Reign of Chaos
- Mexico 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: Mexico ==
First, watch the opening sequence with attention. It shows
you some interesting things including some white vases on
the roofs. Try to remember their locations.
Once Upon a Time in Mexico
What a charming place, isn't it? Something bad has happened
here indeed, as you can guess by the numerous skeletal
remains scattered around and the blood writings on the
walls. No time to waste, you've got work.
Start by drawing your pistols and run ahead a bit. Very
soon, 2 black scorpions
will come to sting you from the L alley. Take them down.
Ignore the alleys on the sides for now. You'll only find a
closed door in the L one (N) and the house in the R one (S)
contains a nasty surprise so wait until you get a better
weapon to get rid of it properly.
Notice the wooden door to your R after the alley. You
don't need a key to open it, so go to it and hit Action.
Enter the house, go L and locate an empty rusty barrel
in a recess to your L. It's shatterable. Shoot it and pick
up the shotgun normal ammo
it contained. Leave the house.
Go R (E) and run to the Plaza, again drawing your pistols on
your way. You'll be greeted there by a
skeletal harpy. Take
advantage of all that room you have to move and jump to
dispatch it without too much damage, but be careful not to
fall in the central pool or you'd lose said advantage.
Once it's down, locate the mutilated corpse near the
pool to the E. Drag it aside (hit Action while standing near
his head) and pick up the small
medipack it was hiding. Look R (E). That gate ahead
is the very one you need to open the access to the other
part of the town. Now the real thing begins.
-- Finding The Sniper Handy
Tools --
Objective: Find a way to break all the vases needed to
open a gate blocking the access to the other part of the
town.
Important: Make sure you shoot the vase in the
Zombies Den or you're in for one helluva backtracking.
Well it's One for the Revolver...
Turn around (S) and look for a decorated tile on the
ground near the S house. Now, see that statue near
the pool? It's movable and needs to be placed on the
decorated tile. Push/pull it there to open a door in a
nearby alley, said nearby alley being the one whence the two
black scorpions came. But before going there, draw your
pistols to kill one more black
scorpion that attacks you as soon as you've put the
statue where it belonged.
Return to the starting point (W) and go into the R (N)
alley. The newly opened door is there to your R (E). Enter
the short passage beyond. There's a floor trapdoor
there. Open it by standing near its handle and hitting
Action. Turn around, drop down in the hole and climb down
the ladder there to eventually reach Mexico Sewers.
Turn around, draw your pistols and run ahead (E). Soon
2 bats will come flying
at you. Take them down but don't sheath yet, there are
other bats waiting in
ambush ahead. Advance cautiously, turning L (W) at the
junction.
Look through the grate. The Revolver is teasing you from the
other side, as unreachable as possible. Now that you've seen
it, turn R (E) and run toward the other end (again, mind the
bats).
Stop after the skeletal remains where the floor is slightly
raised, kill another bat,
turn L (N), and use your binoculars to locate a ladder
on the wall. Climb up, pull up in the room above and
immediately backflip and draw your pistols to take down
2 bats. Run ahead in the
room (mind the hole you came from), kill
2 other bats and spot
the white vase in a recess to your L. Shoot it if a
stray bullet hasn't done so already. You'll get a camera
shot of the gate, but it's still very closed.
By the way, and in case you haven't noticed, you've got
company in the form of 3
zombies. Since you have absolutely no way to get rid
of them, better hurry now. And first, a short detour for a
secret.
Go to the center of the room
and turn R (E). Run to the wall ahead and pull up in the CS
located R of the metal bars. Crawl through it and drop down
in the next room which is Secret #2. Pick up the
large medipack
and return to the previous
room.
Go to the hole you came from and wait a bit to lure the
zombies there. Once they're close enough, return to the
center of the room and locate the jumpswitch in a
recess ahead and to your L. Go grab it to raise a block in
the nearby room.
Turn L (E) once out of the recess and run to the corner
ahead. Pass through the opening to your L (N), turn L (W)
and go climb on the block in the corner to pick up some
uzi ammo. Turn around.
