Reign of Chaos
- Natla's Hideout 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 Combat Strategies Section at the end of this
walkthrough as well as a summary at the end of each level.
********************************************
== Part 1: Hellforge ==
And now the moment has come to confront your arch-enemy and
save the World from her dark threat. But, of course, you
first have to reach her. Which isn't going to be easy at
all.
First things first, pick up the
Chaos Gems in your
open suitcase on the ground. The door in front of you opens,
granting access to the Hellforge. Pass through the doorway
and run into a large partially flooded area. Continue ahead
(W) past the two columns. You'll see an empty frame at the
top of a ramp on your way. Your next goal is to find
something to put in it.
-- Even the Sun has Frozen
--
Objective: Find the Frozen Sun and use it to access the
rest of Hellforge.
A Door to Open
Keep on running W, then swimming as the water deepens to
enter a rectangular pool lined with two ledges and ended by
a closed door. Since the ledges are too high for you to
climb, locate the ladder at the start of the pool to
your L (S), near some spikes.
Swim to it then sidestep R until you can stand up, but not
too far or you'll take damage from the nearby spikes. Jump
up and grab it then climb down once. Backflip, roll in
mid-air and hit Action to grab the crack in the wall.
Shimmy L and pull up on the ledge.
Immediately draw your weapon of choice: as soon as you set
foot on the ledge, a skeletal
harpy attacks from your L. Take it down quickly,
taking advantage of the long ledge to avoid being hit.
Once it's down, run to the other side of the ledge (W) and
open the sarcophagus there (hit Action) to pick up
the revolver ammo it
contained. This said, the door nearby is still as closed as
can be, so let's find a way to open it.
From the sarcophagus, turn around (S), climb on the higher
floor by the water, go L to the column and turn around (N)
again. Walk to the edge, turn slightly R to aim at the
higher ledge ahead and do a SJ+G to it. Pull up. Go R (E),
SJ over the slope and position Lara on the highest point of
the arch you're on. You're goal is the top of the high
pillar to your R. Turn 45° R (SE), hop back and do a RJ with
a hard L mid-air curve. Hit Action at the very last moment
to grab the edge and pull up.

You now probably see the jumpswitch high on the wall
to your R. Since trying to grab it from here is a bit risky,
turn R (S) and do a RJ to the next pillar. Turn L (E), walk
to the L corner and turn slightly L to face the jumpswitch.
Do a SJ with a slight R mid-air curve and grab to flip it,
opening the door at the other end of the pool.
Return on the ledge via the ladder like you did the first
time, run L (W) to the other end and climb on the higher
floor. Turn 45° R (SW) to face the doorway and do a SJ to it
holding Action to avoid hitting the upper wall and go R into
the next room: the Tall Pillars Room.
Escaping a Snowflake
Run across the room to the other side then continue ahead
(W) to reach a passage with two flights of stairs on each
side. The R one (NW) leads to a large, high-ceilinged room
bathed in lava. There's
a safe platform in the opposite side but it's inaccessible
for now. Go L instead (SW), climb the stairs and run along
the long passage to reach the switch there. Save.
Timed-run coming.
Activate the switch, raising a
block in the Lava Room. Roll to turn around and sprint
through the passage. Stop sprinting at the stairs, run with
a L curve then jump on the highest step of the second
stairway, again with a L mid-air curve.

Dash through
the doorway into the Lava Room and run ahead to take off
from the tip of the raised block before it lowers and land
on the safe platform ahead.
Once there, turn R (N) to locate the ladder beyond
the column. Walk to the edge, standing in the middle of the
tile and turn L (NW) to face the ladder. Hop back and do a
RJ+G to it (no need for mid-air curve). Climb up to the top
but don't pull up yet.
Considering your upcoming predicament, you're going to have
to save time and certainly not losing some positioning Lara
for a jump. Release Action and immediately hit it again to
grab the edge of the ledge. Quickly shimmy R before she puts
her legs back on the ladder and go around the corner to the
middle of the tile. Save and pull up.
As soon as you step on the ledge, a
cold spirit comes to
chase you. Hit Look to get rid of the camera, roll to turn
around and do a RJ to grab the rope hanging from the
ceiling. Quickly turn 90° R around the rope to face the
ledge running along the wall, swing and jump to it (this is
a long swing, make sure Lara's at the highest point of her
arc before jumping). Turn L (E).
Now you have the choice, either you take a safe route by
getting rid of the spirit first then getting back up there
or you take the quick one by accomplishing your next tasks
with the spirit on your tail. The first one is indeed safer,
but involves some backtracking, timed-run included. The
second one will certainly cost you a good load of health.
Your call.
* Safe route:
Sprint along the ledge then across the next room with a
slight L diagonal. Turn L at the edge and run off to land on
a lower platform. Drop down into the room below and rush R
(E) toward the entrance. Dive in the water and wait for the
spirit to join you there and melt. Now you have to make your
way back to the high ledge via the ladder, the Tall Pillars
Room and the Lava Room. Resume below (but without the
spirit, so you can take your time).
* Quick Route:
Sprint along the ledge then go L into the next room. Locate
the Large Vase on your R which happens to be
shatterable. Shoot it and pick up the
Crowbar on the
pedestal. Go R, run to the edge with a L curve and do a RJ
to a high square platform. Keep on running and do another RJ
with a R mid-air curve to the long ledge against the N wall.
Run along the ledge: the
Frozen Sun is on the wall near the end. Pry it
out with the Crowbar. Turn R (E), SJ on a lower platform and
safety drop into the room below. Run ahead then R (S) toward
the entrance (mind the lit
brazier there) and jump in the water, where the
spirit will duly melt.
Once in the water, the Frozen Sun in your inventory, swim
ahead (E) to return to the large partially flooded area,
going R (S) after the pool then L (E). Swim, wade then run
ahead. Run up the ramp to your L. Place the Frozen Sun in
the Frozen Sun Frame at the top, opening a wood bars
door in the far L corner (SW). Leave the ramp, swim R and go
pull up in the doorway.
-- To the Forge of Hell --
Objective: Reach the Forge
Don't run ahead. The floor in this short passage is very
much trapped with red burning
floor. Look up: there's a MS above you. Jump
up, grab it and swing to safely let go after the red floor.
Run to the other end of the passage to reach a ledge
overlooking the Frozen Sun Frame Area. There's a ladder
ahead, but the spikes
before it prevents you from grabbing it (plus there's
nothing of interest up there). Look up to spot another MS,
stand on the highest part of the floor (i.e. at the very
entrance) and grab the MS. Turn R and swing past the round
roof to land on a platform extending from it. Turn R (S).
The Swinging Chain Room
You're standing in an opening overlooking a room bathed in
lava. There is solid
lava on each side (both cold and
hot), a high ledge to
your L (SE) and, last but not least, a pink transparent
platform topped by a swinging
chain.
First off, walk to the edge and stand in the L corner. Turn
slightly L to face the edge of the platform and do a SJ+G to
it. Now you have the choice again, depending on whether you
prefer dealing with the chain and do a safe and relatively
easy jump or staying clear from the chain and do a tricky
one, losing health in the process.
* Dealing with the chain
Shimmy L to the corner and pull up (the chain swings
diagonally and can't hit you there). Wait for the chain to
swing away then do a RJ with a hard L mid-air curve. You'll
land on the ledge to your L below and won't lose any health.
Run ahead then L (N) and walk to the edge. Do a RJ+G to the
alcove ahead beyond the solid lava. Pull up. Resume at the +
after the "Staying clear from the chain" part below.
* Staying clear from the chain
Shimmy R around the corner then to the next one (but not
around it). Pull up, turn R (S), make sure Lara's healthy
enough and run off from the platform to land on a safe
triangular tile below. You're now in for a nice "triangular
jump".
Turn around (N) and position Lara (careful not to step on
the lava). Hop back and
run with a R curve. Take off and do a hard R mid-air curve
to land on the safe cold lava. Once there, run up the slope,
turn L (N) and pull up in the alcove above.
+ Activate the switch ahead to open a door in the
other side of the room. Turn around (S), go to the edge and
do a RJ+G to the high ledge ahead. Pull up, run ahead to the
other end then R (W). There's cold lava ahead and below in
the opposite side. Do a RJ to land on it.
Run to the top of the slope and pull up on the ledge above.
Run ahead, R (N) then L (W) through the doorway. You've made
it through the Swinging Chain Room!
From pillar to pillar
As you may notice from the many high pillars ahead, you're
not done yet with tricky jumping. But before doing anything
else, let's go for a secret.
Go L (S) and run along the
ledge to the edge. You can spot an opening in the L wall
ahead (SSE). Turn to it, standing in the middle of the tile,
and do a RJ with a L mid-air curve to land in said opening
which happens to be Secret #12. Pick up the
large medipack
there.
Going in was easy, but going
back to the previous ledge will be a tad trickier. Position
Lara, hop back and do a RJ with a hard R mid-air curve to
land back on the ledge. Return toward the entrance and stop
there.
Walk to the edge. There's a sloping-top pillar ahead and a
triangular platform beyond. Do a RJ+G over the former to the
latter and pull up.
Aaahhh! Another triangular jump! This one might be even
trickier than the one you maybe did in the Swinging Chain
Room. Your goal is to grab the edge of the floating platform
to your L, taking a curved run up and aligning Lara
perfectly with the edge of the floating platform: the
platform is quite far and you need to do a long jump to it.
It requires absolute accuracy, so save.
