Lara Croft
The archaeologist and protagonist. Lara investigates the prophecy, explores ancient sites, solves puzzles, and fights the forces protecting the artifacts.
Documented for this version
D-pad | Move Lara |
|---|---|
A | Perform the contextual action or attack |
B | Jump |
Start | Pause the game |
How it plays
The game uses an isometric perspective. Lara explores ruins, caves, and other dangerous locations, looking for routes, switches, keys, artifacts, and clues while avoiding traps and fighting hostile creatures and human enemies.
Stages are built around exploration and progression rather than a large open world. Lara gains access to new areas by solving environmental puzzles, collecting objects, and defeating enemies. Combat is real-time, and careful positioning is important because the viewpoint can make hazards and enemy attacks difficult to judge.
Plan your run
Explore each room methodically before moving on. Search side passages for switches, keys, ammunition, and healing items, and note locked doors that may require an object found later.
Use the isometric viewpoint carefully: approach corners slowly, keep room around Lara for evasive movement, and avoid spending scarce resources on enemies that can be bypassed. Against stronger foes, attack from a safe angle and retreat rather than trading damage.
Meet the cast
The archaeologist and protagonist. Lara investigates the prophecy, explores ancient sites, solves puzzles, and fights the forces protecting the artifacts.
Before you begin
Check every branch and dead end before leaving an area.
Use switches and movable objects only after observing the surrounding room.
Keep distance from enemies when the terrain allows it.
Lara Croft Tomb Raider: The Prophecy is a 2002 Game Boy Advance action-adventure game developed by Ubisoft Milan and published by Ubisoft. It presents Lara in a top-down, isometric-style view as she investigates an ancient prophecy and searches for powerful artifacts. Exploration, combat, environmental puzzles, and trap navigation form the core of the experience, while the portable format divides the adventure into compact areas and stages. The game adapts Tomb Raider ideas to the GBA rather than attempting to reproduce the console games directly. Contemporary reception generally regarded it as a competent portable spin-off, with praise for its atmosphere and recognizable premise, but its simplified presentation and more limited exploration kept it below the series' major entries.
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