Reign of Chaos
- Córdoba Walkthrough
Authorized walkthrough by Sutekh
--
General Notes --
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
Enemies -
Pick-ups -
Secrets -
Traps -
Timed-Sequences
* Items in bold and blue are necessary to complete the
levels or get the secrets, either by using them, picking
them up or both.
* You'll find a Spoiler Section at the end of this
walkthrough as well as a summary at the end of each level.
* If you keep your eyes open while visiting Córdoba, you
might find some Easter Eggs. Look at the paintings.
********************************************
== Part 1: The Mystic Tree ==
Welcome to Córdoba, once lavish capital of a Moorish Empire
and now pretty much doomed by the evil Chaos Gem, as you'll
soon find out.
You start in a rather small courtyard (the "Entrance
Courtyard"). In front of you (E) is a tall closed door
flanked by two unlit braziers. Looking up and L (N), you can
spot a closed door and a switch (there's another closed door
up there as well, which you can't see at the moment). Let's
get up there first.
Since the ledge is too high for you to pull up, run L (N) a
bit then turn L (W) again after the tall pillar. Go on the
raised floor there to your L and pull up on the ledge above.
Go R (N) then R (E) again at the corner and go activate the
switch to open the nearby door, hearing a dog barking
somewhere in the distance. Your Spanish adventure begins.
-- Of Trees and Mysticism --
Objective: Find the Mystic Tree
Which Way to the Backyard?
Pass the door to enter a long red room (the "Long Red Room"
from now). There are unlit braziers here too, next to two
closed stone doors on your R (E). Continue ahead and past
the openings and turn around (S). Look up. There are
recesses up there with a climbable wall below. Let's
start with the L (E) one and go for a Secret.
Jump up, grab the climbable
wall and pull up into the recess. Turn around. Your goal is
the ledge between two columns to your R (NE). Walk to the
edge standing in the middle, turn slightly R to aim at the
ledge and do a RJ with a hard L mid-air curve once you've
cleared the column. Turn around and activate the switch,
opening the second square door in the Entrance Courtyard.
Turn L (E), drop down from the ledge and pick up the
small medipack on the
floor just in front of you. Now let's go fetch that Secret.
Return to the ledge in the
Entrance Courtyard and go R (W) to pass through the newly
opened door. Enter the room beyond - which is Secret #9
- and pick up a large
medipack,
uzi ammo,
shotgun normal ammo
and some more
uzi ammo.
Return to the Long Red Room and stop again after the two
openings. Turn around.
Go to the R opening (W) and climb into it via the
climbable wall below. Turn around, stand in the middle
of the edge and turn slightly L to aim at the ledge between
two columns on your R. Repeat the very same jump you did for
the secret switch, but this time with a L mid-air curve
(obviously).
There's nothing here, so walk ahead and stop on the L edge,
standing one step away from the column and turn slightly L
(NNW) to aim at the high platform ahead in the dark. Hop
back and do a RJ+G to it with a R mid-air curve and hitting
Action at the very last moment. Pull up and pick up the
Backyard Key. Safely
drop down from the platform into the room below.
Enter the end of the Large Red Room through the opening
ahead. Ignore the winding stairway for now and go R (E) to
the downward ramp. Run down and dive in the pool to your L
to pick up some shotgun normal
ammo near the SE corner. Leave the water, run to the
end of the ramp and use the Backyard Key on the Backyard
Keyhole to open the nearby Backyard Door and enter...
well I think you've guessed by now... the Backyard!
The Hound That Wouldn't Die And The Tower Key
A Hell Hound savagely
attacks you as soon as you enter. Do not try to kill it. It
will rise alive again and again and again. It is absolutely
immortal. Rush R instead then R again into a passage then a
small courtyard. Locate the block in the far R corner next
to a closed wood bars door and jump on it. There's a switch
to your L but don't activate it yet. Run off the block into
the small "room" and pick up the
uzi ammo first.
Return on the block and activate the switch, opening
the nearby wood bars door. Turn L, step back to the edge and
backflip luring the Hell Hound in the room. Immediately SJ
on the block again a quickly flip the switch up to trap it
in there. You've got rid of the horrid dog.
Turn L, run off the block and head for the previous area by
going R (N) in the passage. Once there, climb (or SJ) into
the opening ahead and run off to land by a long pool which
looks like a sewer entrance.
Go in the pool, turn R (E) and wade past the first two
recesses on you L and R. Go pick the
large medipack in the
next R (S) recess, turn around and head to the lever
ahead. Push it to open a wood bars door in the upper part of
the Backyard. Return to the latter.
Locate the raised floor on your L when you leave the sewers
(SW) and go on its highest part. Jump up to grab the edge of
the slope above. Pull up, backflip, roll in mid-air and grab
the edge of a flat platform. Pull up.
The wall ahead is climbable, so climb to the top and
pull up through the newly opened door. Don't run into the
passage yet. Turn around and look up: there's a MS
above you. Grab it and swing to the end to let go on another
flat platform. Run into the short passage there and pick up
the shotgun normal ammo.
Return to the previous passage via the MS.
Run into the passage, pick up the
flares at the end then
go into the opening to your R (W). You can spot a key on
your L, on a roof ahead. Don't try to reach the higher roof
to your L, it's trapped
and you'd be torched. Do a RJ instead to the key roof, and
pick up the Tower Key.
Turn around and run off from the roof to the sloping one
below. Slide backward and safely drop down into the
Backyard.
Rush and Flames
Now let's go use that key, with a short detour first to open
a door. Return to the Long Red Room (the entrance is just to
your R) and climb up the winding stairway. Turn L (E) into
the passage near the top (but not at the top). Go L
(N) first and run to a balcony overlooking the Backyard
where you'll find a small
medipack. Go back to the passage then ahead (S) this
time to reach another balcony, this one overlooking the Long
Red Room. Activate the switch at the end to open a
door in the Long Red Room, on floor level.
Return to the winding stairway and climb to the very top
this time. You'll find yourself on a small balcony
overlooking the Long Red Room. You can spot the Tower
Keyhole in another balcony to your R. Don't try to jump
there. Turn R (W) and look up: there's a crack up in
the wall. Jump up, grab it and shimmy to the L until you can
safely let go on the larger balcony, near a closed tall
double door. Go use the Tower Key in the Tower Keyhole
to open said door and enter the room beyond.
There's a pool of scalding
water to your L with a nice fountain in the center
and a closed door beyond. Take note of the triangular
extended ledge location then go R (N) to find a switch.
Save and prepare yourself for your first timed-run.
Activate the switch and
backflip + roll in mid-air to save some precious time. Run
to the pool then R on the triangular edge to do a RJ+G to
the other side, taking off at the very last moment. Quickly
pull up and immediately sprint L through the door before it
closes.
You're now on a bridge extending over a small courtyard. Run
ahead until you're above the higher floor, go L and run off
to it. Go climb on the red ledge ahead (E) overlooking the
Entrance Courtyard. Run to the end and pick up the
shotgun normal ammo
there. Turn around and return to the small courtyard.
Go R (N), and run off from the edge into the lower part.
Climb on the crate in the far R corner (NE) to pick up some
shotgun wideshot ammo.
Turn around (S), run off the crate and pick up what you're
actually here for: the Torch
in the corner ahead.