Turn 45° R (SW) to align Lara with the diagonal side of the
triangle and step back as much as you can. Run with a L
curve to align Lara with the platform and take off at the
last moment. Do a straight jump and hit Action, again
at the last moment to grab the edge. Pull up.
The next jump is easier. Walk to the edge and the L corner.
Turn slightly L to aim at the floating slope before a CS,
hop back and do a RJ+G. Pull up, slide a bit and jump with
Action to grab the edge of the CS. Slip up in it.
Crawl a bit to stand up in a rather dark passage lit by
braziers. Go R (W). You'll see another low CS near the
corner, but don't crawl in yet. Turn L at the corner, run
ahead and go pick up the
revolver ammo on a pedestal in a recess to your L
(E). Now go to the second CS.
Crawl in, turn around, drop down and immediately backflip
(don't slide) on a triangular ledge. No triangular jump
here, though. Turn R (W), walk to the tip of the triangle
then align Lara with the floating slope to your R (NW). SJ
on it (you might only jump up. In this case SJ again). Slide
a bit, jump with a hard R mid-air curve on the next slope,
slide again, jump and hit Action to grab the edge of the
sloping but walkable floating block. Pull up.
You're almost there (out of the room, at least). Do a RJ+G
to the next ledge, pull up and go L (W) through the opening.
Close Encounter of the Eight-Legged Type
You're now in a room bathed in
lava, with emerged blocks to your L (S) and some
wooden platforms high against the wall that don't look very
sturdy (and in fact aren't sturdy at all). Turn to the
emerged blocks standing on the highest part of the ledge
you're on, in the middle, and do a RJ+G. Pull up.
Walk to the edge (mind the hole beyond, it's filled with
lava) and do a SJ+G to
the higher ledge. Pull up and go R (W) to the edge. Do a
SJ+G to hang from the edge of the
collapsible platform.
Pull up and immediately do a RJ+G over the next
collapsible platform to
grab the edge of the third one.
Shimmy R and around the corner. Pull up, roll and do a RJ to
the last collapsible platform.
Quickly run ahead on solid floor. Go R (E) to the end of the
ledge then turn L (N). There's a ledge above. Pull up.
Well, with all the webs you've seen scattered all over the
place, you didn't think you wouldn't meet some of those, did
you? There are 3 giant venomous
spiders lurking up there, and they're all but
friendly. Your best chance here is to patiently kill them by
pulling up, shooting and hopping back when they come too
close. Repeat until they're all dead for good.
Once you've secured the place, pull up again and go L (W).
There's a crowbar lever there in the corner. Use your
crowbar to activate it. Go to the opposite corner (NE) to
activate a 2nd crowbar lever, opening a double door
in the other side of the room. Turn around, run across the
room and pass the doorway.
An Obstacle Course
Run down the ramp and immediately turn L. The
spiked balls will miss
you, they're just here as a warning of what awaits you.
Don't go too far, though. The
spiked wall ahead and the
fire emitter are much
more dangerous. Run to the higher floor (but not on
it), stopping one step away. Turn 45° L (SE) to face the
passage, wait for the wall to slide away (i.e. R) and SJ
with a L mid-air curve. Don't run but stop: there's a nasty
surprise beyond the wall and you cannot see it.
Well, if the wall hasn't crushed you, you now can see it, as
a matter of fact. There's a hole beyond and a chain.
And to put some icing on the cake, the floor below that
supports the chain is a burning
one.
Walk to the edge and run off holding Action to grab the
chain. Slide down past a golden block hanging from the
ceiling and turn slightly R. Backflip: you'll hit the L side
of a slope behind. Immediately jump with a hard L mid-air
curve to safely land on a ledge below the burning block.
Turn around and walk to the edge, standing in the L corner.
Turn slightly L to aim at the short slope against the wall
and SJ on it. Immediately jump on the rightmost long slope
ahead.
Bounce from one slope to the other, holding R when you jump
forward to reach the opening. Release Jump as soon as you've
passed it and slide a bit before jumping again over the
lava on another slope.
Keep bouncing from slope to slope, jumping as soon as you
hit them to eventually land just in front of another
spiked wall (aren't you
happy?)
There are in fact several of them ahead, so watch your steps
by all means. First, go L (N) into the passage and turn R
(E) at the corner: a 2nd spiked
wall is there. Locate the small passage between the
two spikes walled ones to your R (SE) you're going to use it
as a refuge to pass the walls.
Stand as close as possible from the wall without taking
damage standing on the R, turn R to face the refuge and wait
for the wall to go away to slip in it. Once there, look
ahead and R to notice a third
spiked wall, this one going horizontally. Wait for
the wall to your R to go away and hurry into the next room
running far enough to clear the third wall, but not too far
to avoid a 4th spiked wall
beyond (how nice. While you're at it, mind the
lit brazier to your L).
Pass the 4th wall and run to the edge ahead. Turn around,
safety drop down on a slope below and slide into the Forge.
-- At the Forge and Beyond
--
Objective: Create two Ashen Stones and enter the Garden
of Stone
You see those two diamond-shaped holes on each side of the
slope? They're receptacles for the Ashen Stones you're about
to create in order to open the closed door in the corners.
Turn around (E) and run across the room to enter another
much smaller one (notice the two golden bowls, we'll get to
them in a moment). Go pick up the
shotgun normal ammo on a
pedestal beyond a hole and a chain then return on the
lower floor near the entrance, turn to the chain, run off
and hit Action to grab it. Slide down but backflip before
hitting the floor at the bottom: it's a
burning one. Turn
around.
Getting some Heat
Do a SJ from the entrance of this new Lava Room to the first
safe ledge. There are two little bowls here (one ahead and
one on your L). You goal is to light them. Do a RJ on the
grey ledge ahead (W) which we'll call the "Grey Ledge" for
future reference, turn L (S), walk to the edge, turn
slightly L, hop back and do another RJ to the brown ledge.
Go to the L corner, turn 45° L (SE) and do a RJ to the
sloping ledge near the corner. Pick up the
shotgun (it might prove
handy in the next sequence if you don't have one already).
Return to the previous ledge, this time with a SJ, turn L
(W) and do a RJ to the next safe ledge then another one to
the last one. Do a last RJ to land in a small room with a
black slightly lower floor in the center.
Before walking on the floor, make sure your revolver is
combined with the laser-sight and draw. Step on the black
floor: a skeleton will
arise ahead and to your R. Aim at his head and shoot to blow
his skull up: he will blindly run straight into the lava. If
you don't want to use the revolver - or are out of ammo -
draw your shotgun instead. Lure the skeleton so he's between
you and the lava and knock him off with a cartridge.
Once he's out of the way, go pick up a
candle on the floor
(there are three of them, in case you'd lose one) and return
to the Grey Ledge. Turn L (NWW) once there and SJ on the
next one then do a RJ to the last one and another RJ to the
small room.
There are Lit Candles here. Go light you candle on
one of them and return to the Grey Block. Once there, turn R
(S) and return to the flat block next to the little bowl.
Light it. Turn R (N), walk to the R corner, turn 45° R (NE)
to aim at the safe ledge closest to the entrance, hop back
and do a RJ to it.
Turn around and light the second little bowl. You can
now drop your candle, you won't need it anymore. Turn around
and do a SJ to be back in the entrance near the chain. Walk
to the edge of the hole, SJ+G the chain, climb up and
backflip.
Forging the Keys
Remember those two gold bowls? They are in fact quite
the movable type. What you need to do is place them
above the fires you just lit to forge the Ashen Stones.
Although there isn't any specific order, let's start with
the one in the NE corner.
Turn around (W), enter the Forge and go R (N) then R (E)
again. You must place the bowl to the R and "under" the red
unmovable one near the entrance of the Chain Room, when
looking at the latter (i.e. SW of it). Pull the bowl twice
then go around it to its R side (i.e. facing N) and pull it
three times. You'll provoke a nice firework and the
1st Ashen Stone will
appear in the gold bowl. Push the bowl once so you can pick
up the stone.
Now go to the second gold bowl. It goes four tiles away R of
the first bowl current location. Go to it, facing W, and
pull it twice. (Note: You might get a firework at this
point, but no stones. In this case just proceed as follows,
you'll get the second stone.) Now go to its L side and pull
it three times: again a nice firework, this time served with
the 2nd Ashen Stone.
Push the bowl and pick up the Stone. Time to leave.
Turn L (W) and run across the room. Put both Ashen Stones in
the Ashen Stones Receptacles on each side of the
slope to open the nearby doors, in both corners. Pass
through either doorway to leave Hellforge and reach the
Garden of Stone.
==== In this part, you should have found...
Enemies: Skeletal Harpy,
Icy Spirit, Giant Venomous Spiders, Skeleton
Items of note: The Chaos
Gems, Crowbar, Frozen Sun, Candle, 2 Ashen Stones
1 Secret
many Traps - 1
Timed-Run
== Part 2: Garden of Stone ==
Note: Although this level comes in two parts, it will be
treated as one in this walkthrough
Important: In the next level (the Cathedral) you'll
have to shoot things on two occasions in order to progress.
So make sure you have at least two revolver bullets left at
the end of this level, since you won't find any revolver
ammo in the next one.
Level Objective: Collect a Silver Key and a Rusty Key and
use them to access the Cathedral
Well, you've made it through the Forge, now you have to
explore the Garden of Stone and make it through as well (and
stay alive).
THE QUEST FOR THE SILVER KEY
-- Preparations and Going
High --
Objective: Find your way to the higher part of the Garden
of Stone.
