Level 9

London

Thames Wharf

As the level begins, check the surrounding area and notice the sloping wall to the right.

Run and jump over the wall using the walkway leading straight to it. Collect the Save Crystal and shells, and use the tall box in the corner to climb the wall.  Walk across the rooftop and do a running jump to the crane cab.

Run along the arm, drop down to the counterweight and jump over to the ledge. Safety drop down two blocks and then jump to the central opening in the wide roof to avoid the barbed wire. Walk through the wire and through the passage to meet rats and find Secret #1 - small medikit and a rocket.

Return and pull up out of the barbed wire using the blocks on the left. Return to the crane's arm above the counterweight using the yellow mesh as a ladder where the blocks are too high to climb.

Back on the crane, you need to make the long jump to the ledge by the lit window. Then jump across to the block at the end and climb up over the roof to slide into the Save Crystal area you visited earlier. 

Jump from the roof back to the starting ledge by grabbing the rooftop to the left of the corner block. Be careful to shimmy left a way before you slide back to the level start. Hang from the end of the walkway near the level start and the camera shows you a ramp and switch below. Step forward off the lower platform and drop onto the slope below.

Grab the edge as you slide off and then pull up and back flip to the ledge with the switch. Kill a crow that has woken up and then throw the switch and look across the gap to where a bridge has appeared below. Jump and grab the grating above your head and monkey swing across to the start of the zip line slide on the next ledge. Fly across to the opposite building, drop to the roof and grab the edge as you slide off.

Let go and then grab again at a crevice as you drop. Shimmy right and pull up, immediately ready to take out a patrolling guard. Pick up the small medikit he drops. In the large, dark room, head left and look out over the room.

The second section of the platform on the left will collapse under Lara's weight: jump to the solid section and then roll onto the collapsing panel and run back to solid ground as it crashes to the floor below. Shoot the rats on the ledge opposite from here.

Run, jump, and grab from the remaining section of the platform to the distant ledge. You'll bang your head, but you can still make the grab. Follow the hallway and take the Flue Room Key from the bad guy.

Backtrack to the ledge.

To get out of the room, you need to hang from the right hand corner of the platform, then drop and grab the platform below. That button opens the exit, but before heading out drop to the ledge below and pick up harpoons from a crawl space.

Then safety drop to the ground and pick up a small medikit from the rubble of the collapsed panel, flares from one dark corner and a Save Crystal from the other (behind some boxes).

Use the switch by the yellow mesh to open a trapdoor above and climb up. Return to the edge of the ledge where you started this caper. Either jump for the crevice in the wall and shimmy across to the exit or (much easier!) drop down to the ledge where the harpoons were and make a running jump for the ledge across the room.

Jump-grab for the exit and clamber out. Back near the green trapdoor outside, you throw the switch on the wall to the right, then hang and drop to the level below. Kill the crow and then check out the crawlspaces in the wall above you. The right hand one has an invisible crevice which carries you rightwards over the edge of the ledge to another two crawlspaces.

These contain two boxes of shells and the furthest one is Secret #2.

Return to the ledge with the green door and pull up into the dark crawl space.

Follow the path left and then right. Exit the crawlspace and jump across to the metal ledge with the button.

A quick look around will let you see some ropes further down the alley (which are attached to a painter's cradle). For now, double back through the crawl space.  The button you see in the cutaway moves the cradle.

From the end of the walkway with the green trapdoor, hang and drop to the sloping roof, and then down to the rubbish skips.  Dispose of the sniper, and collect the flares underneath the Save Crystal.

Head back to the stack of skips and pick up some Uzi ammo before using the skips to climb back to the upper ledges. Climb the mesh back up to where the level began.

Climb down to the ledge with the trapdoor switch as you did earlier.  This time do a long running jump to the ledge above the green trapdoor. Pick up the small medikit. Use the long crack to shimmy the length of the building to the right. Circle round to the right following the pathway.

When you come to the upper and lower passage junction, choose the low road. At the alleyway, you can see the painters cradle far below.

Jump over the gap and continue. Take out the crow round the corner and then climb into a small courtyard, pick up the large medikit and press the switch to raise the painters cradle.

The cradle repositions in front of the Flue Room door.  Return to the alley and run and jump to the cradle from the higher side of the gap. Grab as you fly through the air to lower your trajectory and avoid the awning. Shoot the crow and then jump to the Flue Room entrance.

