Reign Of Chaos. (ROC)

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Walkthrough by G&D productions for dutchy.info.

We won’t mention all the enemies, only relevant ones.

MS=monkeyswing, CS= crawlspace, MP=medpack.

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Level 1 – Airport (by Agnes)

Preperations.

Go forward a bit and turn L into the small room with the luggage. Go to the L side and shoot a crate at the door to get to that blue crate, climb over the crate to get the ½ MP behind it. Go back to the main hall and R, go into the passage NW, where it says China and in the next hall L into the Toilets. Go into that toilet on the L (S) and climb up L over the washbasin into a duct, follow to the end and go L/R. Drop into the fastfood kitchen and get Ammo, Flares, a ½ MP and that Secret#1, a Golden Rose. Get back in the duct and go L/R, crawl backwards to the toilet and drop at the most L side of the basin or Lara won’t get down. Go back to the main hall and SE, into the corridor there and follow the signs to the Mexico gate.

 Secret count 1.

Level 2 – Mexico (by Agnes)

From the start position in Main street, go forward a bit and look L into that N alley, see the vase up the ledge, remember that one and turn around, facing S, go into the alley and open the door to the R, get the Flares and go out again and coming into the main street, go R and open the next door there, go in and shoot the barrel in the corner to get the Ammo from it. Back out and R to go to the town square, cross it and go into the R hand SE corner, open yet another door for the Flares.

Out to the square and grab the dead soldier by the hairs, pull him once and do a standjump straight forward to land on the ½ MP there, look N to see another vase. Now go to the door in the middle of the N wall (behind the cactus) to get the Ammo there and then proceed into the NW street, look R for a vase (#1) you can shoot and get a screenshot of the gate on the square. You will probably run back to the square by now, a wraith on your tail, dive into the water and find the next vase.

Lasersight.

Go into the NW street again and now go L at the crossing, then R and into the door there at the small square in the end go down the stairs into a store room and move two crates to get a Lasersight and a ½ MP.

Return to the town square with the pool and push the statue SW to the colored tile SE and a door opens, go into the main street W and R into that first alley, enter that wooden door to the R and open the trapdoor inside, go down the ladder into the sewers and shoot to get some light and dead Bats, go R at the crossing and look up in the ceiling for a ladder on the L wall, go up to a crypt, go NW from the hole and shoot the brown vase (#2) at the gate (screenshot of the gate).

Deep down.

Turn R and head to the E side of the crypt and at the gate there is a CS up in the wall, follow that to Secret#2, a MP. Get back out and go to the N room, L and find a Jumpswitch up R at the gate, go to the E side where you can go to the next room N and find some Ammo on a block in the SW, then go up the raised block NE and from facing E, you can jump and grab up to a slanted block, pull up and backflip/roll/grab the ledge behind.

Deep shafts and Revolver.

Walk to the other side and jump/grab up to the ledge at the passage, follow to a deep shaft with a ladder, climb down about halfway and hang still to spot the opening behind you, backflip into that opening and go on to the R (W) and go down the ladder to pick up a ½ MP from the bottom, go up again and to the other shaft (S) and standjump/grab the ladder on the R hand side, go up to the top. Jump around the corner (with grab) or shimmy along the edge of that shaft to get into the L side passage, climb down the next shaft with Spikes at the bottom and go L as far as possible and down till just above the Spikes, backflip into a small room and go get Revolver and a MP.

Back up.

Stand close to the spot from where you backflipped and do a diagonal runjump/grab back on the ladder. Climb into the first opening and down the next ladder. Use the lever to open the trapdoor above, turn around and grab up to the ladder that will get you back on the streets. Go to the town square and shoot the vase in the pool (#3) (screenshot of the gate). Go W and to the R is that vase you saw at the start, shoot it (#4) and then go to the town square again, remember that vase on the roof N of the dead soldier, shoot it (#5) and the gate E opens.

The Village.

Go through the gate and head E to the end and follow the passage to a barrel. Shoot it to get the ½ MP and go back, L into the alley and open the door there, inside you’ll find Ammo in a small CS to the R, then go to the E side of the room where you’ll find a hole in the ceiling, face W and grab up to the edge, climb up to the roof and go jump to the NW roof from next to the Skeleton, get Secret#3, Ammo and a ½ MP and jump back to the last roof.

Drop into the E courtyard and enter the room E, get the Ammo in the corner CS and then go back to the courtyard, into the passage S and to the R. In the dark and to the L is a CS, get in there and use a lever to open up a wall in the alley below. Watch the flyby (a Gem in the Spiked pool) and drop down from the window, follow the alley to the S and go L passed the pool into the yard E and open the door of the R hand house.

Inside and in the SE corner is a CS that leads to a door that will open for you and brings you back on the street, I didn’t find a reason to go in there or to shoot the vases! Just shoot a door NE, opposite that CS and jump/grab the ladder, go down and through the water to the next room, climb up to the R and get the Flares, down again and spot the CS up in the NE corner. The opposite wall is climbable, so climb up and backflip/roll/grab the edge of the CS. Get in and follow to a room with 2 Zombies, pull a dead body from some Ammo and lure the Zombies away to get that Ammo.

The Violet Chaos Gem.

Go stand on a block in the SW corner, face E into the room and standjump/grab forward to get onto the MS ceiling that will get you to a CS in the NE corner, follow to an opening to a sloped passage, jump/grab forward to the MS ceiling and go L, a Boulder will drop below and after that Boulder you can drop onto the slope, turn L and do a standjump through the Hammer-trap carefully go on and walk slow in front of the next opening, hopping back in time for the next Boulder. In the next room is a lever that will lower the Spikes in the pool with the Gem.

Now look up into the little sloped passage where the last Boulder went down and find a Jumpswitch up there, it will open the exit door, go through and up the wall, go to the pool and dive in for the Violet Chaos Gem. (the level ends)

 Secret count 3.

Level 3 – Free Mexico (1) (by Agnes)

Around Pool Square.

Go E of the pool and shoot the window L of the big Cactus, get in and to the back where some Ammo lies in front of a nice box, turn around at the pickup and use the Jumpswitch (another door opens). Go back to the pool square and SW is the door that opened, enter there and get a ½ MP from the stove to the L, then stand on the colored Tile S and a door opens (Timed)

Timed Run. (better check the route first)

Go outside and L into the alley, follow to a crossing and go R, follow inside and first L, shoot a wooden panel and follow the passage to the Timed door.

Get the Ammo from the wooden bench and look through the gap in the wall, a bit L you’ll see another gap and a Ball you have to shoot, that will open a gate back in the alleys. Head back to the Pool square and go S, around the corner is the gate that opened up.

Go straight from the gate and L at the small church, follow to where you see the pool to the R, get in and take the Flares. Climb out and go to that Crystal thing E of the pool, shoot it and a trapdoor opens up. Go SW and follow the alleys to a small square with a big Cactus, open the door L and go in for a ½ MP, coming out of the room back to the square, a Jumpswitch will be straight in front of you, which will lower a block near the pool you were before.

The Torch.

So head back to the pool and go into the CS NE, follow to a room with some stairs leading up to a ladder, climb up and backflip into an upper room, push the crystal pawn into the NE corner and a door opens up. Get back down and through the CS to the pool. Go W and pass the church L, in the alley behind the church is the Torch on the doorstep of the house W, go back and head into the SW alley again and on the square with the Cactus is the open door (in the dark corner behind the Cactus).

The Key.

But first go into the house SW, where you got that ½ MP before and light your Torch, now enter that door behind the cactus outside and drop the Torch down the shaft, climb down the ladder and light the wall torch in the passage below, go on to another street and leave the Torch. Go R into the doorway and get the Ammo, turn around and go to the yard across the street, shoot the garbage bin and crawl into the small opening, follow to the Key in the end.

Go back out and go stand at the gate where you see the air-plane, look up SW over a gate where you can see the Key hole and shoot the Crystal thing on the roof. Go to the lower passage W you came from before and notice the hole in the floor, dive in and swim N, then R for some Ammo, return for air, Save and swim S this time, following the tunnel to the first R, then L and carefully at the next corner to time the Spiketraps, swim into the first small L tunnel and climb out there.

Follow to an alley going up to the Key hole and use the Key to open the nearby door, open the trapdoor inside and drop into a lower passage leading to a Lava room.

The Lava room.

Drop/grab backwards from the edge and drop/grab again. Shimmy R and climb R on the ladder, up and to the top, be sure to hang, so you can shimmy R. pull up and backflip/roll/grab the pillar behind, shimmy to the R most side and pull up over the top, slide and jump with a R curve to land on top of the next pillar. From there a long runjump to the pillar in front of the opening E.

Look down into the SE corner and spot the Ammo, a ladder on the E wall. a sharp L curved standjump/grab will get you on that ladder, climb R and into the alcove with Secret#4, Ammo.

Standjump/grab back to get onto the ladder and climb R till you are over the alcove, go to the top and go hang again so you can shimmy R, pull up and backflip/roll onto the pillar behind, slide/jump twice to get back to that lower slope where it all started. Do the same as before to get to that pillar E and standjump/grab to the opening. (shortcut to the Secret, from the entrance of the room, face back into the passage, stand on the R hand side and turn L a bit so you can sidejump onto the SE sloped ledge over the alcove and shimmy L to the ladder so you can climb to the Secret alcove, then follow the route back as described above)

Go R in the passage and go slow at the open door, there’s a nice Boulder Alley behind it and there’s no way to hop back as the door closes behind you. Stand at the doorway and look up to the NE corner (Binocs) to spot the CS up in the wall, and just run straight to that CS. So up the sloped L side and you’ll get there quite safely. Get up into the CS and drop into the water.

The Plane back.

Swim NW and keep swimming along the wall to your L till you come to a somewhat wider room, in the back are 2 triangular holes up in the wall, under the R hand one is another Key you need, then use the L hand triangular hole and swim all the way to the end (W) and to the R behind the pillar is a hole up to the air-plane, go past the plane to the gate and use the Key to go back to the airport with the plane.

 Secret count 4.

Level 1 – Airport (part 2) (by Agnes)

Go to the SW gate and follow to the open gate to Venice Italy.

 

Level 4 – Sewer System - Venice (by Karlo)

Swim W and use the UW lever on the W wall, then roll and swim back E and into the open gate, go R (S) at the crossing and SW into the next room. Climb out and turn. Jump to the crate in the water and hop to the next, runjump over the fence N and get the Flares at the L hand window. Runjump back over the fence and get onto the 2nd crate again. Runjump/grab to the CS in the E wall and get through and drop down in the next room.

Burning Pillars Room.

Turn R and wade N from where you land and the first pillar you see there has a Jumpswitch on the W flank, stand at the base on the higher bottom, SW corner and face almost SE, jump up once and then immediately do a backflip onto the sloped side of the pool, jump and grab the switch. It will open an UW trapdoor S of the room and when you get there facing S, take the L hand tunnel and the first R, to get the Ammo from there, then return to the trapdoor and take the W tunnel. Take the first L.

Follow to another high room and climb out on the S side and in the alcove S is a covered CS, kick in the cover and enter, follow past the steam vents (time them) to another room. Runjump over the corner of the first basin to gat to the second empty one and stand on the E side, hop/grab back from the edge and shimmy L a bit till you’re over a CS, drop/grab and pull up in, get the MP.

Be sure to have full health and drop back out of the CS to the bottom of the basin, find a CS in the N wall and follow L to the next basin. Go through to the W basin and climb the S grating, to the top and take 3 single steps down, then backflip and immediately jump/grab from the sloped ledge and grab the one over the grating, pull up and backflip to a ledge (between the sloped ledges are the Uzis, we’ll get those later).

Go into the E passage and use the switch to the R in the end, a gate opens, go back to the previous room and stand jump/grab to get to the CS in the W wall, follow to a stairway (screenshot of an overhead grating) and go up to an alcove L with a small pool, in the pool is some Ammo, then go up the stairs to where you can see a Jumpswitch in a shaft on the E wall. Stand jump/grab to the switch and drop into the lower passage and follow to the R hand CS where you got the MP before.

Drop into the dry basin once more (health!!) and follow through the S CS back to the room with the jumps from the grating, go up again (see above) and go into the E passage again, in the first corner is a ladder to the L, where you opened a trapdoor with the last Jumpswitch. Climb up and follow the passage to a walkway next to a basin, climb the grating to the R and go L around the corner so you can go down a bit and backflip onto the crate floating in the water. Runjump over the NW fence and follow the rooms past a dry basin to a store room with crates.

