NOTES ON THE REMASTER: At this point I can't guarantee 100% accuracy for this guide. Updates are in progress but will take time. Levels that have been worked on will say "Remaster," rather than "Classic," in the title. In the meantime, I have attempted to provide a running count of all kills and pickups, including totals for health packs, chocolates, sellable items, and cash, as well as notebook entries, which are needed for some achievements/trophies. If I've missed any, I do apologize. Please let me know if you discover anything not mentioned here. Also, in case it's not obvious, these guides are based on classic tank controls, and I have not yet included strats for all achievements/trophies.
LEVEL 26: THE VAULT OF TROPHIES (Remaster)
Updated: 7/24/25(†)
LEVEL MAP by VGCartography (used with permission)*
Angel of Darkness Remastered Video Walkthrough by Eldincy
Items: 5, including 2 health items, Aqua-lung (x2), Obscura Painting
Kills: 2
Upgrades: Upper Body
Notebook Entries: 5
NOTES: I recommend that you save in a new slot at the start of the level. For the "Won't Catch a Breath" achievement/trophy, you need to pick up the aqua-lung (below) but can't use it. Instead, you must hold your breath from the room with the aqua-lung to the exit from the underwater area, and do this without losing any health. It's OK to take damage from the spikes at the beginning of the level, but you must not lose any health by drowning. If you used the glitch to obtain extra respirators in the LOUVRE GALLERIES, you can equip one here to cheese the achievement. It will function like the aqua-lung, but, in the Steam version at least, it does not void the achievement. I don't know if this works in the console versions. If you try it, please let me know how it goes. This guide also explains how to unlock the achievement/trophy without cheating.
FLOODED TUNNELS: From the starting point, swim forward and around the corner to the left. To get past the first set of retracting spikes, aim for the top where there are no horizontal spikes. Then swim through when the vertical spikes retract. Beyond the first set of spikes is a four-way intersection with an air pocket in the ceiling. Take a breath here if you like. (screenshots)
NOTE: Again, it's OK if Lara takes a little damage from the spikes. This shouldn't affect the achievement/trophy. This is true in the Steam version anyway. I still recommend not overwriting your level-start save, in case you need to replay.
The current draws you forward, toward a second set of spikes, but you can avoid them by taking the long way around, through the passage to the right. For the more direct and dangerous route, swim along with the current toward the spikes. Aim low and swim through just above the horizontal spike as the vertical spikes start to retract. At the next four-way intersection, there's a second air pocket in the ceiling. (screenshots)
Or, to avoid the second set of spikes, after taking a breath at the first air pocket, follow the passageway to the right. At the next corner, turn left, then left again. Continue to the next four-way intersection, where you'll find a second air pocket in the ceiling. The spikes that you avoided will now be on Lara's left. (screenshots)
From the second air pocket, follow the passageway to the left (or straight if you took the long way around the spikes). This passage appears to be a dead end, but there's a well-lit vertical shaft on the left. Swim down here. At the bottom, level out so Lara is facing the vertical support beam, then head to the right. (The other passages are both dead ends.) Swim straight on through a long tunnel with wooden supports. When you reach a T-intersection, turn left. Continue forward then right. Follow the tunnel forward and upward to surface in a small, air-filled room. Climb out of the water on the right side of the rough ledge. Pick up bandages (1) and an AQUA-LUNG (2). (screenshots)
If you don't care about achievements, find the AQUA-LUNG in your inventory under Items and use it. This will give Lara an extended supply of air, making the next area easier. If you're after the "Won't Catch a Breath" achievement/trophy, do not equip the Aqua-lung. You'll need to complete the next sequence without using it and without losing any health from here to the exit from the statue room.
