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Baptism of Fire 2 Walkthrough

Walkthroughs by G&D Productions

Tinnos Revisited

Level by KitKat

You’re all alone in a frozen valley, you just jumped out of the raft because there is a Shark in the water.

Underwater Labyrinth.



Shoot that Shark and dive in, swim S first and on a NE ledge is a Medipack. Now swim N and into a tunnel N, keep going to the right and find the Flares. Then swim a bit further for air. Turn around and swim back follow around the corners, go right at the first two crossings and then skip the next two rights, in the end of the tunnel is Secret#1, a Golden Skull. Turn around and get some air above. Save and swim back, skip the first 2 lefts and go right at the next crossing, then left twice and then keep right to come to a small medipack. Get some air in the nearby hole in the ceiling and turn facing E before you save again. Swim back and keep left twice, swim straight to the N through that long tunnel and right around the corners for the Shotgun Ammo, back a bit for air. Face W and swim back through the long tunnel, around the corner in the end and then take the second right, keep going right till you come to an air pocket. Take a breath of air before you swim to the N end and climb out there.

The Caves.

Go up to the opening N where there are some Flares, follow through and after a while there is a crawlspace on the left (W) in a dark corner. Kill the Siberian Tiger and get Uzi ammo, a Medipack and Flares. Crawl back to the corridor and head E.

Slide down a ramp and when you go to the bridge a flyby will show the Uzis and a Golden Skull, you can’t get them now. Just head over the bridge, shoot a Tiger which will come out of the opening. Head E along the canyon, drop into opening in the ground. Grab the Flares there and crawl in to get Shotgun Ammo and a small medipack and then use the lever to open up a gate. Get back to the canyon, go inside and to the left to get Shotgun Ammo and a small medipack.
Go back and straight E to where the gate is opened.

The Temple.

There’s a nasty Spike-trap in the middle of this hall so be careful here. Use the lever S and head up the stairs, save and jump over the Ice-slide to the safety of the stone floor. Go E and right and pick up the Crowbar there.
Go to a room N, jump the ledges to get up to the Golden Star, then use the monkey climb for the 2nd Golden Star. Shoot that nasty Tinnos Wasp from standing back in the corner.

Make your way back down and jump over the Ice-slide with a grab, head back down the stairs to the Hall.

W gate: use one of the Stars and follow the passage in to where a flyby kicks in. Time the run over the Spikes and in the next room you can use the binoculars to spot the invisible ledges. Jump to the first, then into the room S (The crawlspaces are empty and no way to get in). Get the Uli Key 1 and some Uzi ammo from the other pedestal. Shoot some Wasps and jump out to a ledge left, then into the opening W, shoot some more Wasps and throw both levers to open gates below (you really need only one). Go back to the E side of the room and get down the ladder next to the entrance, head over to the gate E and get some Flares inside before you go into the next room. Careful! More nasty Spikes here, go along the left hand wall and get the Medipack, then open the sarcophagus for Secret#2, a Golden Skull.
Head back out and W to the ladder to get back up to the entrance ledge, go and jump the Spike-traps and go to the other side of the Hall to use the 2nd Star.

E Gate: Avoid the burning baskets, in the next large room in the SE and SW corners are some push blocks.

From under the SE block you can get 2x Shotgun Ammo and the Shotgun, Pull up on the slanted block W of there, jump and grab the pillar, shoot some Wasps, could be they push you off the pillar. In that case get back up there and go on to climb that high pillar with the ladder, go right around 2 corners and do a backflip to a pillar behind you, 2 more Wasps attack. Jump N to the next and then a jump/grab E to the slanted one, slide and jump/grab. One more time to the pillar from which you can jump and grab the ladder wall N, climb left to where you can pull up into the room with Uli Key 2 and more Uzi Ammo. Climb down the ladder wall as far as possible and drop onto a slanted block below, head over to the SW corner and move the pushblock out of the way.

Behind the SW is a ladder. Get the Flares, use the lever at the end (left) and up the stairs to come to that canyon with the yellow ledge. Get Secret#3, a Golden Skull, Uzi and Shotgun Ammo and shoot the Tiger if it bothers you. Go back the way you came through the room with the big pillars, N and past the burning baskets to come back to the Hall.

The Tinnos Artifact.

