STELLA'S TOMB RAIDER 2 REMASTERED WALKTHROUGH
The TR2 Remastered guide is now complete. For the guides that have not yet been updated, I will continue to link to the ORIGINAL WALKTHROUGHS, which cover all the basics. Please check the introductory notes at the start of the first level for info on my process, modern vs. classic tank controls, etc. This guide covers most but not all possible achievements/trophies. Follow this link for the archived classic guide.
LEVEL 12: BARKHANG MONASTERY (Remaster)
Updated: 8/1/26(†)
Pickups: 49, including 4 keys, 2 gemstones, 5 prayer wheels, and 3 secrets
Kills: 30 (52)*
NOTE: The number of pickups includes the three dragon statuettes and the bonus items awarded for finding all three secrets. Also, one of the regular pickups here will be the UZIS if you didn't get them earlier. See the note on kills below.
LEVEL MAP by VGCartography (used with permission)
Barkhang Monastery Video Walkthrough by Eldincy‡
OBJECTIVES: Break into the monastery and locate the 5 prayer wheels that unlock the level exit. In the process, you'll need to find several normal keys and a pair of gemstones that also function as keys. Once you have all 5 prayer wheels, head for the level exit, which is located behind the huge statue in the monastery's main hall. Use the prayer wheels and the Seraph, which you found at the end of THE DECK, to reach the next level.
*IMPORTANT NOTE ON KILLS: There are 24 Fiamma Nera henchmen, 6 crows, and 22 monks in this level. If you DON'T HARM THE MONKS, they will not bother you and will even help you kill Bartoli's men. However, if you shoot a monk, accidentally or on purpose, then every monk you meet will attack. So be very careful where you aim. If you kill everything that moves, with no help from the monks, the kill count will be 52.
In the classic game, or if you aren't after achievements/trophies, when you find yourself in the middle of a fight between cult members and monks, back off until it's over. Then, if there are any bad guys left, deal with them.
In the remaster, you can earn "The End Doesn't Justify the Means" achievement/trophy by keeping all the monks alive. This means not killing them yourself but also not allowing them to be killed by the cultists. I include tips for each encounter, but note that the enemies wearing ski masks and camo pants will try to kill the monks, so eliminate them first. The enemies with the brown caps and dark pants can't harm the monks, though they will shoot at Lara. The level-skip cheat prevents you from unlocking this achievement, but you can use a helpful glitch/shortcut. Details are in a footnote.
MONASTERY ENTRANCE: Save the game at the start, and before every enemy encounter, since you may need to replay some sections while working on the achievement/trophy mentioned above.
Follow the tunnel to the steps in front of the monastery, where you'll see 2 cultists (1-2) fighting 3 monks (1-3). Try to kill the enemy with the ski mask and camo pants first so he doesn't harm the monks. The monks should deal with the other guy. Take 2 sets of Uzi clips (1-2) from one corpse and a small medi pack and automatic pistol clips (3-4) from the other. (screenshots)
BREAKING AND ENTERING: The monastery doors are locked, but you can get in through a window. If you want the achievement/trophy "An Unexpected Visit," do not climb the ladder opposite the steps. Instead, go through the stone archway beyond. Climb the jumble of rocks on the right and shoot a crow (3) that approaches from near the building. Continue around the side of the building. Climb the rocks to reach the ledge with the brown door. This door is just decoration. Move to the right end of the ledge. Now take a carefully angled running jump around the corner to grab the stone ledge beyond. (The page with screenshots shows the setup.) Pull up. Shoot out either window and enter the monastery, unlocking the achievement/trophy in the process.
NOTE: If you take this route, rather than the ladder, you'll miss 2 enemies: a pair of crows (4-5). You can go back and kill them if you like. Or, if you don't care about the achievement and would rather use the ladder, details are on a separate page with screenshots.
