Reign of Chaos
- Venice 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 and a Spoiler
Section at the end of this walkthrough as well as a summary
at the end of each level.
Note from the Author: Make sure you kill the mummies
quickly. There can be a bug causing the game to crash to
desktop if you save/reload near them.
********************************************
== Part 1: Sewer System ==
Rude arrival, isn't it? Don't you think you'll be visiting
monuments, have romance on a gondola or attend the Carnival.
That's not what you're here for and to make things crystal
clear, you've landed right in the sewers.
You're in a partially flooded room with a crate floating in
the middle. Neither it nor the ledges around are low enough
for you to pull up, and there's a closed door on the eastern
side of the room preventing you from going out. Don't panic.
Go to the side opposite the door (W), dive and go pull the
UW lever there on the wall, slightly to the L. The
door is now open and you can start your explorations.
Surface for air if needed then swim through the door. Don't
go L in the tunnel, you'll only find troubles there (namely
a deadly fan and a dead
end served with a spooky foe). Go R (S) instead and enter a
new room with two floating crates.
Swim L (E) then L again (N) into another tunnel at the end
of which you'll find a small
medipack to pick up. Return to the Two Crates Room
and swim diagonally R this time (SW) to find a low ledge.
Pull up.
The low crate on your L is shatterable but leave it alone:
it only contains a rat
(or shoot it and kill the pest, it's not very dangerous
anyway). Turn to face the first floating crate (NE) and SJ
on it then do another SJ on the second one.
You now can spot a CS ahead (E) with a burning pillar
beyond. Don't go there yet. Turn L (N) to face the fence
instead and do a RJ over it to land on the ledge. Pick up
the flares in a recess
to your L then backflip over the fence in the water. Return
to the second floating crate via the low ledge. Serious
business starts here and now.
-- Lara Croft and the Very
Hard To Reach Floating Crate --
Objective: Find a way to reach the floating crate in the
Starting Room to access the rest of the place.
Once on the second crate, turn R (E) to face the CS, walk to
the edge and do a SJ+G to the CS. Pull up, crawl a bit and
drop down in a long spooky room. You'll land on a slope and
slide down in more or less shallow water. Meaning there's no
way out.
Don't worry about those burning pillars (yet). Swim/wade
toward the first pillar on your R (N) and look up. There's a
jumpswitch on its side that you must activate now,
which is sort of tricky, given the depth of the water you're
in.
Don't try to access it from the slope. Go to the R side of
the pillar (i.e. its S side) and go on the slightly raised
floor there. Turn 45° R so the slope facing the jumpswitch
is diagonally on your back and backflip. You'll just jump up so
immediately backflip again to land on the slope and jump
with Action pressed to grab the jumpswitch and flip it,
opening an UW trapdoor nearby.
Said trapdoor being in the S side of the room, turn R and
swim/wade there to enter the now accessible UW tunnel. Go L
(E) first then around the corner, ahead a bit and L into a
recess to pick up some uzi ammo.
Now return toward the hole you came from then ahead and turn
L (S) at the junction. Swim through the tunnel to reach a
large room. Surface and pull up on the L (S) ledge.
There's a recess in the middle of the wall with some
furniture. Look at the bottom of the wall and notice that
the R part is slightly different (well, not slightly,
totally different). It looks shatterable, but isn't. It's in
fact kickable so go to it and hit Action to kick it open
revealing a low CS.
Crawl through it then stand up in a dark corridor. Don't
rush in: there's steam
leaking from the pipes and it's pretty harmful. Walk as
close as possible of the first pipe without touching the
steam, sidestep L and wait for the steam to briefly stop to
run to the other side of the pipe. Repeat for the second,
this time staying R.
Now that you've cleared them steamy things, run through the
corridor and reach a new large room with a small pool of
perfectly safe water (no matter the not really inviting
color of it) at the entrance. A
rat will soon come to chew at your ankles so kill it
before swimming to the other side of the pool.
Exit the water and run ahead (N). There's a deep pit on the
other side of the room, and it's currently empty (most
unfortunately, as you'll soon discover). Walk to the edge
and look down and to the R. You see that CS? That's where
you're going now.
Down and Up and Down and Up
Go to the R side of the pit (E) and drop down from the edge
before the pipes, hitting Action to grab it. Shimmy L until
you're above the CS, let go and immediately hit Action again
to grab the edge of the CS. Pull up, get the
large medipack and make
sure Lara's at full health (or at least 9/10th healthy)
because, yep, you're now going to drop down into that pit.
Proceed, losing a good deal of health upon landing, turn
around then run diagonally L (NW) to reach the low CS in the
N wall. Crawl through it.
You're now in a room with a high balcony on your R (E) and a
broken ladder on the wall behind you (S). Since it's broken
(and will very much remain so), ignore it and go L (W) into
a small room bathed in shallow water.
There are high slopes here and two ladders. If you
look closely at the R high slope (N), you'll see a crack in
it. There's indeed something interesting there but it's
absolutely inaccessible in the current state of things. Go
to the L ladder (S) and jump up to grab it.
What you need to do now is make your way up and you first
have to reach the N high slope from the ladder. It requires
perfect positioning. Climb up to reach the next to last tile
until Lara's hands are just under the second stone "frieze"
on the wall. Backflip, jump and hit Action to grab the
edge of the S high slope ahead. Pull up and backflip on a
ledge behind you.
There's a CS to your R (W), but go L (E) first into the
corridor and to its end to find a small switch on the
R (W) wall. Flip it to open a door on the high balcony in
the Broken Ladder Room (for later). Return toward the High
Slopes Room but look up before entering. See that closed
door up there? Let's open it.
Enter the room and face the CS with a slight diagonal L
angle standing one tile away from the wall. Do a SJ+G to the
edge of the CS and pull up. Crawl a bit then climb up the
stairs. A camera will show you a key lying on a grate above.
It's important indeed, but for a bit later.
Resume climbing the stairs until you reach a small room with
a water hole to your R. There's a jumpswitch ahead,
but go in the water hole first to pick up some
uzi ammo. Return on the
stairs and climb to the top to face the jumpswitch.
Save. If you miss the jumpswitch you'll have to do a rather
harmful backtracking. SJ+G to flip the jumpswitch, landing
in a corridor below. Run ahead (E) but turn around once
you've passed the corner and draw your pistols to rid the
Venice sewers of another rat.