Use the Uli Keys there on the N wall. Better save before heading up that ramp. Watch out for some Tinnos Rolls, run back to the Hall and go back up the ramp when the danger is gone. Turn around when you arrive in the room with the huge pile of Gold. See that ladder up in the ceiling where those Rolls came from? Runjump and grab the ladder, go up and right to pull up in a crawlspace to get Secret#4, a Golden Skull. Climb back down and jump on the pile of gold and get the Tinnos Artifact. Kill the two monsters, and go into the open door SW to find Uli Key 3.
Use it to open the door E, slide down and light a flare so you can spot and jump the pit. and outside on the left is a small medipack. Go down to the lower ground and find a pushblock on the S side (the one with in the middle with the face, move it aside and get Secret#5, a Golden Skull.

Nothing else left to do than getting to the Chopper….

Hell’s Nightmare

First Level by Lara Croft Baby

Story
Lara gets trapped in hell somehow, and she needs an escape. The only way for her to escape this horror of hell is to find the pieces to the portal guardian.


In the dark Cave Lara finds herself in, is a Medipack NW just in front of the entrance to a closed door that needs a Star. In the other side of the cave is a big Horus door. So it seems the only way to go is the hole in the ground.

Swim through the tunnel to climb out in the other end, start shooting the Beast and drag a dead SAS away by his hair so you can get the Uzi Ammo from under it. Go up the ladder in the end of the tunnel and climb off left.

Go right around the corner to get a small medipack NE, then circle to the SE and shoot a Croc. Climb the wall and come to a pool, jump to the grated walkway so you can take out another Croc in the pool. Find the Arrows on the bottom W and Uzi Ammo near the exit NE. Swim through the tunnel and climb out in the end to come into a dark cave, climb the mound to the right and get the Arrows on top, go to the SW corner for Shotgun Ammo and Flares. Then shoot a Beast from standing on the mound before going SE into the passage.

Get onto the Quad bike and run it out of the passage. Straight up the slope and jump the deep pit. Head left and go to the end, on a pedestal are the Crossbow and the Crowbar, in the corner to the right is the 1st Golden Star. Drive back a bit and find the Lasersight after getting a fright. Those wooden fences can be shot and will reveal 3x Uzi Ammo. A 2nd Golden Star is to be found in the SE corner, near the closed doors. Go straight W and to the pit and find a ladder where you just jumped with the Quad. Get down into the pit with a Demigod and run up close to him, then duck and shoot him.

In the N side of the pit is a pushpillar, move it onto the brownish tile and that door opens up above. Head into the tunnel W and shoot a Beast, go around the corner to place one of the Golden Stars. A door opens up in a place we’ll come to later. Get back to the pit, climb back up to where the Quad is and go into the open door SE.
Go jump S over to the next ledge and drop down there, go to the ground floor and jump onto the higher part of the floor in the middle of the room. Drop into the hole there and swim through the tunnel to get a flyby where you climb out at a lever.

Throw the lever and swim back to the large room, a gate opened up NE. Get in there and fight another Demigod. The gate N will open up and that door you opened before is at the end of that passage. At the next intersection you have to go left as you can’t proceed in that right hand passage.

Optional exploring:
This is what you’ll find there if you like to explore there first: Follow the corridor to a ladder and climb up to the corridor above, follow to the end and pass through to a tunnel with Boulder-traps. Just runjump past the Boulders along the opposite side of the Boulder. Shoot the Beast after the first jump and then go for the ladder, notice the door up in the right hand wall. You will be coming out of this door later when you follow the left hand side first.


Left hand side: Follow the corridor to a pool, shoot the Croc ( you may want to jump to a walkway first) and go for that underwater door SW. Pull it open and swim through the pointy passage, climb up to a room with a pool and some Crocs. Shoot them and then shoot the Wild Boar on your way to that corpse S. Pull it off the Revolver Ammo and go over the ledges to the lever W, a door opens underwater. Dive into the water near the lever and swim around the wall to the W, climb up left on a ledge to get the Revolver Ammo there and dive back in to swim through the opened door in the W wall. Follow the tunnel and get some air in the end.

Go into the tunnel S and follow to the end for an Ancient Coin and the Revolver. There’s some air overhead before you swim back and climb out at the airpocket.

A room with a huge dune, in the middle of the room is a pedestal with the 1st Guardian Piece, the room starts shaking as a Huge Birdman appeared. Go shoot that thing and head for a passage NE and this is a looong one, follow all the way past a closed door and use the Coin in the end. Then return to that closed door which has now opened up. Inside the room are the LCB’s Gem, a Medipack, some Uzi Ammo and an additional small medipack. Then use the 2nd Golden Star in the receptacle and see a gate open up.