The newly raised block is ahead and to your L. Climb on it
and walk to the other edge. The zombies can climb on
the block, so don't think you're safe there. Jump up and
grab the edge of a slope above. Now, they can't reach
you.
Since you're not going to spend the rest of your life
hanging, pull up, backflip, roll in mid-air and hit Action
to grab the climbable side of a flat block. Walk to
the "edge" (in fact there's a slope beyond, so watch your
step) and do a SJ to the ledge above. Run ahead into the
passage.
There's a ladder in the hole there, and you're in fact in
for an interesting ladders maze. Which is why we'll go step
by step (or rather ladder by ladder) now.
- Drop down in the hole and grab the ladder. There
are spikes at the bottom
of the shaft so don't climb down all the way. Stop midway
instead and backflip into an opening behind. Turn around.
- Now you've got a hole ahead (S) and another to your R (W).
Go there first and climb down the ladder to pick up a
small medipack at the
bottom. Climb back up.
- Go to the S hole now to your R. The ladder of
interest is on the wall to your R so walk to the edge. Turn
to face the ladder, step back to the wall, turn slightly L
and do a SJ hitting Action to grab it (alternatively, you
can drop down from the wall, climb down the ladder a bit
then shimmy L to the other one). Nothing down there so climb
up and pull up at the top.
- Ignore the first hole which leads to a dead end. Drop down
in it and shimmy around the corner to pull up. Drop down in
the next hole. Now comes the really interesting part.
- Climb down the ladder. You'll notice
spikes at the bottom and
an opening to your L at mid-height. Ignore this one for now.
Make sure Lara's at full health and save. Go as R as
possible and climb down as much as you can. You'll start
losing health as soon as you touch the spikes. Backflip.
Turn around. Ahead of you in all its shiny glory lies the
Revolver. Go pick it
up. There's also a large
medipack in a hole near the E wall. Pick it up as
well and take some medicine: you're going to go through
those spikes again.
Go to face the ladder you jumped from, going as close to the
spikes as you can without touching them (and losing health).
Do a SJ+G to the ladder and quickly climb up to clear the
spikes. Once you're safe, shimmy L to the other ladder,
climb up and pull up into the opening.
Drop down in the next hole and again climb down the
ladder. Turn R (S) and go push the lever at the
end of the passage to open a trapdoor above you. Turn
around, jump up to grab a last ladder and climb up to
the top. Backflip and draw your pistols as a
bat comes to annoy you.
You're out of the sewers.
... Two for the Laser-Sight...
Turn toward the Plaza (S) and locate the recess to your L.
There's a white vase to shoot there, so proceed. This
said, this part of the alley happens to be the territory of
a particularly stubborn fire
spirit. Rush for the pool in the Plaza and dive to
get rid of it (only temporarily, as it will appear each time
you walk down the alley where you shot the vase, so avoid it
for now).
While in the pool, you'll notice another white vase. But you
can't shoot this one yet. You need the Laser-Sight. Let's go
for it, but first a small detour for some goodies and meet a
new enemy.
Exit the pool from its northern side and go pick up the
revolver ammo in a dark
recess ahead. Now that you've got a decent weapon (and
ammo), return toward the starting point (W) and go in the L
alley (S). The blue door there doesn't need a key. Go
to it and hit Action to open it. Enter the house.
Locate the flares on the stove to your L. Go toward them but
don't go on the stove yet. Stand by its R side (the N
one) and turn R (N). Draw your revolver and backflip on the
stove. Immediately, a giant fly
will attack so quickly take it down with two bullets. Now
pick up those flares.
(Important: as fun as it is to kill flies with a
revolver, try using as less ammo as possible when doing so,
you need them to shoot those vases. Would you run out of
ammo before having opened the gate, you'd be stuck and have
to reload. No more than two bullets per fly, and try using
the pistols if you got room enough to move and jump).