Run L (W) and up the ramp, staying close to the wall to
avoid being hit by the swinging
chain. You'll eventually reach a terrace overlooking
a courtyard with a beautiful fountain in the center. Go L
(W) and pick up a Candle
on the floor, taking note of the unlit candlestick here as
well (there are three candles in case you'd lose one).
Return on the ramp and run down all the way to the bottom,
again staying close to the wall to avoid the
swinging chains and
enter the Fountain Courtyard. There's a cascade here near
the far L corner (NW) with an unlit brazier on its L. Go
around the fountain and notice the water hole at the bottom
of the cascade. Leave your candle here on dry land (use a
weapon shortcut to drop it at your feet).
Climb in the higher passage beyond the cascade (or SJ over
the cascade slope) and run ahead (W) staying on the R.
There's a short upward ramp: run up but stop before the
corner: the tiles beyond - marked with an X - are trapped
with nasty floor blades.
Do a R diagonal SJ over them to land on the safe ones and
set the trap off.
Ahead of you are two other sets of four
trapped X tiles,
separated by safe floor. This said your upcoming problem
isn't the traps themselves, although they might count. For
now, go to the next set and stop one step away from it,
still staying R. Hop back and do a RJ over the traps,
setting them off. Immediately roll to turn around and start
running.
What's after you right now is a
Fire Spirit, and your only chance is to lure it to
the water hole where it will properly extinguish. So
run/sprint, doing a tight turn at the corner to run on the
tile you've already set off then diagonally R to the
cascade. Slide down the slope a bit then jump directly into
the water hole. Wait for the spirit to join you there and
leave the water once it's gone for good.
Get the candle back (you should have left it nearby) and
return into the passage. Try jumping with a wider angle at
the corner to set off other traps and do a RJ over the L
side of the next set, since you've already set off the R
traps there. All this traps dealing is done in preparation
of something you'll have to do much later, but better safe
than sorry.
Do a RJ over the last L set of traps finding yourself in a
new passage. Notice the closed wood bars door to your R (E):
it's the entrance to the other part of the level, so ignore
it for now. Go L (W) instead and around the corner. Run down
the ramp. You'll find a Lit Brazier at the bottom.
Light your candle on it.
Return to the Fountain Courtyard and light the Unlit
Brazier there. It opens a door beyond the water hole.
Don't go there (it's for much later but at least now it's
done). Return to the Swinging Chains Ramp and run all the
way up to the high terrace where you found the candle. Light
the Candlestick there as well to make a chain
appear nearby. Drop the candle.
Go to the chain, facing the edge of the terrace (i.e. E) and
climb up until you can spot the higher ledge behind Lara.
Backflip. You've made it to the higher floor.
-- A Hot Ashen Stone --
Objective: Find the Ashen Stone and bring it to its
receptacle
Go L (N) and climb on the higher edge of a cascade flowing
from a low CS to your L (W). Crawl through said CS then run
on the cascade. Jump over the slope to reach a higher room
(you can also use the ladder to your R and, by the
way, the red raised floor there isn't trapped). You'll see a
pedestal to your R, topped by a sword. Take good note of its
location: it will be a life saver later.
For now run/wade ahead (W) and enjoy the fly-by.
Granted, that room looks a little bit more like Pompeii just
after the eruption than Alnwick (without the ashes), but
you'll have to explore it thoroughly, no matter the
lava and the heights.
Prepare yourself to perform the trickiest acrobatics of the
whole series.
It starts easy, though. Climb on the block at the end of the
cascade, run to the end, turn R (N) and do a RJ on the
emerged grey block ahead. Turn L (W), walk to the edge and
the L corner, turn slightly L to aim at the next emerged
ledge, hop back and do a RJ to it. Repeat to land on the
black cold lava in the western side of the room. You'll see
an Ashen Stone Receptacle to your L, and you're indeed going
to find something to put in it in a moment, but first secret
time!
Turn R (N) and locate the safe
upward slope L of the quite unsafe
hot solid lava
one. Go there, run up the slope
then SJ over the steeper part. Turn around, backflip to
bounce on the last part and hit Action to grab a
ladder ahead. Backflip
again to land in a hidden alcove which is Secret #13.
Pick up 3 uzi ammos
and some
revolver ammo
there. Drop down to the slope
below, slide, turn around and (cautiously) slide again to be
back on the bottom of the slope.
The Course Over the Lava
Alright. Serious business starts here and now. Turn N.
Ignore the slopes emerging from the lava to your R, they're
oriented in the wrong direction and are there only for
coming back. Walk toward the
hot solid lava slope and stop one step away from it.
Side step R and do a SJ over it to land on a safe slope
beyond. Immediately jump to land on the next emerged flat
ledge.

Walk to the edge and the R corner. Turn 45° R (NE) to aim at
the beige slope, hop back and do a RJ. Slide a bit then jump
to land on the beige emerged stones. Walk to the edge and
the R corner and turn R (E). Hop back and do a RJ to the
emerged stone ahead which is flatter than it seems, aiming
at its far L corner.
Turn R (S) and walk along the L edge to the highest point of
the ledge. Turn slightly L, step back as much as you can and
do a RJ with a very hard R mid-air curve to land on a flat
ledge beyond the slopes. Turn L (E), hop back and do a RJ
over the ramp on another flat tile (mind the ramp, it's
trapped with burning floors,
as are all the similar ramps in the room). Turn L (N), walk
to the edge and SJ on the higher block, which is sloping but
not slippery.
Walk to the edge and the R corner and turn R to aim at the
emerging slope. Hop back, do a RJ+G and grab the edge.
Shimmy R as far as you can, pull up, slide a bit and jump
with a hard R mid-air curve to land on the low triangular
ledge that's on the R of the next slope.
Walk to the edge and the L corner, turn slightly L and do a
SJ to the slope ahead. Slide and jump on the next flat
ledge.
Do a SJ to the next one. There's a high ledge above and to
your L (S) which you'll get to eventually, but first let's
make a short and easy detour for the large medipack you can
spot in the distance. Turn L (SW) and do a couple of SJs to
pick up the large medipack.
Return to the ledge next to the high one (hit Action when
SJing from the medipack ledge to avoid hitting the upper
wall).
Turn R (S), walk to the edge and the L highest corner. Jump
up and grab the edge of the ledge above. Pull up. Turn
around (N), hop back and do a RJ+G to the other high ledge.
Run diagonally L (NW) to the edge, stopping one tile away
from the upper edge on your L. Your next goal is a patch of
cold solid lava, located beyond the high edge and below. The
problem here is that said high edge is trapped with
burning floors, so you
must jump over it without touching it and the low ceiling
won't make things any easier.
Position Lara, hop back and do a RJ over the trapped edge to
safely land on the cold solid lava below. The jump in itself
is easy, but the initial correct positioning is of the
essence.
The Course By the Lava and the Ashen Stone
Go ahead (W), staying on safe ground close to the wall and
SJ over the slopes when needed until you get close to an
opening to your R (N). SJ in it. The planks barring
the way are shatterable so shoot them and enter the dark
room beyond. Go L (W) and run across the room to find
another opening to your L (S) there.
Walk to its edge and do a SJ over the
hot solid lava to the
safe one. Walk to the edge and the L corner, turn L (SE),
hop back and do a RJ to another safe patch below.

Walk ahead and stop one step away from the
hot solid lava, hop back
and do a SJ to another safe patch beyond. Do a SJ over the
next hot solid lava,
taking off one step away.
Run ahead then R at the bottom of the slopes. Turn toward
the rightmost one (NW), standing one step away from its
bottom and do a SJ to land on its flat top. Turn L (S), step
back once or twice and do a SJ to the triangular flat slope
top ahead. Turn R (W), walk to the tip of the triangle and
do a SJ to another triangular flat top. Walk to the wall,
turn R (N), walk toward the tip (but not to it) and
do a SJ on yet another triangular flat top. Pick up the
Ashen Stone there,
being careful not to slide while doing so. Now that you've
got it, let's make our way back to its receptacle.
Return to the first triangular top with SJs. Now you have to
deal with a nice triangular jump. Position Lara, run with a
R curve and jump with a R mid-air curve to land on safe cold
lava, at middle-height. Turn R (W), run up a bit then go L
(S). Stop one step away from the
hot solid lava and do a
SJ over it to land on a safe triangular spot against the
wall.
Turn L (E), walk to the tip of the triangle, hop back and do
a RJ with a R mid-air curve as soon as you've cleared the
wall. Immediately hit Jump to backflip on the nearby emerged
flat ledge. Remember those two slopes you ignored a while
ago? Time to use them now. Turn L (SE) to face the first one
and aim at its top, hop back and do a RJ to land on said
top. Slide, jump to the next one, slide and jump again with
a hard R mid-air curve. You're back near the Ashen Stone
Receptacle.
-- High and Low --
Objective: Snatch the Silver Key and get away with it
Run ahead (S) to the Ashen Stone Receptacle and put
the Ashen Stone in it, which opens a door nearby to your R
and up in the wall. Go climb into the doorway then run ahead
into the room to pick up some
uzi ammo in the recess.
Turn around, go R (E) to the other side of the room where
you'll see a closed decorated double door. Since you
can push it open, run to it and press Action. Enter the
alcove beyond.
What?!? All this for a small
medipack??? Well, no. Not really. Pick up the
medipack first, turn around to leave the alcove then go L
into the first recess (S), turn around and look up: there's
a jumpswitch up there. Flip it to open a wood bars
door hidden in the opposite recess (N). Run into the latter
and climb in the doorway.