Turn around and go SJ on the lowest middle crate. Turn L
(W), go to the far L corner of the crate, turn slightly L to
aim at the tallest one, hop back and do a RJ to land on it.
SJ on the red ledge ahead, go L (S) then 45° L (SE) and SJ
over the corner to be back on the higher part of the
courtyard. Run ahead to the other edge and run off to the
upper part of the Entrance Courtyard below. Pass the open
door to your L (NE) and enter the Long Red Room.
Run a bit then turn R (E) at the second brazier. The door
you opened before doing the timed-run is here. Pass it and
go light you Torch on the lit brazier ahead (careful
not to stand too close to it or you'll catch
fire as well). Return to
the Long Red Room and light both braziers there,
opening the door at the end of the nearby passage. Don't
enter the room beyond yet, you're lacking a key.
Return to the Entrance Courtyard and run off to floor level.
Light the two braziers there as well, opening the
nearby tall metal door. Leave the Torch here (you'll get it
back later) and enter the small courtyard beyond the open
door.
Run ahead (E) and activate the switch in the other
side to raise a block behind you. Turn around (W) and pull
up on that block then on the ledge to your R (N). Turn R (E)
again, SJ on the roof and pick up the
Silver Key at the
other end. Drop down into the courtyard below and return to
the Entrance Courtyard.
Note: I've chosen to bring the lit torch from here to the
following parts because it's shorter and will save you a
couple of tricky jumps. If you don't want to bother with
dropping/picking up the torch and/or have trouble aligning
Lara with the torch in hand, you can leave it here. There'll
be other torches later.
Pick up the torch and go R (N). SJ on the raised block below
the ledge then SJ again on said ledge. Enter the Long Red
Room.
Go R (E) into the passage at the first brazier (if you
haven't lit the two braziers here yet, now would be a good
time to do so). Enter the small room, drop the torch,
use the Silver Key on the Silver Keyhole there,
opening the nearby wood bars door. Pick up the torch and
pass the door. You've made it to the Mystic Tree.
-- Lara Croft And The Very
Hard To Open Door --
Objective: open the wood bars door below the Mystic Tree.
There will be much to do in the Mystic Tree Courtyard and
its vicinity, so let's start right away.
Climb down the stairs and run along the wooden floor to a
closed door. Drop the torch there then turn around (S) and
run toward the S wall in the opposite side of the courtyard.
Turn L (E) at the square rock and climb on it. Turn 45° L
(NE) and run off from the block to the ground below. Pick up
the Enchanted Light Key.
Turn around and SJ on the higher rock then go R (W).
Follow the rocky path upward to find yourself next to the
Tree. Go L of the Tree and run off to a lower rocky ledge.
You'll see a keyhole there, but you don't have the key for
that one yet (as a matter of fact, your whole raiding tour
here will be dedicated to finding that key). Do a RJ over
the fence into the veranda ahead and locate the lever
to your L (W). Ignore the ledges around: they are too high
for you to climb on. Activate the lever to open a nearby
door in the NW corner of the Mystic Tree Courtyard.
Return to said Courtyard by SJing over the fence. Go R (W)
then R (N) at the corner. The door you've just opened is
over there. Pick up the torch you left here and pass the
door cautiously: the room beyond is riddled with
burning rocks and
lava (which is why we'll
call it the "Lava Room" from now on).
More Flames and Much Heat
Notice the rocks covered with lava: those are the
burning ones. The grey
ones on the other hand are perfectly safe. Now that you have
that information, walk to the edge, turn 45° L (NW) and SJ
to the grey rocks ahead. Drop the torch using the pistols
shortcut ("1") so it falls at your feet instead of being
thrown away, running the risk to land on a burning rock.
Turn around (S) and run to the wall. Sidestep R to the very
corner and pull up onto the ledge above. Run L (E) and pull
up into the high CS. Crawl to the end and pick up the
small medipack there.
Return to the room below by dropping down from the other
side of the ledge (where you first pulled up). You're now
going for a secret.
Turn around (N) and run ahead
until you stop at the bottom of a slope. SJ over it and look
L (W) to locate a low CS. Crawl into it, hearing the sweet
chimes of Secret #10 as you do so. Pick up the (hard
to see) flares
and
revolver ammo
then crawl out and slide down
the slope to be back in the Lava Room.
Run ahead, pick up the torch then go L (E) to cautiously go
around the burning rocks. You now can see a closed door at
the top of a stairway beyond the lava and a recess in the
far R corner (SE) of the room. This recess is your next
destination.
Position Lara and do a SJ over the burning rocks to a safe
triangular one beyond. Drop the torch. Turn around (SE),
carefully step back and do a RJ to land in the recess.

Activate the switch there on your L
to open the door at the top of the step. Now you have to
reach that door.
Walk to the edge, standing in the very L side, turn slightly
L to aim at the safe rocks, hop back and do a RJ to them.
Walk ahead, turning a bit R, position Lara and do a SJ to
the bottom of the stairs. Run up the latter and pass the
door to enter a long, high-ceilinged room looking very
Moorish: The Moorish Room.
There's a large opening in the other side of the room, but
it's currently obstructed by red walls. You can't see it
from where you stand, but there's also an unlit brazier L of
the opening. Now there are two possibilities: either you
have brought the lit torch here from the Entrance Courtyard
or you haven't. In the latter case, follow the paragraphs in
italic below. If you do have the lit torch with you, resume
after the paragraphs in italic.
Go L (N). There are two pillars ahead, each supporting a
lit brazier. Look down to the floor, you'll see a
Torch between the
two pillars (there's two other ones on each side of both
pillars, in case you'd lose the first one). Pick it up.
Go back to the central alley but don't try to jump to the
top of the pillar to light your torch up there: you can't.
Go R (W) instead to be back on the stairs. Climb them down
and stop just after the last step. Turn L (W). You see that
lit brazier in the entrance of the Lava Room? That's what
you'll use to light the torch.
Turn slightly L to aim at the safe rocks and do a SJ.
Walk ahead a bit and do another SJ over the
burning rocks. Run ahead
toward the W wall, turn L (S) to face the entrance and walk
as close to it as possible. Toss the torch there - Hit Draw,
generally Space - then do a SJ holding Action to avoid
hitting the wall. Pick up the torch and light it on the
nearby brazier. Return to the Moorish Room with your
lit torch like you did the first time.
Run ahead to the other side of the room: the unlit
brazier is there, L of the opening. Light it with your
torch, lowering the nearby red walls, then drop the torch.
Turn around, pick up the flares,
go get your torch back and run L (E) into the opening.
You're now standing at the edge of a lava pool, with flames
bursting out all over the place. You can spot another unlit
brazier in the far R corner (which is why you still need the
torch). There's also a ledge with a closed tall metal door
on your L (N). That's where you're going now.
Standing at the edge, sidestep L until Lara's one step away
from the wall. Turn L to face the ledge, hop back and do a
RJ to it (a simple straight one will do). Drop the torch. Go
L (W) and go activate the switch there. This will be
the first of three you need to activate in order to open the
wood bars door barring a high ledge in the other side of the
room.
