THE SACRED EMERALD - NO MEDIKIT CHALLENGE KILLING TIPS

 

SEVERAL REMARKS ON THIS WALKTHRU "APPENDIX"

 

1. This has been written in one purpose: for no-one to blame the author of this level and artificially lower its ratings for "too hard difficulty" and "not enough medikits". In the end, I had 43 large and 68 small, so there are A LOT of them! I know Pablito has once proved the possibility of going thru without a half-medi, but what he achieved was rather treated like raiding by a superhero. Thus, I now confirm that as an ordinary human of average playing ability (c.a. half-experienced as Pablito). I could pass this game without medikits, so You can do it as well. Now I'm telling You how to do it.

2. Tips included in this guide might seem weird, unless You know they are written for players using ONLY and ONLY PISTOLS ONLY.

3. Tips have been written in two series. One of them in November 2011, second one in April 2012 - for two reasons:

a) passing the game with with no medikit and with pistols only was so tiring that I had to take a break,

b) when I took that break, I got too busy with other things (some of You might remember all those movies I made... and, of course, there was unmissable Advent Calendar and obligatory Mists of Avalon to finish.

4. The reasons stated in the above paragraph implied an unfortunate result: up to description of level 9, I used to wrap [FAIL!][/FAIL!] tags around descriptions of enemies impassable no-scratch. From the level 10 onwards, when I started the 2nd series of playthorugh, I forgot about it. Also, as the game was getting harder and harder, the number of failed enemies increased so much that I dropped my no-scratch guide idea, and I switched to no-medi one from that moment. Now I am not even sure if it made any sense to use those FAIL tags, anyway I left them as a memorial of the first writing period.

5. The enemies are listed in order I killed them in. I tried to refer to their precise location, but sometimes You might need to check a previous enemy in order to specify where I was at the moment. I am aware the words "Aftershimmy", "Afterkeyers" and such might sound weird, but I simply merged several words into one, in order to make the description more brief. Thus, "Aftershimmy" means an enemy after dropping from a shimmy crack, and "Afterkeyers" means multiple thug fight after finding or placing a key. You should figure it out. Anyway if sometimes a certain tip is not clear for You, please contact me and I will update it - all in all, I did it for You to have no troubles, so if I didn't manage to communicate in certain places, I feel obliged to answer any clarification request. If You ask me why I released this appendix before clearing such errors, I can only answer it's because of caring about Your time - I made You wait for these tips for too long IMO, so here they are, as fast as I could. Everything is fixable and we can correct the errors in any moment.

6. If I really had to state if it was worth to play it all without using a single medi, I can answer both "yes" or "no". When I finished the Lands of the Lords with invisible lifebar, after passing many places which earlier seemed to be impossible, I felt indescribable power. But when I think about those several wasted weeks - yes! WASTED ones, because I could have written some music in that time - I honestly regret, and I feel sympathy for Pablito and all hardcore raiders who launch a challenging level and simply can't resist from playing it w/o medis.

7. Last 4 goons guarding the Emerald were skipped by me. As well as two crocs: one in the Underwater Complex, which always gets buggy, and one in the Lands of the Lords II (got stuck inside a roof and I had no more will to reload for the 10000th time). I still have those savegames, so it might happen I will kill those one day.

8. Happy liquidation.

 

 

THE GREAT TEMPLE OF IDFU

 

1st Prologue Mummy:

Jump back and forth over the pool. If You fall into the water, pull up on the side the mummy is right to.

 

2nd Prologue Mummy:

Two jumps back and forth, separated with a midair roll.

 

Bronze Ball Centaur:

Release the crawlspace, draw the weapon while falling, reverse roll immediately after dropping into the chamber, and (this is crucial) jump forwards to get behind the enemy before he (she?) manages to shoot.

 

Twin Violet Ball Centaurs:

Get the medikit and go around the NW pillar, passing it from its right side. This will move one centaur towards the column, the second will remain farther. When the twins separate, use the dragon-killing "pillar tactics" from TR2 - for those who don't know TR2, I mean "step left, attack and retract before the enemy counter-fires". If the centaur finds its way behind the column, don't worry - there seems to be a barrier preventing it from shooting. After several minutes of patience, the horse-man is dead. A remaining single one is solvable just like the first single centaur, only without necessity to jumping towards him (or her, can't see clear through those bandages).

 

Violet Ball Exit Centaur:

Do NOT draw the weapon before falling. Approach the very edge of the ledge. Jump forwards, towards the slanted wall, and hit Action just like if You wanted to grab it. This will throw You closer to the slanted floor You can hide behind... so as soon as you land, DUCK!!! Now SAVE and take Your time... The centaur waits for You to appear. So do it a favor and stand up for a split second, only to duck again immediately. Spotted You sitting in the pit unwilling to leave it makes the enemy go panic, it starts to run in circles... unwisely turning around from You for some fateful split seconds... fateful for IT, not for You - as soon as it turns around, stand up and shoot! When it tries to target You, duck again. Now, the only thing You need is (again) patience...

 

Golden Ball Entrance Mummy:

Weapons drawn, jump on the slope and jump (sliding is too slow) backwards. The creature will either remain sufferable for two seconds, or will get stuck in the wall, allowing You to kill it without any special agility.

 

Golden Ball Panther:

Climb the block for safe shooting, jump around for a bit of challenge. Plausibly the easiest enemy in this level.

 

Golden Ball Initial Crocodiles:

Jump in the water, wait for them, climb on the bank, shoot them. You might need to repeat this.

 

Golden Ball Underwater Maze Crocodile:

Get full air after collecting all the pickups. Make the first timed run. Activate the croc and retract, to reach the air pocket. As soon as You can, pull up on the ledge to get out of the water. If done quick enough, the croc won't follow You here. In this case, bounce off the slopes and wait for a moment on the flat surface (future way out). If the croc does not appear, return to the water and swim behind (but not DOWN) the first underwater shelf. This should move the croc, if stuck behind the next wall, towards You. Immediately escape to the secret alcove (the one with uzi clips. The croc should approach it from the bottom. THIS IS IT! Swim out of the alcove and negotiate the enemy from above (it can't bite upwards!). Swim to the second lever switch (You should have enough air). Press it and reach the junction again, sticking close to the bottom. This should bring the croc to the same elevation. Meet the enemy below the first junction shelf and swim upwards and to the exit. It shouldn't have time to equal the elevation with swimming Lara, as she is vertically faster. Get out of the water, bounce off the slopes and SAVE, SAVE, for heaven's sake, SAVE!!!

