Return to the Imprisoned Spirits

An adventure by George Maciver

Authorized walkthrough by Sutekh

CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab

-- General Notes --

* Items in Bold are necessary to complete the levels or get the secrets, either by using them, picking them up or both.
* You'll find a Combat Strategies Section and a Spoiler Section at the end of this walkthrough as well as a summary at the end of each level.

== Prologue: Return to the Imprisoned Spirits ==

Objectives: Find and use the Spirit Key and make your way to the Tomb of Despair

Let Lara slide down the slopes and fall into a pool below. As a warm welcome, a scavenger is waiting for you there on dry land so carefully pull out of the water and draw your pistols to take it down.

There's a switch by the pool on the E wall, but first let's take a look around. You're standing on the eastern shore of a poisoned lake that is crossed by cross-shaped bridges, and happens to be the very same Poisoned Lake you've already crossed many times if you played Imprisoned Spirits. You'll cross it again, but later. There's a large opening up in the wall, but steep slopes prevent you to get through it. Beyond the slopes, a closed grate door gives onto a corridor. That's where you're going now with the help of the nearby switch. By the way, it's timed.

Go to the switch and save. Flip it, roll to turn around then sprint to the grate door around the slopes, jumping when Lara's out of energy to save time. You should easily pass the door just as it closes.

Run up the ramp and pull up at the end to reach an higher part of the passage. Run through it then safety drop down from the hole at the end into a room below, landing on a large platform lined with lava. Run through the W opening: you're now in the White Passage.

A Tour of the Place and a Silver Key

Ahead of you (W), you can spot a breach in the wall in the distance, which is the one giving back onto the Eastern Shore whence you came. Turn L (S) and run up the passage, drawing your pistols to dispatch 2 bats that'll fly at you on the way, one at a time. Look at the wall on your R (S) as you run to spot an high opening, closed by a grate door. You're going there soon. Continue along the passage until you see some flares and pick them up. Resume running, killing a third bat on your way and eventually entering a new room.

There are three Spirit Masks Receptacles here, each holding a Mask. They are souvenirs from the first opus, as is the heavy mechanism door which will remain closed. Go to the far L corner (NE) and activate the switch there to open the grate door closing the high opening in the White Passage.

Return there and climb onto the lowest of two blocks against the wall opposite the opening (N). Go to the highest part of the edge near the wall, turn 135° R (SE) and do a SJ to land on the lowest corner of the higher block. Go to the other edge, turn 45° R (SSE) to face the opening, hop back and do a RJ+G. Pull up.

A bridge extends ahead, leading over lava to a closed grate door. You'll open this one only much later by feeding the two Serpent Heads you can see to your R (W). Of more immediate interest is the Silver Key lying on the pedestal to your L (E).

Cross the bridge and go L (E). Stop at the edge (of course), standing as left as you can and turn L to face the pedestal. Hop back and do a straight RJ to land on the very edge of the pedestal ledge (see screenshot). Shimmy to the L, pull up and go pick up the Silver Key on the pedestal. A camera shot shows you your next destination: a heavy mechanism door by a pool.

Go on either side of the pedestal, turn to face the bridge (W) and do a RJ to land on it. Cross it to the entrance to safety drop down back in the White Passage.

From the Silver Key to the Silver Keyhole

Go L (W), run down the passage and turn L (W) at the entrance of the room from where you first arrived. Run to the breach in the wall and pull up on the rightmost side. Go ahead and slide down the slopes to be back to the Eastern Shore where you started the level. Run ahead across the bridge.

When you reach the center, you'll probably notice some emerged rocks on your L (SW) leading to a blue lit opening. You're going to get there soon, but first a short detour for the first secret of the adventure.

Keep running ahead (W) to the other end of the bridge then between the two ramps on the Western Shore. What was once a corridor is now blocked by a mass of fallen rocks. Climb on the lowest part of said mass then SJ on the top of the R ramp (N). Walk until you reach the edge, standing in the middle of it, turn 45° L (NW) and do a SJ with a hard L mid-air curve around the corner of the wall to land on a flat rock. Pick up Secret #1: shotgun normal ammo. Return to the bridge by sliding down the rocks, going to the edge of the shore near the ramp and doing a SJ.

Run along the bridge until the first emerged rock is on your R (S), turn to it and do a RJ. Ignore the closest emerged rock, turn slightly R (SSW) to face the second one and do another RJ. Turn R (W) to the emerged block near the opening and do a RJ+G to pull up on it. SJ on the higher block and turn L (S). Run across the corridor to reach a room with a pool, a heavy mechanism door and a Silver Keyhole to your L (S). Go use the Silver Key on it to open the nearby door.

Swimming, Jumping and Fighting to The Spirit Keyhole

Pass the door which closes behind you cutting off the way back, and run along the corridor then up a couple of stairs to find yourself in a room crossed by a scalding water pool. Go to the extended ledge in the middle and do a RJ+G over the lava to pull up on the other side. From there, continue ahead (S) until you reach a pool of cool water.

Dive and swim L (E). The next room is totally flooded, the second one is crossed by an emerged ledge too high for you to pull up. In the third one, though, pull up on the ledge in the middle where you'll find a Spirit Key on a pedestal. Dive back and swim to the next room.

Pass the first ledge R of the entrance (S), which gives onto a stairway, and go pull up on the second one. Climb on the higher rock ahead, turn 45° L (SE) and do a SJ over the slopes junction. Pick up the Gold Key, return in the water and swim L to pull up on the stairway.

Draw your pistols as you run up the stairs to the next room: 2 crows are waiting for you there. Once they're both down, ignore the black blocks in the W side of the room: there's a Silver Keyhole up there and you don't have the matching key yet. Go to the E side instead, running in the passage between rocky slopes that extends in front of the silver keyhole. There's a purple lit opening up in the wall ahead (E).

Find a flat ledge to your R (SE) and pull up on it. Turn 45° L (NE) and SJ on the higher one. Turn L (NNE) to face the opening and do a SJ with a hard R mid-air curve (see screenshot). Run into the passage until you reach a closed lost souls door and a Gold Keyhole at the other end. Use your Gold Key on the latter to open the former and walk through the doorway.

You're now standing on the edge of a pool of scalding water and you need to reach the closest R corner (SE). No other way to do so than going around the room. Turn 45° L (NW) and SJ over the lava to land on the nearby ledge. Turn to the black block, go against it, jump up and hit Action to grab its edge. Shimmy to the R until you can pull up in the corner of the room.

There's a wrought iron trapdoor above you but it's very closed for now. Turn around (E) and look up: a MS leads to the opposite side. SJ from the edge with Action to grab it and swing ahead. Let go at the other end, run to the other end on the ledge you landed on stopping one step away from the wall and turn 45° R (SW) to face the slightly lower alcove where a switch is waiting for you. Run off (don't jump) to it, hitting Action to clear the low ceiling. Activate the switch to open the trapdoor.

SJ back on the ledge from the R corner of the edge, again hitting Action to clear the low ceiling. Run to the other end, stand up and grab the MS, swing as far as you can, let go and immediately hit Action to grab the edge of the block. Pull up, turn around, jump up and pull up again on the platform above.

Turn L (N), pull up and go pick up the Silver Key in the recess to the R (E). Make your way back down through the open trapdoor then drop down from the block with Action pressed to grab its edge. Shimmy along the black blocks to find yourself back on the small ledge near the entrance and do a SJ to the latter.

Return to the Crows Room via the passage and sliding down from the opening. Climb the black blocks in the opposite side of the room to use the Silver Key on the Silver Keyhole there to open a nearby grate door to its R.

To the Tomb of Despair

Go through the doorway and draw your pistols: a scavenger bursts out from the corridor in the opposite corner. Get rid of it then go to the corridor whence it came. Run to the other end to reach a balcony overlooking the Crow Room and go use the Spirit Key on the Spirit Keyhole in the middle of the wall. A camera shows you a large double door opening elsewhere: this is your next destination.