Quick-save if you like. Then jump back into the water. Swim down the tunnel, then straight onward, past the next intersection. The tunnel then curves around to the right and dead-ends in a manmade stone wall. Press Action here to break down the wall. Swim through. (screenshots)
UNDERWATER ROOM WITH STATUES: The flooded room beyond contains a ring of statues depicting Lux Veritatis heroes of bygone days. You receive a notebook update (50/62) here: "Rearrange the statues - they are the key." (Again, this page on Von Croy's Notebook attempts to list all entries.) There's also a stone plaque with two knights and an inscription, another bricked-up section of wall above this plaque (and almost directly opposite the wall where you broke in), and a cracked area in the ceiling. This is the exit. (screenshots)
If you still have air to spare, approach the plaque and interact with it for another another notebook update (51/62): "FRATRIBUS COLLATES IANUAE PATENT. The brothers reunited see the gates thrown open." Or, if your air supply is dwindling, skip this for now and head directly for the crumbling wall above and behind the plaque. Kick it down and swim through then upward to another air pocket. Then swim back down to examine the plaque. You can return to this air pocket as needed while solving the statue puzzle. You don't need to do it all in one go for the achievement/trophy. (screenshots)
As you'd guess, the plaque is important. The large carved letters, L and V, not only stand for Lux Veritatis; they're also a clue to the puzzle. Swim around the circle behind the statues and you'll see names carved into their bases. Find the two statues whose names begin with L and V: Limoux and Vasiley. Pull the chain in the alcove behind each one to move the corresponding statue toward the center of the room. (screenshots)
NOTE: If you pull a wrong chain, just use one of the correct ones (Vasiley or Limoux) and the incorrect statue will slide back into its starting position.
When you've moved both statues, magical light shoots up from their swords, breaking a hole in the ceiling. (Fortunately, Lara's air and health meters are frozen during this sequence, so you need not worry about drowning.) When the cutscene ends, swim up through the hole in the ceiling. If you completed this sequence without using the aqua-lung or losing health, "Won't Catch a Breath" should unlock here. (screenshots)
Cutscene: Lara climbs out of the water, ditches the aqua-lung, and changes into dry clothes.
ROUGH-HEWN TUNNEL: Run forward along the tunnel, but slow down after the drop-off. A little way ahead, there's a pounding block trap. To get past it, back up a few steps to give Lara time to build up speed when she runs. Start running when the block comes down and sprint through to safety before it descends again. (screenshots)
CAVERN WITH FLOATING PLATFORMS: Continue along the tunnel to a large (but dry) cavern. The bats here are decorative. No danger, no kills. At the cave mouth, pull the lever on the right to raise some hexagonal floating platforms. Some of these are unstable, and it's a long way down, so save the game before attempting to cross. (screenshots)
NOTE: We're all about 100% completion here, but if you like, you can skip the next pickup, in the alcove high on the right wall, and just head for the far side of the cavern. (The archived classic guide includes screenshots for the direct route.)
To get the pickup in the alcove on the right cavern wall, start by backing away from the edge so Lara is standing at the top of the slight slope in the tunnel opening (where there's a seam between the textures). Take a standing jump (no run-up) onto the middle platform in the second row. When you land here, some of the platforms ahead fall away; others arise. Activate walk mode. Turn right to face the alcove. Step to the back of the platform then take a short hop (Walk + Jump) to the next platform. Again, wait for various platforms to sink and rise. Then step back and take another short hop to the next platform, just below the alcove. When you land there, a new platform appears overhead. Turn left, walk to the edge, and jump straight up to grab it. Pull up. Turn right and jump into the alcove. Pick up another AQUA-LUNG (3), which you probably won't need. To get down, turn around to face out over the cavern. Walk to the edge and take a standing jump down to the the solid stone ledge below on the right. (screenshots)
When Lara lands on the stone ledge, three new platforms rise up ahead, but you can ignore them. Instead, step back so Lara can get a decent run-up. Then take a running jump over the low wall where it angles down in a V shape to land in the tunnel opening ahead. Or, if you're having trouble lining up the running jump, instead walk to the far edge of the stone ledge. Take a short hop to the middle of the three hexagonal platforms. Turn left, and take a standing jump over the third platform directly into the tunnel opening. (screenshots)
LIBRARY: Follow the tunnel down to the library. Lara remarks, "Just for once, it'd be nice to walk into a room and not have the statues try to kill me." Indeed, there are 2 undead knights (1-2) here. As with the knights in the HALL OF SEASONS, knocking them down twice with melee attacks or weapons will destroy them permanently. You can also just try to avoid them. But for the "This is Lara!" achievement/trophy, you'll want to lure them back to the CAVERN and knock them into the pit. The linked page with screenshots includes a few tips.