Once it's out, turn L (S) to run through the corridor,
stopping in the middle.
I'm sure you recognize that low CS to your R. It's the one
overlooking the pit where you found a large medipack a while
ago. And indeed, you now have to drop down in that pit
again.
Use a medipack if you haven't done so already to make sure
Lara's healthy enough, crawl in the CS then drop down from
it into the pit. From there, return to the High Slopes Room
via the Broken Ladder Room and make your way up to the high
ledge like you did the first time. Go L once there and stop
at the corner. The door you've just opened with the
jumpswitch is up there. Turn L (N) to face the wall which is
in fact a ladder and climb to the top to pull up
through the doorway.
You're now back in the Starting Room, standing on one of the
four balconies lining it. The floating crate which is your
current goal is there on your R, but you can't jump to it
because of the fence.
Turn R (E). The wall ahead is climbable (as its look
hints). Jump up and grab it then shimmy L around the corner.
Don't climb up or down and simply backflip on the crate.
First objective reached.
-- The Big Flood --
Objective: Flood some parts of the sewers.
Turn around. There are two ledges ahead on your L and R
which you now can reach. You can indeed reach them both from
there, but it's shorter starting by the L (NW) one so walk
to the L corner of the crate, turn 45° L and do a SJ over
the fence to land on the ledge.
Run into the passage and deal with the
steams there like you
did with the first ones before the Pit Room. Enter the next
room, drawing you pistols to kill yet another
rat (well, you are in
the sewers, what did you expect?).
Moving the Furniture
The room you're in is rather large with a pit in the middle
preventing you from accessing the other side. If you look up
at the ceiling, you'll see a long and quite high MS crossing
the room from E to W, which is why we'll call this room the
Monkey Swing Room. Last but not least, there's an opening
right in front of you (N).
Run through it to find yourself in a corridor with a lot of
crates to your R (E). All those crates can be moved,
which is what you have to do now to open an access to the
other side of the previous room as well as another one to
the room you can spot through the grates ahead. Since it is
indeed a puzzle, you'll find the solution in the Spoilers
Section at the end of this walkthrough.
Now that both accesses are open, let start by the one
leading to a new room (E).
Hungry Dogs, Bandages and Swinging
Run through the opening then into the new room until you
reach some wood fences placed there to prevent people
to accidentally step on the hot
floor beyond. Since they are shatterable, crouch and
shoot the leftmost one then do a RJ over the deadly floor.
Do another RJ over the next hot
floor and draw your weapon of choice. After the rats,
here comes your first stray dog.
Shoot it down quickly (mind the nearby deadly floor when
fighting).
Pick up some shotgun normal
ammo waiting for you in the second recess to your L.
Continue W to the other side of the room then L (S). After a
flight of stairs, you'll find yourself before a long (and
very empty) basin, in the Basin Room. There are inaccessible
high ledges overlooking the room, but since they're
inaccessible, go into the basin.
Run ahead (S) until you reach a low CS to your L. Crawl into
it and pick up a Sewer
Control Security Plug that someone has carelessly
forgotten there. Return to the basin and notice the UW lever
on the wall to your R. Obviously, you can't activate it yet
so resume running S. You'll also spot some ammo in a hole to
your R on your way, not reachable at the moment.
When you've reached the other end of the basin, pull up on
the southern ledge and shoot the low crate there,
revealing the Iron Key.
Pick it up. Now let's find the Iron Keyhole.
Cross the basin again until you find a raised floor to your
R and pull up on the ledge. Go L (N) and SJ over the corner
to be back in the Hot Floors Room. From there, return to the
Crates Corridor (mind the hot floors) then enter the eastern
side of the Monkey Swing Room via the opening to your L (S).
Ignore the small switch on the wall for now (or flip it if
you so wish) and run ahead (S) past the crate. You'll soon
find yourself by the closed door of a small hut. The Iron
Keyhole is there to your R. Use your Iron Key on it to
open the nearby door but immediately draw your weapon as a
stray dog affectionately
jumps at your throat. Maybe it's famished after having been
locked in here for a while, but still, get rid of it.
Enter the hut and locate the button on the R wall
(N). Push it, opening a door in a darkroom somewhere. Turn
toward the entrance, shoot the crate in the L corner
and pick up the uzi ammo
it contained. Now, where to go?
Leave the hut and shoot the crate on your L. It
doesn't contain anything, but reveals a kickable low
panel on the S wall. Go to it and kick it, crawl into
the CS and drop down in the dark room you just spotted when
using the button.
There's a closed door to your R, but it requires a key you
don't have yet. The newly opened door is up in the wall
ahead, to your L (NE), above some slopes. Go to it by SJ
over the slopes when needed and pull up into the passage.
Now it's time to meet the most macabre foe of the place.
Run ahead (S) through the passage then up the stairs. Stop
before the corner: there's a pipe leaking
steam there. Carefully
deal with it then run into the next room and get your
pistols ready. You've got company in the form of a
Blood Mummy (how
charming). Quickly kill it with a few pistols bullets then
go fetch the small medipack.
Leave the room, again dealing with the
steam, run down the
stairs and return to the doorway.
Look up. The starting point of the long MS is right
above your head. Jump up, grab it and swing past the first
opening and all the way over the Monkey Swing Room to its
very end. Let go and immediately hit Action to grab the edge
below. Pull up. You're now on one of the high ledges
overlooking the Basin Room.
Watering the Situation
Leave the small crate ahead alone: it only contains a
rat. The ledge to your L
(S) is currently inaccessible due to the cage on it. Turn R
(N) and do a RJ+G to the ledge ahead. Shoot the crate
there and pick up the Old
Key it contained. Return to the previous ledge
with a RJ+G and drop down in the Monkey Swing Room from the
CS to your L.
Return to the Dark Room via the Crates Corridor and the
eastern side of the Monkey Swing Room and use the Old Key on
the Old Keyhole to your R to open the nearby door.
Pass the doorway. There's a movable crate ahead. Pull
it once. You don't know it yet (unless you've done some
explorations at the start of the level), but you've just
opened a way to the Sewers Control Room. Now let's find it.
