/2: AURORA, THE PHYSICIAN [i.imgur.com/QavFd2G.jpg]
Reward: Ancient Bow Part + 3000 credits
This is a fairly linear place. There's a coin pile by the now-expected
breakable wall, which leads to a deep area of ziplines and wall crags.
A mural is after the first zipline; the document is around the very next
corner. Jump down further and swim to the crypt, which, if one's followed
the FAQ, should be the last one needed to unlock the Grim Whisper bow.
RELICS [13]
¯¯¯¯¯¯¯¯¯¯¯
+25 XP
The Early Inhabatants: n/a
The Athanatoi -------: n/a
Time of Adaptation --: n/a
_
|_| TIME OF ADAPTATION: PLANTER VASE
Western village, campfire area [
http://i.imgur.com/Qc1ToRz.jpg]
_
|_| THE EARLY INHABATANTS: BEAR CARVING
This is underneath the village campfire platform near the starting point,
behind an impact barrier. [
http://i.imgur.com/x0DrDZe.jpg]
_
|_| THE ATHANATOI: BELT BUCKLE
Path to House of the Afflicted tomb. After passing through cave crack, in
covered walkway by old well. [
http://i.imgur.com/Hj6RQZC.jpg]
_
|_| ICONS OF KITEZH: NECKLACE
House of the Afflicted tomb, far end [
http://i.imgur.com/ykzA2xT.jpg]
_
|_| TIME OF ADAPTATION: IRON COIN TOOL
East side of river, castle ruins area [
http://i.imgur.com/r9E9aRb.jpg]
_
|_| TIME OF ADAPTATION: SILVER BASKET
Path to Catacomb of Sacred Waters; inside the skull-laden burial chamber
area [
http://i.imgur.com/r9E9aRb.jpg]
_
|_| ICONS OF KITEZH: GOBLET
Catacomb of Sacred Waters, codex chamber [
http://i.imgur.com/JxEuHcW.jpg]
The next relics can only be found on the second visit to the Valley, after
completing the Acropolis events.
_
|_| TIME OF ADAPTATION: ROPE RING
Pit of Judgment Tomb, 1st cart track [
http://i.imgur.com/IbR3QPi.jpg]
_
|_| THE ATHANATOI: DICE
Pit of Judgment Tomb, 2nd cart track area. Players reach this area by
ziplining in from the first track. Examine the dice carefully for extra
Greek proficiency. [
http://i.imgur.com/Qxcw2ju.jpg]
_
|_| THE EARLY INHABATANTS: ARROWHEAD
East village, cathedral environs; northernmost point. Examining the 'head
further gives Greek proficiency. [
http://i.imgur.com/6M7foCx.jpg]
The next items can be obtained after Flooded Archives events.
_
|_| THE EARLY INHABITANTS: ANCIENT DAGGER
Ridgeline campsite, behind impact barrier. Examine hollowed end for extra
Greek proficiency. [
http://i.imgur.com/8BXrfkV.jpg]
_
|_| TIME OF ADAPTATION: SCROLL CASE
Path to Baths of Kitezh tomb, Whirlpool Sanctuary camp. Examine further
for bonus Greek proficiency. [
http://i.imgur.com/cdyLX38.jpg]
_
|_| ICONS OF KITEZH: IVORY JAR
Path to Baths of Kitezh tomb, stairway just beyond Whirlpool Sanctuary
campsite. [
http://i.imgur.com/DxCZT5l.jpg]
DOCUMENTS [33]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+15 XP
Catacomb of Sacred Waters: Greek proficiency+
Crypts of the Founders --: Greek proficiency+
Diary of the Resistance -: Greek proficiency+
House of the Afflicted --: Greek proficiency+
Pages of the Ledger -----: Greek proficiency+
The Days After ----------: Greek proficiency+
Voices of Invasion ------: Greek proficiency+
Ways of the Valley ------: Greek proficiency+
_
|_| PAGES OF THE LEDGER: WINTER
Western village, blacksmith's house [
http://i.imgur.com/61d0SCf.jpg]
_
|_| PAGES OF THE LEDGER: SPRING
Western village, watchtower longhouse [
http://i.imgur.com/hJ6Ex8D.jpg]
_
|_| VOICES OF INVASION: FIRE ON THE HORIZON
Western village, ruined tower [
http://i.imgur.com/qG2cbVa.jpg]
_
|_| THE DAYS AFTER: THE ABANDONED CITY
Western village, near ruined tower [
http://i.imgur.com/0VVKVl4.jpg]
_
|_| WAYS OF THE VALLEY: ON THE SMALLEST PREY
Path to waterfall north of village, small canopy area. Also near a rabbit
trap for a challenge. [
http://i.imgur.com/AKpJrEP.jpg]
_
|_| WAYS OF THE VALLEY: ON LOCAL BIRDS
Path to waterfall north of village, old pillar near waterside path. Climb
the nearby tree to get on top of it. [
http://i.imgur.com/6kumK7m.jpg]
_
|_| CRYPTS OF THE FOUNDERS: RIVKAH, THE ARCHITECT
Crypt behind northern waterfall. This is sitting on the ground after the
flooded tunnel. [
http://i.imgur.com/F31hXvV.jpg]
_
|_| HOUSE OF THE AFFLICTED: LAST PARTING
Path to House of the Afflicted tomb; sitting on ground at the Infirmary
campsite. [
http://i.imgur.com/TB1sHuD.jpg]
_
|_| HOUSE OF THE AFFLICTED: HINTERLANDS
House of the Afflicted, codex ledge [
http://i.imgur.com/mxBS3mc.jpg]
_
|_| WAYS OF THE VALLEY: ON BOARS
Lowland forest, cave that runs underneath western village; don't confuse
with the bear cave! [
http://i.imgur.com/MaF7pXi.jpg]
_
|_| WAYS OF THE VALLEY: ON DEER AND STAGS
Lowland forest, zipline tree platform [
http://i.imgur.com/DlWyO5l.jpg]
_
|_| DIARY OF THE RESISTANCE: A NEW DAY
Lowland forest, huntress cottage shack [
http://i.imgur.com/QBYRSoy.jpg]
_
|_| CRYPTS OF THE FOUNDERS: AURORA, THE PHYSICIAN
Aurora the Physician's crypt [
http://i.imgur.com/mlySgfx.jpg]
_
|_| THE DAYS AFTER: THE MOURNING
East village, 1st visit; hospital [
http://i.imgur.com/6R9T6G3.jpg]
_
|_| CATACOMB OF SACRED WATERS: THIEVES AMONG US
Catacomb of Sacred Waters tomb, by grounded boat not far from campsite.
[
http://i.imgur.com/8tTMKnk.jpg]
_
|_| CATACOMB OF SACRED WATERS: RITE OF PASSAGE
Catacomb of Sacred Waters tomb, island [
http://i.imgur.com/f4lEvEq.jpg]
The next documents can only be found during the second visit to the region,
after doing Acropolis events.
_
|_| THE PIT OF JUDGMENT: UNREPENTANT
Pit of Judgment tomb, 1st minecart area [
http://i.imgur.com/HtiBsI2.jpg]
_
|_| THE PIT OF JUDGMENT: THE OVERSEER
Pit of Judgment tomb, codex chamber [
http://i.imgur.com/oEYClGs.jpg]
_
|_| WAYS OF THE VALLEY: ON THE THREAT OF WOLVES
Shack area near Cliffside Lookout camp [
http://i.imgur.com/fZGD5Fz.jpg]
_
|_| PAGES OF THE LEDGER: SUMMER
Shack area near Cliffside Lookout camp [
http://i.imgur.com/cq6GwDE.jpg]
_
|_| CONSPIRACY THEORIES: ATTACHMENTS
East village, 2nd visit; computer area [
http://i.imgur.com/toyhs46.jpg]
_
|_| OPERATIONAL REPORT: FORGIVENESS
East village, 2nd visit; canopy area [
http://i.imgur.com/R6rhOAe.jpg]
_
|_| WAYS OF THE VALLEY: ON BEARS
East village, 2nd visit; west area [
http://i.imgur.com/z1Zq3hx.jpg]
_
|_| THE APOSTLE: DEATH AND REBIRTH
East village, 2nd visit; west area. This is in the flammable barrier's
cave. [
http://i.imgur.com/kwAMQXP.jpg]
_
|_| HEART OF DARKNESS: INITIATION
East village, 2nd visit; main path [
http://i.imgur.com/vAGHy2f.jpg]
_
|_| OPERATIONAL REPORT: THE GOAL
East village, 2nd visit; big cabin [
http://i.imgur.com/Jz0qk6I.jpg]
_
|_| RESEARCH NOTES: LOST IN MEMORIES
East village, 2nd visit; big cabin [
http://i.imgur.com/Z3bZAMe.jpg]
_
|_| DIARY OF THE RESISTANCE: THE VISITOR
East village, cathedral environs; by camp [
http://i.imgur.com/XWU0znd.jpg]
_
|_| THE APOSTLE: THE SERMON
East village, cathedral environs; high ledge, by climbable gate framework
[
http://i.imgur.com/VZHMLfN.jpg]
The next documents are available after Flooded Archives events.
_
|_| DIARY OF THE RESISTANCE: THE REMNANT
Near exit from Flooded Caves level, in a tree stand near broken rope
bridge. Use grapple hook to find. [
http://i.imgur.com/crhAwYv.jpg]
_
|_| PAGES OF THE LEDGER: AUTUMN
Waterfall bear cave, outer cliff. Use climbing arrows on the tree with
barkless patches to get up. [
http://i.imgur.com/lx4y9MT.jpg]
_
|_| BATHS OF KITEZH: THE AFTERMATH
Path to Baths of Kitezh tomb; stairway alcove just beyond the Whirlpool
Sanctuary campsite [
http://i.imgur.com/279NNPh.jpg]
_
|_| BATHS OF KITEZH: A NEW PURPOSE
Baths of Kitezh tomb; rope barrier exit [
http://i.imgur.com/xrz87Fb.jpg]
MURALS [4]
¯¯¯¯¯¯¯¯¯¯
+25 XP, Greek proficiency+
_
|_| North waterfall area, riverside pillar [
http://i.imgur.com/JghQahL.jpg]
|_| Rivkah's crypt [
http://i.imgur.com/JwzBRsG.jpg]
|_| Castle ruins east of river [
http://i.imgur.com/4fi8V9l.jpg]
|_| Aurora the Physician's crypt [
http://i.imgur.com/nZ8WUxS.jpg]
SURVIVAL CACHES [20]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The first eleven can be found during the level's first visit.
_
|_| Village entrance, by strongbox [
http://i.imgur.com/Yx0pR7G.jpg]
|_| Upper waterfall cliff overlook [
http://i.imgur.com/vHXB27r.jpg]
|_| Path to House of the Afflicted tomb [
http://i.imgur.com/h1nUKoT.jpg]
|_| House of the Afflicted tomb [
http://i.imgur.com/R2oEHKW.jpg]
|_| House of the Afflicted tomb [
http://i.imgur.com/mpyI7mt.jpg]
|_| Lowlands, riverside path [
http://i.imgur.com/mcxo4CU.jpg]
|_| Lowlands, riverside path [
http://i.imgur.com/pclBFMD.jpg]
|_| Lowlands, cliff below village [
http://i.imgur.com/1UJ77pg.jpg]
|_| Lowlands, leopard area [
http://i.imgur.com/iJC0TGh.jpg]
|_| East side of river, boar cave [
http://i.imgur.com/pAEokMO.jpg]
|_| East side of river, castle ruins [
http://i.imgur.com/hTXoKrQ.jpg]
These caches can be found only after Acropolis events:
_
|_| Path to Pit of Judgment tomb [
http://i.imgur.com/ECA15RZ.jpg]
|_| Pit of Judgment tomb, by codex room [
http://i.imgur.com/fDwcQK3.jpg]
|_| Pit of Judgment tomb, 2nd minecart area [
http://i.imgur.com/nezDcSy.jpg]
|_| Cliffside Lookout camp, lower shacks [
http://i.imgur.com/qmCF9ov.jpg]
|_| East village, cathedral courtyard [
http://i.imgur.com/UhIzQK5.jpg]
These caches can be found only after Flooded Archives events:
_
|_| by Flooded Archives' cave exit [
http://i.imgur.com/tP60QJD.jpg]
|_| riverside by Ridgeline campsite [
http://i.imgur.com/SuUAwDu.jpg]
|_| by Ridgeline campsite [
http://i.imgur.com/dlvciZn.jpg]
|_| East village, 3rd visit; pumpkin patch [
http://i.imgur.com/zfTaW9i.jpg]
COIN CACHES [9]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The west village monolith (Greek LV5?) reveals...
