pieces. When creating the puzzles, the team needed to take a second look at their design techniques so they could make puzzles and their solutions more visible and intuitive. An element they took into consideration was criticism of Legends linear environments, with Anniversary being built with a philosophy of branching paths and an emphasis on exploration. This style was possible due to it being a core part of the original game. Lara's original inventory was also carried over from Tomb Raider, removing some of the tools introduced in Legend. When the Peru areas were being created, Gard was eager to redesign the village area of Vilcabamba, an area the rest of the team did not know existed. The village was rebuilt to be better portray Vilcabamba's now-extinct civilisation. St Francis' Folly was extensively redesigned to make puzzles larger and more complex, with many elements in Anniversary such as the giant statue of Atlas in one of the challenge chambers being parts of the original game that could not be completed. This theme of expansion continued through the rest of the areas. The Egypt levels were themed around traps and puzzles, taking a more prominent place than in other areas. The Lost Island levels were changed in various ways; the "Natla's Mines" area was made more manageable, while later levels within the Atlantean pyramid were made larger and more intricate. Audio The music for Anniversary was written by Troels Brun Folmann, who had previously created the score for Legend; a lot of Folmann's work revolved around reworking and expanding the original game's themes. The main theme was similar to that used in the first game, except with more advanced orchestral elements. The goal for Anniversarys music was to convey a sense of adventure. While his work on Legend involved a large number of electronic and rhythm instruments to blend musical genres, Folmann changed to a purely orchestral score for Anniversary. Also in contrast to Legend, which used dynamic music throughout its levels, Anniversary used sparse musical cues combined with environmental ambience. The goal for Folmann was to translate the music into an evolved version for Anniversary while remaining faithful to the original. The sound team wished only to use a traditional symphonic style; the use of strings, brass, woodwinds percussion and choirs combined with the "classic" settings used in the game. This purely orchestral approach carried over into the cutscenes. All