STELLA'S TOMB RAIDER CHRONICLES REMASTERED 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 9: LABYRINTH (Remaster)
Updated: 12/21/25(†)
LEVEL MAP by VGCartography (used with permission)
Chronicles Remastered Video Walkthrough by Eldincy
Pickups: 11, including Bone Dust, Bestiary, and 3 Golden Rose Secrets*
Kills: none
CHAPEL: Turn around and approach the wrought-iron gate behind the pew. (screenshots)
Cutscene: A skeleton in dark robes appears. It passes Lara and goes through the wrought-iron gate into the side chapel, turns a jeweled newel on the back of a pew, then disappears through the wall.
Move between the pews to the front of the main chapel. Press the 3 carved square tiles on the wall in this order: middle, left, right. (screenshots)
Cutscene: The pews move aside and the wrought-iron gate to the side chapel opens, revealing a skeleton with a sword lying in a niche in the wall.

Now make your way carefully back to the side chapel, avoiding 5 phantom skeletons. These solidify when Lara moves close to them and try to hack her with their swords. If you follow the path shown in this diagram and the linked screenshots, she won't get hurt. If you can retrieve and use the BONE DUST (below) without being hit, you'll unlock the "Skeleton Prance" achievement/trophy. Press Look whenever you need to reorient the wonky camera.
Enter the side chapel. Pick up the small medipack (1) (153/239) on the floor near the resting skeleton with the sword. Then approach the jeweled newel on the back pew. Press Action to examine it. (screenshots)
Cutscene: Lara twists off the newel and removes something from inside.
You now have a small sack of BONE DUST (2) (154/239) in your inventory. Return through the chapel, again avoiding the phantom skeletons, to the front where the carved tiles are. Approach the font on the left and use the BONE DUST there. A flame flares up in the container. (screenshots)
Cutscene: The phantom skeletons are destroyed. (If you didn't take any damage, "Skeleton Prance" unlocks now.)
Now the wrought-iron gate in the back left corner of the chapel stands open. Go through, but don't slide down the ramp yet. Instead, climb onto the ledge above. (It's just ahead if the ramp is on Lara's left.) Pull the switch to open the wrought-iron gate in the side chapel where you found the BONE DUST. Behind that gate, pick up a large medipack (3) (155/239). Then reach into the niche to find a golden rose (4) (156/239) (SECRET #1, 22/36). Return to the top of the ramp and slide down. (screenshots)
SMALL ROOM WITH SKELETON NICHES AND WOODEN BEAMS: Watch out for the hole in the floor as you dodge another flock of bats. Through the wooden beams on one side of the room, you can see another SMALL ROOM WITH COFFINS AND STARS ON THE CEILING. (We'll reach that area later.) Safety drop through the hole in the floor into a small pool of stagnant water far below. (That is, hang from the edge of the hole, then drop. If you like, you can do this quickly to avoid the bats. But don't just step off the edge or Lara will take damage when she lands on one of the ledges below.) Climb out of the pool. (screenshots)
Cutscene: Lara looks up into the tower and gasps. The hooded skeleton moves through the area above. It is showing Lara the way out. Notice he's coming through a doorway flanked by carved faces wearing ram-horned helmets, crossing a platform with a book on it, and walking out through a doorway flanked by a triple-face symbol. (This all comes into play in the following sections.)
THREE-STORY PUZZLE WITH ROTATING BRIDGES (Overview): This next area consists of a tall tower made up of three rooms, stacked on top of each other. From bottom to top they are: LAVA POOL ROOM, GAS JET ROOM, and SPIKED FLOOR ROOM. Each of these rooms has a rotating central structure with one or more bridges jutting out from it like spokes. Each has four doorways leading to four stairwells connecting the stacked rooms. The doorways are labeled with carvings, one for each stairwell: A face with a ram helmet, two figures fighting, a lone figure carrying a book and a wand (?), or a face with three noses (which I refer to as the "triple face"). The LAVA POOL ROOM and GAS JET ROOM each has a switch that rotates the central structure, reorienting the bridges. The object of the puzzle is to rotate the bridges so they meet the correct doors, enabling Lara to exit.