Go get the torch back and run to the other end while not
staying too close to the edge to avoid being burned by the
flame rising from the
lava. When you reach the wall, sidestep to the edge, turn
45° L (SE), hop back, wait for the
flame to stop and do a
RJ to the next ledge.
Go R (S) and light the unlit brazier. Hop back and
drop the torch. Turn around and look up and L to locate the
jumpswitch in the middle of the wall. Flip it.
Lighting the brazier has lowered a red wall to your L (N),
and the third switch behind it is now accessible. Go
activate it to open the wood bars door. Turn around and go
get that torch again.
Go to the newly opened door, carefully dealing with the now
lit brazier in the
corner. SJ on the higher ledge and go lit the unlit
brazier there as well, opening the tall metal door in
the opposite side of the room (the wall behind the brazier
is climbable but it doesn't lead anywhere). You can now drop
the torch, this time for good.
Going Up, Swinging and Dashing
Return to the next ledge (mind the
brazier) and run to the
other end, stopping before the switch recess. Walk to the
edge, standing two steps away from the wall, turn very
slightly R to aim at the metal door ledge, hop back, wait
for the flame to stop
and do a RJ doing a R mid-air curve once you've cleared the
wall.
Pass the doorway and enter the corridor. Run up the ramp but
stop at the top and turn R (E). There's a nasty
flame trap here. Wait
for the flame to be off to run to the other side. You're now
by the edge of another lava pool. Run to the end of the
ledge, turn R (S) and do a RJ+G to the opening ahead. Pull
up.
The bridge you can see above is in fact a MS. Locate
the two lit braziers on
your L on the nearby balcony and go between them. Turn L (N)
to face the first one, sidestep so Lara's shoulder is
against the wall and very carefully walk until you stand on
the very corner of the brazier tile, where the flame can't
burn you. Jump up and grab the MS.
Swing, going R at the junction (there's a deadly
fire emitter on the L
anyway) and let go to land on a wooden ledge. Go L (W) and
run to the wall which is climbable. Grab it, go
either R or L so you're not in the exact middle then climb
up until Lara's hands are one tile away from the ceiling
then climb up twice more. Backflip to land on a higher
wooden ledge behind.
Locate the jumpswitch up and ahead and to a RJ+G to
flip it (you'll lose a tiny bit of health upon landing).
This has extinguished a fire protecting a nearby key. Return
to the higher ledge via the ladder.
Turn around this time (E) and first go pick up the
small medipack ahead on
the grey ledge. Turn R (S), SJ on the wooden bridge and go
get the Tower Key
there to your L (E). Turn around (W), run along the bridge
and go L (S) at the junction. Run to the other end, turn R
(W) and do a RJ+G to the climbable wall below the opening
ahead. Pull up and turn around (E).
Locate the block up and ahead extending from the wall and do
a RJ to it. Turn R (S). The Tower Keyhole is just
there so use your Tower Key in it to have a rope drop
from the ceiling. Turn around, walk to the edge, sidestep L
to the corner, turn slightly L (NNW) to aim at the rope, hop
back and do a RJ to grab it.
Reorient Lara so she's facing the opening in the far L
corner, swing and jump into it. Walk to the other edge. The
opening you're in overlooks the Moorish Room. Drop down from
the former to the latter.
Run to the other side of the ledge, stopping one tile away
from the wall. Turn 45° L (SW) and do a RJ to the central
ledge ahead. Pick up the
revolver ammo there to your R then turn L and run
ahead, doing another 45° RJ to the L (southern) ledge.
There's a switch at the other end. Run to it and
save. It's timed-run time.
Activate the switch then roll
to turn around and start sprinting. Stop sprinting to run
with a L curve when you're about two tiles away from the
wall. Jump over the corner, run with a L curve and jump
again over the other corner. Run to the ladder
with a R curve, jump up, grab and quickly climb to the top.
Pull up there and rush through the doorway.

Not much to do here indeed except (of course) push that
lever to your L, opening a door near the timed switch on
the southern ledge. So proceed and return to said southern
ledge and pass the doorway to your L (S).
A Chain and A Secret
[Important: Make sure you find the way to make the
chain appear or you're in for one helluva backtracking later
on.]
You're now on a terrace overlooking the Mystic Tree
Courtyard. To your L (E) is the Enchanted Light Keyhole:
use the Enchanted Light Key in it to open a door in the far
L (SE) corner of the courtyard below. If you look down and
to your L, you'll see some flares on a ledge: don't go there
yet.
If you don't have that key yet, don't panic. You won't
have to backtrack through lava rooms all the way up here
once you have it, as you'll soon see. Proceed as shown in
the three following paragraphs then go get the key (see the
very first § of the present section) and easily come back
using the upcoming chain.
Go R (W), run across the terrace to a red wall - which in
fact happens to be a door, turn R (N) and look up to locate
the jumpswitch up on the wall. Flip it to open the
nearby red door. Go to the new opening and walk to the edge.
There's a block extending from the wall ahead (W), but you
can't reach it from where you stand. Turn R (N) and look at
the wall: there's a crack in it leading to the block.
Position Lara one step away from the wall, turn slightly L
to aim at the crack and do a SJ+G to it. Shimmy L until you
can pull up on the block.
Turn L (S). Your next destination is the terrace with the
lever to your R. Walk to the edge, standing in the
middle, turn slightly R (SSW) and do a RJ, doing a hard R
mid-air curve once you've cleared the wall. Push the lever:
it creates a chain that will most conveniently allow
you to easily go back up later. Turn around, walk to the
edge in the L corner (NE) standing one step away from the
wall. Turn 45° L to face the chain and do a SJ+G to it.
You could return to floor level sliding down the chain right
away, but let's go for a secret first and collect goodies on
the way.
Turn around the chain until the
extended block is on your back and backflip on it. Turn L
(E), walk to the edge in the R corner, turn slightly R to
aim at the terrace below, hop back and do a RJ to it. Run
across the terrace, turn around at the edge and drop down on
the lower ledge. Pick up the
flares
there on your L.
Turn R (E) and do a RJ to the
higher ledge ahead. You're now in for a couple of (tricky)
banana jumps. Go R (S) and run to the wall. Hop back then
step back twice. Sidestep R as much as possible then turn
slightly R. Don't hop back. Do a RJ and a hard L mid-air
curve once you've cleared the wall to land on the next ledge
for initial position and
for the jump).
Turn L and pick up the
uzi ammo
then run to the other side of
the ledge and proceed to the next one with another banana
jump. Pick up the small
medipack there to your
L. Run to the other side of the ledge, turn L (E) and drop
down from it into Secret #11. Pick up some
shotgun wideshot ammo
and
shotgun normal ammo.
Directly sidejump L over the fence to be back in the Mystic
Tree Courtyard, on floor level.
Turn R (S). The door you opened with the Enchanted Light Key
is there in front of you. Run ahead and pass the doorway.
The Traps Gauntlet
Alright. Take a deep breath. You're now in for one
hellacious trap gauntlet. This room contains almost all
traps you could dream of:
spikes, boulder,
darts,
hot floors,
spinning blades and a
nasty spiked wall.
Someone really doesn't want you to grab that chain
in the distance and make your way up outta here. Let's start
with the first set comprised of spikes, a boulder, darts and
some hot floors.