_
|_| West village, by river [
http://i.imgur.com/CyR6Csy.jpg]
|_| Lowlands forest [
http://i.imgur.com/i97KnN2.jpg]
|_| Lowlands forest, leopard area [
The monolith (Greek LV6?) by the Aqueduct Ruins campsite reveals...
_
|_| Aurora's crypt entrance [
http://i.imgur.com/qmQjomf.jpg]
|_| House of the Afflicted, wolf courtyard [
http://i.imgur.com/3wyAnvP.jpg]
|_| East village, 2nd visit [
http://i.imgur.com/6peuEn6.jpg]
The monolith (Greek LV7) in the castle ruins these...
_
|_| Lowlands, 2nd visit; forest watchtower [
http://i.imgur.com/qDkGsQs.jpg]
|_| East village, 2nd visit [
http://i.imgur.com/yWPGMcD.jpg]
|_| Observatory area cliff [
http://i.imgur.com/lx6wbbh.jpg]
The observatory area is available following the Flooded Archives chapter.
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: THE ACROPOLIS [CL07] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Nearly all collectibles can be found the first time through the level.
CHALLENGE: CUT SHORT
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: +25 XP/per + 125 XP completion + 2000 credits
Destroy six Trinity walkie-talkies. These are hanging from canopies around
the Acropolis' marketplace stalls, generally, and can be destroyed with any
weapon that can hit 'em.
• marketplace canopy [
http://i.imgur.com/6agEBNn.jpg]
• marketplace square, west [
http://i.imgur.com/BmzAEws.jpg]
• marketplace square, east [
http://i.imgur.com/Vv9f8ug.jpg]
• marketplace square, south [
http://i.imgur.com/yNa1wCU.jpg]
• past 3rd strongbox courtyard [
http://i.imgur.com/1fNZOLi.jpg]
• by Tower Courtyard campsite [
http://i.imgur.com/DEbp9eO.jpg]
STRONGBOXES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+50 XP
_
|_| FULL-AUTO SHOTGUN PIECE
Flaming marketplace, by tent; locked [
http://i.imgur.com/vyzK5by.jpg]
_
|_| FULL-AUTO SHOTGUN PIECE or BREAK-ACTION SHOTGUN PIECE
Flaming marketplace, bazaar tent [
http://i.imgur.com/64uq9wv.jpg]
_
|_| ENHANCEMENT TOOL
Trinity attack site past 1st campsite [
http://i.imgur.com/8G90PLS.jpg]
RELICS [3]
¯¯¯¯¯¯¯¯¯¯
_
|_| TOKENS OF FAITH: RELIQUARY
Flaming marketplace, tent. Examine the box's interior for extra Greek
proficiency. [
http://i.imgur.com/u1l5vJo.jpg]
_
|_| THE EARLY INHABATANTS: DEER CHARM
Armory, grenade arrow acquisition room [
http://i.imgur.com/8BZYCVL.jpg]
_
|_| TOKENS OF FAITH: BULLAE
Bridge by Riverside Landing campsite [
http://i.imgur.com/zEKgbJ0.jpg]
DOCUMENTS [10]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
+15 XP
Codex of Survival: Greek proficiency+
The Apostle ----: Greek proficiency+
The Days After -: Greek proficiency+
_
|_| THE APOSTLE: PROPHET'S ARRIVAL
Entrance cave, under food-strewn walkway [
http://i.imgur.com/VQVytO3.jpg]
_
|_| THE DAYS AFTER: FIRST WINTER
Burning marketplace, main gate [
http://i.imgur.com/h0M7gid.jpg]
_
|_| CODEX OF SURVIVAL: COMMON BLOOD
Burning marketplace, bazaar tent [
http://i.imgur.com/0ah3ERb.jpg]
_
|_| CODEX OF SURVIVAL: STEWARDS
Burning marketplace, street crate [
http://i.imgur.com/bg1Y4RY.jpg]
_
|_| DIARY OF THE RESISTANCE: MISSING
Riverside Landing campsite [
http://i.imgur.com/7PjhKa1.jpg]
_
|_| CODEX OF SURVIVAL: LANGUAGE OF THE LAND
Riverside Landing campsite area [
http://i.imgur.com/T29TPZW.jpg]
_
|_| DIARY OF THE RESISTANCE: DANGEROUS ERRAND
Tower Courtyard campsite [
http://i.imgur.com/0cdpHty.jpg]
_
|_| THE DAYS AFTER: THE REVENANT
Corridor west of Tower Courtyard camp [
http://i.imgur.com/DJtGhzh.jpg]
_
|_| CODEX OF SURVIVAL: BONES OF THE EARTH
Western cliffs, grapple axe tutorial area [
http://i.imgur.com/Zv8Qb5B.jpg]
_
|_| DIARY OF THE RESISTANCE: ARMOR OF FAITH
Acropolis, final Trinity attack site; tunnels below floor. Due to plot
shuffling Lara around, one must reach Geothermal Valley again to return
here. [
http://i.imgur.com/VkswwW7.jpg]
MURALS [1]
¯¯¯¯¯¯¯¯¯¯
_
|_| Sofia's initial room, hidden passage [
http://i.imgur.com/9Z4o9T5.jpg]
SURVIVAL CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| Flaming marketplace, e. hill [
http://i.imgur.com/QHTM3C1.jpg]
|_| Flaming marketplace, w. hill [
http://i.imgur.com/vZSyEL5.jpg]
|_| attack site by Tower Courtyard camp [
http://i.imgur.com/4FfsrIn.jpg]
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The monolith (Greek LV6?) at the Riverside Landing camp area reveals...
_
|_| blockade area by campsite [
http://i.imgur.com/DrvHTN7.jpg]
|_| burning bazaar area, w. rocks [
http://i.imgur.com/rV1B1Zh.jpg]
|_| last Trinity attack site, tunnels [
http://i.imgur.com/4Evp7ha.jpg]
Note: to get the final cache, players must revisit the final battle area
after reaching Geothermal Valley again. This is because the plot moves Lara
to the western cliffs, preventing easy access.
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: FLOODED ARCHIVES [CL08] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
STRONGBOXES [1]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| HEAVY PISTOL PART or BREAK-ACTION SHOTGUN PART
After escaping the Archives and going through the second flooded tunnel,
along main path. [
http://i.imgur.com/crxDMNG.jpg]
RELICS [2]
¯¯¯¯¯¯¯¯¯¯
_
|_| THE ATHANATOI: PENNON FLAG
Prophet's statue room, northern area. In the area with three Trinity guys
to slay, one exits by breaking through a rope barrier. However, before
doing that, climb the nearby craggy wall to a 2F trap-filled hallway with
the relic. [
http://i.imgur.com/nrsO4iS.jpg]
_
|_| THE ATHANATOI: BATTLE STANDARD
Prophet's statue room, southern area; in one of the 2F rooms, past a
spear trap. [
http://i.imgur.com/5VcVWzh.jpg]
DOCUMENTS [5]
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Apostle ------: Greek+
Voices of Invasion: Mongolian+
_
|_| RESEARCH NOTES: BROKEN BONDS
Basement, after Ana/generator event [
http://i.imgur.com/JM6NdjW.jpg]
_
|_| THE APOSTLE: VOW OF POVERTY
Basement, before Atlas' chamber [
http://i.imgur.com/rtunQKY.jpg]
_
|_| THE APOSTLE: THE EXODUS
Basement, Atlas' chamber balcony; it's accessible via wire-swinging only.
[
http://i.imgur.com/I1GJncE.jpg]
_
|_| VOICES OF INVASION: THE GREATER GOOD
Prophet's statue room, northern area. This is on a 2F outdoor balcony,
not far from the monolith. To reach there, enter the NE massacre area,
climb to 2F via a craggy wall, then go all the way around on the same
level. [
http://i.imgur.com/z5fhNjn.jpg]
_
|_| THE APOSTLE: EXILE
Prophet's statue room, southern area. This is on a 2F outdoor balcony
near the Greek fire storage chute/rigging. It can be accessed without
much ado. [
http://i.imgur.com/IiKoYhG.jpg]
MURALS [3]
¯¯¯¯¯¯¯¯¯¯
The last mural is accessible after getting Broadhead Climbing Arrows, then
backtracking through the Archives (via Valley's observatory-area cavern) to
the broadhead wall. Climb it, continue backtracking NW to the region where
Lara fled the Deathless Ones earlier. The mural is near a tunnel there.
_
|_| Chamber of Records campfire area; Greek [
http://i.imgur.com/m7njpFC.jpg]
|_| Near level's only strongbox; Greek [
http://i.imgur.com/Pdbo5fx.jpg]
|_| Ceiling tunnel [
http://i.imgur.com/E6JRSKO.jpg]
SURVIVAL CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| By Greek Fire Depot campsite [
http://i.imgur.com/CRoV271.jpg]
|_| Prophet's statue room, north area [
http://i.imgur.com/zHjKDfN.jpg]
|_| Prophet's statue room, south area [
http://i.imgur.com/NuFf6Yv.jpg]
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The last two caches can only be collected on subsequent visits.
_
|_| Second flooded tunnel area [
http://i.imgur.com/H75hJNE.jpg]
|_| Chamber of Records area [
http://i.imgur.com/W8sp6pw.jpg]
|_| Atlas room [
http://i.imgur.com/w3AWZ0u.jpg]
___________________________________________________________________________</pre><pre id="faqspan-9">
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: FLOODED ARCHIVES [CL08] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All collectibles can be found the first time through.
CHALLENGE: SCORCHED EARTH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP completion + 2000 credits
Destroy Trinity fuel trucks. Just shoot explosive barrels next to 'em!
• 1st Trinity-held area [
http://i.imgur.com/ml1lDnJ.jpg]
• 3rd Trinity-held area [
http://i.imgur.com/th8oxAM.jpg]
• by weather station stairs [
http://i.imgur.com/mpcuqmM.jpg]
• watertower prison yard [
http://i.imgur.com/ICtLpYJ.jpg]
The last truck is in the prison yard and can't be easily found by travelling
to the nearby campsite. Players must go back to the frozen pond area and go
all the way through the weather station and zipline course to reach the
watertower again.
STRONGBOXES [2]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| HEAVY PISTOL PART or FULL-AUTO SHOTGUN PIECE
Frozen-over pond area [
http://i.imgur.com/jsInZ6O.jpg]
_
|_| BREAK-ACTION SHOTGUN PIECE or FULL-AUTO SHOTGUN PIECE
Closed metal gate by pond [
http://i.imgur.com/QKkCPqD.jpg]
DOCUMENTS [4]
¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| OPERATIONAL REPORT: THE ORDEAL
Weather station, small bldg. exterior [
http://i.imgur.com/gCe3Cad.jpg]
_
|_| RESEARCH NOTES: THE STRENGTH OF FAITH
Weather station, big bldg. interior [
http://i.imgur.com/C2xnRHp.jpg]
_
|_| RADIO CALLS: DANGER
Weather station, big bldg. interior [
http://i.imgur.com/wCRzz7C.jpg]
_
|_| RADIO CALLS: PROTECTOR
Prison, 1F area (post-zipline) [
http://i.imgur.com/Yf970KF.jpg]
RELICS [3]
¯¯¯¯¯¯¯¯¯¯
_
|_| WATCHER IN THE WOODS: STAMP
By first campsite [
http://i.imgur.com/yuNTUxL.jpg]
_
|_| WATCHER IN THE WOODS: RELIQUARY PENDANT
Weather station, north exterior of small building. Examine further for
extra Greek proficiency. [
http://i.imgur.com/3sSXzkU.jpg]
_
|_| WATCHER IN THE WOODS: ENGRAVED CASING
Weather station, upper walkway of dome building. Examine further for
extra Greek proficiency. [
http://i.imgur.com/kOt8PAi.jpg]
SURVIVAL CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| Pond area before 1st fuel truck clearing [
http://i.imgur.com/h7oCgLU.jpg]
|_| Past gate in 1st fuel truck clearing [
http://i.imgur.com/XrUQDwx.jpg]
|_| Near 3rd fuel truck [
http://i.imgur.com/vmtllUd.jpg]
MURALS [1]
¯¯¯¯¯¯¯¯¯¯
_
|_| Near 2nd fuel truck [
http://i.imgur.com/xi3tU8Q.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: THE ORRERY [CL09] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All collectibles can be found during the first time through.
MURALS [1]
_
|_| Upper Orrery passage [
http://i.imgur.com/Z8lZqqR.jpg]
SURVIVAL CACHES [3]
_
|_| Under 1st broadhead wall [
http://i.imgur.com/i68pfRq.jpg]
|_| Campsite pond area [
http://i.imgur.com/AV8twBA.jpg]
|_| Under final broadhead wall series [
http://i.imgur.com/iO2LIte.jpg]
CODEX [1]
_
|_| By level exit [
http://i.imgur.com/neDqKhz.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: PATH OF THE DEATHLESS [CL10] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All collectibles can be found during the first time through.