Go up the ramp S and come to a tunnel with Boulders. Shoot any Beasts there and go up the ladder W (to the E is back to where you’ve been already see “Optional exploring:”).

Follow a long passage past a corpse (nothing under it) and go through the open gate to a room with a slope. There are Spikes below so go down the side at the gate and land in the water. Follow through and climb out to go through the next passage. Then look for where you can climb up left and follow up to a room with sand, there’s some Uzi Ammo E. Head out SW and follow through to where another Birdman appears.

There’s another LCB’s Gem on a pedestal W. Grab that and climb through the open door E, slide down and you’re back where you started. Go into the passage NW and use the Gems to open the doors to the 2nd Guardian Piece. Return to the first room and open the Horus door with the combined pieces. Follow through get up the ladder and end the level…

Lost in London

First level by Dutchy

Walkthrough by me-myself.

Story:

During her last adventure in London, Lara lost the Ol’ Crowbar…
She later replaced it with a new one, but the one she lost was very precious to her, it was the one her late father once gave to her for her 15th birthday, so you can understand why she has to go back and look for it… Help her find it.

Seems her old enemies got word of Lara coming back…


Out to the Streets.

Lara just dropped into a ventilation duct, crawl out and drop into a windowsill, the flyby shows a Guard being alarmed. Climb down into the bedroom and find a pushblock in the SE corner (opposite the closed door). Push the block in as far as it will go and go into the passage to the right. Go in and throw the lever there to open the door to the corridor.*

Pushblock Puzzle: Optional for the Secret

But wait up.. You need some firepower… Go into the passage E and look for a pushblock in the right hand wall. Push it in and step right, push the next block in front of you once. Go get some Flares in the SW corner and turn back E. You will face 3 pushblocks, go to the one in the middle and push it in once. Turn right and face W to push that block to where the Flares were. Go to the remaining block and pull it S once, then once to the W and push it all the way N till it sits in the corner.

Go to that block you pushed into the wall and get it out, push it straight to the W and go into the opening E. There’s one more block there, pull it out and move it N into the corner, go into the passage to get
Secret#1 , the Revolver and Ammo. Go out and N, then back to that bedroom.

*Continue:

Step out into the corridor and take care of the Guard. There are some closed doors, walk to the E and the door behind you will open up. Turn around to prepare for a new Guard coming out, go check out the room he left and find Shotgun Ammo SW, the Shotgun behind the table N, you’ll hear another door open up. Go back out to the corridor and left to meet up with the next Guard. Enter the room and hear the danger sound, better turn around and wait for the Dog first. Then shoot the crates and the barrels for a ½ MP and Shotgun Ammo. Find a switch in the SE corner and throw it to see a door open up.

Head back into the corridor and go left and left again, out to the little yard. Find the opening in the SE corner and drop down into the room below. Find some Shotgun Ammo in the NW corner and turn to shoot the Guard. Get the ½ MP he will leave behind and go look for a small button SE, use it to open up the cover on the switch in the corridor above. Get back up to the yard and S to the switch next to the door. Save there and throw the switch, the flyby will take you out to the street and shows a couple of Thugs running towards Lara. Probably one or both will attack Lara while in the flyby, just take them out when you get control back and wait a bit to pick up the ½ MP one of them will leave behind.

The Streets.

There’s a building site right outside, you’ll be back there later. For now head E and near the fountain a flyby will kick in and shows you a small yard and an alley next to the church. Head S from the fountain and go right on the church square, follow the alley to the back of the church. Open the door and enter the church, go to the SE corner and pick up the DonKey there. A Thug will come running from the little yard. Step off the ledge and head out of the church to go back to the fountain N (shoot the Thug where you encounter him).

Go straight into the alley N and find a door in the E wall, open it with the Key and go inside to throw the lever. This will open the door to the crane at the building site, so head out and to the fountain, go W and into that enclosure around the crane, climb the crane to the very top*.

Optional: Walk N over the crane and jump to a ledge on the building, then jump to that ladder W and go down to get the Flares from the skylight on the roof. Head back up the ladder and backflip to the ledge, jump back to the crane.

*Continue:

Go all the way to the S end of it. Drop to the floor below and find a grated pushblock SE, pull it out twice and notice the door behind it E. Go NW and shoot the boxes, get down the ladder to the floor below and head out to the work platform in front of the building (N). Walk up to the E side and grab up to a crack in the wall, shimmy left around to the other side and drop to a ledge. Stand on the E side in the middle facing E and standjump/grab to the pole, swing and jump to a far away ledge E.

