The Lake of Fire (NG)

Walkthrough by G&D Productions

 

Marooned - part one

Set the Guide Free, Main Room

Watch the opening fly by and see Lara sliding down and a native lighting a torch. Go straight forward and circle this upper story around left to use the jump lever NE. Go back to the W and use the ladder on the pillar opposite the entrance to climb down. Go around the pillar and use the jump lever on the back of this pillar.

Go SE to a green gate in the E wall and circle right around that cage (with the native with the torch locked within) to use the jump lever in the SE corner. Get out and go to the right (N) and to the right around the corners to pick up Flares. Turn around and use the jump lever in the small passage N. Go NW and right around the corner you'll find a staircase. Go about halfway down and look for another jump lever facing W, the doors open up. Go back up the stairs and to the Main Room.

The Fire Stone

The door is in the NE of this room. Once in the room go right around the corner to pick up a small medipack there. Go to the N end and shoot the three small dino’s, pick up the Fire Stone next to the dead Raptor they were feeding on. Leave and go back to the Main Room, left around the corner and use the Gem at the E gate.

Timed Crowbar

Standing on one of the metallic tiles near the pool extinguishes the fire for a while on the block E, best is to run over the tiles to the edge of the pool, jump over the pool, stand jump/roll onto the front edge of the fire block and jump staight up to grab the ledge above you without catching fire.

Get the Crowbar from the pedestal and jump down again. Go back to the Main Room and to that staircase (NW) to use the Crowbar on the door at the bottom of the stairs.

The Skull

In the SE is a pushable Skull cage and it goes onto the marked tile in the NE. A path is cleared in the spiky area so you can get the Skull from the pedestal. Go back to the Main Room and place the Skull between the W gates, go in.

In the NW of this room are Flares, and on the W wall is a timed lever for a block near the N wall where you have to jump up and grab the ladder left (W) to climb up. In the NW corner is a Medipack, look up there and behind the greenery on the N wall is a crawlspace. In the back you'll find SECRET # 1, Explosive arrows.

The Torch

Crawl back out and pick up the Torch from the pedestal and better get the Flares in the SE corner as well. Go back to the ladder N, now throw the Torch down to the ground floor so you can pick it up later and safety drop down as well. Leave with the Torch to go to the Main Room.

Crossbow and Shotgun

Ignite the Torch on the wall torches E and light up the wall torch (E) in the room where the native is waiting. The cage opens up, go in there and follow him to the Main Room. He will set fire to the fire basket W, enters and waits at the closed green latticed doors in the S.

When you enter this room go immediately to the right and find a ladder on the left. Leave the Torch where you can pick it up again, then climb the ladder. There is a Crossbow and a Shotgun on a pedestal NE.

Also look for a Crack in the E wall so you can shimmy to the other side and use the lever W. This opens a trapdoor on the ground floor, just down from where you are, so turn right, safety drop to the floor there and go get the Torch and jump into the open trapdoor.

Don’t rush to the end. Although the spikes won’t kill you, you can however lose health. Ignite the wall torch and you can leave the Torch now. Go back to the guide and go in, he will follow you and wait a bit further.

Lava Room, the Genesis Key

Around the right hand door is some Shotgun ammo and around the left door is a jump lever (#1) on the N wall. From this lever over the ledges to the S and when you reach the column go left and jump towards another column with a jump lever (#2). Another jump lever (#3) is all the way over on the E wall. You might encounter some small dino’s when you go E along the N side, so shoot them. Go back to the guide, another jump lever (#4) is going W, passing a green latticed door (N) and go straight W, take a first opening left. And the last (#5) is on a pillar near the W wall. The gate further down opens (SW). Enter and pick up the Egyptian Key from the pedestal.

Go back to the lava room for more ledges hopping to the N, go past the (#4) jump lever to the right and insert the Egyptian Key next to the gate in the N wall.

Slide down to the next level.

You must have noticed all the gates in this Lava room, you'll be back...

 

Genesis

Follow through and safety drop down, shoot some small dino’s. SE is a crawlspace, follow through and use the lever at the end. Go back out and into the opened gate S.

Swimming

Go to the S wall and jump into the water, swim S and notice that gate to the right, then follow all the way to the end and climb out. There will be a Yeti waiting, kill him and he leaves a small medipack. By that time the spikes stop, so you can use the lever, this opens a door underwater, swim back, it is that gate where you came into the water, swim in, keep swimming to the right and climb out. Use the jump lever E. Back to the water and swim back to the Yeti room. Enter the gate, into the water and swim S, keep to the right all the time and climb out. Jump over that dark metal tile to avoid the spikes and get to the jump lever W, the second underwater gate opens up.

Run back through the spikes near the water but better NOT jump into the water from there, but diagonally onto the safe floor SE and then jump in the water. Swim back and run E through the Yeti room to the other waterhole and now just keep swimming to the right and you'll end up where you need to be. Climb out into a hallway, go W.

The gate opens when you approach, enter and climb the block, watch the fly by there.

The Labyrinth

From where you come in, go left around the corners to find a lever (#1) in the SE corner of this room on the N wall. Go back to the entrance and to the N where you'll find a grey, pointy block, pull up on the N side of it and backflip onto the wall behind. Look SE and use that lever (#2) there. Go over the top of the walls to the far SW corner and throw the lever (#3) on the W wall. Turn left and drop into that lower passage there (SW) to throw the lever (#4), a shaking of the room indicates that a block went up somewhere. Go back to that grey block NE and get back onto the walls above. Go over to that Skull cage at the S side.

A Skull

Pull it over the raised block to the metal tile and a trapdoor opens up, just below. Safety drop down and go into the water. Swim in and up and get the Skull from the pedestal. Back to the water and swim back.

Another Skull

Go NW and place the Skull on the stick, roll and jump in the water, get another Skull from a pedestal and see a cut scene. Swim back and leave this labyrinth (E) and the door opens, again take a swim, down a ramp and then take a right and swim up N at the end.