Return to the Crows Room either by whence you came or by SJ over the fence at the other end of the ledge and sliding down the rocky slopes. Go to the bottom of the stairway at the entrance and walk to the edge of the pool. There's a set of alternating walkable/slippery slopes to your L (NW), leading up. Position Lara one step away from the rocks to your L, turn to the slopes, hop back and do a RJ to the closest walkable part. Make your way to the top with diagonal SJ from walkable part to walkable part and eventually pull up.

The newly opened doors are here to your R (N) and leads to the Tomb of Despair. But before going there, let's go for a Secret.

Run ahead along the blocks to your L and stop at the wall. You're in fact standing in front of a movable block. Pull it twice then go around it to go through an opening. Run down the ramp and drop down the hole at the other end to land in the room with inaccessible ledges you swam through a while ago. Pick up the flares at your feet, the large medipack in the opposite corner and the shotgun normal ammo nearby. Now cross the middle ledge to the opposite side of the room and pick up Secret #2: a Secret Skull from the pedestal.

You now need to get back to the open double door so SJ over the fence in the water, swim to the last room, pull up on the stairway and make your way back up to the opened door like you did the first time.

Pass the opened door and run down the ramp to your L (NW). As you do so, the doors close behind you and a camera shows you a yeti going through a lost souls door. Don't be afraid, this is Romuald and he's here to help you. Each time you'll see him, watch where he goes with attention, this is a hint of what you have to do or where you need to go. What he just showed you is the entrance of the Tomb of Despair, so continue down the ramp toward the closed grate door which will open as you approach, finding yourself in an opening overlooking the Southern Shore of the Poisoned Lake.

[Note: A bug of the editor may prevent the Romuald cut-scene to be triggered and the door to the Tomb of Despair will remain closed. It occurs especially if you have a lot of programs running in the background while playing and your computer resources are a bit low. In this case, quit the game, restart and load a savegame prior to the cut-scene to fix the problem.]

Don't drop down there though. Walk to the edge instead to the leftmost tip against the wall, turn 45° L (NW) and SJ with a hard L curve around the corner to land on the top of the nearby ramp. Turn L (W) and SJ to the top of the other ramp. Walk ahead to the edge, turn 45° L (SW) and do another SJ around the corner. Pick up the small medipack, return on the ramp with a SJ and drop down in the passage.

Turn L (S) and run though the door Romuald opened before, entering an antechamber. There's another closed lost souls door ahead. Run to it to enter the Tomb of Despair.

==== In this chapter, you should have found...

Enemies: Scavengers, Bats, Crows
Items of note: 1st Silver Key, Spirit Key, Gold Key, 2nd Silver Key
2 Secrets
some Traps - 1 Timed-Run



== Chapter 1: The Tomb of Despair ==

Objectives: Find a Corpses Hand to open a way to a Spirit Stone, a Spirit Key and the exit.

Run ahead into the passage toward a large room bathed in shallow waters. A you do so, you'll see a sequence showing Romuald passing a large double door then running on a black wire mesh floor that's above the room you're about to enter and disappear through an opening. Where he went is where you must go, but you'll have some tasks to accomplish before as to not find yourself facing a dead end.

What you can see now is a gruesome Eviscerated Corpse standing on a burning floor right in front of you. It needs something that you don't have yet. You first task takes place in the eastern part of the room (R of the entrance), but given what awaits you, run ahead a bit first (N) until you can spot the beautiful Golden Statue of a woman brandishing a sword. Take good note of its location then return toward the entrance.

-- The Eastern Sands --

The Quest for the Crowbar

Turn L (E) at the eviscerated corpse and run until you reach the dry part of the room. Ahead of you, beyond the ledge you're standing on is a wide patch of sand (the Eastern Sands). However, the flames, skeletal remains and corpses scattered all over are a clear warning of how deadly this burning sand is. There are safe tiles, though, marked by a brown, stony floor. There's also a wide opening to the R in the S wall as well as another smallest one in the far L corner (NE), which is too far to be seen right now.

Run a bit toward the sand then quickly turn L (N): you've just awakened a gang of 3 Spirits, the very essence of the ones Lara banned in the first opus (they act exactly as Ice Wraiths, by the way). Continue running, jumping or sprinting along the ledge and turn L (W) before the last column. Head to the Golden Statue which is in fact just what you need at the moment: an anti-spirit device. Wait for the Spirits to explode in their usual self-destructive way.

[Tip: During the following part, whenever you have to do a RJ over deadly sand always position Lara one step away from the edge of the safe tile before hopping back to take a run up so she doesn't step too far before jumping.]

Now you can more quietly explore the Eastern Sands and their surroundings. Return to the ledge you just came from and go R (S) to be back at the end closest to the entrance. Pull up on the rightmost part of the higher ledge. There's safe brown stony ground before the opening to the R: do a RJ to it. Carefully walk ahead (E). You can now clearly spot the metallic floor running along the wall ahead, and another safe patch between. Looking L, you also can have a glimpse of a shiny Gold Key: your next goal.

Position Lara one step away from the end of the safe ground, hop back and do a RJ to the next one. Do another RJ to the metallic floor, turn L (N) and run along it until you've got safe ground to your L (W). Do a RJ to land on it and pick up the Gold Key. Turn around (E) and return to the metallic floor with another RJ (you may find it easier starting from the raised leftmost part). Make your way to the large opening in the S wall by running back to the start of the metallic floor, SJ on the first safe patch (don't RJ, you'd land on deadly sand) then do a RJ to the next one. Now simply run through the opening.

You're now in a dark corridor ended by a well-lit beige tile with a Spirit Keyhole on the R, which we'll call "the Eastern Passage" from now on. You don't have any Spirit Key yet so ignore it and consider the Gold Keyhole to your R, only waiting for you to use your Gold Key on it. Do so, opening a lost souls door above the slope R of the keyhole in the process. Go in front of it and SJ over the slope to the doorway. Run across the dark corridor to reach a red-lit room and pick up the Crowbar there on a pedestal. This isn't just a useful tool but a life-saver as you'll soon find out.

A Shotgun and a Cog Wheel

Return to the Eastern Passage then the safe ground under the entrance and make your way to the metallic floor against the E wall like you did the first time. Run all the way to the other end and pull up in the higher passage.

There's a closed double door ahead (N) and you can spot a winged demon eagerly waiting for you in the room beyond. Run to the door which will open as you approach but don't try to fight the demon right now: you only have pistols and they are totally ineffective against it. Run - or even sprint - across the room instead, heading for the left part of the black greek door and use your crowbar to pry it open. Quickly enter the small room beyond. Hopefully, the demon won't follow you there.

Whether it does or not, go to the recess to your R (E) and pick up some shotgun normal ammo and a most handy shotgun. You're now ready to get rid of your current foe. Take it down quickly (a single cartridge should be enough if you're lucky). Once it's permanently back to whence it came (ie: Hell), pick up the Cog Wheel on the pedestal and don't forget the large medipack in the other recess (W).

Nothing more to do around the Eastern Sands for now, so you have to explore another part of the Tomb of Despair. Leave the small room, cross the larger one then run to the end of the passage. There's a ledge to your R (W) against the wall. SJ on it, go to the other end and do a RJ to land on the metallic floor ahead. There's a closed double door here but it only opens from the other side so ignore it and return to the shallow water.

-- The Western Sands and Surroundings --

Run diagonally across the room to be back at the Eviscerated Corpse then go R (W) and continue until you reach dry floor. Turn R (N) and run to the other side of the room. You'll alert 3 Spirits on your way, so turn R (E) before the last column and rush to the Golden Statue. Wait for them to conveniently explode then return to the W side of the room.

Another large patch of deadly sands stretches across the room, so again be careful where you step. To your R, you can spot a closed double door near an Egyptian statue. That's where Romuald went. You won't follow him right now but let's open the door in order to avoid a couple of long detours later. The Egyptian Statue being very movable, push it on the maltese cross tile on its R. That'll do the trick.

Now ignore the newly opened door and locate the nearby set of safe stony grounds in the sand leading to the metallic ledge running along the W wall and do a RJ to the first one taking off from the metallic floor, one step away from the sand.