OK. Let's head for this Laser-Sight now. Return to the
Plaza, go L (N) into Fire Spirit Alley but don't run to its
end or you'll meet that pesky spirit again. Turn L (W) at
the junction instead then R (N) at the next. Continue ahead
to the end and turn L (W) to enter a small backyard.
Draw your revolver to take down a
giant fly that comes
buzzing as soon as you step in then locate the blue door
to your L. Open it using Action, light a flare and enter the
house.
Guess what? It's occupied. By a
zombie. Who's probably climbing up the stairs and
coming at you right now. Jump over him and run down the
stairs into the basement. Draw your pistols to take down
3 bats then locate a
movable crate against the middle of the wall L of the
entrance (S). Pull it once, climb on the crate to its R then
down behind the movable one to pick up the
Laser-Sight.
Return to the basement and push the movable crate back where
it was. Turn L (E). There's another movable crate
ahead. Pull it twice (hopefully, the zombie should be back
in the stairway) , go where it was and climb on the R crate
to pick up a small medipack.
Now leave the house.
... Three to Shoot Vases, now Go, Cat, Go!
You've already shot two vases, and you need a total of five
to open that gate which makes three left. Let's locate them.
Leave the backyard and go R (S - by the way, don't dally or
the zombie will follow you). Run ahead while looking up.
You'll soon locate the third vase on a roof. Combine
your Laser-Sight with your Revolver, aim at the vase (hit
"Look") and shoot.
Return to the Plaza, run L (E) past the pool, turn around
(W) and look down in the water. The fourth vase is
there. Again aim and shoot.
Now turn around, run a bit ahead, turn L (N) and look up.
The fifth and last vase is up there on a roof. Aim
and shoot for the last time. The nearby gate opens.
One last thing before passing through it. Locate the blue
door to its R and go open it by using Action. Enter the
house and pick up some flares
behind a table to your R. Now go pass through that gate.
-- The Violet Chaos Gem --
Objective: Find a way to the gem and set off the spikes
protecting it.
Opening the Way
First, run all the way to the end of the alley. There's a
dark passage to the L (N). Draw your pistols as you step in
it to dispatch 2 black
scorpions. Shoot the rusty barrel at the end
and pick up the small medipack
it was hiding.
Return to the alley and go L (S) at the junction. There's a
blue door to your L. Use Action to open it. Enter the
house and climb while crouching on the block L of the
entrance (SW) to pick up some
shotgun normal ammo. Get down and turn around.
There's a hole in the ceiling ahead, but it looks too high.
Go under it, turn around toward the entrance and look up.
The side up there is climbable. So position Lara
right under it, jump up, grab and pull up on the roof above.
There's a small courtyard accessible from there to your R
(E), but let's first go for a secret.
Walk to the far L corner of the
roof (NW) and turn 45° L to aim at a low grey roof ahead and
do a RJ to it over the alley. Locate the goodies in the far
R corner (NE). Go to them: the chimes of Secret #3
resound. Pick up the uzi
ammo and the
small medipack.
Jump back on the previous roof.
Run E and run off from the roof into the courtyard. The
house ahead is open, so enter and climb while crouching on
the block in the far R corner (SE) to pick up some
uzi ammo. Return to the
courtyard.
Locate the opening to your L (S) and run through it. Turn R
(W), run to the end, turn R again (W again) and pull up in
the short passage above. Run to its end to find a lever
to push. A fly-by shows you a block has lowered at the end
of the alley granting access to a pool with spikes and...
the Violet Chaos Gem!
Drop down in the street below, go R (S) then E around the
corner and run into Spiked Pool Plaza ahead.
Nasty Creatures and Mean Traps
As soon as you step in, the dreadful sound of skeletal wings
resound. A skeletal harpy
is indeed after you. Lure it back in the alley and fight it
here (don't try to fight it in the Plaza, there are other
nasty things there and you don't want to fight them all
together).
Once it's down, ready your Revolver, return to Spiked Pool
Plaza and go R (SE). 2 giant
flies are waiting in ambush (hence the advice above).
Take them down cleanly.
Go to the eastern side of the plaza (facing the entrance)
and locate the blue door in a recess to your R (S -
leave that rusty barrel alone, it's empty). Open it with
Action and enter the house.