At first I experienced a bit of confusion with this puzzle since the cutscenes don't match what actually happens. It's much easier than it seems, as long as you only pull the first switch. If you use a switch by mistake, just use it again to return the bridges to their original position. Also, VGCartography's level map can help you visualize the setup.
RAM-HELMET STAIRWELL: The pool of stagnant water, where Lara begins, is at the bottom of the RAM-HELMET STAIRWELL. Go up the spiraling wooden ramps to the first landing with an open doorway. Enter here. Pick up a small medipack (5) (157/239) in the passageway and continue to the next room. (screenshots)
LARGE ROOM WITH LAVA POOL: Before crossing the bridge to the central structure, go after a secret. Turn left to face the break in the railing. Take a running jump across the lava pool to grab the corner ledge. Don't pull up into the alcove. Instead, traverse around the corner to the right and pull up into the next alcove. Turn around to face the ledge extending from the triple-face doorway. Position Lara at the right side of the alcove, where the ceiling is higher, and take a running jump down to that ledge. Follow the dark passageway to another golden rose (6) (158/239) (SECRET #2, 23/36). (screenshots)
Return to the ledge overlooking the lava pool. Turn right take a running jump to grab the edge of the alcove, traverse back around the corner to the left, and pull up into the other alcove. Turn around and take a running jump back down to the bridge. Now follow the bridge to the central structure. Pull the switch once. (screenshots)
Cutscene: The central structure in the LAVA ROOM, where you are now, rotates one quarter turn counter-clockwise. Next, we see the central structure in the ROOM WITH GAS JETS rotate one quarter turn counter-clockwise.
NOTE: As I mentioned above, the carvings flanking the doorways in the cutscene don't match the actual state of things after the switch is used. Just ignore that and follow along. Only use the first switch. (See the footnote for details.)
Follow the bridge, now to the right of the switch, into the TWO-FIGURES STAIRWELL. Go up the spiraling wooden ramps to the first landing with an open doorway. Enter here and follow the passage to a LARGE ROOM WITH GAS JETS. If Lara falls off the walkway here, she'll slide onto the gas jets in the floor, which will then ignite. (screenshots)
Cross the bridge to the central structure but don't pull the switch. Instead, turn right, cross the other bridge and enter the BOOK-AND-WAND STAIRWELL. Go up the spiraling wooden ramps to the very top. Here you'll find a crawlspace with a small medipack (7) (159/239). Move back down to the topmost landing with an open doorway. (screenshots)
Go through to a LARGE ROOM WITH A SPIKED FLOOR. (The spikes are retracted. All you see are star-shaped holes. But if Lara slides down, the spikes will pop up and kill her.) The bridge should be in position so Lara can cross from the book-and-wand doorway to the central structure. When you pick up the BESTIARY (8) (160/239), the exit opens, just across the way. (screenshots)
Jump down to the ledge in front of the TRIPLE-FACE STAIRWELL. Climb up, enter the stairwell, and head to the bottom, where you'll find a large medipack (9) (161/239) on the floor. (screenshots)
The dancing lights guide the way to the top of the stairwell. If you follow them, just be sure to stop along the way for a secret. Start by climbing or jumping onto the uneven ledge opposite the entrance. Walk to the top, stand at the outer corner, and angle Lara a bit to the left. Take a standing jump to grab the angled part of the ceiling with wooden slats. Monkey-swing forward until Lara is hanging right against the wall facing the crawlspace. Let go and immediately press Action again to grab the edge of the opening. Pull up and crawl in. Crawl backwards and hang from the edge of the spike pit, taking care not to let go. Traverse around the edge of the pit and pull up into the crawlspace on the other side. Pick up another golden rose (10) (162/239) (SECRET #3, 24/36). Then crawl back out to the stairwell the way you came. (screenshots)
Climb back up to the top end of the uneven corner ledge. This time, instead of grabbing the slats, take a standing jump to grab the flat wooden ledge to the left of the crawlspace. Pull up. Turn around and jump to the next higher ledge. Follow the ramps to the top. (screenshots)
Quick-save before sliding down the ramp. You'll need to get through the next area in 25 seconds or less for the "Amaze Runner" achievement/trophy, and you'll probably want to do a few test runs to learn the route.