The Fire Stone

The Skull goes to your right (SE), and again jump into the water in the corner. Swim through till the end and pull out, run N up a ramp and save at the end. Look down and see an opening behind a spike trap. The way to go is just do a forward jump with Ctrl and you'll land safely in the passage behind the tile. Follow through and at the end you can get the Fire Stone from the pedestal. Drop down the hole in the corner and you'll drop into a pool. Climb out and go to the W, run over that iron tile, the spiked ball hanging in the air will drop down and the door left (S) opens. Place the Fire Stone in its receptacle and watch the fly by.

Boulder Hop

Back to the pool and swim through the opening (N). At the end climb out and save, then go up the ramp and dodge the boulders. Best is to walk (not run) in the middle and swerve first left and then right. Go to the left and swerve right after the third boulder.

All the way in the W is a jump lever. This raises a block SE. Climb on the block and jump into the passage W.

At the end, take a running jump (no grab) to the left corner of that block on fire, as you are safe on the corners. Safety hang and shimmy to the corner near the roof of that middle structure and jump up there. Jump and grab a crack up ýn the S wall, left. Shimmy left and go into that passage to use a lever. Fire is out and the Spikes up N are gone. Run out onto the raising block and hop into the passage W to get back to the roof like you did before. Jump up and grab the ledge N, go in and use the jump levers around the corner left and right to open the gate below. Run and jump back to the roof and safety drop down.

Another Swim

Go into the corridor N and at the end jump into the pool. Swim to the closed gate and up to the right and use the underwater lever (SE).

Climb out the pool onto a block SW and go into the opening. Use the jump lever in the room on the end and jump back into the water. Swim through the open gate (E) and follow through until you can swim up and climb out of the water. Go straight and into the water again to go down a deep pit, follow through and end up in a pool of sorts.

Swim W and swim to the right just after the narrow part and go into a crawlspace. Climb out at the end and grab SECRET #2, Explosive Arrows, back to the water and now climb out at the ledge S. There is a ladder on the right hand side. Go up, jump to the alcove W and climb the right hand block, running jump to the ledge NE and again a running jump with grab to the next. Up the ladder and save here.

Fire Run

Next are timed runs over flames, so better do it in one go. Take running jump/grabs to a higher ledge E then go to the other side, use the monkey climb to get to the next ledge, again a couple of running jumps plus grab and in the corner use the monkey climb to get over the spikes. Follow through and jump down and you are back at the poolroom. Do two banana jumps to pass the lion statues to the N end of this ledge and crawl in. Drop down and again, then save.

Boulderrun

Slide down and jump before you reach the end of the slope, run around the corner left, follow through, jump over a pit and immediately back flip back for another boulder (stand back a bit though) jump over the pit again and follow through; up some blocks and into the water again.

Wraith Pool

You end up in a pool with wraiths in and above the water. Climb up N and go right. Notice the 4 metal plates on the floor of the pool. These are safe tiles. Around the corner and go into the opening in the next corner. Follow through, save before a slope down and sprint down along the left side and almost at the end a simple side jump up to the right. Climb up one more block and use the lever on the right. Watch the fly by and turn around to drop down. Go W and you are back at the pool. Enter the open gate N, jump down and watch the fly by.

Walk Low, Climb High

Go down and go to the N and shoot a couple of small dinos. On a pillar (facing S) is a ladder, climb it, take a running jump and grab the pillar with the burner, shimmy around the corners till you can hoist up and jump into the alcove W. There is a ladder on the left, go up, face the popping up spikes and time your jump to the other side. Next is a running jump out over the popping spikes to the right (N). Then again take a jump to the right to get the Shotgun ammo. Next jump is the N and again another one to the N. Walk N, face E, climb down a ladder and jump to the jump lever on the E wall. Climb back up and continue the next ladder as well. Save and take a running jump/roll in midair to slide backwards and hang on the slope. Shimmy to the left and pull up, roll/jump to the right and grab at the last moment to pull up (Or stand on the corner of the ledge, aim for the slanted block, take two steps back and then a hop back, run jump onto the slanted block and maybe you have to slide a little and jump veering right and grab the next ledge).

Take a standing jump plus grab to the iron tile near the spike boulder and shimmy to the left (or right) and climb up just around the corner, immediately hop back to hang from the tile as the boulder comes crashing down. Hoist up and continue to the S, climb the ladder and jump to the ledge in the W. From there a running jump with grab to the burner and shimmy around all the way and pull up in the last corner, take a standing jump with grab N and from there time the spikes that are popping out a bit further on, with a curved running jump to the right (E) when the spikes pop up and aim to get to the right side of that tile so you can just take a hop to the ledge E (George laughs here because the spikes stop as soon as you land on that tile). Continue N (there is a closed trapdoor to the right) jump to the last ledge and climb the ladder on the right. Follow the ledge over popping up spikes to the opposite wall and pick up a Medipack.

Grab the monkey climb to the next ledge, then a running jump, another monkey climb, running jump till you end up at a small room on the other side. Use the jump lever there. Go out and you can take a running jump down to the E, hop back and climb down the ladder, jump back to the ledge next to the now open trapdoor.

The Dragon’s Head

Face W and climb down this long ladder, follow through and jump down into a small room and pick up the Skull from the pedestal and see a gate opening up.

Go into the corridor, jump up at the end and down, jump over that boulder and go left, towards the entrance (S). Climb up and the door from the cut scene is in the S wall of the poolroom. Use the Skull, follow through and the level changes.

 

Exodus

Poolroom with many gates

In the NW corner is a nicely hidden jump lever. Enter and slide down facing E, grab, let go and grab again to crawl into a crawlspace. At the end, drop down, go through another crawlspace N and also drop down into the next room.

A Skull

There are two marked tiles, one in the S and one in the N, this opens up a piece of the wall E. Pick up the nice new guns from the pedestal, then enter and the gate opens up for you, follow through and when you step further pillars will raise. Find a jump lever almost at the other end of this room on the left wall (E), turn N and use the floor lever that appeared. Also a cat statue appears N as well as another jump lever near the statue on the E wall.

Use the next floor lever that appears behind you. Now go behind the cat statue N and use the jump lever, this lowers a pillar at the W wall and reveals a floor lever (SW). Now retrace your steps and you finally can get the Skull from the pedestal (NW).

Go S into the open door, follow through, climbing up and you hear a door opening and you are back at the poolroom with many doors.