Go L (E) then L again around the wall (N). The wood panel
ahead is shatterable so shoot it, revealing a hole and a
ladder. SJ+G to the latter and climb down. Run E into the
passage, drawing your gun to take down
2 bats.
Go in the water ahead and turn R (S) before the wall corner.
Look up using a flare or the binoculars. There's a CS above
so jump up and pull up in it to pick up
flares. Turn around and
run off into the shallow water.
One tile ahead and turn L (W). The wall here is climbable.
Climb up until Lara's hands are one tile away from the
ceiling then backflip, roll in mid-air and press Action to
grab the edge of a high CS. Pull up in it.
Crawl to the other end and stand up in a gloomy cave where
you'll find 2 zombies
growling around. There's a mutilated corpse in the
center. Drag it to reveal some
shotgun normal ammo. Pick them up. (you might want to
do this in several steps, first luring the zombies away).
Now head for the SW corner of the cave. You'll find a
slightly higher flat triangular block there. Climb on it,
turn to face E and do a SJ+G to catch a hard-to-spot MS
above. Swing to the end carefully looking at the texture on
the ceiling so you don't fall back in the cave accidentally.
You'll eventually reach a high CS. Let go, grab and pull up
(note: you may "fall" from the MS into the CS ending up
standing and stuck in the ceiling. In this case, simply
crouch).
Crawl through the CS then run to the end of the passage but
don't go into the next, sloping one. Look up. There's
another MS above the slope and it's there for a
reason. SJ+G to catch it, turn L and start swinging. Soon, a
heavy boulder will come
rolling down on the slope (it would have crushed you without
that MS). Once it has stopped, let go and slide down.
There's an opening to your L (S). Go there but don't rush
into the next room. Two hammers
are there to crush you as well. Wait for them to be fully
"open" to pass, they'll stop swinging once you've passed
them. Again stop. There's another trap ahead.
Turn R to face the next tile then run with a hard R curve to
rush to the entrance: a boulder
will soon follow you, and the hammers will start swinging
again so be quick to avoid all of them.
Pass the hammers like
you did the first time to return to the previous room.
There's a passage to your R. Go there but stop before
entering the next room, turn around and look up: there's a
jumpswitch above. stand on the highest part of the
ground and do a SJ+G to grab it and flip it down, opening a
door nearby.
Turn around and enter the next room where you'll find a
lever. Push it. The spikes that were protecting the
Chaos Gem retract, meaning you now can go get it.
Seizing Your Prize
The newly opened door is to your L (W). Go through it and
climb up the climbable wall at the end to pull up on
a roof overlooking Spiked Pool Plaza. Go R and run off from
it, then run diagonally R (SW) to the pool.
Carefully dive on the gem side (i.e. the L one) to avoid the
spikes and pick up the
Violet Chaos Gem
to be transported into the next part.
==== In this part, you should have found...
Enemies: Black
Scorpions, Skeletal Harpies, Bats, Zombies, Fire Spirit,
Giant Flies
Items of note: Revolver,
Laser-Sight, Violet Chaos Gem
2 Secrets
some Traps
== Part 2: Free Mexico! ==
Now that you've put your hands on the Violet Chaos Gem, time
to find a way to leave this charming - albeit ghostly -
city. You're still in Spiked Pool Plaza, but since there
aren't any spikes anymore in said pool, we'll call it Pool
Plaza from now on. Now let's start with some breaking and
entering.
-- Breaking, Entering,
Rushing and Shooting --
Objective: Find something to shoot to open a gate
Exit the pool by its E side and locate the white house on
your R and ahead (NE). You see that window near the
wall? Go shoot it to break it. Enter the house and run to
the wall ahead (N). Turn L into the dark alcove and pick
some shotgun normal ammo
on the floor before the beautiful decorated chest.
Now turn around and look up. There's a jumpswitch up
there. Jump up while under it and flip it to open the door
of another house on Pool Plaza. Return there via the broken
window (the wood door in the white house won't open, so
ignore it).
