Reign of Chaos - Chapter 4: Córdoba

Levels by Nadine (Horus)

Authorized walkthrough by Sutekh

CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab

-- General Notes --

* Items in bold and blue are necessary to complete the levels or get the secrets, either by using them, picking them up or both.
* You'll find a summary at the end of each level and a Spoilers Section for puzzles at the end of this walkthrough.

* If you keep your eyes open while visiting Córdoba, you might find some Easter Eggs. Look at the paintings.

== Part 1: The Mystic Tree ==

Welcome to Córdoba, once lavish capital of a Moorish Empire and now pretty much doomed by the evil Chaos Gem, as you'll soon find out.

You start in a rather small courtyard (the "Entrance Courtyard"). In front of you (E) is a tall closed door flanked by two unlit braziers. Looking up and L (N), you can spot a closed door and a switch (there's another closed door up there as well, which you can't see at the moment). Let's get up there first.

Since the ledge is too high for you to pull up, run L (N) a bit then turn L (W) again after the tall pillar. Go on the raised floor there to your L and pull up on the ledge above. Go R (N) then R (E) again at the corner and go activate the switch to open the nearby door, hearing a dog barking somewhere in the distance. Your Spanish adventure begins.

-- Of Trees and Mysticism --

Objective: Find the Mystic Tree

Which Way to the Backyard?

Pass the door to enter a long red room (the "Long Red Room" from now). There are unlit braziers here too, next to two closed stone doors on your R (E). Continue ahead and past the openings and turn around (S). Look up. There are recesses up there with a climbable wall below. Let's start with the L (E) one and go for a Secret.

Jump up, grab the climbable wall and pull up into the recess. Turn around. Your goal is the ledge between two columns to your R (NE). Walk to the edge standing in the middle, turn slightly R to aim at the ledge and do a RJ with a hard L mid-air curve once you've cleared the column (see screenshot). Turn around and activate the switch, opening the second square door in the Entrance Courtyard.

Turn L (E), drop down from the ledge and pick up the small medipack on the floor just in front of you. Now let's go fetch that Secret.

Return to the ledge in the Entrance Courtyard and go R (W) to pass through the newly opened door. Enter the room beyond - which is Secret #9 - and pick up a large medipack, uzi ammo, shotgun normal ammo and some more uzi ammo. Return to the Long Red Room and stop again after the two openings. Turn around.

Go to the R opening (W) and climb into it via the climbable wall below. Turn around, stand in the middle of the edge and turn slightly L to aim at the ledge between two columns on your R. Repeat the very same jump you did for the secret switch, but this time with a L mid-air curve (obviously).

There's nothing here, so walk ahead and stop on the L edge, standing one step away from the column and turn slightly L (NNW) to aim at the high platform ahead in the dark. Hop back and do a RJ+G to it with a R mid-air curve and hitting Action at the very last moment. Pull up and pick up the Backyard Key. Safely drop down from the platform into the room below.

Enter the end of the Large Red Room through the opening ahead. Ignore the winding stairway for now and go R (E) to the downward ramp. Run down and dive in the pool to your L to pick up some shotgun normal ammo near the SE corner. Leave the water, run to the end of the ramp and use the Backyard Key on the Backyard Keyhole to open the nearby Backyard Door and enter... well I think you've guessed by now... the Backyard!

The Hound That Wouldn't Die And The Tower Key

A Hell Hound savagely attacks you as soon as you enter. Do not try to kill it. It will rise alive again and again and again. It is absolutely immortal. Rush R instead then R again into a passage then a small courtyard. Locate the block in the far R corner next to a closed wood bars door and jump on it. There's a switch to your L but don't activate it yet. Run off the block into the small "room" and pick up the uzi ammo first.

Return on the block and activate the switch, opening the nearby wood bars door. Turn L, step back to the edge and backflip luring the Hell Hound in the room. Immediately SJ on the block again a quickly flip the switch up to trap it in there. You've got rid of the horrid dog.

Turn L, run off the block and head for the previous area by going R (N) in the passage. Once there, climb (or SJ) into the opening ahead and run off to land by a long pool which looks like a sewer entrance.

Go in the pool, turn R (E) and wade past the first two recesses on you L and R. Go pick the large medipack in the next R (S) recess, turn around and head to the lever ahead. Push it to open a wood bars door in the upper part of the Backyard. Return to the latter.

Locate the raised floor on your L when you leave the sewers (SW) and go on its highest part. Jump up to grab the edge of the slope above. Pull up, backflip, roll in mid-air and grab the edge of a flat platform. Pull up.

The wall ahead is climbable, so climb to the top and pull up through the newly opened door. Don't run into the passage yet. Turn around and look up: there's a MS above you. Grab it and swing to the end to let go on another flat platform. Run into the short passage there and pick up the shotgun normal ammo. Return to the previous passage via the MS.

Run into the passage, pick up the flares at the end then go into the opening to your R (W). You can spot a key on your L, on a roof ahead. Don't try to reach the higher roof to your L, it's trapped and you'd be torched. Do a RJ instead to the key roof, and pick up the Tower Key. Turn around and run off from the roof to the sloping one below. Slide backward and safely drop down into the Backyard.

Rush and Flames

Now let's go use that key, with a short detour first to open a door. Return to the Long Red Room (the entrance is just to your R) and climb up the winding stairway. Turn L (E) into the passage near the top (but not at the top). Go L (N) first and run to a balcony overlooking the Backyard where you'll find a small medipack. Go back to the passage then ahead (S) this time to reach another balcony, this one overlooking the Long Red Room. Activate the switch at the end to open a door in the Long Red Room, on floor level.

Return to the winding stairway and climb to the very top this time. You'll find yourself on a small balcony overlooking the Long Red Room. You can spot the Tower Keyhole in another balcony to your R. Don't try to jump there. Turn R (W) and look up: there's a crack up in the wall. Jump up, grab it and shimmy to the L until you can safely let go on the larger balcony, near a closed tall double door. Go use the Tower Key in the Tower Keyhole to open said door and enter the room beyond.

There's a pool of scalding water to your L with a nice fountain in the center and a closed door beyond. Take note of the triangular extended ledge location then go R (N) to find a switch. Save and prepare yourself for your first timed-run.

Activate the switch and backflip + roll in mid-air to save some precious time. Run to the pool then R on the triangular edge to do a RJ+G to the other side, taking off at the very last moment. Quickly pull up and immediately sprint L through the door before it closes (see screenshot 1 and screenshot 2)

You're now on a bridge extending over a small courtyard. Run ahead until you're above the higher floor, go L and run off to it. Go climb on the red ledge ahead (E) overlooking the Entrance Courtyard. Run to the end and pick up the shotgun normal ammo there. Turn around and return to the small courtyard.

Go R (N), and run off from the edge into the lower part. Climb on the crate in the far R corner (NE) to pick up some shotgun wideshot ammo. Turn around (S), run off the crate and pick up what you're actually here for: the Torch in the corner ahead.

