Reign of Chaos - Chapter 5: Natla's Hideout

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 Combat Strategies Section at the end of this walkthrough as well as a summary at the end of each level.

== Part 1: Hellforge ==

And now the moment has come to confront your arch-enemy and save the World from her dark threat. But, of course, you first have to reach her. Which isn't going to be easy at all.

First things first, pick up the Chaos Gems in your open suitcase on the ground. The door in front of you opens, granting access to the Hellforge. Pass through the doorway and run into a large partially flooded area. Continue ahead (W) past the two columns. You'll see an empty frame at the top of a ramp on your way. Your next goal is to find something to put in it.

-- Even the Sun has Frozen --

Objective: Find the Frozen Sun and use it to access the rest of Hellforge.

A Door to Open

Keep on running W, then swimming as the water deepens to enter a rectangular pool lined with two ledges and ended by a closed door. Since the ledges are too high for you to climb, locate the ladder at the start of the pool to your L (S), near some spikes.

Swim to it then sidestep R until you can stand up, but not too far or you'll take damage from the nearby spikes. Jump up and grab it then climb down once (see screenshot). Backflip, roll in mid-air and hit Action to grab the crack in the wall. Shimmy L and pull up on the ledge.

Immediately draw your weapon of choice: as soon as you set foot on the ledge, a skeletal harpy attacks from your L. Take it down quickly, taking advantage of the long ledge to avoid being hit.

Once it's down, run to the other side of the ledge (W) and open the sarcophagus there (hit Action) to pick up the revolver ammo it contained. This said, the door nearby is still as closed as can be, so let's find a way to open it.

From the sarcophagus, turn around (S), climb on the higher floor by the water, go L to the column and turn around (N) again. Walk to the edge, turn slightly R to aim at the higher ledge ahead and do a SJ+G to it. Pull up. Go R (E), SJ over the slope and position Lara on the highest point of the arch you're on. You're goal is the top of the high pillar to your R. Turn 45° R (SE), hop back and do a RJ with a hard L mid-air curve. Hit Action at the very last moment to grab the edge and pull up (see screenshot).

You now probably see the jumpswitch high on the wall to your R. Since trying to grab it from here is a bit risky, turn R (S) and do a RJ to the next pillar. Turn L (E), walk to the L corner and turn slightly L to face the jumpswitch. Do a SJ with a slight R mid-air curve and grab to flip it, opening the door at the other end of the pool.

Return on the ledge via the ladder like you did the first time, run L (W) to the other end and climb on the higher floor. Turn 45° R (SW) to face the doorway and do a SJ to it holding Action to avoid hitting the upper wall and go R into the next room: the Tall Pillars Room.

Escaping a Snowflake

Run across the room to the other side then continue ahead (W) to reach a passage with two flights of stairs on each side. The R one (NW) leads to a large, high-ceilinged room bathed in lava. There's a safe platform in the opposite side but it's inaccessible for now. Go L instead (SW), climb the stairs and run along the long passage to reach the switch there. Save. Timed-run coming.

Activate the switch, raising a block in the Lava Room. Roll to turn around and sprint through the passage. Stop sprinting at the stairs, run with a L curve then jump on the highest step of the second stairway, again with a L mid-air curve (see screenshot). Dash through the doorway into the Lava Room and run ahead to take off from the tip of the raised block before it lowers and land on the safe platform ahead.

Once there, turn R (N) to locate the ladder beyond the column. Walk to the edge, standing in the middle of the tile and turn L (NW) to face the ladder. Hop back and do a RJ+G to it (no need for mid-air curve). Climb up to the top but don't pull up yet.

Considering your upcoming predicament, you're going to have to save time and certainly not losing some positioning Lara for a jump. Release Action and immediately hit it again to grab the edge of the ledge. Quickly shimmy R before she puts her legs back on the ladder and go around the corner to the middle of the tile. Save and pull up.

As soon as you step on the ledge, a cold spirit comes to chase you. Hit Look to get rid of the camera, roll to turn around and do a RJ to grab the rope hanging from the ceiling. Quickly turn 90° R around the rope to face the ledge running along the wall, swing and jump to it (this is a long swing, make sure Lara's at the highest point of her arc before jumping). Turn L (E).

Now you have the choice, either you take a safe route by getting rid of the spirit first then getting back up there or you take the quick one by accomplishing your next tasks with the spirit on your tail. The first one is indeed safer, but involves some backtracking, timed-run included. The second one will certainly cost you a good load of health. Your call.

* Safe route:

Sprint along the ledge then across the next room with a slight L diagonal. Turn L at the edge and run off to land on a lower platform. Drop down into the room below and rush R (E) toward the entrance. Dive in the water and wait for the spirit to join you there and melt. Now you have to make your way back to the high ledge via the ladder, the Tall Pillars Room and the Lava Room. Resume below (but without the spirit, so you can take your time).

* Quick Route:

Sprint along the ledge then go L into the next room. Locate the Large Vase on your R which happens to be shatterable. Shoot it and pick up the Crowbar on the pedestal. Go R, run to the edge with a L curve and do a RJ to a high square platform. Keep on running and do another RJ with a R mid-air curve to the long ledge against the N wall. Run along the ledge: the Frozen Sun is on the wall near the end. Pry it out with the Crowbar. Turn R (E), SJ on a lower platform and safety drop into the room below. Run ahead then R (S) toward the entrance (mind the lit brazier there) and jump in the water, where the spirit will duly melt.

Once in the water, the Frozen Sun in your inventory, swim ahead (E) to return to the large partially flooded area, going R (S) after the pool then L (E). Swim, wade then run ahead. Run up the ramp to your L. Place the Frozen Sun in the Frozen Sun Frame at the top, opening a wood bars door in the far L corner (SW). Leave the ramp, swim R and go pull up in the doorway.

-- To the Forge of Hell --

Objective: Reach the Forge

Don't run ahead. The floor in this short passage is very much trapped with red burning floor. Look up: there's a MS above you. Jump up, grab it and swing to safely let go after the red floor.

Run to the other end of the passage to reach a ledge overlooking the Frozen Sun Frame Area. There's a ladder ahead, but the spikes before it prevents you from grabbing it (plus there's nothing of interest up there). Look up to spot another MS, stand on the highest part of the floor (i.e. at the very entrance) and grab the MS. Turn R and swing past the round roof to land on a platform extending from it. Turn R (S).

The Swinging Chain Room

You're standing in an opening overlooking a room bathed in lava. There is solid lava on each side (both cold and hot), a high ledge to your L (SE) and, last but not least, a pink transparent platform topped by a swinging chain.

First off, walk to the edge and stand in the L corner. Turn slightly L to face the edge of the platform and do a SJ+G to it. Now you have the choice again, depending on whether you prefer dealing with the chain and do a safe and relatively easy jump or staying clear from the chain and do a tricky one, losing health in the process.

* Dealing with the chain

Shimmy L to the corner and pull up (the chain swings diagonally and can't hit you there). Wait for the chain to swing away then do a RJ with a hard L mid-air curve. You'll land on the ledge to your L below and won't lose any health (see screenshot). Run ahead then L (N) and walk to the edge. Do a RJ+G to the alcove ahead beyond the solid lava. Pull up. Resume at the + after the "Staying clear from the chain" part below.

* Staying clear from the chain

Shimmy R around the corner then to the next one (but not around it). Pull up, turn R (S), make sure Lara's healthy enough and run off from the platform to land on a safe triangular tile below. You're now in for a nice "triangular jump".

Turn around (N) and position Lara as in this screenshot (careful not to step on the lava). Hop back and run with a R curve. Take off and do a hard R mid-air curve to land on the safe cold lava (see screenshot). Once there, run up the slope, turn L (N) and pull up in the alcove above

+ Activate the switch ahead to open a door in the other side of the room. Turn around (S), go to the edge and do a RJ+G to the high ledge ahead. Pull up, run ahead to the other end then R (W). There's cold lava ahead and below in the opposite side. Do a RJ to land on it.

Run to the top of the slope and pull up on the ledge above. Run ahead, R (N) then L (W) through the doorway. You've made it through the Swinging Chain Room!

From pillar to pillar

As you may notice from the many high pillars ahead, you're not done yet with tricky jumping. But before doing anything else, let's go for a secret.

Go L (S) and run along the ledge to the edge. You can spot an opening in the L wall ahead (SSE). Turn to it, standing in the middle of the tile, and do a RJ with a L mid-air curve to land in said opening which happens to be Secret #12. Pick up the large medipack there.

Going in was easy, but going back to the previous ledge will be a tad trickier. Position Lara as in this screenshot, hop back and do a RJ with a hard R mid-air curve to land back on the ledge (see screenshot). Return toward the entrance and stop there.

Walk to the edge. There's a sloping-top pillar ahead and a triangular platform beyond. Do a RJ+G over the former to the latter and pull up.

Aaahhh! Another triangular jump! This one might be even trickier than the one you maybe did in the Swinging Chain Room. Your goal is to grab the edge of the floating platform to your L, taking a curved run up and aligning Lara perfectly with the edge of the floating platform: the platform is quite far and you need to do a long jump to it. It requires absolute accuracy, so save.