PURPLE HALLWAY AND SIDE ROOMS: Go through this LIBRARY/READING ROOM into a T-shaped hallway. Ignore the room with the wooden barrels straight ahead for now and turn left into a hallway with red banners hanging from the ceiling. At the far end is a set of locked doors. A monk (4) patrols this area. On the right is a room with rolling blades. Avoid it for now and instead enter the room on the left. When you do, a brown-cap enemy (6) appears in the hallway behind you, and another monk (5) rushes past you to meet him. The guy with the brown cap won't harm the monks, so just hang back and wait for them to deal with him. (screenshots)
Wait under the red banners until both monks return toward you before running into the room with the barrels. As you enter, a enemy with camo pants (7) breaks in through the window. He will harm the monks. So kill him quickly. Gather some Uzi ammo and a small medi pack (5-6) from the first enemy, automatic pistol ammo (7) from the second, and grenades (8) on the ledge outside the window where the gunman entered. (screenshots)
NOTE: If you didn't get the UZIS earlier, you'll get them now instead of clips.
Make a mental note of the wooden door and keyhole in the room with the barrels. This is the STRONG ROOM. You'll find the key soon. Exit this room the way you came. Turn right into the hallway with the red banners, then re-enter the room on the left. Inside is an alcove with a ladder. Climb it to reach a walkway above the MAIN HALL. (screenshots)
WALKWAY ABOVE MAIN HALL WITH GIANT STATUE: Follow the walkway out to the middle of the room and retrieve the MAIN HALL KEY (9) from the low platform. As long as you haven't attacked his brothers, the monk (6) guarding the key won't mind. Return to the edge of the room, turn left, and continue along the walkway to the end. The giant statue will then be on Lara's left. (screenshots)
Step down into the small room with gray stone walls. Run past the doorway and wait in the corner for a huge boulder to roll past. Follow the ramp up then down to a T-intersection. Step forward into the hallway, then quickly hop back to avoid another boulder. After it passes, pick up the flares (10). Then continue up the ramps. (screenshots)
SMALL POOL WITH STRONG CURRENT: At the top of this hallway is a room with a pool. A strong current makes swimming difficult, so save the game before going into the water. Dive in and swim along the right wall, then the far wall, then into the small opening near the far left corner. Or, hang from the edge of the doorway, drop into the water and swim along the near wall, then the left wall, and around to the opening. As you swim around the edge of the pool, it's crucial that you stay near the wall and not swim too close to the surface or the bottom; otherwise the current will draw Lara toward the grate at the bottom of the pool and she'll drown. (screenshots)
DARK SHAFT AND TRAPPED PASSAGEWAY: Once you reach the opening and are able to wade out of the water, you'll notice a barred window with a view of a later area. You can't get through there, so continue forward to a hole in the floor. Step off the edge and fall down a long shaft into the flooded passageway below. Wade out of the water and continue to the first of 3 sets of clamping metal doors. Stand a few steps away and run through just as the doors start to open. Repeat with the second and third traps. Continue to the end of the passageway and climb the ladder. (screenshots)
DARK ROOMS WITH MOVABLE CRATES AND BURNERS - FIRST PRAYER WHEEL: You emerge in an anteroom outside a prayer room with a monk (7) standing guard. Wait for the monk to walk away from the prayer room door. Then move toward it to spawn the first of two enemies, a guy with camo pants (8). Kill him quickly, taking care not to accidentally target your ally. When he's dead, step into the doorway to spawn the second enemy (9). Either kill him or stand back and let the monk do it. The first enemy drops a small medi pack (11). (screenshots)
Now enter the dark prayer room and take standing jumps over the unlit burners to reach the top of the tiered altar. Pick up the FIRST PRAYER WHEEL of five (12). When you take it, the burners ignite. To get back down safely, take standing jumps over the metal pipes between the burners, rather than trying to jump over the flames. Lara may still take a little heat damage, but she shouldn't catch fire. Or, stand on the square platform where you found the PRAYER WHEEL. Position Lara with her chest against the wall and the burners on her left. Sidestep to the left edge of the platform. Then flip to the left over the first burner. Sidestep once to the left. Then flip left again to clear the next burner. (screenshots)