 

 

UNDERGROUND REMAINS

 

Initial Crocodile:

No special tricks here. Just do a huge circle around the reptile and it won't reach You.

 

Centaurs From Raising Blocks:

This technique requires a verification, as I managed to do it only once this way: Just like in case of any centaur activation, start to move before they do. I turned right while the camera was still pointing at the door, so I couldn't see what I'm doing. Anyway, I jumped forwards and landed diagonally in front of some wall. Then I used the block to make the enemies run around it in opposite direction. As long as they kept sticking close to the block, they bumped on each other and it took them more time to target Lara. Several SAVES/LOADS later, only one of them remained, and from this moment, the deal was easy.

 

Trapdoor Centaur:

If You hop upwards to shoot him, he will target and damage You. On the other hand, You have to somehow attract his attention... Hop forwards to bounce off the upper floor ledge. This way the enemy will see Your head, but it won't have time to shoot. Remain below the trapdoor until he starts running in circles. Then hop upwards and shoot while he turns away from You.

 

Crack Centaur:

Apparently the last one's brother or sister. You can kill him through the crack in the wall of the "stable".

 

Maze Centaurs:

There is no unique tip for any of them, I think. It all depends on a direction which You approach the enemy from, and on how far it manages to move when it doesn't see you. However, the two most considerable options are: a) direct confrontation - if the enemy is behind the corner, You can jump sideways from behind the other side of the corner, shoot it in midair and then stick close behind it, not allowing it to shoot; b) diversion - if You manage to make enough distance, the centaur will stop, what allows You to make even more distance and approach the enemy from completely different side, in order to shoot it through one of many gaps between many columns. I think combinations are almost endless here.

 

Maze croc:

This is the only predictable enemy here. Make sure You have already got rid of initial centaurs. Swim in croc corridor, reverse roll, escape on the dry land and annihilate.

 

Dry crocodile:

I mean this is the one in the dry corridor, on the contrary with all preceding placed uw. Simply jump over it, reverse roll, backflip, backflip, backflip, backflip, backflip, backflip, backflip... until it's enough backflipping.

 

Key Pedestal Centaur:

Sticking close to the pedestal, stand to the E of it and face the centaur. He won't target You, but You can target him.

 

Last Maze Centaur:

Same tactics as with the previous one, or as with the other ones from this labyrinth. You choose. What is more: I don't know if it's a rule, but the enemy didn't target me when I was standing in two-click deep water.

 

Raising Blocks Pool Croc:

Don't leave the bank and You're safe.

 

Second Key Centaurs:

Now these two are tricky! You need to combine all knowledge from previous no-scratch fights. Just like in case of all preceding centaurs, the most important thing is Your first shot that hits the enemy. But how to make Lara target an enemy, if he is beyond her range while she isn't beyond his? As soon as You get on the top of the pushable block, DUCK. Crawl as far as possible without being noticed. This time, the opponent is faster than You - so a rapid standup/duck tactic that has worked perfectly in the previous level will actually fail here... unless... crawl to one side of the roof and place Yourself the way to form a line of three objects: a centaur, a cat statue and You. Now when You stand up, the enemy won't be able to target You before You target him. And the second creature is too far to aid him. As soon as the centaur receives Your first bullet, they both start to run, sometimes turning around from the camera. If You manage to cause such situation, You have won. The rest is patience and using windows of the once visited "stable"... Even an open confrontation is considerable, if only one of the opponents is already killed.

 

 

TOMB OF KHAMUN

 

Afterslope Mummy:

Jump over it a split second before it attacks.

 

Out-Of-The-Hole Mummy

Grab the ledge and shimmy a bit. She will come closer, so You can hit it while jumping upwards from the corner of the pit which is the farthest to the enemy. If it runs away upstairs, pull up and hit it when it goes back after You. Avoid it by backflipping on the slope behind You. Shoot all the time. When You bounce off the slope and land in front of the steps again, the mummy will be far away and You can hit it again. Repeat the slope evasive manoeuvre as many times, as necessary.

 

Second pitfall Mummy:

Falling in the pit, reverse rolling and first evading by jumping forwards is a matter of luck - but I think You have to drop as far from the mummy as possible. If You succeed in this whole part, sprint to the chamber following the corridor - there is much more space than here, and several slopes You can bounce off while shooting the enemy. Also, a keyhole shelf and a crawlspace where You can hide to execute static fire (however I don't recommend doing it - sooner or later, the enemy will escape back to the corridor and You will anyway have to face it). The rest is same as in case of similar mummies.

 

Afterflipmap Mummy:

In any other case than when it gets stuck in a door in a defenseless state, the tactics are identical with those regarding its precedessor - same place, same tips, excluding the pitfall.

 

Key Mummy:

Take the key from East. This will give You several additional free shots. Then, it's nowhere to hide... except the water. Jump there and either discard the enemy, or try an appear-retract strategy. In my case, the mummy has simply got stuck on the pickup square...

 

Cage panther 1:

Seriously or completely damageable through the trapdoor.

 

Cage panthers 2 and 3:

Seriously or completely damageable through the opening separating lower cage from the upper.

 

Mummy + Crocodile:

Skip it and go fight the crocodile! YOU CAN SPRINT THROUGH SHALLOW WATER WITHOUT SLOWING DOWN. The mummy can't reach You in there. Shooting all the time, reach the corner block with DE clips on it, and finish the croc from there. Then, stand on the ramp to lure the mummy towards You, but make sure You will be able to backflip as soon as the monster approaches You! The water must be really shallow if You want to evade. Repeat luring/evading as many times as You need.

 

Mummy After Placing Silver Key:

First damage can be done from keyhole place. Next is similar to other enemies You've already fought in this hall.

 

Corridor Mummy:

Roll on trigger square and escape back to the sandy hall to finish it from there.

 

Croc In Deep Pool:

From the bank.

 

Mummy After Deep Croc Pool:

From the block between statues.

 

Demigods:

All You have to do is to perform many jump sequences, ended behind any pillar. And don't let the kings attack You from both sides! When one of them dies, You can wait for the other one to approach Your hiding pillar, and do the old good trick involving ducking under the enemy so he can't hit You.