Return to the Monkey Swing Room and run R (E) to the edge of
the pit. Flip the small switch on the wall to your L
if you haven't done so already, opening a trapdoor in the
pit floor. Run off into the pit then go down in the water
hole the trapdoor was blocking.
Swim ahead (W), down then turn L (S). A cage is blocking the
tunnel ahead. Go L (E) then R (S) in the recess to pull the
UW lever there on your R and lower the cage. Do not
continue E, there's a strong stream that will send you right
on a deadly fan and
you'd meet a rather painful slicing death. Leave the recess
and go L (W) then L (S) again and swim through the tunnel
where the cage was. Swim around the corner then straight
ahead (E - at this point, the stream and the fan are to your
L). Swim up then ahead again to surface in an air hole.
You're now on the other side of the crate you pulled a
moment ago. Pull up from the R edge and draw your pistols:
there's a blood mummy
around. Kill it (or rather destroy it, since it's already
dead) then turn around and SJ over the water hole into a
passage that was previously blocked by the crate. Follow the
corridor to your R then crawl through the CS to eventually
find yourself in a small, well-lit room. You can see the
mummy through a hole in the wall so say hi then turn around
and run to the wooden door.
Push the button on its L to open it and (finally!)
enter the Sewer Control Room. Locate the Sewer Control
Security Plug Hole to your L and on the R of a raised
cage. Insert the Sewer Control Security Plug in it to lower
the cage and access the small switch on the wall.
Flip it. That's it: you've flooded the sewers!
[Note: If you've reached the Sewer Control Room via the
Starting Room and not the water hole in the pit in the
Monkey Swing Room, you'll have to make a detour to return to
said MS Room and get the Shiny Key. In this case, see "A
Detour" below, and follow the instructions as if the door in
the Broken Ladder Room balcony were closed. Once on the high
ledge in the High Slopes Room, go R to the corner, climb the
ladder to the balcony and reach the floating crate in the
Starting Room. You can then return to the MS room from that
floating crate like you did the first time.]
-- The Way Out --
Objective: Find your way out of the sewers
A Shiny Key
You remember that UW lever you spotted a while ago in the
basin? Now is time to go pull it.
Return to the water hole you came from and from there to the
pit in the Monkey Swing Room via the Flooded Fan Room
(again, mind the stream and the
fan). Exit the water by the western edge of the hole,
run ahead on a raised floor and pull up in the western side
of the Monkey Swing Room. Now go to the Basin Room via the
Crates Corridor and the Hot Floors Room.
Dive in the now filled basin and swim ahead (S) until you
reach the UW Lever to your R (roughly in the middle
of the basin). Pull it, lowering the cage that blocked the
middle high ledge above. Continue swimming S a bit to pick
up the revolver ammo in
the next hole to your R then turn around and return to the
start of the basin. Locate the raised floor to your R and go
on it to be able to pull up on the ledge.
Now you have to go on the high ledges again. Return to the
eastern side of the Monkey Swing Room (you should know the
way by now), then into the Dark Room, up into the passage
and swing across the MS to reach the high ledges.
Once there, turn L (S). Your next destination is the very
last ledge in the opposite side of the room. Go there with a
series of SJ+G from ledge to ledge.
There's a passage to your R (SW). Run into it, drawing your
weapon: another stray dog
will burst out from the corner. Kill it, run down the stairs
but stop at the bottom before turning L: there's
steam over there. Deal
with it then run down the passage and drop down in the hole:
the Shiny Key is
here. Pick it up. Return to the high ledge you came from and
from there to the Monkey Swing Room.
You now need to go back to the Starting Room, in the water.
You can go there either from where you are (the western
side) and dealing again with the two
steam pipes on your way
to the balcony, then jumping over the fence OR from the
eastern side via the Crates Corridor then ahead to the
balcony. Backflip over the fence there. Whatever path you
choose, you'll find yourself back to square 1 (so to speak).
A Detour for Firepower
Swim through the door to your L (E) then R (S) to return to
the Two Crates Room, and from there to the Burning Pillars
Room via the floating crates and the high CS. Turn L (S)
once you've slid in the water. The Shiny Keyhole is over
there above a ledge, but before using it, a detour for an
interesting pick up.
Swim/wade ahead (S) then down the hole you opened with that
hard-to-reach jumpswitch at the beginning of the level.
Return to the Pit Room (again dealing with the
steam on your way) then
jump into the Pit itself, which is now filled with water as
well, and so perfectly safe. Swim through the CS to the
Broken Ladder Room, now flooded too. The high balcony there
is now accessible, but that's not why you're there. You're
there for that "interesting thing" in the crack in the High
Slopes Room nearby.
Swim there (L after the CS), go R (N), swim to the wall and
surface. There's an alcove to your R (E). Pull up in it and
turn around. Do a SJ+G to grab that famous crack ahead, pull
up and pick up the Uzi
(see? That was worth the detour).
Now your problem is going back to the Starting Room and from
there to the Burning Pillars Room and its Shiny Keyhole.
Don't try to use the slopes. Return to the Broken Ladder
Room, swim up and pull up on the balcony from the R side of
the edge.
[Note: If you didn't flip the small switch in the passage
R and above the High Slopes Room upon your first visit, the
door on the balcony will be closed, meaning no way out. In
this case, after taking the Uzi and going back into the
water, return to the alcove from where you just jumped.
Position Lara in the L corner with a slight L angle to aim
at the top of the slope. SJ then jump again and hit Action
to grab the edge of the higher slope. Backflip on the ledge,
go R in the passage and to its end and flip the switch on
your R to open the door. From there you can return to the
High Slope Room and jump in the water.
This is also an alternate way to return to the Starting
Room, but you'd miss a goodie.]
No time to waste here, though. That's not one, but
two blood mummies
stumbling in your direction right now. Put an end to their
miserable existences then run diagonally L to the opening
and climb the ladder there on your L. Pull at the top
to find yourself on the only balcony in the Starting Room
you haven't visited yet.
Shoot the small crate ahead, pick up the
shotgun normal ammo it
contained then backflip over the fence to dive in the
Starting Room again. Return to the Burning Pillars Room via
the Two Crates Room and swim/wade S to pull up on the ledge
and finally use the Shiny Key in its Shiny Keyhole,
opening a door above.
