Lara Croft
The series protagonist, an archaeologist and adventurer investigating the prophecy and pursuing the artifacts at its center.
Documented for this version
D-pad | Move Lara |
|---|---|
A | Jump or interact |
B | Fire the equipped weapon |
Start | Pause the game |
How it plays
Lara explores isometric ruins, forests, temples, and other hazardous locations. The main objectives are to find artifacts, activate mechanisms, solve environmental puzzles, defeat enemies, and reach the exit of each area.
Players move through structured levels, jump across gaps, climb or traverse obstacles, collect items, and use firearms against hostile creatures and human opponents. The adventure is primarily single-player and progresses linearly through its story, with new locations and encounters replacing the traditional large, open-ended level design of the console games.
Plan your run
Search each area carefully before leaving. Important switches, keys, ammunition, and health items are often placed away from the most direct route.
Use distance and positioning during combat instead of standing in front of enemies. Conserve ammunition for stronger opponents, and learn the timing of jumps before committing to longer gaps.
When a route seems blocked, look for a switch, movable object, or alternate path rather than repeatedly attacking the obstacle.
Meet the cast
The series protagonist, an archaeologist and adventurer investigating the prophecy and pursuing the artifacts at its center.
Before you begin
Explore side paths for supplies and progression items.
Keep moving around enemies and avoid spending ammunition unnecessarily.
Save health for unavoidable fights and difficult traversal sections.
Tomb Raider: The Prophecy is an action-adventure game developed by Ubisoft Milan and published by Ubisoft for the Game Boy Advance. It follows Lara Croft as she investigates an ancient prophecy and searches for powerful artifacts while confronting supernatural enemies and rival factions. The game presents its environments from an isometric perspective rather than using the fully 3D viewpoint of the main console entries. Exploration, combat, environmental puzzles, and platforming are combined across a sequence of self-contained areas. Its use of prerendered visual elements and a darker tone made it an ambitious handheld interpretation of Tomb Raider, although contemporary reception was mixed, with praise for its presentation and criticism of its limited controls and repetitive combat.
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