Pick up the flares and use the key to enter.  Beware a steep step in the dark! When you push the button beyond the Save Crystal, puffs of flame cross the room.  Avoid them and exit back to the painter's cradle.

Hang and drop from the edge of the cradle onto a ledge. Double back to the start of the game via the crawlspace you used earlier and return to the junction just before the painter's cradle alley. Take out the guard who is now patrolling the lower path and then take the other. 

Before you drop down into the hole that the Flue Room button made accessible, jump and grab the ledge, and pull up onto a roof near the ammo. Look off to the left from where you picked up the ammo. 

Step onto the slope, slide, and drop to the small ledge below.  Secret #3 Drop down from the ledge and collect the rocket before climbing back to the hole in the path. Jump to the path, then hang and drop through the hole from there.

Follow the passageway, jumping and grabbing from the ledge to reach the hallway with the Save Crystal.

Follow the somewhat sloping hallway, careful not to slide down without that large medikit. Drop down into the room and dispose of the guard. This is the water control room - take some time to explore it and the passage beyond.  When you first arrive, one of the tanks down the hallway is full of water.

The other tank is dry, and you can see a red-lit hallway off to the left, out of reach. Throw the switch in the water control room, and then swim down into the previously dry tank. Collect the small medikit and Uzi ammo and pull the switch. A door in the floor of the other tank opens.

Return to the water control room and throw the switch again and the water level lowers in the tank with the open trapdoor. Dive in and swim through the trapdoor towards the rotating blades.

Approach the blades and they slow enough for you to swim past. Climb out and go down the passage to pick up shotgun shells. Turn around and take out two rats. Look for a crawl space near the dead-end and expect a guard to show up while you're searching.

Pick up the small medikit when you finish crawling and then drop from the upper hallway to the passage below. In the dark room with the runaway generator, pull out the mesh box and push it around the track in the floor until it is near the wall panel you saw in the 'vision'.

Steer clear of the generator and don't touch the metal box when the generator is around either! Once the generator and panel are trashed find the Save Crystal and turn on the lights with the nearby button to ease your return journey.

Climb the mesh ladder back to the water control room and press the button you just uncovered. Kill the investigating guard and head for the far tank after flicking the switch on the wall to fill it. Jump in and swim to the red tinged hallway. Through the hallway is another pool.

Dive in and swim across to the walkway on the other side as alarms go off all around.

Retire the guard and run into the room behind him to press the button to make the second glass-covered switch accessible. The large tank is dry when you return to it, but there's a monkey swing above. 

Swing around the beam to the left and drop to the ledge at the end.  Take out two rats and grab the Save Crystal. Further down the corridor a door closes behind you and forces you to jump down a water filled hole - picking up a large medikit first.  Phew! It's only the tank at the end of the corridor.

Climb out and take out another guard who's investigating the noise before returning to the control room. When the second button in the water control room is pressed, return to the third tank that you monkey-swung over.

Light a flare and swim down through the opening in the bottom, picking up the harpoons near a grating, and follow the underwater tunnel.  When you reach the flooded chapel, collect the underwater goodies (shells and a small medikit) and exit the pool into the hallway.  Shoot the approaching guard and take his small medikit.

Climb the mesh (careful!) and follow the pathway through the barbed wire. Jump to the crane platform and from there to the wall on your right. Pull up and walk through the barbed wire to the right end of the ledge.  Jump to the flat section of roof.

Cross the roof and climb up to the higher section. Don't head for the cathedral yet - cross the peak of the roof and slide down the roof on the right hand side to land in a clear section of a barbed wire path. Walk through the wire to pick up Desert Eagle clips and return the way you came.

Climb onto the path around the cathedral dome. A couple of snipers need to be dealt with and then you can explore a little.

Inside the dome, at the centre, is a moveable block. Pull it twice and climb on top. You can now climb onto the slated ledge above and jump into the hole behind, where there's a large medikit.

Exit the whole and do a running jump across the passage to a similar hole on the other side.  Pick up Secret #4 - the Cathedral Key. Back flip out of the hole and return to the path outside.

In the corner furthest from the crane there is a hidden mesh ladder down the wall. Climb down and drop down several ledges to find Secret #5 - a large medikit - in a crawlspace.

Return to the roof level ledge and exit this level by jumping through the gap in the railings to the roofs below.

Following another explanatory movie Lara jumps recklessly down a large hole.

Readers of this walkthrough who like to collect everything may want to grab the edge of the first steep slope at the very beginning of the next level or they may miss out...