Shimmy along the roof to the next ledge SE or runjump with a right curve and grab the edge of the roof upon sliding off, shimmy to the left and get onto the ledge.

Runjump/grab N and climb the ladder there, backflip off onto the ledge above. Runjump to the balcony S and shoot the alarmed Guard. Open the door and get inside, go up the stairs E and find a switch SW on the roof. Shoot the cover to use the switch and see that door open up at the building site. So you have to get back there, go back down and out to the balcony, stand on the NW corner and just run off into the fountain pool below. Swim into a small opening N and get Secret#2, a ½ MP.

Swim back and climb up to the street, head W and back up the crane to the top floor of the building site. Go to the open door SE and jump up onto the roof of the church. There’s a Zipline E, but it’s blocked off for now so head to the W side of the roof and look down to spot a work platform in the alley, drop down and jump/grab to get into the opening in the wall of the church. To the SE on that attic is a lever, a Bat will pester you. The lever will open up the door at the Zipline, so go back out and grab up to the roof of the church, go over to the E and grab the Zipline. By now a Guard will have noticed your oncoming arrival, he will be shooting you all the way down. Quickly grab the edge of the roof and shimmy right to drop onto that balcony, shoot the Guard and get the ½ MP he will leave behind.

Face E and jump up to grab back up to the roof, shimmy right to the right hand side of ledge. Turn SW and runjump onto the roof over the window. Then jump onto that chimney SE. Jump to the chimney E and then onto the roof NE. Slide down a bit and get onto the ledge in front of the window, jump down into the canal below.

The Sewers.

Swim S and into the tunnel SE, follow through to where you can swim up in the end, climb up into the Sewers. Shoot some Rats and head into the far E side, dive into the water and use the UW lever there to open a trapdoor as you can see. Swim or just walk to the S end and get up onto the ladder. Climb off into the room above and head into the room W.

Block Puzzle for the HanKey.

In the middle of the room is a ledge with a switch, throw it and a door opens up NW, go there and find a pushblock inside, pull it out as far as possible and the next door opens up behind you. Pull out the block there too and turn left to go to where the next door opened SE. A third block can be pulled out, now a door opened NE. Go in and find the Jumpswitch there, it will open the door in the W wall and also a door where the first block was. All the blocks have to go into that room W and the best way is to get that stone block you did last and pull it into the W room first, then move it onto the yellow tile in front of the stone texture S. Now get that grated block from the NW corner, move it into the W room and around the N side to it’s spot on the yellow tile SW.

Go out of the room and left into the opening NW, follow in to where Secret#3, a ½ MP is. Go back out and to the last block SW, move it onto it’s spot in the W room. A door opens up in the main room N side and inside you’ll find the HanKey on the floor, together with a ½ MP. Save in front of the switch on the N wall, you got that screen when you entered this passage didn’t you, it’s a Timed door in the N end of the Sewers.

Timed Run.

Pull the switch, roll and run out, left to the opening E and jump onto the higher floor of the connection room, run with a right curve into the open trapdoor SE and just land on the ledge next to the water. Immediately roll and sprint N, jump over the water in the middle of the place and then get to the door to jump in before it closes (you could decide to move over to the E side of the water during your run). The door will reopen after you get in, just in case you forgot that Key. Climb the ladder and go open that door W, step out onto the street and head right to the door you can open with the Key.

The Underground.

Follow in to the entrance hall and find a bunch of closed doors. The access to the station is also closed, so get into an alcove in the middle of the E wall and grab up into the duct to the left. Follow in and come to an intersection, head right and in the end you can climb down onto a grating. Grab the Flares and the HanKey and return the way you came, back in the hall you can now open the door S. Go in and left around corners to get the Shotgun Ammo and the Flares, use one of those Flares to find a pushblock in the W side of the room. Pull it out and aside, go in to get the StavinsKey and Revolver Ammo.

Go out of the office to the hall and right to the door E. Open it with the Key and go through to the Ventilation Unit. In that room is a big fan, look for some crates in the E, shoot those and get the Uzi Ammo from underneath. Crawl into the crawlspace and take the DonKey, crawl a bit further and stand up, turn around and look up to spot the Jumpswitch (when you use it you will get my first ever flyby). Watch how the cover lifts from the switch and crawl back out. Climb the block in front of the crawlspace and throw the switch to open a door NW of the fan. Go over and climb in, watch the health as you crawl through the hot steam and step into the room behind the fan.