Turn 45° L (SW), walk to the corner of the safe ground you're on and do a SJ to the next one (see screenshot). Walk to the corner ahead (SW) and do another SJ to the next safe ground. Position Lara one step away from the point of the raised ground, turn R (NW) and do a RJ to the last safe ground. You can now safely run to the metallic ledge (see screenshot).

A First Spirit Key

Go L (S) and run to the other end of the ledge. Pull up through the opening and run through the corridor to reach a large room. There are a couple of closed grate doors here that will open later. For now, draw your shotgun and run across the room to the S. Soon, a first winged demon will make an appearance. Stop and shoot it down. Resume running W, taking care of a second winged demon on your way.

Go through the opening ahead (S). You're now standing on a ledge overlooking a room with blocks and an opening to the L (E). Don't go down for now. Consider the rope you're facing instead and the switch on the opposite wall.

Do a RJ to grab the rope and swing to the switch. Activate it, opening one of the grate doors in the previous room. Safety drop down to a pillar below then again in the lower room. Turn around (N), use the blocks ahead to climb back up on the high ledge and return in the Winged Demons room.

Cross it and go through the newly opened door in the opposite side (N). There's a Cog Wheel Mechanism on your R (E) with an empty rod in the middle. Use your Cog Wheel on the latter to activate the Mechanism and open the nearby grate door.

Enter the room beyond. There's another Cog Wheel Mechanism here on your R (E), but you don't have the matching Cog Wheel yet. Pick up the Spirit Key on the pedestal to your L (W). It's now time to use it.

Jumping to the Second Cog Wheel

Return to the Winged Demons room and from there to the metallic ledge by the Western Sands. Turn R (E) and do a SJ over the sand to the higher block, then a RJ to the safe ground ahead. There's a large opening to your R (S). Go through it and run along the passage to the other end where you'll find a beige tile with a Spirit Keyhole to the R (W - We'll call this passage "the Western Passage" for future reference). You're in fact standing in an elevator. Use the Spirit Key on its keyhole to activate the elevator and be lifted to the level above.

You're now in a dark corridor lined with red-eyed corpses pinned on the walls. Turn R (N) and run to the other end to reach an opening overlooking the Western Sands. Ahead of you, you can see a set of collapsible platforms leading to the other side of the room. There are several ways to deal with them, but here's the ones I found easier:

Do a SJ+G from the edge of the opening to grab the edge of the 1st platform. Pull up and do a RJ to the next one. Do SJs to the two next platforms then a RJ to the last one. Do a SJ+G to the opening to grab the edge and pull up.

OR

Do a RJ from the opening to the 1st platform then a SJ+G to the next one to grab its edge. Pull up and do a RJ+G over the 3rd one to grab the edge of the 4th one. Pull up, run once to go to the other side of the platform and do a SJ+G to the 5th and last one. Pull up and do a RJ to the opening ahead.

Cross the stone bridge beyond the opening to reach the other side of the room and run through a dark corridor ended by a closed grate door which will open as you approach. Draw your shotgun upon entering the next room: the door closes behind you, cutting the way out, and 2 winged demons jump at your throat as soon as you step in. Once you've got rid of them, take a look around.

There's a closed black greek door to your R (E), but you can't pry this one open with the crowbar. There's shotgun normal ammo in an alcove to your L (W). Pick it up. Now run to the pedestal in the opposite side of the room, noticing the four switches on your way, and pick up the Cog Wheel. Now go activate all four switches to open the nearby black greek door and run to the latter.

A Second Spirit Key

Run along the corridor until you reach a junction. Go R (S). A fly-by will show you a grate door opening between the Western Passage and the Winged Demons Room. Drop down in the hole at the end. There's a ramp going up behind you (S). That's where Romuald went but it still leads to a dead end for now so turn L (W) and run down the ramp to pass through the double door you opened when you first arrived at the Western Sands.

Turn L (S) and run along the stone ledge stretching between the shallow water and the Eastern Sands to the opposite side of the room. Turn R (W), position Lara on the metallic floor one step away from the sand, hop back and do a RJ to the safe ground before the Western Passage opening. Enter the Passage and run along it until you reach an opening to your R (W). Jump into it over the slope and pass the open grate door to be back in the Winged Demons Room.

Run ahead then R (N) to be back in the first Cog Wheel Mechanism Room. Continue to reach the second Cog Wheel Mechanism and use your Cog Wheel on the empty rod in the middle to open the nearby grate door to your L (N). Enter the third room, notice the 3rd Cog Wheel Mechanism and pick up the Spirit Key on the pedestal to your L (W).

-- Back to the East --

Now, you have to reach the other elevator at the end of the Eastern Passage. Go back to the Western Passage via the Winged Demons Room and through the short corridor. Leave the Passage, turn R (E) then do a running jump to the metallic floor from the end of the safe ground. Cross the shallow water to the Eastern Sands and reach the Eastern Passage like you did the first time. Once there, run to the elevator at the very end and use your Spirit Key on the Spirit Keyhole on your R (W).

You're now in another dark passage lined with red-eyed corpses. Turn R and run to the other end to reach an opening overlooking the Eastern Sands. No collapsible tiles here, though, but a good old bridge made of solid stones. Run across it to the other side of the room where you'll find a corridor closed at the end by a grate door which will open as you approach. Enter the next room.

The Burning Blocks Trial

Again, the door closes behind you. Notice the closed black greek door to your L (W), run to the other side of the room and go into the last alcove to your L (W). There's a ladder there so climb it up then shimmy L to reach the high left part of it and resume climbing to the top. Don't pull up. There's a nasty fire burning in the center of the block above. Backflip instead to land on a ledge behind.

You can now spot a pedestal in the other side of the room, but the only way to get there is through the burning blocks. The trick when you'll have to go on them is to stand up in the very corner where the flame can't burn you. For now, do a RJ over the first flame and hit Action at the very last moment to grab the edge of the second W block. Shimmy L to the corner and pull up.

Turn around to face the first E block. The flame on it is now turned off and this block is perfectly safe. Do a SJ to it. Turn 135° R (S) and do a RJ to the 3rd E block hitting Action to grab its edge. Don't pull up but shimmy R and around it until you've reached the corner on the opposite side. Pull up, turn around (N) and do a SJ to the ledge with the pedestal. Go pick up the Cog Wheel on the latter, opening the black greek door below in the process.

You now have to make your way back. Turn around (N) and go to the R side of the edge. Hop back and do a RJ+G to the second block ahead. Shimmy L to go around it and reach the opposite side. Pull up, turn around and do a SJ to the safe block then another one to the ledge. Turn L (W) run to the other side, turn L (S) to face the ladder and position Lara with her back against the wall. Do a SJ and hit Action to grab the ladder. Climb down and drop safely once you've reached the bottom.

-- Back to the West --

The Corpses Hand

You now have the third Cog Wheel so let's go use it. Run along the corridor, stop at the junction and go L (S). You're back in the small passage ended by a hole you already crossed after finding the second Cog Wheel. Return to the third Cog Wheel Mechanism like you did the first time (see "A Second Spirit Key" above).

Use the Cog Wheel on the Cog Wheel Mechanism. It opens a double door in another room which is near the one with the rope. So return there via the Winged Demons Room and this time go down using the blocks into the room below.

Pass the opening to the E, entering a large room with sandy floor and large rocks. The newly opened door is here ahead in the other side of the room. Run across the room but don't go through the door yet. Let's first go for a Secret.

Turn R (S) at the wall and run to the corner ahead (SE). Look up to locate a CS high in the E wall. Pull up in it then drop down in a short corridor. Secret #3, a Secret Skull, is there on a pedestal. Pick it up then return to the previous room.

Pass the open double door and cross the passage to the pedestal supporting the Corpses Hand. Make sure you're facing the entrance before picking it up as a nasty surprise awaits you in the form of 2 Spirits disturbed by your stealing the Hand.

What follows isn't a timed-run per se, but feels very much like it since you must reach the far Golden Statue while chased by the Spirits without being hit too many times as to lose the least possible health.