 

 

MINE TECHNICAL STATION

 

Welcoming Tiger:

Sprint through the bridge before the cat rushes on You in the narrow corridor. Reverse roll and shoot. Jump over the enemy and keep as much distance as You can.

 

Multi-Tiger Fight:

Can be performed lower-upper shelf of the snowy pit, middle-upper one or elevation equal with the tigers. The higher attempted, the less patience and more agility is required. In direct confrontation, same things are recommended as in case of the initial tiger.

 

Afterlever Tigers:

Just after pressing the switch, turn right and start from those two appearing in front of You. Then, jump backwards until the third one joins the group. Hop in the opposite direction, reverse roll in midair, and repeat series of backflips and forward jumps, keeping all enemies in a single group, so You can't get attacked from behind or any side.

 

The Railway Worker:

Weakest enemy so far. And only short-range armed. And the corridor is long enough for sufficient amount of backflips...

 

Minecart assassins:

Now these two are funny! Push the ice cube, but not to its final square. This triggers enemies. Hear them sigh. When they go silent, resume pushing. Notice two shadows next to the block. Somehow, the enemies got trapped above the cube collision! Sprint towards the next door and they get un-stuck. Roll right next to the door and shoot. These opponents can't target You from distance, so at least one of them should fall on his way towards you. If You switch to manual rapid fire, both should be dead before they get You in range. In my case, it happened I had to fight only one red guy this way - because the second one has escaped to the side corridor the ice cube was pushed out of. In any case, when the first opponent dies, run towards the other one and shoot him in his back. He turns around very slowly, so You can easily kill him with rolling back and forth from time to time.

 

Underwater Worker:

I named him after the situation he once hurt me in. If got buggy, he can walk, jump and climb the block beneath the surface. In such case, get out of the water and kill him through the hole. Otherwise, in the moment when he prepares to jump across the watery hole, get out of the bank he's about to leave. Roll and shoot the guy.

 

Double Cart Worker:

A little less space, but still enough. Keep distance and don't let him touch You.

 

Unreliable Battery Guard:

Same thing like with the "Trapdoor Centaur" from Egyptian level 2. You can refer to that description, but with a slight modification - as You CAN'T bounce off the floor, because it's too low and You would simply land on it, exposing Lara to open fire. Thus, stand in the middle of the square and face N. Do one step right or left, draw weapons and attempt a sideways jump, in a direction opposite to the just performed strafe. The enemy will see You, and get a bit distracted... use those split seconds to stick Your nose out of the pit several times and eliminate the threat. If the guy climbs the pushable, You are an easier target! In such case, move closer to the N wall of the battery pit.

 

Dark Cave Cats:

Before they approach, You have a lot of time. When they do, backflip to land on the middle-upper ledge of the snowy pit. And recall Multi-Tiger Fight.

 

Station Door Guard:

Refer to tips for other workers if necessary.

 

Vertical Rail Guys:

Those two must be shot from behind the slamming/shutting door. Trigger them, backflip and hide there. You will need a bit of time to finish them - they can easily hit You through the door, as well as You can hit them, and they tend to retreat back behind their corner, so You will have to lure them towards You few times - each time watching not to get squashed by the door.

 

Red Guys Back On The Junction:

Escape to the newly accessed room with 3 keyholes and hide on the block with a switch above it. Kill from here, strafing right to attackt and left to hide.

 

Red Guy Above The Ladder:

[FAIL!]So far, I keep being doomed here. I can't find a clue. Bouncing off the wall to show my head does not make the minion run in circles - seems he has different set of stateIDs than centaurs. More than this, bouncing off the wall is too high for lara to survive the fall no-scratch. As soon as I pull up, no matter in what place, she receives some bullets.[/FAIL!]

 

Red Guy Behind Slamming Doors:

Get behind the first door. Jump through them sideways, facing the guy to the left of the exit, shoot him once, and immediately retract behind the door. This will attract the enemy. Escape behind both doors, and backflip downstairs. When they guy shows up, shoot twice and jump left to evacuate from steps. When he hides behind the corner, return on the stairs. Repeat 10 times and this should do the thing.

 

Red Guy On Small Balcony:

This one requires sprinting to the switch on the first balcony, and sprinting back through the slamming door. Everything must be done quickly - if You remain on the balcony for too long, he'll get you. Don't worry about the uzi clips - You can get them later. After some crawlspacing, a square with the trigger opening the door leading to the enemy balcony will be the true place to kill him no-scratch. You can target him from the edge, often retracting. And You can also jump on the other square on same elevation. Maybe it's even a better to come there, as it is closer to the enemy. Not a big difference on this distance (or no distance), but it always might be one less bullet to spend.

 

Red Guy Behind The Chainsaw:

Trigger and backflip as far as You can, with constant shooting.

 

3-Keyhole Tigers:

You can try a direct confrontation (refer to Multi-Tiger Fight) or do a serious damage from the switch block.

 

The Red Trio:

Remain on the open space, keeping Yourself as close to the enemies as possible, but yet beyond their range (it's at about width of the yard the fight takes place in). The best way to do it is approach the enemies, and then tap backwards to maintain the same distance all the time. If You "run out of the outside", retreat back to the building and shoot from there. You know what I mean if You manage to make all 3 enemies die outside.

 

The Red Duo:

[FAIL!]These two were too tough for me. If someone finds a way to kill them no-scratch and pistols only, he/she can PM any mod and he/she will upload it here. I'll only tell You what I already tried to do: I jumped over the hole in the metal floor above the thugs. That lured them towards this hole and a bit farther from the door. I climbed the ladder to the roof and jumped to the lever switch shelf, no curving in midair. Then, I hanged myself on the ledge. Thugs thought I am outside, and they ran out to catch me, but I immediately pulled up and vanished from their sight. Because I earlier lured them towards the ladder, they didn't have enough time to hit me before I pull up. This way I made some more distance between the hole in the grated floor inside the building, and the minions. Now I lost some health for dropping from grated floor through the hole next to the ladder. Before they regrouped, I hasted to the Hall of 3 Keyholes, stood in the door and shot them from there. But it wasn't enough. They hit me when I was rushing towards the door. Earlier than hanging on the ledge, I tried performing a banana jump from that switch shelf, back to the shelf the ladder descends from, curving in midair for Lara to fly directly above the ground for a split second, to put her in range of the minions. The rest was the same.[/FAIL!]

 

The Red Solo:

[FAIL!]I'm sure this one is inevitable. Triggering while Lara is defenseless, and shooting her while she falls into the  water. Before she pulls up, she receives at least 4 hits.[/FAIL!]