CHALLENGE: ENEMY OF MY ENEMY
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP completion + 2000 credits
Light unlit braziers. This is done by shooting Greek fire vessels near 'em.
• 1st area, SE corner [
http://i.imgur.com/ThTFSVn.jpg]
• 1st area, above NE portcullis [
http://i.imgur.com/T1nTsA6.jpg]
• 2nd area, belltower [
http://i.imgur.com/c8SLUoq.jpg]
• 2nd area, upper rope barrier rm. [
http://i.imgur.com/3ADlpwC.jpg]
• final cliff area [
http://i.imgur.com/7ec9XC7.jpg]
• final cliff area [
http://i.imgur.com/7ec9XC7.jpg]
DOCUMENTS [4]
¯¯¯¯¯¯¯¯¯¯¯¯¯
The Hunter: Russian proficiency+
Lone Survivor: Mongolian proficiency+
_
|_| THE HUNTER: A BROKEN MAN
Entrance from Orrery, path split area [
http://i.imgur.com/HkMWq6L.jpg]
_
|_| LONE SURVIVOR: ESCAPE
Cliff area after 1st campsite [
http://i.imgur.com/dogyRGO.jpg]
_
|_| VOICES OF INVASION: LIGHTS IN THE DARK
Post-arena area, on ground [
http://i.imgur.com/Si1RzFU.jpg]
_
|_| VOICES OF INVASION: SAFE PASSAGE
Post-arenaa area, cliffside [
http://i.imgur.com/yaQvDm5.jpg]
RELIC [1]
_
|_| THE EARLY INHABITANTS: MYSTERIOUS FIGURINE
Post-arena area, cliffside [
http://i.imgur.com/Cv1SmbF.jpg]
___________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
COLLECTIBLES LIST: THE LOST CITY [CL11] |---
___________________________________________________________________________|
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
All collectibles can be found during the first time through.
TOMB: CHAMBER OF EXORCISM
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Greek Fire skill + 10000 credits
The tomb is hidden in the caverns past the residential district's northeast
bear cave. It's fairly linear to reach the tomb.
The puzzle is a single-chamber tomb using natural gas and an "exorcism"
(drowning) chamber. First order of business is raising the sunken cage.
Pull the left-hand lever to drain the incline, then pry its lock mechanism
free. The crane winch can raise it afterwards. Next, make the crane pivot
using rope arrows, positioning the cage above the water-filled incline.
Finally, pull both levers to make natural gas flood the lower area. Once
it's ignited, the cage will break through the portcullis and give access
to the codex. (Note that both levers must be triggered to have enough gas
-- one alone won't pass muster.)
The Greek Fire upgrades all fire arrows and molotovs to have the same potency,
meaning they're finally useful against armored foes. Not bad!
CRYPT: VALENTINUS, THE TIMEKEEPER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: Ancient Quiver + 3000 credits
The crypt itself is fairly linear, so no directions should be needed. The
entrance is hidden in the residential district's southwest reservoir area.
Swim into the pool's submerged north chamber, then look for a tunnel going
west.
CHALLENGE #1: FOR WHOM THE BELL TOLLS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP on completion + 2000 credits
Cut down the Deathless Ones' signal bells. These are usually found in high
spots, their alcoves glowing or obvious for other reasons. The last bell is
only obtainable after beginning the first trebuchet event (the broadhead wall
needed to climb up doesn't appear until then).
• by end of campsite zipline series [
http://i.imgur.com/EeTbxOr.jpg]
• just SW of bullet point above [
http://i.imgur.com/PJzznTY.jpg]
• two buildings north of monolith [
http://i.imgur.com/JRR9pti.jpg]
• central square's belltower [
http://i.imgur.com/akg4G4Y.jpg]
• residential district, SW trebuchet area [
http://i.imgur.com/S9dKENj.jpg]
CHALLENGE #2: BANNER WARS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP on completion + 2000 credits
Burn the Deathless Ones' banners -- this can be done with molotovs or, more
easily, fire arrows. All banners are located in the residential district on
various walls and can be found before doing the first trebuchet event.
• monolith area [
http://i.imgur.com/qxWmz3q.jpg]
• monolith area [
http://i.imgur.com/WbbiNLK.jpg]
• area east of belltower square [
http://i.imgur.com/xT5PFLm.jpg]
• central square belltower area [
http://i.imgur.com/nkmGHGr.jpg]
• central square belltower area [
http://i.imgur.com/6NveHaa.jpg]
• western reservoir area [
http://i.imgur.com/I4YMa5E.jpg]
• western boundary tower [
http://i.imgur.com/BO1oqML.jpg]
• northwestern stairs/gate area [
http://i.imgur.com/yyd8Gvb.jpg]
CHALLENGE #3: VANDAL
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP on completion + 2000 credits
Destroy headless statues scattered around the residential district and middle
areas. These can be destroyed with any weapon, but take a few hits to shatter
with most weapons. Rifles and explosives work best, since some are up rather
high.
• residential district, east area; by mural [
http://i.imgur.com/bjJDSED.jpg]
• residential district, NW stairway/gate area [
http://i.imgur.com/Hd8AbOS.jpg]
• residential district, NW stairway/gate area [
http://i.imgur.com/w9l6iDW.jpg]
• residential district, NW stairway/gate area [
http://i.imgur.com/ZKbLw7y.jpg]
The last statue can't be shot until doing the west arena ambush event, since
it requires reaching the area a bit north of the Citadel Plaza camp. Players
can also get onto that roof area after doing the final trebuchet event.
• Citadel Plaza camp area [
http://i.imgur.com/1wgHkPe.jpg]
• Citadel Plaza camp area [
http://i.imgur.com/1sl4v0G.jpg]
• Citadel Plaza camp area [
http://i.imgur.com/VwYHbzk.jpg]
• Citadel Plaza camp area [
http://i.imgur.com/VsLY06p.jpg]
CHALLENGE #4: BURN BABY BURN
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP completion + 2000 credits
Light signal fires with flaming trebuchet projectiles. The first four can be
targeted with the first trebuchet; the last one requires the second. Also,
only trebuchet projectiles are strong enough to light the bonfires, so don't
bother with fire arrows, etc.
• atop western boundary wall [
http://i.imgur.com/raJCAE3.jpg]
• west of 1st gate [
http://i.imgur.com/THucS4f.jpg]
• east of 1st gate [
http://i.imgur.com/Orlmj2g.jpg]
• atop eastern boundary wall [
http://i.imgur.com/7DkN9Kv.jpg]
• north of ambush arena [
http://i.imgur.com/FOZ3cmJ.jpg]
DOCUMENTS [8]
¯¯¯¯¯¯¯¯¯¯¯¯¯
Lone Survivor --------: Mongolian proficiency+
Chamber of Exorcism --: Greek proficiency+
Crypts of the Founders: Greek proficiency+
_
|_| LONE SURVIVOR: THE LAST MAN
Threshold of Kitezh campsite [
http://i.imgur.com/bXdsI1x.jpg]
_
|_| LONE SURVIVOR: STALKING THE DEATHLESS ONES
Residential district, central square; in a small room blocked off by a
metal barricade [
http://i.imgur.com/8oEaM6v.jpg]
_
|_| LONE SURVIVOR: REBIRTH
Residential district, belltower in the central square. It can be climbed
from a couple directions. [
http://i.imgur.com/Eb8Vk5G.jpg]
_
|_| LONE SURVIVOR: DESPERATE STRUGGLE
Residential district, building in the southwestern reservoir/flooded
area. [
http://i.imgur.com/gC4QEkF.jpg]
_
|_| LONE SURVIVOR: TRAPPED
Residential district, NW stairway set [
http://i.imgur.com/lD71ZPV.jpg]
_
|_| CHAMBER OF EXORCISM: GOOD INTENTIONS
Chamber of Exorcism tomb; arrow ledge [
http://i.imgur.com/0X6MQfS.jpg]
_
|_| CHAMBER OF EXORCISM: A MOMENT OF CLARITY
Chamber of Exorcism tomb; lower area [
http://i.imgur.com/IyR25jn.jpg]
_
|_| CRYPTS OF THE FOUNDERS: VALENTINUS, THE TIMEKEEPER
Valentinus' crypt, along main path [
http://i.imgur.com/3ZBfJ1o.jpg]
RELICS [10]
¯¯¯¯¯¯¯¯¯¯¯
_
|_| SPOILS OF WAR: AMBER NECKLACE
Residential district, inside the building (at 1F) just north of where the
cliff campsite's zipline series ends. [
http://i.imgur.com/XwruYCb.jpg]
_
|_| SPOILS OF WAR: KITEZHIAN SILVER
Residential district, central square's belltower; inside base's flammable
barrier chamber. [
http://i.imgur.com/xUZr8kP.jpg]
_
|_| MONGOLIAN INVASION: SPURS
Residential district, old stables west of the central square's belltower;
at 1F. [
http://i.imgur.com/OCeKSRs.jpg]
_
|_| MONGOLIAN INVASION: FLINT STRIKER
Residential district, building just south of the NW stairways/closed gate
area. Item is on 2F. [
http://i.imgur.com/Xmu4FEt.jpg]
_
|_| THE EARLY INHABITANTS: THE PAGAN GOD
Residential district, building along western boundary with an impact
barrier. The building's tower has a lit brazier in it, and one can see
the NW gate/stairway area here. [
http://i.imgur.com/jEbosau.jpg]
_
|_| ICONS OF KITEZH: GLASS VASE
Path to Chamber of Exorcism tomb; cave [
http://i.imgur.com/g9gBpJs.jpg]
_
|_| THE ATHANATOI: SOLDIER'S PENDANT
Path to Chamber of Exorcism tomb; by pool [
http://i.imgur.com/BkNjf6v.jpg]
_
|_| SPOILS OF WAR: RUS DRINKING HORN
Residential district, upper trebuchet area. West of the trebuchet's a
metal barrier room; the relic's outside. [
http://i.imgur.com/WOn4FVI.jpg]
_
|_| SPOILS OF WAR: WOODEN ICON
Arena ambush site, southern 2F ledge [
http://i.imgur.com/ejTvpdJ.jpg]
_
|_| SPOILS OF WAR: IVORY CARVING
Climbing course past Citadel Gate camp. Further examination reveals extra
Mongolian proficiency. [
http://i.imgur.com/OaGec2D.jpg]
SURVIVAL CACHES [6]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The first three can be found in the old residential district.
_
|_| S. CACHE 1/6: near monolith [i.imgur.com/kVyvCid.jpg]
|_| S. CACHE 2/6: east boundary [i.imgur.com/xPlX6bM.jpg]
|_| S. CACHE 3/6: by NW stairs [
http://i.imgur.com/EH1qUQk.jpg]
The last three are found in the area leading to the Chamber of Exorcism, the
ninth and final tomb. It's accessible via the residential district's northeast
bear cave. (The 6th cache in the campsite pool area is accessed via a "secret"
underwater path branch.)
_
|_| Path to Chamber of Exorcism; pool area [
http://i.imgur.com/fhlCZcn.jpg]
|_| Path to Chamber of Exorcism; campsite [
http://i.imgur.com/uWpVVEK.jpg]
|_| Path to Chamber of Exorcism; camp pool [
http://i.imgur.com/nuTMlh1.jpg]
MURALS [3]
¯¯¯¯¯¯¯¯¯¯
_
|_| Residential district, eastern area [
http://i.imgur.com/IjgSFMZ.jpg]
|_| Along path to Valentinus' crypt [
http://i.imgur.com/9JBmNoa.jpg]
|_| Citadel Plaza campsite area [
http://i.imgur.com/AGrOsDR.jpg]
COIN CACHES [3]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The LV2 Mongolian monolith [i.imgur.com/jYAh4W4.jpg] reveals...
_
|_| C. CACHE 1/3: near monolith [i.imgur.com/0LUM8G2.jpg]
|_| C. CACHE 2/3: central square [i.imgur.com/Nu62TKm.jpg]
|_| C. CACHE 3/3: bldg. SW of bear cave [i.imgur.com/iHWopRj.jpg]
____ _ _
| _ \ \ / /_____________________________________________________________
| |_) ) \ / /¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| _ ( \ ¯ / BABA YAGA DLC COLLECTIBLES [CL12] |---
| |_) )_) (________________________________________________________________|
|____/|_____|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Baba Yaga add-on can be undertaken after completing the gulag escape
event (Soviet Installation). All its collectibles spawn in the Wicked Vale
region, inaccessible until the DLC quests are undertaken.