Stand as close to the spikes
as possible, standing on the L, wait from them to retract
and run to the other side. Stop briefly as a
boulder rolls at you and
SJ over the hot floor
and the darts to land on
safe ground.
Now, the spiked wall.
This one's the easiest part: go to its R side, again
standing as close as possible, and wait for it to start
going L to quickly run past it. The next and last part is
indeed the toughest.
Go to the L corner of the safe floor, standing one step away
from the hot floor and
turn L to aim at the spinning blades platform. Wait for a
blade to have just
passed, SJ on the platform and immediately crouch. Still
crouching, position Lara so she faces the very end of the
brown slope - you're not jumping there, though, but on the
grey slope after). Stand up when a
blade pass above you,
run with a slight L curve and do a RJ with a L mid-air curve
to the grey slope. All those curves being done so you don't
jump too far on the grey slope. You should land on the L
side of the slope although not on the very edge. Slide a
bit, jump to the next slope, landing in the middle of it and
immediately jump with Action pressed to grab the chain
ahead. Congrats! You've made it!
Going Back Up and Another Rush
Turn around the chain and climb up until Lara's waist is
aligned with the edge of the hole above and backflip.
There's a switch on your R (NE), but the
hot floor below prevents
you from accessing it. Look L (W) and up to locate a
ceiling trapdoor up there. Stand below its handle, jump
up and hit Action to open it. The wall on your R is
climbable so climb up to the top and go R once there to
let go and land in a higher passage.
Pick up the shotgun normal ammo
then turn around and walk to the edge. There's a
jumpswitch ahead. SJ+G to it and flip it to turn off the
hot floor below the nearby switch.
Activate the latter to open a trapdoor in the ceiling of the
L side of the room (N). Go L. You'll find a closed door
there as well up in the wall. Go L and climb on the
climbable wall to your L. Go up to the top, shimmy L
over another hot floor
then let go. Activate the switch opening a red door
giving onto the Lever Terrace as well as the door below.
Make your way back there via the ladder.
Climb in the doorway to your L (N) to find yourself into a
very dark opening. You could drop down from there but would
lose a little bit of health so turn 45° R (NE) instead and
do a safe SJ to the rocks.
Remember that chain you "created" a while ago? You're going
to use it right now to easily get back up to the Lever
Terrace (if you haven't created that chain, I'm very sorry
but you do have to get there via the many lava rooms
and heights. Once on the Enchanted Light Keyhole terrace,
look at "A Chain and a Secret" to make your way to the Lever
Terrace).
Run diagonally L (NW) to the chain then jump up and hit
Action to grab it (you can't grab it while standing on the
floor). Climb up until you see the edge of the Lever
Terrace, turn 45° R so it's on your back and backflip. Turn
around and pass the open red door behind the lever.
Climb the stairs past a keyhole. There's a key to your R but
the spikes there prevent
you from getting it. Continue ahead to the end of the
corridor then make a R U turn around the wrought iron fence
to find a decorated tile. Since this decorated tile
happens to be the start of a rather tight timed-run, save.
Position Lara on the edge of
the tile (as long as you're there the timed-run won't start,
so take your time). Run ahead, take a L U-turn then sprint
along the corridor. Stop sprinting to run again, make a R
U-turn and run ahead stopping on the exact middle of the
tile so you don't lose time while Lara positions herself on
the key. Pick up the
Tower Key then
immediately backflip before the spikes rise again.
Return to the entrance of the corridor and use the Tower Key
in the Tower Keyhole there to lower a red wall
nearby. Enter the next room.
Run ahead (S) and pick up the
flares on the pedestal in the second room. Since you
obviously haven't gone all that way through lava and traps
only to get some flares, look L (E) behind the columns to
locate a well-hidden jumpswitch. Flip it to open the
tall metal door to your R (S) and go pass through it.
You'll find yourself in a small alcove with a large wrought
iron doors and a lever. Simply push the lever to open
said doors.
Opening the Door
Aaaahhh... more traps! Swinging
blades, this time. Served with
scalding water. The
first one being all alone and single, it'll be the easiest
one. Position Lara on either side as much as possible and
wait for the blade to swing away to the other side to do a
SJ. Now on to the next couple.
Those ones are a bit trickiest: first off, there are two of
them and secondly you need a RJ here to reach the next
ledge. Not mentioning the fact that they swing in opposite
directions. Again, position Lara on either side standing on
the furthest edge from the blade. Wait for the closest one
to swing away and do a RJ. You should clear the second blade
easily.
The two last ones are almost identical but swing in the same
direction. Position Lara on either side, wait for the blades
to swing away and do a RJ to the last ledge. There, those
were easy, weren't they?
Pick up the Chamber Key
there, meaning you've almost reached your current goal.
Don't forget the small medipack
and make your way back across the room dealing with the
blades like you just
did. From there return to the Lever Terrace and use the
chain to slide all the way down to floor level in the Mystic
Tree Courtyard.
Turn R (SE) and run toward the central rocks supporting the
Tree. Run on the slopes, SJ when needed, to reach the
Chamber Keyhole there. Save. Use the Chamber Key in the
Keyhole to open the wood bars door below the Tree.
-- The Blue Chaos Gem --
Objective: Protect the Tree then find the Blue Chaos Gem
to free Córdoba from its influence.
Alright. You're indeed in big big trouble. As soon as you've
used the key, 2 harpies
have appeared and they're fiercely attacking the Tree. The
problems here (because there are several of them) are:
First, all damage the Tree endures, you endure it as well.
Second, you have a bad tendency to aim at the Tree instead
of aiming at the harpies. Third, they tend to stay high and
are quite difficult to target.
The better way to quickly end your predicament is to hop
back as soon as the fly-by ends, draw your revolver combined
with the laser-sight and aim at the harpies. A few
bullets each should be enough for you to shoot them down
before they kill you through the Tree or directly. Keep an
eye on your health bar though (which you can't see while
aiming).
If you don't have enough revolver ammo left, you still can
kill the harpies by changing target (hit "Look"). But it
will take longer and you'll most probably take much more
damage.
Once they're down, turn E and slide down the slope. Go R
(S). The newly opened door is there to your R (W) pass
through it and dive in the water hole beyond.
Turn around and dive ahead staying close to the ceiling to
avoid being hit by the lateral
blade. Go to either side of the room and swim along
the wall. Go as close as possible to the spike, turn
diagonally to aim at the center of the room, wait for the
spikes to be fully up and swim through them to the safe spot
in the middle. You won't take any damage. Pick up the
small medipack there
then swim ahead again and up to eventually surface in the
Huge Flooded Room.
Once you've taken a good breath, dive again to the bottom
and swim ahead past the archway then up to surface again.
Turn around and pull out of the water on the middle of the
lower ledge.
Turn L (S) and locate the raised floor. Walk to it until
Lara "climb" on the very edge and turn around. Look up:
there's a MS above. Jump up and grab it. Swing to the
end, let go and immediately hit Action to grab the edge of
the ledge below. Pull up.
Crawl into the short CS then turn around and drop down into
another flooded room. Turn around (E) and swim into the
recess to your L (N) then up to activate an UW ceiling
switch there, opening a nearby door. Swim out of the
recess then through the doorway to your R (N). Pick up the
1st Amethyst Jewel
there.