Time to deal with the burning pillars. Lucky you.
A Race Against Fire
Climb the ladder L of the keyhole then go L around
the corner and let go. Draw your pistols to take care of
2 bats flapping at you.
Enter the room, locate the small switch on the R wall
(N), go to it and save. Timed-run ahead.
Flip the switch and immediately
do 2 R sidejumps then a RJ to the first pillar. Run with a L
curve and jump to the 2nd pillar with a R mid-air curve, so
you don't land too far and have enough room for your next
RJ. Run with a R curve then jump with a L mid-air curve and
hit Action to grab the edge of the 3rd pillar.

Pull up and run
with a R curve. Jump to the 4th pillar with a L mid-air
curve again to gain some room for your next run-up, keep
running with a L curve and jump to the ledge.

Blowing Up the Way
Flip the small switch to your L to open the nearby
grate doors and enter the passage beyond. Ignore the first
corridor and go ahead (N) past the smoking tiles into the
second one. Go L (W) and pick up the
large medipack at the
end.
Now turn around (E) and run to the very end of the corridor
where you'll find a ladder. Climb up until Lara's
hands are one tile away from the ceiling and backflip over a
slope into a new room.
Leave the crates in the corner, they're empty. Turn around
(W) and run through the opening ahead while doors shut down
behind you, permanently cutting off the way back.
You're now in a wide passage with a campfire to your L (S)
and an opening to your R (N) very much closed by solid metal
bars. There are some barrels before the bars, apparently
full of a volatile substance and, closer to you, an unlit
stack of wood. Run toward them and jump over the fence to
your L. Shoot the small crate there and pick up the
Torch it contained.
I guess you've found out what you now have to do.
Return to the entrance of the passage and go light your
torch on the campfire (don't go too close to it,
though, it can burn you as well). Go to the stack of wood
but make sure Lara's health isn't too low before lighting
it: a nasty surprise awaits you after the show. Light the
wood with your torch and enjoy!
As soon as the fly-by is over, drop the torch and crouch to
lower the upcoming damage: a swarm of
locusts have been
disturbed by the explosion and they're flying at you (the
aforementioned nasty surprise). Once they're gone, run
through the passage you just created.
Escaping the Sewers. Almost.
Draw your weapon upon entering the next room to get rid of a
stray dog. Shoot the
small crate in the closest L corner and pick up some
revolver ammo. Cross the
room diagonally (NE) find the hole in the corner and pick
up some uzi ammo there.
Now that you're done shopping, turn around and climb on the
crate ahead and to your L and pull up from there in the room
above. There are two closed wood doors here, a closed
trapdoor in a hole in the center of the ceiling and a
keyhole. Since you don't have any key available at the
moment, let's find another way to open one of these doors.
Go to the darker corner with pipes extending from the wall
(NE - you can pass through the pipes, no need to crouch) and
use a flare or the binoculars to locate a jumpswitch
on the L (N) wall. Activate it to open the closest door.
Turn around and pass that door (L - you'll need to crawl
under the pipes this time). Run L (N). There are 3 small
switches on the wall ahead. You'll find the solution to
this mini-puzzle in the Spoilers Section at the end of this
walkthrough. Once it's solved, you'll have opened the other
wood door in the previous room.
Return to the previous room and go pass that door, drawing
your pistols to kill a rat
as soon as you've done so. There's a trapdoor near the far R
corner (NW), but it's currently closed. Cross the room, turn
around (E) and look up to locate a jumpswitch.
Activate it to open the nearby trapdoor.
Jump down the newly opened hole, turn around and run under
the catwalk to the opposite side. There's a
Copper Key to your
L. Pick it up, return to the previous room and use it on the
Copper Keyhole there to eventually open the trapdoor
in the ceiling. You're almost there.
Go to the center of the room under the hole and locate the
ladder to the N. Walk to the edge of the "bridge"
you're on, jump up, climb and pull up at the top... to
realize you're not quite out of the sewers yet (surprise!)
==== In this part, you should have found...
Enemies: Rats, Stray
Dogs, Blood Mummies, Locusts
Items of note: Sewer
Control Security Plug, Iron Key, Old Key, Shiny Key, Torch,
Copper Key
some Traps - 1
timed-run
== Part 2: Hereafter Holiday ==
For Starters...
Alright. Now you really have no time to waste with
those 3 blood mummies
after you. Rush ahead to get away from the hole (you don't
want to fall in it and lose all advantage, plus you'd take
damage), jumping over your foes if needed. Once you've got
enough room, turn around and shoot them down.
Run down the passage to the R. Activate the small switch
on the wall to you R to open the nearby door. Enter the
room. Leave the small crates alone. Most of them are empty
and one of them only contains
locusts. Run to the far L corner, climb on one of the
two crates there, crawl on it and drop down in the hole
behind. Pick up the flares
and leave the room.
Continue a bit down the passage, flip the second small
switch this time on your L and pass through the door
you've just opened. Enter and notice the movable crate
against the L wall, in the middle. Pull it once then push it
from its R side against the wall. Pick up the
shotgun normal ammo it
was hiding then return to the passage. Run to its end to
enter a small room.
If you think what you've done so far in this adventure was
difficult, you ain't seen nothing yet. Here's the situation.
You have to activate all four jumpswitches here in
order to finally escape the sewers and make your way to the
surface. As you have noticed, there are
spikes under each of
them and no way to deactivate them beforehand. However, once
you've flipped a given jumpswitch, the spikes under will be
deactivated, but with a very slight delay. And this is
this delay that makes the whole task tricky. You need to
perfectly time the moment when you do your SJ+G to the
switch or you'll be impaled. It requires patience and
accuracy.
Choose your first jumpswitch (the order doesn't count), face
it and stand two steps away from the spikes. Jump when the
spikes start to rise i.e. when you hear them. Grab the
jumpswitch. If your timing is good, you'll land safely.
Repeat for the three other jumpswitches.
When you flip the fourth jumpswitch, a cage raises in the
center of the room, granting you access to the surface.
Climb on the cage, jump up and pull up. Aaahh... fresh air.
-- Ruby Sphere Pieces Beyond
a Pool of Blood --
Objective: Find the two pieces of the Ruby Sphere
Well, maybe not that fresh, as you'll soon find out. To be
honest, the sewers almost look homely compared to this
desolation of a city you're about to discover.