 

Metal Balcony Red Minion:

Enter the yard and stand between 2nd and 3rd square of its snowy part. Face the guy and You can kill him without jumping. A curiosity: he shoots You, but misses every single time. Didn't notice such behaviour in case of any other enemy of this game so far.

 

 

FROSTY DOMAIN

 

Blue Prologue:

After testing some various evasive tactics, the award-winning one appears to be: stand and shoot. Yes, You don't have to move from Lara's starting position.

 

Aftershimmy:

While shooting, run towards the blue goon and touch him. Stand still, eventually turn to face him. When he tries to shoot, roll. It seems it's better to roll left around him than right. Repeat the sequence.

 

Afterspike:

Same tips as in case of Aftershimmy.

 

Tigers + Goon:

Sprint through the valley, into the passage to the left of the corridor the blue minion is about to appear from. Kill tigers, jumping over them. Sometimes it's better to roll or tap backwards, I mean when they're not charging, but intending to attack after being stopped. Then, stand next to the ladder and face the approaching minion. He will not follow You here, nor have You in range. Constant positional fire and he's dead.

 

Blue Ladder Top:

[FAIL!]Another one impossible to beat no-scratch. Same reason as in similar place in level 4.[/FAIL!]

 

Snowy Corridor Thug #1:

Same as Aftershimmy, but You can pre-damage him on his initial approach.

 

Snowy Corridor Thug #2:

Totally destructible from distance. Don't move, just shoot.

 

Crawlspace Blocker:

Unblock. Just shoot the legs (manual targeting).

 

Fishes 1st Time:

[FAIL!]I think there might have been a solution for it hidden somewhere deep in the enemy behaviour - but I'm not that good. Only for the first time I met the fishes, I managed to go no-scratch. I hanged on the ledge above the fishy waters entrance, that triggered them so I pulled up, I stood on the rightmost part of the ledge, waited until they are closest to me and dropped diagonally into the water, aiming for the exit. The plunge gave me some extra speed and this was enough to survive the rush through the pool, towards the cave. Of course, I had some luck here. Try it several times. Should work. But the second plunge, when going back from the caves, is a different matter. The fishes are attracted in the corridor leading to the pool, so they are much more likely to bite Lara when she enters it. For me, choosing left side of the pool and swimming to the grated uw door from there worked better than struggling through the seemingly easier right side. I don't know if it is a rule, though. And here comes the doom at last: despite of all efforts I did so far, I couldn't bypass the THIRD fish in the corridor behind the door. It's narrow and when Lara swims inside, the enemy is already charging towards her at full speed. No chance to avoid that single bite... unless someone else tries. I have enough.[/FAIL!]

Afterswinger:

Same as Aftershimmy. A bit more difficult.

 

Second Tigers:

At first, I hanged on the ledge and dropped immediately, reverse rolled into the corridor the tigers appeared from, backflipped as far as I could, shooting all the time. When the path ended, I switched to jumping sideways. The first tiger was dead in a second from this moment. Turned around and finished the second one the usual way. At the next attempt, I noticed an easier solution... The tigers are fully destructible from the corridor Lara is about to leave xD. If they run away, hang on a ledge to attract them back to the yard. Then pull up and finish them.

 

Afterkeyers:

[SEMI-FAIL!]Why a "semi"-fail? These are bastards! First, I figured out what to do to in order to escape from the place without getting hit - just in case if I didn't manage to pass them no-scratch. Apparently, and semi-miraculously, I did - but finding out how to achieve it and executing killing them without taking damage took me over 30, maybe 40 minutes. Two opponents! So it's up to You what You will choose to do with them. If You want to discard them (and two pickups): stand in the NW corner of the key ledge. Face the pit below the thugs. Run forwards, to land right in front of the pit, and hit Roll. She won't waste time on ducking and standing up, but will immediately disappear from range of opponents. If You want to take challenge, do the prologue as if You were running away (in previous paragraph). When You're in the pit, notice two things: A) try to target the enemies directly from, or close to the opening separating the pit from the corridor. This way, You will be more likely to avoid their bullets; B) the pit neighbours with a railing. You can't shoot through it. Enemies can. It's unfair, but anyway unfixable. So if those two guys vanish in those railings, You should run to the previous room (the one with the pushable block) and stand 1 square to the S of the one that is placed between two red pillars. The minions should forget about You and get their default stateIDs restored, and this will make them unstuck. Now You can return to the pit and, slowly but surely, reduce their HP points one by one.[/SEMI-FAIL!]

 

Blue Guy Under The Balcony:

[SEMI-FAIL!]Why a "semi"-fail? Because, even though I found no way of killing this goon no-scratch, there is an alternative killing method, not requiring a player to use a half medi - because unfortunately, if You kill the thug from the balcony, just like the author intended, You WILL have to use medikit(s). The no-medi technique is unstable: many variants of it exist and I don't know for sure what determines which one to occur. I presume that moments of SAVE/LOAD breed most of random/default events. The path is: to shimmy, just like the gameplay goes, to the patio corner, receiving several hits on Your way to the pull-up place. It may be more or less damage, correspondingly to place when You grab the roof ledge. I think the farther to East, the better. Pull up on flat part and roll to hide from thug's range. SAVE. Jump over the gap, sticking as close to the roof as possible - in such case, the enemy might not see You, however it often does. Hop over next part of the roof, slide backwards and grab the ledge. Here, depending on the thug's actual position, a lower balcony either covers You from him or not. No matter if it does not, drop on that lower balcony and find a piece of cover (either duck or step into the corridor leading to spikes). Now, try to have some luck - it has various forms here: 1. When I first examined the situation, the thug has stopped directly below the low balcony. If it happens to You, DON'T SHOOT - it will move him! SAVE and, WITHOUT the guns drawn, stand next to the ledge and face N. Tap backwards and FEIGN grab the ledge, what will throw You under it, making You avoid a slope and earn some extra split seconds. Roll to avoid ducking/standing up - priceless moments! Touch the thug and keep Yourself behind him until he dies. From the moment You drop from the balcony, this is achievable with no further scratches... 2. However, when I tried to repeat this in order to follow my own suggestions, I got something different. When Lara dropped on the low balcony and remained silent for a while, the thug has escaped to the corridor on the ground floor. In such case, SAVE and drop to the ground the way described in point 1., but instead of remaining under the balcony, RUN LIKE HELL towards the corridor the thug has just disappeared in - as he's about to return and face You! Touch him, roll... etc... etc... Of course, You need to repeat the whole way to the high balcony - but wasn't it worth saving that small medi? I bet it was. Whoah! Really, this is the most detailed description I could come up with. If anyone else finds something different, please update or tell me to do this. This fight is the most random and unpredictable in this whole 5th level - so no wonder it's rather mad. Moving to the next one... Let's finish this level![/SEMI-FAIL!]