Return to the anteroom, where you'll find a pair of movable crates. Pull the first crate once to the right. Then pull the second crate twice, onto the spot where the first crate started. Doing so reveals a passageway. Enter, go to the right, and climb the ladder to the boulder-trapped area you explored earlier. It's safe now. Follow the passage to the T-intersection, turn left there, and head back to the WALKWAY ABOVE THE MAIN HALL. (screenshots)
MAIN HALL/STRONG ROOM KEY: Follow the elevated walkway around the edge of the room to the far corner. Unless you killed him earlier, the same monk (6) is still on patrol. You'll also notice a brown-cap enemy (10) lying dead from monk-related injuries. If the monks are not on your side, this guy will be alive and you'll need to fight him. In either case, he'll drop a large medi pack (13). (screenshots)
NOTE: If you missed the MAIN HALL KEY earlier, be sure to get it now. It's sitting on the little red platform where the walkway extends into the middle of the room. (screenshot)
Near the end of the walkway is the ladder you climbed earlier. Climb back down and return through the room below to the T-shaped PURPLE HALLWAY with the red banners. Turn left, use the MAIN HALL KEY in the lock to open the big doors, save the game, and go in. (screenshots)
As you cross the room toward the giant statue, 3 enemies (11-13) enter through the double doors behind you, and 3 more monks (8-10) run to meet them, along with 2 monks (4-5) you met earlier. One of the enemies is the ski mask and camo pants type, who will harm the monks. It's difficult to target him in the scrum, though. So I'd recommend hanging back and letting the monks do their job. As long as you see 3 dead enemies and no dead monks afterward, you're good to go. The bad guys drop small and large medi packs plus some automatic pistol clips (14-16). (screenshots)
SHORTCUT: If you like, you can use a glitch here to finish the level early, and, if you've been defending the monks so far, unlock "The End Doesn't Justify the Means" achievement/trophy. Details are in a footnote.
Go through the first doorway on the right when facing the big statue. Inside is a reading room with red walls. Continue out the other side. Take a running jump over the first of 3 slicing blades and enter the small room on the left. Another monk (11) guards the STRONG ROOM KEY (17), but he won't mind if you borrow it. Go back the way you came, over the first blade and through the reading room to the MAIN HALL. (screenshots)
NOTE: The area to the left, beyond the second and third blades, gives you a glimpse of the GEMSTONES you'll retrieve later. You can check it out if you like, but it's a dead end.
Back at the MAIN HALL, go left through the double doors. Then follow the PURPLE HALLWAY to the T. Turn left into the room with the wooden barrels where you killed a camo-pants enemy earlier. (screenshots)
STRONG ROOM LOCK AND ROOFTOPS KEY: Use the STRONG ROOM KEY in the lock to open the small, wooden door. Go in, pick up the ROOFTOPS KEY (18), and return to the PURPLE HALLWAY. At the T-intersection, turn right under the red banners. Then enter the room on the right with the rolling blades. Run between them as they roll apart. Then use the ROOFTOPS KEY in the lock beside the wooden door to open it. (screenshots)
ROOFTOPS - SECOND PRAYER WHEEL: Proceed up the stairs to the roof. At the top, run straight forward toward the wall with the moving-eyes motif. Light a flare here to unlock the "Anuttara-Samyak-Sambodhi" achievement/trophy. (Roughly translated from Sanskrit, this means "supreme perfect enlightenment.") (screenshots)
Turn right and go into the alcove flanked by golden animals. Around the corner to the right is a switch that turns off the burners nearby. The switch is on a timer, giving you about 20 seconds to cross the burners. So save the game, pull the switch, press Look to cancel the cutscene, side flip to the right, and run out to the open area. Position Lara facing the row of burners, a few steps back from the first one, and take a series of standing jumps over them before they reignite. (screenshots)
Beyond the burners, you'll encounter 2 more enemies (14-15). One of them is the camo-pants type that can kill monks. If you want to help, save the game, draw weapons, run down the steps on the right, then roll and try to target camo pants before the monks move in. Two monks (12-13) come from the COURTYARD WITH THREE TRAPDOORS, and others may arrive from downstairs. Once the camo guy is dead, stop shooting and let the monks finish off the brown-cap guy. Afterward, take a small medi pack (19) and some Uzi clips (20) off the bodies. (screenshots)