Lava

Place the Skull on the stick (E wall) and enter a lava room. Shimmy the burning block on the left and get the Shotgun ammo. Get back and shimmy to the other side. Face W and safety drop and let go and grab the crack and shimmy right till you can safely stand. Grab the monkey climb to the other side and grab up onto the ledge over the monkey climb to get Secret#3, Explosive Arrows. Drop down and go into the opening NE.

Jump down and jump the ledges to the floor lever NW. This opens the gate on the other side (S) so jump back and go in.

Use the lever around the left corner and climb the ladder in the other corner, pick up the Flares, safety drop down, climb up W and go left to the open gate. Drop down back wards and shimmy left and stand up around the corner. Take a running jump and grab the opposite crack and shimmy left to hoist up. In the next lava room, take running jumps to the ledges and grab the Fire Stone; this opens also the door there. Go through this passage, taking running jumps over the burning tiles and the gate opens at the end, you are back at the pool.

Place the Fire Stone on your left and enter. There are four floor levers in here, use them all, best way to get in the right place to flip them is to hang and shimmy right into the corner and then hoist up. Jump back to the entrance and go to the poolroom a gate W is open.

The Guide

Apparently you also opened a door for the guide to continue as he is waiting for you in the next room.

There are four marked floor tiles exactly the same as the one beside the Guide. So stand on all four of them, then stand on the one beside the Guide and he lowers his torch to the water and a gate in the water (W) opens. Dive into the pool, go through the open gate. Climb out and you are at another pool area.

The 4 Skulls

Drop down and jump into the pool and get the first Skull. Get out, go the guide (NW) and follow him to another pool. Dive in and retrieve the second Skull S of the pillar.

In the building NW is the third Skull in the plants behind a pillar on the E wall.

Keep going N and in the corner go right into another room. Go all the way to the end and jump in a crawlspace NE for the forth Skull (notice the trapdoor above).

Back out to the pools and place the Skulls N and S wall, big doors open up.

A Torch

Those doors are NW so enter there and go into the structure. In the NE corner is a jump lever, go out and take a left and at the end a right, back to the crawlspace where that Skull was and into the open trapdoor.

Crawl through at the end hang and shimmy right, crawl in again and follow through, stand up and through the corridor and jump from ledge to ledge. At the end a gate opens, crawl in and through. Step on the tile (see a cut scene) and follow through till you see a pedestal on the left with a Torch on it.

Timed Torch Run

Bummer the fire goes out, back to the tile where you got that cutscene and run over it, sprint to the fire and carefully get onto a corner to ignite the Torch at the burning tile.

There is a wall torch a bit further down; light it and enter the door. Leave the Torch and take a running jump to the W, jump down and climb up the hill in the corner.

Between the two cat statues is a gate that opens when you approach.

Fiery Climbs, the Fire Stone

Climb up one of the ramps (you have to do them both anyway) and use the monkey climb to get to the two jump levers, avoiding getting burned. A door opens so back to the ramp on the left as you entered, onto the monkey swing and now through two emitters to get into the opening in the middle.

Get the Fire Stone and go E, slide down and end up in one of the side rooms of the pools. Go SE and to the poolroom SW to place the Fire Stone N. Turn around and jump into the pool, swim through the opened door S. Hoist up and go into the opening E and to the right.

There is a dead T-Rex near a campfire. Go to the E wall and grab a Torch. Ignite it near the fire where the T-Rex is laying and get the fright of your life LOL.

Torch Hopping

Go SE and stand facing N, back flip and slide/jump onto the block and take a running jump S and light the first wall torch.

run jump back onto the block. Now we are doing some pillar hopping as the next Torch is also at the same wall but way in the back SW. Take care as one jump or two is a bit nasty, the last one you have to jump around the lower ceiling. After igniting the second wall torch go to the ground floor and leave the Torch. The door halfway along this wall opens up so jump in there and get to ledges jumping over a lava abyss.

Lava Canyon

Half way there is a tile on your left, go there and look at the ceiling in the next room. Jump higher and higher and follow through and do some more ledge jumping. At the end is a jump lever E. Turn around and the door left down a bit has opened. Jump back to the prevýous pillar, jump down with Ctrl and follow through. At the end safety drop and the door W is open now, so jump all the ledges again, go straight and into that gate. Watch the fly by…

High Lava Room

Jump to the pillar left and to the next, then there is a slide and a monkey climb, best way is to stand in the left corner and aim for the wall, jump over and up and grab the monkey climb. Get off and take a running jump and grab the pillar E. Shimmy left and jump up for another monkey climb. Then take a running jump S and shimmy left or right till you can stand safe again. Aim for the burning pillar SE and jump there so that you can grab the ledge and shimmy left and hoist up. Jump to the next one S, then face W and drop down to the ladder and climb down. Climb up at the corner and use the lever, then up the block that appears and climb back up. Now jump to the NW and then SW and at last to the S wall, up the monkey climb towards the lever.

The second Dragon’s Head

Back to the monkey climb and make your way back to the N wall as there is a pillar that stopped burning. Then jump NE to the E wall and jump along that side to the ledge with the pedestal SE. Pick up the Dragon’s Head and leave through the open gate. Go to the left over the balcony.

 

Marooned - part two

Follow through and get a cut scene of the Mutant Key. At the end you can lower yourself down at the lava lake. Go to the room in the SW corner and get the Mutant Key from another pedestal and use that one on the left door in the S wall (SE). Slide down.

 

The Mutant

Lara stands on a high ledge, so head into the passageway and shoot a bat as you're going. Hoist up and take the flares from the central column. At the top of the stairs you get a clue about what to do next, so look for something to push. When you push the block, run back to the water and extinguish the fire wraiths, then head back to the huge statue room, pick up more flares, then pull the lever. Watch the flyby extinguishing the flames, then head back to the starting area.

Safety drop to one of the ledges and press the button. A gate opens down below. You can't reach the other button yet, so drop into the pool, hoist out and shoot the dog. Go into the large passage and up the slope, then shoot the damned guy from TR3 and carry on up to where you started the level again, safety drop to the other button and press it. Another door below opens, drop into the pool below and hoist out.