 

Guy After Vents:

Wait for appropriate situation when he runs into the starting corridor. I don't actually know what causes him to flee - shooting, hitting him or being silent - so try various combinations and one of them should work. Then, do the same as with Aftershimmy.

 

 

MONASTERY OF ELEMENTS

 

Welcoming thug:

I recommend doing the same as in all remaining close encounters. Roll left around the guy and shoot him while he can't target. Repeat over and over again, until it works.

 

Pool minions:

[FAIL!]Impossible. Manageable w/o medis if You just run and fall onto the square in the center of the pool, roll immediately, roll again, curve Your path when jumping towards the exit, hop into that corridor, stand as far from the pool as possible without sliding down, and perform a standard attack/retract tactic, standing on the opposite side of the passage than the side of the pool the thugs actually are on.[/FAIL]

 

Lever Behind Spikes Thug:

Just slide forwards and press run while falling. Then, shoot and roll left around him when he begins to target You. The second guy from the other side of the spiky pit will not target You here. If You reverse the killing order and choose to shoot that other guy first, You might get hit very likely, so I really recommend to take down the one in the switch room as first.

 

Other Side Of The Spiky Pit Guy:

Jump from the very edge of the pit, with feign grab (as soon as You touch the wooden beam, draw weapons in midair, so You're ready to shoot him as soon as You land as close to him as possible. Then, a standard shoot and roll, just like in case of the previous one.

 

Out Of Secret Villain:

This one can be managed by jumping upwards and shooting. Save between shots, in some safe place of the square. If the goon comes too close to the edge of the pit, run back through the corridor, hang on the ladder, pull up and this will "reset" him. OK, OK, I don't know if it is necessary to hang on the ladder, but it worked for me.

 

 

WRECK OF THE RX EXPLORER

 

Two initial guys:

At least one of them is manageable from corridor exit, but try to oscillate between the last square of the corridor and the first square of the cave, and shoot from there. If You adjust distance (and damage) properly, without getting in shooters' range, You might even be lucky to kill both guards before they leave the cave and chase you. If one of them steps in the corridor, do the corner trick, or - classically - roll'n'shoot.

 

The guy on the shelf:

Leave him for the moment You will equal elevation with him.

 

Guy In Snowy Corridor Before Fishes:

Stand as far as You can and shoot. Will work.

 

1st Fishes:

From the bank. Easily.

 

2nd Fishes:

Drop in the water, do a huge circle as low as possible, and then swim upwards, as close to vertical movement as possible (fishes are like crocs, they have great horizontal speed, but not so much of vertical. THIS REQUIRES LUCK!

 

3rd Fishes (Near The Wreck):

Enter the wreck, pull up to safety and kill from here. Remember to swim vertically if necessary (You have a lot of space). Not always fishes will follow You into the wreck. In case if they don't, they might have been stuck above the uw bridges and You will have to lure them away of them.

 

Guy In "Fuel" Button Room:

Drop on him (You won't take damage) and then do standard shoot'n'roll.

 

Cabin Guy:

Same as above (without dropping). Recommendably, You can roll on his trigger, roll back and wait for him next to the keyhole, possibly pre-damaging him from behind the corner.

 

Guy In Blowup Button Room:

Similar to that guy above the pit in "Monastery of Elements". Stand in some corner and press Look to target him. However, the water gives You littler time to retract than You would have in dry case.

 

Flyby Room Guy:

As soon as the cam turns off, start to shoot and tap backwards until You touch the ladder behind You. The enemy won't follow.

 

Basilosaurus #1:

Eliminable from the bank. No special tactics required.

 

Basilosaurus #2:

Same as above.

 

Fuel Room Guy:

Roll'n'shoot, with one exception: sometimes he hides behind the pipe and You can't. In such case, use the pillar as a cover and re-apply the strategy from there.

 

Fish In Sunken Corridor:

Just don't fall in the water before it's dead :D

 

Cave Basilosaurus:

Same as above. Adjust angle to kill.

 

Same Cave Thug:

Drop from the block and stand next to it. You should be able to get him from here, without tiring Yourself. But don't duck or he'll get You instead!

 

Twin "Fuel" Switches Room Guy:

Tap forwards to step on the trigger, backflip twice and shoot from here. He won't go through the door.

 

Fuse Twin Guards:

[FAIL!]I think it's possible to go no scratch. However, I had no patience for counting on my own luck. Yes, You have to be extremely lucky in this case. The key to save as many HP as possible is to time the steam emitter and hide behind it, in the far right corner. Then, strafe towards the middle of the tile wall, never stopping to touch it. Then, pick up the item when the steam is still being emitted, but it's about to fade in approximately 1 second. This way You won't get burned, but SAVE as soon as Lara has the item in the backpack. The enemies are triggered, and You need their random behaviour to occur, a variant when one of them faces Lara and approaches her, and the other one stays in the room. This happens very rarely, so if You see it doesn't, just reload the progress and try again. Possibly turning around as soon as You can, aiming at the first guard and tapping Look to switch targets allows the enemies to split up - but I'm NOT SURE about it. Anyway, if You save/load during the fight, You might interrupt the actual set of AI parameters, and - as follows - expose Lara to fire of both gunmen. So don't save after picking up the fuse, until the first enemy is dead, and - even after that - do it on a different slot. After the enemy is dangerously close, time the steam again and hide in the recently used corner, not stopping to touch the wall. The safest way to avoid steam is to simply time it - but You need to synchronize it with shooting the guys, so splitting Your attention is required. If You are - again - extremely lucky, one of the guys should fall right in the moment when the other one enters the corridor. Shoot that second one. If he manages to approach and shoot Lara before she hits him for good, either reload and try to be even more lucky, or never mind, time the steam and sprint towards the enemy in order to perform a standard roll'n'shoot. In worst case, the fight should cost You 1/3 of lifebar, what makes is the second hardest one so far.[/FAIL!]