Climb the ladder on the right side of the courtyard and retrieve some M16 clips (21). (Watch out for the drop-off ahead. You'll explore below later.) Return to the courtyard and pull the switch to open two of the trapdoors. Drop into the room below, shoot the glass display case, and steal the 2 GEMSTONES (22-23). Around the corner is another switch. Use it to open the third trapdoor. Then climb the ladder back to the courtyard. (screenshots)
Return up the steps and turn left into a SMALL ROOM WITH A LARGE GOLDEN WHEEL. (In the OG version, this is a golden star.) Place one of the GEMSTONES in the receptacle on the opposite wall, between two animal statues, to shift the big wheel. Enter and locate the movable box on the left. Pull it twice. Then go behind it to find a SECOND PRAYER WHEEL (24). (screenshots)
Return past the burners, which are no longer lit, down the stairs, and through the room with the rolling blades. Turn right and re-enter the MAIN HALL. Cross to the far right corner near the base of the huge statue, go down the stairs, and turn right. Follow the hallway to the first door on the right. You'll meet a new monk (14) in this general area. (screenshots)
STORAGE ROOM WITH MOVABLE CRATES: This room contains more wooden barrels and several movable crates. Start with the one just inside the doorway. Go around to the left and pull the first crate once. Jump over the barrels on the left and push the first crate once so it ends up next to the doorway. Turn left to face the second crate and pull it once. Climb over it to find some automatic pistol clips (25) sitting on the floor. Now pull the first crate once to block the doorway. Climb on top of the crates you just moved and pull the third crate on top of the second. Underneath it are 2 bunches of harpoons (26-27), just what you need now that you're 500 miles from the nearest ocean. (screenshots)
Climb down and exit the STORAGE ROOM through the other doorway. Go through the small room with the red lanterns into a hallway lined with sandy-colored blocks. Don't rush forward. The trapdoor just ahead opens when you pass over it, dropping Lara into a deep pit. To avoid injury, run and jump just before edge of the trapdoor. Or, walk to the edge of the trapdoor, take a standing jump, and grab the ladder below as the trapdoor falls open beneath you. There's nothing interesting at the bottom of the pit, so pull up and go on. Save the game here since there are more enemies ahead. (screenshots)
STAIRWAYS AND EXERCISE YARD - THIRD PRAYER WHEEL: At the T-intersection, turn right, continue forward, then climb the stairs on the left. As you do, 4 enemies with guns (16-19) appear behind you. If you're trying to keep the monks alive, your best bet is to deal with these guys alone. Equip the grenade launcher (or another powerful weapon) before heading up the stairs. Turn around and hop backwards up the stairs. Then you can immediately target the enemies when they appear. Keep firing and using medipacks until you've killed them all. (On normal difficulty, it'll take about 8 grenades.) Then gather the leftovers: small and large medi packs plus some shotgun shells (28-30). Shoot out the window at the top of the stairs (assuming the bad guys haven't already done it for you) and drop down into the EXERCISE YARD, where you'll meet 3 monks (15-17). (screenshots)
NOTE: If you're fighting the monks, you'll probably want to shoot them from above before you drop down.
Alternatively, if you're not concerned with protecting the monks, you can enlist their help. Equip pistols, run to the top of the stairs, and shoot out the window. Then either run off the edge, taking a little fall damage; or roll, hop back, grab the windowsill, then drop into the EXERCISE YARD. Use the switch there to open the door and let the monks into the hallway to fight the cultists. Some or all monks will inevitably die, so go inside and finish the job. Then pick up the health and ammo the bad guys dropped. (screenshots)
Cross the EXERCISE YARD to the alcove opposite the switch and climb a series of ladders to the top of the TOWER. There you'll find the THIRD PRAYER WHEEL (31). To descend without injury, hop down off the platform. Then safety drop through the square opening to the level below. Repeat to reach the ground. (screenshots)
Return across the EXERCISE YARD, pull the switch if you didn't do so earlier, and re-enter the building on the lower level. Follow the sandy-colored passageways past the pit and trapdoor back to the STORAGE ROOM. (This page with screenshots shows the route.) Move the wooden crate blocking the door so you can exit. Turn right and follow the hallway almost to the end. Two more monks (18-19) appear here, along with various others you've met before. Save the game before the next enemy encounter if you're trying to keep the monks alive.