Go through one of the passageways to a large pool room, find the pushable block, push it in and use the lever. Make your way back to the huge statue room where the door is now open, pick up the small medipack and save. When you run down the slope, sprint to begin with but stop sprinting before the end, just run off the ledge and immediately jump to your right to avoid the rolling ball. Shoot the dog and find yourself above the pool. Run and jump around the ledges, shooting a bat along the way, and head into a room with a silver key across a deep pit and take a long drop into the water far below.

Be wary of the marked spike traps down here. In one of the corners of this area is a long ladder leading up blocked with a trapdoor. On the opposite corner from here, is where you're heading first, extinguishing a couple of fire wraiths on the way. Safety drop onto the block below and find yourself in a lava room. Take a series of jumps onto those left slopes and land onto the long block. Run and jump to the rope and swing to the next block. Take a short jump onto one of the burning tiles, then drop back, catch the edge and shimmy around. Hoist up on the corner jump forward with grab to next block, shimmy around that the same way and then jump over to the safe tile. Press the button and see that trapdoor open. Complete a series of jumps over the sloped blocks then pick up a small medipack, then use the ladder to climb back to the spiked area.

Climb the ladder, shoot the dog, and get the Silver Key from the pedestal. Go through the new passage that just opened in the wall and make your way back to the fountain pool.

Now take the other passage, taking care of the dog, find the jump switch, and head through the double doors. Stand facing away from the slope. The idea is to jump back onto that trigger tile, then slide down the slope and at the last moment jump right or left to avoid the rolling ball crashing down on top of you. When you finally manage that, the gate in the passage nearby will open.

Go through to the next room, use the Silver Key which extinguishes one of the flames, and pick up the Gold Key. Head back to the fountain pool and head up the passage where you shot the damned TR3 guy, use the gold key beside the trapdoor and then jump down. Cross the bridge and pick up the Mutant Gem and a medipak. Slide back down the slope and shoot the damned TR3 guy who shows up. Then head back to the room where you used the silver key.

There are three movable blocks, so push each one forward then pull it back. This opens a metal gate in the nasty rolling ball room. Go through the gate, drop down, shoot the dog, and then push all three blocks forward until the trapdoor in the middle of the room drops open.

Fall into the pool below, pick up a large medipack down one of the holes then shoot another two of those damned TR3 guys. Climb the ladder, and push the 2 blocks onto the 4 trigger tiles to open the 4 gates. Inside one of the gates are flares and another medipack. Now you have to jump onto the slopes inside the remaining doors and dodge the rolling balls, which open the gate on the wall. At the top of the passage shoot another TR3 damned guy, then hoist up onto the trigger panels which have the same marking as the tile above the closed gate. Go and get the second Mutant Gem then leave through the opening in the roof of the passage.

Run down the passage, and if you have any explosive ammo left, blow up the two skellies that rise up on the ledges, or use the shotgun, then use the rope to cross the room and leave through the opening. At the end, hoist up and shoot the chest for a small medipak, go forward and the gates open automatically. Head back to the high ledge where you entered this level and head back to the room where you can use the two Mutant gems. Slide down the slope, shoot the Mutant, stand on the four corner trigger tiles, then go through the open passage. At the end, slide down, staying on the right to avoid the rolling ball. In the next room, take the Dragon’s Head from the pedestal and head back to the dragon and lava room in Marooned.

 

Marooned - part three

Follow through, through a crawlspace and drop down in the lava room. Go to the SW corner room again and pick up the One World Key. This goes in the NE corner of the lava room. Slide down and watch the fly by.

 

One World

The Guard Key.

Lara ended up in the hills. Head straight W and there are a couple of Crows here that will show up one time or the other. You will come to a small pond, get into the deeper part and swim through the tunnel to a cave where you can get The Guard Key from an old chest. Swim back and climb out of the pond, to the left you can see those Sentry Guns from the flyby. Go N and in the direction of that little light on the hill.

Revolver and Lasersight.

To the left of the small lamp is a path in the rocks, follow to a crossing and a Baddy will open fire, take him out and go to a door N. Open it with the guard key and go in to shoot the Baddy guarding this Store room. There is a chest with the Lasersight, and the Revolver with ammo, and more ammo pickup at the back of the store. If you run out of ammo, come back to the ammo crate for a refill.

Taking out the Sentry Guns.

Head out of the Store room and go S along the path, careful, the Guns will spot you and at that point you have to run back fast. Follow the path back to the W, go down the hill and find a spot where you can take out the Guns. I went SW from the pool near the beginning, up a hill and left up a steep hill near a tree, from where I could take out three of the Guns. Go W down the hill to a little lamp and from there you should be able to take out the fourth Gun. Jump into a pool below and climb out at that path, find the spot from where you can take a shot at that Guard on the wall.

Go follow the path and a flyby will show a Baddy destroying a bridge. Go on to the locked gate and climb up left to where the chest is, get the Guard’s Key from it. Open the gate and go up to the broken bridge. Climb backwards off the bridge and safety drop down. Climb up the other side of the bridge and stand near one of the posts, stand jump over the corner of the flames (deadly) and go into the building to get rid of the guy that destroyed the bridge. Pick up the Medipack S and head down the trench W.

Crossing.

Another guy guarding a chest, take him out and get the Guard’s Key from the chest N. That small door NE is for later, head to the one SE and open it with the key. Follow in to a Puzzle room.

Gold Skull Puzzle Room I.

Timed Run - Skull 1.
I ran to the left side of the wall ahead and climbed up, took out the 2 Baddies with the Revolver and finished off the 2 Dogs with the Pistols. Turn W and jump/grab to the lower ledge over the entrance. Go up to the switch on the N wall, save and throw it. Backflip roll and run with a left curve over the raised trapdoor, jump to land in an opened trapdoor in the middle of the green pool. Swim through and check your health before going up. Swim to the left and to the ledge from which a Guard is shooting you. Take him out and get the Medipack left behind. Jump to the other ledge and get the first of two Gold Skulls. Swim back to the Puzzle Room.

Timed Run - Skull 2.
Go up to the ledge SE and find the switch in the corner, looking W you’ll see the gate to be opened by this Timed switch.