You are currently standing in "Middle Street". Turn W and
look up. There's a balcony up there but it's currently on
fire and not really accessible from where you stand.
Regardless, there lies you next goal.
Turn R (N) and run across the street to another one ahead.
Ignore the jumpswitch to your R, it's way too high for you
to grab it. Once in the northern street (we'll most
creatively call "North Street"), turn L (W). There's a
trashcan ahead in a recess which is shatterable. Shoot
it and pick up the small
medipack it contained.
Turn around (E) and run along the street. You'll soon reach
a creepy pool filled with blood-like water. You can also
spot corpses floating around (mercifully not decomposed
yet). It might be the less inviting water you've ever seen
but dive. Swim R (S) all the way to the opposite side.
You'll pass a hole to your L then a closed door to your R.
Ignore them both, they're for later. Once you've reached the
other side, turn R (W), swim a bit and pull out of the
water.
Risky Jumping
You can hear the sweet sound of spikes (they're just above
you). Looking up and R, you'll see a high, inaccessible
jumpswitch. Turn L (S). There's another very accessible
jumpswitch hidden behind the column. Go grab it to raise
a platform above a slope near the burning area you can spot
to your R.
Go R (W) to the other side of the area then turn R (N) at
the wall and carefully walk to the edge of the safe floor.
There's an on/off burning
platform ahead. Position Lara so her right leg is
against the fence, aiming at the far R corner of the
platform. Hop back and RJ as soon as the fire turns off to
land in the very corner. As long as you stay in that corner,
the fire can't burn you.
Wait for the fire to turn off again, jump up, grab the crack
above and shimmy to the R until you can pull up on the
platform you just raised. Turn 135° L (SW) to aim at the
closest balcony and do a RJ to it. Quickly turn around to
face the courtyard and draw your weapon (possibly your
revolver) to take down a giant
wasp that's coming buzzing at you right now.
Notice the closed wood door ahead up in the wall, then go R
and do another diagonal RJ to the next balcony over both
fences. Take a deep breath, the next part is quite tricky.
What you need to do is reach the high jumpswitch
that's L and ahead via the
spiked ledge, which not only requires good timing but
a very accurate path too.
Position Lara in the L corner of the balcony, against the
fence, turn slightly L to aim at the middle of the ledge,
hop back and wait for the rightmost spikes to be up to do a
RJ. Run with a L curve then jump to the switch with a L
mid-air curve, hitting Action to grab it only at the very
last moment or you won't do that mid-air curve.

Flip it to open the nearby wood door we
spotted from the first balcony.
Since you're back in the water, leave it by the L (W) edge
and return to the burning platform. Proceed to the high
platform like you did the first time but don't pull up. Keep
on shimmying R to pull in an alcove a bit further. Flip the
small switch there on your R to lower a block in a
pillar beyond the spiked ledge.
Drop down and shimmy L to the platform. Pull up this time
and return to the second balcony (the one facing the spikes
- and yes, you'll have to deal with them again). No giant
wasps on your way this time, though.
You can now see the opening in the pillar created by
lowering the block. Position Lara in the middle of the
balcony, hop back, wait for the rightmost spikes to be up
and do a RJ to the spiked ledge then another one to the
opening (you don't have time to stop for a SJ), pressing
Action to avoid hitting the pillar.
Walk to the edge ahead and do a SJ to the next balcony. Pick
up the Copper Key
at your feet. Run to the fence ahead, hop back and do a RJ
over it. Hit Action to grab the edge of the sloping roof and
shimmy L all the way to its other side. Pull up on its flat
part and push the button ahead. This opens a grate
door in the Blood Pool, but you'll get there only later. For
now, drop down in the street below.
A Trip on the Venetian Roofs
Leave the trashcan alone, there are
locusts in it and
nothing else. Go R (S) and run to the plant surrounded by
black fences (the last one). SJ over the fence and pick up
the revolver ammo hidden
there.
Turn around (N), SJ over the fence and run along the Pool
until you find yourself under an arch. Dive in the pool and
swim ahead (W). Exit the water. You're now at the other side
of Middle Street.
Run ahead then turn L (S) at the first crossing. There's a
trashcan in Middle Street a bit further on the L but don't
go shoot it, you'd free a
venomous spider trapped in it. Continue S then R (W)
at the corner (you're in South Street, by the way). Turn L
(S) at the end. The Copper Keyhole is there to your
L. Use the Copper Key in it to open the nearby tall door and
give you access to the rest of South Street.
Draw your weapon as soon as you pass the newly opened door
to take down a giant wasp
then run further into South Street. You'll see a trashcan
in a recess on your R (E). Shoot it to reveal an empty
pedestal. It is for later, but at least now you know where
it is.
Since you're obviously not here only to shoot at trashcans,
continue to the end of South Street. SJ over the fence and
go to the left of the low wall ahead (N), where the ground
is slightly raised. Pull up on the wall.
The burning balcony is on your L and ahead, but it's still
very burning so go R (E) instead and run to the other end of
the wall. Turn 45° R (SE) to face a sloping red roof on the
other side of the street and do a SJ to it. Slide and grab
the edge. Shimmy L a bit to reach the next tile, pull up and
backflip to land on a balcony behind.
Turn around. The brown door on your R can be kicked
open using Action so proceed and enter the house. That
scratching sound you're now hearing is produced by a
venomous spider coming
from the R. Quickly kill it with your faithful pistols.
Once it's dead, re-enter the house if needed and go L to
pick up some uzi ammo.
Turn around (E) and pass the opening ahead, crawling under
the hanging laundry if necessary, to find yourself on an
arch overlooking South Street on the R and Middle Street on
the L. Turn 135° L (NW) to face a balcony extending from the
house you just left and do a SJ to it. Immediately turn L to
shoot the giant wasp
that's flying at you.
Run to the far R corner of the balcony (NW) and turn 45° R
to face another one on the other side of the street. Hop
back and do a RJ with a L mid-air curve to clear the fence
and land on it. Run to its far R corner, turn 45° R to face
a red roof ahead and do a RJ+G to the roof. Shimmy L until
you're in the middle of the next tile, pull up, backflip,
roll in mid-air and hit Action to grab a jumpswitch.