Turn around and go SJ on the lowest middle crate. Turn L (W), go to the far L corner of the crate, turn slightly L to aim at the tallest one, hop back and do a RJ to land on it. SJ on the red ledge ahead, go L (S) then 45° L (SE) and SJ over the corner to be back on the higher part of the courtyard. Run ahead to the other edge and run off to the upper part of the Entrance Courtyard below. Pass the open door to your L (NE) and enter the Long Red Room.

Run a bit then turn R (E) at the second brazier. The door you opened before doing the timed-run is here. Pass it and go light you Torch on the lit brazier ahead (careful not to stand too close to it or you'll catch fire as well). Return to the Long Red Room and light both braziers there, opening the door at the end of the nearby passage. Don't enter the room beyond yet, you're lacking a key.

Return to the Entrance Courtyard and run off to floor level. Light the two braziers there as well, opening the nearby tall metal door. Leave the Torch here (you'll get it back later) and enter the small courtyard beyond the open door.

Run ahead (E) and activate the switch in the other side to raise a block behind you. Turn around (W) and pull up on that block then on the ledge to your R (N). Turn R (E) again, SJ on the roof and pick up the Silver Key at the other end. Drop down into the courtyard below and return to the Entrance Courtyard.

Note: I've chosen to bring the lit torch from here to the following parts because it's shorter and will save you a couple of tricky jumps. If you don't want to bother with dropping/picking up the torch and/or have trouble aligning Lara with the torch in hand, you can leave it here. There'll be other torches later.

Pick up the torch and go R (N). SJ on the raised block below the ledge then SJ again on said ledge. Enter the Long Red Room.

Go R (E) into the passage at the first brazier (if you haven't lit the two braziers here yet, now would be a good time to do so). Enter the small room, drop the torch, use the Silver Key on the Silver Keyhole there, opening the nearby wood bars door. Pick up the torch and pass the door. You've made it to the Mystic Tree.

-- Lara Croft And The Very Hard To Open Door --

Objective: open the wood bars door below the Mystic Tree.

There will be much to do in the Mystic Tree Courtyard and its vicinity, so let's start right away.

Climb down the stairs and run along the wooden floor to a closed door. Drop the torch there then turn around (S) and run toward the S wall in the opposite side of the courtyard. Turn L (E) at the square rock and climb on it. Turn 45° L (NE) and run off from the block to the ground below. Pick up the Enchanted Light Key. Turn around and SJ on the higher rock then go R (W).

Follow the rocky path upward to find yourself next to the Tree. Go L of the Tree and run off to a lower rocky ledge. You'll see a keyhole there, but you don't have the key for that one yet (as a matter of fact, your whole raiding tour here will be dedicated to finding that key). Do a RJ over the fence into the veranda ahead and locate the lever to your L (W). Ignore the ledges around: they are too high for you to climb on. Activate the lever to open a nearby door in the NW corner of the Mystic Tree Courtyard.

Return to said Courtyard by SJing over the fence. Go R (W) then R (N) at the corner. The door you've just opened is over there. Pick up the torch you left here and pass the door cautiously: the room beyond is riddled with burning rocks and lava (which is why we'll call it the "Lava Room" from now on).

More Flames and Much Heat

Notice the rocks covered with lava: those are the burning ones. The grey ones on the other hand are perfectly safe. Now that you have that information, walk to the edge, turn 45° L (NW) and SJ to the grey rocks ahead. Drop the torch using the pistols shortcut ("1") so it falls at your feet instead of being thrown away, running the risk to land on a burning rock.

Turn around (S) and run to the wall. Sidestep R to the very corner and pull up onto the ledge above. Run L (E) and pull up into the high CS. Crawl to the end and pick up the small medipack there. Return to the room below by dropping down from the other side of the ledge (where you first pulled up). You're now going for a secret.

Turn around (N) and run ahead until you stop at the bottom of a slope. SJ over it and look L (W) to locate a low CS. Crawl into it, hearing the sweet chimes of Secret #10 as you do so. Pick up the (hard to see) flares and revolver ammo then crawl out and slide down the slope to be back in the Lava Room.

Run ahead, pick up the torch then go L (E) to cautiously go around the burning rocks. You now can see a closed door at the top of a stairway beyond the lava and a recess in the far R corner (SE) of the room. This recess is your next destination.

Position Lara as in this screenshot and do a SJ over the burning rocks to a safe triangular one beyond. Drop the torch. Turn around (SE), carefully step back and do a RJ to land in the recess (see screenshot). Activate the switch there on your L to open the door at the top of the step. Now you have to reach that door.

Walk to the edge, standing in the very L side, turn slightly L to aim at the safe rocks, hop back and do a RJ to them. Walk ahead, turning a bit R, position Lara as in this screenshot and do a SJ to the bottom of the stairs. Run up the latter and pass the door to enter a long, high-ceilinged room looking very Moorish: The Moorish Room.

There's a large opening in the other side of the room, but it's currently obstructed by red walls. You can't see it from where you stand, but there's also an unlit brazier L of the opening. Now there are two possibilities: either you have brought the lit torch here from the Entrance Courtyard or you haven't. In the latter case, follow the paragraphs in italic below. If you do have the lit torch with you, resume after the paragraphs in italic.

Go L (N). There are two pillars ahead, each supporting a lit brazier. Look down to the floor, you'll see a Torch between the two pillars (there's two other ones on each side of both pillars, in case you'd lose the first one). Pick it up.

Go back to the central alley but don't try to jump to the top of the pillar to light your torch up there: you can't. Go R (W) instead to be back on the stairs. Climb them down and stop just after the last step. Turn L (W). You see that lit brazier in the entrance of the Lava Room? That's what you'll use to light the torch.

Turn slightly L to aim at the safe rocks and do a SJ. Walk ahead a bit and do another SJ over the burning rocks. Run ahead toward the W wall, turn L (S) to face the entrance and walk as close to it as possible. Toss the torch there - Hit Draw, generally Space - then do a SJ holding Action to avoid hitting the wall. Pick up the torch and light it on the nearby brazier. Return to the Moorish Room with your lit torch like you did the first time.

Run ahead to the other side of the room: the unlit brazier is there, L of the opening. Light it with your torch, lowering the nearby red walls, then drop the torch. Turn around, pick up the flares, go get your torch back and run L (E) into the opening.

You're now standing at the edge of a lava pool, with flames bursting out all over the place. You can spot another unlit brazier in the far R corner (which is why you still need the torch). There's also a ledge with a closed tall metal door on your L (N). That's where you're going now.

Standing at the edge, sidestep L until Lara's one step away from the wall. Turn L to face the ledge, hop back and do a RJ to it (a simple straight one will do). Drop the torch. Go L (W) and go activate the switch there. This will be the first of three you need to activate in order to open the wood bars door barring a high ledge in the other side of the room.

Go get the torch back and run to the other end while not staying too close to the edge to avoid being burned by the flame rising from the lava. When you reach the wall, sidestep to the edge, turn 45° L (SE), hop back, wait for the flame to stop and do a RJ to the next ledge.