Go up onto the higher floor N and get a ½ MP and the ConFuse.*

Optional for a Secret:
Look up on the N wall and spot a crawlspace, get in and follow through jumping over some deathly pits (one with an unreachable MP) to get
Secret#4 , the Uzis and Uzi Ammo. Go back to the room with the fan.

*Continue:

Head back through the steam passage and out to the hall of the station W. Go to the closed entrance gates N and left to the control room, open it with the key and go left around the corner to find the place where you can use the ConFuse to open up the entrance gates. Go out and N to enter the station, a flyby will take over and shows you around. Head towards the escalator N and some Thugs will come running, take care of them and go down the escalator. Head into the SW rail tube, to the right is a door, shoot the cover from the switch and throw it to open the door.

Waterworks.

Follow in while the door closes up behind you, save when you come to the room with the big propeller pumping water, don’t fall in, it’s a gruesome death… Just run out right to land on a ledge below. The way S is blocked by a Burner, look W and jump into the opening there, push the block just far enough for you to get into the next room, but do not push it all the way as there’s a button you have to use in that corner. When you push the button that Burner will stop, so head back out and hop to the ledge. Now you have to do a right curved runjump SE and around the pillar to just land on the next ledge. One more jump like that timing the Burner to get to a ledge SW. Hop to the ledge with the button SW.

Timed Jump for the ReFuse.

Save in front of the button and turn around to look for that door you will have to get into. Trick is to roll and run turning right to the wall and bit, then straight along the wall and jump at the last moment so you will just land on the right hand corner of the opening with the door already closing up again (it is even possible with a grab and pulling up).

Get the ReFuse inside and jump back out to the ledge near the Burner. Time the left curved runjump back to the ledge N and then another hard left curved runjump around the pillar to the ledge at the entrance. Jump up into the entrance and find the door opened up again. Step out into the tunnel and head across to the far NE tube. On the right hand side is a door you can open up with the Fuse.

Go in and follow a slanted passage down to a deadly pool, there are some break ledges, best is to turn around facing up the slope and stand left. Backflip onto the ledge behind and turn slightly left before you sidejump left. Again quickly turn left but now enough to standjump to a ledge at the S wall, jump to it and run into the passage with the lever. Throw the lever to open up a door in the other end of the room with the pool.*

Optional:

Grab up into a crawlspace up left from the lever and get
Secret#5 , Shotgun Ammo.

*Continue:

Runjump out to the right and land a bit left on that ledge near the door, an immediate standjump will get you around the door onto the ledge and get the Flares there before going up the ladder. Jump over the deadly pits and save in front of the opening to a room with a deadly floor. Slide and jump with a roll onto the slanted pillar, jump and grab a crack in the wall, shimmy right and pull up to backflip/roll and grab the ledge. Now either grab a crack in the S wall and shimmy right or just do a runjump SW and grab the ledge there. Climb the block and grab up to a monkey swing ceiling, swing across the room and drop near the closed door, go into the opening S and find the Jumpswitch to open that door.

Climb into the open door and spot a walkway over a canal. There are closed doors. Standjump to the middle of the pole sticking out of the N wall and swing to the rope, grab it and slide down to the end. Swing and jump to the platform up in the NE corner. Push the button and one of the doors on the walkway opens up. Jump with a grab into the opening S and follow around to a switch in a left side alcove. This one is Timed and will open a door beyond that small open door on the walkway, but first you have to open another door there. So follow the passage down to a button and open the second door on the walkway, go over the walkway to have a look and spot the Timed door there.

Timed Run.

Head back to the Timed switch and throw it after you saved, run through the passage, over the walkway and jump up through the opened door.

On the little yard is a closed door where you can spot a Key. Climb the ladder NE and backflip to a ledge above. Go to a switch in the alcove SE and throw it to open that door below, drop from the ledge and go in to get the StavinsKey. Go up the ladder again and open the door SW on the upper ledge and follow in to a small hall with a closed door, look behind that pillar to find the lock and open the door with the Key.

The Factory.

Save and slide down the slope, jump over the pit halfway down and jump to the left out of the sloped passage, run and jump over a pit to the S side of the room while a big Barrel drops into the pit behind you.

