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Tomb Raider: Anniversary

Action-adventure

Lara surveys a route through stone ruins.
Tomb Raider: Anniversary · Game artwork

About Tomb Raider: Anniversary

Lara Croft's search for the Scion leads from Peruvian ruins through Greek and Egyptian tombs to Atlantis. This 2007 reimagining combines acrobatic traversal, environmental puzzles and gunplay as Lara follows an archaeological trail while confronting dangerous wildlife and rival raiders.

Tomb Raider: Anniversary follows Lara Croft on a globe-spanning pursuit of the Scion, an artefact associated with Atlantis. The trail begins in Peru and draws her through buried ruins, ancient structures and dangerous wilderness, where clues and fragments gradually reveal why the object matters. Natla is tied to the expedition, while rival raiders and hostile creatures complicate Lara's progress. The story retells the outline of her first adventure with a more developed presentation of its characters and discoveries. Each destination pairs a tangible archaeological objective with questions about the Scion's origin, giving the climb, puzzle rooms and encounters a shared purpose without making the journey only a sequence of fights.

The route moves among four broad settings: Peru, Greece, Egypt and Atlantis. Their architecture changes how Lara reads each space. Peruvian tombs and ruined cities, Greek temples with machinery set into classical stonework, Egyptian pyramids with corridors and water channels, and the Atlantean ruins each present distinct routes and hazards. Rather than following a modern open-world map, the adventure is arranged as distinct levels with entrances, routes and exits. A chamber can look like a single obstacle but conceal an upper ledge, a side passage or a route that becomes useful after a switch is activated. The player advances by interpreting the space, not by following a stream of combat encounters. The environments are designed as large puzzle spaces where an apparently local task can depend on reaching a remote platform or operating another mechanism first.

Movement is the main way Lara investigates those spaces. She jumps to ledges and handholds, catches them, shimmies along edges, pulls herself up, and links directional jumps across gaps. Poles let her swing toward another perch; slender columns can be climbed around or scaled; ropes provide room to build swing momentum before leaping away. The grappling hook catches marked rings, extending a jump into a swing, a wall run, or a climb up and down its line, and it can also pull certain objects from a distance. Lara has several kinds of perch and balance moves for narrow surfaces. These actions turn height and position into puzzle clues: a visible ring, bar or handhold may indicate the route to a ledge that ordinary running and jumping cannot reach.

Lara surveys a route through stone ruins.
Lara surveys a route through stone ruins. Official game screenshot; copyright belongs to its respective owners.

Environmental puzzles ask the player to make routes or machinery work. Lara can operate levers and other objects, move obstacles, open doors, and shoot objects that block or change her path. Keys, tools and machine parts collected during a level can supply a missing piece of that process, while switches and gates connect one room to another. The design often asks for a survey before action: inspect the reachable platforms, note a ring or movable object, and work out which jump or interaction will change the room. Swimming through underground passages adds a breath limit, so underwater routes require attention to the return to air as well as the way forward. Lara's journal offers clues about her current situation when progress stalls, keeping guidance within the adventure rather than turning every puzzle into an external checklist.

Combat interrupts that traversal with animals and other enemies occupying a route or arena. Lara can keep moving while her dual pistols fire, and the pistol ammunition is unlimited; stronger alternatives include a close-range shotgun, high-damage .50 calibre pistols and fast-firing mini submachine guns with lower accuracy. An enemy can become enraged and charge with a Rage Attack. That response creates the opening for an Adrenaline Dodge: evade at the right moment and time slows, allowing Lara to line up a headshot when the targeting reticles overlap. It is a situational counter to that attack, rather than a power available on demand. Her gunplay therefore asks the player to manage distance, keep a target in view and read its behaviour while preserving room to dodge.

The Scion gives the journey a through-line beyond reaching the exit of each tomb. Lara finds fragments of the artefact, and the inventory describes three pieces as necessary to understand its power. Around that search, the story places Natla, fellow raiders such as Larson and Pierre, and ancient Atlantean figures Qualopec and Tihocan. The wider cast links contemporary competition over the artefact with the civilization whose remains Lara explores. The game also includes bats, wolves and bears among its wildlife, alongside larger and stranger threats such as the Tyrannosaurus rex and Atlantean centaurs. This mixture keeps the adventure grounded in archaeological discovery while allowing its final destination to move into mythology.

Lara swims through a submerged passage.
Lara swims through a submerged passage. Official game screenshot; copyright belongs to its respective owners.

Progress continues after a level ends. Completing levels and finding optional Artifacts and Relics unlocks bonus material such as outfits and concept art; the rewards screen shows what a profile has earned. A cleared level can be replayed to search for missed items, choose another difficulty, or attempt its Time Trial, which places a countdown on a completed course. Croft Manor is a separate place to visit and explore through the main menu. Other menu extras include character biographies, cinematics, music and development galleries. Optional searching and timed replays give players distinct reasons to return to completed spaces after the main route through each tomb is finished.

Developer
Crystal Dynamics
Genre
Action-adventure