Turn around, and surface in the large hole to your L (E).
Pull up on the crate, turn around, sidestep L to the corner,
turn slightly L and do a SJ+G to the CS. Crawl through it to
reach the previous half flooded room and return to the Huge
Flooded Room.
Swim L (S) after the archway then L (E) again to pick up
some uzi ammo here in
the recess. Turn around and swim ahead past the first
(obviously unlit) brazier and the door to pick up a
large medipack on the
second brazier. Turn around (N) and swim to the far L corner
before the columns and the door (NW). You'll find a hole
there. Pick up the 2nd
Amethyst Jewel.
Turn around, leave the hole, turn around again just after
the hole and swim ahead and up to the surface. There are two
openings there, to your L (W). Pull out of the water into
the farthest one (L one). Push the lever to open a
trapdoor in the other side of the room.
Return to the water and swim across the room to surface in
the eastern side. Go on the slanted part of the ledge in the
middle. The wall ahead is climbable so walk to it,
and climb to the top. Go L once there and let go to land on
a sloping (but not sliding) block.
Turn around. The 1st Amethyst Jewel Receptacle is
here in front of you. Use one of your Amethyst Jewel on it.
Once it's done, do a RJ+G to the ledge supporting the 2nd
Amethyst Jewel Receptacle and repeat, lowering a block
in the southern wall of the Huge Flooded Room.
Dive back in there and swim R (S). Pull out of the water
into the new opening, slide down the slope and run to the
red door which will open as you approach. Pick up the
hard-earned Blue Chaos Gem
on the floor of the room beyond in the center.
You've freed Córdoba of its evil influence! Now you have to
find a way to leave the city...
==== In this part, you should have found...
Enemies: Hell Hound
(can't be killed), Harpies
Items of note: Backyard
Key, 1st Tower Key, 1st Torch, Silver Key, Enchanted Light
Key, 2nd Torch (optional), 2nd Tower Key, 3rd Tower
Key, Chamber Key, 2 Amethyst Jewels, The Blue Chaos Gem
3 Secrets
many Traps - 3
Timed-Run
== Part 2: Córdoba ==
Aren't you happy to be back in good old Córdoba, peaceful
city of clear fountains and beautiful monuments? Alas, the
World is still in need of salvation and you do have to
leave. Let's find the way out.
Run ahead through the doorway to find yourself in a small
courtyard. Ignore the button-like thingy on the wall to your
R: it is the receptacle of an item you don't possess yet.
From where you stand, you can see a high ledge with a
jumpswitch ahead and to the R (SW) and a cascade in the far
L corner (SE). Let's go to the former via the latter.
-- Pushing Practice to Open
the Way --
Objective: Find some crates to move and get the Ruby Cube
Jumping Funny and Hurrying
Go R (W), run a bit and locate the raised floor to your R
(N) before the pillar. Stand on the highest part against the
pillar and pull up. There's a crack running across
the wall ahead (E). Do a RJ+G to it and shimmy R until you
can pull up on the top of the cascade.
The next jump is indeed tricky. You need to do a RJ to the
high ledge, but the low ceiling here prevents you from
taking a standard straight run up. Turn R (S) to face the
wall, step back so the other wall is against your back and
sidestep L twice. Turn very slightly R. Run with a hard R
curve, take off and do a L mid-air curve to align Lara with
the ledge. Hit Action at the very last moment to grab the
edge and pull up. Position yourself for the jump.

Ignore the jumpswitch for now (or you'll have to do that
tricky jump again to get back here). Consider the crate
ahead instead: it's movable. Push it once. Ignore the
switch to your R as well and crawl through the low CS to
your L (S) to drop down into a lower alcove. There's another
switch here to your L. Activate it to raise a block
on the other side of the movable crate.
Turn L (N) and pull up back near the first switch. Push the
crate once again. Return to the second switch and flip it
back up to lower the block. Turn around (W) and crawl
through another low CS to reach a passage at the other side
of the crate. Pull the crate twice, go around it then push
it once in the very corner so it's out of the way (you'll
see why in a moment).
Don't go into the passage to your L (S): it's trapped with a
burning floor and the MS
you can spot above is too high for you to grab it. Turn
around and pull up to go back to the first switch.
Save. Timed-run ahead.
Activate the switch, hit "look"
to get rid of the camera showing you a block rising at the
start of the trapped passage. Quickly turn L then run into
the lower passage and diagonally L. Jump on the raised block
then quickly jump up and grab the MS
before the block lowers.
Playing Packer
Swing over the trapped floor to the other end and let go.
There's another movable crate ahead. Push it once
(and only once). Go L (N) then turn R (E). This passage is
trapped as well so jump up and grab the MS above.
Swing to the other end and let go to find yourself on the
other side of the crate. Push it once again, revealing the
entrance of what seems to be a warehouse.
You now can see 3 movable crates which are indeed the
starting point of a Blocks Puzzle. Since it's a puzzle,
you'll find the solution in the Spoilers Section at the end
of this walkthrough. Once you've solved it, you'll have pick
up some flares and be in
a corridor, facing W.
Turn L (S) and run into the corridor ahead. Crawl through
the low CS on your R (N), climb onto the crate to your R
(E), turn L and drop down in the room below. Turn around.
There's a lever here, a door and a little something on a low
crate which happens to be a
Ruby Cube. Pick it up, push the lever to open the
door and pass through the latter.
Push the crate ahead once to be back in the warehouse
entrance. Leave the room, pull the outside crate once and
return to the high jumpswitch ledge via both MS.
Go to the slightly lower floor in the middle of the ledge,
turn R (S) and drop down while pressing Action to flip the
jumpswitch, opening a double tall metal door up on a
balcony. Since there's no apparent way to get there, run up
the ramp to your L (E) and use the Ruby Cube in the Ruby
Cube Receptacle at the top. A chain appears to
your L (W) near the balcony. Go to it, turn S and hit Action
to grab it. Climb until Lara's waist is aligned with the
ledge behind and backflip.
-- Two Oculars --
Objective: Find the parts for the Two Oculars
Rushing to the First Fire Opal Ocular Part
You're now on a balcony overlooking a large blue room with a
pool in the center. SJ over the fence ahead to safely land
in the water, turn around and swim through the low opening
to your R (SW). Swim through the UW tunnel and pull the
UW Ceiling Switch at the end to open a double door
nearby. Return to the pool, swim L and leave the water by
the N edge.
Climb on the upper floor and pass the newly opened door,
which closes behind you (and won't reopen, by the way). Run
ahead and enjoy the fly-by.
You're now in the Small Cascades Area (which isn't really
small, but yet is much smaller than the other one you're
about to visit). Locate the switch ahead and to your
L (NW), run to it, save, and prepare yourself to perform a
pretty tight timed-run.
Activate the switch and
immediately sidejump R. Quickly turn R, run to the pool and
jump over the bridge. Swim ahead then R and pull out of the
water. Run L and jump through the opening before the door
closes.
Run to the end of the low balcony you're on then off to the
small courtyard below. Go to the far L corner (SE) and pick
up the Fire Opal Ocular part
2. Return to the previous room.
Don't leave yet. Go R (N), run to the other end of the
ledge, turn L (W) and do a RJ over the water to land in a
small alcove. Pick up the uzi
ammo there. Dive back in the water and return to the
Small Cascades Area, exiting the water by the L edge.