Run across the plaza diagonally L (SW). The house is there
in front of you but don't go in yet. It is the starting
point of an upcoming timed-run (sorry to spoil the
surprise), and you first need to make some preparations in
order to save time when it will be most precious.
Run into the alley ahead (S) and continue around a first
corner then a second one and forward a bit. Draw your
pistols at this point as a new enemy runs at you to beat you
up with his nasty staff: a
mariachi bandit (nothing like Antonio Banderas,
though).
Once he's down, continue E down the alley and turn L at the
corner to enter a rather dark passage with recesses
(note: the gate at the W end of the alley gives onto the
previous part of Mexico you already visited and won't open).
The wood panel in the first recess is shatterable.
Shoot it to open a way to a passage beyond but don't go
there yet. It's timed-run time.
Return to Pool Plaza and enter the house on your R (W).
First pick up the small
medipack on the counter near the stove to your L
(don't go on the stove,
though, you'd be torched).
See that decorated tile on the floor? It's the
timed-run starting point so go near it turn toward the
entrance and hop back on it. A camera shows you a door
opening in a place you haven't visited yet which is located
beyond the passage you opened by shooting the wall panel.
Hit "Look" to save time and let's go.
Sprint into Pool Plaza and
carefully deal with the L turn into the S alley. Continue
sprinting down the alley, jumping when you're out of energy
and again minding the curves around corners until you reach
the dark passage with recesses. Turn L into the next passage
then R, sprint across the corridor. Turn L at the end then L
again and jump up the stairway to eventually pass the
timed-door.
Now that you're in, locate the
revolver ammo on the raised wood floor in the far L
corner (SE) and go pick it up (you're going to need it, as
it will soon show). Now go to the crack in the wall opposite
the entrance (S) and turn 45° L (SE) to spot a lantern
through another crack in the wall across the alley. Draw
your revolver, aim and shoot it. It opens a gate located
near Pool Plaza so return there.
Run diagonally R (SE) across Pool Plaza past the timed-run
house. There's another alley in the far L corner. Head for
it but draw your pistols on the way as another
mariachi bandit comes to
knock you out.
When he's out of the way, run down the alley to eventually
pass the gate you opened a moment ago and enter a new part
of Mexico City.
-- Lighting the Way Out --
Objective: Find a torch and where to use it.
Watch the fly-by with attention, it gives you solid hints on
your upcoming tasks and destinations. Run ahead. The gate
will close behind you and it's permanent, but your immediate
problems are the 2 fire spirits
that are now chasing you. Keep ahead (S) and turn into the L
alley (E). You'll soon spot salvation in the form of a small
rectangular pool to your R (SE). Dive to get rid of the
pesky (but affectionate) spirits.
Once they have conveniently extinguished, turn around and
pick up the flares at
the bottom of the pool. Exit the water and draw your pistols
to dispatch 2 black scorpions
that come to greet you (or more probably sting you to
death). You're now in Church Plaza, named after the
beautiful little church you can see to the W.
Turn E (church on your back) and spot the lantern at
the end of the pool. Aim and shoot it to open a floor
trapdoor nearby, but which isn't accessible yet. Notice the
raised white block against the wall to your L and ahead,
we'll come to it in a minute.
Turn around and go L of the Church (SW), past a first cactus
on your R then a second one in a dark corner on your L to
enter a small courtyard. There's a jumpswitch there
in the far R corner (NW) on the R wall (N). Go grab it to
lower the white raised block you just spotted.
While you're here, turn around (S). The blue door
ahead can be opened using Action so proceed and enter the
house. Go pick up the small
medipack under the lit torch in a recess to your L
(E). This only for saving a couple of drop/pick up later.
Return to Church Plaza.
The white block was hiding a CS in the far L corner (NE) of
the plaza. Crawl through it to eventually reach a hole above
that was previously closed by the trapdoor you opened a
while ago. Pull up in a new house.
Locate the ladder in the far L corner (SW) and climb
up stopping when Lara's hands are one tile away from the
ceiling. Backflip in the upper floor.