Crate Puzzle.

Pull all the crates to the W, starting with the L (N) ones and leave the last one in the NE corner where it is, then move the S ones as far as they will go. Now a crate in the passage to the room E can be pushed into that room and move it to the N, then go back and pull a crate in the passage to the S room out once and move it to the E room to get it out of the way.

Sewer Control Security Plug and Iron Key.

Follow the E room to some barriers in front of burning floors, shoot one of the barriers and runjump twice to get to the other side, take the Ammo from the second window L and go into the last room L (S). Hop down in the dry trench and find the first CS to the L, go in for the Sewer Control Security Plug, then go to the S side of the trench and climb out there’s a box you can shoot and it contains the Iron Key.

Follow the rooms (burning floors) back to the store room with the crates and go into that room S, to the R and on the wall at the dry basin is a switch that will open the trapdoor in the bottom of the basin. A bit further S and to the R is the door where you can use the Iron Key, go inside and push a button on the wall to open a gate, shoot the box to get the Ammo and go back out.

The Old Key.

Almost opposite the door and a bit to the L is another covered CS, kick in the cover and go inside, drop into the next room and go up to the gate you opened in E wall, overhead is a MS, but first go up the stairs to the L and take a ½ MP from the room upstairs, return to the MS and follow it all the way to a small opening in the wall in front. Drop/grab and pull up onto one of the arches over the room with the dry trench, don’t shoot the nearby box, but runjump/grab to the N ledge and shoot the box there, get the Old Key.

Drop back down from the ledge and follow over the burning floors N to the Store room, go S again and into the CS to the L, drop to the lower floor and turn S, use the Old Key on the gate and go in to pull the block there out once (to open the passage behind it for later)

Flooding the Basins.

Climb back up into the CS W and go R, then L to that dry basin with the open trapdoor in the bottom, just run in and swim down, go first L and first R and use the UW lever. Go out and L (to the R is a deadly propeller), L again and follow straight to a shaft leading up, go straight and come to an opening up. Climb out and go into the passage N of the water, (here’s that crate you pulled out before) follow through the CS to a room with a button to the L that will open the door to the Sewage Control Room.

Use the Sewer Control Security Plug to gain access to the flood switch L of you. Pull that and watch the flyby. Go back to the water and dive in, swim W and down, follow the tunnel W and go up in the end, climb out at the trapdoor in the dry basin and pull up to the floor in the W, go R and through the store room to the E room and L, go over the burning floors and to that trench room in the end L, dive into the water and go use the UW lever halfway down to the R (a cage lowers up on the arches).

The Shiny Key.

Turn L from the lever and swim into the first alcove R, get the Ammo and return to the NE corner. where you can climb out at the higher bottom part. Follow back over the burning floors and to the store room, go L to the S room and get through the CS in the E wall, climb up to the opening E again and use the MS to go to the end, get onto the arches of the trench room and runjump/grab to the S end, follow the passage, over the stairs and into a pit with the grating you saw before, on the grating is the Shiny Key.

The Uzis.

Take it and return to the arches, jump back to where the opening to the MS is and climb backwards through the hole to drop to the floor below. Go S and make your way back through the passage with the steam vents to reach the walkway at the basin with the floating crate. From the entrance, face SE and runjump over the fence with a R curve to land on the crate in the water, runjump and grab the grating on S wall and climb back to the walkway to the R.

Climb down and go W, drop into the water in the room with the Uzis and climb into an alcove NE, turn around and jump/grab to the place between the ledges and get the Uzis.

Get back into the water and swim E, up to a balcony in the next room and here is a gate you opened before with a switch in the E passage up in the room with the Uzis.

Go into the open gate and climb the ladder to the L. shoot the box on the walkway at the first room to get the Ammo and backflip over the fence to get back in the water below, swim E and R to the room with the 2 crates and climb out to jump to that E CS again, drop down into the room with the burning pillars and go to the S side. Use the Key to open the gate above and climb in there, there’s a switch on the N wall, save in front of the Timed switch.

Timed Run over the Burner Pillars.

Pull and sidejump R twice, then runjump to the first pillar, landing on the R side a bit, while running with a L curve a jump to the next pillar landing L a bit, then curve R for a jump/grab to the 3rd pillar. Pull up and runjump to the R side of the last pillar and a running jump with a L curve to get to the walkway across the room (if you do not run in a bit of a circle over the pillars, you can’t jump to the next pillar)

The Torch.

Open the gate with the switch and go in to the back and L for a MP. Then go E and climb up the grated wall, from one grating from the top, backflip into an upper room, go to the W room and R (N) and jump over a small fence to the R, shoot the box and get the Torch from it, go to the S campfire and carefully light it (from standing diagonally on the corner of the square). Then light the campfire N of there and watch the show. The gate is blown to pieces go into the room with the crates and shoot the box in the SW corner, get the Ammo and go to the opposite NE corner, where you’ll find some Ammo on the bottom of the hole.

The Copper Key.

Climb one of the crates and go up to the top floor, look behind the pipes NE for a Jumpswitch that will open the door E, go in and find 3 switches on the wall. Use the one on the L and go out, over the bridge to the opposite room and on the backside of the block hanging from the ceiling is a Jumpswitch that will open the nearby trapdoor, go in and get the Copper Key from the next room, climb back up and go out to the room with the bridge to use the Key in the lock to open the hatch over the middle of the bridge, climb up the ladder and leave the sewers.

 Secret count 4.

Level 5 –Hereafter Holliday- Venice (by Karlo)

Zombie Alley.

Run fast as soon as you get control back and follow to some doors. The R hand one first, to be opened with the switch, don’t shoot the small boxes, just climb over the crates in the L back corner and get the Flares, go out and open the opposite door, pull out the middle crate to the L and get the Ammo that was hidden under it. Then out again and to the room at the end of the hallway (you can shoot these Zombies with the Revolver by the way).

Spiked Jumps.

The jumps to the Jumpswitches on the wall have to be timed correctly, just jump the moment you expect the Spikes will be at their highest point, maybe adjust the timing a bit, but after the first one you’ll get the hang of it.

After the 4 switches the cage in the middle of the room goes up and you can climb up to the streets above.

The Streets.

Go N from the square (notice the Jumpswitch in the alley) and L to shoot a garbage bin for the ½ MP inside. Back to the square and go E and dive into the corpse invested water, swim S and then R and climb out at a small square.

Burner Square.

When you climb out, look behind the column to the L for the Jumpswitch that will raise a platform on the Burner Square. Go to the block NW with the burner and time the standjump to the R hand side of the block and immediately run up to the wall at the corner of the block, immediately jump/grab up and go shimmy R quick, pull up on the platform. Do a runjump to the balcony SW and then to the one on S wall. Look for the Spiked ledge E and the Jumpswitch on the N wall there.

Spike ledge, Copper Key.

Time the Spikes, do a runjump to the R hand (S) side of the ledge as soon as the L side (3rd set) of Spikes are up and curve L a bit and runjump/grab to the switch next to the ledge, climb back out of the water and go to the burner block again, same thing to get back to the crack and shimmy R to a now open door, pull the switch and a block lowers E of the Spike ledge, so shimmy back to the L and get onto the platform, go to the S balcony and time the jump again and immediately a running jump/grab into the opening in the pillar, runjump onto the balcony E of the pillar.

Get the Copper Key from it and jump/grab to the roof E, shimmy L and pull up at a button, use it to open an UW gate and drop down from the roof.

The Ruby Sphere Piece 2

Roll and go L a bit before you dive into the water, the open gate is in the opposite house W. Swim in and follow to where you can get up in a small room, move the crate to the Tile E and the gate to the Ruby Sphere Piece 2 opens. Grab it and go swim back, L when you come to the channel and up the first L side. Go into the first L alley and follow all the way to the back over some broken columns. Open the door with the Key and enter.

To the R and around 2 corners is a bin you can shoot and it holds a stand for an object (later), go on, hop over the fence and climb the wall N, turn R and from looking out over the alley you can runjump to a roof across that alley, grab the edge on sliding down and go L a bit, backflip to a balcony and kick in the door.

The Rusty Key.

Go in and get some Ammo to the L, turn around and crawl under the laundry and jump to a balcony NW from that roof outside, one more runjump to the next balcony and then to the roof NW, that roof is opposite the Jumpswitch you saw at the start, grab the edge of the roof and go one square R of the window below, so you will be in the middle of the light coloured steps behind, backflip/roll/grab the switch (burners go off behind a fence) Turn R from landing and go to the Square, L and then R and follow that alley back through the door, past the dead tree and up the N wall again, now go L and follow through the fence to the Rusty Key.

The Channel again.

Go down from the ledge and head E to the channel, dive in and look for the small tunnel between the opposite (E) pillars, follow to an UW room, just around the R hand corner is an UW lever, use it to open the opposite UW gate, go in and R for another UW lever, roll and swim to the last UW lever, roll again and swim up through the open hatch over the previous lever. Climb out into a room with vases, shoot those and get the MP’s. Kick the door in and go to the next room, open the door with the Key and enter, shoot the bin and get the MP, then go to where that campfire is, now you will understand why you got those MP’s

"Burn Baby Burn."

You have to get your health up, push the button and while you are pumping MP’s (with numeric “9” key for large and “0” key for small MP’s) run back through the rooms to get into the water (bath) to kill the flames… Then return to the same place and the gate W of the fire is open.

Ruby Sphere Piece 1 and 2 Iron Keys.

Crawl through the hole up in the W wall on next square and drop on the other side, to your R is a Jumpswitch, not accessible yet, go w and dive in the bloody water, find the UW lever E side and return to the Jumpswitch where a trapdoor went up. Use the switch to open doors W of the pool and enter the new room. Climb the Iron cage S and shoot the nearby vase for some Ammo, then go to the SE corner and time the run to the button to lower one of the cages, go to the other side of the room and don’t shoot the vase there, only go for the button to lower the other cage, go down to the floor and get the Ruby Sphere Piece 1 and shoot the Enemy to get one Iron Key. The other Iron Key is where the other cage lowered.

The Ruby Sphere.

Use both keys near the entrance of the room and go out to the CS E, crawl through again and follow the route back to the bath where you killed the flames before, use the UW lever where you drop into that water and swim back out to the Channel. Climb out on the opposite W side and go on, L into that alley again, through the open door and remember that stand in the alcove to the R? Combine the 2 Sphere Pieces and place the Ruby Sphere on the stand.

Copper Key.

Blocks go up a bit back in the alley (for later) Go to the n and climb that wall again, go R and jump to that same roof, backflip to the balcony with the laundry and go out to where you jumped to the NW balcony before, now runjump/grab in the end to the roof NE and shimmy R, just around the corner and backflip to a roof on the 2 grey pillars across the Channel, backflip into the balcony and get the Copper Key. Get back to the other side of the Channel and go into the alley where the blocks went up, climb up the roof and hop to the S balcony, open the door and place the Key in the lock W.

Get into the fire place and drop into the water below, swim really close to the L hand wall (no kidding) and use the UW lever in the second room, follow the L wall again and swim out to another part of Venice.

The Red Chaos Gem.

W of the Channel is the Church, on both sides are graveyards, go to the back of each to get the Ammo lying around. Then go to the front of the church and open the doors get the ½ MP and the Ammo to the R and L and then quickly get behind the altar, drop into the hole and get the Red Chaos Gem.

Secret count 4.

Level 6 – Say Cheese - Venice (by Karlo)

Up the roofs.

Go to the N and at the pool square to the E, and on the next small square with the structure is a pushblock behind the rosebush SE. push the block till you can get in and go R to a ladder to the roof. Runjump N to the roof of the structure on the square below and in the hole is a button, a gate opens under the structure, so drop from the roof and get into the small puddle.

Under the streets for a Key.

Save and swim into the tunnel and take the first L, follow to an UW lever and return the way you came, the entrance is closed off, so go L and follow the tunnels going R everywhere (where possible of course) and finally find air, turn around and save, swim back, go R and L into the alcove to pull the UW lever and go back for air. Save and now swim R everywhere, you’ll go into a dead end with Ammo and then into a tunnel with a 3rd UW lever, that will open a gate you’ve passed a bit back, so swim out L and R into that gate, get the Key and roll, swim out L, back to the now open entrance gate, climb up and go to the W, go past the Pool on the square and into the alley there.

Copper Key.