Congrats! You've turned off the fire on the Fire Balcony.
Now you must reach said Balcony. Return to the end of South
Street by going R from the jumpswitch then L into Middle
Street and R into South Street. Climb on the low wall again
and go L (W) this time. Run to the end past the now safe
Balcony to pick up the Rusty
Key.
Don't drop down yet. Since we're up there, let's take
another trip through the Venetian roofs to fetch another
needful thing.
Return to the house where you met the venomous spider by
running to the other end of the wall and via the sloping red
roof. Go to the arch to your R then on the balcony to your L
(where you were savagely attacked by a giant wasp).
Now that you're back there, turn R (NE) to face a flat red
roof and do a RJ+G to it. Pull up, draw your pistols and
quickly dispatch the venomous
spider that comes to bite you. Go R (E) to the wall,
staying close to the edge, then turn around so the nearby
sloping roof is on your back and backflip on it. Slide and
grab the edge.
Shimmy to the R and stop after the corner. Pull up and
backflip on a flatter ledge then turn L and draw to face
another giant wasp. Once
it's down, sidejump L over the fence and pick up the
Copper Key there on
the floor. Backflip over the fence to get back on the ledge
and drop down in the Blood Pool below.
Lara on Fire
Locate the hole just ahead and swim through it then the
tunnel beyond. You'll soon reach a flooded room with a
closed door in the opposite side. Turn R (E) upon entering
and pull the UW lever to you R to open the door. Swim
through said door, turn R and pull a second UW lever
ahead, closing the door, but granting access to a third
UW lever. Go pull it, opening a trapdoor nearby, turn
around, return to the 2nd UW lever and swim up to surface
(you can reopen the door to the previous room by pulling the
2nd UW lever again).
Pull out of the water into what looks like a Bathroom and
shoot both Ming Vases. The R one contains a
large medipack and the L
one a small medipack and
you're going to need them badly very soon. Once you've
picked them up both, go to the E side of the room and kick
the brown door open.
Enter the next room and locate the Rusty Keyhole near
a wood door on your L (N). Use your Rusty Key on it to open
the nearby door and go through the latter. Shoot the
trashcan ahead to pick up another
large medipack (if
you're starting to think that large supply of medipacks
hints of an upcoming danger, you're right).
You're in a small passage with a closed door and a
campfire in a recess
next to a button. You do need to push that button
now, and you can't turn off the fire. Not now. Not tomorrow.
Not in a million years. Not even when Hell has frozen. So
prepare yourself for a medipacks swallow party. Oh. And
save.
Push the button as fast as you can and start using
medipacks, keeping an eye on your health bar (the "0"
shortcut is your friend here) while rushing R into the next
room then R into the Bathroom then jump in the water to
extinguish the fire.
Leave the water and return to the campfire passage. The door
is now open so go through it, cross the small courtyard and
pull up in the high CS. Crawl a bit then drop down. There's
a jumpswitch to your R, but it's currently very unsafe,
considering the spikes
under, so turn around (W) and go dive in the small pool
ahead. Turn around and go pull the UW lever in the
middle of the E wall to raise a platform above the spikes.
Leave the water and go flip the now safe jumpswitch
to open a double tall door in the other side of the
courtyard, beyond the pool. Go there and enter a new house.
Slicers and a New Friend
The door closes as you enter, cutting the way back, and you
can hear a rather unsettling mechanical sound. Before you
are two cages: the L one holds the first part of the Ruby
Sphere (which is why you're here), the R one holds a key.
Since you don't have any mean to open the cages here, let's
go up.
Go to the L cage which is climbable (as is the R one)
and climb it to pull up on the upper floor. You now can see
the sources of the noise: two
Chinese Swordsmen Statues. Shoot the Ming Vase
ahead (S) to reveal some uzi
ammo and go pick it up. There's another Ming Vase in
the other side of the room but it only contains a
venomous spider, so
leave it alone. Now turn to the closest statue and notice
the button to its R. The other statue has one as well
and you now have to push them both (the buttons, not the
statues).
Return to the transversal "bridge" you pulled up on and run
to its end. Turn L, drop down, grab the edge and shimmy R to
pull up on the statue ledge. Sidestep R to the statue as
close as possible, wait for the blade to be up and sidejump.
You shouldn't take any damage. Go push the button to lower
the L cage below, turn L and sidejump to the other side of
the statue. Proceed with the other statue and the other
button the same way then drop down into the room below.
[Important: at the end of the following sequence,
there is a risk that your upcoming foe dies on one of the
fire and you won't be able to pick up the item he leaves
behind - and thus will be stuck. So save before picking up
the Ruby Sphere Piece]
You're now in for a rather funny sequence. First, pick up
the Iron Key. A
giant spider runs into the room and goes next to the Ruby
Sphere Piece pedestal. Don't shoot her. She won't attack and
in fact will even help you. No go get the
Ruby Sphere Piece 1.
A very aggressive Dead
Swordsman appears. Lure him to the spider. She'll
soon and cleanly take care of the swordsman (mind the
fires).
Pick up the 2nd Iron Key
he left behind. If the spider is on the key preventing you
from picking it up, you might have to kill her after all. In
this case use your pistols and take your time, she won't
retaliate. Go use both keys on the Iron Keyholes near
the doors to reopen them.
Moving Practice
Return to the Bathroom and dive in the water. Pull the
closest UW lever again to reopen the door and swim back to
the Blood Pool. Once there, turn L (S) and swim until you
find a tunnel to your R (W - you opened the door to that
tunnel a while ago. If you didn't, see "Risky Jumping", last
§). Swim through it to the end then up and exit the water.
There's a closed door ahead, preventing you from seizing the
second Ruby Sphere Piece. Look down: to your L is a
decorated tile. The crate to your R being of the
movable type, push/pull it on the decorated tile to open the
door and go get the Ruby
Sphere Piece 2 (that one was easy).
Swim back to the Blood Pool and from there go to South
Street by swimming L (N) after the tunnel then L (W) at the
arch, exiting the water into Middle Street and L (S) at the
crossing.