Pull the switch, roll and run jump with a left curve to stay on the ledge, then jump up to the higher part and curve right before that pillar, curve left again and run around a column onto the ledge closest to that gate, run jump and grab the edge under the gate and pull up, quickly run in but not too far! There’s a deadly pool… Line up to grab the pole over the left side of the pool, run jump and grab the pole, then press jump and Lara will hoist up and jump to the second pole, press jump again and Lara will hoist up and jump to the ledge. Jump to the sloped block and jump back to safety and grab Gold Skull #2. Go back the way you came across the pool.

Up one Floor.

Go back into the Puzzle room and run jump/grab SE, over to the ledge. To the S are the receptacles for those Skulls, turn around and see a block go up on a ledge NW of you. Get onto the block, stand SW and face N, turn left a bit and stand jump/grab up to the ledge sticking out above left.

Timed Blocks, Up Up and Away.

Head N and find 2 switches, one NW, one NE to raise two blocks on the S side ledge. Throw the one NW, sprint to the one NE and use it too, roll and run out to the right, jump over the corner to that ledge going S and jump to the ledge S, onto the lower raised block and grab up onto the higher one, turn N and run jump/grab up to the floor above. Follow the ledge to where the gate opens up for you. Follow through to the next challenge.

Blocks and Booby Traps, the 1st Bone Skull.


Depending on where you start, the route can vary. There are 4 blocks to be moved onto the right tiles. There are also booby traps in this room, be careful with the light grey tiles on the ledges. I jumped to the one to the right, jump to the dark grey tile NW and face SW, where you can see the cage lowered. Spot the 2 booby trapped ledges straight NW to that ledge, stand back a bit and stand jump to the first, immediately a running jump to the next, another running jump to the ledge NW, avoiding the light grey ledge there. Move the block onto the dark tile and jump to the ledge NE, move the block. Then the next one and finally the last block and the cage in the middle of the room will lower allowing you to get the 1st Bone Skull.

Jump to the now open gate NW and follow through to where you can drop down into the pool of the Crossing. Go into the newly opened gate SW and follow up to the top of another Skull Puzzle room.

Gold Skull Puzzle Room II.

Face W and jump/grab the crack in the rocks, shimmy left to a gate and pull up, turn around and jump over to the ledge at the ladder. Go down to the lower level and make your way over to that chest NW, grab the Revolver Ammo and go over to the S side of the room, left a bit and up to a ledge S, there’s a switch. Throw it and that gate you saw above will open up. Make your way back up the ladder, jump with a grab back to the gate and enter to get Gold Skull #1, the flames won’t hurt you. Get back down to the pool level and over to the gate N, turn E and see another one of those swing poles. Use it to get across and grab the monkeyswing to the S, drop onto the ledge and hop to the ledge with Gold Skull #2. Hop back, let the mine explode, take the skull, and then take a running jump to the safe spot along the ledge to the main part of the room.

 

Timed Exit.

Now get over to the switch SW and throw it to open the Timed gate N, run and jump over the central ledge to the gate, pulling out the Revolver to shoot the Baddies and the Dog. Go W and mind that Booby trapped tile to get a Medipack from the chest. There’s a trigger tile in the other corner to reopen the Timed gate in case you forgot a Skull.

Bone Skull #2.

Head back E and place the 2 Skulls on the stands. Go through the gate E and get Bone Skull #2 in the next room. Go out through the opened gate and follow back to the Crossing.

The Dragon's Head

Jump over to the small door NE and follow to the Stone Room. Jump to the N and S to place the 2 Bone Skulls and the cage will lower allowing you to get the Dragon's Head. Head out the newly opened gate, through the next room and back to . . .

 

Marooned - part four

Continue and use the monkey climb to the left and drop down to the floor. Go to the SW and pick up the last artefact, The Cave Key.

Go back out and use it just around the right hand corner in this room. Slide down into...

 

The Cave

Lara starts by overlooking a small lake. Turn around and enter the opening you see there. Follow through and go through another opening W. Keep going and find some flares in an alcove on your left hand. Go down the sandy slope and enter a huge underground cave. 

The Cave. 

Swim to the Island, there is nothing there but you can shoot a pesky fish. Then swim over to the Island S and on it you’ll find a Silver Key. Back to the main land and along the N wall is a Keyhole near a burning block, opening up the gate. Climb up the burning block in the corner, near the door and get in or do a diagonal run jump over that corner of the block so you land just inside the gate. Follow through and dive into the water at that hole in the floor. Follow through and climb out at the end, open the chest and get Philippa’s Gem

Safety drop through the hole at the end of this passage and go back down to the underground lake. Now take a right and follow the side of the lake around the corner to the far W of this cave and spot a receptacle near a switch on the wall. 

Timed Entrance. 

Use the Gem; a block rises so you can use the timed lever there. The door is a few block jumps back, pull, roll run curving right and jump with a left curve onto the next block; run off this one, curve left and jump into the opening. Follow through and watch the flyby of this huge room. 

The Huge Room, the 1st Castle Key

On the back of the NE pillar is a ladder, climb to the crack, briefly let go and grab again so you hang, then shimmy left around the corner. Turn around, grab the next crack and shimmy around, then take a running jump SW with a left curve to the S wall and grab the crack, shimmy right to the end of it. 

Go N and jump on a block there, face S, another jump and grab and shimmy around to the other end and hoist up in a corner so you won’t burn on the emitter. Then a back flip and jump/grab to the monkey climb and climb N before you drop onto the ledge N. 

Standing on that different looking tile you see some platforms coming up E, they are timed of course. Best way to deal with it, is face N at the burner, run N onto the tile curving right and do a running jump from about the middle of that tile and then another curved running jump to the second trapdoor and save on the safe tile behind it. 

Take a running jump straight over that little fence to the crack in the E wall, climb right and drop onto the platform. Turn around and stand to the right and use Ctrl to jump and grab up. Next jump is awkward so stand all the way back in the lower right hand corner and take a running jump with a slight curve to the slanted block and grab it. 

Hoist up, slide, jump, slide and grab the ladder. Once on the ledge, go to the other side and do some more jumping. Jump along the right hand side of the sloped blocks, as in the corners you have to jump hard to the right. You will end up where you started, but those brown blocks have been raised. 