Do a SJ from the edge to the ledge ahead then a RJ+G to the
other one. Pull up. Walk to the L side of the raised floor
ahead until Lara hops on its edge and turn L (W). Jump up to
grab the extended ledge and pull up.
Turn L (S) and run diagonally L (SE) to climb on the second
raised edge to your L (E). Go on its highest point, walk to
the edge, turn slightly L and do a straight RJ to the ledge
against the wall. Pick up the
flares then go L (N).
Don't try to jump to the next ledge: it's too far. Run off
from the edge to a lower platform (don't jump, you'd lose
health). Turn R (E) and look up: there's a crack
running in the wall above. Jump up, grab it and shimmy L and
around the corner to pull up on the ledge.
Run ahead and pull up on the higher ledge then do a RJ to
the next one. Your destination is the lever you can see in
the distance to your L (NW), on a lower roof. Do not try to
use the slopes ahead to get there. Turn L (W), walk to the
edge and the R corner and turn 45° R (NW) to aim at a
triangular ledge extending from the roof.

Turn L (W), walk to the "wall" (which
happens to be a slope) and hit Jump + Action to grab the
edge. Pull up and slide.
Go R (N) and push the lever on the other side of the
roof. A key appears in a room that's located beyond the
opposite roof (i.e. the southern one). Your next problem is
to make your way back there and there are two ways to do
this. The first one is the quickest and simplest one, but
will cost you a bit of health. The second one is longer and
harder and will cost you life as well, but less. Considering
the gain is not that important, I'd advise the quickest one
although the safest one has more fun.
* Quickest one:
Turn around (W) and climb on the closest higher edge,
standing on its rightmost and lowest point. Turn slightly R:
you're aiming at the top of the cold lava patch below. Hop
back and do a RJ to it. From there, return by the Ashen
Stone Receptacle like you did the first time around but
without the detour for the Ashen Stone (see "The Course
By the Lava and the Ashen Stone"). Resume at the +
* Safest one:
Return to the triangular ledge you landed on by climbing on
the high edge that's located L of the slope, turning 45° R
then running off. Stand in the middle, facing E, and run off
to land on the top of a slope below. Immediately jump to the
other slope ahead, rolling in mid-air to change direction.
Bounce from one slope to the other pressing R when you jump
forward. When you reach the R edge of the slope, slide a bit
then jump with a hard R mid-air curve to land on the nearby
low triangular ledge.
From there proceed to the Ashen Stone Receptacle like you
did the first time (see "The Course Over the Lava", four
last § and the "The Course By the Lava and the Ashen Stone",
without the detours for the medipack and the Ashen Stone).
+ Once you've reached the Ashen Stone Receptacle, return on
the southern roof via the nearby room and the high ledges.
When you've pulled up on the roof, run ahead (S) in the
room. The Silver Key
awaits you there.
Go around it before picking it up (i.e. face N, you'll see
why in a moment) and proceed. You'll immediately find
yourself chased by a sword
spirit. Since it won't disappear in the water as its
Cold and Fire cousins, you need to find another way to get
rid of it. Remember that Sacred Sword you spotted before
entering the Lava Room? That's what you're heading for now.
Sprint ahead (S) to the edge of the roof, roll and safety
drop on the ledge below. Do a RJ+G to the other edge and
pull up. Run with a L curve to the edge and do a 45° R
angled jump over the burning edge to safely land on the
cascade below. Turn L and rush toward the water but don't
jump in it. Do a RJ to the nearby room with a hard L mid-air
curve and wait for the spirit to explode on the Sacred
Sword.
-- To the Other Side --
Objective: Enter the next part of the Garden of Stone
OK. You now have a Silver Key, but you still need a Rusty
Key to access the Cathedral and continue your trip to
Natla's Lair.
Leave the Cascade Room by sliding down the cascade then
crawling through the CS and use the chain on your R (SE) to
slide down to the terrace below. Return to the Fountain
Courtyard by running down the
swinging chains ramp all the way to the bottom, then
go into the passage near the far L corner (NW). Run through
the passage (mind the blades
if you haven't set off all of them).
Run to the other end then go L (W). Notice the steaming tile
then go L again around the corner of the arch. Turn L to
face it, run to it and jump up to pull up on its top. Go to
the opposite edge: there's a jumpswitch in front of
you. Do a RJ+G to flip it, opening the nearby wood bars
door. Pass the doorway to your L.
You're in a small, dark room with a closed wood bars door at
the bottom of a short ramp to your R and a metallic
decorated table to your L. The latter is movable, but first
let's fetch some goodies.
Go to the far L corner (NE) but immediately hop back to
avoid being crushed by the
falling ceiling. Return there. There's a hole above
(whence the ceiling came). Pull up in it. Go pick up the
shotgun normal ammo and
the large medipack then
drop down back into the room below.
Go to the movable table. Its rightful place is the
steaming tile you spotted a moment ago, beyond the Arch.
Push/pull it there to open the wood bars door.
Unfortunately, you'll unleash a
cold spirit in the process. Hurry to the water hole
in the Fountain Courtyard via the (formerly) trapped passage
to get rid of it then return to the Little Dark Room.
Pass the door to your R which is now open. Leave the vase
alone. It is indeed shatterable but only contains
fire bugs (the
beetles-type ones). Simply continue ahead until you reach
the other side of the Garden of Stone
THE QUEST FOR THE RUSTY KEY
-- Swimming to the Main Room
--
Objective: Reach the Main Room
The Siren and the Sword
You're now standing by a low CS which is the way back to the
other part, in a small room bathed in shallow water. Go L
(N) and cross the room to find a ladder in the other
side and climb up into an upper room.
Not much to do here (except gazing at the blood soaked wall)
so continue ahead (N) through the opening and eventually
drop down into a lower passage, without trying to jump in
the other opening: the low ceiling won't allow you to do so.
Go R (E) and draw your weapon of choice to take down the
stray dog that will soon
run at you to bite your throat open. Once it's down, notice
the ladder to your R (S) in the recess, which will
allow you to get back to the starting point and the other
part of the Garden when needed then run ahead into the next
room.
There's a passage in the other side of the room, going down
in deeper water. Before going there, pick up the
small medipack on the
ledge to your L (N) then go into the shallow pool in the
center to pick up some flares.
Leave the water and run down then swim through the passage:
you're now in the Lair of the
Sea Hag (this one indeed deserves capitals).
Don't lose time (and possibly health) to try and lure her to
a point where you could shoot her: she's not that stupid and
won't follow you. If you have plenty of revolver ammo, you
still can try and shoot her from the passage by aiming at
her with the laser-sight. If she shows enough of her through
the opening, and with patience and accuracy, a few bullets
will do.
If she's dead or if you're really desperate for a
shotgun, go pick up the
one in the center of the room as well as the
large medipack. Swim R
(S) and up to the UW lever near the ceiling. Pull it
to open a door in a nearby room.
Turn around (N), swim down and locate the opening near the
bottom on your R. Swim through it, go L (W) to pick up some
shotgun normal ammo then
swim N through the newly opened door.
Cross the flooded room and surface in the next one to take a
breath. Quickly dive again and swim L (W): a
sword spirit is on your
tail. Go R (N) and pull out of the water.
Turn to face the W wall and look into said water: you can
spot some immersed windows in it. Draw your revolver
combined with the laser-sight and shoot one of them (be
quick, the sword spirit is still around). Dive and swim
through the broken window.
Swim L (S) through other windows which are already broken.
There's a Holy Sword in the room beyond. This said,
this particular spirit does have self-control, and it won't
rush to the sword at once. Return to the previous room and
surface. Turn around dive again and swim toward the broken
windows, staying close to them. The spirit this time will
give up and surrender to its attraction, rushing to the
sword and exploding on it. You now can safely surface for
air.
A Key, a Rush and some Spiked Balls
Turn around (N) and go pull up on the top of the partially
immersed chandelier to your R (NE). Do a RJ to the wooden
ledge ahead (E), turn around and look up. There's a
jumpswitch here to your L. Flip it to open a couple of
tall metal doors in another flooded room. Jump back in the
water.
Swim ahead (W) to the other side of the pool and exit the
water on a metallic ledge. There's another pool beyond. Jump
in the water and swim L (S) and down. Swim ahead through the
passage: the doors you just opened are here on each side.
Pass the R (W) one first and pick up the
small medipack there.
Now turn around (E) and swim through the other door.
You're now in another pool. Swim up, surface and go R (S).
Exit the water. There's a lever ahead. Push it to
lower a block in the Holy Sword Room, revealing a key.
Return there via the three pools.
Once you've passed the broken windows, swim L (E) past the
arch then L (N). Pick up the
Key on the now
accessible window pane. Return to the Chandeliers Room and
swim R (E) through the window you shot to be back in the
Sword Spirit Room. Exit the water on the L (N) sandy ledge.
Go R (E) and run to the other side of the room. You'll see a
closed double door to your L (N) with a keyhole. That's
where you're going but first turn R (S) and go pick up the
large medipack near the
wall. Now run to the doors and open them by putting the Key
in its Keyhole.
Pass the doorway. There's a closed wood bars door ahead and
a switch to your R (E). Go to the switch and save:
you're now in for a tight and dangerous timed-run.