Turn 45° R (SW) to align Lara with the diagonal side of the triangle and step back as much as you can. Run with a L curve to align Lara with the platform and take off at the last moment. Do a straight jump and hit Action, again at the last moment to grab the edge (see screenshot). Pull up.

The next jump is easier. Walk to the edge and the L corner. Turn slightly L to aim at the floating slope before a CS, hop back and do a RJ+G. Pull up, slide a bit and jump with Action to grab the edge of the CS. Slip up in it.

Crawl a bit to stand up in a rather dark passage lit by braziers. Go R (W). You'll see another low CS near the corner, but don't crawl in yet. Turn L at the corner, run ahead and go pick up the revolver ammo on a pedestal in a recess to your L (E). Now go to the second CS.

Crawl in, turn around, drop down and immediately backflip (don't slide) on a triangular ledge. No triangular jump here, though. Turn R (W), walk to the tip of the triangle then align Lara with the floating slope to your R (NW). SJ on it (see screenshot - you might only jump up. In this case SJ again). Slide a bit, jump with a hard R mid-air curve on the next slope, slide again, jump and hit Action to grab the edge of the sloping but walkable floating block (see screenshot). Pull up.

You're almost there (out of the room, at least). Do a RJ+G to the next ledge, pull up and go L (W) through the opening.

Close Encounter of the Eight-Legged Type

You're now in a room bathed in lava, with emerged blocks to your L (S) and some wooden platforms high against the wall that don't look very sturdy (and in fact aren't sturdy at all). Turn to the emerged blocks standing on the highest part of the ledge you're on, in the middle, and do a RJ+G. Pull up.

Walk to the edge (mind the hole beyond, it's filled with lava) and do a SJ+G to the higher ledge. Pull up and go R (W) to the edge. Do a SJ+G to hang from the edge of the collapsible platform.

Pull up and immediately do a RJ+G over the next collapsible platform to grab the edge of the third one. Shimmy R and around the corner. Pull up, roll and do a RJ to the last collapsible platform. Quickly run ahead on solid floor. Go R (E) to the end of the ledge then turn L (N). There's a ledge above. Pull up.

Well, with all the webs you've seen scattered all over the place, you didn't think you wouldn't meet some of those, did you? There are 3 giant venomous spiders lurking up there, and they're all but friendly. Your best chance here is to patiently kill them by pulling up, shooting and hopping back when they come too close. Repeat until they're all dead for good.

Once you've secured the place, pull up again and go L (W). There's a crowbar lever there in the corner. Use your crowbar to activate it. Go to the opposite corner (NE) to activate a 2nd crowbar lever, opening a double door in the other side of the room. Turn around, run across the room and pass the doorway.

An Obstacle Course

Run down the ramp and immediately turn L. The spiked balls will miss you, they're just here as a warning of what awaits you. Don't go too far, though. The spiked wall ahead and the fire emitter are much more dangerous. Run to the higher floor (but not on it), stopping one step away. Turn 45° L (SE) to face the passage, wait for the wall to slide away (i.e. R) and SJ with a L mid-air curve (see screenshot). Don't run but stop: there's a nasty surprise beyond the wall and you cannot see it.

Well, if the wall hasn't crushed you, you now can see it, as a matter of fact. There's a hole beyond and a chain. And to put some icing on the cake, the floor below that supports the chain is a burning one.

Walk to the edge and run off holding Action to grab the chain. Slide down past a golden block hanging from the ceiling and turn slightly R (see screenshot). Backflip: you'll hit the L side of a slope behind. Immediately jump with a hard L mid-air curve to safely land on a ledge below the burning block.

Turn around and walk to the edge, standing in the L corner. Turn slightly L to aim at the short slope against the wall and SJ on it. Immediately jump on the rightmost long slope ahead.

Bounce from one slope to the other, holding R when you jump forward to reach the opening. Release Jump as soon as you've passed it and slide a bit before jumping again over the lava on another slope. Keep bouncing from slope to slope, jumping as soon as you hit them to eventually land just in front of another spiked wall (aren't you happy?)

There are in fact several of them ahead, so watch your steps by all means. First, go L (N) into the passage and turn R (E) at the corner: a 2nd spiked wall is there. Locate the small passage between the two spikes walled ones to your R (SE) you're going to use it as a refuge to pass the walls.

Stand as close as possible from the wall without taking damage standing on the R, turn R to face the refuge and wait for the wall to go away to slip in it. Once there, look ahead and R to notice a third spiked wall, this one going horizontally. Wait for the wall to your R to go away and hurry into the next room running far enough to clear the third wall, but not too far to avoid a 4th spiked wall beyond (how nice. While you're at it, mind the lit brazier to your L).

Pass the 4th wall and run to the edge ahead. Turn around, safety drop down on a slope below and slide into the Forge.

-- At the Forge and Beyond --

Objective: Create two Ashen Stones and enter the Garden of Stone

You see those two diamond-shaped holes on each side of the slope? They're receptacles for the Ashen Stones you're about to create in order to open the closed door in the corners.

Turn around (E) and run across the room to enter another much smaller one (notice the two golden bowls, we'll get to them in a moment). Go pick up the shotgun normal ammo on a pedestal beyond a hole and a chain then return on the lower floor near the entrance, turn to the chain, run off and hit Action to grab it. Slide down but backflip before hitting the floor at the bottom: it's a burning one. Turn around.

Getting some Heat

Do a SJ from the entrance of this new Lava Room to the first safe ledge. There are two little bowls here (one ahead and one on your L). You goal is to light them. Do a RJ on the grey ledge ahead (W) which we'll call the "Grey Ledge" for future reference, turn L (S), walk to the edge, turn slightly L, hop back and do another RJ to the brown ledge.

Go to the L corner, turn 45° L (SE) and do a RJ to the sloping ledge near the corner. Pick up the shotgun (it might prove handy in the next sequence if you don't have one already).

Return to the previous ledge, this time with a SJ, turn L (W) and do a RJ to the next safe ledge then another one to the last one. Do a last RJ to land in a small room with a black slightly lower floor in the center.

Before walking on the floor, make sure your revolver is combined with the laser-sight and draw. Step on the black floor: a skeleton will arise ahead and to your R. Aim at his head and shoot to blow his skull up: he will blindly run straight into the lava. If you don't want to use the revolver - or are out of ammo - draw your shotgun instead. Lure the skeleton so he's between you and the lava and knock him off with a cartridge.

Once he's out of the way, go pick up a candle on the floor (there are three of them, in case you'd lose one) and return to the Grey Ledge. Turn L (NWW) once there and SJ on the next one then do a RJ to the last one and another RJ to the small room.

There are Lit Candles here. Go light you candle on one of them and return to the Grey Block. Once there, turn R (S) and return to the flat block next to the little bowl. Light it. Turn R (N), walk to the R corner, turn 45° R (NE) to aim at the safe ledge closest to the entrance, hop back and do a RJ to it.

Turn around and light the second little bowl. You can now drop your candle, you won't need it anymore. Turn around and do a SJ to be back in the entrance near the chain. Walk to the edge of the hole, SJ+G the chain, climb up and backflip.

Forging the Keys

Remember those two gold bowls? They are in fact quite the movable type. What you need to do is place them above the fires you just lit to forge the Ashen Stones. Although there isn't any specific order, let's start with the one in the NE corner.

Turn around (W), enter the Forge and go R (N) then R (E) again. You must place the bowl to the R and "under" the red unmovable one near the entrance of the Chain Room, when looking at the latter (i.e. SW of it). Pull the bowl twice then go around it to its R side (i.e. facing N) and pull it three times. You'll provoke a nice firework and the 1st Ashen Stone will appear in the gold bowl. Push the bowl once so you can pick up the stone.

Now go to the second gold bowl. It goes four tiles away R of the first bowl current location. Go to it, facing W, and pull it twice. (Note: You might get a firework at this point, but no stones. In this case just proceed as follows, you'll get the second stone.) Now go to its L side and pull it three times: again a nice firework, this time served with the 2nd Ashen Stone. Push the bowl and pick up the Stone. Time to leave.

Turn L (W) and run across the room. Put both Ashen Stones in the Ashen Stones Receptacles on each side of the slope to open the nearby doors, in both corners. Pass through either doorway to leave Hellforge and reach the Garden of Stone.

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

Enemies: Skeletal Harpy, Icy Spirit, Giant Venomous Spiders, Skeleton
Items
of note: The Chaos Gems, Crowbar, Frozen Sun, Candle, 2 Ashen Stones
1 Secret
many Traps - 1 Timed-Run

== Part 2: Garden of Stone ==

Note: Although this level comes in two parts, it will be treated as one in this walkthrough
Important: In the next level (the Cathedral) you'll have to shoot things on two occasions in order to progress. So make sure you have at least two revolver bullets left at the end of this level, since you won't find any revolver ammo in the next one.

Level Objective: Collect a Silver Key and a Rusty Key and use them to access the Cathedral

Well, you've made it through the Forge, now you have to explore the Garden of Stone and make it through as well (and stay alive).