These are also timed. run jump onto the left hand side of the first block, run jump onto the second block with a roll and stand jump right curved up onto the ledge above and once up, open the chest there. Aha, the Shotgun and aha, a Skeleton

Timed Exit. 

Jump to the pillar E and get the 1st Castle Key. Now take a swan dive into the water below and get out of the pool to leave SW. Almost at the exit you will hear that timed door opening and closing. Stand a bit back from the tile that opens the door and run around the corners to sprint left through the open door. 

Swim S along the W wall and find a large hole in the bottom, in the W wall is an opening, dive into the opening, climb out at the end. 

The Tower Key. 

Turn SW and climb up into the opening in the wall, turn around and take a running jump onto the sloped pillar SE, jump and climb up immediately as there’s a timed burner on the tile you stand on. On the pedestal is the Tower Key (Gem). Watch out for the wraiths, so back down quickly and into the water to get rid of them. 

The Keep, the 2nd Castle Key. 

Swim to the far SE corner of the Cave and find another building, “The Keep”. Swim around to the back of The Keep, there is a ledge where you can climb out of the water. Run to the front and use the Tower Key. Inside is an ammo crate, so if you run out of revolver ammo, this is the place to come.

Timed Blocks. 

Save your game, as the lever E is a timed one. Pull, backflip/roll, run leftish and jump onto the lower block, curving hard right a running jump onto the higher block. Land as close to the right hand side as possible so you can turn a bit and grab up to the platform above, run and jump with a right curve to the next platform, quickly get against the ledge and grab up. 

Get the Laser Sight from one chest and the revolver from another and use the ladder on the wall to climb up. Shoot a Crow and then shoot the ball in an alcove in the S wall (pistols will do fine), this opens the gate, take a running jump with grab to the monkey climb to get in. 

Use the switch and watch the flyby, nothing more to do so dive into the water and swim to the N, at the end go left (W), swim down into a gorge and locate the open trapdoor in the bottom. Follow the tunnel, hoist up at the end and get the 2nd Castle Key. Beware of the nasty fish that can bother you, swim back up to the Cave, to the Castle (S) and climb out. 

The Castle. 

Use the two Castle Keys on the front door of the Castle. 

Go into the first passage on the right and at the end near the two closed gates, look up and shoot the ball there in the ceiling, this lowers a block in another room. Pick up some Revolver ammo in the SE corner. Back to the entrance and go W, passing a staircase on your right, a bit further on is an opening in the floor. You opened this by shooting that ball, use the switch in there, pick up Flares (N), go into the (W) passage, twice left (S and E), the door is on your right. 

Inside go left and you come to an opening of the Castle wall where you see some columns in the lake. Don’t go there just yet, first jump up a block E and use the switch around the corner, now you can jump to those columns you saw outside. Go to the opposite side of the lake. 

Climb into the opening in the wall, follow through, climb the ladder at the end. Look for a reddish alcove in the Castle where you can shoot a ball. The door behind you opens, go in and use the switch in there. Watch the fly by, go back to the Castle via the ladder and columns, go left. Right at the brown pillars, right again and over those stairs to come back to the entrance. Go W again and right around the corner is the block (NE) you raised. 

Climb the block and jump over the opposite ledge, go left (U turn) and drop backwards to grab the edge of the floor and shimmy to the left. Pull up to use the switch in the end, crawl back out and drop to the floor. Go SE and around the corner to the left is the opened door. Climb the block inside, and up the ladder, back flip and pick up Shotgun ammo NE. Head out NW and you'll come to the battlements of the Castle. 

Go left, around the corner left again, where you’ll find a timed switch in and alcove to the left.* 

Optional: From here we can first go for a secret. Get onto the outer wall S and climb down to a lower ledge, look down for the reddish alcove where you shot the ball before. Take a running jump with a wide curve to get there (using action can help) and pick up Secret #4 Crossbow explosive ammo

Dive into the water below, swim left (E), back into the castle and go straight W, passing a staircase, back into the open door on the right, climb the block, use the ladder and once back up, go NW and left to the battlements, go left and left around the corner where you left off to find that timed switch around the corner in an alcove. 

Continue:*
 Save, use the lever and roll, take a running jump up onto the outer wall, roll and jump off backwards and use the switch, side flip left. Go back to the timed switch and use it for the second time (first you have to wait for it to get back up). Roll and run out to the left, around the corner, jump over the wall and down below to the next switch. Flip it and side flip before the burner turns on again. Again back to the first timed switch and use it for a third time. 

Roll and jump up straight, roll again but now take a curved running jump to the higher battlements (N). Jump to the very top and keep on running to a switch in the NE corner. Take the small medipack there and drop down to the lower W part. There will be a skeleton roaming around. 

Jump to the outer wall of the battlements and then climb down the S end where a platform went down to another switch. This will raise a pillar behind Lara in the lake. Take a running jump to the pillar and from there a running jump to the burning tile SE. This tile is quite safe, because it will only burn as long as you are on the pillar. Climb into the alcove and grab the Scottish Scroll

Dive into the lake and swim left around the corner, back to where you can climb out to the entrance (shoot those fish if you like). Go straight W again, right around the corner to the block NE, climb in and jump over the passage again, this time go straight into a small room and place the Scroll on the pedestal there. Lara will play the Harp and a door W opens. Get in and pick up Philippa's Gem. Go out and down, this time don’t jump but drop into the lower passage and head E to the room you visited at the start. Place the Gem left near the doors. 

The Dragon's Head. 

Run over both trigger tiles N and get up onto the block that will be raised S. Take the monkey climb to the N first, at the end let go and grab the column, hoist up and the fire W goes out. Jump down, back on the block, now use the monkey climb to the W. 

Once up get the Castle Key and a trapdoor above opens up. Climb up and jump on the battlements, turn around and take a running jump to the higher battlements. Go towards the blue flag that is gently blowing in the wind and put the Key in its receptacle to watch the final flyby. Once the flyby ends, head down to pick up the 4th Dragon's Head, then leave the level across the lake.

 

Marooned - part five

Follow through and drop down and now you can place the 4 Dragon Heads at their receptacles S. Slide down into...

