Stella's Tomb Raider Chronicles Walkthrough

NOTES ON THE REMASTER: I have attempted to provide running kill, item, and secret counts. (Details are in a footnote following the first-level walkthrough.) I have also tried to cover all achievements/trophies, except New Game+. These guides are based on classic tank controls, but I hope they will be useful for those using modern controls. Follow this link for the archived classic guide. Chronicles does not include a "Restart Level" option, so I recommend making a new save at the beginning of each level in case you need to replay. Follow this link for Steam/GOG save files.

LEVEL 10: OLD MILL (Remaster)

Updated: 12/16/25()

LEVEL MAP by VGCartography (used with permission)

Chronicles Remastered Video Walkthrough by Eldincy

Pickups: 10, including Crowbar, Chalk, Silver Coin, and 3 Golden Rose Secrets*
Kills: none

PATH BETWEEN CHASM AND MILL: Approach the dark gray tile just ahead on the path. You're missing an item, so you can't interact with the tile yet, but if you continue forward a cutscene ensues. You'll want to watch it at least once for the "Fail Compilation" achievement/trophy (introduced in the GALLOWS TREE level). (screenshots)

Cutscene: A demon horseman appears on the hillside. He tries to cut Lara down, then dismounts, grabs her, and throws her back to the beginning of the path.

So you can't pass that way yet. For now, enter the tunnel on the left and follow it through several turns and a shallow pit, where you need to hop down then climb out on the other side. At the first T-intersection, turn right. (We'll explore to the left in a little while.) Head up the ramp to emerge outdoors. (screenshots)

Cutscene: An overview of the area, a deep chasm with a rope dangling above and a pair of changelings frolicking on a ledge. Notice the WOODEN TORCH on the corner ledge above and to the left of the tunnel entrance, when facing it.

CHASM WITH DANGLING ROPE: As soon as they notice Lara, the changelings (not killed) start throwing rocks at her. You'll need to find a way to distract them. (screenshots)

NOTE: If you're a less experienced raider, you might want to run back into the tunnel, where Lara is safe. Save the game there. Then continue with the rope swing described below. In their infinite wisdom, the devs didn't include rope-swinging in the Chronicles tutorial, though you can go back to the Last Revelation Cambodia levels for practice. Refer to the ROPE-SWINGING CONTROLS AND TIPS in the footnote if necessary.

DISTRACTING THE CHANGELINGS: Walk to the edge of the chasm and line Lara up so she's squarely facing the dangling rope. (Use the Look button to make sure. Her head should be in line with the rope.) Take a standing jump to grab the rope. Slide down as far as you can. Then rotate to face the ledge with the TORCH, above and to the left of the tunnel entrance. Again, press Look to check your angle and adjust if necessary. Hold Sprint/Dash, while continuing to hold Action, to build up a good, long swing. Then, at the highest point in the forward swing, press Jump to leap off the rope and land on the ledge. Grab the TORCH (not counted as an official pickup). Immediately slide down to the ledge in front of the tunnel and run inside to safety. (screenshots)

Follow the passage forward, then right. You'll meet a flock of bats at the next T-intersection, where there's a skeleton trapped in the wall. Keep moving until they disperse, or drop the torch and crawl to avoid taking too much damage. You'll have to drop it anyway to pick up the small medipack (1) (164/239) on the floor to the right of the skeleton. Retrieve the torch and continue along the passage to the bottom, where you'll find a burning torch mounted on the wall. Light your torch here and return outside. (screenshots)

Quick-save in case you slip or accidentally toss the torch into the chasm. Walk to the edge and throw the lit torch onto the ledge with the changelings. They freak out, and you get the "Animal Instinct" achievement/trophy in the process. Now you can explore in peace. (screenshots)

CROWBAR ON HIGH LEDGE: Move to the edge near the dangling rope. Again, jump forward and grab onto it. Slide to the bottom and rotate to face the ledge with the broken metal railing, above and to the right of the tunnel entrance. Press Look to check your angle and adjust until Lara is facing the right side of the ledge with the railing or the uneven, triangular ledge next to it. Swing as high as you can. Then jump off the rope to land on the ledge. Pry the darker metal bar out of the fence (Action) to use as a CROWBAR (2) (165/239). (screenshots)

Safety drop from the left side of the ledge onto the green corner ledge below. Turn around, so the the tunnel entrance is on your right, and return to the dangling rope. (screenshots)