Activate the switch and turn L
to run diagonally to the door, which closes almost
immediately. Step in the passage and let the door push you
back in the previous room. Looks like you missed the
timed-run, but in fact you've just got rid of
2 spiked rolling balls
that would have crushed you
otherwise. Return to the switch and repeat the timed-run,
this time pushing your way in.
Pick up the shotgun normal ammo
lying by the door and run down the ramp. Stop at the edge
and let 2 other spiked rolling
balls pass. You could now jump in the greenish water
to your R, but you'd miss a secret which you're going to
find right now (along with some more spiked balls)
Run off the edge to the top of
the cascade then ahead (E). There's a wooden ledge in the
other (dark) side of the room. Pull up on it but immediately
hop back to dodge the
spiked rolling ball
you've just triggered. Pull up again. You'll see some
shotgun normal ammo on the floor ahead and to your L. Don't
pick it up. Don't even go where it is: it's a bait to have
you immediately crushed by another
spiked rolling ball.
Go immediately L (N) instead to trigger the spiked ball,
which unfortunately stops on the ammo and prevents you from
picking it up.
Light a flare and SJ over the
wooden slope to land in Secret #14. Pick up the
revolver ammo
and the
small medipack
there then return to the top of
the greenish cascade.
Go L (S) and into the cascade. You'll soon be carried away
by a strong stream to find yourself swimming by a stone
ledge at the edge of the cascade. Swim R (W) in the recess
and pick up some uzi ammo
there. Surface, climb on the stone ledge and pick up the
Uzi. The ledge is
overlooking a large, high-ceilinged room with many ledges
and balconies against the wall: you've made it to the Main
Room.
-- To the Library --
Objective: Open the double door then enter the Library.
Go R (W) and stop roughly one step away from the wall,
standing on the edge. Turn L (SWW) to face a wall extending
from the main one and notice the crack in it. Hop
back and do a RJ with a R mid-air curve to the crack,
hitting Action at the last moment to grab it. Shimmy L and
around the corner and let go to land on a wooden stairway.
Turn L (W) and climb in the alcove to pick up some
uzi ammo there to your
L. Return on the stairway, turn R (S) and climb down. Shoot
the window to your R and go pick up the
uzi ammo lying beyond.
Turn around, return to the main room, go R (S) then L (E) at
the closed double door to enter a small room.
Immediately turn around, run back to the Main Room and draw
your weapon: you're savagely attacked by a
skeletal harpy. Take
advantage of the room to shoot it down without being hit too
many times. Once it's down, return to the small room.
Shedding some Light on the Situation
First, shoot the window ahead (E) and notice the
closed wood bars door on the wall beyond. Pick up the
uzi ammo in the recess
to your L (N) and shoot the window here as well if
you so wish then turn around (S) and go to the switch.
Save. It's indeed timed.
Activate the switch, opening
the wood bars door you've just spotted. Turn L and run
diagonally L to the window. Jump straight to land on a ledge
below and to the left. Turn R while Lara stands up, run then
jump through the door before it closes.
Mind the lit brazier in
a hole in front of the door and go R (S) to pick up a
small medipack on a
half-buried crate. Nothing more to do there for now. What
you've just done is in fact preparing the way for your
upcoming task: the door will now remain open.
Return to the Main Room and wade ahead (W) in the shallow
water to pick up some more uzi
ammo near a wooden column to your L. Turn R (N),
climb on the ramp and go L (W) to run off into the shallow
water. Go R (N) then turn L (W) and pick up a
Candle there.
Go R (S) to the end of the pool and the raised floor. Stand
on its highest point and against the edge of the ramp and
hit Jump + Forward. Lara will jump up, landing back in the
water the first time but will land on the ramp the second
one.
Once there, run ahead (E) to the edge and do a RJ through
the open wood bars door. Run off to the lower part of the
room (mind the brazier)
and go light your candle on the Lit Brazier. SJ on
the higher floor then do a diagonal R SJ from the doorway to
the ramp.
Run up and R (N) at the corner then ahead to stop on the
edge and the R corner. Turn slightly R to face the half
emerged crate ahead and do a RJ to it. Do another RJ to the
second crate, turn R (E) and do a RJ to land on the high
ledge. Light the first Unlit Brazier. You'll get a
camera shot of the far R corner in the Main Room (SW), but
nothing happens yet (if you have trouble getting rid of the
camera, keep "Look" pressed for one or two seconds).
Do a SJ from the edge to land back on the second crate, turn
45° R (NW) and do a SJ to the third one. Turn L and do a RJ
to the western ledge. Light the second Unlit Brazier,
turn around, do a diagonal R SJ over the corner to land on
the northern ledge and light the third and last Unlit
Brazier to eventually raise a block in the SW corner of
the Main Room, next to the closed doors.
Drop the candle (you won't need it anymore), jump in the
water and make your way to the newly raised block via the
ramp.
Going Up
Climb on the block and pull up on the higher ledge to the W.
Run R along it and around the corner until you find a ladder
ahead (E). Immediately turn around to shoot the
skeletal harpy that's
now after you and pick up the
uzi ammo it left behind once it's down (must have
swallowed it somehow).
Run to the ladder, climb up until Lara's hands are one tile
away from the ceiling and backflip on a carpeted ledge
behind. There are black roses on a pedestal to your L: don't
try and pick them up. You can't and would only alert one
more skeletal harpy and
you can't access anywhere from there either. What you have
to do know is one of those nice banana jumps.
Position Lara, hop back and do a RJ with a very hard R
mid-air curve as soon as you've hit the column to land on a
ledge against the wall. Walk ahead to the slope, turn 45° L
(NE), hop back and do a RJ to the other ledge against the E
wall.
Turn around, walk to the edge and against the R slope, turn
45° R (NW), hop back and do a RJ to land on the higher
chandelier. Turn R (N), do a RJ+G to the other chandelier
and pull up. Turn R (E), walk to the edge and the R corner,
turn 45° R and do a SJ to the ledge below to pick up some
uzi ammo. Return to the
second chandelier like you did for the first one. Turn R (N)
and do a RJ from the chandelier to the wooden ledge against
the N wall.
Ignore the roses on the stone shelf, you can't pick them up
either. Run L (W) a bit and draw your revolver as soon as
you hear the flapping sound of bony wings to take down
another skeletal harpy
attacking you from the opposite corner. Once it's down,
carefully go to the edge despite the distant camera and do a
RJ to another ledge ahead.
Run along it and around the corner to the other end. Pick up
the easy-to-miss uzi ammo
hidden on the carpet there turn around (N) and go pull up on
the higher ledge. Run ahead to the end (careful at the
corner with the low ceiling) and climb the ladder on
the N wall to the top. Once there, go R and let go.
Immediately turn around and draw your weapon to take out yet
another skeletal harpy
(looks like there's a whole congress of them in this room).
When it's permanently out of the way, turn S if needed and
do a RJ+G to the first beam ahead, pull up then do another
RJ+G to pull up on the second one. You're as high as can be,
so time to go down a bit.
Rushing Down
Locate the leftmost opening in the passage ahead (S) and
below, face it, walk to the edge and do a SJ to it, holding
Action to avoid hitting the upper wall. Enter the passage,
pick up some more uzi ammo
then go R (W) to the other end. There's a switch
there to your R. Save and prepare yourself for a timed-run.
Activate the switch, opening
the double doors near the SW corner down below. Sidejump R
twice, run and jump holding Action to avoid hitting the
beam. You'll land safely in the pool "inside" the ramp.
Quickly pull up on said ramp and rush L then L again. Sprint
to the doorway staying L. Release sprint before passing them
and run on the grey block to the left before the door closes
and stop, avoiding falling in the
lava
beyond.
Look up. There's a MS above you so jump up, grab it
and swing over the lava to reach the other side of the
passage. Go R (W) through the opening and draw your weapon
to dispatch the stray dog
that runs at you. Once it's down and before going any
further, let's find a secret.
Turn L (S) after the opening
then L (E) again. The bars
in front of you are
climbable. Climb them to
the top and pull up through a broken window into an upper
room which is Secret #15. Pick up the
revolver ammo
ahead then the
large medipack
and the
uzi ammo
in the R (S) side of the room.
Return to the previous one.
Locate the windows in the other side beyond a lovely
fountain. Go shoot them and pull up through one of them in a
higher passage. Go R (N) and run ahead to find yourself in a
place full of bookshelves: you're now in the Library.
-- The Library and Beyond --
Objective: Find and use the Prophecy of Chaos to access
the Rusty Key
Finding Something to Read
Impressive place, isn't it? No time to gaze at the decor,
though. As soon as you enter a
stray dog comes to play. Shoot it down then run L (W)
along the wall. Climb onto the window pane to your L and
pick up the shotgun normal ammo
there. Run off to the floor and continue L then L again (S)
at the corner. Run to the other side of the passage then
climb in the recess to your R (W). Push the lever
there to open a couple of doors on the top of the
bookshelves.
Leave the recess and draw your weapon to take down another
stray dog (the place is
literally crawling with them. Maybe they're the reader-type
stray dogs) then return to the Library. Go R (E) and locate
the upward ramp in the middle of the room to your L (N). Run
up and pass the leftmost doorway (NW).
Go L (W) but turn around before the corner to shoot down a
stray dog. Go to that
corner now and the recess beyond to pick up some
uzi ammo. Leave the
recess and run ahead (E). Turn R (S) at the bookshelf to be
back on the top of the shelves in the Library itself and
safely shoot down another stray
dog from your safe position. While you're at it,
notice the small shelf holding two books on your L (E) and
the closed door on your R (W). Return into the passage.