SQUARE ROOM WITH SKYLIGHTS: As you cross this room and approach the doorway on the left, 2 gunmen (20-21) spawn behind you. One is the more dangerous type with the blue camo pants. To make this combat a little easier, before stepping on the trigger tile, turn around and draw weapons. Then hop backwards to spawn the enemies. With a little luck, camo pants will approach first, and you can kill him without endangering the monks. Then hang back and wait for your allies to deal with the other man. The bad guys drop Uzi clips and grenades (32-33). (screenshots)
GAUNTLET OF TRAPS - TRAPDOOR KEY: Exit the SQUARE ROOM WITH SKYLIGHTS through the smaller doorway and approach the first in a series of traps. The "Per Aspera Ad Astra" achievement/trophy requires you to navigate this area and obtain the Jade Dragon secret without taking any damage. It looks awful, but you can do it in stages, saving as you go. First, approach the burner and stop just short of it. The flame shuts off and remains off while you stand here. Position Lara on either side of the doorway facing the burner and one of the swinging spiked hemispheres beyond. Wait for the spikes to swing toward you then run forward. As you run, the spikes will swing away, so you can run off the edge into the shallow pit without getting hit. The burner will re-ignite behind you, but you won't return that way. (screenshots)
Move to the far end of the pit, turn around and pull up onto the ledge. Stay close to the edge to avoid the swinging spikes. Turn to face the rolling blade and sidestep to the right side of the ledge. When the rolling blade moves to the left, jump onto the ledge in front of the next burner, which will then go out. Wait just long enough for the swinging spikes directly in front of you to swing toward you. Then run across the burner and off the edge as the spikes swing away. (screenshots)
Continue underneath as far as you can go. Then climb out of the pit on the right to avoid the second rolling blade above. You can see the TRAPDOOR KEY in the next room, but first take a little detour for a secret: As the rolling blade moves away, run after it into the alcove on the right. Wait for the blade to roll back the way it came. As soon as it passes, run to the end of the hallway and into the doorway on the left. Stop there so you don't run into the clamping doors ahead. Stand close to the doors and run through just as they begin to separate. Repeat for the second set of doors. Just beyond them, pick up SECRET #1, the Jade Dragon (34). (screenshots)
Return carefully past both sets of clamping doors, and pause just beyond the second set. Wait for the rolling blade to approach and move away. Then run after it. You can pause in either of the side alcoves if you like, or just run directly into the doorway ahead on the left. Take the TRAPDOOR KEY (35) from the pedestal. If you were able to get the secret, then the key, without taking damage, the achievement/trophy will pop. (screenshots)
LARGE INDOOR POOL: Exit through the doorway without traps. At the end of the passageway, slide into a large pool. In the far right corner there's a small opening just below the surface. Swim inside to find SECRET #2, the Silver Dragon (36). Swim back out and climb out of the water. You'll meet another monk (20) on the walkway surrounding the pool. Follow this walkway around to the exit, which leads back to the hallway near the STORAGE ROOM and SQUARE ROOM WITH SKYLIGHTS. Turn right and return to the MAIN HALL. (screenshots)
NOTE: If you missed the Silver Dragon secret, you can retrieve it as long as there's still water in the LARGE POOL. Either return through the door on the left just before he SQUARE ROOM WITH SKYLIGHTS (screenshot) or see the section on draining the pool (below) for an alternate route.