CROSSING THE CHASM: Once again, jump and grab the rope. Slide to the bottom. Now look for the group of whitewashed STONE PILLARS WITH ANGLED TOPS on the far side of the chasm. Aim for the first sloping pillar on the right. Press Look to check your angle and adjust if necessary. Hold Sprint/Dash to work up a good, long swing. Then jump off the rope to land on the pillar. Slide backwards and grab the edge. Then traverse to the left before dropping down to minimize fall damage. (screenshots)

NOTE: Remember, you can save the game while hanging on a rope or ledge. Just be sure to hold Action when reloading so Lara doesn't fall. Alternatively, if you're having trouble landing on the sloping pillar, instead aim for the green ledge between the nearest angled blocks. Lara will lose a bit more health when she lands, but it's easier. (screenshots)

STONE PILLARS WITH ANGLED TOPS: Next, we're headed for the long, horizontal crevice connecting this area to the crawlspace above the changelings. You can't reach the crevice from the ledge below, so we'll need to do some tricky jumping. First, go into the passageway behind the angled pillars to find a large medipack (3) (166/239). (screenshots)

Move out into the open space between the angled pillars. Ignore the shortest pillar and step into the gap between the second and third pillars, on the left if the chasm is off to your right. Stand facing the second pillar with the third behind you. Sidestep to the right, where the ground is a little higher. Jump up and grab the edge. Traverse all the way to the left. Then pull up and quickly press and hold Jump + Action to backflip off the second pillar, land on the third, spring off it, and grab the back of the fourth. No sliding, no tricky timing. (screenshots)

Once Lara is hanging from the fourth pillar, quick-save if you like. Pull up, let Lara slide a little, then press and hold Jump and Action again. She'll jump from the fourth pillar to the fifth, then spring forward and grab the edge of the crawlspace on the right. Pull up. (screenshots)

SMALL ROOM WITH CHALK BOULDER: Crawl along the crevice until you can't go any farther. Hang from the edge above the changelings and traverse to the left until you can pull up again. Crawl forward and roll out  (Forward + Jump) into a small room containing a a large medipack (4) (167/239) and a large, whitish boulder. Use the CROWBAR to pry a piece of CHALK (5) (168/239) out of the boulder. (screenshots)

NOTES: If you missed the CROWBAR and can't get the CHALK, see the footnote on backtracking.

CRAWLSPACE WITH SECRET: After retrieving the CHALK, return through the crawlspace and roll out onto the changelings' ledge. Move carefully here, since there are a few slippery slopes that will dump Lara into the pit. Walking or crawling will prevent her from slipping. Crawl into the low tunnel underneath the green corner ledge to find a golden rose (6) (169/239) (SECRET #1, 25/36). Crawl back out. (screenshots)

RETURNING TO THE STARTING AREA: Walk carefully to the edge of the chasm and jump over to the squarish green ledge below and to the right of the dangling rope. Pull up onto the ledge above. Return through the tunnel to the PATH where you began. (screenshots)

PATH BETWEEN CHASM AND MILL (again): Stand on the dark gray tile in the middle of the path and use the CHALK to do some sketching. (screenshots)

Cutscene: Lara draws arcane symbols on the tile. The demon horseman charges out of the woods and down the path, but the symbols appear to stop him. Again he tries to slice Lara with his sword, but Father Dunstan comes to the rescue, shoving her aside just in time. The demon knight grabs the good father and bonks him in the head with the pommel of his sword, flings him over the horse's back, and rides away.

At this point, if you turn and head back toward the tile with the symbols, you'll encounter a flock of bats. But if you followed this guide, there's no need to do this. Just drop through the hole and slide down the chute. When you enter the next area, there's another cutscene. (screenshots)

Cutscene: The demon knight bursts out of the barn on horseback, still carrying Father Dunstan. The knight says he's been imprisoned here for 700 years, and Lara must help free him or he'll kill the priest. From what he says, Lara deduces that she'll need to stop the water flowing in the streams surrounding the mill.

BARN AND SMALL MILL WITH WATERWHEEL: The barn door doesn't open, and the streams surrounding the barn are running so fast you're unable to access the side tunnels yet. For now, go between the barn and the small mill with the pointed roof. Jump across the reddish stream that runs behind the small mill (there's a water wheel on the right) and follow the whitewashed stone passageway to the next area. (screenshots)

OLD WINDMILL AND MILL POND: The WINDMILL is now directly ahead. There are two openings in the hillside on the left. These lead to the next secret. If you don't care about achievements/trophies, you can wait to get it later, when it's safe. You'll be two pickups short for a little while. (Skip down to the MILL POND section, below.)