Turn L and you’ll walk straight into the Key hole for the Key you have, notice the burning floor to the L and open the door, go in and shoot some fences to the L so you can get to the switch behind them, the burning floor is now extinguished, Go outside and crawl through the gap into a small room, as soon as you can stand again, turn around and climb up. Jump/grab up to open the hatch and turn around again to grab up to the upper floor. Open a door N and find the CS with the grating, shoot it and crawl through. Outside turn L and runjump to the white wall, drop inside the small yard and shoot the bin to get the Copper Key from it.

Climb back on the ladder in the opposite corner and jump back to the CS you came from. Go back S to the hall with the doors and open the E door. Go out on the balcony and look SW and spot a balcony there, in the corner of the buildings (down to the R from where you are) a block will go up later and you have to use that to jump to the balcony SW. The block is Timed!!!

Timed Balcony Run.

Go back inside and then open the door S, shoot a vase in the window to get a ½ MP and look for the switch in the SE corner. Save and pull, backflip/roll and better just run in stead of sprint (you have that time) and coming out onto the balcony curve R and jump still curved R to that block turn R a bit more and just on the moment the block will go down you can still do a sidejump L to the balcony.

The Rusty Key.

Go to the S side and spot the pipes on the wall, behind them is a Jumpswitch. Careful with that lamp and runjump (maybe adjust your aim in midair). Grab the switch that will lower a block in the room where the timed switch was, so go back N and L at the Pool square, L to the square with the CS to the small room, go up to the hall and into the S room. Dive into the water and swim (don’t swim too far) to the Rusty Key.

Now swim into the shallow pool ahead and climb out, head N past the Pool square and come to a small yard with a switch, to open the door N. Go in and come to a dungeon, to the L is a closed gate and to the R too, but there’s a block with 4 buttons. Save. Use the one closest to where you came in and then the one closest to the 4 gates and the gates should be open (for us they did) Otherwise go back to the save a try another combination. Go through the open gates and open the next one with the Copper Key, go in and L for some Ammo and then go N and up a ladder to the L, leave Venice…

Level 1 – Airport (part 3) (by Agnes)

Go NE to the Doughnut shop and shoot the gratings in the CS, go in, shoot some crates and get the ½ MP NW, go back out and to the hall of the Airport, into the NW corner and to the gate to China…

Secret count 4.

Level 7 – Yangquan – Rotten Underground Temple (by Christoph)

Note!!! - The Compass Needle is light blue in this level.

As soon as you get control back, start with a jump with a sharp R curve to land on a flat ledge with a ½ MP, then go into one of the openings N and follow the long hallway up to a lava pool. Runjump over the L side and go on to a hall with a locked gate to the L, go into the opposite S passage and use the switch in the room there, watch the flyby that will show you where to go next.

The Key.

So return and swim up in the hole you saw, climb down a ladder in the other end of the passage and follow S to a room with Knife Blades in 2 passages. I took the L passage to get in and the other to go out again, time the jump over the Blades and get the Key, stay in the middle of the room when you go back to the steps E (Boulders), return to the ladder up to the top of the hall and swim back to the lava pool, jump across and go open the gate in the hall up there. Go in and crawl through the CS in the back, pull up in the hole and start jumping so you will land on the NE corner where you can stand. From here a triangular runjump/grab to the ladders S (face SE and run along the fold in the ledge, then curve sharp R to grab). Go up and follow to a hole in the floor with a Jumpswitch, hop back into the hole and grab the switch to open the E gate

The Torch.

Go down into a room with a burning Tile, go into the N alcove and turn around, climb the R hand side of the ladder you see above and backflip onto a ledge with the Torch, throw it down and go light it on the Tile (carefully), throw it in front of the closed gate and go to the pool E. Dive in and swim in, go along the R hand pillar to the E and find Flares just behind the pillar and Ammo at the E wall, then climb out to the roof above, Go NW and find the Key. Return to the room where you left the Torch and open the gate S, take the Torch in and light 4 Tiles inside the room.

A Chain.

A flyby shows the lowering of a cage. Go to the N entrance and climb a ladder in that new opening to throw a switch upstairs, a chain will be lowered into the room with the 4 Tiles, so go back there and climb up the Chain, backflip onto the higher floor and use the switch there to open the gate below, go down and enter the gate S, Save.

Spike-traps.

Look carefully and spot the safe Tiles (the ones with steam coming out)

The first is a runjump to the wall ahead and one row to the R, then diagonally across the room, then to the SW corner at the pillar and the last is to the safe passage N.

Go up the steps in the next room and into the opening to the R. Just inside the next place is a reddish corner with an opening in the top of the rock, from the entrance of the room you can do a runjump with a L curve or sidejump from the highest floor-part you can find. Follow the path to a wider cave with waterfall, pool and an old Temple.

The Cave.

Go W and into the N side of the cave, if you go around the building you can find a ½ MP behind the E Lion statue. Then go to the W cave and over the stone bridge to the end of it, jump to the ledge L, near the green pillar L you can pull up onto the rock wall and head E, jump up to the higher E floor and head E to that roof by carefully hopping over the S end of the ridge and then a runjump to the S side of the roof in the E, in the SE corner you’ll find a Jumpswitch on the pillar next to the roof. Runjump and grab the switch. Make your way back up the same way you did before and get onto the higher part of that roof on the W side, stand on the NW corner and do a runjump NW. curve R in the air and grab the rockledge next to that waterfall, pull up and turn to hop to the floor SE. Pull the switch on the E wall and go over to the SE corner, runjump and grab to the ledge SE and get the MP’s and Ammo there. Careful, there’s a Spike-trap!

For the Key.

Jump back to the roof and go NW, jump back to the rocks and from the highest point you can jump/grab up to the top roof (facing SE a bit). Go over to that ledge SE and to a switch in the far SE corner, a block lowers NW, so head back to the central roof and go over the ledges to the W, take the S one and hop with a grab to land on the ledge S, crawl into a CS to get Secret#5 , a Golden Rose. Back to the roof E and hop back to the NW rocks below, go over to the Key you can see in the far NW corner. You can get there by hopping onto the rocks L of the key.

Go back to the roof and onto the level with the switch on E wall, from the W side you can do a drop/grab down to the lower roof and go over to the ladder E, down to a lever to lower another block. Return by using the ladder and go do a runjump/grab to that rockledge W of the roof, the one you came from before, go up on the L side and go over to the stone bridge in the W cave, from the point where you jumped to the upper ledge before, you can now jump down to a SW ledge at that green pillar.

In the short passage is the Keyhole for the key you have, a screenshot of an UW gate. Hop down into the water below and swim E a bit, at the waterfall you can climb up the R hand (S) ledge and do a runjump to the ledge N, through the waterfall, then turn around look for the switch in the SE corner. A long runjump and grab at the last moment will get you hanging from the ledge just R of that switch, hop over and open that UW gate with it. Back in the water and the gate is NW.

Swim in and get the ½ MP in the end, then return to the UW lever and open the gate behind you, roll (after the flyby of a passage back in another cave) and swim in, follow to a tunnel slanted up and climb out in the end. Go E and follow the passage back N, in the end you have to use only “Ctrl” to climb out and head for that opening in the floor NW.

Follow to where you can climb up and get a ½ MP, then take the other side and follow to where a flyby takes over, showing you the new grounds.

Spider Temple.

From where you are, go jump to the rocks N and follow into a cave, after some drops and climbs get into the far NE corner (that’s between the red and the grey pillar with the cage on it) Face S and look up, see the ladder? Try to stand as far back as possible and near the grey pillar, backflip and jump/grab the ladder to go up.

The Pot Puzzle.

Go S all the way over a green path and climb the block in the end, face NW and spot the switch on the rocks, you can only get there by taking a standjump NW and then a runjump along the E side of the triangular ledge and a sharp L curve to land on the rock at the switch, one more hop/grab and pull the switch to see all the cages and blocks shift position and a screenshot of an UW lever in the pool below. Go down (maybe a jump down into the pool after saving) and go to a Pot on the floor in that small Temple, pull/push it onto the cage that lowered N and dive into the pool to use the UW lever.

Climb back onto the green floor and runjump/grab to the ladder (over the pool)  L of the Pot on the raised cage to get up to the Pot, pull/push it onto the green block N and head back to the UW lever and throw it once more to get the blocks shifted again. Well that’s the general idea, the Pot has to go to the S side of the top Cave and by using the UW lever every time you can change the position of the blocks/cages and pull/push the Pot to the next. At one time you’ll get the easiest way down (a runjump down from the rocks to land in the pool in front of the UW lever) and up and things will speed up.

The Final Push.

Once the Pot is on the lowered block S in the top cave, a block will lower on the ground floor (where the Pot was in the first place) and when you use that the Pot will go up to the last floor (It’s possible you will only see it go up when you approach) Now get it onto that yellow Tile on the rocky floor and you’ll see a big door opening up and a Big spider will come in. Go back to the place where you entered the Spider Temple (one floor down and E) and head back through the passage to the first rooms (again a climb up with only using “Ctrl”).

The Key and the Green Gem.

Go into the passage SE and then down to the hall, go into the open doors W and L, Lara’s looking at a Skellie, pull it away by the head and get the Key. Go back to the corridor and L, drop down one level onto some rocks in front of a temple, go to the S and L a bit, from there you can runjump onto the roof. On the back of the structure you will find the key hole to open the doors below. So jump back to the rocks and go down to enter. Inside take a ½ MP first and then go for the Green Gem (in this particular order).

Secret count 5.

Level 8 – China Garden 1 (by Christoph)

Slide as the level starts and jump to the upper floor ahead, if you fall in, just use “Ctrl” on the R hand side and climb back up. Pass through the gate and it will drop shut behind you. Look up on the arch W (over the water) and spot the Jumpswitch, for later. Crawl though the water into the CS W and follow to the next room with a switch on a pillar that cannot be used yet. Beyond that in the N side of the room, (facing S) you will find a Jumpswitch, use it to raise the cage in the first room, get back there and climb up from the higher part of the floor, runjump/grab the Jumpswitch and a block goes up under the switch in the other room, head back there and use that switch to flood the first room.

A passage in the NE is now accessible, so climb in and follow to some drop/offs into a lower room with a shallow pool, in the SE corner you can grab up to an alcove above (from the higher part of the floor) and use the lever to open the gate below, go in and climb the wooden wall, from the top slide down and climb up the next block L, a flyby shows the rooms.

The Big Room, the Roll.

Dive into the water below and find the small tunnel W, go in and where the ceiling goes up is an UW ceiling lever, use that to raise a cage in the big room you just came from. Swim S and climb up to slide back to the block at the big room. Dive into the water again and swim to the cage NW, climb into the side room and go L (S) and into the passage W, down to a room with a lever on a block, pull the lever (to open the gate N in the side room) and go back up to the N and get the Roll.

Return to the big room and dive into the water, swim all the way N and through the lower room to climb out in the back. You can place the Roll in an alcove N and the big room will be drained. Go back and get into that CS in the SW and this time climb the ladder in the end to use the switch that will get 3 ropes down from the ceiling in the big room. So climb over the edge to the R and slide down, go to the block in the big room and runjump/grab the first rope. Swing to the cage NW and get into the side room, go R (N) this time and go into the alcove to the R.

The Yin.

Stand with your back against the grating and jump/grab forward to get into the secret passage up W. Follow the passage up/down into a dark place and light a Flare, get the Yin in the W side (crawl) a ½ MP from under the switch N and then use the switch to open up a CS somewhere. Go back up the N wall (climbable) and follow back to the side room.

The Yang.

Turn around when you drop back into the side room and go one alcove S, a small alcove, look up S (Binoc’s) and spot a small triangular hole, grab up and follow through to the room with the Yang in the W and some Ammo in the E corner.

The Sun Stone.

Crawl back and go S, then L out to the big room, from the cage you can runjump/grab to the second rope (NE) and swing to the next N, swing up to the opening in the n wall and follow to a ladder down, roll at the bottom of the ladder and go up the higher floor on the opposite side of the room, grab up to the crack above and shimmy L till you can pull up in a small passage with the Sun Stone.

Drop out of the passage and go up the passage in front of you (W). Follow through the next room and go W again, up a ladder, a ramp and come to a room with Spikes and a Chain in a kind of waterfall (you can just walk through the Spikes but that’s not how it was supposed to be). Go down the Chain and from the platform you can runjump/grab into the opening N you’ve opened before and use the switch to lower some of the spikes above. Get back to the upper room and go S to place the Sun Stone in the receptacle and more Spikes go down.

Go into the new opening W at the Chain and combine Yin and Yang to place them into the receptacle beyond the pool, last Spikes go down. In the pool you’ll find a ½ MP and Ammo, then go N from the Chain and enter the bonsai room, get the Ammo L and go through the open gate and up to the Gardens.