Go R (E) after the passage and continue through nooks and
corners until you find an opening to the R. Go in it but
immediately turn around to shoot down another
stray dog (told you
there were lots of them).
Run through the opening and along the passage, turn R at the
end and draw your pistols: after the stray dogs, here comes
the bat. Shoot down this
vermin nicely and quickly. By the way, you're now in the
Dark Arts Section of the Library.
Don't sheathe yet: the planks on your L and R are
shatterable so shoot them both as well. Go into the R (W)
recess and pick up some shotgun
normal ammo there on a pedestal. Now run into the
other recess (E), pick up the
uzi ammo on your way then go R to the end and look
up: there's a shatterable ball up there. Use your
revolver + laser-sight to shoot it then quickly draw your
pistols to shoot down another
bat (no need to waste precious ammo on those ones).
Return to the Dark Art Section. The wood bars door there is
now open. Jump over the fire
then go L (E). There are spikes over there. Stand close to
them in the L corner and wait for them to retract to quickly
run into the recess to your L. Pick up the
uzi ammo then return to
the Dark Art Section, dealing with the
spikes again.
Run toward the fire then L (S). Turn R (W), jump over the
spikes when they're
retracted and pick up the
shotgun normal ammo then turn around to rid the place
of a third bat. Go into
the recess and look up to spot a jumpswitch to your
R. Flip it to open another wood bars door nearby. Return to
the Dark Arts Section, jumping over the
spikes again.
Run ahead (E) past the newly opened door to reach the Potion
and Poisons Section. There's another closed wood bars door
there to your R (W). Since it's closed, run ahead then R (W)
before the recess and stop at the next one to your L. Look
up: another shatterable ball up here. Shoot it with
your revolver to open the nearby door.
Go pass said door and run to the end of the passage to pick
up your prize: the Prophecy
of Chaos. You found it now let's place it where
it belongs.
Return to the Dark Art Section and jump over the fire there
to get back in the passage by the Main Library, then the
Library itself through the first opened door. Go L (E) and
run along the top of the bookshelves to reach the Small
Bookshelf you already spotted. Put the Prophecy of Chaos
on it to open the tall metal door in the opposite side of
the room.
Exit Stage Right
Turn and run along the top of the shelves to the other side
and pass the newly opened door to enter a small room. The
Rusty Key is there,
eagerly waiting to be picked up. Proceed. The door ahead is
still as closed as can be though, so turn around (E) and run
to the L corner (NE). Look up to spot the jumpswitch
to your R and flip it to open the door.
Run across the room (W) and pass the doorway. Run R into the
corridor beyond, stop at the corner, turn L and draw your
weapon to take down a stray dog
waiting in ambush there. Once you've got rid of it, continue
along the corridor to find a ladder at the end.
Climb to the top and pull up in another corridor. Run
through it, cross the next room and continue along the next
corridor to eventually find an opening to your R (S). You're
in fact back near the starting point.
Drop down into the room below turn around and locate the
ladder ahead and to your L (SE). Climb to the top then
go R around the corner to let go in the passage. Go R (S),
run off from the hole in the far R corner then continue
ahead until you reach the starting CS to the R (W). Crawl
through it to be back in the first part of the Garden of
Stone.
TO THE CATHEDRAL
Objective: Use your hard-earned keys and enter the
Cathedral.
Note: If you haven't got the Silver Key yet, refer to
'The Quest for the Silver Key" Section and find it before
resuming at the paragraph below.
OK. You're back here with both keys, so now is time to use
them.
Run up the ramp and leave the small dark room to be back in
the passage giving onto the trapped one. Return to the
Fountain Courtyard via the latter. If you haven't lit the
brazier here, go pick up a candle at the top of the
swinging chains ramp, light it on the lit Candlestick and
come back to the Fountain Courtyard to light the brazier.
Jump into the water hole and swim through the tunnel. When
you reach the flooded room at the end, stay low to the floor
and swim along the R wall to set off a
ceiling blade without
being hit. Turn L after the blade, surface, turn around and
pull up on the low ledge ahead.
Jump and hit Action to grab the MS above. Swing ahead
then R and let go to land on a higher ledge. Go to the
switch there and save: timed-run ahead! (and a long one
at that)
Activate the switch to open a
wood bars door behind the ramp in the area where you first
lit the candle. Hit Look to get rid of the camera, roll to
turn around and run off into the water with a L curve and
start swimming L. Stay close to the ceiling then swim L
again and R into the tunnel. Swim to the end, pull up, run
and SJ over the slope. Start sprinting along the trapped
corridor then SJ at the end with a L mid-air curve to land
on the raised floor. Sprint L then R and run down the ramp
with a L curve. Before reaching the bottom, run off into the
dark passage below. Finally, run past the door ahead before
it closes.
Run R (N) into the dark room you're now in then R (E) again
at the corner. Go to the other side of the room where you'll
find the Rusty Keyhole and the Silver Keyhole
on each side of an inverted pentagram on the wall. Use both
keys on their respective keyhole opening a tall metal door
to your L (N).
Pass through the doorway and jump into the water hole ahead.
Swim a bit further to enter the Cathedral.
==== In this part, you should have found...
Enemies: Fire Spirit,
Sword Spirits, Cold Spirit, Fire Bugs (can be avoided),
Stray Dogs, Sea Hag, Skeletal Harpies, Bats
Items of note: 1st
Candle, Ashen Stone, Silver Key, Key, 2nd Candle,
Prophecy of Chaos, Rusty Key
3 Secrets
some Traps - 4
Timed-Run
== Part 3: Cathedral ==
Important: In this level you need to shoot things
on two occasions to progress further. As you won't find any
revolver ammo here, make sure you've got enough bullets left
to shoot them both.
Level objective: Find two angels and use them to access
Natla's Hideout
You're getting close. You only have to make it through the
Cathedral to finally reach Natla's Lair. But this also means
some tough tasks, so, for now, let the stream carry you
along the UW tunnel until you can surface in a water hole
and pull out of the water.
-- From the Machinery Rooms
to the Nave --
Objective: Reach the Nave of the Cathedral.
You're now in what looks like a machinery room. Go R (E).
There's a ladder ahead in the corner. Go to it, jump
up, grab it and climb three times. Now you can see the source of that noise
you're hearing since you've set foot in the place. Wait for
the blade door to be
closed for the third time (i.e. just before it fully opens)
and backflip.
Turn around (W) and run to the recess in the far R corner
(NW) turn L once there to spot the jumpswitch. Flip
it to open a door on the lower floor. Return there via the
ladder, this time jumping to it when the
blade door is fully
open.
Turn around then go R (N). The door ahead is still closed so
climb in the alcove to your L and activate the switch
there to open it. Leave the recess, pass the doorway,
immediately turn L and draw. Kill the
stray dog before it can
bite you.
Run ahead (W) to enter a new part of the machinery section.
Ignore the black rose on the pedestal: just like the ones
you saw in the Garden of Stone, it can't be picked up.
Consider the chain in the center instead. Grab it and
climb up until Lara's waist is aligned with the edge of the
hole above and backflip.
There's a closed wood bars door to your L (W) and an opening
to your R (E). Let's take care of the former first. Run
ahead and pass the hole to its R. Enter the first recess to
your R (E) and flip the jumpswitch there to open the
nearby door.
Return to the room and pass the doorway (W). Both golden
double doors here can be pushed open. Go to the first
one to your R (N), hit Action to open it and go pick up the
shotgun normal ammo in
the little room beyond. Go to the second double door, open
it and enter the little room to pick up some
uzi ammo. Return to the
chain room.
Run ahead to the opening (E). Walk to the edge and one step
away from the L wall, turn L to face the alcove in the
corner and do a SJ with a L mid-air curve to land in it.
Immediately roll to turn around, draw a good weapon and take
care of the skeletal harpy
that's now after you. Once you're done with it, push the
lever to your R to open a door in the room below then
drop down in said room.
The newly opened door is right in front of you (N). Pass it,
run ahead and enter the next room. Lara will insist on
looking at something up and to your R: a small inverted
pentagram. Turn to face it and use your revolver
combined with the laser-sight to shoot it. After a nice
explosion, two tall red doors open below.
Pass through the doorway (E) and enjoy the fly-by: you've
reached the Nave.
-- One Angel in Hell --
Objective: Find the first Angel and make your way back to
the Nave
Once the fly-by is over, run ahead and draw your weapon of
choice: 2 skeletal harpies
watch over the place and they obviously don't appreciate
intruders. You can take advantage of all the room you have
here but mind the lit braziers
and above all the hot solid
lava and the lava pit
when moving and jumping.
Once they're down for good, run to the edge of the pit
through the central alley, staying R. Locate the safe pillar
on your L (NEE) and do a RJ to it. Turn around. There's an
opening in the pit wall below and to your L (SWW). Walk to
the edge and L corner of the pillar, turn L to face the
opening and step back once. Do a simple SJ into the opening.

Crawl through the low CS to enter a low
passage. Don't go L (S) it's a dead end and would you drop
and grab the edge, a deadly one. Go R (N), drop down at the
end holding Action to grab the edge (there's
lava down there) and
shimmy L and around the corner. Pull up and pick up the
shotgun normal ammo in
the alcove.
Drop down again, shimmy R to hang from the previous edge,
let go and immediately hit Action again to grab the crack
below. Shimmy R until you can pull up (but you're still
crouching). Turn R (W), drop down and hold the edge. Shimmy
R again until you find yourself above a slope. Let go, slide
a bit, backflip, roll in mid-air and hit Action to grab the
edge of the opening ahead. Pull up and walk to the edge.