Go R (S) and light the unlit brazier. Hop back and drop the torch. Turn around and look up and L to locate the jumpswitch in the middle of the wall. Flip it. Lighting the brazier has lowered a red wall to your L (N), and the third switch behind it is now accessible. Go activate it to open the wood bars door. Turn around and go get that torch again.

Go to the newly opened door, carefully dealing with the now lit brazier in the corner. SJ on the higher ledge and go lit the unlit brazier there as well, opening the tall metal door in the opposite side of the room (the wall behind the brazier is climbable but it doesn't lead anywhere). You can now drop the torch, this time for good.

Going Up, Swinging and Dashing

Return to the next ledge (mind the brazier) and run to the other end, stopping before the switch recess. Walk to the edge, standing two steps away from the wall, turn very slightly R to aim at the metal door ledge, hop back, wait for the flame to stop and do a RJ doing a R mid-air curve once you've cleared the wall (see screenshot).

Pass the doorway and enter the corridor. Run up the ramp but stop at the top and turn R (E). There's a nasty flame trap here. Wait for the flame to be off to run to the other side. You're now by the edge of another lava pool. Run to the end of the ledge, turn R (S) and do a RJ+G to the opening ahead. Pull up.

The bridge you can see above is in fact a MS. Locate the two lit braziers on your L on the nearby balcony and go between them. Turn L (N) to face the first one, sidestep so Lara's shoulder is against the wall and very carefully walk until you stand on the very corner of the brazier tile, where the flame can't burn you. Jump up and grab the MS.

Swing, going R at the junction (there's a deadly fire emitter on the L anyway) and let go to land on a wooden ledge. Go L (W) and run to the wall which is climbable. Grab it, go either R or L so you're not in the exact middle then climb up until Lara's hands are one tile away from the ceiling then climb up twice more (see screenshot). Backflip to land on a higher wooden ledge behind.

Locate the jumpswitch up and ahead and to a RJ+G to flip it (you'll lose a tiny bit of health upon landing). This has extinguished a fire protecting a nearby key. Return to the higher ledge via the ladder.

Turn around this time (E) and first go pick up the small medipack ahead on the grey ledge. Turn R (S), SJ on the wooden bridge and go get the Tower Key there to your L (E). Turn around (W), run along the bridge and go L (S) at the junction. Run to the other end, turn R (W) and do a RJ+G to the climbable wall below the opening ahead. Pull up and turn around (E).

Locate the block up and ahead extending from the wall and do a RJ to it. Turn R (S). The Tower Keyhole is just there so use your Tower Key in it to have a rope drop from the ceiling. Turn around, walk to the edge, sidestep L to the corner, turn slightly L (NNW) to aim at the rope, hop back and do a RJ to grab it.

Reorient Lara so she's facing the opening in the far L corner, swing and jump into it. Walk to the other edge. The opening you're in overlooks the Moorish Room. Drop down from the former to the latter.

Run to the other side of the ledge, stopping one tile away from the wall. Turn 45° L (SW) and do a RJ to the central ledge ahead. Pick up the revolver ammo there to your R then turn L and run ahead, doing another 45° RJ to the L (southern) ledge. There's a switch at the other end. Run to it and save. It's timed-run time.

Activate the switch then roll to turn around and start sprinting. Stop sprinting to run with a L curve when you're about two tiles away from the wall. Jump over the corner, run with a L curve and jump again over the other corner. Run to the ladder with a R curve, jump up, grab and quickly climb to the top. Pull up there and rush through the doorway (see screenshot).

Not much to do here indeed except (of course) push that lever to your L, opening a door near the timed switch on the southern ledge. So proceed and return to said southern ledge and pass the doorway to your L (S).

A Chain and A Secret

[Important: Make sure you find the way to make the chain appear or you're in for one helluva backtracking later on.]

You're now on a terrace overlooking the Mystic Tree Courtyard. To your L (E) is the Enchanted Light Keyhole: use the Enchanted Light Key in it to open a door in the far L (SE) corner of the courtyard below. If you look down and to your L, you'll see some flares on a ledge: don't go there yet.

If you don't have that key yet, don't panic. You won't have to backtrack through lava rooms all the way up here once you have it, as you'll soon see. Proceed as shown in the three following paragraphs then go get the key (see the very first § of the present section) and easily come back using the upcoming chain.

Go R (W), run across the terrace to a red wall - which in fact happens to be a door, turn R (N) and look up to locate the jumpswitch up on the wall. Flip it to open the nearby red door. Go to the new opening and walk to the edge.

There's a block extending from the wall ahead (W), but you can't reach it from where you stand. Turn R (N) and look at the wall: there's a crack in it leading to the block. Position Lara one step away from the wall, turn slightly L to aim at the crack and do a SJ+G to it. Shimmy L until you can pull up on the block.

Turn L (S). Your next destination is the terrace with the lever to your R. Walk to the edge, standing in the middle, turn slightly R (SSW) and do a RJ, doing a hard R mid-air curve once you've cleared the wall. Push the lever: it creates a chain that will most conveniently allow you to easily go back up later. Turn around, walk to the edge in the L corner (NE) standing one step away from the wall. Turn 45° L to face the chain and do a SJ+G to it.

You could return to floor level sliding down the chain right away, but let's go for a secret first and collect goodies on the way.

Turn around the chain until the extended block is on your back and backflip on it. Turn L (E), walk to the edge in the R corner, turn slightly R to aim at the terrace below, hop back and do a RJ to it. Run across the terrace, turn around at the edge and drop down on the lower ledge. Pick up the flares there on your L.

Turn R (E) and do a RJ to the higher ledge ahead. You're now in for a couple of (tricky) banana jumps. Go R (S) and run to the wall. Hop back then step back twice. Sidestep R as much as possible then turn slightly R. Don't hop back. Do a RJ and a hard L mid-air curve once you've cleared the wall to land on the next ledge (see screenshot 1 for initial position and screenshot 2 for the jump).

Turn L and pick up the uzi ammo then run to the other side of the ledge and proceed to the next one with another banana jump. Pick up the small medipack there to your L. Run to the other side of the ledge, turn L (E) and drop down from it into Secret #11. Pick up some shotgun wideshot ammo and shotgun normal ammo. Directly sidejump L over the fence to be back in the Mystic Tree Courtyard, on floor level.

Turn R (S). The door you opened with the Enchanted Light Key is there in front of you. Run ahead and pass the doorway.

The Traps Gauntlet

Alright. Take a deep breath. You're now in for one hellacious trap gauntlet. This room contains almost all traps you could dream of: spikes, boulder, darts, hot floors, spinning blades and a nasty spiked wall. Someone really doesn't want you to grab that chain in the distance and make your way up outta here. Let's start with the first set comprised of spikes, a boulder, darts and some hot floors.

Stand as close to the spikes as possible, standing on the L, wait from them to retract and run to the other side. Stop briefly as a boulder rolls at you and SJ over the hot floor and the darts to land on safe ground (see screenshot).