The Gardens.

Go L from the entrance and use the switch in the SE corner and a block goes up. Look into the NE corner and spot the gate there. Go down the steps to the W and find another switch to the R.

Timed Secret Run.

Save in front of the switch and pull, hit look to get out of the cutscene and turn R fast, sprint to the steps and hit “Alt” when you reach them, Lara will roll up the steps, do a runjump L and run L, into the hopefully open gate. Get Secret #6, a Golden Rose from the last room and go one room back. Look behind the bush L and kick in the panel there, crawl in and go collect all the Goodies in the room, no go back out to the Gardens.

Follow the rooms to the far W and get onto that block, turn around and runjump/grab to the opening E, standing in the middle, turn R a bit and standjump/grab to catch onto the MS going to the opposite side of the room, drop/grab there and pull up to the roof. Travel to the S and climb up the ledge, find the switch and pull it to open the door below. Go to the N side of the roof and look for the block below (Binoc’s), you can just run off the roof there and land on that block.

Head for the open door S, but first have a look to the L of it and spot the tunnel under the waterfall. Follow the tunnel to a room with a Bell on a block, look behind the block (near the window) for a switch that will raise a cage in the place we will go to later. Swim back and go into that door now, R into the red passage and on the small courtyard you can climb to the roof by using the cage, do a runjump to the E ledge and go in, just around the L hand corner is a switch that will open a gate below.

Another Secret.

Go a bit N from this switch and then climb the R hand green ledge, turn around and climb backwards down into the river behind you, you are almost at a hidden switch there. It’s on the wall you’re facing now, pull it and a block will lower in a wall below. Follow the river downstream and drop back down in the Garden, enter the E door again and look for the new opening L. Stand most R or L and look for that ledge above, R and L are 2 sideledges, aim for the part where the ledge bends down and do a runjump with a R or L curve (depending on which side you took) and in the last moment, grab the ledge and get up, go W till you are over the entrance below and look up E for the Jumpswitch on the beam. This will lower a block in a floor. Drop from the ledge, go out and L into the passage. There’s a closed gate to be opened later, but in the end of the passage is a small passage down to Secret#7, a Golden Rose.

Go back, into the L red passage to the courtyard and look L of the Temple in the S wall for that open gate. Inside is a Jumpswitch that will lower some blocks in the wall inside the small Temple. Go out and enter both passages to use the 2 switches, a gate opens in the E wall of the courtyard. You can get there by going into that passage where you got the Secret and go over the balcony to the newly opened area, follow through to a passage with water and climb up ahead.

The Big Temple.

Go on and a flyby will show some of the Temple. Go onto the bridge ahead and from the higher part over the water, climb up to the roof L, go to the W where you see a small bridge (plant covered) and follow the fenced off path to a switch (screenshot of the room with the Fans). Go back to the roof and from the highest part a runjump/grab to the roof W (just L of that small bridge), go N and a bit to the R over the small roof. At the fence there, drop from the roof onto a roof below and use the Jumpswitch on the W wall, a cage lowers below.

Chinese Fan.

Drop from the ledge and enter N. just to the L inside is a Bell in an alcove, hop over the fence and climb the wall, go to the end of the passage and on the balcony there you’ll find your Chinese Fan. Go to the end of the balcony and drop down, dive into the water, go E and into the tunnel ahead, swim up into a room where you can put the Chinese fan on the table (facing E) and a screenshot of a big door is shown.

The Key.

Swim back and W, climb out L and go through the opening in the wall, here’s that big door in the S, look for a small underwater tunnel SE of the pool and swim in to use the UW lever, it will open a wall at the W end of the channel outside, so get out of the water, go N and out of the room, L and in the end there you can climb in to get the Key. Get back in the water and follow the channel to the bridge, climb up to the R and go SE. enter the building E and find a rope hanging from the ceiling, grab it and swing into the passage up W and use the Key to open the big doors, drop down and go back to the channel, swim W and go up L, over the pool and enter the new door, follow to the next part of the level.

 Secret count 7.

Level 9 China Garden 2(by Christoph)

Follow the water up to a lake, dive in and open the UW door W, inside and to the R is an air pocket if you want, then follow the tunnels to a wider shaft up and get out on the block in the corner, climb the vegetation on the wall and you’ll get up to an upper passage, follow down to a water filled room, dive in first and swim to the second room to get the Ammo on the L, then swim back and climb back up to the slanted passage, turn and do a runjump/grab to the cracked L wall. Climb all the way to the R and down to the water level before you backflip to a block at another ladder. Go up the ladder to reach the roofs of another Temple complex.

Boulders!

Go N and save before you go down the watery ramp, sprint down the L side and go on till you are just past the door, the Boulder behind you is a bit slower that his friend, so sidejump R to get out of the way and then enter the door that’s just opened up. Throw the lever to raise a cage in the room up the ramp and watch the flyby.

The Boat Keys.

Go back up the ramp and climb the cage to the L, follow the rooms to where you’ll find the Boat Keys. Go back and drop from the cage back into the room, head back to the S and go to the L on the first roof, walk onto the central part of the floor (opposite the gate with the keyhole) and runjump/grab over to that wooden arch, drop/hang from the other side and drop/grab the Jumpswitch, a gate opens up. Drop to the ground floor below and head for the open gate W, go in to get Secret#8, a Golden Rose.

Head back out and straight to the E to an opening in the floor, Save and just run in from the S side of the hole facing N and holding “Ctrl”, you’ll land on a ledge.

Down the Drains.

Jump to the SE flat corner and stand at the E wall before you run N, off the sloped floor and from the second slope a late slide/jump/grab to grab the opposite wall, go L and up all the way and backflip/roll/grab to a platform with some Ammo. Runjump/grab back to the opposite wall and go down and to the R as far as possible, now just let go (no grab) and Lara will slide and land into a passage under the waterfall. Follow through and down some steps, go L and follow the passage to where you come to Dragon Square.

Dragon Square.

Drop down from the walkway and go to the switch on the wall with the dragon picture W, a door opens, go back to the wooden walkway N and jump/grab from the hill to get onto it. Go R (E) a bit and grab the red MS ceiling under the roof to go over to the S walkway, follow to the open door and enter. Go down the sloped passage and drop/hang backwards from the end of the floor, shimmy to the L and get the ½ MP. Shimmy back and go up the ladder on the E side of the entrance, turn around and runjump to the W, go to the rocks and climb up into a cave to the N.

The Chinese Fan.

Follow to some Ammo in the corner and then head E, in the NE corner you can runjump up (facing N) to the roof and go down to the flatter part SE corner, runjump and grab the roof E and shimmy all the way to the L, pull up there and face NW, backflip to the top of the roof and go jump to the L side roof going E and follow to the switch on the block E. The gate below opens, go to the SE corner and drop into the pool below, climb out SE and go get the Chinese Fan from the E room.

Now go W to Dragon Square and use the same route to get back up S, over the MS and down the sloped passage, but now go down to the grassy area and head W, then S and up the wooden bridge to the E, place the Fan and a gate opens at the small Temple W of you. Go down the bridge and to that small Temple W, climb up to the upper floor with the red carpet and get the Ammo, drop down into a trench W and get a ½ MP and some Ammo. Climb back to the area with the wooden bridge. Head back to the grassy area NE and go up that ladder R of the sloped passage, jump W again and now head S at the cave, jump to the roof.

Go to the S side and jump to the tree, over the tree to the roof of the small Temple and to the NE corner, look for the right place to standjump down to the ledge on the corner of the N wall and from there you can jump into the opening under the gate.

Getting in is a bit tricky, because of the gate above, what I did was stand on the SW corner, face NE and aimed for the closest side of the opening, sidejump L and turn R a bit in the air.

The Shotgun.

Inside go onto the highest part of the bridge and grab up to the first roof, shimmy L and get onto a ledge between the 2 roofs, jump onto the E roof and then to a wooden block with the Shotgun and Ammo.

The Key.

Hop back to the roof and slide backwards off the S end, go N and at the end of the bridge you can grab up to the MS, go over to the Ammo N and then return and go R (W), drop to the next part of the floor and enter N, follow in and climb the ladder on the pillar, to the L through the waterfall and get the Key behind the pillar, get back on the ladder and go to the top.

Getting Out.

Turn around and runjump/grab to the opposite ladder, go up to the Flares to the L and get back on the ladder to go to the top. Jump the waterfall to the last one where the slope is too high and from that corner a curved runjump/grab to the ladder under the N gate, throw the switch and step back out onto the first roof, open the gate to the L and use the Key on the boat… Use the Throttle babe…

Secret count 8.

Level 1 – Airport (part 4) (by Agnes)

Shoot all the wash basins and the door will open. Go out and R, then L and enter that luggage room again, shoot all the boxes on the L and get the Ammo, then go out, turn L, go past that Donut shop and R into the corridor, climb up to the R at the hole in the ceiling and go into the last R hand duct first to get the MP, then return and go L into the other duct, shoot the grating in the end and crawl backwards into the gate to Spain, that seems to be blocked of by luggage.

 

Level 10 – Córdoba Spain(by Horus) 

Going through the gate will get you in Spain.

The Mystic Tree.

Slide down to a small courtyard, go sharp around the L corner and climb up W, where the floor is a bit higher, go NE and use the switch to open the door to the Cathedral N. Go in and to the second room N, a high room. Turn around inside and look up at the S wall there are 2 alcoves, go to the L one next to the picture, climb the ladder over the opening and from the alcove you can runjump with a R hand curve in the end to a ledge between the 2 red pillars, use the switch (opens a door to a Secret).

The Backyard Key.

Runjump/grab over to the ledge W. Look into the NW corner with a flare and spot the Key, do a R curved runjump and grab the ledge with the Backyard Key. Jump back to the wooden ledge and drop to the ground floor, go to the E side and get a ½ MP from under the ledge with the switch. Go back into the N room and under the stairs you’ll find a passage down to the basement, get some Ammo from the water to the L and then go open the door in the NE corner.

The Backyard.

Coming down the steps, go straight, somebody left the Dog out, you can’t shoot him, just run E and then R to the S and you’ll come to a closed wooden gate, quickly jump over the block L of it and get the Ammo inside, hop on the block and open the gate with the switch, hang from the block inside the small room till the Dog comes in and quickly use the switch again to close the gate and the animal will be closed in… Go N and to the room NE, where you’ll find a trench filled with water, wade in and go second L, to the end and use the lever to open a gate, wade back and take the MP straight ahead with you.

The Tower Key.

Coming out of the water, take the opening W and L and walk onto the upwards pointed piece of the floor, grab up and go R a bit, pull up and backflip/roll/grab a ledge behind, go up to the open gate and follow to the Flares, go out to the R and runjump over to the opposite roof to get the Tower Key. Do a safety drop down and go back up the steps in the SW corner follow up to the room with the stairs.

Go up the stairs in the back, all the way up till you can go into a passage E, go L from here for a ½ MP and R onto a balcony with a switch, it will open a door in the front of the Cathedral. Go back to the stairs and up the W end, L and at the fence, face the W wall and grab up to a crack, go L and drop to a balcony, use the Tower Key to open the door and go R (N) inside after you had a look over that Lava pool S with the Timed door.

Timed Run 1.

Save in front of the switch, pull, backflip/roll and when you land. take a running jump with a R curve so you will land on the ledge behind the R hand pillar and can do another running jump/grab over the pool. Curve L a bit in the air to land closest to the open door. Pull up fast and sprint in straight (you’re on a bridge)

The Torch.

Go on over the bridge till you see a red ledge to the E, runjump to that ledge (it’s along the first courtyard) and go get the Ammo in the end. Go back W and run off the red ledge to go N into a lower courtyard with wooden crates, on one of the crates is Ammo and on the floor below in the SE corner you’ll find the Torch. Jump back to the floor S and go to where you can see the entrance of the Cathedral, drop the Torch down there on the light coloured sand, so you can find it again and drop down behind it, go into the door E and get  Secret#9, MP and Ammo. Go back out and pick up the Torch. Head into the Cathedral and into the open door to the R (second passage) and carefully light the Torch.

The Silver Key.

Go out of the room and light the 2 Oil Lamps in the hall, the door W opens, go out S and light 2 more Lamps in the pit where it all started (a block raised there) the big door opens. Go in and use the switch on the floor in the pool. Turn around and see the raised block SW. climb up and go over to the ledge over the switch and get the Silver Key.

Cathedral of Hell??

The Enchanted Light Key.