 

Exit fishes:

These need to be lured towards the dry interior and shot from there.

 

1st Snowy Guard Behind Grate:

Corner trick + shoot'n'roll.

 

Snowy Guards Behind Dark Pit:

Distant shooting. No threat at all.

 

2nd Snowy Guard Behind Grate:

[FAIL!]He targets You while You are monkeyswinging. No matter what You do, You can't evade those bullets. Falling directly on the ground costs less life than reaching the far slope while the enemy damages You even more. After the fall, roll to save 1 second. Approach the guy and kill him the standard shoot'n'roll way.[/FAIL!]

 

Turbine Room Guy:

Same as Twin "Fuel" Switches Room Guy, but backflip more than two times.

 

Multi-Window Corridor Guard:

[FAIL!]He shoots You as soon as You open the door. No time to approach and counter-attack without being hit. However, You can reduce Lara's damage. If You spot the guy is too close to the door, retract back to the pool in the initial cave and reapproach the door. In my case, Lara took less damage when entered the corridor.[/FAIL!]

 

 

SECURITY FACILITY

 

Welcoming Guard:

Jump around and avoid being hit. That's all. Similar tips to all following of this kind.

 

Welcoming Commitee (The Pool):

See the first flat square behind the slanted one? This is the border - after You cross 2/3 of it, the guard will spot You. Or earlier if You duck (he apparently targets Lara's butt). Without getting in his range, shoot in the air like in case of centaurs. He will start running around randomly... Now it's enough to jump forwards/backflip/save while shooting. When he dies, take out the two divers. Don't worry - their harpoons are short-range ones.

 

Third diver:

Swim a bit above the open trapdoor (advisably as high as possible due to lousy vertical speed of the enemy), roll and evacuate to the bank in order to shoot from there.

 

Melee Guard In 2nd Pushable Room:

Same as first one.

 

Getting Out Shooter:

Trigger him and backflip, so he is in Your range, but You're not in his. A rare event, but it happens here.

 

Back At The Pool, 1st Floor Goon:

Covered by central structure, swim to the lowest dry portal and hide in there. When the guard is above You, draw weapons and runjump towards the slope. After a midair roll, bounce off the structure and shoot until You fall into the water. Or, after a midair twist, don't land on the slope, but on the high flat part, to do a sideways jump (left), so You might have one more shot before falling into the water - however, this option is more risky, as Lara remains uncovered for more time. Repeat the sequence several times and the guy is dead.

 

Still At The Pool, 2nd Floor Goon:

Now that is tricky! Touch the open trapdoor and turn towards the guard. Hop upwards and shoot constantly (I noticed You are more likely to hit the guy if You don't take any break in shooting - simply, Lara requires several less frames to target the enemy if her arms are already straight). This operation might take up to 10 minutes, so be patient.

 

Plenty Of Boxes Hall:

Inside the hall, many covers appear, but the point is how to reach the first cover without being hit. Duck on one knee, on the right side of the crawlspace, so Lara has her head and the other knee out of the hole, while the whole rest remains inside. Tap Forwards and then Space to throw Yourself out of the crawlspace. Sprint to hide behind the closest crate. This may require several attempts to be performed without a scratch. When killing two guys on the top of the crates, watch out for the third one on the upper bridge, for him not to catch You by surprise from behind. This last minion is the most difficult to sort out - but switching sides below his platform and adjusting distance and angle of jumps should do the thing.

 

After Fall Divers:

Leave them until You beat the following guard. Then, lure them towards the pull-up place and kill from there.

 

Following Pull-up Guard:

The opponent is slower than his red and blue cousins from tibet, so he is likely not to hit You while You pull up. However, after turning towards Lara, he targets her quicker than those. Roll'n'shoot more energically to eliminate him.

 

Corridor From Raisingblock Guard:

This one is the same like his precedessor. Wait for him behind the corner, then roll'n'shoot like the last one.

 

Back In Hall Of Boxes, Melee Guards:

Keep distance.

 

Under Hall Of Boxes, Melee Guard:

Same as above.

 

To Research Corridor Goon:

Stand next to the wall the way allowing You to face him when You jump from behind the corner. Jump right, three shots, jump left. Repeat.

 

Following Switch Goon & Melee Guard:

Roll and draw pistols as soon as You pull the lever. Shooting constantly, sprint towards the guy. You should make it before he fires the first bullet. Then, do a rapid variant of roll'n'shoot. Don't hide weapons! Retract to the switch and shoot approaching melee guard from here. When he tries to hit You, jump/midair twist or roll to evade, then backflip while shooting.

 

Security Code Pit Guard:

Feign grab the ledge above him, draw weapons while falling, roll as soon as You land, and do the rapid shoot'n'roll to finish him.

 

Security Code Pool Diver:

From the bank.

 

Other Two In Same Pool:

See above.

 

Escaping With B Key Guard:

Don't step in the corridor, shoot from distance. When You get in range, hide behind the corner and wait. For final confrontation, rapidly shoot'n'roll (however he should already be so damaged that maybe even no rolls will be necessary).

 

B Zone Corridor Guard:

Shooting from distance won't hurt him (the lowered block apparently disturbs). So wait for him behind the corner. Then, rapid shoot'n'roll.

 

Green Boxy Area Guard:

He is manually fully destructible through the gap between cubical and half-cubical blocks.

 

Final Melee Guards:

Same as all before. Only this time it's not much space. Jump like crazy!

 

 

AREA 51 (LABORATORIES)

 

Initial Two Guys:

First stand/shoot/duck from the highest crate. When they start to walk around, tap forwards/shoot/backwards or optionally move to the lower crates to decrease distance and do the same.

 

Behind Monkey Swing Goon:

[FAIL!]This one targets Lara while she is monkeyswinging. Pull up to ducking position and either stand/shoot/duck or approach/roll'n'shoot (I did the final phase with help of CONSTANT rolling, what failed in case of previous enemy kinds).[/FAIL!]

 

Melee Guard Behind Shatter:

Keep distance. When he approaches, jump "through" him, twisting in midair. Backflip on the block and finish from there.

 

Laser Door Goon:

Manageable from the shelf located above the ladder leading down to the pit the guy stands behind. Press Look to see when he gets in Lara's range. Warning - sometimes he is able to target Lara where she is standing.

 

Glass Floor Goon:

Roll'n'shoot.

 

PinkRoom (After Green Water) Goon:

See above.