Now, the spiked wall. This one's the easiest part: go to its R side, again standing as close as possible, and wait for it to start going L to quickly run past it. The next and last part is indeed the toughest.

Go to the L corner of the safe floor, standing one step away from the hot floor and turn L to aim at the spinning blades platform. Wait for a blade to have just passed, SJ on the platform and immediately crouch. Still crouching, position Lara so she faces the very end of the brown slope (see screenshot - you're not jumping there, though, but on the grey slope after). Stand up when a blade pass above you, run with a slight L curve and do a RJ with a L mid-air curve to the grey slope. All those curves being done so you don't jump too far on the grey slope (see screenshot). You should land on the L side of the slope although not on the very edge. Slide a bit, jump to the next slope, landing in the middle of it and immediately jump with Action pressed to grab the chain ahead (see screenshot). Congrats! You've made it!

Going Back Up and Another Rush

Turn around the chain and climb up until Lara's waist is aligned with the edge of the hole above and backflip. There's a switch on your R (NE), but the hot floor below prevents you from accessing it. Look L (W) and up to locate a ceiling trapdoor up there. Stand below its handle, jump up and hit Action to open it. The wall on your R is climbable so climb up to the top and go R once there to let go and land in a higher passage.

Pick up the shotgun normal ammo then turn around and walk to the edge. There's a jumpswitch ahead. SJ+G to it and flip it to turn off the hot floor below the nearby switch.

Activate the latter to open a trapdoor in the ceiling of the L side of the room (N). Go L. You'll find a closed door there as well up in the wall. Go L and climb on the climbable wall to your L. Go up to the top, shimmy L over another hot floor then let go. Activate the switch opening a red door giving onto the Lever Terrace as well as the door below. Make your way back there via the ladder.

Climb in the doorway to your L (N) to find yourself into a very dark opening. You could drop down from there but would lose a little bit of health so turn 45° R (NE) instead and do a safe SJ to the rocks.

Remember that chain you "created" a while ago? You're going to use it right now to easily get back up to the Lever Terrace (if you haven't created that chain, I'm very sorry but you do have to get there via the many lava rooms and heights. Once on the Enchanted Light Keyhole terrace, look at "A Chain and a Secret" to make your way to the Lever Terrace).

Run diagonally L (NW) to the chain then jump up and hit Action to grab it (you can't grab it while standing on the floor). Climb up until you see the edge of the Lever Terrace, turn 45° R so it's on your back and backflip. Turn around and pass the open red door behind the lever.

Climb the stairs past a keyhole. There's a key to your R but the spikes there prevent you from getting it. Continue ahead to the end of the corridor then make a R U turn around the wrought iron fence to find a decorated tile. Since this decorated tile happens to be the start of a rather tight timed-run, save.

Position Lara on the edge of the tile (as long as you're there the timed-run won't start, so take your time). Run ahead, take a L U-turn then sprint along the corridor. Stop sprinting to run again, make a R U-turn and run ahead stopping on the exact middle of the tile so you don't lose time while Lara positions herself on the key. Pick up the Tower Key then immediately backflip before the spikes rise again.

Return to the entrance of the corridor and use the Tower Key in the Tower Keyhole there to lower a red wall nearby. Enter the next room.

Run ahead (S) and pick up the flares on the pedestal in the second room. Since you obviously haven't gone all that way through lava and traps only to get some flares, look L (E) behind the columns to locate a well-hidden jumpswitch. Flip it to open the tall metal door to your R (S) and go pass through it.

You'll find yourself in a small alcove with a large wrought iron doors and a lever. Simply push the lever to open said doors.

Opening the Door

Aaaahhh... more traps! Swinging blades, this time. Served with scalding water. The first one being all alone and single, it'll be the easiest one. Position Lara on either side as much as possible and wait for the blade to swing away to the other side to do a SJ. Now on to the next couple.

Those ones are a bit trickiest: first off, there are two of them and secondly you need a RJ here to reach the next ledge. Not mentioning the fact that they swing in opposite directions. Again, position Lara on either side standing on the furthest edge from the blade. Wait for the closest one to swing away and do a RJ. You should clear the second blade easily.

The two last ones are almost identical but swing in the same direction. Position Lara on either side, wait for the blades to swing away and do a RJ to the last ledge. There, those were easy, weren't they?

Pick up the Chamber Key there, meaning you've almost reached your current goal. Don't forget the small medipack and make your way back across the room dealing with the blades like you just did. From there return to the Lever Terrace and use the chain to slide all the way down to floor level in the Mystic Tree Courtyard.

Turn R (SE) and run toward the central rocks supporting the Tree. Run on the slopes, SJ when needed, to reach the Chamber Keyhole there. Save. Use the Chamber Key in the Keyhole to open the wood bars door below the Tree.

-- The Blue Chaos Gem --

Objective: Protect the Tree then find the Blue Chaos Gem to free Córdoba from its influence.

Alright. You're indeed in big big trouble. As soon as you've used the key, 2 harpies have appeared and they're fiercely attacking the Tree. The problems here (because there are several of them) are: First, all damage the Tree endures, you endure it as well. Second, you have a bad tendency to aim at the Tree instead of aiming at the harpies. Third, they tend to stay high and are quite difficult to target.

The better way to quickly end your predicament is to hop back as soon as the fly-by ends, draw your revolver combined with the laser-sight and aim at the harpies. A few bullets each should be enough for you to shoot them down before they kill you through the Tree or directly. Keep an eye on your health bar though (which you can't see while aiming).

If you don't have enough revolver ammo left, you still can kill the harpies by changing target (hit "Look"). But it will take longer and you'll most probably take much more damage.

Once they're down, turn E and slide down the slope. Go R (S). The newly opened door is there to your R (W) pass through it and dive in the water hole beyond.

Turn around and dive ahead staying close to the ceiling to avoid being hit by the lateral blade. Go to either side of the room and swim along the wall. Go as close as possible to the spike, turn diagonally to aim at the center of the room, wait for the spikes to be fully up and swim through them to the safe spot in the middle. You won't take any damage. Pick up the small medipack there then swim ahead again and up to eventually surface in the Huge Flooded Room.

Once you've taken a good breath, dive again to the bottom and swim ahead past the archway then up to surface again. Turn around and pull out of the water on the middle of the lower ledge.

Turn L (S) and locate the raised floor. Walk to it until Lara "climb" on the very edge and turn around. Look up: there's a MS above. Jump up and grab it. Swing to the end, let go and immediately hit Action to grab the edge of the ledge below. Pull up.

Crawl into the short CS then turn around and drop down into another flooded room. Turn around (E) and swim into the recess to your L (N) then up to activate an UW ceiling switch there, opening a nearby door. Swim out of the recess then through the doorway to your R (N). Pick up the 1st Amethyst Jewel there.

Turn around, and surface in the large hole to your L (E). Pull up on the crate, turn around, sidestep L to the corner, turn slightly L and do a SJ+G to the CS. Crawl through it to reach the previous half flooded room and return to the Huge Flooded Room.