Head back out and climb up N to go into the cathedral, into the first passage R and open the gate with that key. Go out to a place with water and buildings, go R and onto the closest corner of the Island with the tree on top, climb the corner closest to the entrance stairs and go S a bit, turn L and look in the gap between the rocks for the Enchanted Light Key.

Now go up the rocks to where the tree stands and look N, do a runjump with a grab in the end from the highest part of the rock onto the balcony N. go L and use the lever. Hop back over the fence and head into the NW corner to an open door to the Lava room, carefully go climb up in the SW corner and go to the CS in the E. get the ½ MP and return to the same corner where you got up here, drop down and go up to the NW corner, lighting a flare will help you find the CS with Secret#10, Flares and Ammo.

The Torch.

Go to the SE tip of the island in the lava and do a long runjump into the opening in S wall, on lava level. Throw the switch inside and go jump back and to the stairs E, go up and into the open door. Go down to the N side of the room and get the Flares first, then go pick up the Torch in the NW corner, go back to the lava room and to the Lamp at the entrance, maybe it’s better to throw the Torch into the opening of the door there, (careful, don’t throw it under the Lamp) and then jump/grab there yourself. Light the Torch and head back to the room where you got the Torch, light the Lamp NE and the wall opens up in the E, go to the Huge Lava room. Take the Torch with you.

The Huge Lava Room.

Look L and spot the ledge at the door N, do a runjump with a curve to land there (taking the Torch), drop the Torch somewhere save and pull the switch SW, get the Torch and stand at the pillar near the door, closest to the rock in the lava and look down to be able to see and time the flame emitter for the standjump to the rock, runjump up to the S balcony and light the Lamp SE to reveal a switch NE, drop the Torch somewhere save and go pull that switch then look on the E wall (middle) for the Jumpswitch get the Torch and go up the balcony SW to light the lamp that will open the door on the N ledge. Leave the Torch behind and stand close to the wooden gate to do a standjump onto the rock, sidestep R to the corner and do a curved runjump/grab to the N ledge.

“Burn Baby Burn”

Go in and up to a burner just around the corner, stand on the corner of the Tile facing the N wall and time the sidejump R to get past. Go runjump/grab to the opening SE and go onto a ledge up in the Huge Lava room. Go to the closest burner and walk slowly onto the corner so you can turn and grab up to the wooden MS above, go to the crossing and R, drop to the ledge and go up the ladder W (close to N wall), to one step from the top, backflip/roll/grab and get onto the wooden walkway, go E and get a ½ MP from a ledge along N wall.

The Tower Key.

Go back W and find the Jumpswitch on the W wall, over the ladder you came up from. A standjump/grab and it’s done, go up again and over the walkway to the Tower Key E (not longer burning) No go NW and runjump/grab the ladder there, roll on the ledge above and runjump to a ledge E, use the Key to get a rope out from the ceiling. Look NW and do a runjump/grab to the rope, slide to the end of the rope and swing to the ledge above the Jumpswitch there (one swing is enough).

Climb down the other side and go jump the corners of the walkways, (there’s Ammo on the wider middle walkway) to the SW corner.

Timed Run.

Save and pull the switch to open a door up NW, backflip.roll and runjump to the wider middle walkway, turn L and runjump to the walkway NW, up the ladder quick and through the open gate to throw the lever inside, go back to the SW walkway.

A wall opened up there, inside and to the L you can go NW and find the Jumpswitch in the corner on N wall, opens the nearby door. Runjump around the R hand corner (NW) and grab the crack in the wall. Shimmy L to the block and from there a curved runjump to land on the balcony in W wall. throw the lever to get a chain out near the balcony. Don’t stand too close as you standjump/grab to the chain, go up a bit and turn to backflip to the block in the NW corner. Runjump to the opening E and go to the lock E, use the Enchanted Light Key to open a door SE at the Mystic Tree.

Drop from the edge of the floor there and get the Flares, then jump/grab to the ledge E and go S, do curved banana jumps around the pillars and get Ammo, a ½ MP and in the S you can drop from the side to get on a small balcony with Secret#11, Ammo. Jump over the fence and enter the open door SE.

Spikes Boulders and Squishy Blocks.

Save and go stand a bit on the L side of the Spike-trap, a standjump through the trap and immediately do another to get away from the incoming Boulder and over the Burning floor. But stop then because a Squishy Block will start. Go R a bit and hop through the trap onto the safe floor beyond, stand close to the ledge under the Blades and have a look first, see the 2 slanted blocks in the (W) back of the room, you have to get onto the NW corner of that ledge (with a runjump) under the Blades and duck and crawl to the NW corner (screenshot), then when you think it’s safe a standjump to the first slanted block NW (trying to get onto the L side of the block), slide/jump again and one more slide/jump/grab to the chain (maybe you have to correct the jump with a curve in mid air). Well I hope you got that…

Go up the chain and turn L, backflip onto the safe floor, in the SW corner is a ceiling-hatch you can open and climb up the R hand wall, up there you can get some Ammo, turn around and look for the Jumpswitch over the hole. The Burner below is off, so go down and use the switch on the E wall and a hatch opens NW, go up to the top and shimmy L to the end, drop and use the switch, a door opens. Go back down the way you came and find the exit open in the NE corner. Drop down to the lake and head NW. climb the chain and backflip to the balcony with the lever you used before, the door near the lever opened up.

Another Timed Run for a Tower Key.

Go in and to the R is a balcony with a Key (and Spikes) go on to the end and there’s a Trigger Tile to the R on the balcony there, safe on the Tile (the Spikes will be de-activated for a short while) and what I did was:

Stand on the Tile NW corner, face NE a bit and backflip to the opening in the fence, turn R a bit and sprint E, stop sprint near the opening at the Spikes, turn sharp L while running to the Key and the moment to stop running is crucial, you have to be spot on the key, take the Tower Key and hold backflip while Lara is picking it up.

The Chamber Key.

Go E and near the entrance door is the keyhole, go into the wall that opens up and get the Flares, turn R and in the L side of the E alcove is a Jumpswitch, to open a door S, use the lever inside to open the gates to the Swinging Axe room. Time the jumps (along L or R side) through the Axes and get the Chamber Key (screenshot of the Mystic Tree). Go back through the Axes, N and R to the balcony with the Chain, get down to the lake and go over to the E side of the Mystic Tree, There’s a gate there and just on the mound to the R is a keyhole, jump up and safe before using the Key and as soon as you get control back, you have to shoot those 2 Harpies, as they attack the Tree and that will take away Lara’s health, even if you run into the opened gate (but take care, if you shoot the Tree, you will harm yourself!).

Under the Mystic Tree.

Go into the open gate and into the water you have to time the swim high over the Knife go to the R side of the tunnel and get as close to the Spikes as possible, face the ½ MP in the centre of the lower Spikes and time the swim to that safe spot, go get the ½ MP if you want or swim on and go up for air in the next large room (Amethyst Room). Dive down again and head into the hole in the bottom of the NW corner to get the 1st Amethyst Jewel.

Go up for air in the W and climb out into the L opening, use the lever and dive back into the water, swim down and E into the next room, up and climb out W, stand on the highest point of the sloped floor part and face W, grab up to the grated MS and go flat against the wall, turn R and head to the N side of the room and then over to the E, drop/grab to the ledge and go into the opening. Drop into the next room and swim behind the floating crate, pull the UW ceiling lever and go into the open UW door to get the 2nd Amethyst Jewel.

Get on the crate, standjump/grab to the CS and get back to the Amethyst Room, go up at the E wall and walk onto the block in the middle, grab up to the ladder and go up, off to the R or L and go over to the receptacle for the Amethyst Jewel, place it and runjump/grab to the other side to do the same. Drop down into the water below and go up at the S wall and follow the passage to where a door opens and on the floor there is the Blue Chaos Gem. When you take it the level will change.

Secret count 11.

 

Level 11 – Córdoba Spain(by Horus) 

Walk into the courtyard and go sharp R around the block next to the entrance, in the corner on the higher floor you can use only “Ctrl” to grab up to the block, jump/grab to the crack E and shimmy R to the waterfall. Stand against the N side and face a little SW, a run S, curving R and jump with a grab in the end to the W ledge. Go up to the crate in the W wall and push it once.

Timed Crate Run.

 Don’t use the switch up here yet, it’s Timed anyway, just climb down S and use the switch there, climb back up and push the crate one more time, then climb down again and pull the switch again, turn around and follow the CS to a room where the crate is now, pull it away and put it in the NW corner of the room. Then look for the block you have to raise in that dangerous passage SW, go up to where the crate was and Save in front of the Timed switch. Pull, turn L and run off the ledge into the lower room and runjump up to the raised block SW, grab up to the MS ceiling.

Crate Pushing.

Follow to a crate in the wall, drop and push the crate in. Turn L and grab up to the MS ceiling, go around to the other side where you’ll drop in front of the same crate, push it once again and go in L and go straight for the old crate in the NE corner, pull it out twice and climb up the crate with the Flares.

Then drop down behind the old crate N and go into the passage behind it to the next crate, pull that one once and return to the previous room, push that old crate back to the N passage and enter the E passage. Push the old crate you will find all the way to the end and then push in the new one R of it once in. Turn L and push the old one into an alcove E, go push the new crate all the way into the SW corner.

Go into the new small room S and find an old crate in the passage, pull it out of the passage and then to the N 3 times, so you can push it right next to the new crate in the NW corner. Enter the passage you’ve opened up SW and crawl through the CS to the R, climb over the crate to the R and drop into a room with the Ruby Cube and throw the lever to open the exit. Push the crate behind the open door and climb over the old crate R (where you found the Flares before) and go out N, pull that old crate to your L out once and grab the MS ceiling to go around to the other side, drop in the end and carefully go around the corner, grab the next ceiling and go to the end.

Climb back up to the ledge at the Timed switch and go hang from the lower part of the ledge at the courtyard, drop/grab the Jumpswitch (a door opens up in the top NW corner of the courtyard) and go up the stairs to that pillar N next to the entrance and place the Ruby Cube on the receptacle on that pillar and a chain will pop up from the floor NW, climb the chain and backflip onto the ledge (It was possible to runjump here from the pillar near the entrance, but that would have spoiled the fun of moving all those crates, now wouldn’t it?)

Go inside of a Church and walk the walkway till you can hop over the fence into the pool below and swim into the small tunnel W, follow to where it gets higher and use the UW ceiling lever, swim back and climb up. Go N to where a new door opened, passing through a garden you’ll come to a wide area, a flyby starts.

Timed Swim.

After the flyby you’ll find a switch on the side of the waterfall L of the entrance, save in front and pull, sidejump R twice and turn R, jump over the bridge, so you’ll land in the water behind it and swim quickly up R in the next room, the wooden gate that opened is to the L (SE), so quickly do a runjump to get in. The gate will now stay open, so go back in the previous room and look NW for the Ammo in the alcove, head back into the open gate and follow the path. Go down into a small garden and get the Fire Opal Ocular Piece part 2. (what’s in a name?)

Return to the place where the timed run started and go N to a river going down N, just follow the water to where you can jump down into the pool below, swim to the bridge on the R and climb out, go onto the highest part and runjump to the balcony in the W. Stand close to the fence (near the water and sidejump onto the higher floor W, go get the Ammo (2x) there. Look N and spot the pinkish wall L of the palm tree, which are some steps. Pull up and have a look first you have to go straight down onto the lower grassy floor and L to a door. Timed door!

Go back to where you got the Ammo and look SE and see a waterfall under the one you came down from before. You can reach it by standing in the corner at the fence, take a step back facing SE and hop back, now runjump and curve R to grab the edge of the waterfall, go up and look on the 2nd pillar to the R for a switch, That’s the one…

Timed Waterfall Run.

Save in front and pull, sidejump R and run NW to the L corner of the waterfall, jump to the field where you got the Ammo and run to the pinkish wall, grab up and run into the alley below, L and into the open door hopefully.

Pot Puzzle.

In the SW of the yard is a switch, use that first, it will lower the cage near the entrance. In the NW is a plant Pot you can pull out of the entrance, go in the room and use the lever, blocks go up in that pit on the yard. Go push the Pot on the closest block and use the lever to lower it into the pit, push the Po Pot onto the lowered cage. Use the switch to get it up to the floor above.

Go use the NW lever again to lower a block on that upper walkway and go to the Timed door and stand with your back to it, do a runjump/grab up to the cage and Pot. Push it to the E and onto the lowered block, go down and use the lever a last time to raise the pot one level. Go back up and push it onto the grey Tile S, watch the cage in the pit go down. Go down too and drop into the open floor.