THE QUEST FOR THE SILVER KEY

-- Preparations and Going High --

Objective: Find your way to the higher part of the Garden of Stone.

Run L (W) and up the ramp, staying close to the wall to avoid being hit by the swinging chain. You'll eventually reach a terrace overlooking a courtyard with a beautiful fountain in the center. Go L (W) and pick up a Candle on the floor, taking note of the unlit candlestick here as well (there are three candles in case you'd lose one).

Return on the ramp and run down all the way to the bottom, again staying close to the wall to avoid the swinging chains and enter the Fountain Courtyard. There's a cascade here near the far L corner (NW) with an unlit brazier on its L. Go around the fountain and notice the water hole at the bottom of the cascade. Leave your candle here on dry land (use a weapon shortcut to drop it at your feet).

Climb in the higher passage beyond the cascade (or SJ over the cascade slope) and run ahead (W) staying on the R. There's a short upward ramp: run up but stop before the corner: the tiles beyond - marked with an X - are trapped with nasty floor blades. Do a R diagonal SJ over them to land on the safe ones and set the trap off.

Ahead of you are two other sets of four trapped X tiles, separated by safe floor. This said your upcoming problem isn't the traps themselves, although they might count. For now, go to the next set and stop one step away from it, still staying R. Hop back and do a RJ over the traps, setting them off. Immediately roll to turn around and start running.

What's after you right now is a Fire Spirit, and your only chance is to lure it to the water hole where it will properly extinguish. So run/sprint, doing a tight turn at the corner to run on the tile you've already set off then diagonally R to the cascade. Slide down the slope a bit then jump directly into the water hole. Wait for the spirit to join you there and leave the water once it's gone for good.

Get the candle back (you should have left it nearby) and return into the passage. Try jumping with a wider angle at the corner to set off other traps and do a RJ over the L side of the next set, since you've already set off the R traps there. All this traps dealing is done in preparation of something you'll have to do much later, but better safe than sorry.

Do a RJ over the last L set of traps finding yourself in a new passage. Notice the closed wood bars door to your R (E): it's the entrance to the other part of the level, so ignore it for now. Go L (W) instead and around the corner. Run down the ramp. You'll find a Lit Brazier at the bottom. Light your candle on it.

Return to the Fountain Courtyard and light the Unlit Brazier there. It opens a door beyond the water hole. Don't go there (it's for much later but at least now it's done). Return to the Swinging Chains Ramp and run all the way up to the high terrace where you found the candle. Light the Candlestick there as well to make a chain appear nearby. Drop the candle.

Go to the chain, facing the edge of the terrace (i.e. E) and climb up until you can spot the higher ledge behind Lara. Backflip. You've made it to the higher floor.

-- A Hot Ashen Stone --

Objective: Find the Ashen Stone and bring it to its receptacle

Go L (N) and climb on the higher edge of a cascade flowing from a low CS to your L (W). Crawl through said CS then run on the cascade. Jump over the slope to reach a higher room (you can also use the ladder to your R and, by the way, the red raised floor there isn't trapped). You'll see a pedestal to your R, topped by a sword. Take good note of its location: it will be a life saver later.

For now run/wade ahead (W) and enjoy the fly-by.

Granted, that room looks a little bit more like Pompeii just after the eruption than Alnwick (without the ashes), but you'll have to explore it thoroughly, no matter the lava and the heights. Prepare yourself to perform the trickiest acrobatics of the whole series.

It starts easy, though. Climb on the block at the end of the cascade, run to the end, turn R (N) and do a RJ on the emerged grey block ahead. Turn L (W), walk to the edge and the L corner, turn slightly L to aim at the next emerged ledge, hop back and do a RJ to it. Repeat to land on the black cold lava in the western side of the room. You'll see an Ashen Stone Receptacle to your L, and you're indeed going to find something to put in it in a moment, but first secret time!

Turn R (N) and locate the safe upward slope L of the quite unsafe hot solid lava one (see screenshot). Go there, run up the slope then SJ over the steeper part. Turn around, backflip to bounce on the last part and hit Action to grab a ladder ahead. Backflip again to land in a hidden alcove which is Secret #13. Pick up 3 uzi ammos and some revolver ammo there. Drop down to the slope below, slide, turn around and (cautiously) slide again to be back on the bottom of the slope.

The Course Over the Lava

Alright. Serious business starts here and now. Turn N. Ignore the slopes emerging from the lava to your R, they're oriented in the wrong direction and are there only for coming back. Walk toward the hot solid lava slope and stop one step away from it. Side step R and do a SJ over it to land on a safe slope beyond. Immediately jump to land on the next emerged flat ledge (see screenshot).

Walk to the edge and the R corner. Turn 45° R (NE) to aim at the beige slope, hop back and do a RJ. Slide a bit then jump to land on the beige emerged stones (see screenshot). Walk to the edge and the R corner and turn R (E). Hop back and do a RJ to the emerged stone ahead which is flatter than it seems, aiming at its far L corner (see screenshot).

Turn R (S) and walk along the L edge to the highest point of the ledge. Turn slightly L, step back as much as you can and do a RJ with a very hard R mid-air curve to land on a flat ledge beyond the slopes (see screenshot). Turn L (E), hop back and do a RJ over the ramp on another flat tile (mind the ramp, it's trapped with burning floors, as are all the similar ramps in the room). Turn L (N), walk to the edge and SJ on the higher block, which is sloping but not slippery.

Walk to the edge and the R corner and turn R to aim at the emerging slope. Hop back, do a RJ+G and grab the edge. Shimmy R as far as you can, pull up, slide a bit and jump with a hard R mid-air curve to land on the low triangular ledge that's on the R of the next slope (see screenshot).

Walk to the edge and the L corner, turn slightly L and do a SJ to the slope ahead. Slide and jump on the next flat ledge.

Do a SJ to the next one. There's a high ledge above and to your L (S) which you'll get to eventually, but first let's make a short and easy detour for the large medipack you can spot in the distance. Turn L (SW) and do a couple of SJs to pick up the large medipack. Return to the ledge next to the high one (hit Action when SJing from the medipack ledge to avoid hitting the upper wall).

Turn R (S), walk to the edge and the L highest corner. Jump up and grab the edge of the ledge above. Pull up. Turn around (N), hop back and do a RJ+G to the other high ledge. Run diagonally L (NW) to the edge, stopping one tile away from the upper edge on your L. Your next goal is a patch of cold solid lava, located beyond the high edge and below. The problem here is that said high edge is trapped with burning floors, so you must jump over it without touching it and the low ceiling won't make things any easier.

Position Lara as in this screenshot, hop back and do a RJ over the trapped edge to safely land on the cold solid lava below. The jump in itself is easy, but the initial correct positioning is of the essence.

The Course By the Lava and the Ashen Stone

Go ahead (W), staying on safe ground close to the wall and SJ over the slopes when needed until you get close to an opening to your R (N). SJ in it. The planks barring the way are shatterable so shoot them and enter the dark room beyond. Go L (W) and run across the room to find another opening to your L (S) there.

Walk to its edge and do a SJ over the hot solid lava to the safe one. Walk to the edge and the L corner, turn L (SE), hop back and do a RJ to another safe patch below (see screenshot). Walk ahead and stop one step away from the hot solid lava, hop back and do a SJ to another safe patch beyond. Do a SJ over the next hot solid lava, taking off one step away.

Run ahead then R at the bottom of the slopes. Turn toward the rightmost one (NW), standing one step away from its bottom and do a SJ to land on its flat top. Turn L (S), step back once or twice and do a SJ to the triangular flat slope top ahead. Turn R (W), walk to the tip of the triangle and do a SJ to another triangular flat top. Walk to the wall, turn R (N), walk toward the tip (but not to it) and do a SJ on yet another triangular flat top. Pick up the Ashen Stone there, being careful not to slide while doing so (see screenshot). Now that you've got it, let's make our way back to its receptacle.

Return to the first triangular top with SJs. Now you have to deal with a nice triangular jump. Position Lara as in this screenshot run with a R curve and jump with a R mid-air curve to land on safe cold lava, at middle-height (see screenshot). Turn R (W), run up a bit then go L (S). Stop one step away from the hot solid lava and do a SJ over it to land on a safe triangular spot against the wall.

Turn L (E), walk to the tip of the triangle, hop back and do a RJ with a R mid-air curve as soon as you've cleared the wall. Immediately hit Jump to backflip on the nearby emerged flat ledge (see screenshot). Remember those two slopes you ignored a while ago? Time to use them now. Turn L (SE) to face the first one and aim at its top, hop back and do a RJ to land on said top. Slide, jump to the next one, slide and jump again with a hard R mid-air curve (see screenshot). You're back near the Ashen Stone Receptacle.

-- High and Low --

Objective: Snatch the Silver Key and get away with it

Run ahead (S) to the Ashen Stone Receptacle and put the Ashen Stone in it, which opens a door nearby to your R and up in the wall. Go climb into the doorway then run ahead into the room to pick up some uzi ammo in the recess.

Turn around, go R (E) to the other side of the room where you'll see a closed decorated double door. Since you can push it open, run to it and press Action. Enter the alcove beyond.