Find the 2 pushblocks S and move them away from the opening in the S wall, don’t go in as there’s a nasty trap inside. Jump back to the N side of the room, climb the block next to the pit and backflip onto a slanted pillar N, jump and grab a ledge above, jump to the ledge E and get Flares and Revolver Ammo. Jump back to the central ledge and walk to the S wall, face a slanted block W and take 3 sidesteps right (N), now aim for the lowest tip of the slanted block and runjump to it, jump and grab the ledge up N. Climb the block there and turn around to jump and grab up into a room above, go up to the ledge with the lever and throw it to disable the Trap in the S passage below.

Make your way back down into the room by either jumping to the ramp N or use the block S to slide and safety drop back to the floor. Go through that passage S and shoot the Thug there. When you climb up the other side you are in a factory hall with a couple of pools filled with a deadly goo. Head S and shoot a Guard firing at you from the top of those cabinets. Go along the W side of those cabinets and look up left for a lower part where you can climb up to the top, walk to the S and drop into an enclosure. Open a trapdoor with the Jumpswitch N and get down into the trapdoor. In the little hallway are 2 doors, open the S one and you’re in for a surprise, he will leave some Shotgun Ammo behind though.

The N side door has a lever and the flyby will show the Pump put some water into one of those pools. Get back up and go to the N side of the factory, dive into the first pool to find a small opening W. Swim in and up, turn around and throw the UW lever. A door opens up on the top floor of the Factory, near where that Guard was. Get out of the pool. go back onto those cabinets S and hop onto one of the walkways. Go to the open door NE and follow in to a room with a deadly pool. Some slanted blocks will provide the way over, stand facing S and back to the wall to jump onto the right hand side of the first left hand block. Slide and jump right, slide and jump left, then slide far and jump to grab the edge of the block in the corner, jump up into the opening S. Use one side of the breakledge floor to get across and follow the passage to a store room. Shoot the Bat and then a Rat. Under those boxes SE is the DonKey, get that.*

Optional:
Shoot the barrels SW to get into the crawlspace where another Rat will come running out. Inside is
Secret#6 , Revolver Ammo.

*Continue:

Make your way back over the breakledge floor and runjump to the flat ledges along the W wall of the deadly pit. Jump/grab to the slanted block N and immediately jump from the top to grab the ledge. Go back to the Factory and to the W side to find the door where you can use the Key. When you step through the door a vicious Dog will attack from behind. Kill it and step out into the alley near the harbour.

The Ol' Crowbar

The entrance to the Harbour is still closed off, climb those crates NW and jump over to the door on the roof E….

“So that’s where I left it…”.

Grab that precious Crowbar and get back down to the alley, head S and come to the canal.

There’s a boat waiting for you, jump onto the boat and the level will end while some Guards come running. They are too late…

Forgotten Realm

First Level by Amber Light.

Story
Rumours have come out that another iris is to be found in a mysterious realm in the mountains. Lara meets Von Croy who leads her to the entrance for her to find the way. But who knows what will happen after?

Go straight through the valley and jump the pool to the campsite where Von Croy is waiting. Pick up a medipack and the Crowbar on the N side of the tent.
Von Croy will then lead the way to the entrance of the building E where he will open up the gates by igniting the wall torches. You’re on your own, so go in and
shoot the Bats in the entrance hall.

Pushpuzzle for the Fire section.

Push/pull 4 Bird statues on the marked tiles around the central block. Take the red ones first. The “red” gate NE opens up. Follow through and jump to the other side of the lava by using the sloped sides of the room. There’s a safe ledge in the far left corner. Go through the opening and jump to the ledge on the left. Save in front of the timed switch. Pull it and hop back turning back against the wall, runjump to the first ledge and land close to the next ledge so you can do a standjump to it. A running jump with a left curve will get you on the ledge under the ladder. Which you have to climb before the ledge start burning again.

On top go left and get a small medipack, get back to the main passage and save at the slide. Look for a ladder halfway down and in the ceiling. Slide and jump/grab the ladder, go up and go left to pick up Secret # 1, a Golden Skull.

That closed gate is in case you missed this ladder, in that case you can access the Secret from the cave below. Jump back to grab the ladder and slide into the cave where a flyby kicks in. Looking up left you’ll see the ladder you could have used to get to that Secret, so no need to go there now.

Jump the collapsible tiles in the lava lake and jump the blocks with the emitters (standing in the corners is save) and go to the left and from the top one you can jump to the ladder W. On top slide and jump up to grab the monkey climb. Follow around the corner all the way to the end, let go and immediately grab to pull up in the opening.

Look down in the pit and jump to the pole, slide all the way down avoiding the emitters and turn around to spot a ledge with the next Secret. Turn around so you can backflip to Secret # 2, a Golden Skull.