Platform Run.

Stand in front of an opening W and save standing on the R hand side. Hop over the ridge and slide, jump and go R a bit to grab the corner of the first platform, (You cannot save in between as the time keeps on ticking) pull up and take a run-step forward, then standjump curved L to the second platform a running jump to the L for the third platform, immediately runjump through and grab the ladder on the wall ahead. Now Save! (Save= F5). Go up to the top and when Lara has her hands at the same level as the floor, climb and count 7 steps down, only a backflip, no roll and you will land on a hidden ledge with Ammo (no Secret?) Runjump/grab back to the ladder and go up, backflip onto the floor above.

The Sapphire Ocular Part 2.

There are 2 tunnels, take the E one and swim to the next outside area, climb out at the N end and go E along the green hill and just past the tree to the R and before you reach the table and chairs, turn R and climb the NE corner of the hill there. Go up to the top to get the Sapphire Ocular Part 2.

Get down and go E into the building, a huge hall with a wide pit. A grated floor and a Labyrinth under the gratings, go into the SW corner of the floor and push the Pot to get the Ammo from under it. Go onto the grated floor and head SE, into the passage there and go L at the opening overlooking the Pool area on top of the steps is a switch and it will open a gate somewhere. Go into the garden to the R of the switch and drop/hang from the S side and go down the vegetation to a walkway, leading to the gate you just opened.

The Fire Opal Ocular Piece part 1.

Inside you see a Burning lamp (remember the passage and hop W over the fence of the walkway into the pool below and climb out on that green ledge. Climb the block L and runjump/grab to the passage S, follow in to a fountain, get into the water and pull up on the R and corner of the fountain, runjump/grab to a dark CS up in the E wall and go in to the R and follow to a room, open the doors by pushing them and go to the room with the Fire Opal Ocular Piece part 1. You have to crawl to it and take it, crawl to the E wall and stand up at the switch. That will open the door N. leading up to the wooden gate you opened a while back, carefully sidestep past the Lamp and you’re back on the walkway at the pool.

Labyrinth Puzzle.

On the block are 3 switches, pull the R hand one (from facing N) and go to the opening S.

The Way Down (refer to this every time you go down to the gates): Standing in the middle of the opening to the pool area and on the edge, take two steps back and turn L a little bit, now do a standjump with a L curve in the end to land on the waterfall under that upper garden, turn around and see the chain.  Standjump/grab to the chain and go down till Lara’s feet touch the water, turn to backflip onto the green ledge N (Also possible, from the waterfall a runjump with a R curve and a grab in the end to land on the green ledge below). 

Go into the open gate and head L (only route available now) and follow to a swinging Ball, shoot it and return through the gate, go L and now straight to the E end where a new gate opened. Follow in and to the R is another Ball to shoot. Turn around and go W follow the passage to a Pot, pull it once and hop over the pot to get the MP. Return by just going N where possible and come back at the chain.

The Way Up (refer to this every time you go back up to the switches): Stand in the SE corner of the green ledge and face the E wall, hop back once and turn towards the chain, standjump/grab to go up (Only this time…wait a bit, there’s another ledge above the green one, backflip to that ledge to get the Ammo on the other end, seen in a flyby. Stand a bit further back from the chain as you did before and standjump/grab to grab it again, don’t go up). Now turn around R and when you can just see Lara’s head in the corner of the wall and floor of the opening at the switch room, backflip to get to that ledge and go into the switches. (If this is impossible for you, there’s another way back up: from the grassy ledge opposite the chain, go onto the block SE and runjump to the S, follow the route through the Fountain/CS/ room where you got the Piece and through the door N, up the passage past the lamp and out the wooden gate)

Now throw all 3 switches ie: the L hand and middle switches down and put the R hand one back in the up position and go down (see above) to the Labyrinth, go W on the green ledge and find the open gate, go R and straight to the end into the open gate E, shoot the ball and return W, go L and then R into the gate that opened to the R there, follow to the last Ball you have to shoot.

The Sapphire Ocular part 1.

Now go back out and turn L at the gate, L into the other one and R at the crossing, at the next crossing R again and find another gate opened near the first entrance gates. Follow to the room with the Sapphire Ocular part 1. Don’t forget the Ammo in the NE corner.

Return to the Pool area by just going L everywhere and dive into the pool, go onto the grassy ledge and walk onto the higher part of that small bridge, runjump to the W again and go L, again runjump and grab to that waterfall SE where the timed run started before. Turn around and face NE, runjump with a R curve onto a small balcony and turn around again, now a runjump with a L curve SW to the upper waterfall and go S a bit. Spot the receptacle for a Cube on the L wall. Go S and take the passage L of the ramp and follow to the stand for the Sapphire Ocular (combine the 2 parts).

Doors open above, go back to the river and turn around, hop onto the ramp S and go L, jump into the opening N and go onto the L side balcony. Look below for a balcony  on the opposite side of the river, runjump over the fence to that balcony.

Timed Balcony Run.

Go N from the opening in the wall to check out the route for the Timed Run to the wooden gate in the end of the passage. Return to the S side of the balcony and go in the passage there, a switch near the grating will open that wooden gate. Save in front of it. This is how I finally managed:

Pull, roll and turn R, run and curve L till you are aimed for the opening to the balcony outside, then hit sprint (otherwise you will sprint into the wall) curve L and Lara will bounce off from the fence, L again till you are aimed for the opening inside (so diagonally) and sprint again, trying to curve R in the end and hit “Alt” to just roll through the R side of the closing gate. (screenshot)

On the small yard is a plant Pot push it away to get the Smaragd (Emerald) Cube. Go out and from the Timed run balcony and jump to the river below, go onto the E bank and place the Cube to open the gate in the passage above. Go up to the S square again and enter the passage L (NE). Walk out to the top of the Pool area, runjump to the ledge E and go N, runjump to the top garden N and go into that small gazebo where you’ll find the stand for the Fire Opal Ocular (combine the 2 parts).

The Big gate in front opens and gives way to the top of the labyrinth room. Stand at the edge and runjump/grab to the rope hanging from the ceiling, turn L a bit and swing to the ledge with the door, go over to the switch E and save in front, pull, sidejump L twice and you are in front of the door, climb up fast.

Go R and find a switch behind the Pot to the R, pull the pot away and use the switch to raise 2 cages L and R. Then go E and N through the grassy area and stand in front of the opening NE, backflip to the slope behind and jump/grab to get in. Go up to the higher floor with the lamp and find some Ammo in the small flowerbed NW Go back down the steps and to the opening overlooking the grassy area, stand L and standjump/grab the MS ceiling, go R and then cross over the grassy area to the L and finally you can go R onto the grated ceiling, in the far SW corner you can drop onto the raised cage, turn SE and spot a ½ MP on the ledge in the SE corner, a runjump with a R curve and grab in the end will get you there. You can runjump/grab back to the cage, catching the L most side of it. Then runjump to the cage NW and finally a standjump to the balcony with the Jumpswitch that will open a gate below and NW.

The Torch.

Get down from the balcony and go W. into the open gate and find the Torch on the NE dark-grey Tile. Go all the way back to the NE grassy area, stand against the E wall facing the upper opening and backflip. Immediately jump to land in that upper opening, go up to light the Torch on the Lamp (carefully). Go back to that switch you used to raise the cages and light the Lamp to the R of it, then go to the far NW corner and light the second one. Two more cages rise behind you.

To the End.

Drop the Torch and go NE again to get back on top the MS ceiling in the Grassy area and go to the cages again, runjump/grab to the newly raised ones W and from the last one turn L (S) and hop to the ledge over the fish tank and follow to where you look out over the pool area, stand R and face SW, do a runjump to the flatter green part of the W roof and then runjump to the little ledge S, one more runjump S and jump onto the roof L. sliding of and grabbing the edge. Go L till you can pull up and from that corner a diagonal runjump to the block W near the opened gate. Grab up to a crack in the S wall and shimmy l till you can get into a CS, follow to the lever to open the big doors E. Drop out of the CS, drop from the E side and enter those doors.

A Smaragd Cube.

Use the switch on the wall you’ll bump into and go on to the next passage, go L and then R to come to another courtyard, go SE and pull/push the Plant pot to a grey Tile next to the steps on E wall, then go into the NE pool and swim W, find an UW ceiling lever under the grey stone ledge. Swim back E and climb up facing S at the second Plant Pot, push it S once and then push it to the grey Tile on this side of the steps. Go back to where you got the pot from and jump over the ledges in the pool to the NE corner, where doors opened. Go up the ladder S and turn around, follow the passage to the L and runjump/grab over to the W. Dive into the tank to get the Smaragd Cube and go back up.

Dive into the pool below and go SE, a trapdoor opened where you got the first Plant pot, go in to place the Smaragd Cube and go up to the door that opened in the S wall of the courtyard. Climb the block and grab the Zip-line, carefully land on the wooden ledge just before the end or you’ll be doomed… Hop to the waiting Chopper and fly back to the Airport…

Level 1 – Airport (part 4) (by Agnes)

The Orange Chaos Gem

Pick up Flares and MP to the R and go out, it seems to be late at night, nobody left and all lights are out, go R and then R again into the China gate, L into the Bathrooms and L into the Toilet, climb up L and follow the duct to the first L, go in and drop grab onto the Jumpswitch (door opens), turn around and climb back up. Go L and R at the crossing and get a ½ MP in the end, turn back and go L at the crossing, crawl back into the toilets and head out to the main terminal, go over to the entrance to the Mexico gate SE and head into the E passage, down the stairs to a room with some crates, shoot them to find the Orange Chaos Gem in the far one, another door opens. Go back up to the terminal and to the NE corner. Go into the passage past the Doughnut shop and R into the passage for the Ammo. Turn back and go E, follow to the Alnwick Gate.

Secret count 11

Level 12 – Alnwick (by Horus) 

Hellforge.

Go to the crate in the middle of the place and collect all the Chaos Gems. A door opens ahead. Go through and go down into the lower pool area beyond, cross over to the deeper pool W and look for a triangular ledge R of the Spiderweb. Climb up and runjump/grab with a L curve to the ladder, go down till Lara’s feet are one step above the water and backflip/roll/grab the crack in the wall, go shimmy L and pull up. Go NW and take care of those rubble piles around this place, they are Spike-traps and once NW, get some Ammo from the Sarcophagus climb the nearby N wall and go to the top of the arch, against the wall and face S, turn L a bit and do a sharp curved runjump to the pillar SE and grab it in the end.

To The Crowbar.

Jump to the one S and the a standjump/grab to the Jumpswitch on E wall, land in the moat and swim back e to get back W the same way as before, go to the W side and jump/grab into the opening W. Go all the way W over the ground floor and keep L, go up the steps L and follow the passage to the end, where a Timed switch is located. Save in front of the switch.

Timed Lava Jump.

Pull, backflip roll and sprint to the steps, run off to the L, curve L and runjump sharp L and onto the steps there, run over the walkway and from the timed block a runjump over the lava. Runjump/grab to the ladder NW, a Wraith comes out, try shooting it with pistols and may be it will stay clear, if not do the following fast…(or go E and after getting the Crowbar and drop to the ground floor, go E and dive into the moat to get rid of the Wraith, go all the way back up to get the Frozen Sun.)

The Frozen Sun.

Runjump/grab to the rope hanging E of the walkway and turn R to face the S wall, swing to the S walkway, go L fast and in the next room is a vase to the L, shoot it and grab the Crowbar from the pedestal, turn R and run E, hop to the first arch in the big room and head over to the N side to pry the Frozen Sun from the wall. Jump to the arches in the middle of the room and drop from the inside to the floor below, go E and hop into the water, swim straight E and through the spiderweb, go R and L at the wooden gate, up the grass and climb the ramp to the L, go up to the pillar to place the frozen Sun, the wooden gate SW opens, Go into the gate and save, grab the ceiling and go over the Lava-trap.

The Chain Room.

Follow the ramp up to the outside and immediately out, grab up to the next MS ceiling, turn R and head E. drop in front of the entrance to the Chain room S, Stand on the Tile and L, standjump/grab transparent pink ledge and pull up in the L corner. Look forward and down a bit to spot the double arches in the far L corner. Take one sidestep R (still safe) and runjump straight for the arches, turn l and grab at the last moment and you should land on the ledge under the first arch, go in and L around the corner. Do a runjump across to the N opening and pull the switch there. Turn around and runjump/grab back. Go to the arches and stand against the S wall, facing W, runjump to the cooled off Lava and go up onto the small mound to climb to the arches above, go R and L through the open door.