Rushing Again
Run across the little bridge, run down the ramp and through
the passage to your R (N). You'll notice another receptacle
to the R on your way. Since you have nothing to put in it,
ignore it for now. Run ahead staying to the R and run off
into the water.
Welcome to the Huge Cascades Area. Since you're going to
explore the place and its vicinity from bottom to top and
back, let's start right away.
Locate the low footbridge to your R (E) and pull up on it by
its lowest and closest edge. Turn L (N) and run up to its
highest part. Turn L again (W) and do a RJ to the low
balcony ahead. Sidejump either R or L over the fence of the
terrace above and turn W again. Pick up the
shotgun normal ammo and
the shotgun wideshot ammo
there on the ground (there's an unlit brazier here as well,
but it won't ever light so forget about it). Return to the
lower balcony by SJing over the fence. The reason why you
picked up those goodies now is that you'll be in a bit of a
hurry next time you'll cross the place.
Turn R (S) and locate the lower part of the cascade above.
Run to the fence, hop back and do a RJ+G to it. Pull up. Run
ahead past the columns, turn R (W) and go to the switch to
your R (N). Save. It's another timed-run for you.
Activate the switch and
immediately sidejump R. Run ahead with a L curve and jump at
the edge with a L mid-air curve to land on the terrace
below. Go R to the brown low wall and pull up. Sprint down
the stairs then L at the corner. Rush through the door
before it closes.

Rearranging the Decor
Notice the gold cage and the ledge above. Go to the L side
of the cage then R (W) to the other side of the room to
locate a switch in the SW corner. Look R: that
flowerpot in the opposite side under the arch is
movable. And what you need to do now is bring it up on
the high ledge near the gold cage. So, to begin with,
activate the switch to lower the cage.
Go R (N) to the flowerpot and jump over it to enter a small
room beyond the archway. Go to the lever in the
center and push it to raise four blocks in the central hole
in the nearby courtyard.
Return to the flowerpot and push it. Go to its R side and
push it on the closest raised block (it might be difficult
slipping behind it. In that case stand one tile away from it
and SJ over it to land behind).
Return to the lever and push it again to lower the blocks
then go in the hole and push/pull the flowerpot to the
opposite raising block (i.e. SE corner)
Return to the lever again to raise the blocks then go to the
flowerpot. Pull it on the lowered cage. Go to the switch and
flip it back up to raise the cage again.
Go to the entrance and the edge of the step there. Turn to
the cage and SJ+G. Pull up and push the flowerpot on the
ledge. You're not quite done yet.
Drop down from the cage into the courtyard and return to the
lever to push it again and lower the block up on the ledge.
Go back there and push the flowerpot on the lowered block.
Do a last trip to the lever to raise the block again and go
back to the flowerpot. Pull/push it on the grey tile at the
end of the ledge, lowering a block in the center of the hole
and giving you access to the room below. Now you're
done.
Drop back into the courtyard from the lower ledge, go into
the hole then down into the room below.
Dashing over Water for the First Sapphire Ocular Part
You're now in for what might be the tightest and toughest
timed-run of the whole series (you've been warned). Turn W
to face the opening beyond the slope, go stand against the
latter, sidestep R and save.
Note: during the following sequence, if you fall in the
water, you're doomed. A strong stream will suck you down and
you'll end up drowning.
SJ over the slope, slide then
jump with a R mid-air curve, grabbing the edge of the
platform at the very last moment. Turn L a bit and do a
single running step. SJ on the next platform with a L
mid-air curve.

Immediately run
with a L curve and jump to the next platform. Run and jump
to the ladder
before the platform gives way, grabbing the ladder at the
last moment.
Climb up the ladder until Lara enters a shaft. Once her feet
are aligned with the bottom of the L wall, climb 9 times.
Backflip to land in an alcove behind beyond a slope and pick
up the uzi ammo there.
Jump back to the ladder by sliding a bit on the slope first,
climb up until Lara's hand are one tile away from the
ceiling and backflip.
Turn R (E) and jump into the water hole. Swim L into a small
pool with a fountain and pull out of the water to enter a
beautiful winter garden (and enjoy the music there).
There's an earth mound to your R. Run along to the wall (E),
turn R (S) once there and run to the end of the short
passage. Turn R (W) and pull up on the mound. Run ahead and
pick up the Sapphire Ocular
Part 2. Turn around, get down from the mound and
return in the garden.
A Detour for the Second Fire Opal Ocular Part
Go L (E) and enter the Palace (it's a bit too lavish to be a
mere house). You'll find yourself on a golden wrought iron
floor overhanging a room with lots of doors. This room is in
fact an upcoming puzzle, but for a bit later. For now, run
to the far R corner (SE), ignoring the three switches on
your way (they're for the puzzle as well), and enter the
passage there. Climb up the stairs to your L (E) and
activate the switch at the top to open a door below.
Go to the balcony to your R (W), turn R so the opening is on
your back and drop down to find a ladder. Climb down
and turn around. The door you've just opened is to your L
but don't enter the passage beyond, it currently leads to a
dead end. Turn R (W) instead and jump in the water (yep, you
read that right).
Swim ahead until you find a floating low platform (roughly
in the center) and pull up on it then on the higher block
nearby. Turn R (S). You can now see a wide passage ahead. Do
a RJ+G to it and pull up.
Run to the other end to find yourself by a pool with a
central fountain. Jump in the water, swim ahead and pull up
on the fountain base standing either L or R of the fountain
itself. Do a RJ+G to catch the edge of a high CS. Pull up
and crawl through it. Go R and continue crawling along the
wall until you can stand up.
It's pretty dark in here, but yet you should clearly see the
double wood door in the northern side of the room.
You can push it open so proceed by hitting Action when
standing against it and enter the next room.
The Ocular Part is there, but lies just below a
swinging liana. Run
toward the liana then crawl under it to cautiously pick up
the Fire Opal Ocular Part 1.
Three found, one to go.
Crawl away from the liana and stand up. There's a very much
closed door in the far L corner (NW). Locate the switch
in the middle of the R (E) wall and activate it to open the
nearby door (mind the liana). Run to said door, pull up in
the doorway, turn R and run off through the triangular
opening. Climb the stairs, cautiously deal with the
brazier in the corner by
staying close to the wall and run across the passage beyond.
Remember that door you opened up there? Well, here it is.
Pass through it to find yourself back on the lower terrace
in the eastern side of the Huge Cascades Area. Climb up the
ladder to your R (N) and return into the palace via
the stairway.
Playing with Doors and Shooting Balls for the Second
Sapphire Ocular Part
Before doing anything, go L (W) after the entrance and
push/pull the flowerpot in the other side of the room
to pick up some shotgun normal
ammo. Return to the three switches.
You're now in for a rather complicated puzzle involving the
three switches, some doors, some balls to
shoot and served with tricky moves along the way. You'll
find the solution of the puzzle itself in the Spoilers
Section at the end of this walkthrough. Read below for the
tricky moves.
Note: In the following sequence, would you fall in the
water you still can easily return up there via the passage
leading to the swinging liana, the swinging liana room, the
lit brazier passage and the ladder, provided you opened the
door. If you haven't, refer to the previous section, first
§.