CHALLENGE: OVER THE CUCKOO'S NEST
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Reward: 25 XP/per + 125 XP completion + 2000 credits
Destroy Baba Yaga's hanging lanterns. These appear around the ropeworks,
second campsite area, and the cable-car-traversed abyss between 'em. Given
the contrast with the darkness and cliffs, they're quite easy to find and
smashed similar to boobytraps.
• ropeworks area [
http://i.imgur.com/oujxuLV.jpg]
• ropeworks area [
http://i.imgur.com/X9t100z.jpg]
• abyss area [
http://i.imgur.com/6lMKoeI.jpg]
• abyss area [
http://i.imgur.com/7pTkRs5.jpg]
• abyss area [
http://i.imgur.com/RcJh6r2.jpg]
• abyss area [
http://i.imgur.com/znOTZZX.jpg]
• abyss area [
http://i.imgur.com/X8p5zZP.jpg]
• abyss area [
http://i.imgur.com/X8p5zZP.jpg]
• abyss area [
http://i.imgur.com/l37gDZ5.jpg]
• abyss area [
http://i.imgur.com/8V26zNY.jpg]
DOCUMENTS [21]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Bravo's End ---------: n/a
Grandfather's Journal: Russian proficiency+
The Lost Engineers --: Greek proficiency+
_
|_| GRANDFATHER'S JOURNAL: DEAR NADIA
Wicked Vale's titular campsite [
http://i.imgur.com/NrdR2Yz.jpg]
_
|_| BRAVO'S END: INITIAL CONTACT
Wicked Vale's titular campsite [
http://i.imgur.com/fEnI5xz.jpg]
_
|_| THE PRISONER'S DILEMMA: FREEDOM STATION
After completing the hallucinogenic forest section, Lara washes up in a
cavern with Soviet equipment. The document is at the water's edge, on a
ledge. [
http://i.imgur.com/VSvGDhn.jpg]
_
|_| THE PRISONER'S DILEMMA: A GOOD MAN
After completing the hallucinogenic forest section, Lara washes up in a
cavern with Soviet equipment. Climb the wall crags, then wire-swing to
the document's ledge. [
http://i.imgur.com/fmbXK9z.jpg]
_
|_| THE PRISONER'S DILEMMA: TORN APART
After completing the hallucinogenic forest section, Lara washes up in a
cavern with Soviet equipment. Climb to the very top and find the document
behind a rope barrier. [
http://i.imgur.com/f3kNdOS.jpg]
_
|_| THE PRISONER'S DILEMMA: THE FORMULA
After completing the hallucinogenic forest section, Lara washes up in a
cavern with Soviet equipment. Use the upper equipment to destroy the
locked door, then enter the passage beyond. Lara automatically reads the
note.
_
|_| GRANDFATHER'S JOURNAL: MEETING SERAFIMA
Forest, 2nd visit; easternmost path [
http://i.imgur.com/c31unlm.jpg]
_
|_| BRAVO'S END: THE EYES
Forest, 2nd visit; SE crate area [
http://i.imgur.com/mcikGXk.jpg]
_
|_| GRANDFATHER'S JOURNAL: TAKING RISKS
Bridge wolf area, 2nd visit [
http://i.imgur.com/WapR9VP.jpg]
_
|_| BRAVO'S END: DEMON IN THE DARK
Ropeworks area, on a crate [
http://i.imgur.com/iIwDRfY.jpg]
_
|_| THE LOST ENGINEERS: THE LAST WORD
Ropeworks area, pool antechamber [
http://i.imgur.com/1IRjAWE.jpg]
_
|_| GRANDFATHER'S JOURNAL: THE GULAG BURNS
Ropeworks area, 2nd winch area [
http://i.imgur.com/hSpAWeu.jpg]
_
|_| GRANDFATHER'S JOURNAL: AMONG THE REMNANT
At Witch's Cave campsite [
http://i.imgur.com/ocy7JQ9.jpg]
_
|_| THE LOST ENGINEERS: BEST LAID PLANS
Waterfall cave, abyss' west side [
http://i.imgur.com/cVUxbbF.jpg]
The remaining documents take place in the large area past the second camp,
most known for containing Baba Yaga and her arena. Collectibles can't be
obtained while hallucinating, so defeat her first.
_
|_| BRAVO'S END: THE WITCH'S ARMY
Arena entrance [
http://i.imgur.com/pLawjGc.jpg]
_
|_| THE LOST ENGINEERS: THE COMING MADNESS
Second tier, SE flooded tunnel's offshoot chamber. This is the same area
where Lara swims into the arena, only it's flooded, giving access to the
upper chamber now. [
http://i.imgur.com/r9oUaR8.jpg]
_
|_| THE PRISONER'S DILEMMA: GRANDMOTHER SERPENT
Second tier, ladder room [
http://i.imgur.com/iSXVeA7.jpg]
_
|_| THE LOST ENGINEERS: ILL OMENS
Third tier, northern craggy wall chamber. Use overhead wire swing bar
to reach the ledge. [
http://i.imgur.com/CG0uDC4.jpg]
_
|_| DREAMS IN THE WITCH HOUSE: CONTROL
Third tier, northern balcony. Use rotating platforms to reach its isolated
area. [
http://i.imgur.com/fklVqbm.jpg]
_
|_| DREAMS IN THE WITCH HOUSE: DREAMS
Fourth tier, 3rd winch area. This is in a high-up alcove, accessible only
via grapple hook. [
http://i.imgur.com/HIuxQ1y.jpg]
_
|_| DREAMS IN THE WITCH HOUSE: NOT WORTH LIVING
Fourth tier, upper southern alcove. To reach it, return to the 4th winch
(on third tier) and tie it to the upper eastern rope spool -- this raises
a far-off platform for about 16-18 seconds. In that time, players must
ride a rotating platform to the opposite zipline-connected platform, then
hop across the raised platform to the destination. It's doable without
the wire spool. [
http://i.imgur.com/LrlZLWB.jpg]
RELICS [1]
¯¯¯¯¯¯¯¯¯¯
_
|_| THE WITCH'S WEAPON: BABA YAGA'S BROOM
Arena, second-tier ladder room. This is only accessible after defeating
Baba Yaga herself. [
http://i.imgur.com/6bzW5hJ.jpg]
SURVIVAL CACHES [6]
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
_
|_| Forest, 2nd visit; western bend [
http://i.imgur.com/DlIo3nA.jpg]
|_| Forest, 2nd visit; wolf area bridge [
http://i.imgur.com/anIPJ26.jpg]
|_| Witch's Cave campsite area [
http://i.imgur.com/69Q2Chu.jpg]
The last three are in Baba Yaga's western arena. She must be defeated before
they can be collected.
_
|_| 2nd tier, west tunnel [
http://i.imgur.com/wceLV28.jpg]
|_| 3rd tier, south pulley platform area [
http://i.imgur.com/nncvh0Q.jpg]
|_| 4th tier, north balcony alcove [
http://i.imgur.com/xNynvgG.jpg]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EQUIPMENT [EQPT]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Equipment are creations Lara can make, usually supplemental (increases carry
capacity, etc.) or ammunition. The latter can be made while mobile, but the
former types must be created at campsites under the 'Inventory' option.
The first step in making anything is finding the resources. There are two
categories: one for run-of-the-mill loot and one for rarer types.
_________________ _________________________________________________________
| COMMON RESOURCE | INFO |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cloth | Manmade resource found on corpses and in any container; |
| | used for bandages, special arrows/molotovs, and a bevy |
| | of storage-capacity upgrades. |
|-----------------+---------------------------------------------------------|
| Herbs | Naturally occuring resource found in the wild or, in |
| | enemy areas, already collected in baskets. Used only |
| | with bandages. |
|-----------------+---------------------------------------------------------|
| Hide | Generic hide obtained from animals; larger types like |
| | deer and wolves give more than rabbits/squirrels. Bears |
| | always give their special hide and may not drop this; |
| | exotic animals will usually give both. |
|-----------------+---------------------------------------------------------|
| Salvage | Basic manmade resource found on soldiers and in most |
| | containers. Used in manufacture of all metal weapons & |
| | certain bow upgrades. |
|-----------------+---------------------------------------------------------|
| Mushrooms | Naturally occuring poison source, most commonly found |
| | in wet places like caves, tombs, etc. Used in crafting |
| | poison arrows and, with the particular Survivor skill, |
| | body traps. |
|-----------------+---------------------------------------------------------|
| Hardwood | a.k.a. Wood, a naturally occuring resource in forest |
| | regions and obtainable through normal loot channels. It |
| | factors into many bow and gun stock upgrades. |
|-----------------+---------------------------------------------------------|
| Feathers | Used in the manufacture of normal arrows, themselves |
| | sacrificed for special arrow types. Can be collected |
| | from slain birds, their nests or, rarely, sitting out |
| | in the open. |
|-----------------+---------------------------------------------------------|
| Oil | Resource found naturally (bubbling goo pit) or within |
| | yellow containers. Used as lubrication in many weapon |
| | mods and also for explosive/incendiary ammo. |
|_________________|_________________________________________________________|
_________________ _________________________________________________________
| EXOTIC RESOURCE | INFO |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Boar Fat | Natural resource from all razorbacks; used in middle- |
| | and high-tier weapons modifications. Boars don't appear |
| | until the Geothermal Valley level, though human enemies |
| | may rarely (randomly) give the goods earlier. |
|-----------------+---------------------------------------------------------|
| Deer Antler | Natural resource from stags; used in certain stock and |
| | horn bow upgrades. These can occasionally be obtained |
| | from other sources, like resource chests or caches. |
|-----------------+---------------------------------------------------------|
| Exotic Hide | Natural resource from rare mid-sized animals: predatory |
| | cats (snow leopards, lynxes), clear-weather stags, and |
| | nocturnal white wolves. Used in most hi-quality ammo & |
| | storage capacity upgrades. Occasionally obtainable in |
| | other ways, such as resource chests or caches. Wearing |
| | the Nightshade outfit gives normal quarries a chance to |
| | drop this resource as well. |
|-----------------+---------------------------------------------------------|
| Magnesite Ore | Natural resource most frequently found in cavern veins; |
| | used in manufacture of explosive/incendiary ammo. It |
| | makes no sense, but the veins replenish over time. |
|-----------------+---------------------------------------------------------|
| Bear Hide | Natural resource dropped from bears; used to make best |
| | storage-capacity equipment. Bears respawn infrequently |
| | at their caves in the Siberian Wilderness, Geothermal |
| | Valley and final level. |
|-----------------+---------------------------------------------------------|
| Technical Parts | Manmade resource commonly obtained from enemy soldiers |
| | and loot containers. Used to modify all metal weaponry, |
| | making it extremely important. |
|-----------------+---------------------------------------------------------|
| Byzantine Coins | Ancient currency found in coin caches and loot piles in |
| | crypts/tombs. Trade to the Trinity vendor at the Soviet |
| | Installation to get new gear, outfits & modifications. |
| | These can't be created in any way. |
|-----------------+---------------------------------------------------------|
| Chromite Ore | The rarest resource, only obtainable from Magnesite Ore |
| | veins after getting the Geologist codex skill (requires |
| | wire spool). Used in top-of-the-line damage upgrades. |
|_________________|_________________________________________________________|
Special ammo can be found on enemies, in certain lockers and crafted manually,
even while moving around. (Just brandish the weapon and hold R1 after having
the needed resources.)
Normal ammunition can't be crafted, only found on enemies or in containers.
Most special ammo is unlocked via campaign progress; the exceptions are
Grenades, Hollowpoint Rounds, and Dragonfire Shells. One must have a weapon
of that type (rifle/pistol/shotgun) as well as the second-tier Survivor skill
that allows their crafting. The 'B' column below shows how much ammo is given
per batch.
____________________ ___ __________________________________________________
| SPECIAL AMMUNITION | B | COMPONENTS REQUIRED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Silent Arrows | 5 | 1 Feather, 2 Wood |
| Poison Arrows | 3 | 2 Silent Arrows, 1 Cloth, 3 Mushrooms |
| Fire Arrows | 3 | 2 Silent Arrows, 1 Cloth, 1 Oil |
| Grenade Arrows | 3 | 2 Silent Arrows, 1 Cloth, 4 Magnesite Ore |
| Grenades | 2 | 1 Oil, 4 Magnesite Ore |
| Hollowpoint Rounds | 7 | 5 Pistol Rounds, 3 Magnesite Ore |
| Dragonfire Shells | 7 | 5 Shotgun Shells, 2 Magnesite Ore, 1 Oil |
|____________________|___|__________________________________________________|
* - Rope/Broadhead Arrows consume no ammunition and can be used regardless
of how many normal arrows one has.
Lara can also craft miscellaneous items using objects she finds in the field.