Go L over the ledge and in the end stand about one step L of the edge. Look for the alcove SE. do a curved runjump to get in and get Secret#12, a MP. Stand in the SE corner. Face N and sidestep L twice, now aim for the NW corner of the ledge and do a runjump curved sharp R as soon as you’re out and you should land back on the N ledge.

High Jumps.

Go to the far NW corner of the ledge and face W, take a sidestep L and runjump over the slanted block to grab the thin ledge behind it. Turn S and a bit W you can see the next small ledge you have to jump/grab to. Run Triangular over the ledge, curving L and grab the S ledge in the last moment (on the lower side a bit). Now runjump grab to the sloped block L of that blue pillar S and pull up. Slide and jump/grab the CS in S wall. Go R and get some Ammo in the end L, turn back and crawl through the NW CS.

More Jumps.

Drop from the CS and immediately jump to backflip to a ledge behind, turn and standjump/grab to the block W, hang on the R hand side and pull up, wait for the last moment and jump with a R curve to land on the next sloped block, slide and jump/grab the next block, you can stand on this one, runjump/grab straight N and go in L. From the higher part of the sandy ledge a long runjump/grab to the island S. Hop carefully to the flat part of the L corner ledge (if you miss, just keep jumping and aim back for flat ground) and do a standjump/grab up to the S wall.

Break-ledges.

Go R and walk to the end, up there are break-ledges (not too hard) Standjump/grab to the first, pull up and standjump/grab again, go on like this to the corner ledge and pull up, run R and jump over to the N one, run onto the ledge there. Go to the next corner and climb up L, run into the room a bit for obvious reasons and go pull the 2 Crowbar switches to open the doors W.

Go run sharp around the L corner. A Spike ball dropping behind you. Stay close to the L wall an walk into the SE corner, a Squishy Block rams into the L passage you have to get into. Face SE and take a hop back, do a L curved runjump up into the passage when the block leaves it.

Deadly Chain and Squishy Blocks.

Stop right away and jump/grab to that chain (don’t stand too close to the Chain). Go as low as possible, but don’t touch the red hot floor. Then turn L till you are exactly diagonal, looking at the far L corner of that ledge and just backflip and you have to land on the very tip of a sloped ledge below. Immediately start jumping to the wall, do one jump with a roll and then jump with a sharp curve so you’ll land inside the opening in the wall, slide and jump. Keep jumping the sloped blocks till you land in a basement with Squishy Blocks, go L (N) and then R into the passage in the wall, look (SE) beyond the block there and spot the next one going sideways (N to S), just behind that one is a safe spot, so stand facing SE and do a standjump with a L curve when the block went W and run on a little bit to get to the safe spot. Now one more standjump to get into the E passage and come to the room of the High Jumps.

The Candle Stick (Torch).

Safety/drop down and go look for a chain in the back room, go around the hole in the floor and get the Ammo, then go down the chain carefully, backflip to the safe floor and go to the opening of the room W, stand a bit back and standjump to the ledge in the lava and go jump to the SE corner block with runjumps and get another Shotgun there, then make your way to the SW corner of the room and go onto the dark sunken floor, a Skellie appears, shoot it with the Shotgun and it will stay down, look for one of the candle sticks lying on the dark floor and take one of them. Go all around the room to the NW corner and light the candle on one of the burning candles on the ledge, jump back and go light the grey Lamp (Burner) in the lava SE, stay clear of it while you runjump back NE to the one near the entrance of the room and turn to light the 2nd Lamp. Turn and jump back to the entrance E, drop the Candle and go up the chain, backflip off and go into the big room.

The Ashen Stones.

On the grated floor are 2 Golden Bowls with hardened lava in them, push pull them onto the spot over the burners you lit just before and a nice fireworks will reveal the Ashen Stones, then move the Bowls out of the way so you can grab the Ashen Stones, go to the W side and next to the slope you came down from are 2 receptacles on the pillars, p[lace the stones and the SW doors will open.

 Secret count 12.

Level 13 - Garden of Stone part 1 (by Horus) 

A Candle-stick.

Go up the ramp E and take one of the Candle-sticks to the L, go down again and down W, to a lower part of the room with a sparkling Fountain.

The Fountain.

Go onto the waterfall in the far NW corner and hop into the higher passage, walk slowly into that passage and stay on one side (R hand side) Knives will be activated, but if you just walk slow and wait till they retract before you go on, there’s no problem, after the second set, turn and leave the Candle there for a moment. Walk on and near the end of the passage a Wraith appears, turn and run back over the de-activated Knives (so along L wall) and run off the waterfall to land in deeper water.

Wait for the Wraith to drown and go up the same passage, pick up the Candle and carefully walk the last part of the passage as there’s one more Knives-trap in the end. Watch the flyby and then go of the NW ramp and light the candle, go back to the Fountain and light the lamp next to the waterfall, an UW gate opens (for later), drop the Candle somewhere safe (If you loose it by any chance, there are more upstairs where you got this one).

Up the Chain.

Go up the ramp SE and follow all the way up to where you first found the Candle, light the one standing there and a chain appears then drop the Candle and go up that chain. Go N and onto the ledges besides the waterfall, crawl in to the W and go jump up the waterfall to the higher room W, you’ll come to a room with a Sword on a pedestal.

The Sword Room.

Remember the place, but for now head W through the river and a flyby shows the next challenges (nice music from LOTR by the way).

Lava Lake.

Go up and to the highest part of the ledge, turn R and standjump to the ledge N, turn L and runjump to the W and go on to the SW to a ledge with a receptacle and a closed gate. Go along the W wall till where it ends and look up W, there’s a sloped passage up. Jump up as far as possible and turn raround, backflip to the slope behind and jump/grab to get onto a ladder, go up till lara’s hands are on the top of the grey band and backflip to Secret#13, a Pile of Ammo. Go down and turn N, walk to the N end of the ledge. Look NW and spot a slanted ledge, take 2 steps back from the edge and hop back, then runjump with a L curve to land on a safe but slanted piece of grass, slide and jump to the ledge ahead (N). (Map)

Then turn SE and runjump over that slanted block, slide and jump with a curve to land on the lower ledge N of it. Walk to the NE corner of it and from there a runjump to the slanted block there, the NE triangular part is safe turn S and look behind the blocks for a low ledge, do a run SE and curve sharp R to land on that low ledge, turn L and stand on the NE corner again, face NE and see a slanted block NE, runjump (no grabbing) to the closest corner and then runjump/grab to a block N, hang on the R most side and see a low triangular ledge R of the next brick block, pull over the top and slide dangerously far to jump and curve sharp R, from the low ledge a standjump to a slanted block NW.

Now just standjumps to the W and to a ledge with a MP. Turn around and jump back to the one in the middle under the arches, turn S and grab up to the floor above. Runjump/grab to the one N and go to the NW corner, you have to runjump NW and curve L a bit to go over the burning (deadly arch) and land on the rocks below.

The Ashen Stone.

Go up into the opening in N wall and shoot the wooden fence, follow the corridor to where you look out over the Lava hill, standjump straight S 3 times, walking up to the S end of the ledge every time and on the last jump you will slide down to the lower level, go to the E edge and again standjump straight S and walk up into a little valley SW, then onto a walk-able part S so you can standjump up straight W and look R a bit to spot the Ashen Stone near that burner. Now a runjump onto the triangular green ledge in the SW corner of the little valley, Step to the R and sidejump to the R, get the Ashen Stone from facing SE.

Make your way back as you came by sidejumping S and then a standjump E and go down to the Lava level again, turn SW and walk up as far as possible, do a runjump SW over the wide Lava flow and go standjump up to the SW. Go in the direction of that burner and from the pointy grass ledge N of the burner you can runjump down to the rock ledge E in the lava (when the burner is down) Then runjump with a R curve onto the S sloped block SE and slide jump sharp R to land on the ledge at the receptacle for the Ashen Stone.

To the Top.

The gate opens, go up and get some Ammo SW, use a Jumpswitch (face N and look up) in the alcove SE and push the doors in the E wall open to get the ½ MP inside, go out and climb out up the NE corner. Standjump to the arches floor and runjump/grab to the N one, walk onto the SW corner of the grey ledge and turn W, grab up to the thin ledge above and go S and just before you enter the building, climb the arch L, from the highest point a simple runjump E and get the Flares, go to the N side and just run off landing on a ledge below, grab up to the crack E and go L onto the next ledge.

The Silver Key.

Go N and in the end a runjump to the sloped pillar. Curve R in the end so you’ll slice backwards. Grab and shimmy to the L corner before pulling up and do a backflip (no roll) to land on the very tip of a small ledge, turn NW and hop onto the beam, go N and use the lever to reveal a Key. Turn W from the lever and from the lever-ledge a runjump through the lower part of the beam and wall (check your health first). You’ll land on that same ledge you were before. Go up to the opening and follow the route back to the S burner, jump to the lava ledge and back to the wooden gate SW, go up to the floor between the arches and over to the n one, climb back up and go into the S building this time around. Go get the Silver Key inside and a Sword Spirit appears.

Go out and do the same as on the other side of the room. Runjump over the lower part of the beam close to the S wall and land on that waterfall below, follow in E and runjump around the L corner into the Sword room. Great Show! Now follow the flow of the water and just slide backwards from the waterfall grabbing the edges every time to get back down to the Fountain.  

Go up into the Knife passage and go over the safe Tiles, come to the room with the steaming Tile W, near the ramp, climb the arch over the entrance and go over to the E end, look for the Jumpswitch on the E wall there and runjump/grab to use it, go into the opened gate E and pull out a table with a bowl of chilled lava, push/pull it all the way onto that steaming Tile E and watch the show, but not too long, get back to the water at the Fountain before you go on. From the room with the steaming Tile, enter the E room where you got the table from and go into the lower SE passage. Save and shoot the vase to see what happens, great!  Reload, go on to the E and the level changes.

 Secret count 13.

Level 14 - Garden of Stone part 2 (by Horus) 

Go on and through the water to the ladder N, go up and drop into the next room, go E and follow to a room with a sort of pool, go to the fence L and get the ½ MP and in the pool itself are Flares. Go on E and into the water filled passage. (It’s possible to do it with one breath of air and keep an eye out on the health-bar because of the Sea-hag) swim straight down to get the MP and Shotgun and go up and R to find the UW lever on S wall near the ceiling (then get air if you need), roll and swim down N and go into the small tunnel in the curtain. Beyond of the gate is some Ammo then roll and go into the gate.

Swim N and through the next room to an area with some air finally! But also a Sword Spirit. Go R and climb out S, get the MP in the corner and run for the water. Face W into the pool and look for the shoot able windows (Revolver + Lasersight). Swim into that window and go L into some other windows. Try to get the Spirit to go to the Sword statue, I managed by going high over the Sword, then swim back to the previous room for air.

A Key.

Climb out on the E side chandelier and jump to the E landing, go R a bit and look for the Jumpswitch on the beam close to the water, doors open. Dive in and go to the E side of the pool. Climb over the ledge and dive into the pool with the crates, go swim L (S) and here are those open doors, go in to the L door and find another room, go S and there’s the lever you saw before, throw it and a wall lowers in the room with the Sword statue. Swim back and to the room with the chandeliers, into the windows S and L to the end, get the Key and go back. In the room with the Chandeliers swim out E back to the cave where the Spirit came for you, climb out SE and go to the doors NE, open them.

Spike-balls.

Save at the switch to the R, pull, hop back turning L and just run through the gate enough to trigger the Spike-balls, hop back fast to get back on the safe floor and after the Spike-balls are gone, go use the switch again and this time get through the gate, pick up the Ammo and go E. Walk up to the end of the floor and more Spike-balls drop into the river harmlessly. Go down to the waterfall and into the NE corner. Standing on the edge of the green water, pull up to the walkway above, hop back fast and go up again, turn sharp L and go along the L wall to a sloped floor. Never mind that Shotgun Ammo. you’ll never get it!!! Runjump up to the L corner and get Secret#14, Ammo.

The Uzis.

Go down to the waterfall again and swim all the way to the end of the river, go r at the end and get some Ammo underwater. Then climb up at the Uzis in the middle of the ramp and then turn around, hop back and grab the edge of the waterfall, drop to a block below and spot all the lamps in the room you’re facing. Turn S and go through the water (yes, safe) and onto the ramp up S, go into a broken window L and get the Ammo at the N window, shoot out the E window and save at the switch on S wall.

Timed Run out of the Window.