Use the binoculars and look up to the E wall and spot an opening; that is your next goal. So jump to the pole (don’t stand too close to it), climb up to where the pole changes colour and face that Lions head, you can climb up 2 more steps and time the emitter. Quickly climb up 3 steps and backflip into the opening. Get Fire Crystal 1 there.

Jump back to the pole, climb up (take a rest between the 2 Lions heads) and back flip to the entrance ledge. Jump/grab to the monkey climb and drop onto the slide on the pillar, grab the end and shimmy around to the right. Climb up a bit and back flip/roll and grab the rope to swing to the S side. Go inside to get Fire Crystal 2.

Go back out to the cave and jump E and stand all the way right and jump up to climb into opening. Watch out for a boulder, sprint down the passage. Run right and sharp around the corner over a pit and return when the Boulder is in the pit. Look up in the boulder passage for the Jumpswitch that will open a gate a bit further on.

Back over the pit and through the open gate. Use the wooden bridge and jump from the end to the E to pick up the Red Star and a Torch. Jump back with Torch, go back over the bridge and down on those steps N. A jump to the ledge in the lava, stand a bit in the corner near the lava an ignite the Torch on the emitter (careful, you could easily ignite yourself too). Jump back up and head over the wooden bridge to ignite the two wall torches at the gate.

Get the 2nd Red Star from the pedestal and go face the next challenge. Face S and stand next to that sloped floor. Sidejump right onto the slope and jump to grab the ledge up over the Lions heads, climb higher and use the Zip-line. Follow through to where you’ll encounter a Werewolf.

I was lucky as the Werewolf was stuck in the gate around the corner, otherwise shoot it as you please (nice trick, just run past it quickly and get into the next room, the gate closes and he will be trapped). The gate opens when approaching, go into the room and shoot some Bats. Climb the block NW and follow through to a small room. Use the lever and drop down the trapdoor to get back to the puzzle room.

Pushpuzzle for the Water section.

Push the 4 Bird statues on the blue tiles this time.

The blue gate opens, go in and look up left where the floor goes up. Climb the ladder to the cave above. There are some Flares on the right and a Golden Star you can pry off the wall.
Get back down the ladder and go S to use the Star on the right. Go through two stargate blades and end up in a cave with a lake.

In the NW is a crawlspace. Follow through to a dark cave. Jump right around the corner to a ledge with a box of Flares*.

Optional for a Secret:
Drop down to the cave floor, get a small medipack in the N and then go to the dark SW corner to find
Secret # 3 , a Golden Skull in an opening. Go back out and E to climb back up to the entrance and jump to that ledge NE.

*Continue:

Face W and jump to a thin rock ledge, turn left and use 2 of the breakledges to get to the SW corner to pick up a Blue Star. Jump to the remaining breakledge and a running jump to the exit E, get through the crawlspace, dive into the water to swim to the SW.

Go to the switch SW and see a gate open up when you use it. Jump in the water and swim through, climb out, avoid a boulder by jumping past it along the right hand side and get Water Crystal 1.

Jump back in water to get rid of the fire Wraith. Climb back up near the lever and jump on top of the waterfall, a gate opened up there.

Jump down to the water and an Ice Wraith will show up, swim through a tunnel N and you will end up back behind the waterfall.

Go back through the gate again and jump back down to the lake S. The Ice wraith has frozen over the water surface, so you can go W.
Look at the ceiling in the next room to jump to the save tiles (blue ones).
Get the Water Crystal 2 from the ledge. Go through the gate N and through the stargate blades. Watch out for the Werewolf and grab the zip line to go over the pool below. Crawl underneath the darts in the next passage and the gate opens up.

The Gate Wheel.

Use the Fire and Water crystals on the pedestals E. You are in a room with statues and there’s a pedestal in the middle of them, get the Gate Wheel from the pedestal. A gate opens up in the E wall. Jump down from the waterfall and go to the NW corner to use the timed lever there after you saved.

Timed Run for the Gate.

Hop back turning right and jump out of the hole with a bit of a left curve so you land on a flat ledge, runjump onto the waterfall and run along to the S side and curve left a bit to jump with a grab landing on the ledge S, sprint E to the opened gate and get into the room S.

Place the Gate Wheel near the others on the E wall. Go to the open gate S, jump down the waterfall and climb out in the Temple Area.

The Temple Area.

Go to the right (W) and climb up N in the NW corner and get Secret # 4, a Golden Skull there.

The Torch.