 

Pool'n'Crates Goon:

See above.

 

Open Space Goons + Next Building Melee Guard:

Run upstairs, towards the yard. Hit sprint as soon as You reach the highest step, and run in panic into the door leading to the other building. If only You are lucky enough, You can do it no scratch, however keep in mind this may require 10-15 tries. In the destination building, You should face a melee guard - finish him the familiar way (refer to previous tips for this kind of enemy). Now, You have two options - either go back to the yard to kill the guards, or wait until You access the canyon the guard towers stand in. In first case, remember the goons can target You over the fence easier than You can, so You need to keep Yourself out of range... out of range? This sounds so WadMergerish, hahah... Anyway, hide under the fence near the W tower, to have trouble only with the Eastern shooter. Find a right spot to jump, shoot once and fall back on the ground. This should make the guard run in circles. From now on, he's Yours - hit him when he turns around. Then, hiding from remaining guard's sight all the time, follow the fence towards the door You killed the last melee guard behind, but do NOT enter, only sprint to the NE corner of the patio. Approach the goon carefully and stop right before getting in range. Now shoot him while jumping towards the nearest covering fence. This is it - if You jumped straight upwards, he would hit You, but a jump towards that fence doesn't give him enough time to target. Repeat this last jump several times and the guard will be destroyed.

 

Code A Guard:

Run on the first square he can see You from, curve this run (so the goon can see You) and get out of here (so he can't shoot You). Reach the open space again. Out of guard's range, shoot him steadily - he shouldn't follow You to the outside.

 

Pushable-To-Ladder Room Goon:

Safety drop, roll when fall, then shoot'n'roll.

 

Divers In Big Pool Behind Big Door:

Shoot from left side of the corridor to avoid the fire from above.

 

Goon Above Divers' Pool:

Wait at the right wall of the corridor leading to the pool, just on the edge. Turn towards the bridge the enemy is walking on. When he emerges, shoot and jump sideways to hide before he turns around. Repeat.

 

Red Cage Melee Guard:

Pleeenty of space. Backflip while shooting. When he appproaches, jump and roll over him. Repeat.

 

Next Corridor Melee Guard:

Sprint through him, roll and shoot while backflipping.

 

Colorful Passage Goon:

Step on his trigger, and, shooting him several times, retract behind the corner. Press Look and watch when he turns around. In those moments, jump sideways from behind the corner, shoot and hide. Repeat.

 

Blue Pass Key Bearer:

Sprint to grab the ladder, drop immediately, roll and draw weapons as soon as You fall, sprint towards the guy, shoot'n'roll.

 

Glass Roof Guard:

Stand on the square with the blue keylock above. Face the trapdoor and press Look to time the goon. Shoot and retract sideways. Repeat.

 

B Zone Diver:

From any ledge. The best place may vary depending on where the diver swims to in Your case.

 

The Guarding Trio:

I chose the most cowardish option - shooting several bullets and falling on the floor of the previous, lower room. And I repeated it a dozen times, but it worked good.

 

Guard Right Behind The Next Door:

Sprint towards him, shoot'n'roll.

 

Guard Above The Red Pit:

Step forwards/shoot/step backwards. Sometimes the guy simply disappears, and You can simply discard him - he doesn't hide any pickups.

 

Backtrack From Blue Fuse Room Melee Guard:

Not much space here. If he tries to touch You, roll and backflip where possible to.

 

Swinging Trap Room Guard:

Wait on the top of the ladder, but DON'T PULL UP! You need to do it in the right moment - when the mechanism is on the N and starts to go S. Jump over the S pit to stand as close to the shooter as You can. Then, shoot'n'roll, but watch out for the pits and the trap!

 

Backtrack From Yellow Fuse Room Goon:

Roll in the hole to fall backwards, roll when You touch the floor, shoot'n'roll.

 

 

COMPOUND RESEARCH CENTRE

 

Initial Pool Divers And Guard:

Stand next to and face the N wall, as close to the pool as possible. Drop NE backwards and tap action shortly to do a split-second feign grab (if You hold the Action key for too long, You will miss the switch in the pool). This throws You right in front of the UW switch. Pull it and swim in circles until the other diver joins the first one. Don't worry - it's not TR2, so divers can't hurt You unless they touch You. Kept the distance, swim to the other room and throw the other UV lever. Reverse roll and escape to the air pocket accessed two rooms away. Get out of the water and kill the guard the standard wait/roll/shoot method (described in previous chapters). When he dies, You can lure the divers to the same air pocket You have just used and finish them from dry above.

 

Guard At Sliding Door:

Won't be hurt through the sliding door collision, however he can shoot You from behind it. Unfair, isn't it? Stand next to the switch, faca it, tap backwards and jump sideways into the corridor, weapons drawn. Shoot several times and retract on the block. Repeat this as long as necessary. You need to remain as far from the sliding door as possible - this way the guard will become vulnerable every time when approaching You through the door.

 

Alien:

Horseman. Does NOT require chest targeting. Not so threating, anyway still of rather strong endurance. Jump over the pit to keep distance and shoot until its demise.

 

Grate Corridor Alien:

Backflipping and shooting through the whole single length of the corridor should do.

 

Crawlspace-To-Sliding Door Alien:

Drop, shoot it several times when You run towards it, go behind the sliding door and there is his box - a square it can't pass. Roll back and fro through the door to lure him towards it, and shoot it when the door opens.

 

Down The Ladder Guard + Diver:

Hang as close to the left end of the ladder as possible. Pull up, wait until the guard turns away and do the release/grab ladder trick to descend as fast as possible. You need some luck to do this preparation without a health loss. Now use the standard wait'n'roll technique to finish the enemy. After that, kill the diver with no effort.

 

MP Melee Guard:

Backflipping, rolling and shooting.

 

Twin Alien Alien:

From behind the fence.

 

Second Twin Alien Alien:

From Access Chip block edge.

 

Dark Room Alien Quartet:

From the water. They won't follow.

 

Secret Alien:

Climb the ladder far from its right end, so the enemy won't reach You. Then backflip with twist and from now on try to run "through" the alien while doing reverse rolls and shooting it.

 

Blue Pass Key Aliens:

Recommended to return to the water and kill them safely from there.

 

Ascending Alien Corridor Guard:

Run towards him, as soon as he's in Lara's range hit him several times, retract beyond his range before he counter-attacks. As a result, he'll get stuck in the wall. Approach him (not too close) and finish him safely.