* To go from the upper floor to the Doors Room:
Go to the opening by the switches and look down. There's a
chain to your R leading down but you can't access it
from here. Turn L (SE) instead to aim at the top of the
cascade, standing in the middle and do a SJ with a L mid-air
curve. Hit Action at the last moment to avoid hitting the
upper wall. Turn around, sidestep R to the wall and turn R
to face the chain. Do a SJ+G to it (note: if you miss it
there's a chance that you land directly on the lowest ledge)
The first time around, make a detour via the upper ledge to
pick up some goodie. Slide down a little bit, position Lara
and backflip. Turn around and go pick up the
revolver ammo. Return to
the edge in the corner closest to the chain, stop one tile
away from the wall, turn to face the chain and do a SJ,
holding Action from the beginning to avoid hitting the wall.
Slide down until Lara's feet touch the water (but be careful
not to slide too much, or you'd fall in said water). Turn R
so the ledge is on Lara's back and backflip.
* To go from the Doors Room to the upper floor:
Starting from the ledge by the water, facing S, walk to the
edge standing one tile away from the L wall and turn to the
chain. Do a SJ+G to it. Climb up and turn around so the
ledge is on Lara's back and aligned with her waist and
backflip. Turn around to return in the room.
Once you've solved the puzzle, you'll be facing E standing
in a room beyond the SE corner of the Doors Room and will
have found a large medipack
on your way.
Run into the room then L (N). The
Sapphire Ocular Part 1
is waiting for you there at the top of a white upward ramp.
Pick it up. Now turn R (E) and go pick up some
revolver ammo in the
corner ahead.
Now you have all you need to create the two Oculars. Time to
use them.
-- A Smaragd Cube and a High
Courtyard --
Objective: Find the first Smaragd Cube, use the Fire Opal
Ocular then make your way to the roofs
Dashing to the First Smaragd Cube
Return to the Doors Room and from there to the ledge by the
water. Jump in the latter and swim R (W) until you reach the
low footbridge. Pull up on it, go on its highest part and do
a RJ to the low balcony ahead. Turn L (S), run to the fence,
hop back and do a RJ+G to the room above below the top of
the cascade. Pull up.
Turn around, sidestep R until you're roughly two steps from
the R wall and turn 45° R to face a small balcony above. Hop
back and do a RJ with a hard R mid-air curve.

Turn around (SW) to face the top of the
cascade, position Lara one step away from the wall, hop back
and do a RJ with a hard L mid-air curve to land up there.
You're indeed back near the Small Cascades Area. Run ahead
(S) but don't go up the ramp. Take the passage on the L
instead and run to the other end: the Sapphire Ocular
Pedestal is there. Combine the two parts of the Sapphire
Ocular and place it on its pedestal, opening a double door
just above you.
Turn L (W), jump up and pull onto the top of the ramp. Go R
(N) through the newly opened door. You'll soon find yourself
facing a much closed double metal door. Don't despair,
you're not here for nothing. Turn L (W) and run to the fence
next to the fire (but
not too close, though). Look down: there's a balcony below.
Do a SJ over the fence to land on it.
Run into the corridor ahead and to its end. You'll find a
switch there, and be able to spot a closed door through
a wrought iron panel. Save. Another timed-run is now in
order.
Activate the switch, turn L and
start running, immediately turning L at the corner. Sprint
with a slight L diagonal line to clear the corners. Once
back on the balcony, run to take a turn around the corner
then sprint with a slight L diagonal again then straight
into the corridor and past the door before it closes.
You're now in a small courtyard with a movable flowerpot
in the center. Pull it to pick up the
Smaragd Cube it was
hiding. Return to the balcony and run to its other end. Turn
L (E) and do a SJ over the fence to land back on the top of
the cascade.
The Smaragd Cube Receptacle is there in the middle of
the E wall. Put the Smaragd Cube on it to open the double
metal door in the room above. Return there via the upward
ramp.
Bouncing and Swinging
Run to the ledge extending beyond the newly opened door and
turn R (E). Walk to the edge and do a SJ to the ledge above
(notice the closed double wood door below, but don't go
there). Turn L (N), go to the edge, hop back and do a RJ to
the high terrace ahead. Climb on the higher ground and SJ
over the fence.
The Fire Opal Ocular Pedestal is there in all its
Fire Opal Ocular Pedestalian glory. Combine the two parts of
the Fire Opal Ocular and put it where it belongs, lowering a
set of gold cages ahead (N). Go to the balcony they were
blocking.
You're now at the top of the Palace, above the Three
Switches Room. There's a switch and a closed door in the
other side (N) and a rope between you and them.
Face the rope and do a RJ+G to it. Swing then jump to land
on the other ledge. Turn R (E), SJ over the gap, go to the
switch and save. Yep. It's timed.
Activate the switch and
sidejump L twice. Hop back and SJ into the doorway before
the door closes.
The door closes behind you, cutting off the way back. Climb
the stairs to your L (W) to find yourself in a small
courtyard at the top. Go R (E) once there and run ahead
until you find an archway to your L (S). Pull the movable
flowerpot to access the switch behind and flip
the latter down to raise a couple of cages nearby (notice
the unlit brazier to your R, we'll get to it in a moment).
Turn around then go R (E) past the raised cage then L (N).
Run to the wall ahead, go R (E) and turn L (N) at the
corner. Sidestep R as much as possible, backflip on the
slope behind and jump into the high opening ahead.
Don't enter the room (you'll go there later). Look up to
spot the MS above and SJ+G to it. Swing while keeping
a look at the texture on the ceiling so you don't
accidentally fall. Stay along the wall at the last part and
swing to the end. Once there, go L to be against the wall
and on the lowest side of the MS, let go and immediately hit
Action again to grab the edge of a ledge below.
Pull up, pick up the small
medipack, turn R (W) and walk to the edge and the R
corner. Turn slightly R to aim at the raised cage ahead, hop
back and do a RJ with a slight L curve. Hit Action at the
very last moment to grab the edge. Pull up.
Go to the R corner, turn slightly R to face the next raised
cage, hop back and do a RJ to land on it. Do a SJ to the
small balcony. Turn R (N) and flip the jumpswitch
there, to open a door near the far R corner of the courtyard
(NW). Turn R (E), SJ over the fence to the previous cage and
drop down to ground level.
Turn around (W) and run to the newly opened door to your R
(N - notice another unlit brazier nearby). Enter the small
room beyond and go pick up the
Torch on a metallic
grate to your R and ahead (NE). Now you have to light it.
Return to the very other end of the courtyard and the high
opening from where you accessed the MS. Jump in it like you
did the first time by using the slope behind you. Run ahead
(N) then L (W). Light your Torch on the Lit Brazier
there (mind the fire)
then go L (S) and drop the torch. Climb on what looks like a
large jardiniere and pick up the
uzi ammo someone has
forgotten there (or maybe he was trying to make it grow into
an uzi tree). Get your torch back and return to the
courtyard.
Go to the switch and light the first Unlit Brazier to
raise another cage then toward the opened wood bars door.
Light the second Unlit Brazier there to raise a
fourth and last cage. Drop the torch: you won't need it
anymore.