Jump over the pedestal as soon as you've picked up the Hand and rush to the nearby room. Cross it (sprint/jump and run in zigzag) to reach the Rope Room. Try jumping on the blocks there instead of pulling up to spare time and cross the Winged Demons Room. Return to the Western Sands via the Western Passage then to the shallow water (mind the burning sands!). Hurry NE to reach salvation and the Golden Statue.

-- Up Above : The Spirit Stone and the Way Out --

Turn around (S) and run across the room to the Eviscerated Corpse. The burning floor under it is now mercifully turned off. Go around it so you're both face to face and give it back its Hand. You'll see a pool of scalding water turning into a pool of cool fresh water somewhere. This scalding water being what prevented you from following Romuald until now, time to walk in his steps.

Return to the Western Sands then N to the other end of the stone ledge. Pass the door you've opened by pushing the statue and run up the ramp. Go R (S) to run up another ramp to reach a large room with a black wire mesh floor located right above the shallow water. Cross it to the other end, pass a first room then enter one with the pool you just turned into a clear cool water one.

Cross the pool diagonally to the L (SE) and go through the opening there to enter a small room with a grate door ahead, a lost souls door to your L (E), a hole in the center and a Spirit Stone and a Spirit Key on a pedestal to your R (W). Pick them up both, opening the grate door in the process but don't go through it yet. Another Secret awaits you nearby.

Turn E to face the hole, hop back so Lara's back against the wall and run into the hole while holding Action to land in an opening below. Run through the corridor to enter Secret #4. Pick up the large medipack in the center, shotgun normal ammo to the R, an Uzi ahead and 3 uzi ammos to the L. When you're done harvesting goodies, go to the central platform, turn to the entrance and look up. There's a corridor above leading back to the Hole Room. Walk to the edge of the platform, jump up and pull up in the corridor. Run ahead to the closed lost souls door which will open as you approach.

Your work in the Tomb of Despair is now done so go through the doorway to your R (S) and slide down the ramp to be back near the Poisoned Lake in the Tombs Antechamber.

==== In this chapter, you should have found...

Enemies: Spirits, Winged Demons
Items of note: Gold Key, Crowbar, 1st Cog Wheel, 1st Spirit Key, 2nd Cog Wheel, 2nd Spirit Key, 3rd Cog Wheel, 3rd Spirit Key, Spirit Stone
2 Secrets
some Traps

== Interlude 1: Return to the Imprisoned Spirits ==

To the Tomb of Hope

Run ahead and drop down from the opening to be back on the Southern Shore. Do a diagonal SJ from the edge to the bridge and cross it all the way to the Northern Shore. Turn 45° L (NW) at the end and do a SJ to the shore. There's a Spirit Keyhole ahead in the corner so go use the Spirit Key you found in the Tomb of Despair on it to open the nearby closed lost souls door.

As you do so, you get a glimpse of Romuald heading beyond the newly opened door to the Tomb of Hope. All you have to do is to follow him so return to the bridge and turn L (N) to pass through the doorway. You'll find yourself in another antechamber. Simply run ahead to the other closed lost souls door and enter The Tomb of Hope.



== Chapter 2: The Tomb of Hope ==

Objectives: Find the Corpses Hand that will give you access to the second Spirit Stone.

-- Which Way to the Spirit Key? --

Your very first problem here will be to find a destination. You're standing in an opening overlooking a large, cave-like room. Like most of the places you'll explore in this tomb, it is bathed in lava. There's a central pillar in the center and a good amount of rocks, ledges and slopes running along the walls. From where you stand, you can also spot an opening in the L wall (E) and a Golden Statue in the distance in the far L corner (SE).

Your first destination is an opening in the W wall which you can't see at the moment. Although you're not that far from it, you can't access it directly and will have to go around the room via the central pillar (see screenshot 1 and screenshot 2 to get an idea of the path to follow).

Walk to the edge, turn slightly R (SSW), hop back and do a RJ with a R curve in mid-air to land on the ledge ahead and below (point 1 in screenshot 1). Turn L to face the slope ahead (S), run to it then turn R toward the wall and safety drop down on the ledge below (point 2). Roll to turn around (E) and do a RJ with a R mid-air curve to the bottom of the central pillar (point 3). Turn R (SE) to face the next ledge and do a SJ to it. Turn R again (S), walk as far as you can and do a SJ over the slope to land on point 4.

Walk to the tip of the ledge you're on and do a RJ+G to the ledge against the wall (point 5). Turn R (W) and walk to the edge. There are slopes extending from the wall which edge is grabbable (point 6). Do a SJ holding Action to grab said edge. Shimmy to the R around the slopes until you can pull up on a flat brown block (point 7 in screenshot 2). Turn R (N) and do a SJ to another flat block ahead (point 8). The opening is on your L (W). Run into it.

Go along the passage until you reach a small rectangular room. There's a ladder in the far R corner (NE). Climb up until Lara's hands are approximately one tile away from the ceiling and backflip in a corridor. Turn around (S), enter a small room ahead with a red-eyed corpse pinned on the wall, go L (E), pass through the opening into a larger room, run up the ramp and find another opening to the L.

Go through it, run off to the ledge below (careful not to fall from it, though), turn around and drop down, hitting Action to grab the edge. You're now hanging above the Main Lava Room, with a wide slope below your feet. Let go, slide down the slope and grab its edge. Shimmy to the R as far as you can and backflip to land on a flat ledge. Turn around (E), run off to the stone floor below and go R (S) past the pillar. You've reached what we'll call the "Eastern Balcony" from now on.

You now can clearly see the Golden Statue ahead and the opening on your L (W). You can also spot a closed grate door behind the statue and an Eviscerated Corpse missing its hand immediately to your R. Last but not least, looking R to the opposite side of the room, you can see a closed grate door which is currently blocking the way out of the Tomb of Hope.

Most of these are for later, though. For now, consider the opening in the wall to your L and go through it.

Hot Jumps

You're now standing in the threshold of another lava room of smaller proportions than the Main one. A set of hot emerged platforms lead to a grate door that's currently closed. Close to you on your L and R are two burning pillars. Let's consider the R one first.

Walk to the edge, sidestep R until you're one step away from the wall and turn 45° R (SE) to face the very corner of the burning pillar. Do a straight SJ to land on it. This permanently extinguishes the flame on the other pillar. Turn around and do a SJ back to the entrance, then turn R (NE) toward the L pillar and do a RJ to it.

The hot platforms leading to the closed grate door are now turned off in turn. But not permanently, though. As a matter of fact, they are as timed as can be.

Walk to the middle of the edge, turn 45° to the first platform (SE) and save. Hop back and do a RJ with a L mid-air curve. Run in "S" on the platform to do another RJ to the next one with a L mid-air curve. Run with a R curve and jump to the last platform. The door opens as you land. Immediately do a SJ+G to the edge of the opening and pull up.

The door closes as you step in, cutting the way back. Turn R (S). There's a Spirit Key waiting for you on a pedestal in the corner ahead. Run to it but draw your shotgun: 2 winged demons are watching over the key and don't intend to let you steal it easily. Take them down then go pick up the Spirit Key. Return to the grate door whence you came. It will open as you approach, and you'll see that the hot platforms are turned off again, this time permanently.

Do a SJ to the first one and a couple of RJ to the following ones. Once on the last, walk to the edge, turn 45° R (NW), hop back and do a RJ to the safe pillar. Turn toward the entrance and do a SJ to land in it and return to the Eastern Balcony.

-- A Second Spirit Key in the Heart of the Tomb --

Run L (S) toward the Golden Statue. There's a Spirit Keyhole on the block in front of it. Use the Spirit Key on it to open the nearby grate door but don't go through the latter yet. You're going to do a short detour for a goodie first.

Sidestep L or R and pull up on the block. Walk to the edge and do a SJ to the rock extending from the wall ahead. Run off to the ledge below, run along the latter and do a SJ on the brown block at the other end. Turn 45° R (NW) and do another SJ to the next brown block. Sidestep R to the edge and do a SJ to the last one. Turn R (N) and do a long RJ+G to the block ahead. pull up on it and pick up the shotgun normal ammo there.