If you want the "Roses are Gold, Lara Got Burned" achievement/trophy, you must pick up the secret while the flame trap is active. Start by facing the two openings. Go in through the one on the right. Proceed through the crawlspace and pick up a large medipack (7) (170/239). Turn to face the flames and the golden rose (8) (171/239) (SECRET #2, 26/36) lying on the floor near the skeleton. Top up Lara's health if necessary and quick-save. Now run forward through the flames. Lara will catch fire, so use a health pack if necessary before, during, or after picking up the rose. Then run off the left edge into the pool to extinguish the flames. Climb out on the right and follow the passageway, through another small pool, back to the main area. (screenshots)

NOTE: If you got the secret and survived the flames, the achievement/trophy will unlock when you finish the level. It doesn't work if you get the secret while on fire, then reload and pick up the rose again later, after deactivating the trap. The game needs you to suffer. Don't worry if you have to spend a health pack or two. You're almost at the end of this chapter, and medipacks won't carry over to the next level.

MILL POND: Approach the pond surrounding the WINDMILL. Make a mental note of the winch with the cage dangling in the water. There are also two underwater tunnels, which you can scout using Photo Mode if you like. One, on the outer wall of the pond, near the cage, channels water back toward the BARN. The other, on the right side of the pond, is where you will exit from the WINDMILL later. (screenshots)

The mill pond is also home to a dangerous creature, a merrow (not killed). (Earlier versions of this guide referred to her as a "sea hag," but since she doesn't live in the sea, and she's clearly inspired by Irish folklore, let's give her proper context.) Her lair is on the bottom of the pond, behind the MILL, reachable along the left side. (screenshots)

IMPORTANT: There are two competing achievements/trophies here, but if you save the game before going into the water, you can get both in the same playthrough. "Fail Compilation" requires you to watch three cutscenes in which Lara FAFOs. The first was back in the GALLOWS TREE, when the imps attacked. The second was at the beginning of the OLD MILL, when the demon horseman threw Lara. The third is about to happen. For "Sleepy Merrow," you need to not fail here, and defeat the creature in 25 seconds or less.

The MERROW'S LAIR is on the bottom of the pond, behind the WINDMILL. Swim down along the left side of the mill. (A strong current makes it impossible to reach the lair from the right side.) You'll notice a golden glow as you approach the far left corner. Swim down and to the right, into the MERROW'S LAIR. Approach the merrow's treasure hoard. Notice the small, silver object lying on top of it, but don't pick it up yet. (screenshots)

Cutscene: The merrow attacks Lara. They struggle and Lara gets away. This cutscene repeats until you are able to grab the SILVER COIN. Let this happen at least once for the "Fail Compilation" achievement/trophy. It will pop here if you also watched the two earlier failure cutscenes.

Now, reload and we'll do that again without getting caught for the "Sleepy Merrow" achievement/trophy. You'll have to approach carefully this time to outwit the merrow and lure her to her demise within 25 seconds. The timer starts when Lara hits the water. Swim down toward the treasure pile again, but wait near the rocks just outside the lair until the merrow swims toward the tunnel on the right. (If this takes more than a few seconds, reload and try again.) Now hurry to the treasure pile and pick up the SILVER COIN (9) (172/239). The merrow will not like this, so get away quickly. If you swim forward and up toward the small, square opening, the current will sweep Lara out of the lair. Turn right and swim around to the front of the WINDMILL, with the merrow in pursuit. Approach the cage dangling from the winch and use the SILVER COIN here. If you made it in time, the achievement will register during the cutscene. (screenshots)

Cutscene: In perhaps the most unsettling cinematic in a Tomb Raider game, Lara opens the cage and places the coin inside. The merrow goes after her treasure and Lara slams the cage door, trapping her inside. A squad of changelings winch the cage up to the surface then swarm over the merrow.