What?!? All this for a small medipack???   Well, no. Not really. Pick up the medipack first, turn around to leave the alcove then go L into the first recess (S), turn around and look up: there's a jumpswitch up there. Flip it to open a wood bars door hidden in the opposite recess (N). Run into the latter and climb in the doorway.

Do a SJ from the edge to the ledge ahead then a RJ+G to the other one. Pull up. Walk to the L side of the raised floor ahead until Lara hops on its edge and turn L (W). Jump up to grab the extended ledge and pull up.

Turn L (S) and run diagonally L (SE) to climb on the second raised edge to your L (E). Go on its highest point, walk to the edge, turn slightly L and do a straight RJ to the ledge against the wall. Pick up the flares then go L (N).

Don't try to jump to the next ledge: it's too far. Run off from the edge to a lower platform (don't jump, you'd lose health). Turn R (E) and look up: there's a crack running in the wall above. Jump up, grab it and shimmy L and around the corner to pull up on the ledge.

Run ahead and pull up on the higher ledge then do a RJ to the next one. Your destination is the lever you can see in the distance to your L (NW), on a lower roof. Do not try to use the slopes ahead to get there. Turn L (W), walk to the edge and the R corner and turn 45° R (NW) to aim at a triangular ledge extending from the roof (see screenshot). Turn L (W), walk to the "wall" (which happens to be a slope) and hit Jump + Action to grab the edge. Pull up and slide.

Go R (N) and push the lever on the other side of the roof. A key appears in a room that's located beyond the opposite roof (i.e. the southern one). Your next problem is to make your way back there and there are two ways to do this. The first one is the quickest and simplest one, but will cost you a bit of health. The second one is longer and harder and will cost you life as well, but less. Considering the gain is not that important, I'd advise the quickest one although the safest one has more fun.

* Quickest one:

Turn around (W) and climb on the closest higher edge, standing on its rightmost and lowest point. Turn slightly R: you're aiming at the top of the cold lava patch below. Hop back and do a RJ to it. From there, return by the Ashen Stone Receptacle like you did the first time around but without the detour for the Ashen Stone (see "The Course By the Lava and the Ashen Stone"). Resume at the +

* Safest one:

Return to the triangular ledge you landed on by climbing on the high edge that's located L of the slope, turning 45° R then running off. Stand in the middle, facing E, and run off to land on the top of a slope below. Immediately jump to the other slope ahead, rolling in mid-air to change direction. Bounce from one slope to the other pressing R when you jump forward. When you reach the R edge of the slope, slide a bit then jump with a hard R mid-air curve to land on the nearby low triangular ledge.

From there proceed to the Ashen Stone Receptacle like you did the first time (see "The Course Over the Lava", four last § and the "The Course By the Lava and the Ashen Stone", without the detours for the medipack and the Ashen Stone).

+ Once you've reached the Ashen Stone Receptacle, return on the southern roof via the nearby room and the high ledges. When you've pulled up on the roof, run ahead (S) in the room. The Silver Key awaits you there.

Go around it before picking it up (i.e. face N, you'll see why in a moment) and proceed. You'll immediately find yourself chased by a sword spirit. Since it won't disappear in the water as its Cold and Fire cousins, you need to find another way to get rid of it. Remember that Sacred Sword you spotted before entering the Lava Room? That's what you're heading for now.

Sprint ahead (S) to the edge of the roof, roll and safety drop on the ledge below. Do a RJ+G to the other edge and pull up. Run with a L curve to the edge and do a 45° R angled jump over the burning edge to safely land on the cascade below. Turn L and rush toward the water but don't jump in it. Do a RJ to the nearby room with a hard L mid-air curve and wait for the spirit to explode on the Sacred Sword.

-- To the Other Side --

Objective: Enter the next part of the Garden of Stone

OK. You now have a Silver Key, but you still need a Rusty Key to access the Cathedral and continue your trip to Natla's Lair.

Leave the Cascade Room by sliding down the cascade then crawling through the CS and use the chain on your R (SE) to slide down to the terrace below. Return to the Fountain Courtyard by running down the swinging chains ramp all the way to the bottom, then go into the passage near the far L corner (NW). Run through the passage (mind the blades if you haven't set off all of them).

Run to the other end then go L (W). Notice the steaming tile then go L again around the corner of the arch. Turn L to face it, run to it and jump up to pull up on its top. Go to the opposite edge: there's a jumpswitch in front of you. Do a RJ+G to flip it, opening the nearby wood bars door. Pass the doorway to your L.

You're in a small, dark room with a closed wood bars door at the bottom of a short ramp to your R and a metallic decorated table to your L. The latter is movable, but first let's fetch some goodies.

Go to the far L corner (NE) but immediately hop back to avoid being crushed by the falling ceiling. Return there. There's a hole above (whence the ceiling came). Pull up in it. Go pick up the shotgun normal ammo and the large medipack then drop down back into the room below.

Go to the movable table. Its rightful place is the steaming tile you spotted a moment ago, beyond the Arch. Push/pull it there to open the wood bars door. Unfortunately, you'll unleash a cold spirit in the process. Hurry to the water hole in the Fountain Courtyard via the (formerly) trapped passage to get rid of it then return to the Little Dark Room.

Pass the door to your R which is now open. Leave the vase alone. It is indeed shatterable but only contains fire bugs (the beetles-type ones). Simply continue ahead until you reach the other side of the Garden of Stone

THE QUEST FOR THE RUSTY KEY

-- Swimming to the Main Room --

Objective: Reach the Main Room

The Siren and the Sword

You're now standing by a low CS which is the way back to the other part, in a small room bathed in shallow water. Go L (N) and cross the room to find a ladder in the other side and climb up into an upper room.

Not much to do here (except gazing at the blood soaked wall) so continue ahead (N) through the opening and eventually drop down into a lower passage, without trying to jump in the other opening: the low ceiling won't allow you to do so.

Go R (E) and draw your weapon of choice to take down the stray dog that will soon run at you to bite your throat open. Once it's down, notice the ladder to your R (S) in the recess, which will allow you to get back to the starting point and the other part of the Garden when needed then run ahead into the next room.

There's a passage in the other side of the room, going down in deeper water. Before going there, pick up the small medipack on the ledge to your L (N) then go into the shallow pool in the center to pick up some flares. Leave the water and run down then swim through the passage: you're now in the Lair of the Sea Hag (this one indeed deserves capitals).

Don't lose time (and possibly health) to try and lure her to a point where you could shoot her: she's not that stupid and won't follow you. If you have plenty of revolver ammo, you still can try and shoot her from the passage by aiming at her with the laser-sight. If she shows enough of her through the opening, and with patience and accuracy, a few bullets will do.

If she's dead or if you're really desperate for a shotgun, go pick up the one in the center of the room as well as the large medipack. Swim R (S) and up to the UW lever near the ceiling. Pull it to open a door in a nearby room.

Turn around (N), swim down and locate the opening near the bottom on your R. Swim through it, go L (W) to pick up some shotgun normal ammo then swim N through the newly opened door.

Cross the flooded room and surface in the next one to take a breath. Quickly dive again and swim L (W): a sword spirit is on your tail. Go R (N) and pull out of the water.

Turn to face the W wall and look into said water: you can spot some immersed windows in it (see screenshot). Draw your revolver combined with the laser-sight and shoot one of them (be quick, the sword spirit is still around). Dive and swim through the broken window.

Swim L (S) through other windows which are already broken. There's a Holy Sword in the room beyond. This said, this particular spirit does have self-control, and it won't rush to the sword at once. Return to the previous room and surface. Turn around dive again and swim toward the broken windows, staying close to them. The spirit this time will give up and surrender to its attraction, rushing to the sword and exploding on it. You now can safely surface for air.

A Key, a Rush and some Spiked Balls

Turn around (N) and go pull up on the top of the partially immersed chandelier to your R (NE). Do a RJ to the wooden ledge ahead (E), turn around and look up. There's a jumpswitch here to your L. Flip it to open a couple of tall metal doors in another flooded room. Jump back in the water.

Swim ahead (W) to the other side of the pool and exit the water on a metallic ledge. There's another pool beyond. Jump in the water and swim L (S) and down. Swim ahead through the passage: the doors you just opened are here on each side. Pass the R (W) one first and pick up the small medipack there. Now turn around (E) and swim through the other door.

You're now in another pool. Swim up, surface and go R (S). Exit the water. There's a lever ahead. Push it to lower a block in the Holy Sword Room, revealing a key. Return there via the three pools.

Once you've passed the broken windows, swim L (E) past the arch then L (N). Pick up the Key on the now accessible window pane. Return to the Chandeliers Room and swim R (E) through the window you shot to be back in the Sword Spirit Room. Exit the water on the L (N) sandy ledge.

Go R (E) and run to the other side of the room. You'll see a closed double door to your L (N) with a keyhole. That's where you're going but first turn R (S) and go pick up the large medipack near the wall. Now run to the doors and open them by putting the Key in its Keyhole.

Pass the doorway. There's a closed wood bars door ahead and a switch to your R (E). Go to the switch and save: you're now in for a tight and dangerous timed-run.