Return to the ledge running along the S wall with RJ+G to the third brown block then a couple of SJ to the ledge. Run to the other end, stop one tile away from the higher block and sidestep to the wall so you stand on the highest part of the floor. Turn 45° L (NE) the face the lowest part of the block and SJ on it. Walk to the tip to your R, do a SJ on the Spirit Keyhole block then run off on the Eastern Balcony.

Go through the open door to your R (S) and pass the first small red-lit room to reach a T-shaped bridge crossing another lava room (the T-Bridge Lava Room). Cross the bridge to the center of the room. You can spot a ledge ahead (S) and below giving onto a wide passage with a Corpses Hand on a pedestal (but all these are quite inaccessible from where you are). On your L (E), the bridge ends on a closed grate door. On your R (W), it leads to an opening.

Run toward the latter but draw your pistols as soon as you hear the cawing of a crow. Turn around to face it and shoot it to death. Return to the opening but stop one tile away from it just before the bridge goes slightly up and turn R (N).

There's another opening ahead and below. Turn slightly L to face it and do a SJ to it, holding Action to avoid hitting the wall. Follow the corridor to reach the next room.

Crumbling Platforms and Slopes Bouncing

It's bathed in lava and you can see a set of collapsible tiles leading to a slope facing R. Position Lara so she faces the right part of the first collapsible tile and do a series of SJ from tile to tile. When you reach the last one, do a last SJ with a slight R curve to make sure Lara jumps forward from the slope the following one. Immediately jump to the latter, then to the next one, holding Action to grab its edge. Shimmy to the R as far as you can, pull up and jump to the next slope with a R mid-air curve. Slide a bit then jump to the last slope with a L mid-air curve then do a last jump to the ledge and the switch ahead (see screenshot for the last four slopes)

Activate the switch to change the slopes direction, roll to turn around and do a SJ holding Action to grab the edge of the first slope. Shimmy to the L, pull up and jump with a L mid-air curve to the next slope then with a R mid-air curve to the third one. From there, jump from slope to slope to the other side of the room until there's a slope to your L at which point you'll have to sway in mid-air L then R until you can jump on a flat ledge against the wall.

Turn L (W), run to the end of the ledge and sidestep to the edge. Turn 45° R (NW) to face the top of a pillar and do a SJ+G to it. Pull up and do a couple of SJ to the next pillars. Turn 45° L (NW) and do a SJ to the last pillar around the corner. Turn R (N) and look up: there's a MS ahead so SJ and hit Action to grab it. Swing to the other end and let go. You'll land on a collapsible tile right before a block with a switch. Immediately hit Action to climb on the block.

Activate the switch to open the grate door at the end of the T-Bridge and lower a block on the top of a nearby pillar. You now have to make your way out of this room. Turn L (S), run off the block you're on and walk to the wall. Sidestep to the edge, turn R (SEE) to face the now accessible top of the pillar ahead and do a SJ+G to it. Pull up, SJ on the next pillar and climb in the opening to your R (S).

Run up along the passage until you reach a hole from which you can drop down to another passage below, losing a bit of health in the process (shimmy as left as you can when hanging before letting go to lose the least possible health). You're in fact at the bottom of a stairway going up to your L (S). Since you're lacking an item that is required up there, turn R (N) and run along the passage to find yourself back on the T-Bridge. Cross it and pass through the newly opened grate door.

Playing with the Settings

You'll soon find yourself standing on the edge of a lava pit with a central stone structure ahead of you and an opening beyond. Notice the maltese cross tiles on the structure. Would you SJ on them, they would turn into a slippery slope, so don't do that. Hop back from the edge and do a RJ over the maltese cross tiles to land on the grey ones beyond. They'll turn into maltese cross slopes as well so slide down a bit and eventually jump on the ledge ahead (E).

[Note: You need to be perfectly aligned E before doing your RJ to clear the first slope and land on the very top of the second one. To make sure you are, drop down from the edge of the pit and grab it. Pull up and roll to turn around before taking a run up for your jump.

If you really can't make it, go either R or L of the pit and do a diagonal RJ from there to the second slope, slide a bit then jump.

And if you can't make that one either, you still can walk to the edge facing the first slope, hop back, do a SJ+G and shimmy to the R around the central structure until you've reached its other side. Pull up and immediately hit Jump to backflip.]

The room beyond gives onto another one via a set of openings. You can also spot some maltese cross tiles there. But as soon as you step in, via a maltese cross tile in the entrance, openings and maltese cross tiles disappear. This is indeed a puzzle so you can solve it by yourself or look at the detailed solution in the Spoilers Section at the end of this walkthrough.

Enter the next room and run ahead until you reach the edge of a lava pit with a pillar in the center supporting a pedestal holding a Spirit Key. Jump on the pillar taking off from the edge of the pit and pick up the Key. Now that you've got it, return to the T-Bridge Room via the Tiles Puzzle room and jumping over the maltese cross slopes like you did the first time. Cross the bridge and go through the opening in the W.

== A Dangerous Path to the Corpses Hand ==

Run along the passage and this time all the way up the stairs, noticing a closed lost souls door to the L on your way. You'll soon find yourself before a closed grate door with a Spirit Keyhole to its R. Use your Spirit Key on the latter to open the nearby door and pass through it.

You're now in a large lava room crossed by a bridge (The Balconies Lava Room). You can see balconies on each side, including one with an electrified gold key. Don't bother about those for now, you'll only get there in Chapter 3. Cross the bridge then run along the passage to eventually slide down a steep ramp. Once you reach the bottom, you'll have a glimpse of Romuald running along a passage, showing you your next destination. You'll also see a couple of Fire-Eaters Dragons breathing deadly flames between you and said destination.

Continue running until you reach the edge of a small lava pit with the Fire-Eaters you just spotted on each side. Go to the rightmost side of the leftmost tile and hop back. Take a run up for your next RJ just as the left Fire-Eater stops spitting fire. Jump and hit Action at the last moment to grab the edge of the other side. Pull up. The Fire-Eaters behind you are now permanently (and mercifully) turned off.

Run along the passage toward another lava pit where two other Fire-Eaters await you. On the way, you'll see a high block with a closed lost souls door to your L (W), but it will open only a bit later. Deal with the Fire-Eaters like you did the first time to reach the other side of the pit, turning off the second Fire-Eaters in turn as you pull up.

The Corpses Hand is now within reach on the pedestal ahead but don't rush. Walk to it and look L (W) to spot the opening in the wall. Now go to the pedestal, facing said opening, and pick up the Hand. Since 4 Spirits start to chase you as soon as you do so, jump over the pedestal then run along the edge toward the opening. Jump into it and run in the passage then up the stairs. A lost souls door will open as you approach, rush through it and turn R. Run/sprint down the red-lit stairway which will lead you back in the T-Bridge Room. Turn L at the center of the bridge to run to the next room. Cross it: you're now back on the Eastern Balcony in the Main Lava Room, just besides the saving Golden Statue.

Once the Spirits have properly disappeared, don't go use the Hand yet. You're going to backtrack a bit for a Secret first.

Return to the T-Bridge Room then the red-lit stairway via the R (W) opening. Run up the stairs then go back through the newly opened lost souls door to your L (E). Run down the stairs and eventually reach the opening near the Corpses Hand ledge (the one you went through to escape the Spirits). Do a RJ with a R mid-air curve to the ledge. Go to the lava pit with the two turned off Fire-Eaters and do a RJ+G over it. Run ahead (S), stop at the high block to your R (W) and climb on it. The lost souls door up there is now open. Go through it and pick up Secret #5: a Golden Skull on the pedestal. Return to the Eastern Balcony like you did the first time (but without the Spirits on your tail, though).

-- Seizing the Spirit Stone and Getting Out --

Time to put that Hand where it belongs. Run ahead (N) to the Eviscerated Corpse and use the Hand on it, lowering a block in the nearby wall to your R (E). Climb into the newly revealed opening. The second Spirit Stone is there on a pedestal for you to pick up. Do so, opening the grate door in the opposite wall (W) in the process.