Swim L (S) after the archway then L (E) again to pick up some uzi ammo here in the recess. Turn around and swim ahead past the first (obviously unlit) brazier and the door to pick up a large medipack on the second brazier. Turn around (N) and swim to the far L corner before the columns and the door (NW). You'll find a hole there. Pick up the 2nd Amethyst Jewel.

Turn around, leave the hole, turn around again just after the hole and swim ahead and up to the surface. There are two openings there, to your L (W). Pull out of the water into the farthest one (L one). Push the lever to open a trapdoor in the other side of the room.

Return to the water and swim across the room to surface in the eastern side. Go on the slanted part of the ledge in the middle. The wall ahead is climbable so walk to it, and climb to the top. Go L once there and let go to land on a sloping (but not sliding) block.

Turn around. The 1st Amethyst Jewel Receptacle is here in front of you. Use one of your Amethyst Jewel on it. Once it's done, do a RJ+G to the ledge supporting the 2nd Amethyst Jewel Receptacle and repeat, lowering a block in the southern wall of the Huge Flooded Room.

Dive back in there and swim R (S). Pull out of the water into the new opening, slide down the slope and run to the red door which will open as you approach. Pick up the hard-earned Blue Chaos Gem on the floor of the room beyond in the center.

You've freed Córdoba of its evil influence! Now you have to find a way to leave the city...

==== In this part, you should have found...

Enemies: Hell Hound (can't be killed), Harpies
Items of note: Backyard Key, 1st Tower Key, 1st Torch, Silver Key, Enchanted Light Key, 2nd Torch (optional), 2nd Tower Key, 3rd Tower Key, Chamber Key, 2 Amethyst Jewels, The Blue Chaos Gem
3 Secrets
many Traps - 3 Timed-Run

 

== Part 2: Córdoba ==

Aren't you happy to be back in good old Córdoba, peaceful city of clear fountains and beautiful monuments? Alas, the World is still in need of salvation and you do have to leave. Let's find the way out.

Run ahead through the doorway to find yourself in a small courtyard. Ignore the button-like thingy on the wall to your R: it is the receptacle of an item you don't possess yet. From where you stand, you can see a high ledge with a jumpswitch ahead and to the R (SW) and a cascade in the far L corner (SE). Let's go to the former via the latter.

-- Pushing Practice to Open the Way --

Objective: Find some crates to move and get the Ruby Cube

Jumping Funny and Hurrying

Go R (W), run a bit and locate the raised floor to your R (N) before the pillar. Stand on the highest part against the pillar and pull up. There's a crack running across the wall ahead (E). Do a RJ+G to it and shimmy R until you can pull up on the top of the cascade.

The next jump is indeed tricky. You need to do a RJ to the high ledge, but the low ceiling here prevents you from taking a standard straight run up. Turn R (S) to face the wall, step back so the other wall is against your back and sidestep L twice. Turn very slightly R. Run with a hard R curve, take off and do a L mid-air curve to align Lara with the ledge. Hit Action at the very last moment to grab the edge and pull up (see screenshot 1 for initial position and screenshot 2 for the jump).

Ignore the jumpswitch for now (or you'll have to do that tricky jump again to get back here). Consider the crate ahead instead: it's movable. Push it once. Ignore the switch to your R as well and crawl through the low CS to your L (S) to drop down into a lower alcove. There's another switch here to your L. Activate it to raise a block on the other side of the movable crate.

Turn L (N) and pull up back near the first switch. Push the crate once again. Return to the second switch and flip it back up to lower the block. Turn around (W) and crawl through another low CS to reach a passage at the other side of the crate. Pull the crate twice, go around it then push it once in the very corner so it's out of the way (you'll see why in a moment).

Don't go into the passage to your L (S): it's trapped with a burning floor and the MS you can spot above is too high for you to grab it. Turn around and pull up to go back to the first switch. Save. Timed-run ahead.

Activate the switch, hit "look" to get rid of the camera showing you a block rising at the start of the trapped passage. Quickly turn L then run into the lower passage and diagonally L. Jump on the raised block then quickly jump up and grab the MS before the block lowers.

Playing Packer

Swing over the trapped floor to the other end and let go. There's another movable crate ahead. Push it once (and only once). Go L (N) then turn R (E). This passage is trapped as well so jump up and grab the MS above. Swing to the other end and let go to find yourself on the other side of the crate. Push it once again, revealing the entrance of what seems to be a warehouse.

You now can see 3 movable crates which are indeed the starting point of a Blocks Puzzle. Since it's a puzzle, you'll find the solution in the Spoilers Section at the end of this walkthrough. Once you've solved it, you'll have pick up some flares and be in a corridor, facing W.

Turn L (S) and run into the corridor ahead. Crawl through the low CS on your R (N), climb onto the crate to your R (E), turn L and drop down in the room below. Turn around. There's a lever here, a door and a little something on a low crate which happens to be a Ruby Cube. Pick it up, push the lever to open the door and pass through the latter.

Push the crate ahead once to be back in the warehouse entrance. Leave the room, pull the outside crate once and return to the high jumpswitch ledge via both MS.

Go to the slightly lower floor in the middle of the ledge, turn R (S) and drop down while pressing Action to flip the jumpswitch, opening a double tall metal door up on a balcony. Since there's no apparent way to get there, run up the ramp to your L (E) and use the Ruby Cube in the Ruby Cube Receptacle at the top. A chain appears to your L (W) near the balcony. Go to it, turn S and hit Action to grab it. Climb until Lara's waist is aligned with the ledge behind and backflip.

-- Two Oculars --

Objective: Find the parts for the Two Oculars

Rushing to the First Fire Opal Ocular Part

You're now on a balcony overlooking a large blue room with a pool in the center. SJ over the fence ahead to safely land in the water, turn around and swim through the low opening to your R (SW). Swim through the UW tunnel and pull the UW Ceiling Switch at the end to open a double door nearby. Return to the pool, swim L and leave the water by the N edge.

Climb on the upper floor and pass the newly opened door, which closes behind you (and won't reopen, by the way). Run ahead and enjoy the fly-by.

You're now in the Small Cascades Area (which isn't really small, but yet is much smaller than the other one you're about to visit). Locate the switch ahead and to your L (NW), run to it, save, and prepare yourself to perform a pretty tight timed-run.

Activate the switch and immediately sidejump R. Quickly turn R, run to the pool and jump over the bridge (see screenshot). Swim ahead then R and pull out of the water. Run L and jump through the opening before the door closes (see screenshot).

Run to the end of the low balcony you're on then off to the small courtyard below. Go to the far L corner (SE) and pick up the Fire Opal Ocular part 2. Return to the previous room.

Don't leave yet. Go R (N), run to the other end of the ledge, turn L (W) and do a RJ over the water to land in a small alcove. Pick up the uzi ammo there. Dive back in the water and return to the Small Cascades Area, exiting the water by the L edge.

Rushing Again

Run across the little bridge, run down the ramp and through the passage to your R (N). You'll notice another receptacle to the R on your way. Since you have nothing to put in it, ignore it for now. Run ahead staying to the R and run off into the water.