NOTE: These are knights 14-15/17 for the achievement/trophy. The last two are in the final level, ECKHARDT'S LAB. If possible, check your progress (such as via the Steam achievements screen) before moving on. Take care not to knock them down twice without sending them into the pit, since this will destroy them, and it won't count.
After dealing with the knights, return to the LIBRARY and examine the book on the worktable to unlock 3 notebook entries (52-54/62) about Eckhardt, the Black Alchemist. (All entries are tracked on the separate page about Von Croy's Notebook.) (screenshots)
Pull the lever to the right of the fireplace to gain an upper-body strength upgrade and open a secret compartment behind one of the bookcases to the left. Here you'll find some bandages (4). Once Lara is strong enough, head for the far end of the room, and pull the chain to the left of the large tapestry. This raises the tapestry, revealing a climbable wall. (screenshots)
Climb upward and to the right. Grab onto the horizontal crevice, traverse around to the right, and pull up onto the wooden ledge. Turn to face out over the room and jump straight up to grab the metal grating. Monkey swing out toward the middle of the room and drop onto the grating platform. Turn left, grab the overhead grating again, and traverse out toward the chandelier. At the end of the beam, drop onto the small platform. Lara's weight operates a mechanism, opening another secret compartment below. Safety drop to the floor and go to the compartment to get the LAST OBSCURA PAINTING (5). (screenshots)
HIDDEN EXIT: Taking the painting extinguishes the fire in the fireplace, so you can crawl through. Proceed through the next door into a small room with a pool. Jump in and swim down. (If you like, you can equip an AQUA-LUNG or RESPIRATOR first, but this isn't necessary.) (screenshots)
FLOODED TUNNELS: Follow the underwater passage down and around to the left. Just beyond the first set of wooden support beams, there's a four-way intersection, but rubble blocks both side passages. So continue straight ahead through two more wooden support arches to a T-intersection. Turn right here. Just ahead, rising bubbles indicate an air pocket in the ceiling. Swim up and fill Lara's lungs. Then dive to the bottom and continue straight ahead along the tunnel as it narrows and corkscrews around to the right then left. (screenshots)
Just before the next intersection, more bubbles indicate another air pocket above. (You don't have much farther to go, but if you like, you can swim to the top of the long, vertical shaft to breathe. Then swim back down to the intersection.) Continue to the right. (Straight and left are dead ends.) Follow the tunnel a bit farther. Then surface in a large, round room to trigger a cutscene. (screenshots)
NOTE: I highly recommend saving the game as soon as the next level starts. You will be up against a tough boss, and it will help to have a mainual save point in case you need to replay.
Cutscene: As the floor rises, bringing Lara with it, Eckhardt, gloating from atop a high ledge, congratulates her on a job well done. He offers to trade Kurtis for the painting. Seeing no other option, Lara complies. Eckhardt orders Gunderson to release the now mutated Boaz, then has Gunderson throw Muller into the arena as well. Eckhardt and Gunderson exit, leaving the others to their fate. While Boaz is briefly distracted by her succulent former colleague, Kurtis gives Lara a boost up to the ledge. He tosses her the two Periapt Shards and says he'll deal with Boaz.
†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.
7/24/25 - Remastered guide posted.
*NOTE ON LEVEL MAPS: VGCartography's Angel of Darkness maps follow a slightly different level-numbering convention than I do. You'll notice most of the Parisian Ghetto-adjacent areas on the same large map. Later, the elemental levels off the Hall of Seasons are included on the same map as the hub level. Visit VGCartography on DeviantArt and follow on Twitter/X and YouTube for more fantastic game maps.
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