Obviously, you now need to make your way to that door. Exit the Spirit Stone alcove and run L (S). Stop at the opening and turn R (W) toward the central rocky pillar. Do a RJ+G to it. Pull up, turn 45° R (NW) and SJ over the slope to land on a flat rock beyond. Turn R (N) and position Lara three steps away from the slope. SJ over it to reach another flat rock which also happens to be Secret# 6. Pick up the small medipack there.

Turn L toward the W wall, walk to the edge and sidestep as R as you can. Turn 45° R (NW), hop back and do a RJ to the high ledges ahead. You'll lose a bit of health upon landing. Run to the wall and hit Forward+Action to grab the edge of the higher ledge. Climb up on the block ahead, turn R (N) and do a RJ to the brown block near the open grate door.

Turn L (W) and pass the door. Run along the corridor then slide down the ramp to be back to the Tomb Antechamber near the Poisoned Lake.

==== In this chapter, you should have found...

Enemies: Winged Demons, Crow, Spirits
Items of note: 1st Spirit Key, 2nd Spirit Key, Corpses Hand, Spirit Stone
2 Secrets
some Traps - 1 Timed-Run

== Interlude 2: Return to the Imprisoned Spirits ==

Return to the cross-shaped bridge by SJ to it from the edge of the shore. Run on the bridge and turn L (E) at the center to eventually be back on the Eastern Shore where the adventure started. From there, go to the Serpent Heads Room like you did at the beginning, timed-run included but this time without going to the Masks Room first (see Prologue from the timed-run in purple).

Once you've reached the Serpent Heads room, cross the bridge to the ledge in the opposite side but go R (W) this time to do a RJ to the Serpent Heads ledge. Use your hard-earned Spirits Stone on the Serpent Heads to open the nearby grate door and the way to the next chapter. Do a RJ with a R mid-air curve from the ledge you're on to the grate door one and go through said door.

The next room is bathed in lava and has a large central structure in the center which walls are sloping. Do a RJ from the edge of the entrance to the central structure and hit Action to grab the bottom of the slope. Shimmy to the R until you can pull up on a triangular flat ledge in the corner then SJ on the higher triangular flat ledge ahead. Turn very slightly L and SJ on the sloping wall. Slide backward and grab the edge. Shimmy to the R again to reach the next corner and pull up.

Walk toward the slope ahead and do a SJ over it to land on the flat top of a ramp then run off to a flight of stairs below leading to the center of the structure. Turn L (N), enter the structure and activate the switch there to hear the sound of a nearby wrought iron trapdoor opening. Return to the stairs.

Pull up on the top of the L ramp (E), walk to the tip of the triangle, turn slightly L (NEE) and do a SJ over the next slope to a flat ledge. Turn L (N): the open trapdoor is right ahead of you. SJ to the sloping wall, slide backward and shimmy to the R until you can pull up on a flatter part just below the trapdoor. The wall ahead is climbable, so climb it to the top and pull up in a corridor.

Run through it and down a ramp to reach an opening overlooking a large red-lit room with tall black pillars, two small lava pools in the distance and a strange structure to your R (SW). Drop down in the room, losing a bit of health, run ahead a bit and look up at the high ceiling. There's a MS up there crossing the room from E to W but the pillars are too high for you to climb on them and reach it.

Looking R to the strange structure, you can see an opening with ramps on each side. Climb on either one, run to the end, turn toward the opening and do a SJ to it. Run into the hidden alcove beyond and activate the switch there to raise a block near one of the black pillars. Turn around, climb into the entrance and slide down the ramp.

The raised block is L of the first pillar to your L. Climb on it then pull up on the top of the pillar. Do a RJ+G to pull up on the pillar ahead (S) then a RJ to the next one holding Action not to hit the higher part of it. Walk to the edge and do a SJ+G to the last pillar against the S wall.

Now you're going higher. Turn around (N) and do a SJ+G to pull up on the higher section of the pillar ahead. Do a RJ to the next one and turn L (W). You now can see a closed lost souls door at the top of the strange structure. Jump up, grab the MS and swing to the other end to land on a triangular brown ledge L of the door. Turn R (N) and go to it.

As you approach, it opens on a short corridor ended by another closed lost souls door. Simply run through the corridor to leave the Antechamber and reach the next chapter.

== Chapter 3 and Last: Spirits Defeated ==

Objective: Find a way to reach the Golden Statues Area

Run to the lost souls door ahead which opens as you approach, and continue a bit into the room beyond. Romuald shows up again, showing you your next goal: a small step pyramid with a Spirit Keyhole. The way there isn't simple nor easy, though.

-- A Convoluted Path to the Spirit Keys --

Reaching the Four Levers of Doom

Cross the room to reach a sandy area with hot platforms and many colored tiles. The sand here is as deadly as the one in the Tomb of Despair, so watch your steps. First things first, do a RJ from the entrance to the closest brown tile and pick up the shotgun waiting for you there. Now take a look around.

On your L (S) and R (N), you can spot a lever in an alcove in the corner. The two far corners of the room have levers in alcove as well, which makes four of them. There are also different types of platforms scattered all around, including hot deadly ones. Near one of them (ahead in the center of the room) is a hole currently closed by a wrought iron trapdoor which you can't see at the moment. This is this trapdoor the levers open. Finally, a closed grate door blocks the way out in the opposite side of the room (W). Apart from the one to your L, the levers are currently inaccessible due to hot platforms and other traps as well.

Since the L lever is within reach, let's go activate it first. Turn L (S), walk to the edge and do a SJ to the alcove while keeping Forward pressed to land a little bit further (alternatively, you can do a RJ holding Action to avoid hitting the wall). Now return to the starting brown tile by positioning Lara one step away from the edge of the sand, hopping back and doing a RJ.

You now have a three-parts puzzle to solve in order to reach the three remaining levers, which detailed solution you'll find in the Spoilers Section at the end of this walkthrough as usual. Once you've solved the whole puzzle, you'll be standing on the hot floor near the hole, will have picked up 2 shotgun normal ammos and fought against a total of 3 winged demons.

Down in the Hole

Turn R (N) to face the hole. If you look down, you'll see there's indeed an open trapdoor there. Don't drop down, though, you'd lose a bit of health and health is what you'll much need soon. There's a ladder going down ahead which you can use. Walk to the edge and sidestep L as far as you can. Hop back as you'd do for a RJ, turn slightly R toward the opposite corner of the hole and do a SJ holding Action to grab the ladder. Climb down and let go.

You're now on the top of the small step pyramid Romuald showed you when you started the chapter. There are four cells all around the room, each holding a rather nervous yeti. Don't confuse them with Romuald, though. Those ones are in custody for a reason and they aren't friendly at all. The room isn't very large and is riddled with obstacles, including a deadly flame. The pyramid won't be of any help as they can easily follow you up there. In short, the fight here will be tough. To put it mildly.

But you're not quite there yet. Notice the torch in the R corner ahead (NE), the four unlit Fixed Torches and the burning tile to your L (W). What you now have to do is light the torches. So climb down the pyramid and go get that Torch in the corner.

Since an unlit torch isn't that useful, light it on the burning tile (careful with the flame, though, it can burn you as well). You'll probably notice a couple of Spirit Keyholes on your way. There are in fact four of them, each per cardinal point around the pyramid. Light the four Fixed Torches to the N and S to open all four cells (you didn't believe you could open one at a time, did you?), drop the torch and prepare to fight.

You just freed 4 yetis who are now bursting out of their cells and attacking you on sight. That's how grateful they are. Fight back and take them down, but be careful not to accidentally hit the flame during the battle and by all means don't let them corner you. Once you're done with them, probably doing a favor to the Yeti Penal System (whatever it might be), search all four cells for goodies and Spirit Keys.