Surface to breathe. Then swim back around to the MERROW'S LAIR. Swim through the tunnel to the right of the treasure pile, then straight upward until you can surface inside the MILL. (screenshots)

GEAR ROOM INSIDE THE MILL: Climb out of the water. Follow the passageway inside. Go up the ramps to a landing near the gears. Now get ready for a timed run. You'll need to turn the wheel to open the door on the opposite wall and get through before it closes. Here's the sequence: (screenshots)

Face the wheel edge-on. Hold Action to pull on the wheel four times. (More than four won't help.) Flip to the left. Run forward along the landing, jump at the edge, and press Action to grab the horizontal pole sticking out of the wall above the water. When Lara grabs this pole, she'll swing around it gymnast-style as long as you hold Action. When you release Action, she'll let go and land on the opposite ledge. Since you're in a hurry, hold Action only long enough to grab the pole and then immediately release it. When Lara lands on the opposite ledge, turn about 120 degrees to the right and jump onto the ledge near the door. Run to the door and crawl under before it closes. (screenshots)

The reward for your efforts? A flock of bats! Take care not to slide down the ramp in your panic, or you'll have to redo the timed sequence. When the bats disperse, walk to the edge of the slope and jump straight up to grab the ledge above. Pull up and turn around. Take a standing jump and grab the high switch. (screenshots)

Cutscene: The wooden door in the underwater passage leading back to the mill pond opens, the windmill stops turning, and the flow of water in the nearby streams slows. (This is not shown, but shutting down the mill also deactivates the flame trap in the area with secret #2.)

Follow the ramps down to the room with the gears. Drop into the water and swim through the passageway on the right to get back to the MILL POND. Swim around to the front right corner of the pond (when Lara's back is toward the mill) and climb out on the square ledge. (screenshots)

If you didn't get secret #2 earlier, you can do so now. Details are in a footnote.

If you already have secret #2, you can move on. Return through the whitewashed tunnel to the area near the BARN. (screenshots)

NOTE: As the last cutscene showed, the flooded tunnel with the red lighting connects the MILL POND to the channels near the BARN, but a wooden barrier prevents you from swimming all the way through.

BARN AND SMALL MILL (again): As you re-enter this area, jump over the red stream. (The water wheel is now on your left.) Head forward between the two buildings into the open area in front of the BARN. (screenshots)

Before rescuing the good father, go after one more secret: Step down into the reddish stream that runs along the left side of the BARN (i.e., left when facing the entrance with the ramp). Swim forward along this stream. You'll pass a raised doorway on the left. Ignore it for now. Follow the flooded tunnel as it slopes downward, then upward. At the top of the slope, swim into the small opening on the left. Follow the passageway to a tiny room with with a golden rose (10) (173/239) (SECRET #3, 27/36) sitting on a ledge. If you found all the other secrets in this chapter, you'll unlock the "Codex of Ireland" achievement/trophy now. (screenshots)

Swim back out the way you came. That is, when you come to the first T-intersection, turn right. Follow the sloping tunnel downward, upward, then left. As soon as you can surface, look for the raised doorway on the right. Climb out of the water there. (screenshots)

NOTES: It is possible to get secret #3 earlier, before shutting down the MILL, but it's much easier afterwards, when you don't have to fight the strong water current. If, after getting the secret, you continue along the flooded tunnel, you'll end up back at the water wheel. Just climb out and return to the clearing in front of the BARN. (screenshot) Then step into the stream on the left side of the barn once more and swim forward to the raised opening. (screenshot)

LEDGES AND ROOFTOPS: Pull up into the crawlspace and follow the passageway to a ledge on the hillside overlooking the BARN. Take a running jump to the whitewashed block to the left of the barn. From there, take another running jump to the skylight set into the barn roof. Walk to the corner of the skylight nearest the barn door. Then take a standing jump onto the gray, wooden ledge above the door. Cross the gray ledge. Then take a running jump to the next flat window. Now carefully line up a running jump from this skylight to the nearest corner of the flat roof of the SMALL MILL. (The steeply angled lower roof is slippery, so Lara will slide off if she lands there.) Quick-save, then take the running jump. Do not press Action or Lara won't make it. (screenshots)

Press Look to get Lara's perspective back. Then crawl forward to the small opening below the pointed roof. While holding Duck/Crouch, press Forward + Jump to somersault into the room below. Turn the wheel on the right wall. (screenshots)

Cutscenes: The waterwheel stops. The demon knight bursts out of the barn, happy to be free at last. Unfortunately, he's not very grateful and soon turns on his rescuer. Father Dunstan tells Lara to find the list of names in the Bestiary and read it aloud. She begins, but the knight tries to stop her. The priest attacks the knight, distracting him long enough for Lara to speak the correct name: Verdilet. This, according to Father Dunstan, gives her power over the demon. She banishes him back to hell, or wherever, and Neutral once again triumphs over Evil.