 

The Temple of Fire

Lava Fountains, Wraith Pool

Enter and use the lever on the W wall, go into the gate E, to the Black Labyrinth. There is just one room you have to go and that is straight and take the last opening left. Flip the lever there and out again to the Lava Fountains. Climb the block that appeared and monkey swing to the other side. Keep going sort of straight to a pool. Watch out.. in this pool are wraiths.

Jump in and on the first underwater ledge in the NW corner is a small medipack.

NE is a marked tile and above it is an underwater lever on the pillar. Get some air and dive again, deeper this time and find the dragon statue NW, behind it is an opening and in the opening facing S is another underwater lever. Surface to get air and now dive W for that trapdoor from the cut scene. Swim in and follow through. Climb out and jump up S and watch the fly by, ending with a view of another Dragon's Head.

High Labyrinth

The guide is standing in an alcove all the way over by the W wall. He will only move when you explore a bit and find a trapdoor across the room in another alcove. Lara can then climb a block he raises. Jump SE, SE, NE, then go N, around the right hand corner down on the roof E and from there SE, S, E, look down NE for a small medipack, stand with your back to the wall and take a jump with Ctrl to get there. Now back to the pillar and jump NE and up. On the pillar (W) is a jump lever. Jump down SW, and back W and turn right to jump into the higher opening up N. Take a running jump up (no Ctrl) NE.

Now jump N, then down NE (no Ctrl) behind the pillar and N again to the ledge along the wall, head W and follow through, jump up to the opening S in the end and right around the corner there is a lever.

Jump back to the ledge N and jump SE at the end of this ledge, climb up E and use another lever. Cut scene of a trapdoor. Jump NE follow through and look down S near the end of the ledge. Jump into that water hole, that is the easiest way. All it takes is to back up against the wall and just run down.

A Torch

Don't swim the tunnel, but climb out, climb up S again and head W towards the guide and find near him an opening in the N wall (could be he is still standing at the block, just go N from there), jump through the opening in the wall, and go left and find the open trapdoor.

Jump in and jump W, then make your way down carefully to the E. SW are Torches, pick one up and ignite it on the wall torch E throw it on the marked tile you see W, keep going and when you reach some water right, go left.

At the end hoist up W. Draw your guns as Raptors roam these corridors. Jump over an opening in the floor and enter the room on your left.

Wraith Run, the Fire Stone key

A raptor guards this place and there is a jump lever when you come in on the left around the corner (S wall). Go back and jump into the opening in the floor and find that open gate W. Stand on the NW corner of the small lava pool. Face S standing at the edge and run/jump/grab the swing pole, then use jump to hoist up and jump to the other swing poles to the block at the end. Jump to the one left (E), this also raises a trapdoor N. This time take a running jump to the next pole and hoist up and jump across the room again. Don't hang around as the trapdoor is timed. Pick up the Fire Stone Key from the pedestal W.

Back down to the floor and out of the room (E) keep going straight and find the receptacle for the stone on your left, just past that small pool of water. Inside the alcove behind the block that lowered is a lever, this raises the block on which the Torch is. Back to the W and left at the pool and climb up again, shoot another Raptor and follow through to get the Torch E. Go with the Torch into the room where you used the jumpswitch and ignite the middle tile on the first step N, you can throw the Torch away. Save and pick up the Fire Stone, this also awakens loads of fire wraiths. Sprint out, right and down through the opening in the floor, turn and go E and left to the water, keep jumping up and down in the water till all the wraith are gone. Go to the E and climb back up in the corner near the burning wall torch. Jump E then turn around and to the next ledge W, jump over the ledges to the end, turn around and jump to the open trapdoor, climb up there. Jump back through the opening S. In the W is a door and the receptacle for the Gem.

Spikes, Burners and Jumps

Once inside a block raises N, climb up and turn and jump to the ledge S, go towards the emitter N and jump on it, immediately hang and shimmy to a corner so it will not burn you. The first spikes are lowered. Jump back and get on the block where the spikes were, turn around and jump/grab the burning ledge and shimmy around till you are safe. Face NW and take a running jump with slides a couple of times till you are in the NW corner. Now take a running jump S, the spikes are gone, standing on that marked tile, raises a block E behind the burning one. Go there (2 stand jumps) and climb the block, face N and jump/grab over to the sloped ledge, pull up and jump/roll and grab the ledge behind. Shimmy to safety and a block will go up where the emitter was.

Time the emitter and jump up and a running jump plus grab to the E.

Top of the Room, another Dragon's Head

You are now on top of the room, go right and to the left past that statue and take a running jump to the sloped pillar E. Slide and jump to the opening in front and run out S down onto a pillar there, use the switch to lower the block, then turn and jump with a grab down N. Look NE and take a running jump (no Ctrl) onto the ledge, next is to SE corner, same level. Jump down N and go E, you are looking down at the lava fountain.

Next jump is up to the SE, than into the opening SW. Climb up N, at the end of this ledge jump to the other side (E) just don’t grab the artefact from the pedestal just yet.

Go to the SE corner and jump (or run) into the opening SE, jump up S and grab that Medipack, turn around take one step from the edge and jump/grab back and now you finally get the Dragons Head.

Back to the Lava Fountains

This lowers a trapdoor NE, so now you can climb the ladder there. At the top shimmy around the corner, jump N to the lower ledge and climb the blocks E. Crawl in and through and end up on the stone bridge over the first room. A gate S opens, go there and when you are one step inside a block raises right at the end of the stone bridge.

Go over the bridge and jump on that block and from there to the opening W.

Around the corner left is a lever on the wall, go out and jump to the block again and down to the ground floor. Back to the green door straight E and into the Black Labyrinth, take the second left into the middle room, there is a block there you can now climb.

Jump/grab up W and walk to the end, look left and jump SW on the ledge a little higher, turn around and another jump up (N). Next one is NE, SE, again SE, then NE and the last one is SW for SECRET #5, Explosive Arrows.

Jump back to the ledges till you think you can make a safety drop down to the bottom. Go back out and climb the blocks to get into the opening W and head to the next level.

The Lake of Fire

Go through the creaky door and end up at a huge lava lake, stand on the E side of the small lava pool and face W. Look down in the pool and see an opening in the bottom, hop back once and stand jump in there to swim down and follow till you see S the opening ahead, turn to the right there and find an underwater lever S (it raises a block in the next room). Climb out of the water and follow through, climb the block and climb up the ladder E.