Molotovs, Shrapnel Grenades and Smoke Grenades are unlocked automatically in
the campaign and need no special skill; Proximity Mines and Gas Can Bombs
require the "Incendiary Bombs" (Survivor) skill. Finally, with the 2nd-tier
"Body Trap Specialist" skill, Lara can turn fallen human enemies into poison
traps for their buddies.
____________________ ______________________________________________________
| MISCELLANEOUS | COMPONENTS/ITEMS REQUIRED |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Bandage | 1 Herb + 1 Cloth |
| Body Trap | Enemy Corpse + 1 Mushroom + 1 Salvage |
| Gas Can Bomb | Red Gasoline Can + 2 Cloth |
| Molotov Cocktail | Liquor Bottle + 1 Cloth |
| Proximity Mine | Enemy Radio + 1 Cloth + 1 Technical Part |
| Shrapnel Grenade | Tin Can + 1 Magnesite Ore |
| Smoke Grenade | Empty Jar + 1 Cloth |
|____________________|______________________________________________________|
Tools are miscellaneous items found during the journey, most having purpose
outside of combat. As expected, they're not all sitting out in the 1st area;
they're encountered normally through the campaign. Some items (rope ascender
and the crafting/enhancement/refinement tool) can be purchased from the
Soviet Installation vendor.
__________________ ________________________________________________________
| TOOL | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Crafting Tool | Unlocks LV2 upgrades for all weapons |
| Enhancement Tool | Unlocks LV3 upgrades for all weapons |
| Refinement Tool | Unlocks LV4 upgrades for all weapons |
| Rope | [Bow] Can shoot rope arrows at applicable targets |
| Combat Knife | Allows Lara to cut ropes and perform throat-slittin'! |
| Rebreather | Can breath underwater and avoid hazardous fumes |
| Broadhead Arrows | [Bow] Can be shot into soft wood and used for climbing |
| Ascender | Hold Square button to quickly ascend ropes/ziplines |
| Lock Pick | Required to open locked strongboxes and doors |
|__________________|________________________________________________________|
Finally, an overview of the equipment that can be manually crafted. These
mostly relate to improving resource storage.
HUNTER'S QUIVER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry more arrows
Requires: 10 Cloth, 4 Wood, 1 Exotic Hide
Ammo Cap: 25 -> 35 (special ammo: 2 -> 3)
ADVENTURER'S QUIVER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry even more arrows
Requires: 13 Cloth, 15 Hide, 1 Bear Fat
Requires: Hunter's Quiver (equipment) + Crafting Mastery (skill)
Ammo Cap: 35 -> 45 (special ammo: 3 -> 5)
ANCIENT QUIVER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry the most arrows!
Requires: n/a
Ammo Cap: 45 -> 64 (special ammo:
The quiver is found within Valentinus' tomb in the game's final level (The
Lost City). It's accessible via the residential district's western reservoir
area, by swimming underneath part of the walkway into a tunnel.
SATCHEL
¯¯¯¯¯¯¯
Upgrades: Carry more resources (doesn't include ammo or oil)
Requires: 5 Cloth, 15 Hide
Cloth ---------: 25 -> 30
Herbs ---------: 10 -> 15
Hide ----------: 20 -> 30
Salvage -------: 30 -> 45
Mushrooms -----: 10 -> 15
Hardwood ------: 20 -> 30
Feathers ------: 20 -> 30
Boar Fat ------: 10 -> 15
Deer Antler ---: 10 -> 15
Exotic Hide ---: 10 -> 15
Magnesite Ore -: 20 -> 30
Bear Hide -----: 10 -> 15
Technical Parts: 20 -> 25
Chromite Ore --: 20 -> 25
RUCKSACK
¯¯¯¯¯¯¯¯
Upgrades: Carry even more resources (doesn't include ammo or oil)
Requires: 9 Cloth, 20 Hide, 1 Bear Hide
Requires: Satchel (equipment) + Crafting Mastery (skill)
Cloth ---------: 30 -> 40
Herbs ---------: 15 -> 20
Hide ----------: 30 -> 40
Salvage -------: 45 -> 50
Mushrooms -----: 15 -> 20
Hardwood ------: 30 -> 40
Feathers ------: 30 -> 40
Boar Fat ------: 15 -> 20
Deer Antler ---: 15 -> 20
Exotic Hide ---: 15 -> 20
Magnesite Ore -: 30 -> 40
Bear Hide -----: 15 -> 20
Technical Parts: 25 -> 30
Chromite Ore --: 25 -> 30
STOCK-MOUNTED SHELL HOLDER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry more shotgun shells
Requires: 10 Hide, 5 Technical Parts, 1 Exotic Hide
Ammo Cap: 18 -> 24 (Dragonfire Shells: 17 -> 20)
SHOTGUN SHELL BANDOLIER
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry even more shotgun shells
Requires: 9 Cloth, 20 Hide, 2 Exotic Hides
Requires: Stock-Mounted Shell Holder (equipment) + Crafting Mastery (skill)
Ammo Cap: 24 -> 36 (Dragonfire Shells: 20 -> 26)
RIFLE AMMO POUCH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry more rifle rounds
Requires: 10 Cloth, 2 Exotic Hides
Ammo Cap: 90 -> 135
LARGE RIFLE AMMO POUCH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry even more rifle rounds
Requires: 19 Cloth, 10 Hide, 1 Bear Hide
Requires: Rifle Ammo Pouch (equipment) + Crafting Mastery (skill)
Ammo Cap: 135 -> 180
PISTOL AMMO POUCH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry more pistol rounds
Requires: 10 Cloth, 1 Exotic Hide
Ammo Cap: 50 -> 75 (Hollow-Point ammo: ?? -> 35)
LARGE PISTOL AMMO POUCH
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: Carry even more pistol rounds
Requires: 6 Cloth, 12 Hide, 1 Bear Hide
Requires: Pistol Ammo Pouch (equipment) + Crafting Mastery (skill)
Ammo Cap: 75 -> 75 (Hollow-Point Ammo: 35 -> 40)
SMALL OIL FLASK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: carries minimum amount of oil
Requires: n/a
Reso.Cap: 20
This "upgrade" is obtained automatically during the Geothermal Valley level,
when scaling the signal tower. Oil can't be collected until then.
LARGE OIL FLASK
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Upgrades: carry maximum amount of oil
Requires: 12 Hide, 1 Bear Hide, 2 Boar Fat
Reso.Cap: 20 -> 40
_______________________________________________________________________________
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OUTFITS [OTFT]
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Starting at the first campsite, Lara can change her gear under the weapon
equip menu. Some may be unlocked through DLC packs (those who have the 20th
Anniversary Celebration version on PS4 get those all free immediately) while
some require campaign feats. A couple are found through DLC events.
The Classic outfits (including Antarctica jacket) can't be used in incomplete
campaigns, but the rest have no restrictions after unlocking. Outfit cards
can't be sold or destroyed, ensuring players always have access to 'em.
___________________________ _______________________________________________
| OUTFIT | FUNCTION/CHANGES/OBTAINMENT METHOD |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Ancient Vanguard | • Reduces health regeneration delay |
| | • from "Ancient Vanguard" DLC card pack |
|---------------------------+-----------------------------------------------|
| Apex Predator | • Reduces damage from predatory animals |
| | • from "Holy Fire" DLC card pack |
|---------------------------+-----------------------------------------------|
| Battle Worn | • Reduces health regeneration delay |
| | • complete "Defensive Strategy" mission |
|---------------------------+-----------------------------------------------|
| Blue Henley | • available by default (no effect) |
|---------------------------+-----------------------------------------------|
| Classic Outfits: | • no effect (all) |
| - Angel of Darkness | • from "20th Anniversary Celebration" pack |
| - Chronicles Catsuit | |
| - Croft Manner | Note that these are only available for use in |
| - Tomb Raider II | the campaign's post-game or Expeditions Mode! |
| - TRII Bomber Jacket | |
|---------------------------+-----------------------------------------------|
| Commando | • Reduces health regeneration delay |
| | • purchase from Trinity vendor (50 coins) |
|---------------------------+-----------------------------------------------|
| Desert Tank Top | • all available by default (no effect) |
| Expedition Jacket | |
| Gray Henley | |
|---------------------------+-----------------------------------------------|
| Hope's Bastion | • Firing arrows has chance to consume no ammo |
| | • Climbing Axe becomes "Reckoner" battle axes |
| | • from "Juggernaut" DLC card pack |
|---------------------------+-----------------------------------------------|
| Huntress | • Reduces health regeneration delay |
| | • complete "A Hearty Meal" mission |
|---------------------------+-----------------------------------------------|
| Immortal Guardian | • Take less damage from Greek Fire |
| | • Knife changes into "Piercing Truth" dagger |
| | • from "Prophet's Legacy" DLC card pack |
|---------------------------+-----------------------------------------------|
| Infiltrator | • Reduces health regeneration delay |
| | • from "Up in Flames" bonus card pack |
|---------------------------+-----------------------------------------------|
| Leather Jacket | • available by default (no effect) |
|---------------------------+-----------------------------------------------|
| Nightshade | • May harvest exotic hide from common animals |
| | • Climbing Axe becomes "Deathsong" hatchet |
| | • from "Wilderness Survivor" DLC card pack |
|---------------------------+-----------------------------------------------|
| Pioneer | • Increased melee damage |
| | • Climbing Axe becoms "Vintage Climbing Axe" |
| | • from "Endurance Mode" DLC card pack |
|---------------------------+-----------------------------------------------|
| Reimagined Antarctica | • no effect |
| | • from "20th Anniversary Celebration" pack |
|---------------------------+-----------------------------------------------|
| Remnant Jacket | • no effect |
| | • complete Soviet Installation's gulag events |
|---------------------------+-----------------------------------------------|
| Sacra Umbra | • Reduces health regeneration delay |
| | • complete "Ancient Secrets" mission |
|---------------------------+-----------------------------------------------|
| Shadow Runner | • Using bullets has chance to consume no ammo |
| | • from "Bow Master" DLC card pack |
|---------------------------+-----------------------------------------------|
| Siberian Ranger | • carry extra special ammo (all types) |
| | • from "Siberian Ranger" DLC card pack |
|---------------------------+-----------------------------------------------|
| Sparrowhawk | • Non-predatory animals spook less easily |
| | • from "Master Hunter" DLC card pack |
|---------------------------+-----------------------------------------------|
| Spirit Weaver | • Manual healing may consume no resources |
| | • from "Bullet Resistance" DLC card pack |
|---------------------------+-----------------------------------------------|
| Ushanka | • Take less damage from melee attacks |
| | • Rescue 8 prisoners in Cold Darkness mode |
|---------------------------+-----------------------------------------------|
| Valiant Explorer | • Increased explosive arrow blast radius |
| | • from "Valiant Explorer" DLC card pack |
|---------------------------+-----------------------------------------------|
| Whiteout Jacket | • available by default (no effect) |
|---------------------------+-----------------------------------------------|
| Wraithskin | • Increases duration of poison arrow clouds |
| | • Complete the Baba Yaga DLC |
|___________________________|_______________________________________________|
_______________________________________________________________________________
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SKILLS [SKLL]
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Skills are unique abilities purchasable at campfires with skill points found
through level-ups. They have a similar tier system to the 2013 TR game. Some
perks will only be available as the storyline continues and new weapons are
obtained. Completing tomb challenges in various levels will grant new perks
for free, too.
Tier 1: default
Tier 2: master 8 skills
Tier 3: master 19 skills
BRAWLER
¯¯¯¯¯¯¯
As the name suggests, this category deals with melee and stealth abilities,
as well as those that mitigate damage. The Dodge Counter abilities can be a
great investment, as they allow Lara to instantly kill foes in melee combat,
and will later kill heavily armored foes that become huge nuisances. (To do
a Dodge Counter/Kill, while dodging, time the Triangle press correctly.)
* - codex skill (must solve tomb to obtain)
¹ - combat knife needed in addition to other prerequisites
² - only applies to unarmored enemies
³ - earns extra XP
____________________ _________________ ____________________________________
| SKILL | REQUIRES | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Thick-Skinned | --------------- | Take less DMG from guns/melee atks |
| Iron Hide | --------------- | Take less DMG from explosions/fire |
| Dodge Counter | --------------- | While dodging, stun with Triangle² |
| Efficient Killer | --------------- | Auto-loot foes killed via stealth |
| Duelist Reflexes | Dodge Counter | Dodge Counter timeframe increased |
| | | XP gain+ during a Dodge Kill |
*| Fast Healer | --------------- | Bandage wounds quicker |
*| Inner Strength | --------------- | Once per combat, max HP restored |
|--------------------+-----------------|------------------------------------|
| Deadly Force | --------------- | Stealth finisher speed+ |
| Stealth Landing | Lightfoot | Any type of landing is silent |
| Dodge Kill | Dodge Counter | Can kill foes in Dodge Counter² |
| Death From Above | n/a¹ | Can perform knife kills from above |
| Field Medic | --------------- | Bandaging speed+ |
|--------------------+-----------------+------------------------------------|
| Heart of Stone | --------------- | Take less DMG from guns/melee atks |
| Adrenaline | --------------- | DMG resistance+ after stealth kill |
| Dodge Kill Mastery | Dodge Kill¹ | Can kill any foe in Dodge Counter |
| Silent Killer | Stealth Landing | Stealth kills won't alert others |
| Strong Medicine | --------------- | DMG resistance+ after bandaging |
|____________________|_________________|____________________________________|
HUNTER
¯¯¯¯¯¯
This category focuses mostly on resource management and bow abilities.