Lara and Father Dunstan leave the island by boat. She agrees that she's learned a valuable lesson during this adventure. (Notice she doesn't say exactly what that lesson is.) Then we see the old friends in the study again, followed by Werner Von Croy still searching for Lara in the desert. Finally, it's back to the old friends, as they pay a visit to Lara's trophy room. This introduces the next episode, involving the artifact called the Iris.

NOTE: The achievement/trophy "A Few Valuable Lessons," for finishing the Ireland chapter, unlocks automatically during the cutscene on the boat. "Fail Compilation" also registers here if you saw all three required cutscenes (here, here, and here).

Or click here for more ways to help.

[Previous - Labyrinth]

[Chronicles Main Page]

[Next - 13th Floor]


ROPE SWINGING: These instructions are for the classic tank controls. For modern controls, several players have made helpful YouTube tutorials.

To grab a rope, face it squarely. Then jump toward it and hold Action to grab on. Once Lara is hanging from the rope, wait for her to pull her legs up around it. Press Down/Back to slide down to the end of the rope in order to get the longest possible swing. Press Left/Right to rotate Lara so she's squarely facing where you want to go. Check the angle by pressing Look and/or taking a few practice swings without letting go. Adjust your angle with the Left/Right direction controls as needed.

Hold Sprint (while continuing to hold Action) to start swinging. Swing back and forth a few times to build up a nice, long arc. At the highest point of the forward swing, press Jump to leap from the rope and (with any luck) land where you want to be. As with regular jumping, you generally don't need hold Action while Lara is in the air unless she actually needs to grab something. That way she'll jump a little farther.

You can quick-save while hanging on a rope. Just be sure to hold Action when you reload so Lara doesn't fall. If you're playing on PC, you can use the small and large medipack hotkeys (0 and 9, respectively) while hanging from a rope.

If you absolutely can't handle this rope-swinging business, and are playing on the Steam or GOG version, you're welcome to download a save file. Be sure to follow the linked instructions carefully so you don't lose your progress in the other remastered games.

MISSING CROWBAR: If you reach the room with the CHALK but missed the crowbar, either reload an earlier save or go back for it. Crawl back out to the ledge with the changelings. Walk carefully to the edge of the ledge with the torch and jump over to the squarish green ledge below and to the right of the dangling rope. Pull up onto the ledge above. (screenshot) Turn around and once more jump to grab the rope. Swing over to the ledge with the CROWBAR, detailed above. When you have it, drop down onto the green ledge near the tunnel entrance, grab onto the rope again, and swing over to the area with the STONE PILLARS WITH ANGLED TOPS. Then follow the main walkthrough from there.

SECRET #2 AFTER STOPPING THE WINDMILL: As noted above, shutting down the mill also deactivates the flame trap in the secret area. When you climb out of the MILL POND, the crawlspace that leads to the secret is directly ahead. Crawl in and pick up a large medipack and the golden rose (SECRET #2) lying near a skeleton. Return outside through either opening. Follow the whitewashed tunnel on the right back to the BARN. Pick up the walkthrough above with the section "BARN AND SMALL MILL (again)." (screenshots)

UPDATE HISTORY: Updates made prior to the Tomb Raider IV-V-VI Remastered release, including credit for tips sent in by other players, are tracked in the archived classic guide.
12/16/25 - Remastered guide first posted. This version is substantially revised from the OG, which admittedly is a mess.

*NOTES ON PICKUPS, SECRETS, AND KILLS: There are 239 pickups and approximately 62 kills in the entire game. The total number of pickups includes 36 golden rose secrets. All pickups are required for the "Hoarding Order" achievement/trophy. Finding all secrets unlocks an achievement/trophy at the end of each level set (Rome, Russia, etc.) See the footnote following the STREETS OF ROME walkthrough for details on how these statistics are tracked in-game and in this walkthrough.

NOTE ON LEVEL MAPS: Special thanks to VGCartography for the excellent level maps, which are used here with permission. Visit VGCartography on DeviantArt and follow on Twitter/X and YouTube for more fantastic game maps.

WAS THIS WALKTHROUGH HELPFUL? If not, I apologize and invite you to contact me with any questions. If you need help right away, I recommend the r/TombRaider subreddit. If this guide was useful, please consider supporting my work financially or in other ways. For details, visit tombraiders.net/stella/support.html. As always, I welcome your corrections/suggestions. Thank you!