In the W cell, you'll find some shotgun normal ammo and the 1st Spirit Key. Leave the cell and go use the Key in the W Spirit Keyhole on the small pyramid (you can use them in any order and on any keyhole, it's just shorter that way). You'll get a camera shot of the grate door up there in the Sands Room. Going clockwise, in the N cell, you'll find some more shotgun normal ammo and the 2nd Spirit Key in the far R corner (SE). Go use it on the N Spirit Keyhole. In the E cell you'll find the 3rd Spirit Key near the wall right in front of the entrance. Use it on the E Spirit Keyhole then go to the last and S cell where you'll find a large medipack and the 4th Spirit Key a bit further. Use it on the S Spirit Keyhole to finally open the grate door in the Sands Room.

A block has raised on the top of the pyramid granting you access back to the Sands Room. Climb to the top facing N, sidestep R to stand on the highest point of the floor and hit Forward+Action to climb on the block. The ladder out is just in front of you, so walk to the edge, jump up, grab it and climb. Be careful not to pull up at the top (there's deadly sand there, remember?) but backflip instead to land on the central hot floor.

Make your way W to the maltese cross tile closest to the newly opened grate door (see maps in the Spoilers Section if needed).

The jump to the next room is easier than it seems. Don't try to SJ, you'd hit the low ceiling whatever angle you choose and no matter whether or not you hit Action and would end up miserabily torched on the burning sand. Instead, position Lara in the furthest corner from the doorway, turn to the latter (SW) and do a simple straight RJ. You'll land safely beyond the doorway.

-- Two Balconies, a Lava Channel and Some Doors --

Run into the short passage. There's a lava pool ahead which is way too wide for you to jump over it, so don't. The slopes on each side are too steep to be of any use right now as well. Notice the Ming Vases on the opposite ledge: they are shatterable. Climb on either block near the edge, crouch and shoot a first vase. Now go to the other one to shoot the second vase. The slopes are now flat enough to grant access to the other side.

Do a SJ from the block you're on to the closest slope, run to the other end then do another SJ to the ledge. Climb on the higher one and walk to the edge.

You probably recognize the place: you've been here before while raiding the Tomb of Hope. This is the Balconies Lava Room, and you're standing on the E balcony right now. Ahead, the bridge you've already crossed extends from N to S, but it's broken now. There's a burning tall pillar in the center and another balcony (the Western Balcony) in the distance, where you can see the electrified gold key.

Look up. There's a MS above you so jump up, grab it and swing to the other end to let go over the Western Balcony near the key pedestal. On your way, you'll probably notice a colored tile on the MS near the center. Take note of it, it'll be useful later. Pick up the Eternity Key on the pedestal.

There's a lava pool ahead and below (W). Cross it via the R flat ledge with SJ to reach the bank of a lava channel. Run along to the other end (SJ over the corner). You'll notice two compass tiles on your way, a closed grate door on your L (W) and another one in front on your R (E). To the N is a wide closed grate and you can spot a Golden Statue beyond, but this is for much later. For now, consider the switch at the end. Activate it to open the closest door.

Don't run directly to it: going over the compass tile would close it. Do a RJ to the other bank (E), run until the open door is on your L and do another RJ to land between the two compass tiles. Pull up in the doorway.

Timed-Doors and Drops of Faith

You're now in a rather dark rectangular room. Ahead of you is a switch with a closed lost souls door on each side. The door the switch opens is the one on the L. Unfortunately, it happens to be timed, and pretty tightly at that.

Go to the switch and save. Immediately roll to turn around and run (don't sprint, you need control). Take a tight U-turn around the wall and to the door to pass it just as it closes. Note that it opens outward and thus won't push you in but out instead. So speed and accuracy are of the essence here.

Now that you've reached the other side, go R (N) to the opposite side of the room. There's a lever to your L (W) and a maltese cross tile in front of you. Activate the lever to open a grate door located in the NE corner of the previous room. Now walk on the maltese cross tile to open the nearby lost souls door and return to said previous room.

Run L (N) and pass the newly opened door, entering a long dark room. Run to the opposite side where a switch awaits to be activated. There's also a closed lost souls door on your L (N) but it's for a bit later. Activate the switch. It raises a set of platforms in the Balconies Lava Room. If you watch the fly-by with attention, you'll also notice two openings down near the lava: one to the R which is closed by a grate door and another open one to the L. That's where you're going now.

Return to the Western Balcony via the Timed-Door Room, the Lava Channel and the ledges by the lava pool. Go to the L of the pedestal. Looking ahead (E), you'll notice that the central pillar isn't burning anymore.

Jump up to grab the MS on its L side. Swing until you reach the colored tile you spotted before, make sure Lara's healthy enough and let go. You'll lose about 1/4 health as you land. Ignore the bridge for now, the R side (S) leads to a dead end and the L side (W) is for later. Turn around (W), again check Lara's health and drop down from the pillar to an emerged platform, losing some more health.

Turn 135° R (NE) and do a SJ to the second platform then a RJ to the third one. Turn L (N) and do a RJ into the opening.

-- Symetrical Explorations and Shooting the Way --

You're now in a red-lit passage lined with pinned red-eyed corpses. There's a lot to do ahead, but your very first task will be to find the last secret of the adventure.

Go on the raised floor, turn around (S) and walk to the edge. There's a hole above you with a ladder hidden in the shadow. Jump up, grab it, climb to the top and pull up in a small passage. Draw your weapon of choice before going any further: a yeti is waiting in ambush around the corner (probably on the run trying to avoid the Yeti Law & Order Forces). Take him down, careful not to fall from the ladder hole. If a stray bullet hasn't done so already, shoot the Ming Vase L of the ladder hole and pick up the shotgun it contained.

Run through the short corridor to reach a hole and drop down from it into a small room where you can pick up Secret #7: a Secret Skull. You are, by the way, near the door you opened with the second Spirit Key in the Tomb of Hope (it's still in its keyhole). Walk to said door, which will open as you approach, and run to the other side of the bridge. SJ on the central pillar and return to the Red-Eyed Corpses Passage like you did the first time around, again losing some health in the process.

Now that you're back, run to the other end of the passage, passing by two closed grate doors on your way and ending up at a green-lit junction. There are passages on each side with burning floors, smoke and lying corpses. In short, all they need to be as inviting as can be. Go L (W) first and look up: there's a MS above. Go on the first tile in the passage, which is safe, jump up, grab the MS and swing to the other side.

There are two closed grate doors here, giving onto other burning passages, and a lever. Pull the latter to open the L door (S). There's a MS in the passage beyond as well so use it to get to the other side and pick up the laser-sight on the pedestal. Don't forget the crossbow normal ammo on the floor to your L then return to the Green-Lit Junction via the two burning passages and the MS.

Go ahead this time (E) and again use the MS to reach the other side. You'll see another lever there and two other closed grate doors each giving onto a burning passage. Pull the lever to open the door to your L (N) and use the MS to cross the passage.

Run along the short corridor. You'll soon reach a ledge overlooking a large cave bathed in shallow water (so don't dive, you'd kill yourself). There's a yeti pacing down there, either lost or waiting for his date. Leave him alone (even when you'll get the weapon to shoot him), he can't do you much harm anyway. Pick up the crossbow normal ammo on your R (E) instead then run N along the ledge.

Go R (E) at the end and continue along the corridor: a crossbow is waiting for you at the end on a pedestal. Pick it up and return to the Large Cave. Run along the ledge, stop near the entrance and go R (W) to walk to the edge where the ledge extends toward the opposite side of the cave. Combine your brand new crossbow and the laser-sight and use the result to look at the other side of the cave. You'll spot a blue shatterable ball in an opening there, hanging from a chain. Shoot it.

Return to the previous lever room via the burning passage (don't forget to use the MS). Shooting the ball has opened the other grate door (S), but no MS there, so don't even think of crossing that burning passage. Draw your crossbow instead and shoot a second shatterable ball hanging beyond the passage. Return to the Green-Lit junction via the R (W) burning passage, then to the other lever room ahead.

Shooting the second ball has opened the R (N) grate door there in turn, and again no MS there so draw your crossbow and look closely ahead to aim at the hard-to-spot third shatterable ball. Shoot it and return to the green-lit junction for the last time.

