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.