Players can get perks that increase resource gains from man-made/natural
resources, and can find more ammo on enemy corpses. "Animal Instincts" will
make blood trails and footprints glow in Survival Instincts, while "Master
of the Land" grants an on-screen notification whenever exotic critters are
nearby. (They glow, too.)
The bow abilities are notable for letting Lara fire off several arrows at
once. This is done when fully-drawn, zoomed-in, and the cursor is moved over
several targets. Needless to say, this is great for stealth, when one shot
just isn't good enough. Further perks add another arrow to the mix, make 'em
target heads automatically, and up chances of retrieving those arrows when
looting.
Players can also perform finishers with given weapons, which raises chances
that they'll contain special ammo Lara would normally have to craft herself.
This is especially good for bows, as they have several types of unique ammo
(Death Cloud, Incendiary, Explosive) and all three can be found this way.
To perform a finisher, incapacitate an enemy, enter melee range with a given
weapon brandished, and use the Triangle prompt. (To incapacitate an enemy,
one typically shoots them in the leg or something, making them kneel. This
can occasionally be done via explosives or, rarely, in melee combat.)
* - codex skill (earned by solving a tomb)
¹ - requires gun mentioned in namesake
² - requires fully-drawn bow and being zoomed in
³ - grants chance at looting special ammo unique to that weapon
____________________ __________________ ___________________________________
| SKILL | REQUIRES | FUNCTION |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Arrow Retrieval | ---------------- | May retrieve arrows from targets |
| | | slain by bows |
| Breath Control | ---------------- | Bow steady aim time+ |
| Scavenger | ---------------- | Chance of ammo on enemy corpses+ |
| Animal Instincts | ---------------- | Survival Instincts: animals glow, |
| | | can leave footprints/blood trails |
| Master of the Land | Animal Instincts | Notified when exotic animals near |
*|Anatomical Knowledge| ---------------- | Can see animal hearts (S.I. mode) |
*| Geologist | ---------------- | Can get Chromite Ore from veins |
|--------------------+------------------+-----------------------------------|
| Double Shot | ---------------- | Can fire an arrow at 2 targets² |
| Nerves of Steel | Breath Control | Fully-charged bow steadiness+ |
| Dead Eye | ---------------- | Grants headshot indicator on foes |
| Finesse | ---------------- | XP gains+ for chained headshots, |
| | | stealth kills, Death From Above |
| Naturalist | ---------------- | Resource gains+ (natural sources) |
| Survivalist | ---------------- | Resource gains+ (manmade sources) |
*| Ancient Abilities | ---------------- | Can fire 2 arrows without a delay |
|--------------------+------------------+-----------------------------------|</pre><pre id="faqspan-10">
| Triple Shot | Double Shot | Can fire an arrow at 3 targets² |
| True Shot | Triple Shot | Locked shots auto-target heads |
| Bow Expert | ---------------- | Can perform a bow finisher³ |
| Pistol Expert | n/a¹ | Can perform a pistol finisher³ |
| Rifle Expert | n/a¹ | Can perform a rifle finisher³ |
| Shotgun Expert | n/a¹ | Can perform a shotgun finisher³ |
*| Classically Trained| ---------------- | Can rapidly shoot 3 arrows now |
|____________________|__________________|___________________________________|
SURVIVOR
¯¯¯¯¯¯¯¯
Survivor abilities deal with miscellaneous abilities tied to resources and
their management, plus honed weapon abilities. Several codex abilities can
improve Survival Instincts mode functionality, mountaineering, and turn all
fire arrows and molotovs into Greek Fire variants (they burn through armored
enemies).
* - codex skill (requires solving a tomb)
_______________________ _______________ ___________________________________
| SKILL | REQUIRES | UNLOCKS |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Rapid Crafting | ------------- | Craft throwables/ammo faster |
| Resourceful Combatant | ------------- | Throwable kills/KOs give XP bonus |
| Incendiary Bombs | ------------- | Craft gas explosives & prox mines |
| Lightfoot | ------------- | Prevent fall damage with O-button |
| Avid Learner | ------------- | XP bonus from some collectibles |
| Eye for Detail | ------------- | Challenge Objects glow in SI mode |
*| Iron Grip | ------------- | Climb vertical surfaces faster |
|-----------------------+---------------+-----------------------------------|
| Crafting Mastery | ------------- | Craft better pouches & more ammo |
| Body Trap Specialist | ------------- | Can use corpses as poison traps |
| Grenadier | Grn. Launcher | Can craft rifle grenades |
| Hollow-Point Bullets | ------------- | Can craft HP bullets for pistol |
| Dragonfire Shells | P.A. Shotgun | Can craft DF shells for shotguns |
| Demolitions Expert | ------------- | Handheld item detonation radius++ |
*| Bright Eyes | ------------- | Traps now glow (SI Mode) |
*| Natural Instincts | ------------- | Natural resources glow (SI Mode) |
|-----------------------+---------------+-----------------------------------|
| Arrow Climber | B.C. Arrows | Press Triangle to arrow climb |
| Intuitive | ------------- | Show some collectibles through |
| | | walls; highlights crypts on map |
| Napalm Arrows | Fire Arrows | Fire arrow burst radius++ |
| Death Cloud Arrows | Poison Arrows | Poison arrow cloud radius++ |
| Cluster Bomb Arrows | Grenade Arws. | G. arrows explode into bomblets |
*| Greek Fire | ------------- | Fire Arrows/Molotovs = Greek Fire |
|_______________________|_______________|___________________________________|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
WEAPONS INFO [WPNS]
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Weapons are Lara's stock and trade, and she'll find a lot on her travels.
They can be grouped into categories that have similar (or identical) upgrade
trees. To improve weapons, one must:
- obtain the complete weapon (via story, strongboxes, etc.)
- obtain requisite resources
- obtain crafting tool (if required)
Crafting tools are, well, tools that unlock a tier of upgrades for available
weapons. They can be purchased from the Trinity vendor or (in the case of
Crafting/Enhancement Tools) found in strongboxes later in the campaign.
Rank 1: n/a
Rank 2: Crafting Tool
Rank 3: Enhancement Tool
Rank 4: Refinement Tool
Some upgrades will apply to more than one weapon. For example, all shotguns
get the "Custom Forcing Cone" damage upgrade. Buying it applies it to all;
it can't be removed or toggled. Some upgrades won't transfer, however, if
it makes no sense to have 'em. A common example is ammo-capacity upgrades --
weapons that don't have magazines (like revolvers, break-action shotguns,
etc.) won't benefit. Which ones apply and which ones don't are thankfully
noted in the description.
RECURVE LONGBOWS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Types: Makeshift Longbow, White Widow
Mods : n/a
These bows are noted for their simplicity and jack-of-all-trades stats --
alright at everything, excellent at nothing. The first bow Lara obtains'll
be of this sort and can be upgraded heavily before leaving the level. (The
White Widow skin is obtained from "Master Hunter Pack" in the store.)
1: [A][B][C][D]
2: [E]
3: ---
4: ---
__________________ ___________ __________________________________ _____
| UPGRADE | FUNCTION | NEEDS | REQ |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯|
| A | Reinforced Limbs | Damage+ | 3 Wood, 3 Hide | --- |
| B | Grip Wrap | Drawspd.+ | 3 Cloth, 8 Hide | --- |
| C | Wrapped String | Holdtime+ | 5 Cloth | --- |
| D | String Nocks | FireRate+ | 12 Salvage | C |
| E | Waxed String | Drawspd.+ | 17 Cloth, 1 BoarFat, 1 Boar Fat | --- |
|___|__________________|___________|__________________________________|_____|
COMPOUND BOWS
¯¯¯¯¯¯¯¯¯¯¯¯¯
Types: Compound Bow, Death's Breath
Mods : n/a
This type of bow prioritizes damage, making its drawspeed, hold time and rate
of fire suffer -- at least at the start. Upgrades can smooth it out a bit.
To get the Death's Breath skin, open the "Bow Master" pack in the store menu.
1: [A][B][C][D]
2: [E][F][G]
3: [H][I]
4: [J][K]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Reinforced Limbs | Damage+ | 3 Wood, 3 Hide | ----- |
| B | Grip Wrap | Drawspd.+ | 3 Cloth, 8 Hide | ----- |
| C | Wrapped String | HoldTime+ | 5 Cloth | ----- |
| D | String Nocks | FireRate+ | 12 Salvage | Up: C |
| E | Waxed String | Drawspd.+ | 17 Cloth, 1 BoarFat, 1 BoarFat | ----- |
| F | Trigger Release | HoldTime+ | 1 Hide, 4 Salvage | ----- |
| G | Adjusted Limbs | Damage+ | 7 Salvage, 2 Technical Parts | ----- |
| H | Stabilizer | FireRate+ | 2 Hide, 7 Salvage | ----- |
| I | Improved Cams | HoldTime+ | 10 Oil, 20 Salvage, 2 T. Parts | ----- |
| J | Lubricated Cams | Drawspd.+ | 25 Salvage, 2 BoarFat, 23 TPts | Up: I |
| K | Drop Away Rest | Damage+ | 20 Salvage, 3 Chromite Ore, | |
| | | | 9 Technical Parts | |
|___|__________________|___________|________________________________|_______|
HORN BOW
¯¯¯¯¯¯¯¯
Types: Ancient Horn Bow, Grim Whisper, Guiding Light
Mods : n/a
Horn Bows are ancient weapons obtained only through quests, crypts and the
occasional shop card. They have balanced stats except for hold time, and
can be upgraded to excel at firing speed.
The Ancient Horn Bow is a reward for the "Surveillance Disruption" mission,
while Grim Whisper is a reward for opening all crypts (other than last one
in final level). Guiding Light is a skin found in the "Ancient Vanguard"
store pack.
1: [A][B][C][D]
2: [E][F]
3: [G][H]
4: [I]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Reinforced Limbs | Damage+ | 3 Wood, 3 Hide | ----- |
| B | Grip Wrap | Drawspd.+ | 3 Cloth, 8 Hide | ----- |
| C | Wrapped String | HoldTime+ | 5 Cloth | ----- |
| D | String Nocks | FireRate+ | 12 Salvage | Up: C |
| E | Waxed String | Drawspd.+ | 17 Cloth, 1 BoarFat, 1 BoarFat | ----- |
| F | Weighted Horn | FireRate+ | 16 Hide, 2 Antlers | ----- |
| G | Shooting Glove | HoldTime+ | 7 Hide, 2 Exotic Hide | ----- |
| H | Thumb Release | FireRate+ | 10 Wood, 20 Salvage, 2 Antlers | ----- |
| I | Custom Horn Shaft| Damage+ | 18 Hide, 12 Salvage, 2 Antlers | ----- |
|___|__________________|___________|________________________________|_______|
REVOLVERS
¯¯¯¯¯¯¯¯¯
Types: Revolver, Rattlesnake, Venom Hand Cannon
Mods : n/a
This basic type of firearm is fairly weak to begin, but can be upgraded to
have excellent damage and recoil stability. Its ammo capacity will always
stay low, meaning it's not for spray-and-pray fighters and magazine-related
upgrades don't apply to it.
The Venom Hand Cannon is obtained as part of the "Holy Fire" card pack, while
Rattlesnake was a community reward on Xbox. The latter seems to be unavailable
to PS4 players, perpetually leaving them at 7/8 Handguns found. Perhaps this
will be changed in the future...?