Welcome to the Huge Cascades Area. Since you're going to explore the place and its vicinity from bottom to top and back, let's start right away.

Locate the low footbridge to your R (E) and pull up on it by its lowest and closest edge. Turn L (N) and run up to its highest part. Turn L again (W) and do a RJ to the low balcony ahead. Sidejump either R or L over the fence of the terrace above and turn W again. Pick up the shotgun normal ammo and the shotgun wideshot ammo there on the ground (there's an unlit brazier here as well, but it won't ever light so forget about it). Return to the lower balcony by SJing over the fence. The reason why you picked up those goodies now is that you'll be in a bit of a hurry next time you'll cross the place.

Turn R (S) and locate the lower part of the cascade above. Run to the fence, hop back and do a RJ+G to it. Pull up. Run ahead past the columns, turn R (W) and go to the switch to your R (N). Save. It's another timed-run for you.

Activate the switch and immediately sidejump R. Run ahead with a L curve and jump at the edge with a L mid-air curve to land on the terrace below. Go R to the brown low wall and pull up (see screenshot). Sprint down the stairs then L at the corner. Rush through the door before it closes.

Rearranging the Decor

Notice the gold cage and the ledge above. Go to the L side of the cage then R (W) to the other side of the room to locate a switch in the SW corner. Look R: that flowerpot in the opposite side under the arch is movable. And what you need to do now is bring it up on the high ledge near the gold cage. So, to begin with, activate the switch to lower the cage.

Go R (N) to the flowerpot and jump over it to enter a small room beyond the archway. Go to the lever in the center and push it to raise four blocks in the central hole in the nearby courtyard.

Return to the flowerpot and push it. Go to its R side and push it on the closest raised block (it might be difficult slipping behind it. In that case stand one tile away from it and SJ over it to land behind).

Return to the lever and push it again to lower the blocks then go in the hole and push/pull the flowerpot to the opposite raising block (i.e. SE corner)

Return to the lever again to raise the blocks then go to the flowerpot. Pull it on the lowered cage. Go to the switch and flip it back up to raise the cage again.

Go to the entrance and the edge of the step there. Turn to the cage and SJ+G. Pull up and push the flowerpot on the ledge. You're not quite done yet.

Drop down from the cage into the courtyard and return to the lever to push it again and lower the block up on the ledge. Go back there and push the flowerpot on the lowered block.

Do a last trip to the lever to raise the block again and go back to the flowerpot. Pull/push it on the grey tile at the end of the ledge, lowering a block in the center of the hole and giving you access to the room below. Now you're done.

Drop back into the courtyard from the lower ledge, go into the hole then down into the room below.

Dashing over Water for the First Sapphire Ocular Part

You're now in for what might be the tightest and toughest timed-run of the whole series (you've been warned). Turn W to face the opening beyond the slope, go stand against the latter, sidestep R and save.

Note: during the following sequence, if you fall in the water, you're doomed. A strong stream will suck you down and you'll end up drowning.

SJ over the slope, slide then jump with a R mid-air curve, grabbing the edge of the platform at the very last moment. Turn L a bit and do a single running step. SJ on the next platform with a L mid-air curve (see screenshot). Immediately run with a L curve and jump to the next platform (see screenshot). Run and jump to the ladder before the platform gives way, grabbing the ladder at the last moment (see screenshot).

Climb up the ladder until Lara enters a shaft. Once her feet are aligned with the bottom of the L wall, climb 9 times (see screenshot). Backflip to land in an alcove behind beyond a slope and pick up the uzi ammo there. Jump back to the ladder by sliding a bit on the slope first, climb up until Lara's hand are one tile away from the ceiling and backflip.

Turn R (E) and jump into the water hole. Swim L into a small pool with a fountain and pull out of the water to enter a beautiful winter garden (and enjoy the music there).

There's an earth mound to your R. Run along to the wall (E), turn R (S) once there and run to the end of the short passage. Turn R (W) and pull up on the mound. Run ahead and pick up the Sapphire Ocular Part 2. Turn around, get down from the mound and return in the garden.

A Detour for the Second Fire Opal Ocular Part

Go L (E) and enter the Palace (it's a bit too lavish to be a mere house). You'll find yourself on a golden wrought iron floor overhanging a room with lots of doors. This room is in fact an upcoming puzzle, but for a bit later. For now, run to the far R corner (SE), ignoring the three switches on your way (they're for the puzzle as well), and enter the passage there. Climb up the stairs to your L (E) and activate the switch at the top to open a door below.

Go to the balcony to your R (W), turn R so the opening is on your back and drop down to find a ladder. Climb down and turn around. The door you've just opened is to your L but don't enter the passage beyond, it currently leads to a dead end. Turn R (W) instead and jump in the water (yep, you read that right).

Swim ahead until you find a floating low platform (roughly in the center) and pull up on it then on the higher block nearby. Turn R (S). You can now see a wide passage ahead. Do a RJ+G to it and pull up.

Run to the other end to find yourself by a pool with a central fountain. Jump in the water, swim ahead and pull up on the fountain base standing either L or R of the fountain itself. Do a RJ+G to catch the edge of a high CS. Pull up and crawl through it. Go R and continue crawling along the wall until you can stand up.

It's pretty dark in here, but yet you should clearly see the double wood door in the northern side of the room. You can push it open so proceed by hitting Action when standing against it and enter the next room.

The Ocular Part is there, but lies just below a swinging liana. Run toward the liana then crawl under it to cautiously pick up the Fire Opal Ocular Part 1. Three found, one to go.

Crawl away from the liana and stand up. There's a very much closed door in the far L corner (NW). Locate the switch in the middle of the R (E) wall and activate it to open the nearby door (mind the liana). Run to said door, pull up in the doorway, turn R and run off through the triangular opening. Climb the stairs, cautiously deal with the brazier in the corner by staying close to the wall and run across the passage beyond.

Remember that door you opened up there? Well, here it is. Pass through it to find yourself back on the lower terrace in the eastern side of the Huge Cascades Area. Climb up the ladder to your R (N) and return into the palace via the stairway.

Playing with Doors and Shooting Balls for the Second Sapphire Ocular Part

Before doing anything, go L (W) after the entrance and push/pull the flowerpot in the other side of the room to pick up some shotgun normal ammo. Return to the three switches.

You're now in for a rather complicated puzzle involving the three switches, some doors, some balls to shoot and served with tricky moves along the way. You'll find the solution of the puzzle itself in the Spoilers Section at the end of this walkthrough. Read below for the tricky moves.

Note: In the following sequence, would you fall in the water you still can easily return up there via the passage leading to the swinging liana, the swinging liana room, the lit brazier passage and the ladder, provided you opened the door. If you haven't, refer to the previous section, first §.