Activate the switch and turn L to run diagonally to the door, which closes almost immediately. Step in the passage and let the door push you back in the previous room. Looks like you missed the timed-run, but in fact you've just got rid of 2 spiked rolling balls that would have crushed you otherwise. Return to the switch and repeat the timed-run, this time pushing your way in.

Pick up the shotgun normal ammo lying by the door and run down the ramp. Stop at the edge and let 2 other spiked rolling balls pass. You could now jump in the greenish water to your R, but you'd miss a secret which you're going to find right now (along with some more spiked balls)

Run off the edge to the top of the cascade then ahead (E). There's a wooden ledge in the other (dark) side of the room. Pull up on it but immediately hop back to dodge the spiked rolling ball you've just triggered. Pull up again. You'll see some shotgun normal ammo on the floor ahead and to your L. Don't pick it up. Don't even go where it is: it's a bait to have you immediately crushed by another spiked rolling ball. Go immediately L (N) instead to trigger the spiked ball, which unfortunately stops on the ammo and prevents you from picking it up.

Light a flare and SJ over the wooden slope to land in Secret #14. Pick up the revolver ammo and the small medipack there then return to the top of the greenish cascade.

Go L (S) and into the cascade. You'll soon be carried away by a strong stream to find yourself swimming by a stone ledge at the edge of the cascade. Swim R (W) in the recess and pick up some uzi ammo there. Surface, climb on the stone ledge and pick up the Uzi. The ledge is overlooking a large, high-ceilinged room with many ledges and balconies against the wall: you've made it to the Main Room.

-- To the Library --

Objective: Open the double door then enter the Library.

Go R (W) and stop roughly one step away from the wall, standing on the edge. Turn L (SWW) to face a wall extending from the main one and notice the crack in it. Hop back and do a RJ with a R mid-air curve to the crack, hitting Action at the last moment to grab it (see screenshot). Shimmy L and around the corner and let go to land on a wooden stairway.

Turn L (W) and climb in the alcove to pick up some uzi ammo there to your L. Return on the stairway, turn R (S) and climb down. Shoot the window to your R and go pick up the uzi ammo lying beyond. Turn around, return to the main room, go R (S) then L (E) at the closed double door to enter a small room.

Immediately turn around, run back to the Main Room and draw your weapon: you're savagely attacked by a skeletal harpy. Take advantage of the room to shoot it down without being hit too many times. Once it's down, return to the small room.

Shedding some Light on the Situation

First, shoot the window ahead (E) and notice the closed wood bars door on the wall beyond. Pick up the uzi ammo in the recess to your L (N) and shoot the window here as well if you so wish then turn around (S) and go to the switch. Save. It's indeed timed.

Activate the switch, opening the wood bars door you've just spotted. Turn L and run diagonally L to the window. Jump straight to land on a ledge below and to the left. Turn R while Lara stands up, run then jump through the door before it closes.

Mind the lit brazier in a hole in front of the door and go R (S) to pick up a small medipack on a half-buried crate. Nothing more to do there for now. What you've just done is in fact preparing the way for your upcoming task: the door will now remain open.

Return to the Main Room and wade ahead (W) in the shallow water to pick up some more uzi ammo near a wooden column to your L. Turn R (N), climb on the ramp and go L (W) to run off into the shallow water. Go R (N) then turn L (W) and pick up a Candle there.

Go R (S) to the end of the pool and the raised floor. Stand on its highest point and against the edge of the ramp and hit Jump + Forward. Lara will jump up, landing back in the water the first time but will land on the ramp the second one.

Once there, run ahead (E) to the edge and do a RJ through the open wood bars door. Run off to the lower part of the room (mind the brazier) and go light your candle on the Lit Brazier. SJ on the higher floor then do a diagonal R SJ from the doorway to the ramp.

Run up and R (N) at the corner then ahead to stop on the edge and the R corner. Turn slightly R to face the half emerged crate ahead and do a RJ to it. Do another RJ to the second crate, turn R (E) and do a RJ to land on the high ledge. Light the first Unlit Brazier. You'll get a camera shot of the far R corner in the Main Room (SW), but nothing happens yet (if you have trouble getting rid of the camera, keep "Look" pressed for one or two seconds).

Do a SJ from the edge to land back on the second crate, turn 45° R (NW) and do a SJ to the third one. Turn L and do a RJ to the western ledge. Light the second Unlit Brazier, turn around, do a diagonal R SJ over the corner to land on the northern ledge and light the third and last Unlit Brazier to eventually raise a block in the SW corner of the Main Room, next to the closed doors.

Drop the candle (you won't need it anymore), jump in the water and make your way to the newly raised block via the ramp.

Going Up

Climb on the block and pull up on the higher ledge to the W. Run R along it and around the corner until you find a ladder ahead (E). Immediately turn around to shoot the skeletal harpy that's now after you and pick up the uzi ammo it left behind once it's down (must have swallowed it somehow).

Run to the ladder, climb up until Lara's hands are one tile away from the ceiling and backflip on a carpeted ledge behind. There are black roses on a pedestal to your L: don't try and pick them up. You can't and would only alert one more skeletal harpy and you can't access anywhere from there either. What you have to do know is one of those nice banana jumps.

Position Lara as in this screenshot, hop back and do a RJ with a very hard R mid-air curve as soon as you've hit the column to land on a ledge against the wall (see screenshot). Walk ahead to the slope, turn 45° L (NE), hop back and do a RJ to the other ledge against the E wall.

Turn around, walk to the edge and against the R slope, turn 45° R (NW), hop back and do a RJ to land on the higher chandelier. Turn R (N), do a RJ+G to the other chandelier and pull up. Turn R (E), walk to the edge and the R corner, turn 45° R and do a SJ to the ledge below to pick up some uzi ammo. Return to the second chandelier like you did for the first one. Turn R (N) and do a RJ from the chandelier to the wooden ledge against the N wall.

Ignore the roses on the stone shelf, you can't pick them up either. Run L (W) a bit and draw your revolver as soon as you hear the flapping sound of bony wings to take down another skeletal harpy attacking you from the opposite corner. Once it's down, carefully go to the edge despite the distant camera and do a RJ to another ledge ahead.

Run along it and around the corner to the other end. Pick up the easy-to-miss uzi ammo hidden on the carpet there turn around (N) and go pull up on the higher ledge. Run ahead to the end (careful at the corner with the low ceiling) and climb the ladder on the N wall to the top. Once there, go R and let go.

Immediately turn around and draw your weapon to take out yet another skeletal harpy (looks like there's a whole congress of them in this room). When it's permanently out of the way, turn S if needed and do a RJ+G to the first beam ahead, pull up then do another RJ+G to pull up on the second one. You're as high as can be, so time to go down a bit.

Rushing Down

Locate the leftmost opening in the passage ahead (S) and below, face it, walk to the edge and do a SJ to it, holding Action to avoid hitting the upper wall. Enter the passage, pick up some more uzi ammo then go R (W) to the other end. There's a switch there to your R. Save and prepare yourself for a timed-run.

Activate the switch, opening the double doors near the SW corner down below. Sidejump R twice, run and jump holding Action to avoid hitting the beam. You'll land safely in the pool "inside" the ramp (see screenshot 1 and screenshot 2). Quickly pull up on said ramp and rush L then L again. Sprint to the doorway staying L. Release sprint before passing them and run on the grey block to the left before the door closes and stop, avoiding falling in the lava beyond (see screenshot).

Look up. There's a MS above you so jump up, grab it and swing over the lava to reach the other side of the passage. Go R (W) through the opening and draw your weapon to dispatch the stray dog that runs at you. Once it's down and before going any further, let's find a secret.

Turn L (S) after the opening then L (E) again. The bars in front of you are climbable. Climb them to the top and pull up through a broken window into an upper room which is Secret #15. Pick up the revolver ammo ahead then the large medipack and the uzi ammo in the R (S) side of the room. Return to the previous one.

Locate the windows in the other side beyond a lovely fountain. Go shoot them and pull up through one of them in a higher passage. Go R (N) and run ahead to find yourself in a place full of bookshelves: you're now in the Library.

-- The Library and Beyond --

Objective: Find and use the Prophecy of Chaos to access the Rusty Key

Finding Something to Read

Impressive place, isn't it? No time to gaze at the decor, though. As soon as you enter a stray dog comes to play. Shoot it down then run L (W) along the wall. Climb onto the window pane to your L and pick up the shotgun normal ammo there. Run off to the floor and continue L then L again (S) at the corner. Run to the other side of the passage then climb in the recess to your R (W). Push the lever there to open a couple of doors on the top of the bookshelves.

Leave the recess and draw your weapon to take down another stray dog (the place is literally crawling with them. Maybe they're the reader-type stray dogs) then return to the Library. Go R (E) and locate the upward ramp in the middle of the room to your L (N). Run up and pass the leftmost doorway (NW).

Go L (W) but turn around before the corner to shoot down a stray dog. Go to that corner now and the recess beyond to pick up some uzi ammo. Leave the recess and run ahead (E). Turn R (S) at the bookshelf to be back on the top of the shelves in the Library itself and safely shoot down another stray dog from your safe position. While you're at it, notice the small shelf holding two books on your L (E) and the closed door on your R (W). Return into the passage.