-- The Red Chaos Gem --
Objective: Find the Red Chaos Gem
Run down South Street until you find the recess with the
empty pedestal (you shot a trashcan there). Combine
both Ruby Sphere Piece to obtain the Ruby Sphere and
put the latter on the pedestal. It raises a couple of block
nearby, allowing you to access the roof above.
[Note: If you haven't found the 2nd Copper Key yet, go to
the end of South Street and climb on the low wall. From
there, refer to "A Trip on the Venetian Roofs", three last §
for the path to the 2nd Copper Key]
Go to the newly raised blocks and SJ on them (the fence
prevents you from pulling up). Pull up on the roof, turn
around (S) and do a SJ to the small balcony ahead. Kick the
brown door open and enter the house.
The keyhole to your R near the closed door is a Copper
Keyhole. Use the 2nd Copper Key on it to open the nearby
door, pass through the latter and drop down the hole.
Swim through the tunnel then into the first room staying
close to the walls to avoid triggering the
spikes in the center.
Swim into the second room staying L and activate the UW
lever there in the middle of the E wall to open a door at
the end of the third room. Swim through the latter then the
doorway into a large pool and surface.
Exit the water and immediately draw your weapon to get rid
of the giant wasp that's
flying at you from the L. Once it's down, take a look
around. You're at a Church Square, said Church being flanked
by two cemetery lanes on the L and R, which you're both
going to visit for some goodies and insect extermination.
Go to the R cemetery lane (NW), draw your pistols and run
ahead (W). Soon a giant wasp
will make an apparition. Lure it to the Church Square to
easily shoot it down with the pistols. Return to the R
cemetery lane and run into it to the other end. Another
giant wasp will come
buzzing at you. Kill it like the first one and go back to
the R lane. Run to its other side and pick up some
uzi ammo behind the last
grave. Return to the Church Square.
Now go to the L cemetery lane (SW) and proceed there like
you did in the R one to kill 2
giant wasps that will attack together. Once they're
both down, return to the L lane and get the
shotgun normal ammo
there behind the last grave. Return to the Church Square.
Go to the church doors and push them open to enter
the Church. Go R (N) in the NE corner and pick up the
small medipack. Turn
around (S) and run to the other corner (SE) to get some
uzi ammo.
Now run W to the altar and the crucifix. There's a hole
behind them. Drop down in it and pick up the
Red Chaos Gem. A
trapdoor will give way under your feet and you'll slide down
to a nicer, warmer and prettier part of Venice.
==== In this part, you should have found...
Enemies: Blood Mummies,
Locusts (you can avoid them), Giant Wasps, Venomous
Spiders, Giant Spider (doesn't attack), Dead
Swordsman
Items of note: 1st
Copper Key, Rusty Key, 2nd Copper Key, 1st Iron Key, Ruby
Sphere Piece 1, 2nd Iron Key, Ruby Sphere Piece 2, Red
Chaos Gem
some Traps
== Part 3: Say Cheese! ==
Objective: Sail away from Venice
Ah! This feels like Venice. Charming, peaceful and riddled
with tourists. But as nice as it is, you still got three
Chaos Gems to find and a world to save so you do have to
find your way out.
You're now at Pool Plaza. Turn L to the pool and take a
look. You can spot a key lying in a CS. Don't try to get it,
you won't be able to crouch in the water. Another thing of
interest is the jumpswitch high in the wall on your L,
behind some pipes. Too high indeed for you to grab, but take
note of its location nonetheless. Now let's go and tour the
place.
Turn R (N) and run ahead until you reach another (bigger)
pool. You're at Central Plaza. Turn R (E) and run under the
arch to enter yet another plaza with a monument-like
structure in the center (Monument Plaza). There's a water
hole in the center of the monument, but it's currently
closed by a grate door.
Go E to the other side then R (S) at the corner. Run
straight ahead until you reach the wall. This part is
movable. Push it twice to reveal a small courtyard.
There's a ladder here to your R. Climb up to the top
and pull up on the wall separating the courtyard from the
plaza.
Ignore the roof to your L and do a RJ to the top of the
monument ahead. Run in the central hole and turn around.
There's a button here. Push it to open the grate door
in the water hole below. Backflip on the roof and drop down
in the plaza.
A Key in a Maze

Jump in the water hole and pass the newly opened door. It
closes behind you trapping you in what very much looks like
an UW Maze (and is, by the way). Here, you must find and
pull 3 UW levers to open the closed door you can spot ahead
and to your R, pick up what's beyond then exit the maze
whence you entered. You'll also find some goodie on your
way.
- Go L (S) at the first junction and swim through the tunnel
to its end to pull a 1st UW lever.
- Turn around and swim through the tunnel back to the
entrance tunnel. Swim L (W) through the tunnel. Ignore the
first and the second junction and turn R (W) at the third.
Swim ahead then L around the corner. Ignore the alcove and
go L (E) at the junction. You'll find an air hole
there. Surface for air.
- Turn around, swim R (N) at the junction then L (W) into
the alcove. Pull the 2nd UW lever. Return to the air
hole.
- Turn around, R at the junction then ahead (N) past the
alcove through the tunnel. Turn L (N) at the junction then R
(E) at the next one. Pick up the
revolver ammo there.
- Leave the alcove, turn R (N), swim through the tunnel past
the closed door then R (S) at the junction and R (W) again.
Pull the 3rd UW lever.
- Turn around, L (N) at the junction then L (W) again at the
next. Swim R (N) through the newly opened door and pick up
the Key there.
- Leave the alcove. The entrance door is open again so swim
L (E) and pass the door to be back in the monument water
hole.
Sneaking into Houses and Traveling on Roofs
Turn L to leave the hole by its N edge and return to Central
Plaza by going L after the monument. Run W past the pool
then under two arches ahead. Climb a flight of stairs and go
L (S) to enter a courtyard. There's a low CS to your L,
currently riddled with burning
floors, and a Keyhole ahead. Go use your newly
found Key on it to open the nearby wood door.
Pass the latter. You're in a small room with no apparent way
out. Notice the grates on you L: they're all
shatterable. Shoot at least the left "column" of them so you
may enter the other side of the room (or shoot them all if
you feel like vandalizing the place). Flip the small
switch on the wall to your L, turning off the burning
floors in the nearby CS.
Return to the previous courtyard and crawl through the now
safe CS (now to your R). Turn around as soon as you stand up
and pull up on the wooden ledge. The trapdoor above
you can be opened by pulling it, so jump up and hit Action.