This time, go L (S) to return at the very entrance of the area and walk to the edge of the opening. The grate door on the opposite side of the Balconies Lava Room is now opened, allowing you to shoot the fourth and last shatterable ball.

Return into the passage and run into the second small room. The grate door on the R (E) is now open. Use the MS to cross the burning passage and pull the lever there to open a grate door located pretty far away in the Lava Channel. Return to the previous room where the other grate door has opened as well and swing across a burning passage for the last time.

-- Defeating the Spirits --

Run up the ramp ahead until you can spot a lost souls door which will open as you approach. You're back in the room where you raised the platforms in the Balconies Lava Room, near the timed-switch one. From there, return to the Lava Channel.

The door you opened by pulling the last lever is right there in front of you. Do a RJ over the lava to the other bank and climb into the doorway. There's a golden keyhole on the opposite wall waiting for you to use the Eternity Key on it. Proceed.

You've just opened the last obstacle standing between you and victory: the wide grate that blocked the way to the Golden Statues Room. Return to the Lava Channel and go L (S), with a SJ over the corner, and enter the Room.

As soon as you step in, an army of Spirits comes to end their miserable existences by rushing to the two Golden Statues and exploding in the most lovely way. Wait for the fly-by to end, stay here a while to enjoy the show if you so wish (isn't revenge sweet to the heart?), then run ahead to the wide passage at the other side of the room.

You'll have a last glimpse of Romuald waiting on the Western Balcony near the pedestal, probably happy you've made it (or sad you're going). Run ahead a bit further to leave the chapter and end this part of the Imprisoned Spirits saga.

See you in volume III.

==== In this chapter, you should have found...

Enemies: Winged Demons, Yetis
Items of note: Torch, 4 Spirit Keys, Eternity Key, Laser-Sight, Crossbow
1 Secret
some Traps - 1 Timed-Run



==== TOMBS WHAT'S WHAT (Combat Strategies)

- Bats: Tiny and hard-to-spot. Keep shooting until Lara doesn't aim at anything anymore, spotting them thanks to the flapping sound they make.

- Crows: Those are tough and particularly dangerous when they attack on a bridge or a ledge as they tend to push Lara off. Keep shooting while moving so they can't hit you.

- Scavengers: It has claws and teeth, it knows how to use them and it's quick. So keep moving and shoot. You'll know it's dead when it collapses in flames. Unlike other enemies it won't disappear afterward, so make sure it doesn't die on anything you might want to pick up.

- Spirits: Once they're after you, they'll chase you wherever you go and deal damage by simply go through you (spooky, isn't it?). Your only chance is to find a Golden Statue and lure them to it. They're irresistibly attracted to them and will explode on them after a while. On the way to salvation, run, jump or sprint to be faster, possibly in zigzag. You can also save some time by sending them against the walls where they will disappear for a short while.

- Winged Demons: Bullets are totally ineffective against them, but the shotgun works like a charm. Let them get close and shoot. A single cartridge is often enough if you're lucky. This said, when they stand motionless, growling and sparking with blue rays, they are totally invicible. They can also cast deadly blue rays that will set Lara on fire.

- Yetis: Tough opponents. They're quick and deal a good amount of damage when they hit. Keep moving while shooting, preferably back and forth and jumping to be faster than them and don't ever let them corner you. Climbing on blocks won't be of any help, as they can follow you up there. They sometimes enter a defensive stance, bumping their chest with intimidating roars, and you won't be able to harm them. In this case, fool them into attacking you by sheathing your weapon, then draw and shoot.



==== SPOILERS SECTION

-- Chapter 2: The Tomb of Hope --

Solution to the Colored Tiles Puzzle

-- Quick solution:

There are two types of colored tiles here: brown maltese cross ones and blue compass ones. With the exception of the one in the NW corner, all will make the colored tiles and the openings disappear. However, while passing over the maltese cross is enough, you have to actually walk on the compass ones.

-- Detailed solution:
Map of the room

- Go to the NW corner and walk on the 1st compass tile there to reset the puzzle
- Exit the alcove, turn R (S) and jump over the 2nd compass tile.
- Run ahead a bit and jump over the 3rd compass tile.
- Turn L (E) and jump over the 4th and last compass tile to enter the next room.

-- Chapter 3: Spirits Defeated --

Solution to the Sand Room Puzzles

-- Quick solution:

There are 5 different types of tiles:

- Hot floors, which can be turned off and on
- Lost souls tiles, which are permanent deadly traps
- Brown tiles, which are safe but do nothing in particular
- Maltese cross tiles, which turn off a given hot floor
- Compass tiles, which turn on a given hot floor, with the exception of one which acts like a maltese cross tile.

-- Detailed solution:

Map of the room and matching tiles

-- Even more detailed solution:

- Map A for levers 2 and 3
- Map B for lever 4
- Map C to reach the central hole

-- So much detailed solution that detailing more would require a microscope:

Lever 2 (NE):

- From the starting brown tile and facing W, turn L (SW) and do a SJ to the maltese cross tile to turn off Hot Floor 1
- Turn 135° R (N) and do a RJ to Hot Floor 1 then another RJ to the next maltese cross tile, which turns off Hot Floor 2
- Do a RJ to the Lever 2 alcove while holding Action to avoid hitting the wall. Pull lever 2.

Lever 3 (NW):

- Do a RJ from the alcove to be back on the closest maltese cross tile.
- Turn 45° R (SW) and do a SJ to the compass tile ahead which turns on Hot Floor 1.
- Turn R (NW) and do a RJ to Hot Floor 2
- Turn 45° L (W) and do a RJ to the compass tile ahead, which doesn't have any effect at the moment
- Turn L (SSW) and do a RJ to the brown tile then R (NWW) and do another RJ to the compass tile, which doesn't have any effect at the moment either.
- Turn L (SW) and do a SJ to the brown tile ahead. Quickly turn around and draw your shotgun as a winged demon attacks from the NE corner of the room. Once it's down, pick up the shotgun normal ammo.
- Turn around (W) and do a RJ to the maltese cross tile near the door to turn off Hot Floor 3 near the third (NW) alcove. Return to the previous brown tile with a RJ.
- Turn R (NNE) and do a RJ to Hot Floor 3
- Do a SJ with Action pressed to avoid hitting the wall to the third alcove and pull lever 3.

Map A

Lever 4 (SW):

- Do a SJ from the alcove to return to Hot Floor 3.
- Do a SJ to the compass tile ahead (SSE) which turns on Hot Floor 3.
- Continue ahead to the brown tile with a RJ. Draw your shotgun. This time 2 winged demons attack, coming from each side of the room.
- Once they're down, turn slightly L (SE) and do a SJ to the closest maltese cross tile, turning off Hot Floor 5.
- Turn around (NW) and return to the previous brown tile with a SJ.
- Turn R (NE) and do a SJ to the next brown tile then a RJ to the compass tile which still doesn't do anything.
- Turn R (E) and do a RJ to Hot Floor 2
- Turn R (SE) and do a RJ to the compass tile which doesn't do anything either (since Hot Floor 1 is already turned on)
- Turn R (SSW) and do a SJ to the brown tile then another SJ to Hot Floor 5.
- Turn L (S) and do a RJ to the brown tile then a SJ to the maltese cross tile which turns off Hot Floor 4. Now you have to reach Lever 4.
- Make your way back to the last brown tile to the W where you alarmed the first winged demon and picked up some shotgun ammo (see map below for the path)
- Once there, facing SW, do a RJ over the compass tile to Hot Floor 4.
- Turn L (SSE) and do a simple RJ to the fourth alcove. Pick up the shotgun normal ammo and go activate lever 4, opening the trapdoor in the central hole.

Map B

To the hole (Center):

- Staying on the lever side, position Lara one tile away from the sand, turn L (NNW) and do a RJ to Hot Floor 4.
- Turn R (NNE) and do a RJ over the compass tile to the shotgun ammo brown tile then a SJ to the compass tile.
- Turn R (SE) and do a RJ to the brown tile.
- From there, return to Hot Floor 5 like you did for lever 4.

Map C

Congrats! You've solved the whole puzzle.