Go R (E) after the passage and continue through nooks and corners until you find an opening to the R. Go in it but immediately turn around to shoot down another stray dog (told you there were lots of them).

Run through the opening and along the passage, turn R at the end and draw your pistols: after the stray dogs, here comes the bat. Shoot down this vermin nicely and quickly. By the way, you're now in the Dark Arts Section of the Library.

Don't sheathe yet: the planks on your L and R are shatterable so shoot them both as well. Go into the R (W) recess and pick up some shotgun normal ammo there on a pedestal. Now run into the other recess (E), pick up the uzi ammo on your way then go R to the end and look up: there's a shatterable ball up there. Use your revolver + laser-sight to shoot it then quickly draw your pistols to shoot down another bat (no need to waste precious ammo on those ones).

Return to the Dark Art Section. The wood bars door there is now open. Jump over the fire then go L (E). There are spikes over there. Stand close to them in the L corner and wait for them to retract to quickly run into the recess to your L. Pick up the uzi ammo then return to the Dark Art Section, dealing with the spikes again.

Run toward the fire then L (S). Turn R (W), jump over the spikes when they're retracted and pick up the shotgun normal ammo then turn around to rid the place of a third bat. Go into the recess and look up to spot a jumpswitch to your R. Flip it to open another wood bars door nearby. Return to the Dark Arts Section, jumping over the spikes again.

Run ahead (E) past the newly opened door to reach the Potion and Poisons Section. There's another closed wood bars door there to your R (W). Since it's closed, run ahead then R (W) before the recess and stop at the next one to your L. Look up: another shatterable ball up here. Shoot it with your revolver to open the nearby door.

Go pass said door and run to the end of the passage to pick up your prize: the Prophecy of Chaos. You found it now let's place it where it belongs.

Return to the Dark Art Section and jump over the fire there to get back in the passage by the Main Library, then the Library itself through the first opened door. Go L (E) and run along the top of the bookshelves to reach the Small Bookshelf you already spotted. Put the Prophecy of Chaos on it to open the tall metal door in the opposite side of the room.

Exit Stage Right

Turn and run along the top of the shelves to the other side and pass the newly opened door to enter a small room. The Rusty Key is there, eagerly waiting to be picked up. Proceed. The door ahead is still as closed as can be though, so turn around (E) and run to the L corner (NE). Look up to spot the jumpswitch to your R and flip it to open the door.

Run across the room (W) and pass the doorway. Run R into the corridor beyond, stop at the corner, turn L and draw your weapon to take down a stray dog waiting in ambush there. Once you've got rid of it, continue along the corridor to find a ladder at the end.

Climb to the top and pull up in another corridor. Run through it, cross the next room and continue along the next corridor to eventually find an opening to your R (S). You're in fact back near the starting point.

Drop down into the room below turn around and locate the ladder ahead and to your L (SE). Climb to the top then go R around the corner to let go in the passage. Go R (S), run off from the hole in the far R corner then continue ahead until you reach the starting CS to the R (W). Crawl through it to be back in the first part of the Garden of Stone.

TO THE CATHEDRAL

Objective: Use your hard-earned keys and enter the Cathedral.

Note: If you haven't got the Silver Key yet, refer to 'The Quest for the Silver Key" Section and find it before resuming at the paragraph below.

OK. You're back here with both keys, so now is time to use them.

Run up the ramp and leave the small dark room to be back in the passage giving onto the trapped one. Return to the Fountain Courtyard via the latter. If you haven't lit the brazier here, go pick up a candle at the top of the swinging chains ramp, light it on the lit Candlestick and come back to the Fountain Courtyard to light the brazier.

Jump into the water hole and swim through the tunnel. When you reach the flooded room at the end, stay low to the floor and swim along the R wall to set off a ceiling blade without being hit. Turn L after the blade, surface, turn around and pull up on the low ledge ahead.

Jump and hit Action to grab the MS above. Swing ahead then R and let go to land on a higher ledge. Go to the switch there and save: timed-run ahead! (and a long one at that)

Activate the switch to open a wood bars door behind the ramp in the area where you first lit the candle. Hit Look to get rid of the camera, roll to turn around and run off into the water with a L curve and start swimming L (see screenshot). Stay close to the ceiling then swim L again and R into the tunnel. Swim to the end, pull up, run and SJ over the slope. Start sprinting along the trapped corridor then SJ at the end with a L mid-air curve to land on the raised floor (see screenshot 1 and screenshot 2). Sprint L then R and run down the ramp with a L curve. Before reaching the bottom, run off into the dark passage below (see screenshot 1 and screenshot 2). Finally, run past the door ahead before it closes.

Run R (N) into the dark room you're now in then R (E) again at the corner. Go to the other side of the room where you'll find the Rusty Keyhole and the Silver Keyhole on each side of an inverted pentagram on the wall. Use both keys on their respective keyhole opening a tall metal door to your L (N).

Pass through the doorway and jump into the water hole ahead. Swim a bit further to enter the Cathedral.

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

Enemies: Fire Spirit, Sword Spirits, Cold Spirit, Fire Bugs (can be avoided), Stray Dogs, Sea Hag, Skeletal Harpies, Bats
Items of note: 1st Candle, Ashen Stone, Silver Key, Key, 2nd Candle, Prophecy of Chaos, Rusty Key
3 Secrets
some Traps - 4 Timed-Run

== Part 3: Cathedral ==

Important: In this level you need to shoot things on two occasions to progress further. As you won't find any revolver ammo here, make sure you've got enough bullets left to shoot them both.

Level objective: Find two angels and use them to access Natla's Hideout

You're getting close. You only have to make it through the Cathedral to finally reach Natla's Lair. But this also means some tough tasks, so, for now, let the stream carry you along the UW tunnel until you can surface in a water hole and pull out of the water.

-- From the Machinery Rooms to the Nave --

Objective: Reach the Nave of the Cathedral.

You're now in what looks like a machinery room. Go R (E). There's a ladder ahead in the corner. Go to it, jump up, grab it and climb three times (see screenshot). Now you can see the source of that noise you're hearing since you've set foot in the place. Wait for the blade door to be closed for the third time (i.e. just before it fully opens) and backflip.

Turn around (W) and run to the recess in the far R corner (NW) turn L once there to spot the jumpswitch. Flip it to open a door on the lower floor. Return there via the ladder, this time jumping to it when the blade door is fully open.

Turn around then go R (N). The door ahead is still closed so climb in the alcove to your L and activate the switch there to open it. Leave the recess, pass the doorway, immediately turn L and draw. Kill the stray dog before it can bite you.

Run ahead (W) to enter a new part of the machinery section. Ignore the black rose on the pedestal: just like the ones you saw in the Garden of Stone, it can't be picked up. Consider the chain in the center instead. Grab it and climb up until Lara's waist is aligned with the edge of the hole above and backflip.

There's a closed wood bars door to your L (W) and an opening to your R (E). Let's take care of the former first. Run ahead and pass the hole to its R. Enter the first recess to your R (E) and flip the jumpswitch there to open the nearby door.

Return to the room and pass the doorway (W). Both golden double doors here can be pushed open. Go to the first one to your R (N), hit Action to open it and go pick up the shotgun normal ammo in the little room beyond. Go to the second double door, open it and enter the little room to pick up some uzi ammo. Return to the chain room.

Run ahead to the opening (E). Walk to the edge and one step away from the L wall, turn L to face the alcove in the corner and do a SJ with a L mid-air curve to land in it. Immediately roll to turn around, draw a good weapon and take care of the skeletal harpy that's now after you. Once you're done with it, push the lever to your R to open a door in the room below then drop down in said room.

The newly opened door is right in front of you (N). Pass it, run ahead and enter the next room. Lara will insist on looking at something up and to your R: a small inverted pentagram. Turn to face it and use your revolver combined with the laser-sight to shoot it. After a nice explosion, two tall red doors open below.

Pass through the doorway (E) and enjoy the fly-by: you've reached the Nave.

-- One Angel in Hell --

Objective: Find the first Angel and make your way back to the Nave

Once the fly-by is over, run ahead and draw your weapon of choice: 2 skeletal harpies watch over the place and they obviously don't appreciate intruders. You can take advantage of all the room you have here but mind the lit braziers and above all the hot solid lava and the lava pit when moving and jumping.

Once they're down for good, run to the edge of the pit through the central alley, staying R. Locate the safe pillar on your L (NEE) and do a RJ to it. Turn around. There's an opening in the pit wall below and to your L (SWW). Walk to the edge and L corner of the pillar, turn L to face the opening and step back once. Do a simple SJ into the opening (see screenshot).

Crawl through the low CS to enter a low passage. Don't go L (S) it's a dead end and would you drop and grab the edge, a deadly one. Go R (N), drop down at the end holding Action to grab the edge (there's lava down there) and shimmy L and around the corner. Pull up and pick up the shotgun normal ammo in the alcove.