* To go from the upper floor to the Doors Room:

Go to the opening by the switches and look down. There's a chain to your R leading down but you can't access it from here. Turn L (SE) instead to aim at the top of the cascade, standing in the middle and do a SJ with a L mid-air curve. Hit Action at the last moment to avoid hitting the upper wall. Turn around, sidestep R to the wall and turn R to face the chain. Do a SJ+G to it (note: if you miss it there's a chance that you land directly on the lowest ledge)

The first time around, make a detour via the upper ledge to pick up some goodie. Slide down a little bit, position Lara as in this screenshot and backflip. Turn around and go pick up the revolver ammo. Return to the edge in the corner closest to the chain, stop one tile away from the wall, turn to face the chain and do a SJ, holding Action from the beginning to avoid hitting the wall.

Slide down until Lara's feet touch the water (but be careful not to slide too much, or you'd fall in said water). Turn R so the ledge is on Lara's back and backflip (see screenshot).

* To go from the Doors Room to the upper floor:

Starting from the ledge by the water, facing S, walk to the edge standing one tile away from the L wall and turn to the chain. Do a SJ+G to it. Climb up and turn around so the ledge is on Lara's back and aligned with her waist and backflip (see screenshot). Turn around to return in the room.

Once you've solved the puzzle, you'll be facing E standing in a room beyond the SE corner of the Doors Room and will have found a large medipack on your way.

Run into the room then L (N). The Sapphire Ocular Part 1 is waiting for you there at the top of a white upward ramp. Pick it up. Now turn R (E) and go pick up some revolver ammo in the corner ahead.

Now you have all you need to create the two Oculars. Time to use them.

-- A Smaragd Cube and a High Courtyard --

Objective: Find the first Smaragd Cube, use the Fire Opal Ocular then make your way to the roofs

Dashing to the First Smaragd Cube

Return to the Doors Room and from there to the ledge by the water. Jump in the latter and swim R (W) until you reach the low footbridge. Pull up on it, go on its highest part and do a RJ to the low balcony ahead. Turn L (S), run to the fence, hop back and do a RJ+G to the room above below the top of the cascade. Pull up.

Turn around, sidestep R until you're roughly two steps from the R wall and turn 45° R to face a small balcony above. Hop back and do a RJ with a hard R mid-air curve (see screenshot). Turn around (SW) to face the top of the cascade, position Lara one step away from the wall, hop back and do a RJ with a hard L mid-air curve to land up there (see screenshot).

You're indeed back near the Small Cascades Area. Run ahead (S) but don't go up the ramp. Take the passage on the L instead and run to the other end: the Sapphire Ocular Pedestal is there. Combine the two parts of the Sapphire Ocular and place it on its pedestal, opening a double door just above you.

Turn L (W), jump up and pull onto the top of the ramp. Go R (N) through the newly opened door. You'll soon find yourself facing a much closed double metal door. Don't despair, you're not here for nothing. Turn L (W) and run to the fence next to the fire (but not too close, though). Look down: there's a balcony below. Do a SJ over the fence to land on it.

Run into the corridor ahead and to its end. You'll find a switch there, and be able to spot a closed door through a wrought iron panel. Save. Another timed-run is now in order.

Activate the switch, turn L and start running, immediately turning L at the corner. Sprint with a slight L diagonal line to clear the corners. Once back on the balcony, run to take a turn around the corner then sprint with a slight L diagonal again then straight into the corridor and past the door before it closes.

You're now in a small courtyard with a movable flowerpot in the center. Pull it to pick up the Smaragd Cube it was hiding. Return to the balcony and run to its other end. Turn L (E) and do a SJ over the fence to land back on the top of the cascade.

The Smaragd Cube Receptacle is there in the middle of the E wall. Put the Smaragd Cube on it to open the double metal door in the room above. Return there via the upward ramp.

Bouncing and Swinging

Run to the ledge extending beyond the newly opened door and turn R (E). Walk to the edge and do a SJ to the ledge above (notice the closed double wood door below, but don't go there). Turn L (N), go to the edge, hop back and do a RJ to the high terrace ahead. Climb on the higher ground and SJ over the fence.

The Fire Opal Ocular Pedestal is there in all its Fire Opal Ocular Pedestalian glory. Combine the two parts of the Fire Opal Ocular and put it where it belongs, lowering a set of gold cages ahead (N). Go to the balcony they were blocking.

You're now at the top of the Palace, above the Three Switches Room. There's a switch and a closed door in the other side (N) and a rope between you and them.

Face the rope and do a RJ+G to it. Swing then jump to land on the other ledge. Turn R (E), SJ over the gap, go to the switch and save. Yep. It's timed.

Activate the switch and sidejump L twice. Hop back and SJ into the doorway before the door closes (see screenshot).

The door closes behind you, cutting off the way back. Climb the stairs to your L (W) to find yourself in a small courtyard at the top. Go R (E) once there and run ahead until you find an archway to your L (S). Pull the movable flowerpot to access the switch behind and flip the latter down to raise a couple of cages nearby (notice the unlit brazier to your R, we'll get to it in a moment).

Turn around then go R (E) past the raised cage then L (N). Run to the wall ahead, go R (E) and turn L (N) at the corner. Sidestep R as much as possible, backflip on the slope behind and jump into the high opening ahead.

Don't enter the room (you'll go there later). Look up to spot the MS above and SJ+G to it. Swing while keeping a look at the texture on the ceiling so you don't accidentally fall. Stay along the wall at the last part and swing to the end. Once there, go L to be against the wall and on the lowest side of the MS, let go and immediately hit Action again to grab the edge of a ledge below.

Pull up, pick up the small medipack, turn R (W) and walk to the edge and the R corner. Turn slightly R to aim at the raised cage ahead, hop back and do a RJ with a slight L curve. Hit Action at the very last moment to grab the edge. Pull up.

Go to the R corner, turn slightly R to face the next raised cage, hop back and do a RJ to land on it. Do a SJ to the small balcony. Turn R (N) and flip the jumpswitch there, to open a door near the far R corner of the courtyard (NW). Turn R (E), SJ over the fence to the previous cage and drop down to ground level.

Turn around (W) and run to the newly opened door to your R (N - notice another unlit brazier nearby). Enter the small room beyond and go pick up the Torch on a metallic grate to your R and ahead (NE). Now you have to light it.

Return to the very other end of the courtyard and the high opening from where you accessed the MS. Jump in it like you did the first time by using the slope behind you. Run ahead (N) then L (W). Light your Torch on the Lit Brazier there (mind the fire) then go L (S) and drop the torch. Climb on what looks like a large jardiniere and pick up the uzi ammo someone has forgotten there (or maybe he was trying to make it grow into an uzi tree). Get your torch back and return to the courtyard.

Go to the switch and light the first Unlit Brazier to raise another cage then toward the opened wood bars door. Light the second Unlit Brazier there to raise a fourth and last cage. Drop the torch: you won't need it anymore.

Go grab the MS again like you did the first time but this time go R before the platform where you found the small medipack and continue swinging across the wrought iron ceiling. Let go at the end to land on the first cage.