Creaky Door Puzzle

You are in the creaky door area. Save here and pay attention. There are no timed runs but doors close after you have been through them. Be sure to have a look through the gratings so you can see what is going on after using a lever, and pay attention to the two camera clues when they appear. The area is logical if you pay attention.

For those who want to number the rooms, left to right 1-4 and the rooms behind these (facing W) are from 5-8. The start room where you came up the ladder is room # 3. A video of the puzzle can be watched here (85 Mb).

-Room # 3. The start of this puzzle is the start room.
Pull the left hand lever (NE) down.
Be sure to turn around at the levers in this room and run straight away from it. If you touch one of the other grey tiles (except the one in front of the lever you pulled) the door can antitrigger. If this happens, just pull the same lever again and the door is open again.

Turn around and go through the open door on the right (N) to room #2.


-Room #2. There is only one lever in here so pull it down. The door straight ahead (W) opens.


-Room #7. In here on the right is also one lever, pull it down.
The door on the left (S) a bit further opens to room #6.


-Room #6. Go left and there are two levers here. Pull them both down. Turn around (E) go forwards and you are back in the start room #3.


-
Room # 3. Pull the left hand lever in the up position; turn around and go through the door on the right (N) again to room #2.


-Room #2. Push the lever in this room in the up position and go straight ahead (W).


-Room # 7. Leave the lever in the down position just go through the door right (N) to room #8.


-Room #8. In the SW corner of this room should be a small medipack. Pull the lever in this room down and get a camera shot of a door opening between 2 wall torches (door to room #1). Go back through the door to the previous room (S) #7.


-
Room #7. Pull the lever up and leave left (S) to room #6.


-
Room # 6. Only pull up the left hand lever (SW). Turn around (E) and go to the start room.

-Room #3.  Pull the left hand lever (NE)down. Go right (N) again.


-Room # 2.And go straight through to the next room N - #1


-Room #1. Pull the lever down and get another camera shot of the second door with 2 wall torches  (exit door room #5). And then go into open door straight ahead (W) to room #8.


-Room # 8. Pull the lever back up. Go in the door on the left (S) to room #7


-Room # 7. Pull lever down and go to the left (S)to the #6 room.

-Room # 6. Pull left hand lever (SW) down and turn around (E) to go to the start room once more.

-Room # 3. Now pull the right hand lever down. Turn around and the door to the left (S) should be open. For some players the door was closed because they probably hit one of the grey anti trigger tiles, just pull that right hand lever again and be sure to roll and run away straight from the lever.


Go left into room #4. There is one lever, pull it down. The door straight ahead (W) is open.


Room # 5. Walk through this and through the door left (savegame.0). Go left and pull the lever down and continue straight ahead (E) all the way to the Gate, which opens when you approach.

 

Jump to the pillar and get the Dragon’s Head. Then jump S to the statue and then W, down with a grab to the block that has been raised and then drop to ground floor.

Go towards the lava lake and jump over the raised blocks to the island. Go to the back and run over the tile there, more blocks in the lava sea will raise. Jump over them to the E and in the back of this room you can pick up five batches of Shotgun ammo and the shotgun along the E wall.

The Torch

Climb on the nearby block and jump up E. Once up grab the monkey climb and follow it to the end, Hang on the ledge and shimmy left, hoist up and get the Torch from the pedestal there. Jump to the floor, back on the block and take a standing jump W and slide/jump (with the Torch) to the ledge with the fire. Ignite the Torch and drop down to the ground floor. Use the burning torch on the wall torch N, the gate next to it opens. Throw the Torch down.

Don’t dillydally as a Raptor is in there. Pick up the Torch again and go in, go straight (N) and at an intersection go left, keep to the right and jump up twice, then to the opening right, shoot the Raptor and go further. In the N is a Medipack. Retrace your steps a bit and on the left you take a couple of running jumps over lava pits, for the first jump you have to stand back one step from the edge and hop back to run jump over, or jump at an angle. There are a couple of Raptors here so be aware. Follow through, passing a shallow pool, go to the right (W), at the end jump over a passage, and jump on the block in the end. Jump to a block higher E and a standing jump to the ledge SW. Jump W and jump up, light the wall torch and see a creaky door opening up. Drop down to the ground floor and retrace your steps, When you come over the opening over a passage, jump down. Go sort of straight E and shoot another raptor.

Pick up another Dragon’s Head and see more blocks rise in the lava lake. Pick up the Medipack S, go back W and take the first corridor to the left (S). Jump back to the Island and then over the blocks S to a grassy ledge. Jump over and across (E). Then jump to the small islands that are sticking out of this lava lake. When you are almost SE a fly by kicks in and you see the guide running towards you.

Raptor Battle

Go S, where the guide came from and find out why you found so much shotgun ammo. There's no need to kill that T-Rex as some raptors will do that for you as soon as you've set them free.

Run E, then left to the big doors N and flip the lever on the left to open these doors and set the raptors free. Run away to lure the raptors away and then sprint back into that opened area N, try to use the lever in the SE corner of this new area and then pick up the skull. By now the T-Rex should be killed by the raptors and you can take out the raptors. That last lever opened the big doors S. Enter and on the left is a second skull and on the other side a Medipack.

Go back to unopened temple doors and use the two skulls. Inside is a long chasm above a fiery pit. You can see your guide friend on the other side. The first trapdoor is timed, so don't stand on it for too long. Use hoist up and jump from the swing poles exclusively. One or two of the trapdoors are also timed, and you will have to jump onto two sloped blocks to raise trapdoors, then slide back and grab the edge and shimmy onto the now raised trapdoors.

Once at the other side, stand on the marked tile to make the final Dragon's Head appear, then grab it and be transported back across the fiery pit. Head back to the lava lake and jump back N to the central island and place all the Dragon’s Heads. A block lowers, so jump over and grab the Lake of Fire document.

Read: Thanks for playing.
I hope you’ve enjoyed The Lake of Fire as much as I enjoyed building it.
Have a great day! George.

The gate N is open so over the bridge and use the zip line to the end... (better not wave that guide goodbye!)

27-11-2012