Drop down again, shimmy R to hang from the previous edge, let go and immediately hit Action again to grab the crack below. Shimmy R until you can pull up (but you're still crouching). Turn R (W), drop down and hold the edge. Shimmy R again until you find yourself above a slope. Let go, slide a bit, backflip, roll in mid-air and hit Action to grab the edge of the opening ahead. Pull up and walk to the edge.

The Hellacious Room

That's one impressive room, isn't it? And quite dangerous too. To your R (NW), bathed in fire, is your current goal: the first Angel. In the center of the room, you can spot some (currently) still spinning blades and a couple of golden platforms, which are of the collapsible type. If you look L (S), you'll see a statue on a platform. There's a ladder under the platform topped by a burning floor, and a small inverted pentagram above the statue. Last but not least, you can spot a lever below and the room is bathed in scalding water.

Now that you've got an idea of the situation, start by shooting the small inverted pentagram above the statue to your L. The good news is that the fire on the Angel platform is now turned off. The bad news are that the blades have started spinning and that you'll have to make your way to the lever once you've picked up the Angel.

Let's go get that Angel first: do a RJ from the opening to the platform and pick up the First Angel. You can't see it from where you stand, but the burning floor under the statue platform is now turned off. Easy so far.

Your next goal is the golden platform to your L. Turn L (S), walk to the edge and the L corner, turn slightly L and do a SJ+G to grab the edge of the platform. Hit "Look" to get rid of the distant camera and shimmy R, stopping before the corner. Wait for a blade to be just about to pass above you, pull up, turn slightly R and SJ to land on the central pillar, immediately run off and grab the edge of the second platform (see screenshot).

Shimmy R stopping at the corner, wait for a blade to be about to pass and pull up. Do a RJ to land on the R slope next to the formerly burning floor under the statue platform (see screenshot). You'll slide on the now safe top of the ladder. If you turn around and look down, you'll see two more gold platforms and another spinning blade. Dealing with those is a bit easier than dealing with the previous ones.

Drop down and climb down until Lara reaches this position. Since you can't see the spinning blades position, save. Backflip and roll in mid-air to land on the first platform. Turn L to the second one and SJ. Immediately do a RJ over the spinning blade to land on the lever ledge (see screenshot). You've made it!

Dodging and Bouncing

Push the lever to drain the room of the scalding water then go to the opposite side (S) and pick up the small medipack on the R of the ladder. Turn around and go pass through the opening in the R (E) wall near the far R corner (NE). Run into the passage, stop at corner and turn R.

What you see now means you're not there yet (don't you love surprises?). First obstacle: a lateral blade and a spiked wall. It's a pure question of timing, but your chances will be better if you stay on the R, and as close as possible to the blade and turn slightly L before trying to run through. Needless to say, saving here would be appropriate. Second obstacle: a blade door. This one's easy. Position Lara in the middle and simply wait for it to be fully open before running through.

Run to the end of the passage. You'll find yourself at the bottom of a looong shaft lined with slopes. You now need to make your way up using said slopes. Turn around and jump up to grab the edge of the first one. Pull up, backflip and roll in mid-air to change direction while keeping Jump pressed to bounce on the second slope. From this slope bounce 10 times then hit Action to grab a ladder ahead. Climb twice then backflip, roll in mid-air and hit Action to grab another ladder. Go R and let go in the opening.

You'll find yourself between two big wheels. Turn R (S) first and run off in the hole. Go L (E) to the end, running along the wheel and turn L (N) again. Pull up and activate the switch there in the recess to your R to extinguish a fire nearby, allowing you to go back in the Nave.

You still need to open an access to the second Angel. Run off into the wheel hole you came from, crawl under the wheel and pull up at the other side (S). Go flip the jumpswitch ahead: another wheel is set in motion in another room, alerting a skeletal harpy as a set of tall metal doors open.

Return to the wheel hole, crawl under it then through the CS in the middle to the other wheel hole. Keep crawling to the other side of the wheel and pull up on the R opening. Run off, draw your weapon and pass the triangular opening to be back in the Nave. Shoot down the skeletal harpy that's now roaming around then locate the hole behind the brazier. Go to it, turn L (W), walk to the edge, hop back and do a RJ+G. Pull up on the safe side alley.

Run ahead then R (N) and cross the room to pass the newly opened doors, SJ over hot solid lava when needed and enter the room beyond. Time to find the second Angel.

-- One Angel in a Garden --

Objective: Find the Second Angel and make your way back to the Nave.

Run diagonally R (NE) then into the passage to the R (E). The second Angel lies beyond the wheel hole, but first let's go for the last secret of the series.

Go to the edge of the wheel hole and the L corner, sidestep L once then turn slightly R (see screenshot). Hop back and do a RJ with a very hard L mid-air curve to land in an alcove on the L and in the other side of the hole (see screenshot): you've reached Secret #16. Pick up the large medipack there and jump in the hole.

Go L (S) in the UW tunnel. Don't go L (E) there, the fan at the other end isn't dangerous in itself but creates a strong stream that will suck you there to death. Go R (W), swim up and exit the water hole.

[If you want all the kills, run along the passage drawing your weapon on the way and turn L once you've entered the room to quickly take down 2 stray dogs then return to the water hole.]

Turn around and SJ on the grassy block behind the hole. Run ahead to its highest part, turn around again (S), jump up and grab the MS above. You're in for a long swing. At junctions, always take the greenery covered path so you don't accidentally let go and fall in the room below. Swing to the end: you'll eventually find yourself above a crack. Let go and immediately hit Action again to grab it, shimmy to the R and pull up in the CS.

Crawl ahead, turn around (S) and grab the edge. You're now hanging over another part of the garden and there are 2 stray dogs waiting to tear you apart down there. If you've got enough revolver ammo left, you can try to take them down from up there, using the laser-sight. If not, you'll have to fight them as soon as you'll land. Whatever you do, make sure Lara's healthy enough then drop down into the other garden, losing some health in the process.

Once down there and the area secured, run W. There's a pool ahead but don't dive yet. Go into the first recess to your L (S) and climb the foliage-covered wall until Lara's hands are one tile away from the ceiling. Backflip to land on a high ledge behind.

Turn R (W), climb onto the higher ledge then SJ on the next one. Turn R (N), run to the middle, turn R again (E) and drop down: there's a jumpswitch there. Hit Action to flip it, opening an immerged wood bars door in the pool. Don't jump in the water yet, turn L (N) instead and go pick up the shotgun normal ammo in the corner.

Dive and swim through the doorway then diagonally L (SW) into the leftmost recess. Pull the UW lever to your R to open two doors in the room above. Leave the recess, swim L (N) and pull out of the water. Immediately draw you weapon and put an end to the miserable and bony existences of 2 skeletal harpies.

The Second Angel is here on the leftmost pedestal. Pick it up as well as the small medipack on the rightmost one then turn around (S) and cross the room through the rightmost door.

Run ahead in the next room, SJ over the hot solid lava then go R on the safe side alley: you're back in the Nave.

-- To Natla's Hideout --

Objective: put the Angels where they belong and enter Natla's Lair

Run across the central alley then L (E) to the R edge of the pit. Jump on the pillar like you did the first time, walk to the edge then SJ on the passage before the tall metallic doors. The Angels Receptacles are here on each side. Go to the first one and make sure Lara's facing the flat part before using the first Angel on it. Repeat with the second one. The doors open.

Turn around, pass the doorway and enter Natla's Hideout.

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

Enemies: Stray Dogs, Skeletal Harpies
Items of note: 2 Angels
1 Secret
many Traps

== Part 4 and Epilogue: Death and Resurrection ==

You've got the five Gems, you've reached her hideout. It's now time for reckoning and get the prize of your hard work: put an end to the reign of Chaos and bring some order to the planet.

-- To the Sanctum --

Objective: Enter Natla's Sanctum

Run ahead to enter a machinery room, similar to the one you visited in the Cathedral. You can spot a low CS in the far R corner but it currently leads to a dead end, which you're going to fix right now.

There's a ladder in front of you (E), next to the skeletal remains of the poor guy that worked here. Don't climb it yet, the flame you can see spurting from the block to your L (NE) prevents you from doing what has to be done up there. So the first thing to do is activate the switch on the block to turn that flame off. And, mind you, it's timed, so save.

Activate the switch, hop back, sidestep R once and SJ on the block. Run with a R curve to take off from the corner. Jump with a mid-air L curve and grab the ladder, probably taking a bit of damage from the steam (see screenshot). Shimmy L before Lara puts her legs on it (she'll be faster this way) to get closer to the L side but not on it. Wait for her to put her legs on then climb up until you're above the edges of the hole (see screenshot). Go L and around the corner then let go. Sidejump R over the fire, turn R to the switch, activate it to open a door nearby then quickly sidejump R before the flame comes back (see screenshot).

Return to the ladder (mind the flame and the fire), grab it and go R around both corners to let go on the other side of the hole. Run R (E) to the end of the dark corridor and pass through the door you've just opened to your R (S) to find yourself in a partially flooded room. Turn R (W) then wade to the far L corner (SW) and flip the jumpswitch there on the L (S) wall, opening a door in the low CS in the lower room. Return there via the corridor and the ladder (the steam is now off).