1: [A][B][C]
2: [D][E]
3: [F][G]
4: [H]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Polished Barrel | Damage+ | 6 Cloth, 10 Salvage | ----- |
| B | Hollowed Hammer | FireRate+ | 10 Salvage, 3 Technical Parts | ----- |
| C | Muzzle Brake | Rec.Stab+ | 12 Salvage | ----- |
| D | Hair Trigger | FireRate+ | 5 Oil, 10 Salvage, 2 T. Parts | ----- |
| E | Padded Grip | Rec.Stab+ | 6 Hide, 8 Salvage, 1 Ex. Hide | ----- |
| F | Rifled Barrel | Damage+ | 3 Oil, 15 Salvage | Up: A |
| G | Speed Loader | Reload+ | 13 Salvage, 2 Technical Parts | ----- |
| H | Chromoly Barrel | Damage+ | 18 Salvage, 1 Chromite Ore, | ----- |
| | | | 3 Technical Parts | |
|___|__________________|___________|________________________________|_______|
PISTOLS
¯¯¯¯¯¯¯
Variant: Semi-Auto Pistol, Accipiter Nox
Mods --: Pistol Sight, Pistol Suppressor
These handguns tend to be very balanced in stats, and can be upgraded quite
a lot, although their damage never quite competes with stronger firearms.
The mods increase the zoom factor and noise-suppressing qualities. (Accipiter
Nox is obtained as part of the "Siberian Ranger" card pack.)
1: [A][B][C][D][E]
2: [F][G][H]
3: [I][J][K][L]
4: [M]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Polished Barrel | Damage+ | 6 Cloth, 10 Salvage | ----- |
| B | Hollowed Hammer | FireRate+ | 10 Salvage, 3 Technical Parts | ----- |
| C | Muzzle Brake | Rec.Stab+ | 12 Salvage | ----- |
| D | Polished Magazine| Reload+ | 2 Cloth, 11 Salvage | ----- |
| E | Large Magazine | Ammo Cap+ | 10 Salvage, 2 Technical Parts | ----- |
| F | Hair Trigger | FireRate+ | 5 Oil, 10 Salvage, 2 Tc. Parts | ----- |
| G | Ergonomic Grip | Rec.Stab+ | 8 Hide, 2 Salvage, 1 Ex. Hide | ----- |
| H | Extended Magazine| Ammo Cap+ | 14 Salvage, 2 Technical Parts | Up: E |
| I | Rifled Barrel | Damage+ | 3 Oil, 15 Salvage | Up: D |
| J | Improved Ejector | FireRate+ | 2 Oil, 10 Salvage, 7 Tc. Parts | ----- |
| K | Port Vented Slide| Rec.Stab+ | 13 Salvage, 2 Technical Parts | Up: J |
| L | High Capacity Mag| Ammo Cap+ | 14 Salvage, 4 Technical Parts | Up: H |
| M | Counterweight | Rec.Stab+ | 2 Oil, 15 Salvage, 3 Tc. Parts | Up: C |
|___|__________________|___________|________________________________|_______|
HEAVY PISTOLS
¯¯¯¯¯¯¯¯¯¯¯¯¯
Variant: Heavy Pistol, Moon Shadow
Mods --: Pistol Sight, Pistol Suppressor
Similar to regular pistols, these have higher damage capabilities by trading
for lower ammo capacity (including upgrades) and rate of fire. Most of their
upgrades can be applied to normal pistols and vice versa. To get the Moon
Shadow skin, open the "Bullet Resistance" pack from the store.
1: [A][B][C][D][E]
2: [F][G][H]
3: [I][J][K]
4: [L]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Polished Barrel | Damage+ | 6 Cloth, 10 Salvage | ----- |
| B | Hollowed Hammer | FireRate+ | 10 Salvage, 3 Technical Parts | ----- |
| C | Muzzle Brake | Rec.Stab+ | 12 Salvage | ----- |
| D | Polished Magazine| Reload+ | 2 Cloth, 11 Salvage | ----- |
| E | Large Magazine | Ammo Cap+ | 10 Salvage, 2 Technical Parts | ----- |
| F | Lubricated Well | Reload+ | 11 Oil, 3 Salvage, 1 Boar Fat | ----- |
| G | Custom Grip | Rec.Stab+ | 7 Hide, 2 Salvage, 2 Ex. Hide | ----- |
| H | Extended Magazine| Ammo Cap+ | 14 Salvage, 2 Technical Parts | Up: E |
| I | Rifled Barrel | Damage+ | 3 Oil, 15 Salvage | Up: D |
| J | Improved Ejector | FireRate+ | 2 Oil, 10 Salvage, 7 Tc. Parts | ----- |
| K | Port Vented Slide| Rec.Stab+ | 13 Salvage, 2 Technical Parts | Up: J |
| L | Quick Release | Reload+ | 15 Oil, 1 Boar Fat, 2 Tc. Prts | ----- |
| | Magazine | | | |
|___|__________________|___________|________________________________|_______|
AUTOMATIC PISTOLS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Hailstorm
Mods ---: Pistol Sight, Pistol Suppressor
These uzi-like weapons have very high fire rate and very low damage/recoil
stability; the other stats are middling. Their upgrade scheme is almost
identical to normal pistols, except they don't have access to the Port
Vented Slide tweak. (Hailstorm is found in the "20th Anniversary Celebration"
pack.)
1: [A][B][C][D][E]
2: [F][G][H]
3: [I][J][K]
4: [L]
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Polished Barrel | Damage+ | 6 Cloth, 10 Salvage | ----- |
| B | Hollowed Hammer | FireRate+ | 10 Salvage, 3 Technical Parts | ----- |
| C | Muzzle Brake | Rec.Stab+ | 12 Salvage | ----- |
| D | Polished Magazine| Reload+ | 2 Cloth, 11 Salvage | ----- |
| E | Large Magazine | Ammo Cap+ | 10 Salvage, 2 Technical Parts | ----- |
| F | Hair Trigger | FireRate+ | 5 Oil, 10 Salvage, 2 Tc. Parts | ----- |
| G | Ergonomic Grip | Rec.Stab+ | 8 Hide, 2 Salvage, 1 Ex. Hide | ----- |
| H | Extended Magazine| Ammo Cap+ | 14 Salvage, 2 Technical Parts | Up: E |
| I | Rifled Barrel | Damage+ | 3 Oil, 15 Salvage | Up: D |
| J | Improved Ejector | FireRate+ | 2 Oil, 10 Salvage, 7 Tc. Parts | ----- |
| K | High Capacity Mag| Ammo Cap+ | 14 Salvage, 4 Technical Parts | Up: H |
| L | Counterweight | Rec.Stab+ | 2 Oil, 15 Salvage, 3 Tc. Parts | Up: C |
|___|__________________|___________|________________________________|_______|
SMGS
¯¯¯¯
Variants: SMG
Mods ---: Rifle Suppressor, Laser Sight, Grenade Launcher
SMGs work as they do in most games: low damage but with a high rate of fire.
Many upgrades will improve non-damage functions, ensuring it plays to its
strengths.
1: [A][B][C][D][E]
2: [F][G]
3: [H][I][J]
4: [K][L] Upgrades
Required
________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Match Grade Barrel | Damage | 4 Cloth, 12 Salvage | - |
| B | Modified Firing Pin | FireRate | 11 Salvage, 2 Technical Pts. | - |
| C | Barrel Shroud | Reload | 4 Hide, 11 Salvage | - |
| D | Padded Stock | Recoil | 5 Cloth, 11 Hide | - |
| E | Extended Magazine | Ammo Cap | 13 Salvage, 4 Technical Pts. | - |
| F | Polished Magazine | Reload | 6 Cloth, 11 Salvage | E |
| G | Custom Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| H | Chromoly Barrel | Damage | 15 Salvage, 4 Chromite Ore | A |
| I | Hair Trigger | FireRate | 13 Salvage, 5 Technical Pts. | - |
| J | Muzzle Brake | Recoil | 10 Oil, 11 Salvage | - |
| K | Custom Recoil Assembly | FireRate | 20 Salvage, 2 Technical Pts. | - |
| L | Folding Stock | Recoil | 2 Oil, 20 Sal. 4 Techn. Pts. | - |
|___|________________________|__________|______________________________|___|
ASSAULT RIFLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Assault Rifle
Mods ---: Rifle Suppressor, Laser Sight, Grenade Launcher
The classic AK-47 damage-dealer, this rifle boasts the highest default power
out of all automatic rifles. Its recoil stability, reload speed and rate of
fire all start out rather poorly, but upgrades will help make them acceptable
if filled out.
1: [A][B][C][D][E]
2: [F][G][H][I]
3: [J][K][L][M] Upgrades
4: [N] Required
________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Match Grade Barrel | Damage | 4 Cloth, 12 Salvage | - |
| B | Modified Firing Pin | FireRate | 11 Salvage, 2 Technical Pts. | - |
| C | Padded Stock | Recoil | 5 Cloth, 11 Hide | - |
| D | Barrel Shroud | Reload | 4 Hide, 11 Salvage | - |
| E | Extended Magazine | Ammo Cap | 13 Salvage, 4 Technical Pts. | - |
| F | Barrel Extension | Damage | 4 Oil, 12 Salvage | - |
| G | Polished Receiver | FireRate | 6 Cloth, 12 Salvage | - |
| H | Wrapped Magazine | Reload | 10 Hide, 10 Salvage | E |
| I | Custom Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| J | Chromoly Barrel | Damage | 15 Salvage, 4 Chromite Ore | A |
| K | Taped Double Magazines | Reload | 10 Hide, 12 Salvage | H |
| L | Muzzle Brake | Recoil | 10 Oil, 11 Salvage | - |
| M | High Capacity Magazine | Ammo Cap | 17 Salvage, 5 Technical Pts. | E |
| N | Improved Gas Port | FireRate | 18 Salvage, 4 Technical Pts. | - |
|___|________________________|__________|______________________________|___|
MILITARY RIFLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Military Rifle, Snowflake
Mods ---: Rifle Suppressor, Laser Sight, Grenade Launcher
This is most similar to the Assault Rifle, only it has recoil stability and
reload speed heightened at expense of damage. Its upgrade tree is almost
identical to the Assault Rifle otherwise.
The Military Rifle can only be obtained from the Trinity vendor in Soviet
Installation for 140 Byzantine coins. Meanwhile, Snowflake, its arctic camo
variant, is apparently inaccessible like the Rattlesnake revolver. Looking
around, it appears others have had the same problem, so hopefully this'll be
fixed in coming months.
1: [A][B][C][D][E]
2: [F][G][H][I]
3: [J][K][L][M] Upgrades
4: [N] Required
________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Match Grade Barrel | Damage | 4 Cloth, 12 Salvage | - |
| B | Modified Firing Pin | FireRate | 11 Salvage, 2 Technical Pts. | - |
| C | Padded Stock | Recoil | 5 Cloth, 11 Hide | - |
| D | Barrel Shroud | Reload | 4 Hide, 11 Salvage | - |
| E | Extended Magazine | Ammo Cap | 13 Salvage, 4 Technical Pts. | - |
| F | Barrel Extension | Damage | 4 Oil, 12 Salvage | - |
| G | Polished Receiver | FireRate | 6 Cloth, 12 Salvage | - |
| H | Custom Magazine | Reload | 7 Hide, 10 Salvage | E |
| I | Custom Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| J | Chromoly Barrel | Damage | 15 Salvage, 4 Chromite Ore | A |
| K | Quick Release Magazine | Reload | 12 Salvage, 8 Technical Pts. | H |
| L | Muzzle Brake | Recoil | 10 Oil, 11 Salvage | - |
| M | Drum Magazine | Ammo Cap | 15 Oil, 7 Salvage | K |
| N | Custom Receiver | FireRate | 19 Salvage, 3 Technical Pts. | G |
|___|________________________|__________|______________________________|___|
BOLT-ACTION RIFLES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Bolt-Action Rifle, Goldenfang
Mods ---: Rifle Suppressor, Laser Sight, Grenade Launcher
Bolt-action rifles boast the highest damage-per-shot out of all rifles, but
are obviously single-shot weapons, meaning they lack ways to upgrade firing
rate and clip size. (They still have access to the grenade launcher, though!)
The Goldenfang weapon skin should be obtained automatically when picking up
the first rifle. (On Xbox, it was part of the "Remnant Resistance Pack"
preorder bonus, apparently.)
1: [A][B]
2: [C][D][E]
3: [F][G] Upgrades
4: [H][I] Required
________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Match Grade Barrel | Damage | 4 Cloth, 12 Salvage | - |
| B | Padded Stock | Recoil | 5 Cloth, 11 Hide | - |
| C | Barrel Extension | Damage | 4 Oil, 12 Salvage | - |
| D | Polished Bolt | Reload | 4 Cloth, 13 Salvage | - |
| E | Custom Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| F | Chromoly Barrel | Damage | 15 Salvage, 4 Chromite Ore | A |
| G | Lubricated Bolt | Reload | 19 Salvage, 1 Boar Fat | D |
| H | Custom Bolt Handle | Reload | 19 Salvage, 5 Technical Pts. | G |
| I | Custom Stock | Recoil | 5 Wood, 20 Hide, 1 Antler | B |
|___|________________________|__________|______________________________|___|
PUMP-ACTION SHOTGUNS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Pump-Action Shotgun
Mods ---: Shotgun Spreader Choke
One of the more basic modern shotguns, the Pump-Action can hold several shells
but fires one at a time with a noticable gap between. Most of its upgrades
deal with non-damage functions, which is fine, since it's still a beast at
close quarters.