Do a RJ to the second cage then another one to the third cage with a slight L diagonal. Do a RJ+G to land on the fourth and last one, turn L (S) and do a SJ on the top of the aquarium. Turn around and drop down into a room bathed in shallow water. Turn around again and cross the room then run along the passage to your L, soon finding yourself standing in an opening overlooking the Huge Cascades Area from a very high point of view. You've made it to the roofs.

-- Adiós, Córdoba! --

Objectives: Find the second Smaragd Cube, use it and fly away from Córdoba

Flying through the Roofs

See this screenshot for the roofs path.

You're now in for a nice trip on the roofs. Standing at the edge, sidestep R to go against the wall and turn 45° R to aim at the upper green part of the roof (point 1), which is flatter. Hop back and do a RJ to it.

Turn L (S) and do another RJ to the flat part ahead (point 2) then another one to the top of the column (point 3). Turn 45° L (SE) and jump on the roof (point 4). Slide down, grab the edge and shimmy L to pull up on the flat corner of the roof (point 5).

Turn 45° L (E), step back and do a RJ with a L mid-air curve to the top of the next column (point 6). Turn R (S) and look up to locate the crack running in the wall above. Jump up, grab it and shimmy L until you can pull up in a high CS (point 7).

Crawl into the CS, drop down and use the lever there to open the nearby double wood door. Climb up into the CS, crawl then drop down from it on the top of the low wall below. Turn R (W) and drop down again on the terrace near the newly opened door. Turn around and run through the doorway.

Beyond the Double Door

There's a switch just in front of you so activate it to open a door nearby (and no, it is not timed). Run into the L passage to find the newly opened door to your L and pass it. It closes behind you meaning no way back.

Go R (E), run through the passage and climb down the stairs to reach another courtyard with a pool of shallow water in the center and a deeper one against the N wall. There are also two movable flowerpots here, but you'll care about them later. Let's first go fetch that cube.

Go to the deeper pool and jump in the water. Swim L (W) under the projecting edge and pull the UW ceiling switch there to open a double door nearby on the other side of the pool. Exit the water by said projecting edge.

Looking through the window, you can see the second cube lying at the bottom of an aquarium. Turn around (E) and do a RJ+G to the first low pillar emerging from the water. Pull up and do a SJ to the second one then another SJ into the doorway.

Go R (S) and locate the ladder in the corner ahead. Climb to the top, pull up and go around the hole (N). Run ahead then L (W) at the junction to find yourself on a high balcony overlooking the pool. Run to the other end and do a RJ+G to the next balcony that runs around the aquarium. Dive and pick up the second Smaragd Cube at the bottom.

Swim L and exit the water by the S edge. Go L (E) then L again a bit and SJ over the fence to safely land into the deep pool. Leave the water, again by the S edge. Now let's take care of those flowerpots.

Go L (E) and locate the grey tile L of the flight of stairs. Push/pull the closest flowerpot on it (if you have problems slipping behind it for the first push, jump in the water and pull out by the edge behind the flowerpot). Now turn R and run past the stairs (you'll see another grey tile on their R). Go to the other flowerpot - notice the wrought iron trapdoor on your way - and push/pull it on the second grey tile, opening the nearby trapdoor.

Turn around, go L (S) and run off into the now accessible hole. The Smaragd Cube Receptacle is at the end of the short underground passage to your L. Put the Smaragd Cube in it, lowering a couple of cages in the southern side of the courtyard.

Turn L (W) and run to the stairway ahead. Turn L (S) at the bottom and pull up into the high opening then onto the block to your R. There's a zip-line here. Grab it and slide down but let go before the end to land on the wooden ledge. Would you fall into the water you'd be sucked to death by a strong stream.

You can see a chopper waiting for you on your L. SJ over the water and run to it to fly away from Córdoba.

==== In this part, you should have found...

Enemies: None
Items of note: Ruby Cube, the Fire Opal Ocular part 2, Sapphire Ocular Part 2, Fire Opal Ocular Part 2, Sapphire Ocular Part 1, 1st Smaragd Cube, Torch, 2nd Smaragd Cube
Secrets: None
a few Traps - 6 Timed-Run

=== SPOILERS SECTION ===

-- Part 2: Córdoba --

Solution to the Movable Crates Puzzle

Quick solution:

Map of the rooms and initial positions

Detailed solution:

Initial positions with crates numbered

- Pull crate 1 twice. Climb on the brown crate to your R, pick up the flares, go to the other side of crate 1 and enter the corridor to your R.
- Go to crate 2 and pull it once.
Current positions

- Return to the warehouse entrance and climb on the block in the NE corner to go behind crate 1. Enter the corridor, go L (N) and push crate 3 as far as you can.
- Push crate 4 once, turn L and push crate 3 in the hidden recess.
Current positions

- Go to the R side of crate 4 (i.e. facing E) and pull it once.
- Go around it, enter the corridor to your R and go pull crate 5 twice.
- Go to its R side (i.e. facing S) and pull it three times
Current positions

- Go to the L side of crate 5 (i.e. facing W) and push it once. You now have access to the last part of the corridor and the puzzle is solved.
Final positions

Solution to the Doors Puzzle

Quick solution:

Map of the room and initial positions

- Left switch acts on doors 2, 6 and 9
- Middle switch acts on doors 1, 3 and 5
- Right switch acts on 7, 10 and 12

- Ball A opens door 4
- Ball B opens door 11
- Ball C opens door 13
- Ball D opens door 8

You need to shoot all four balls in order to access the Ocular Part.

Detailed Solution:

- Flip down the rightmost switch, opening doors 10 and 12 and closing door 7. Make your way down to the Doors Room (see main walkthrough).
Current positions

- Pass through doors 10 and 12, turn L (W) at the junction then pass door 3 on your R (N). Shoot ball A to open door 4.
Current positions

- Turn around to pass door 3 again, go ahead (E) at the junction then L (N) through doors 4, 2 and turn R (E). Shoot ball C to open door 13.
- Don't leave yet. Turn around (W) and run to the end of the passage, where you'll find a movable flowerpot. Pull it, jump over it and pick up the large medipack.
- Return to the ledge by the water and make your way back up to the upper floor (see main walkthrough).
Current positions

- Flip down the leftmost switch, closing door 2 and opening doors 6 and 9
- Flip down the middle switch, closing doors 1 and 3 and opening door 5
- Flip up the rightmost switch, opening door 7 and closing doors 10 and 12
- Return to the Doors Room
Current positions

- Once on the ledge, turn around (W) and run into the corridor. Pass doors 9 and 6, go R (E) and pass door 5 at the other end. Turn R (S) once there and shoot ball D to open door 8.
Current positions

- Turn R (W), run through the corridor and past the first junction. Pass door 8 on your R (N) at the end, run into the passage and turn around (S). Shoot ball B to open door 11.
- Return to the corridor through door 8, turn L (E), pass doors 9 and 6 to your L (N), turn R (E) and run ahead. Go R at the junction and pass door 7 to your L (E). Continue through doors 11 and 13 to find yourself in a new room. Puzzle solved.
Final positions