The object ahead looks very much like a shatterable lantern,
but is not. It's a movable lantern (besides,
it's bigger). There's a tile in a recess in the far L corner
(NE) that's different from the others. That's were the
lantern belongs so push/pull it there to open a wood door by
a cactus in a dark corner (which should remind you of
something). However, you've got something to find before
going there.
Return to Church Plaza via the ladder then the hole and the
CS. Go to the Church then on its R side and turn L (S)
before the wall. Run a bit then go around the low stone
fence. A torch is
waiting for you there. Pick it up.
Since an unlit torch isn't that useful, return to the house
where you found the small medipack under a lit wall torch by
going SE on the R side of the Church then SW around the
first cactus. Enter the house and go light your torch on the
lit fixed one in the L recess.
Now leave the house and go to the cactus in the dark corner.
The door you opened with the movable lantern is just behind.
Pass through it.
Run through the passage. You'll soon find yourself at the
top of a hole. Drop the torch in it then turn around and
drop down from the edge, hitting Action to grab the
ladder there. Once in the lower passage, pick up your
torch back. There's an unlit fixed one on the wall to your
L. Light it, lowering a block at the end of the passage. You
can now drop the torch, you won't need it anymore.
Run through the passage and enter a brand new area.
-- Asta La Vista, Mexico! --
Objective: Find a way to get to the plane and fly away!
What's a Key without its Keyhole?
Okay. Don't lose time marveling at the plane ahead which is
very much inaccessible right now. Draw your pistols and
prepare to fight a mariachi
bandit and his pet black
scorpion that rush to attack you (they do have weird
pets around, that's for sure).
Once they're permanently out of your way, locate the brown
house to the S. First go pick the
revolver ammo near what
looks like an entrance door (but isn't and won't ever open)
then turn around (N). There's a trashcan ahead behind
a tree. Shoot it to reveal a CS and crawl through the
latter. You'll find a Key
at its end. Pick it up and return to the Brown House Area.
Cross it diagonally L (SE) then turn around to face the
house (W). The keyhole matching your newly found key is
right there. But it's behind a high fence and absolutely
unreachable from where you are. Go to the very corner of the
area with the fence separating you from the plane against
your back and look up: there's a shatterable lantern
on the Brown House roof. Aim and shoot it, opening a grate
in the passage where you lit the torch on the wall.
Go there and run to the middle. The grate has indeed
disappeared and there now is a hole giving access to an UW
tunnel. Dive. By the way, you're in an UW maze.

Swim R (N) first then R again in the low passage to pick up
some uzi ammo. Return to
the previous tunnel and take a good breath in the air hole
you came from before going on.
Now dive again and swim ahead (S) then L (E) around the
corner. Turn R (S) at the junction then L (E) at the next
one and R (S) around the corner. Don't swim too far are
there's a set of nasty spikes
ahead. Swim when the first ones are still up (you won't take
damage) then quickly with a hard L curve to enter a recess
to your L. Swim up and breath.
Turn around and pull up from the water. You're now inside
the Brown House, and thus can access that Keyhole.
Run into the passage the R and go use the Key on it, opening
a door nearby.
Slipping and Sliding and Rolling and Swimming
Run through the newly opened door and open the floor
trapdoor at the end of the short corridor. Run into the
passage but draw your pistols on the way: a
mariachi bandit is
hiding there. Take him down. Continue S through the long
passage and stop at the opening.
Impressive, isn't it? Hope you aren't afraid of heights. The
opening in the R wall (NE) is where you need to go, but
first let's go for a secret.
(Note: If you decide not to go for the secret, simply
drop down from the opening to a slope below, slide and grab
the edge. Shimmy to the R until Lara puts her legs on a
ladder and resume after the green paragraphs.)
You're going there via the
closest slope on your R against the wall. The tricky part
being that you need to make sure you'll slide backward.