Drop down to the ground again and go S, onto a rock on the right hand side from which you can runjump and grab the stone wall S. Head E to use the Jumpswitch and see an underwater gate open up. Follow the wall to the E and find 2 Torches. Throw them both off the wall to the S side and remember where they fell.

A Blue Gem and the Lasersight.

Drop from the S side of the wall and dive into the nearby pool, swim into the tunnel S and find the Blue Gem. Swim back and climb out to get one of the Torches. Head W and left at the next pool, there are some burning torches on the left. Light your Torch and leave it there for now. Walk around the structure W and backflip to a slanted block so you can jump and grab to the top of the structure, hop to the E side and spot the Lasersight in the windowsill E, run diagonally and curve to jump and grab the windowsill. Get the Lasersight and drop to the ground.

A Golden Star and the Revolver.

Take the Torch to the pool S and go around the pool to light the 2 wall torches. Leave the Torch outside and get onto the ledge in the room to take the Golden Star from the wall. Quickly run out and hop into the pool till the Wraiths are gone. Go to the NW corner of the pool and climb the structure there, jump to the transparent ledge S and then to the wall S where you’ll find some Revolver Ammo. Jump to the transparent ledge NE and then over to the window S to get the Revolver. Stand back in a corner of the window and shoot a Wasp. Look NE and spot a blue ball on the central structure, you can just as well shoot it now while you’re up here. A block will rise on a ledge under that ball.

A 2nd Golden Star.

Drop down from the windowsill and take the Torch heading E, in the far SE corner is another gate. Drop the Torch in a safe place and open the gates with the Blue Gem. Leave the Torch outside and get onto the ledge in the room to take the Golden Star from the wall. Quickly run out and hop into the pool till the Wraiths are gone.

A 3rd Golden Star.

Go out, take the Torch and head N to the gates NE. Light the wall torches and leave the Torch outside, get onto the ledge in the room to take the Golden Star from the wall. Quickly run out and hop into the pool till the Wraiths are gone.

A Blue Gem and Star.

Go S (no need to take the Torch) and find the gates to the W of the pool. Open them with the 2 Red Stars you have. Go in and left up the stairs, get some Revolver Ammo opposite the gates and open the gates with Golden Stars to meet the Giant. Shoot him about twice from close range and run away, don’t look back till you hear him drop. Then go into the room he came from and get the Blue Gem and a Medipack. Then pick up the Blue Star the Giant left behind and return down the stairs.

A 4th Golden Star.

Out of the building and left, head W along the pools and open the gates NW with the Gem, go in and get onto the ledge in the room to take the Golden Star from the wall. Quickly run out and hop into the pool till the Wraiths are gone.

Climb out S and go for the gates in the central building where you lit the Torch before, open them with the 2 Blue Stars and enter. Follow the steps up past a keyhole and come to gates you can open with the Golden Stars, go in and get the Rusty Key. Return down the stairs to that keyhole and open the gate with the Key.

Room with 4 switches.

Inside the room are 4 switches and of course some will be quite deadly. You can find out by yourself or use the NE and NW switches to raise a block outside, the others only give Spikes. Go back out and down the stairs, out of the building and right around the corners to the raised block NE. Climb the block, jump to the ledge N and then to the transparent ledge. Jump to the window NW and throw the switch to raise another block on the ledge E. Get on the block, jump to the top ledges and find a Medipack on the ledge in the NE corner. Stand back in a corner of the window and shoot a Wasp.

Over the Roofs.

Jump S over the ledges and look around that big pillar to spot a pointy blue roof, do a runjump S and curve left around the pillar to just grab the edge of that roof.

Hop to the S and do a standjump S to grab the next roof. Go over the next ledges to the windowsill SW and find a switch that will stop that burner in the SE corner for a moment or two.
Throw the switch and hop back turning right, runjump to the ledge and turn right, hop to the corner ledge and quickly grab up S to the roof. Jump S and then head W over the ledges till you see a transparent ledge down N over the central pool.

Runjump to that ledge, jump N to the ledge where the blue ball was before and jump W to the raised block. Go over the ledge to the SW corner and jump to the transparent ledge W, then N and over to the building.

The Iris.

Climb up to the roof and head for the Iris on the floor in the middle of the roof.
A flyby will kick in while Spirits circle Lara, as soon as you get control back you can run E and find that pool below, runjump down into the pool and climb out at the gate E where Von Croy is waiting. When running over the grated floor the grates give way and Lara tumbles into the unknown….


To be continued... ???

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