The Hellacious Room
That's one impressive room, isn't it? And quite dangerous
too. To your R (NW), bathed in
fire, is your current goal: the first Angel. In the
center of the room, you can spot some (currently) still
spinning blades and a
couple of golden platforms, which are of the
collapsible type. If you
look L (S), you'll see a statue on a platform. There's a
ladder under the platform topped by a
burning floor, and a
small inverted pentagram above the statue. Last but not
least, you can spot a lever below and the room is bathed in
scalding water.
Now that you've got an idea of the situation, start by
shooting the small inverted pentagram above the
statue to your L. The good news is that the fire on the
Angel platform is now turned off. The bad news are that the
blades have started spinning and that you'll have to make
your way to the lever once you've picked up the Angel.
Let's go get that Angel first: do a RJ from the opening to
the platform and pick up the
First Angel. You
can't see it from where you stand, but the burning floor
under the statue platform is now turned off. Easy so far.
Your next goal is the golden
platform to your L. Turn L (S), walk to the edge and
the L corner, turn slightly L and do a SJ+G to grab the edge
of the platform. Hit "Look" to get rid of the distant camera
and shimmy R, stopping before the corner. Wait for a
blade to be just about
to pass above you, pull up, turn slightly R and SJ to land
on the central pillar, immediately run off and grab the edge
of the second platform.

Shimmy R stopping at the corner, wait for a
blade to be about to pass and pull up. Do a RJ to land on
the R slope next to the formerly burning floor under the
statue platform. You'll slide on the now safe top of the
ladder. If you turn around and look down, you'll see two
more gold platforms and
another spinning blade.
Dealing with those is a bit easier than dealing with the
previous ones.
Drop down and climb down until. Since you can't see the
spinning blades position, save. Backflip and roll in mid-air
to land on the first platform. Turn L to the second one and
SJ. Immediately do a RJ over the spinning blade to land on
the lever ledge. You've made it!
Dodging and Bouncing
Push the lever to drain the room of the scalding
water then go to the opposite side (S) and pick up the
small medipack on the R
of the ladder. Turn around and go pass through the opening
in the R (E) wall near the far R corner (NE). Run into the
passage, stop at corner and turn R.
What you see now means you're not there yet (don't you love
surprises?). First obstacle: a
lateral blade and a
spiked wall. It's a pure question of timing, but your
chances will be better if you stay on the R, and as close as
possible to the blade and turn slightly L before trying to
run through. Needless to say, saving here would be
appropriate. Second obstacle: a
blade door. This one's easy. Position Lara in the
middle and simply wait for it to be fully open before
running through.
Run to the end of the passage. You'll find yourself at the
bottom of a looong shaft lined with slopes. You now need to
make your way up using said slopes. Turn around and jump up
to grab the edge of the first one. Pull up, backflip and
roll in mid-air to change direction while keeping Jump
pressed to bounce on the second slope. From this slope
bounce 10 times then hit Action to grab a ladder
ahead. Climb twice then backflip, roll in mid-air and hit
Action to grab another ladder. Go R and let go in the
opening.
You'll find yourself between two big wheels. Turn R (S)
first and run off in the hole. Go L (E) to the end, running
along the wheel and turn L (N) again. Pull up and activate
the switch there in the recess to your R to
extinguish a fire nearby, allowing you to go back in the
Nave.
You still need to open an access to the second Angel. Run
off into the wheel hole you came from, crawl under the wheel
and pull up at the other side (S). Go flip the jumpswitch
ahead: another wheel is set in motion in another room,
alerting a skeletal harpy as a set of tall metal doors open.
Return to the wheel hole, crawl under it then through the CS
in the middle to the other wheel hole. Keep crawling to the
other side of the wheel and pull up on the R opening. Run
off, draw your weapon and pass the triangular opening to be
back in the Nave. Shoot down the
skeletal harpy that's
now roaming around then locate the hole behind the
brazier. Go to it, turn
L (W), walk to the edge, hop back and do a RJ+G. Pull up on
the safe side alley.
Run ahead then R (N) and cross the room to pass the newly
opened doors, SJ over hot solid
lava when needed and enter the room beyond. Time to
find the second Angel.
-- One Angel in a Garden --
Objective: Find the Second Angel and make your way back
to the Nave.
Run diagonally R (NE) then into the passage to the R (E).
The second Angel lies beyond the wheel hole, but first let's
go for the last secret of the series.
Go to the edge of the wheel
hole and the L corner, sidestep L once then turn slightly R.
Hop back and do a RJ with a very hard L mid-air curve to
land in an alcove on the L and in the other side of the hole
you've reached Secret #16. Pick up the
large medipack
there and jump in the hole.

Go L (S) in the UW tunnel. Don't go L (E) there, the fan at
the other end isn't dangerous in itself but creates a strong
stream that will suck
you there to death. Go R (W), swim up and exit the water
hole.
[If you want all the kills, run along the passage drawing
your weapon on the way and turn L once you've entered the
room to quickly take down 2
stray dogs then return to the water hole.]
Turn around and SJ on the grassy block behind the hole. Run
ahead to its highest part, turn around again (S), jump up
and grab the MS above. You're in for a long swing. At
junctions, always take the greenery covered path so you
don't accidentally let go and fall in the room below. Swing
to the end: you'll eventually find yourself above a crack.
Let go and immediately hit Action again to grab it, shimmy
to the R and pull up in the CS.
Crawl ahead, turn around (S) and grab the edge. You're now
hanging over another part of the garden and there are
2 stray dogs waiting to
tear you apart down there. If you've got enough revolver
ammo left, you can try to take them down from up there,
using the laser-sight. If not, you'll have to fight them as
soon as you'll land. Whatever you do, make sure Lara's
healthy enough then drop down into the other garden, losing
some health in the process.
Once down there and the area secured, run W. There's a pool
ahead but don't dive yet. Go into the first recess to your L
(S) and climb the foliage-covered wall until Lara's
hands are one tile away from the ceiling. Backflip to land
on a high ledge behind.
Turn R (W), climb onto the higher ledge then SJ on the next
one. Turn R (N), run to the middle, turn R again (E) and
drop down: there's a jumpswitch there. Hit Action to
flip it, opening an immerged wood bars door in the pool.
Don't jump in the water yet, turn L (N) instead and go pick
up the shotgun normal ammo
in the corner.
Dive and swim through the doorway then diagonally L (SW)
into the leftmost recess. Pull the UW lever to your R
to open two doors in the room above. Leave the recess, swim
L (N) and pull out of the water. Immediately draw you weapon
and put an end to the miserable and bony existences of 2
skeletal harpies.
The Second Angel
is here on the leftmost pedestal. Pick it up as well as the
small medipack on the
rightmost one then turn around (S) and cross the room
through the rightmost door.
Run ahead in the next room, SJ over the
hot solid lava then go R
on the safe side alley: you're back in the Nave.
-- To Natla's Hideout --
Objective: put the Angels where they belong and enter
Natla's Lair
Run across the central alley then L (E) to the R edge of the
pit. Jump on the pillar like you did the first time, walk to
the edge then SJ on the passage before the tall metallic
doors. The Angels Receptacles are here on each side.
Go to the first one and make sure Lara's facing the flat
part before using the first Angel on it. Repeat with the
second one. The doors open.
Turn around, pass the doorway and enter Natla's Hideout.
==== In this part, you should have found...
Enemies: Stray Dogs,
Skeletal Harpies
Items of note: 2 Angels
1 Secret
many Traps
== Part 4 and Epilogue: Death and Resurrection ==
You've got the five Gems, you've reached her hideout. It's
now time for reckoning and get the prize of your hard work:
put an end to the reign of Chaos and bring some order to the
planet.
-- To the Sanctum --
Objective: Enter Natla's Sanctum
Run ahead to enter a machinery room, similar to the one you
visited in the Cathedral. You can spot a low CS in the far R
corner but it currently leads to a dead end, which you're
going to fix right now.
There's a ladder in front of you (E), next to the skeletal
remains of the poor guy that worked here. Don't climb it
yet, the flame you can
see spurting from the block to your L (NE) prevents you from
doing what has to be done up there. So the first thing to do
is activate the switch on the block to turn that
flame off. And, mind you, it's timed, so save.
Activate the switch, hop back,
sidestep R once and SJ on the block. Run with a R curve to
take off from the corner. Jump with a mid-air L curve and
grab the ladder,
probably taking a bit of damage from the
steam.

Shimmy L before
Lara puts her legs on it (she'll be faster this way) to get
closer to the L side but not on it. Wait for her to put her
legs on then climb up until you're above the edges of the
hole. Go L and around the corner then let go. Sidejump R
over the fire,
turn R to the switch,
activate it to open a door nearby then quickly sidejump R
before the flame comes back.

Return to the ladder (mind the
flame and the
fire), grab it and go R
around both corners to let go on the other side of the hole.
Run R (E) to the end of the dark corridor and pass through
the door you've just opened to your R (S) to find yourself
in a partially flooded room. Turn R (W) then wade to the far
L corner (SW) and flip the jumpswitch there on the L
(S) wall, opening a door in the low CS in the lower room.
Return there via the corridor and the ladder (the steam is
now off).
Go R (S) and to the far L corner. Crawl through the low CS
past the newly opened door to eventually stand up near a big
wheel. Turn R (S) and climb on the upper floor. You can see
Natla's sanctum through a window bay.