Go R (S) and to the far L corner. Crawl through the low CS past the newly opened door to eventually stand up near a big wheel. Turn R (S) and climb on the upper floor. You can see Natla's sanctum through a window bay.

Go L (E) and locate the sign that reads "Revival Status - Insert Chaos Gems at 100%". Turn R past it: you'll find a switch there to your R. Activate it to open a door in a passage below.

Return to the big wheel and between the two columns. Run off to the lower floor, then into the hole to your R (E) to find yourself in a passage dimly lit by a couple a braziers. Go R (S) through the door you've just opened and run to the end of the passage. The wall there is climbable. Climb to the top and pull up in Natla's Sanctum. Now is time to resurrect the b... charming lady.

-- Resurrection --

Objective: Find a receptacle for the Chaos Gems

That's it, you're there. After all those efforts and travels, you've finally reached Natla's Sanctum! But you still have to find a way to use those Gems.

Run ahead (S), staying L past the central altar and to the other side of the room. You'll see a spear on a block there: you'll see later what nice use you'll do of it. For now turn L (E) before the statue then L (N) at the door to find a ladder in front of you. Climb to the top and pull up. You see those burning pillars ahead and R? You'll now have to pass on them.

Run to the edge and the R side. Turn slightly R to face the first burning pillar, hop back and do a RJ+G to it. Don't pull up. Shimmy R first as far as you can and pull up in the very corner, where the flame can't set you on fire. Wait for said flame to temporarily turn off and do a RJ+G to the next pillar. Pull up.

Your next destination is the ledge you can spot ahead and L, between two columns. Turn slightly L, wait for the flame to turn off and do a RJ with a slight R mid-air curve then hit Action to grab the edge. Pull up.

Run ahead (N) on the balcony then pick up the Key on a pedestal to your L. Return to the edge (S) and drop down into the room below.

Turn around (S) and run to the end of the room, past the Spear Block. You'll find the Keyhole there in the middle of the S wall. Use the Key in it to raise a block on the L (E) balcony then go there via the ladder you already used.

Do a R U-turn around the fence and go pull up on the newly raised block to your R. Walk to the edge, turn slightly L (SWW) to aim at the ledge, hop back and do a RJ to it. Run to the other end and stop two steps away from the wall. Sidestep to the edge, turn slightly R and do a SJ to the balcony below, holding Action to avoid hitting the upper wall. You'll lose a tiny bit of health upon landing.

Run R (N) to the edge, staying on the L, turn slightly L once there, hop back and do a RJ+G to the (non-burning) pillar ahead. Repeat to the next pillar then the ledge to your R between two columns, this time with a slight L mid-air curve before grabbing. Pull up, run ahead (N) to the end of the balcony and push the lever there to your R to raise another block on the Ladder Balcony.

Return to the edge, drop down in the room and go back to the Ladder Balcony. Go pull up on the first raised block, turn 135° L to face the second one and simply run on it. There's a hole above you so turn around (N), walk to the edge, jump up and pull up on the floor above.

The balcony you're on is pretty much closed at the end by golden bars doors. Run L (NW) to the fence and next to the R column, turn 45° R to aim at the chandelier, hop back and do a RJ+G over the fence to grab the edge and pull up on the chandelier.

Walk to the edge and the L corner. Turn slightly L to aim at the L part of the balcony ahead, hop back and do a RJ over the fence. Go L (S) and run to the end to find a switch there on your L. Activate it to open one of the golden bar doors on the other side of the balcony. Go L (N) and run through the newly opened door.

There's a ladder there to your L, but ignore it for now: the ledge it leads to is currently ended by a very closed door. Go R (E) instead and run along the ledge, SJing over the slope in the middle, to find another ladder at the end to your L (N). SJ, grab it, climb to the top and pull up. Run to the end and activate the switch to raise a block in the room below and open the door at the end of the opposite ledge.

Turn around (S) and run to the other end, then off to the ledge below. Go R (W) to the other end (i.e. the open door). Once there, turn R (N) and walk to the edge. Turn L to face the ladder and do a SJ+G to it. Climb to the top, pull up and run to the other end of the ledge past the newly opened door.

Turn around at the opening and drop down in the passage below. Turn L (E), run to the wall then go L (N) to stand at the edge. Turn 45° R to face the chandelier hanging from the center of the ceiling and do a RJ on it. Turn around (S), sidestep L to the corner, turn 45° L to aim at the opening next to the high ledge in the center, hop back and do a RJ to land on the other part of the balcony.

Go L (N) then L again (N) and run to the fence. Hop back and do a RJ over it and the other one ahead. Run ahead to the wall then L (W) and activate the switch to raise a block on the L side of the middle high ledge.

Return to the previous balcony then the chandelier. Once there, turn around (S), sidestep to the R corner, turn R to face the newly raised block and hop back then step back once. Do a RJ with a slightly L curve and hit Action at the last moment to grab the edge of the block. Pull up, turn L (E) and pull up again on the high ledge.

Say hi to the gargoyle and pass the opened door to your R (S), which will close behind your back. Run on the small balcony and turn around (N): the Chaos Gems Receptacle is indeed there. Put the Chaos Gems in it and enjoy the show. Time for the Grand Finale.

-- Death --

Objective: kill Natla

OK. You're there now and victory is within reach. Turn around (S) and walk to the edge to use the zip-line that will lead you to the raised block near Natla's Altar (and Natla herself). Let go before hitting the wall to land on the block, losing some health in the process. Considering the upcoming fight, you might want to use some medicine at this point.

There are several strategies here, depending mostly of the ammo you've got left. If you've got enough revolver ammo, stay on the block, draw your revolver, locate Natla and shoot her while aiming. She is casting rays alright but most of the times these rays won't reach you when you're up there. She will fall after a few bullets.

On the other hand, if you're short of revolver ammo, get down the block and shoot her with either the shotgun or the pistols (or why not the uzi, for once). Keep moving by side jumping L and R to avoid being hit by the rays and finish her off.

Once she's definitely out of the picture (doesn't that feel good?), go pick up her head (eww, indeed!) run to the southern side of the room and climb on the block with the Spear. Stick Natla's Head on it with a firm hand. She gets what she deserves.

-- Salvation --

Objective: Find the Source of All Good and leave Alnwick

Now time to leave. Turn R (W) and run through the now open tall metal door ahead (you can go through the L one as well). Follow the passage until you find a corridor to your R leading to another passage to the R (W). Run ahead to reach a garden.

A red flower in the center will open as you approach, releasing an orb of light happening to be nothing less than the Source of All Good. Go L (S) after the entrance and past the statue then turn L (E). The foliage-covered wall ahead is climbable. Climb to the top of the foliage then go L and let go on the high bridge.

Turn around: the Source of All Good is waiting for you there in the center of the bridge. Pick it up, opening the door at the end of the bridge then run through the doorway. You'll see explosions in the machinery room, destroying the work of Natla's minions.

Run ahead on the grass and say farewell to Alnwick.

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

Enemies: Natla
Secrets: none
Items of note: Key, Natla's Head
some Traps - 1 Timed-Run

==== ALNWICK WHAT'S WHAT (Combat Strategies)

- Bats: Tiny and hard-to-spot. Keep shooting until Lara doesn't aim at anything anymore, spotting them thanks to the flapping sound they make.

- Cold Spirits: Once they're after you, these pesky snowflakes just won't let you be and will follow you wherever you go. Run in zigzag to send them against the walls in which case they disappear for a second or two. Your only chance is to find some water. They can't resist it and will soon dive and melt.

- Fire Spirit: The fiery counterpart of its cold cousin, it's attracted by water just as well and will extinguish there. It's a tad slower but more dangerous: if it hits Lara too many times (generally three), she will catch fire.

- Giant Venomous Spiders: They are very dangerous being quick, harmful, tough and venomous (and ugly). Try taking advantage of the surroundings to shoot them from a safe point if you're patient enough. If not, you do a have a shotgun and a revolver, don't you? But keep moving at all costs, it may happen that they grab Lara and throw her down to kill her immediately (Thanks to Horus for pointing that).

- Natla: Her only weapon are those deadly rays she casts, so keep moving and side jumping to avoid being hit while shooting at her.

- Sea Hag: What an ugly aquatic crone she is! And harmful at that. Here, you can't do anything against her: she won't ever place herself in a position where you can shoot her from dry land. Dodge her as best as you can while you're around her and watch your health bar. This said, and if you don't mind wasting ammo, there is a very tiny chance to kill her with the revolver.

- Skeletal Harpies: Very dangerous, those ones. They cast harmful green rays and even sometimes come close to slash you with their sharp claws. Keep moving at all costs.

- Skeleton: You don't have any explosive, but you still possess very good weapons against this one. You can either aim at his head with the revolver and behead him or send him into the lava with a nice cartridge. In either case, he won't be destroyed, but he won't be able to get at you either.

- Stray Dogs: Fragile but very quick and tend to stick to you or push you. Try killing them while hopping back when possible or use your revolver. One single bullet is enough.

- Sword Spirits: Unlike their cousins, water won't harm them, nor even slow them. The only way to get rid of them is to find a Holy Sword: they're irresistibly attracted by them and will explode after a little swirling dance.