MAZE: The next area is a labyrinth with various holes in the floor. These aren't deadly, but falling in will slow you down, making it impossible to get the achievement. (See the note below.) When you enter the maze proper, a monster (not killed) comes out of the first passageway on the left. You'll need to avoid it as well. You don't need to sprint at all to get through in time, but you will have to avoid taking any wrong turns or running into walls. The fastest route is described below and shown in the linked screenshots.
NOTE: If you don't care about achievements, you can take your time here. Just follow the dancing lights, jumping over the holes and avoiding the monster, as you go. If you fall into a hole by mistake, either reload or follow the lower passageways, always keeping the wall on either Lara's right or her left, and you'll eventually come to an opening low enough to grab. Climb out there to start again at the beginning of the maze. The lights will reappear to guide you.
At the bottom of the ramp at the end of the MAZE is a SMALL ROOM WITH COFFINS AND STARS ON THE CEILING. (You may have glimpsed it through the beams before dropping into the pool at the bottom of the RAM-HELMET STAIRWELL.) Pick up the large medipack (11) (163/239) in the depression on the floor. Approach the open coffin. (screenshot)
Cutscene: Lara goes through the coffin and tumbles down a ramp. She meets Father Dunstan, whose hair has gone white from fright. They converse briefly as they make their way outdoors. She offers him the bestiary, but he declines, preferring to rely on aid from above. He also mentions that the symbols in the book would only be effective if she drew them out and sat in the middle of them. He tells her to stay put, but clearly he doesn't know her very well yet.
NOTES ON TOWER PUZZLE: This explanation is stupid complicated for how simple the puzzle actually is. Don't bother reading it unless you're as detail-obsessed as I am.
The cutscene after pulling the first switch (to the down position) shows the bridge rotating one quarter turn counter-clockwise, from the door with the two figures to the door with the figure carrying the book and wand. In Lara's reality, the bridge does move a quarter turn counter-clockwise, but it goes from the door with the ram helmet (where you entered) to the door with the two figures.
The second part of this same cutscene shows a room with gas jets in the floor. A single bridge rotates one quarter turn counter-clockwise. It is shown moving from a book-and-wand door to a triple-face door. In Lara's reality, the room with gas jets, which is directly above the lava room, has two perpendicular bridges. These apparently don't move at all when you pull the first switch. They are pointing to the book-and-wand and two-figure doorways before and after the cutscene. (You can check this using Photo Mode.)
The third room, which has a spiked floor, is directly above the one with the gas jets. Before using any switches, the bridge in the spike room points toward the book-and-wand door. After pulling the first switch, this walkway still points toward the book-and-wand door.
You don't need to pull the second switch (in the gas-jet room) to solve the puzzle, but if you do, the cutscene shows the bridge in the spike-floor room upstairs rotating a quarter turn clockwise, from the two-figures door to the ram-helmet door. If you use the second switch again, the cutscene shows the bridge in the spike-floor room moving a quarter turn counter-clockwise, from the two-figures door to the book-and-wand door, which makes no sense whatsoever. In "reality" the bridge in the spike-floor still doesn't move at all. It remains pointed toward the book-and-wand door.
Meanwhile, using the second switch (in the gas-jet room) does rotate the bridges in the gas-jet room so they point to the ram-helmet and two-figures doors. This doesn't help you. So if you do pull the second switch, just pull it again to return the walkways to their original position. Then you can exit through the book-and-wand door.
So, the upshot is, regardless of what is shown in the cutscenes, each switch rotates only the walkways in the same room. In order to solve the puzzle, you need only pull the first switch (in the lava room).
†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.
12/21/25 - Remastered guide first posted. Note that I have reworked the tower-puzzle section significantly from the original. The basic strategy is unchanged, but I've renamed some of the bas-relief panels, now that it's a bit easier to see what the plaques represent, and tracked the differences between cutscenes and "reality" using Photo Mode.
*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.
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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