Position Lara angled
facing the wall then
backflip on the slope. Immediately hit Action to grab the
edge. Climb down the ladder then let go and
immediately hit Action again to grab the edge of the alcove
below. You've reached Secret #4. Pick up the
revolver ammo.
Now you've got to get out of
here. Turn around to face the huge room. There's a ladder
on the wall to your R (E). Either do a diagonal L SJ+G to it
or access it by dropping down from the alcove and shimmy L
on the climbable wall below then around the corner. Shimmy
to the left part of the ladder then up until Lara's feet are
where the brown wall turns beige and backflip. You'll land
on a slope behind. Slide and hit Action to grab the edge.
Pull up, backflip on another
slope, slide and jump. You'll land on a slope below against
the S wall (the entrance one) which is where you would be if
you hadn't gone for the secret first. Grab the edge.
There's another set of ladders here as well so shimmy
R to reach the rightmost one and climb up. Pull up at the
top and drop down again, grabbing the edge. Immediately
shimmy R before Lara puts her legs on the ladder to reach
the middle of the next slope which doesn't have a ladder
under.
Pull up, backflip and roll in mid-air, hitting Action to
grab the top edge of the next slope. Shimmy as R as you can,
pull up, slide and jump with a R mid-air curve to land on a
flatter pillar. Congrats. You've done the hardest.
Turn 135° R (SEE) to face the opening. There's a flat pillar
on the way, so do a RJ to it. From there, either do a RJ
into the opening or a SJ+G and pull up.
Run into the passage then R (S) at the junction and continue
until you spot the entrance to a new room. Save before
entering. There's a nasty surprise in it (eight nasty
surprises, to be accurate.)
Look R and L: yep, that's it,
boulders. They won't be triggered at the same moment,
though, and that's your chance to make it through. Note that
your goal is not to reach the barred opening ahead (which
will remain as barred as can be), but a CS in the far L
corner of the Boulders Room (NE). Now that you've got a
better idea of the situation, save and let's roll!
Run into the room: the door closes behind you, cutting off
the way out. Continue until the six first boulders have
rolled then go up the L slope just after the third L
boulder. Trigger the fourth L one by running in front of it
(but not too close) then up the slope again. You've made it.
Light a flare or use the binoculars to locate the high CS on
the E wall in the NE corner and pull up in it. Crawl a bit
then drop down in a water hole.
Swim R in a first flooded room then diagonally L (NW) into a
second one. Go to the L of the central wall (SW) and pick up
the Key on the
floor. Go L (S) to find a crack in the R wall (W) and swim
through it into the third flooded room. Continue ahead and
across to eventually find an air hole against the middle of
the W opposite wall. Surface and pull up.
Wow! You've made it by the plane, meaning you're almost
outta here. Run to the fence then R (N) along it to avoid
being blocked by the plane. The Keyhole for your new
Key is on the wall in the far L corner (NW). Use your Key on
it to fly away from Mexico and be back at the Airport.
==== In this part, you should have
found...
Enemies: Mariachi
Bandits, Fire Spirits, Black Scorpions
Items of note: Torch,
1st Key, 2nd Key
1 Secret
some Traps - 1
timed-run
== MEXICO 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.
- Black Scorpions: They aren't very dangerous, not
being of the venomous type. They don't do much damage and
are rather fragile. A few pistol bullets should take them
down quickly.
- Fire Spirits: Once they're after you, those pesky
fire wraiths 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.
Don't let them touch you too often or they'll set you on
fire. Your only chance is to find some water. They can't
resist it and will soon dive, extinguishing themselves.
- Giant Flies: They can deal much damage would they
sting you and they're quick. The best policy here is to use
the revolver. Two bullets are enough to take them down
before they can reach you.
- Mariachi Bandits: Their colorful costume doesn't
make them a bit less dangerous. They are quick and strike
hard. Make sure to fight them where there's enough room for
you to move and jump to avoid being hit.
- 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.
- Zombies: They're very very slow, which is the only
advantage you have on them given that you won't find any
shotgun to knock them down (let alone explosive ammo). So
try to lure them away from your next task then quickly go
accomplish it while they're still heading your way.
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