TRAPDOOR - CANYON AND REMOTE OUTBUILDING: On the far side of the open floor in front of the giant statue is a trapdoor. Use the TRAPDOOR KEY in the lock on the wall above it. Drop down through the opening and follow the tunnel outside. (screenshots)
IMPORTANT: If you're trying to keep the monks alive for "The End Doesn't Justify the Means," be careful here. Save the game before going any farther and avoid the small courtyard off to the left for now. Entering that area spawns a lone monk (22, below). He'll be an easy target for the enemies who appear here later. Instead, head to the right, up the hill, and through the narrow canyon. (screenshots)
Soon you'll come to an open area with a large stone pillar and various high ledges. Go around the left side of the pillar and climb into the rectangular alcove in the canyon wall. Climb the ladder in the alcove then carefully hop down onto the narrow ledge overlooking the stone pillar. Follow this ledge to the right but stop before the wide opening with the wooden bridge beyond. Draw pistols, step into the archway, and quickly hop back as you shoot the crow (22) that spawns on your left. Switch to more powerful weapons if you like. Then move closer to the wooden bridge. When you do, an aggressive thug with a gun (23) appears on the other side. Kill him, cross the wooden bridge, steal his M16 clips (37), and continue through the canyon. (screenshots)
OUTBUILDING - FOURTH PRAYER WHEEL: Switch back to pistols as you approach the next clearing. Two more crows (24-25) attack here. You may want to get their attention then retreat down the canon to shoot them. Then you won't accidentally hit the monk (21) pacing nearby. Climb the rock pile against the canyon wall to the right of the small building. Take a running jump from the top of the pile to grab the jutting stone ledge above; pull up. Move to the other end of this ledge. Then take another running jump to grab the roof of the building. Drop through the square hole into the room below. Take the FOURTH PRAYER WHEEL (38). (screenshots)
Save the game before pulling the switch to open the door. Draw weapons, exit, and run to the left. Another thug in camo pants (26) is waiting outside. Try to target him and not the monk. If things go badly, reload and try again. Afterward, steal the bad guy's shotgun shells (39) and head back down the canyon. (screenshots)
RETURNING TO THE MAIN HALL: Cross the wooden bridge. Follow the ledge along the left side of the canyon and climb into the opening with the ladder. Safety drop to the ground, losing a tiny bit of health in the fall. (Or take a carefully angled standing jump to grab the ladder and climb down.) Continue past the stone column and down the hill. You'll meet 2 enemies (27-28) at the bottom, near the archway with the painted eyes. If you approach cautiously with pistols drawn, you can probably target them before they can hit you. Then back away firing and/or jump around to avoid injury. They drop 2 sets of M16 ammo (40-41). (screenshots)
NOTES: If you spawned the lone monk (22) earlier, these two will likely have killed him, causing you to fail "The End Doesn't Justify the Means" achievement/trophy. If necessary, reload an earlier save and follow the guide. Or, use the shortcut/glitch described in the footnote. Also, these two enemies are notorious for dying on slopes, making it hard to get the items they drop. If that happens, use this trick, or reload and try again.
Continue through the low-ceilinged room where you came in via the TRAPDOOR. The lone monk (22) mentioned earlier appears here. Save the game before pulling the switch that opens the double doors leading back into the MAIN HALL. Inside, 2 more cult goons (29-30) are fighting with the monks. Try to target the one with the camo pants so he doesn't kill your allies. The two bad guys drop Uzi ammo and auto pistol ammo (42-43). (screenshots)
MAIN HALL - ON TOP OF THE STATUE: Cross the room and enter the second door on the right when facing the statue. Climb the ladder and proceed to an opening overlooking the statue. Take a running jump to grab the lower of the statue's two extended hands. Pull up and climb onto the upper hand. Watch out for the lit burner. From there, take a running jump to grab the head. Pull up, cross the head, then jump onto the other raised hand. Walk to the edge, take a standing jump to grab the alcove above, and pull up. Place the second GEMSTONE in the niche to open a trapdoor in the room underneath the statue. (screenshots)
Step to the edge of the alcove and jump back down to the hand. Climb down onto the shoulder, turn to face the wall behind the statue, and then hop back to slide down the chest and land on the statue's lap. Go behind the statue, jump up the slope, and climb into the alcove in the statue's back. Inside is SECRET #3, the Gold Dragon (44), along with 4 sets of M16 clips (45-48) if you've found all three secrets. (screenshots)
DRAINING THE LARGE POOL - FIFTH PRAYER WHEEL: Go around to the front of the statue and enter the low-ceilinged room in its base. Drop through the trapdoor you just opened. Follow the tunnel to a room with pipes and a barred window overlooking the LARGE INDOOR POOL. (screenshots)
IMPORTANT: You must obtain the Silver Dragon secret before draining this pool. If you didn't find the secret earlier, you can get it now. But once you drain the pool, there's no way to fill it again, so the secret will be out of reach. The route to the secret is shown on a separate page.