Turn around and pull up in the room above.
There's a wood door in front of you, but it's very much
closed and you don't have the key to open it. The two
other doors can be pulled open, but ignore the R one for
now and open the L one. Enter the next room. Ignore the door
to your L, it only gives onto a broom cupboard holding
nothing of interest (unless you're into stools and
stepladders). Notice the grate ahead and to your R
(NE) and shoot it.
Crawl through the now open CS to reach a roof. Turn L (W)
and do a RJ to the low wall ahead. Turn L (S), hop back with
Action pressed and drop down into a closed courtyard.
The trashcan to your L is shatterable. Shoot it to
get the Copper Key
it contained. Turn L to locate the ladder in the far
R corner (NE). Go climb it and pull up on the wall, go R, do
a RJ to the previous roof and crawl through the CS to be
back in the house.
Return to the Entrance Room and go use the Copper Key on the
Copper Keyhole near the door to open the latter. It gives
onto a balcony, but don't go there yet. Go R and kick open
the brown door there to enter a bathroom. Ignore the
bathtub for now. Shoot the decorated vase near the
window on your L and pick up the
small medipack it
contained.
Turn R (S) and run past the hanging laundry that hides a
small switch. Save before flipping it: you're in for a
rather tight timed-run.
Flip the switch: a block rises
in the street below. Hit "look" to stop the camera, roll to
turn around and sprint into the entrance room. Turn R to
pass the open wood door and go on the balcony. Run with a R
curve and do a RJ over the fence with a hard R mid-air curve
to land on the block. Turn L a bit and sidejump L on the
next balcony.

Turn L (S) and run to the other end of the balcony. The
jumpswitch we spotted at the beginning is ahead, but
jumping to it is complicated by the flowerpot which prevents
you from doing a simple straight RJ from the middle. Go
against the fence, standing L of the flowerpot, turn
slightly R to aim at the jumpswitch, hop back and do a RJ+G
to flip the jumpswitch and lower a part of the bathtub in
the bathroom you just visited.
Return there via the Western Courtyard, the burning floor CS
and the house itself. Jump in the bathtub and swim down the
hole. The Rusty Key
in the UW CS you already spotted is there. Swim to it,
careful not to swim too far or you'll have to backtrack in
the bathroom again, and pick it up. Swim ahead in the small
pool where you'll stand up and pull out to be back at Pool
Plaza.
Addio, Venezia!
There's still one place in the neighborhood you haven't
visited. Go L (N) to Central Plaza then run along the L side
of the pool there. Continue N to pass an arch and a flight
of stairs and reach another small courtyard.
There's a closed wood door ahead and to your R (NE). Use the
nearby small switch to open it and enter the next
room. Ignore the passage to your left: it leads to a dead
end and go R instead.
There's a block there with four buttons (one per
cardinal point). Beyond it is a set of four doors. You now
must push the right buttons in the correct order so all four
doors are open at the same time. You'll find the solution to
this puzzle in the Spoilers Section at the end of this
walkthrough.
Pass through the four opened doors and go L (W). The
Rusty Keyhole is there on the L of a closed door. Use
the Rusty Key in it to open the door and pass through the
latter to enter a corridor.
You can spot a ladder to your R (N) but don't go there yet.
Go L (S) instead then R (W) into a recess to pick up some
shotgun normal ammo.
Return to the corridor, turn L (N) and go climb that
ladder. Pull up at the top to reach the Port of Venice
and sail away.
==== In this part, you should have found...
Enemies: None
Items of note: Key,
Copper Key. Rusty Key
a few Traps - 1
timed-run
== VENICE 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.
- Blood Mummies: They're very very slow, like their
Mexico Zombies counterpart, but there's one major difference
here: they can be killed with a few pistols bullets. So
don't hesitate: eliminate them!
- Dead Swordsman: Let your giant spider friend take
care of this one.
- Giant Spider: This one's friendly. Let her live.
You could even give her a name.
- Giant Wasps: They can deal much damage would they
sting you but they're rather slow. This said, they tend to
attack when you're in a position where you can't really move
and jump. The best policy here is to use the revolver. Two
bullets are enough to take them down before they can reach
you if you wait for them to be close enough. If you can spot
them from far, start with the pistols and finish them off
with a single revolver bullet when they're close.
- Rats: They aren't very dangerous. They don't do
much damage and are rather fragile. A few pistol bullets
should take them down quickly.
- Stray Dogs: Fragile but very quick and tend to
stick to you or push you. Try killing them while hoping back
when possible or use your revolver. One single bullet is
enough.
- Venomous Spiders: Those wouldn't be much of a
problem if they weren't venomous. Shoot them with the
pistols before they can bite you. They die quickly.
== SPOILERS SECTION ==
-- Part 1: Sewer System --
Solution to the Blocks Puzzle
Quick solution:

Detailed solution:
- Go to the first L crate and pull it as far as you can. Go
around it then push it in the corner of the room.
- Go to the second L crate and pull/push it against the
first one.
- Go to the third L crate and pull/push it against the
second one.

Now let's take care of the R crates.
- Go to the first R crate and pull it twice against the
sloping floor.
- Go to the second R crate and pull/push it against the
first one.
- GO to the third R crate and pull/push it against the
second one.

The only crates left are the one blocking the accesses.
- Go to the closest blocking the access of the E part of the
previous room. Pull it once into the corridor then push it
against the third R crate.
- Now go to the last crate and push it twice into the next
room.

Solution to the Switches
Puzzle
Quick solution:
Look closely at the black tiles before the switches.
Detailed solution:
Only one switch is safe. The two others will turn on a
burning floor under your feet. Notice the smoke coming from
the two rightmost ones and go flip the leftmost one.
-- Part 3: Say Cheese! --
Solution to the Four Doors Puzzle
Hints:

- Button A acts on Door 2 and Door 3
- Button B acts on Door 2
- Button C acts on Door 1 and Door 2
- Button D acts on Door 3 and Door 4
Doors 1 and 3 are closed, Doors 2 and 4 are open.
Solution:
- Press button C (S) which opens Door 1 and closes Door 2
- Press button A (N) which opens Doors 2 and 3.
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