1: [A][B][C][D][E]
2: [F][G]
3: [H][I] Upgrades
4: [J][K] Required
_________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Custom Forcing Cone | Damage | 16 Salvage | - |
| B | Rapid Fire Modification | FireRate | 10 Salvage, 5 Technical Pts. | - |
| C | Padded Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| D | Barrel Shroud | Reload | 3 Hide, 15 Salvage | - |
| E | Tube Magazine Extender | Ammo Cap | 19 Salvage | - |
| F | Custom Trigger | FireRate | 10 Salvage, 7 Technical Pts. | - |
| G | Modified Ejector | Reload | 11 Salvage, 9 Technical Pts. | - |
| H | Back-Bored Barrel | Damage | 15 Oil, 6 Salvage | - |
| I | Muzzle Weight | Recoil | 12 Hide, 10 Salvage | D |
| J | Auto Load Modification | Reload | 15 Oil, 10 Salvage, 2 T.Prts | - |
| K | Pump Grip | Recoil | 4 Hide, 20 Salvage | - |
|___|_________________________|__________|______________________________|___|
BREAK-ACTION SHOTGUNS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Break-Action Shotgun, Thunderclap
Mods ---: Shotgun Spreader Choke
Break-actions are the old-fashioned type where the barrel has a hinge for
manual loading. Due to this, its firing rate is terrible and it lacks any
ammo capacity upgrades. On the plus side, it has the highest damage of any
shotgun and the plentiful recoil/reload upgrades can ensure it keeps up as
the campaign continues.
The Thunderclap (golden) variant is obtained by attaining 100% completion in
the campaign. It's semi-unique in that, despite having all the same upgrades
as a normal break-action, it gets an additional damage boost. It's not just a
reskin!
1: [A][B][C]
2: [D][E]
3: [F][G][H] Upgrades
4: [I][J] Required
_____________________ __________ __________________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Custom Forcing Cone | Damage | 16 Salvage | - |
| B | Barrel Shroud | Reload | 3 Hide, 15 Salvage | - |
| C | Padded Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| D | Custom Trigger | FireRate | 10 Salvage, 7 Technical Parts | - |
| E | Wrapped Grip | Recoil | 18 Hide, 1 Exotic Hide | B |
| F | Back-Bored Barrel | Damage | 15 Oil, 6 Salvage | - |
| G | Forced Ejector Mod | Reload | 13 Salvage, 10 Technical Parts | - |
| H | Muzzle Weight | Recoil | 12 Hide, 10 Salvage | B |
| I | Lubricated Hinge | Reload | 12 Oil, 13 Salv., 2 Boar Fat | G |
| J | Balanced Stock | Recoil | 8 Wood, 15 Hide, 3 Tecnical Pts. | I |
|___|_____________________|__________|__________________________________|___|
FULL-AUTO SHOTGUNS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Full-Auto Shotgun, Harbinger
Mods ---: Shotgun Spreader Choke
Full-autos have the highest rate of fire, ammo capacity and reloading speed
of all shotguns, in exchange for the weakest damage. They're not terrible,
but they have to be pieced together via strongbox rewards, so players may
become too infatuated with higher-damage models to change.
1: [A][B][C]
2: [D][E]
3: [F][G][H] Upgrades
4: [I] Required
_________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Custom Forcing Cone | Damage | 16 Salvage | - |
| B | Barrel Shroud | Reload | 3 Hide, 15 Salvage | - |
| C | Padded Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| D | Modified Ejector | Reload | 11 Salvage, 9 Technical Pts. | - |
| E | Extended Magazine | Ammo Cap | 13 Salvage, 8 Technical Pts. | - |
| F | Back-Bored Barrel | Damage | 15 Oil, 6 Salvage | - |
| G | Improved Feeder | FireRate | 10 Salvage, 10 Technic. Pts. | - |
| H | Large Drum Magazine | Ammo Cap | 15 Salvage, 9 Technical Pts. | E |
| I | Quick Release Drum | Reload | 20 Salv, 2 C. Ore, 5 Tec.Pts | H |
|___|_________________________|__________|______________________________|___|
TACTICAL SHOTGUNS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Tactical Shotgun
Mods ---: Shotgun Spreader Choke
Tacticals have a lot in common with pump-action types, having the same reload
speed and ammo capacity, but with slightly higher damage and rate of fire.
(Their recoil is worse, though.) Similarly, much of their upgrade tree is
shared. The Tactical can only be obtained from the Soviet Installation's
Trinity vendor -- 140 Byzantine coins, baby!
1: [A][B][C][D][E]
2: [F][G]
3: [H][I][J] Upgrades
4: [K] Required
_________________________ __________ ______________________________\___
| UPGRADE | IMPROVES | COMPONENTS NEEDED | R |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯|
| A | Custom Forcing Cone | Damage | 16 Salvage | - |
| B | Rapid Fire Modification | FireRate | 10 Salvage, 5 Technical Pts. | - |
| C | Padded Grip | Recoil | 16 Hide, 1 Exotic Hide | - |
| D | Barrel Shroud | Reload | 3 Hide, 15 Salvage | - |
| E | Tube Magazine Extender | Ammo Cap | 19 Salvage | - |
| F | Custom Trigger | FireRate | 10 Salvage, 7 Technical Pts. | - |
| G | Modified Ejector | Reload | 11 Salvage, 9 Technical Pts. | - |
| H | Back-Bored Barrel | Damage | 15 Oil, 6 Salvage | - |
| I | Vented Barrel | Recoil | 10 Hide, 12 Salvage | - |
| J | Drum Magazine | Ammo Cap | 15 Salvage, 9 Technical Pts. | E |
| K | Ghost Ring Sight | FireRate | 20 Salvage, 3 Technical Pts. | - |
|___|_________________________|__________|______________________________|___|
MELEE WEAPON: CLIMBING AXE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Variants: Deathsong, Reckoner, Vintage Climbing Axe
Mods ---: n/a
Lara's melee weapon is an ever-useful mountaineering axe, capable of climbing
glacial/craggy walls, catching far-off ledges (later on) and delivering some
smacks to those who invade her personal space. Unlike normal weapons, most
of the upgrades are centered around utility.
Wrapped Handle allows Lara to do two-handed melee attack combos capable of
toppling even armored enemies. Reinforced Shaft allows melee attacks to sheer
off armored plating, very useful toward the game's end. The others simply
increase prying speed for salvage containers and strongboxes -- definitely
useful, but hardly crucial.
Lara's axe is unique in that certain outfits give it cosmetic changes. The
Pioneer outfit changes it into a rustic "Vintage Climbing Axe," while the
Nightshade garb turns it into a "Deathsong" hatchet. Meanwhile, the Hope's
Bastion outfit turns it into "Reckoner," dual battle axes -- badass!
Because there's only four upgrade slots and all require common components,
this makes the best choice for doing the "Weaponsmith" trophy.
1: [A][B]
2: [C]
3: [D]
4: ---
__________________ ___________ ________________________________ _______
| UPGRADE | FUNCTION | NEEDS | REQ. |
|¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| A | Wrapped Handle | Comboing+ | 2 Cloth, 5 Hide | ----- |
| B | Honed Edge | PrySpeed+ | 2 Hide, 5 Salvage | ----- |
| C | Reinforced Shaft | ArmorPnt+ | 3 Hide, 5 Salvage | Up: A |
| D | Leashed Handle | PrySpeed+ | 4 Cloth, 10 Salvage | Up: B |
|___|__________________|___________|________________________________|_______|
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
V. FREQUENTLY ASKED QUESTIONS [FAQZ]
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
[Q] - Is ROTTR region-locked?
[A] - Nope.
[Q] - Is there anything missable?
[A] - No, players can ignore all collectibles, breeze through the campaign,
then find everything in the post-game if they want. The only missable
things are parts of levels that get blocked off. However, there aren't
any collectibles in there, so it matters very little (other than making
progress between areas harder).
[Q] - Do Lara's campfire musings count as documents?
[A] - They do. However, all are unlocked automatically with the plot and will
register, even if the game doesn't play 'em properly, in order, etc.
[Q] - How big is the game?
[A] - If the system storage management is correct, 17.72 GB fully installed.
The store says 15.99 GB, though.
[Q] - Is the DLC on the disc?
[A] - Yeah, it'll install when the copy is inserted. No downloading from the
store, no redeeming codes, etc.
[Q] - When should I do the Baba Yaga DLC?
[A] - In the long run, it doesn't matter much. Those who want to do it early
for extra Russian proficiency (documents) and Wraithskin/Dreamstinger
rewards can. Perfectionists will lament that they can't 100% the DLC
without the Acropolis' wire spool, however.
[Q] - Help, I'm stuck in the copper mill!
[A] - Several players have backtracked to the top, only to find the path is
blocked by burning rubble. However, there's a new exit now -- a ledge
nearby (on east side, I believe) containing a chute that leads outside.
[Q] - How do I get to that bluff above the copper mill?
[A] - That area (alongside mill, near bridge entrance to Abandoned Mines)
is inaccessible until Lara automatically discovers it in the plot --
after the Flooded Archives level.
[Q] - Can I remove silencers?
[A] - No, they (and other mods) are permanent. Not even Natla herself could
pry those bad boys loose!
[Q] - Why does my game say 59/60 relics even though I 100%'d every level?
[A] - The 60th relic is in the Baba Yaga DLC and counts toward the tally even
if the DLC isn't installed/finished. It shouldn't ruin any campaign-
-related trophies, however.
[Q] - I killed the respawned bear at Siberian Wilderness but it glitched...
[A] - Yeah, this is another known case, where the bear dies and "falls" onto
where its previous corpse should be, preventing its precious hide from
being harvested. Try killing bears in the Geothermal Valley instead.
[Q] - I 100%'d everything but it still says my progress is 99%!
[A] - Make sure to check the completion of the Syria level -- it's found at
the bottom of the Russian world map screen. Remember, it can't be
revisited until the campaign's over, and it's often overlooked due to
that fact.
[Q] - It said I got the Thunderclap shotgun, but it's not appearing anywhere!
[A] - Yeah, at the time of this writing (12-12-2016), it's still known to
glitch and be unusable in any loadout. What a great reward for finding
all loot, huh?
[Q] - Is this game longer than the 2013 TR Reboot?
[A] - It is, though not by much. As an anecdote, I 100%'d the reboot campaign
in a weekend; this one took about four days. Neither game is extremely
difficult for series vets, but some of the collectibles may be hard to
find without aid.
[Q] - Why are enemies/NPC spawning glitched?
[A] - Characters spawning in the classic TF2 Civilian pose (straight up, arms
outstretched, unmoving) is a glitch that seems to occur most frequently
in the post-game. Not sure why it happens, but it renders enemies of
any type harmless. Reentering the area should fix things.
[Q] - How do I get Chromite Ore?
[A] - Obtain the Geologist skill. This allows generic Magnesite Ore veins to
carry the better stuff as well.
[Q] - What are cards for?
[A] - The credits earned in the campaign can be redeemed for cards (weapons,
outfits, etc.) to be used in expedition modes for fun customizations.
They don't have any function in the normal campaign, though.
[Q] - Are card packs random?
[A] - Other than some of the DLC-specific ones, yeah. However, apparently
the amount of duplicates available at each rank are limited, so those
who just horde their cards may be able to force the system to give
cards of higher rank.
[Q] - How should I spend my shop points on card packs?
[A] - I suppose it's up to the player, but honestly, I got so much good swag
with the basic (Bronze) pack, I wouldn't bother with the other ones.
[Q] - What's that pink skull in the Soviet Installation?
[A] - That icon denotes Baba Yaga DLC missions. Those who don't want to start
it as soon as possible can ignore it and come back later -- there's no
real rush to do it.
[Q] - How do I get the Void Hammer shotgun and Ushanka camo outfit?
[A] - These are obtained by doing Cold Darkness mode feats -- rescuing eight
and fifteen prisoners, respectively. To access that mode, use the main
menu's Expedition's option and go from there.
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VI. UPDATES & CONTRIBUTORS [UPDT]
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10-15-2016 -------------------------------+ Started walkthrough
12-12-2016 -------------------------------+ Finished walkthrough
THANKS TO...
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• Sailor/Ceej, for hostin' my stuff
• Jacob, the best character in a mediocre plot
NOTES TO SELF/THINGS I NEED
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• Maybe do Blood Ties? It's pretty easy, though.
• If one already has Enhancement Tool, what does E. Tool strongbox at the
Acropolis contain?
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VII. LEGALITY [LGLT]
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