When you're ready to drain the pool, flip the switch near the barred window to open the painted wooden door. Go inside and push the wooden crate in front of the flowing spring to prevent the pool from refilling. Return to the pipe room, slide down the sluice backwards, grab the end of the slope, and drop into the now-dry pool. Cross the room, climb onto the ledge and push the movable crate aside to reveal the FIFTH PRAYER WHEEL (49). Take it, cross to the opposite corner of the room and climb the ladder to the walkway above. Follow it around to the exit, which leads back to the hallway near the STORAGE ROOM. Turn right and return to the MAIN HALL. (screenshots)
You should now have all 5 PRAYER WHEELS. Head for the room behind and to the left of the giant statue. Place the PRAYER WHEELS in the empty receptacles where they belong to open the big doors. Enter and put the SERAPH in its niche in the huge, gold disk. This opens the secret entrance to the Catacombs. Go through to end the level. If you made it through without letting any harm come to the monks, "The End Doesn't Justify the Means" achievement/trophy will unlock on the statistics screen. (screenshots)
NOTE: For more information about the Buddhist symbols in this level, as well as other real-world items and locations featured in the games, check out the Arte-Factual series from Tomb Raider Horizons.
†UPDATE HISTORY: Updates made prior to the Tomb Raider I-II-III Remastered release, including credit for tips sent in by other players, are tracked in the archived classic guide.
8/1/26 - Remastered guide posted. Better late than never. :D
SHORTCUT: I first learned about this skip from Eycore, back in the day, but I'm not sure if he originally discovered it. First, play through normally to the point where you use the key to enter the MAIN HALL and confront the enemies who follow you in (above). If you are attempting "The End Doesn't Justify the Means" achievement/trophy, do not use the level-skip cheat, since this voids the achievement, and take care to keep all the monks alive up to that point. You should have one PRAYER WHEEL in your inventory, along with the SERAPH, collected at the end of THE DECK. Jump over the railing in front of the huge statue (or go down the steps to the right of it). Then head for the doorway in the far left corner, behind the statue. (screenshots)
This small room has a number of prayer wheels already in place, and empty receptacles for the 5 PRAYER WHEELS you'd normally find while exploring. Use the one prayer wheel you actually have. Now comes the glitch. Approach any of the other empty receptacles. Open your inventory by pressing Esc (keyboard), View (Xbox), touchpad (PlayStation), – (minus on Switch). Then press Up to access the upper menu ring. You should see a SERAPH artifact with no descriptive text below. (Do not just press Action when you see the hand icon, since this will select the "real" SERAPH. You don't want that.) When you see the "fake" SERAPH, with no descriptive text, press Action, and Lara will use it as though it were a PRAYER WHEEL. (screenshots)
Repeat this for the remaining empty receptacles to open the big doors. Go through, head up the ramp, and use the "real" SERAPH to open the exit. The achievement/trophy should pop on the end-of-level statistics screen. If you like, you can then reload and play through the rest of the level without worrying too much about the monks' safety. (screenshots)
‡NOTE ON VIDEO GUIDES: Eldin's videos don't always follow the same strategies I use in my walkthroughs, but if you prefer that format, I think you'll find them very helpful.
DARK MODE: I plan to add optional dark mode for these pages, but my current priority is updating the walkthroughs. Meanwhile, may I suggest a reputable dark mode browser extension, such as Dark Reader? (Download only from trusted sites, like darkreader.org or your browser's official add-on/extension site.)
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