Pull the switch, hit “look” and turn L run NE to jump out of the E window with a L curve and land on a ramp. Turn R (SE) and runjump into the R hand side of the gate that opened there in E wall. Be sure to run to the R when inside, not too land on a Lamp. Go get a ½ MP on a block in the S end, notice the burning Lamp (for a bit later), return outside and into the water, walk  SW and find the Ammo at the corner pillar. Turn R and climb up the ramp.  

The Candle-stick (Torch).

Go to the L (W) and into the pool between the ramp to get one of the Candle-sticks. Walk up the higher floor part S and stand against the ramp E, jump up and hit the “numeric 1 key” to draw pistols and Lara will drop the Candle on the ramp. Take the Candle into the room E and light it. Runjump out onto the ramp and go to the NE corner of it, runjump to the crate N and runjump to the next, standjump to the last and hop onto the ledge to carefully light the 3 Lamps there. A block goes up on top of the ramp.

Up.

So get back there, go up the steps NW and find some Ammo on the top ledge, go down to the ramp and to the block SW and drop the Candle. Go up the block and grab up to the walkway above, head SE and climb a ladder, backflip to the ledge above and walk up to the E edge, stand L and hop back, do a sharp R curved runjump around the pillar with the ladder to land on a ledge behind it, jump to the one on E wall and from there NW onto the Chandelier. Jump to the next E ledge and get the Ammo. Runjump onto the next Chandelier and go jump to the next ledge E. from there to the N walkway and runjump over the gap to the W, follow to a block with a broken bench and climb up one more level there from the S side. Go N and up the ladder, runjump/grab over the ledges to the S and runjump with a grab into the lower opening in S wall. Go L to get some Ammo and to the R (W) to save at the switch.

Timed Run Down.

My best route:

Check the health (you’ll loose about half), pull the switch and hop back turning R a bit, run forward and curve L to runjump to the NW from the opening R of the switch, you’ll land on a ledge on W wall, hit grab while you land to lower the health loss, roll and runjump while grabbing down to a ledge on S wall, just over that door and safety drop down in front of it, Go in and stand on the slanted block.

Grab up to the ceiling and go over to the other end of the pit, go on to the R where you’ll find another magic Fountain, climb up the E side gratings and go into the broken windows for Secret#15, MP and 2x Ammo. Go down and to the W side of the Fountain. Stand on the small mound and shoot a window W, jump/grab in and go R(N) to the Library.

The Library.

Go L as you come in and get the Ammo in the windowsill. Then go W and L again and use a lever on the R hand ledge at the closed door, go back to the library and up the ramp in the middle, enter the L hand door to get some Ammo, then go E and just follow the passages going L where possible to a closed gate at the Dark Arts section. Shoot the fence E of the closed gate and follow to some Ammo, go into the R hand dead end and look up, shoot that Ball and return to the Dark Arts sign.

The Prophecy of Chaos.

The gate opened, but first get some more Ammo in the W passage. Then runjump over the fire in the S opening and  go L to get the Ammo from behind the Spike-trap, then go to the S end of the passage, run through the Spike-trap W and get the Ammo. Look up to the R and use the Jumpswitch. Run back through the Spikes and head into the open gate E, to the R into the Potions and Poisons section and to the R is a closed gate, go past that and R, look in the alcove L for another Ball to shoot and return for that now opened gate and get the Book (Prophecy of Chaos).

A Rusty Key.

Go out and L, follow back to the entrance N and hop over that fire. Go straight and follow the passages to where you can go out l to the first floor landing of the library. Go to the E side and place the Book in the middle of the other 2 and a door opens W on this landing, go in that door and get the Rusty Key. Look for the Jumpswitch in the NE corner that will open the door W, go through and follow up the ladder, through several passages to a familiar place, drop into the lower room and climb the ladder L of the wall-torch, follow to the room with hole in the floor and drop down in the small cave, go through the CS in the dark SW corner and go back to the previous level. 

 Secret count 15.

Level 13  Back in Garden of Stone part 1 (Horus) 

Go back through the Knife-passage, to the Fountain.

Exit Timed Run.

Dive into that tunnel at the end of the waterfall, NW of the Fountain and swim along the bottom to another room, go up on the ledge above the entrance and grab the ceiling to go over to the other corner ledge, save in front of the Timed switch.

Pull, roll and run L and off the ledge, swim L into the exit and follow to the Fountain, climb up and runjump onto the Knife-passage and sprint through the passage to the N. In the room with the steaming Tile to the L and R onto the ramp, just to end of the first sloped part and turn sharp L to get into that gate you opened.

Follow the dark passage and come to a room where you can use both Silver and Rusty Keys on the E wall to open the door to the L of you. Swim S through either one of the passages and the level changes.

 Secret count 15.

Level 15 – Cathedral (by Horus) 

Go E from the water and climb the ladder till Lara’s hands are on the top of the grey band and backflip/roll as soon as the Teeth doors are closed so you will pass when they are open. Go W and throw the Jumpswitch to open a gate below, run back through the Teeth doors and go N, to the L in the alcove is the switch for the second door, go into the W passage and up a chain, backflip to the upper floor and go into the passage NE of the chain, go N and to the R is a Jumpswitch that will open the gate W at the chain, so go back there, enter and push open both doors N and S to collect Ammo.

Then go E, to the top of the room with the Burners, face NE, runjump and sharp L around the corner and use the lever on the corner-ledge there, drop down and go into the N gate, Lara will look up E, stand with your back to the W wall and shoot a Red Star up in the top window, it will burn and the doors E open up, go into the Cathedral and a flyby takes over.

In the Pit.

Go E along the R hand side and runjump to that grey pillar in the pit, close to those receptacles E, turn around and walk to the SW corner, look for that opening in the wall of the pit, down and L a bit. Aim for that and take one step back, then standjump (little R curve) with a grab in the end to land inside. Go R (N) and backwards into the pit in the end, shimmy L and pull up for some Ammo, then climb out backwards hanging in the pit and shimmy R around the corner and from looking into the CS, drop/grab to the crack below. Shimmy R and go up a block, climb off the l hand side of that block and shimmy R again, till over a slanted block. Drop and slide/backflip into an opening to the Blade room.

The Torture Rooms, 1st Angel.  

Now I may have found a shortcut, I’m not sure, but this is what I did: Stand at the R hand corner and face L into the room, see the Dark-Angel statue? Look above the statue and shoot that Red Star, the room changes, fires go out and the top Blade starts rotating too. (Could be like in my game the whole game looks like close-up, simply save and reload and things should be like normal again) Look to the R and see the ledge with the little statue isn’t burning any more. Standjump over to that ledge and get the 1st Angel.

Go stand on the SE corner of the ledge and face the R hand side of the break-tile S, standjump and hit “look” to get your vision back, turn R a bit and standjump to the middle of the rotating Blade, now run onto the break-tile SW, curve L and runjump to that Dark Angel statue S, you can also aim for the sloped block below and R of that statue. You have to go down there anyway. So get onto the ledge under the statue and stand with your back to the wall, standjump to the break-tile below and N and then two more standjumps to the N to land on a safe ledge with a lever.

Torture Alley.

Throw the lever to drain the pool and go S for a ½ MP R of the pillar. Then head into the E passage carefully at the next corner. A Knife-trap with a Squishy Pillar behind it. Stand R and walk up till Lara stand with her shoulder against the R hand wall and the Knife just misses her. Save and then run when the pillar hits the L hand wall, you should get through without any loss of health (or was I just lucky)

Go on to the Teeth-doors and just run through when they are open, go L and walk up against the Fan. Light a flare and Save. Backflip and simply jump (hold the “jump” key) about 11 times. The last one with a grab to the ladder, go up a bit and backflip/roll/grab another ladder, climb into the passage to the R and come to the Wheels.

Drop backwards into the pit on S side and turn around, crawl under the Wheel and climb up S, look for a Jumpswitch SE and doors open. Turn L and go down NE into the Wheel-pit there, crawl under the wheel and climb up NE. Look to the R there and use the Fire switch, an explosion is heard, go N again and pass under eth N Wheel, from the next ledge, just run down L a bit and go through the triangular hole-in-the-wall. Go L at the lamp and runjump to the opening W, turn R, follow the ledges to where you can runjump to the N where the door opened. Go into the passage E and find that Wheel you saw before, stand on the NE corner of the pit, facing S and Lara’s R foot on the exact corner of the pit, take one step forward to the S and turn R a tiny bit. Now hop back and runjump with a sharp L curve past the side of the wheel and you should land in an alcove with Secret#16 and the last one of the levels, a MP. Drop into the Wheel-pit and swim S, then to the R and climb up at the next passage, turn around and jump onto the green ledge over the water.

Loong Monkeyswing (MS).

Walk up the high corner and grab up to the vegetation above, go follow the MS. Go L into the passage and come to a large room, you have to carefully look for the way every time, but you have to go all around the far side of the room and then back to get to the NW corner, where you can drop/grab to a crack, go R a bit and climb into the CS. Crawl through, safety drop down and go to the pool, on the SE corner of the pool you can climb the vegetation on the wall in the alcove, almost on the top, backflip to the leaves-floor behind, go to the W side and hang from the beam, grab to the Jumpswitch and land on a ledge below, go NW for the Ammo.

2nd Angel.

Then go swim into the open gate W in the pool. Swim into an alcove SW and use the UW lever, then climb up in the N and get the 2nd Angel and a ½ MP on the pedestals. Go to the S and up to the cathedral again, over to the E side of the pit and place both Angels on the stands at the pit (one from facing NW and the other facing SW). The door opens E, go through and to the next level.

 Secret count 16.

Level 16 – Death and Resurrection(by Horus) 

Go on to that hot room and save at the switch on the block, see the ladder E and above the flame on the block is a switch you have to get to.

Pull the switch on the block, hop back once and standjump onto the block, do a runjump/grab with a bit of a R curve to grab that ladder and go up fast, climb L around the corner to the upper floor and drop, hop W over the flame and pull the switch on the grated floor, sidejump R quickly and hop back over the flame to climb that ladder wall again, now all the way around R go to the other side passage and follow into a room with water, use the Jumpswitch in the opposite corner and go back into the passage, drop down at the ladder and go into the CS in the SE corner, where a gate opened up. Follow to the next room.

Go past the Wheel and climb up R, go past the pillar with the Status bar to the SE and use a switch there, now head back to the Wheel and look for the hole in the floor E of it, go up in the huge hall.

The Key.

Go to the S end of the hall and find a Key hole, turn NE and go up the ladder there, follow N and runjump/grab to the flame emitter NE, pull up in the corner at the wall and wait for the long “off” interval of the emitter (one interval is short, the second one longer), then runjump/grab to the next one and pull up in the corner again, turn L a little bit and again wait for the long “off” interval again to runjump to the ledge NNW, follow to the Key and go back to where you jumped last to drop to the ground floor, go over to the S Keyhole and use the Key.

Get back up the ladder and turn S, go up the R hand block there and runjump to the ledge SE, go over to the other side and jump with a grab and L curve to the W walkway below. Follow all the way to the N, no burners here and use the lever in the end. Go back S and up the ladder and S, from the 1st block to the 2nd block and climb up to the upper floor. Look out over the W fence and runjump/grab to that Chandelier NW and runjump to the W balconies, go L and find a switch on the wall L, go N and out the open gate, R and over the ledge to the E. There you can jump/grab a ladder N and go N to a switch, a cut-scene of a block on ground floor, go back S and down the ladder, backflip to the ledge and go W. up the ladder N of the open gate and into an open wooden gate at the N end of the ledge.

Resurrection of Natla.

Drop down in the other part of the huge hall and go E, from a ledge you can runjump to the Chandelier and then to a ledge SE. Runjump over the fences to the N and use the switch to raise a block NW. Runjump back and go to the Chandelier, then a runjump/grab to the block NW, climb up L and go into the open gate, place the Chaos gems on the receptacle between the 2 gates and Natla will appear, Turn around and walk to the Zip-line, check your health and go down, you’ll end up on that block you raised. Below is Natla, shooting at you.

Grand Finale.

Better stay up here and shoot her from above, go down and pick up her bloody Head, go onto the block at the keyhole S and stick the Head on the stake.

All hell breaks loose, the 2 doors open E and W, go out either one and follow to a big red Flower, it will open up and a Soul will be set free, go to the E wall S side and climb the vegetation off to the bridge above and go get the *Source of all Good*

The gate opens W and you can end the level by going in.

Thanks for great game-play ROC team !

G&D 14-09-05.