Go L (E) and locate the sign that reads "Revival Status -
Insert Chaos Gems at 100%". Turn R past it: you'll find
a switch there to your R. Activate it to open a door
in a passage below.
Return to the big wheel and between the two columns. Run off
to the lower floor, then into the hole to your R (E) to find
yourself in a passage dimly lit by a couple a
braziers. Go R (S)
through the door you've just opened and run to the end of
the passage. The wall there is climbable. Climb to
the top and pull up in Natla's Sanctum. Now is time to
resurrect the b... charming lady.
-- Resurrection --
Objective: Find a receptacle for the Chaos Gems
That's it, you're there. After all those efforts and
travels, you've finally reached Natla's Sanctum! But you
still have to find a way to use those Gems.
Run ahead (S), staying L past the central altar and to the
other side of the room. You'll see a spear on a block there:
you'll see later what nice use you'll do of it. For now turn
L (E) before the statue then L (N) at the door to find a
ladder in front of you. Climb to the top and pull up.
You see those burning pillars ahead and R? You'll now have
to pass on them.
Run to the edge and the R side. Turn slightly R to face the
first burning pillar, hop back and do a RJ+G to it. Don't
pull up. Shimmy R first as far as you can and pull up in the
very corner, where the flame
can't set you on fire. Wait for said flame to temporarily
turn off and do a RJ+G to the next pillar. Pull up.
Your next destination is the ledge you can spot ahead and L,
between two columns. Turn slightly L, wait for the
flame to turn off and do
a RJ with a slight R mid-air curve then hit Action to grab
the edge. Pull up.
Run ahead (N) on the balcony then pick up the
Key on a pedestal to
your L. Return to the edge (S) and drop down into the room
below.
Turn around (S) and run to the end of the room, past the
Spear Block. You'll find the Keyhole there in the
middle of the S wall. Use the Key in it to raise a block on
the L (E) balcony then go there via the ladder you
already used.
Do a R U-turn around the fence and go pull up on the newly
raised block to your R. Walk to the edge, turn slightly L
(SWW) to aim at the ledge, hop back and do a RJ to it. Run
to the other end and stop two steps away from the wall.
Sidestep to the edge, turn slightly R and do a SJ to the
balcony below, holding Action to avoid hitting the upper
wall. You'll lose a tiny bit of health upon landing.
Run R (N) to the edge, staying on the L, turn slightly L
once there, hop back and do a RJ+G to the (non-burning)
pillar ahead. Repeat to the next pillar then the ledge to
your R between two columns, this time with a slight L
mid-air curve before grabbing. Pull up, run ahead (N) to the
end of the balcony and push the lever there to your R
to raise another block on the Ladder Balcony.
Return to the edge, drop down in the room and go back to the
Ladder Balcony. Go pull up on the first raised block, turn
135° L to face the second one and simply run on it. There's
a hole above you so turn around (N), walk to the edge, jump
up and pull up on the floor above.
The balcony you're on is pretty much closed at the end by
golden bars doors. Run L (NW) to the fence and next to the R
column, turn 45° R to aim at the chandelier, hop back and do
a RJ+G over the fence to grab the edge and pull up on the
chandelier.
Walk to the edge and the L corner. Turn slightly L to aim at
the L part of the balcony ahead, hop back and do a RJ over
the fence. Go L (S) and run to the end to find a switch
there on your L. Activate it to open one of the golden bar
doors on the other side of the balcony. Go L (N) and run
through the newly opened door.
There's a ladder there to your L, but ignore it for now: the
ledge it leads to is currently ended by a very closed door.
Go R (E) instead and run along the ledge, SJing over the
slope in the middle, to find another ladder at the end to
your L (N). SJ, grab it, climb to the top and pull up. Run
to the end and activate the switch to raise a block in the
room below and open the door at the end of the opposite
ledge.
Turn around (S) and run to the other end, then off to the
ledge below. Go R (W) to the other end (i.e. the open door).
Once there, turn R (N) and walk to the edge. Turn L to face
the ladder and do a SJ+G to it. Climb to the top, pull up
and run to the other end of the ledge past the newly opened
door.
Turn around at the opening and drop down in the passage
below. Turn L (E), run to the wall then go L (N) to stand at
the edge. Turn 45° R to face the chandelier hanging from the
center of the ceiling and do a RJ on it. Turn around (S),
sidestep L to the corner, turn 45° L to aim at the opening
next to the high ledge in the center, hop back and do a RJ
to land on the other part of the balcony.
Go L (N) then L again (N) and run to the fence. Hop back and
do a RJ over it and the other one ahead. Run ahead to the
wall then L (W) and activate the switch to raise a
block on the L side of the middle high ledge.
Return to the previous balcony then the chandelier. Once
there, turn around (S), sidestep to the R corner, turn R to
face the newly raised block and hop back then step back
once. Do a RJ with a slightly L curve and hit Action at the
last moment to grab the edge of the block. Pull up, turn L
(E) and pull up again on the high ledge.
Say hi to the gargoyle and pass the opened door to your R
(S), which will close behind your back. Run on the small
balcony and turn around (N): the Chaos Gems Receptacle
is indeed there. Put the Chaos Gems in it and enjoy the
show. Time for the Grand Finale.
-- Death --
Objective: kill Natla
OK. You're there now and victory is within reach. Turn
around (S) and walk to the edge to use the zip-line that
will lead you to the raised block near Natla's Altar (and
Natla herself). Let
go before hitting the wall to land on the block, losing some
health in the process. Considering the upcoming fight, you
might want to use some medicine at this point.
There are several strategies here, depending mostly of the
ammo you've got left. If you've got enough revolver ammo,
stay on the block, draw your revolver, locate Natla and
shoot her while aiming. She is casting rays alright but most
of the times these rays won't reach you when you're up
there. She will fall after a few bullets.
On the other hand, if you're short of revolver ammo, get
down the block and shoot her with either the shotgun or the
pistols (or why not the uzi, for once). Keep moving by side
jumping L and R to avoid being hit by the rays and finish
her off.
Once she's definitely out of the picture (doesn't that
feel good?), go pick up her
head (eww, indeed!) run to the southern side of
the room and climb on the block with the Spear. Stick
Natla's Head on it with a firm hand. She gets what she
deserves.
-- Salvation --
Objective: Find the Source of All Good and leave Alnwick
Now time to leave. Turn R (W) and run through the now open
tall metal door ahead (you can go through the L one as
well). Follow the passage until you find a corridor to your
R leading to another passage to the R (W). Run ahead to
reach a garden.
A red flower in the center will open as you approach,
releasing an orb of light happening to be nothing less than
the Source of All Good. Go L (S) after the entrance and past
the statue then turn L (E). The foliage-covered wall
ahead is climbable. Climb to the top of the foliage then go
L and let go on the high bridge.
Turn around: the Source of
All Good is waiting for you there in the center
of the bridge. Pick it up, opening the door at the end of
the bridge then run through the doorway. You'll see
explosions in the machinery room, destroying the work of
Natla's minions.
Run ahead on the grass and say farewell to Alnwick.
==== In this part, you should have found...
Enemies: Natla
Secrets: none
Items of note: Key,
Natla's Head
some Traps - 1
Timed-Run
== ALNWICK WHAT'S WHAT (Combat Strategies) ==
- Bats: Tiny and hard-to-spot. Keep shooting until
Lara doesn't aim at anything anymore, spotting them thanks
to the flapping sound they make.
- Cold Spirits: Once they're after you, these pesky
snowflakes just won't let you be and will follow you
wherever you go. Run in zigzag to send them against the
walls in which case they disappear for a second or two. Your
only chance is to find some water. They can't resist it and
will soon dive and melt.
- Fire Spirit: The fiery counterpart of its cold
cousin, it's attracted by water just as well and will
extinguish there. It's a tad slower but more dangerous: if
it hits Lara too many times (generally three), she will
catch fire.
- Giant Venomous Spiders: They are very dangerous
being quick, harmful, tough and venomous (and ugly). Try
taking advantage of the surroundings to shoot them from a
safe point if you're patient enough. If not, you do a have a
shotgun and a revolver, don't you? But keep moving at all
costs, it may happen that they grab Lara and throw her down
to kill her immediately (Thanks to Horus for pointing
that).
- Natla: Her only
weapon are those deadly rays she casts, so keep moving and
side jumping to avoid being hit while shooting at her.
- Sea Hag: What an ugly aquatic crone she is! And
harmful at that. Here, you can't do anything against her:
she won't ever place herself in a position where you can
shoot her from dry land. Dodge her as best as you can while
you're around her and watch your health bar. This said, and
if you don't mind wasting ammo, there is a very tiny chance
to kill her with the revolver.
- Skeletal Harpies: Very dangerous, those ones. They
cast harmful green rays and even sometimes come close to
slash you with their sharp claws. Keep moving at all costs.
- Skeleton: You don't have any explosive, but you
still possess very good weapons against this one. You can
either aim at his head with the revolver and behead him or
send him into the lava with a nice cartridge. In either
case, he won't be destroyed, but he won't be able to get at
you either.
- Stray Dogs: Fragile but very quick and tend to
stick to you or push you. Try killing them while hopping
back when possible or use your revolver. One single bullet
is enough.
- Sword Spirits: Unlike their cousins, water won't
harm them, nor even slow them. The only way to get rid of
them is to find a Holy Sword: they're irresistibly attracted
by them and will explode after a little swirling dance.
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