Go grab the MS again like you did the first time but
this time go R before the platform where you found the small
medipack and continue swinging across the wrought iron
ceiling. Let go at the end to land on the first cage.
Do a RJ to the second cage then another one to the third
cage with a slight L diagonal. Do a RJ+G to land on the
fourth and last one, turn L (S) and do a SJ on the top of
the aquarium. Turn around and drop down into a room bathed
in shallow water. Turn around again and cross the room then
run along the passage to your L, soon finding yourself
standing in an opening overlooking the Huge Cascades Area
from a very high point of view. You've made it to the roofs.
-- Adiós, Córdoba! --
Objectives: Find the second Smaragd Cube, use it and fly
away from Córdoba
Flying through the Roofs
You're now in for a nice trip on the roofs. Standing at the
edge, sidestep R to go against the wall and turn 45° R to
aim at the upper green part of the roof (point 1), which is
flatter. Hop back and do a RJ to it.
Turn L (S) and do another RJ to the flat part ahead (point
2) then another one to the top of the column (point 3). Turn
45° L (SE) and jump on the roof (point 4). Slide down, grab
the edge and shimmy L to pull up on the flat corner of the
roof (point 5).
Turn 45° L (E), step back and do a RJ with a L mid-air curve
to the top of the next column (point 6). Turn R (S) and look
up to locate the crack running in the wall above. Jump up,
grab it and shimmy L until you can pull up in a high CS
(point 7).
Crawl into the CS, drop down and use the lever there
to open the nearby double wood door. Climb up into the CS,
crawl then drop down from it on the top of the low wall
below. Turn R (W) and drop down again on the terrace near
the newly opened door. Turn around and run through the
doorway.
Beyond the Double Door
There's a switch just in front of you so activate it
to open a door nearby (and no, it is not timed). Run
into the L passage to find the newly opened door to your L
and pass it. It closes behind you meaning no way back.
Go R (E), run through the passage and climb down the stairs
to reach another courtyard with a pool of shallow water in
the center and a deeper one against the N wall. There are
also two movable flowerpots here, but you'll care about them
later. Let's first go fetch that cube.
Go to the deeper pool and jump in the water. Swim L (W)
under the projecting edge and pull the UW ceiling switch
there to open a double door nearby on the other side of the
pool. Exit the water by said projecting edge.
Looking through the window, you can see the second cube
lying at the bottom of an aquarium. Turn around (E) and do a
RJ+G to the first low pillar emerging from the water. Pull
up and do a SJ to the second one then another SJ into the
doorway.
Go R (S) and locate the ladder in the corner ahead.
Climb to the top, pull up and go around the hole (N). Run
ahead then L (W) at the junction to find yourself on a high
balcony overlooking the pool. Run to the other end and do a
RJ+G to the next balcony that runs around the aquarium. Dive
and pick up the second
Smaragd Cube at the bottom.
Swim L and exit the water by the S edge. Go L (E) then L
again a bit and SJ over the fence to safely land into the
deep pool. Leave the water, again by the S edge. Now let's
take care of those flowerpots.
Go L (E) and locate the grey tile L of the flight of
stairs. Push/pull the closest flowerpot on it (if you
have problems slipping behind it for the first push, jump in
the water and pull out by the edge behind the flowerpot).
Now turn R and run past the stairs (you'll see another
grey tile on their R). Go to the other flowerpot
- notice the wrought iron trapdoor on your way - and
push/pull it on the second grey tile, opening the
nearby trapdoor.
Turn around, go L (S) and run off into the now accessible
hole. The Smaragd Cube Receptacle is at the end of
the short underground passage to your L. Put the Smaragd
Cube in it, lowering a couple of cages in the southern side
of the courtyard.
Turn L (W) and run to the stairway ahead. Turn L (S) at the
bottom and pull up into the high opening then onto the block
to your R. There's a zip-line here. Grab it and slide
down but let go before the end to land on the wooden ledge.
Would you fall into the water you'd be sucked to death by a
strong stream.
You can see a chopper waiting for you on your L. SJ over the
water and run to it to fly away from Córdoba.
==== In this part, you should have found...
Enemies: None
Items of note: Ruby
Cube, the Fire Opal Ocular part 2, Sapphire Ocular Part 2,
Fire Opal Ocular Part 2, Sapphire Ocular Part 1, 1st Smaragd
Cube, Torch, 2nd Smaragd Cube
Secrets: None
a few Traps - 6
Timed-Run
== SPOILERS SECTION ==
-- Part 2: Córdoba --
Solution to the Movable
Crates Puzzle
Quick solution:

Detailed solution:

- Pull crate 1 twice. Climb on the brown crate to your R,
pick up the flares, go
to the other side of crate 1 and enter the corridor to your
R.
- Go to crate 2 and pull it once.
- Return to the warehouse entrance and climb on the block in
the NE corner to go behind crate 1. Enter the corridor, go L
(N) and push crate 3 as far as you can.
- Push crate 4 once, turn L and push crate 3 in the hidden
recess.
- Go to the R side of crate 4 (i.e. facing E) and pull it
once.
- Go around it, enter the corridor to your R and go pull
crate 5 twice.
- Go to its R side (i.e. facing S) and pull it three times
- Go to the L side of crate 5 (i.e. facing W) and push it
once. You now have access to the last part of the corridor
and the puzzle is solved.

Solution to the Doors Puzzle
Quick solution:

- Left switch acts on doors 2, 6 and 9
- Middle switch acts on doors 1, 3 and 5
- Right switch acts on 7, 10 and 12
- Ball A opens door 4
- Ball B opens door 11
- Ball C opens door 13
- Ball D opens door 8
You need to shoot all four balls in order to access the
Ocular Part.
Detailed Solution:
- Flip down the rightmost switch, opening
doors 10 and 12 and closing door 7.
Make your way down to the Doors Room (see main walkthrough).
- Pass through doors 10 and 12, turn L (W) at the junction
then pass door 3 on your R (N). Shoot ball A to
open door 4.
- Turn around to pass door 3 again, go ahead
(E) at the junction then L (N) through doors 4, 2 and turn R
(E). Shoot ball C to open door 13.
- Don't leave yet. Turn around (W) and run to the end of the
passage, where you'll find a movable flowerpot. Pull
it, jump over it and pick up the
large medipack.
- Return to the ledge by the water and make your way back up
to the upper floor (see main walkthrough).
- Flip down the leftmost switch, closing
door 2 and opening doors 6 and 9
- Flip down the middle switch, closing
doors 1 and 3 and opening door 5
- Flip up the rightmost switch, opening
door 7 and closing doors 10 and 12
- Return to the Doors Room
- Once on the ledge, turn around (W) and run into the
corridor. Pass doors 9 and 6, go R (E) and pass door 5 at
the other end. Turn R (S) once there and shoot ball D
to open door 8.
- Turn R (W), run through the corridor and past the first
junction. Pass door 8 on your R (N) at the end, run into the
passage and turn around (S). Shoot ball B to open
door 11.
- Return to the corridor through door 8, turn L (E), pass
doors 9 and 6 to your L (N), turn R (E) and run ahead. Go R
at the junction and pass door 7 to your L (E). Continue
through doors 11 and 13 to find yourself in a new room.
Puzzle solved.
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