 

Cage corridor guard:

Shoot him once and hide. He'll do one of two things: a) approach You - wait, shoot and roll; b) escape behind the next corner - follow him, then shoot once, hide, wait, then shoot and roll.

 

Cage guard:

Press the switch, immediately tap backwards+right to hide, then shoot and roll.

 

Code D Room Guard:

Shoot and roll. If You previously pushed the block in the adjacent room so it's touching the door, keep in mind You can be shot through that box - so to avoid this bug, You need to first pull the cube to the middle of the room.

 

Code D Room Aliens:

Escape to the corridors. Backflip and flip sideways, shooting constantly. In the rooms, change directions in midair.

 

Sloped Floor Aliens:

A lot of space. Do what You want.

 

Third Alien Of The Same Place:

See above.

 

 

DESERT RUINS

 

Introducing Snake:

Keep distance.

 

Pushblock Leopards:

Backflip as far as You can, constant shooting.

 

Snake After Crawlspace:

Keep distance.

 

Workman With Previous Snake:

Keep distance (more than in case of the snake).

 

Monkey Trio:

Just keep distance again.

 

Water Snake:

From the bank.

 

Monkeys In Switch Corridor:

Still nothing more than keeping distance.

 

Snake After Flyby:

Run as soon as camera ends. Then keep distance.

 

Secret Snake:

Same as above.

 

Snake On Cactus Shelf:

Jump over the cactus and keep distance.

 

Crow:

Remain on the top of the wooden barricade. Wait and shoot as it approaches. Then roll before it touches Lara and shoot till it's dead.

 

Two Ground Soldiers:

Still from the barricade You killed the previous bird from, wait until they approach, and kill them with sudden attacks from behind the wooden corner.

 

Soldier On The Ledge:

Land in the yard, keep Yourself as close to the surrounding slopes as possible, sprint behind the pillars on the other side of the building, and use the attack/retract strategy,with often saving, to eliminate the enemy.

 

Soldier In Base:

Open the door and immediately jump left to avoid bullets. Now wait until he turns away and shoot. Repeat several times.

 

2x2 Monkeys:

Same as all other.

 

Next Couple Of Leopards:

Same as initial.

 

Passage Cactus Snake:

Shoot over the cactus.

 

Pool Soldier:

From behind the triangular slopy rock. It's likely for him to remain calm and not attack at all if shot this way.

 

Inside Worker:

Shoot the legs. Through the crawlspace. Manually and rapidly.

 

Snakes After The Same Crawlspace...:

Duck on the ledge and shoot.

 

...And Soldier Down There:

Stand up, shoot  once and duck. Repeat. 3 of 4 such attempts result in Lara getting hit, s o I recommend to save everytime You retract if You want to pass this one untouched.

 

Another Canyon Snake:

See other snakes.

 

Second inside worker:

From the place You dropped in.

 

Raising Block Room Soldier:

Attack from behind the corner. Manually if You can. He is also likely to get stuck on the pushed block. In this case, fire in his legs.

 

Soldier On The Roof:

Stop in the crawlspace, not crossing the high end of slanted area, and fire rapidly from here.

 

Pool Cat:

See other cats.

 

Twin Switches At Metal Boxes Room Soldier:

Shoot and roll.

 

Soldier Above The Gate:

Sprint towards and hide below him. Then find a cover to perform a series of short attacks.

 

Same Place Snake:

Just like other snakes.

 

Next Temple Pool Snake:

Get out of the water as fast as possible, then kill the snake from the bank.

 

Monkeys By The Pool:

Keep distance.

 

Upper Twin Gates Soldiers:

Sideways hop over the slope, shoot, retract. Save. Repeat.

 

Grated Pool Snake:

To avoid this one, it's best to feign grab so You have full initial speed when swimming away. Get to the crawlspace and finish the creature from there.

 

Cats After Escape Gate:

See tips for other cats or shoot them from the edge separating the gates from each other.

 

 

PERUVIAN TEMPLES

 

Top Of The Ladder Tribal Warrior:

Use the pit as a cover. He'll either get stuck on the other side, or jump towards You. Always jump on the opposite ledge than he actually stands on.

 

Bats Above Platforms:

Start moving immediately after pulling up. Increase the distance, then consider midair twists to target the bats as fast as possible.

 

Pool Bat:

Pull up as far to the right as possible. Immediately draw pistols and backflip while shooting.

 

Boulder Ascent Peruvian:

Shoot while retracting, but take special care when backflipping, for not to hit one of the holes in the ceiling, what could result in the tribal chase You down.

 

Uzi Room Tribal:

Descend from the ladder as soon as You can, so he won't approach You while You're defenseless. Then use similar tips to the previous enemy.

 

Tribal Above Trapdoor:

See above. Only this time care about a hole in the floor, not in the ceiling.

 

4 Cats, Pillars Room:

Just make sure You jump before they touch You. This fight is easier than it seems.

 

Before Lower Spike Room Tribal:

Stay in the crawlspace. Manual fire.

 

Upper Spike Room Tribal:

Tribals in general are really slow, so I don't think any special tips are necessary for them. Here, You have some less space, so just watch for the spikes. BTW spikes can't kill You if Shift is hold.

 

Keyhole Corridor Tribal:

Probably the worst one. No space to avoid contact this time. Make sure You backflip or roll before he attacks and everything should be OK.

 

Loadscreen Ruin Bats:

They spawn far away from You. Kill them before they fly towards Lara.

 

Yellow Room Corridor Peruvian:

He wastes a lot of time descending from the blocks. Just lure him over them while shooting.

 

Yellow Room Pool Bank Peruvian:

Might be annoying with pushing Lara to the water. To avoid it, pull up and roll before the collisions collide. Then shoot while backflipping through the exit corridor.

 

Loadscreen Ruin Cats:

From one of safe high blocks.

 

Top Of Loadscreen Ruin Peruvians:

A lot of space. Remember You cannot shoot thru statue collision. Don't let them throw You off ledge. The static skeleton can disturb as well. Oh, and of course watch out for the fire.

 

Guardian Of The Mask:

Shoot, jump over him, backflip and shoot again. Repeat.

 

Peruvian At Raising Blocks:

See above.

 

Peruvian Gemstone Escape Corridor Guard:

Wait, shoot, jump with twist when he approaches, then keep backflipping away while shooting.

 

Last Loadscreen Ruin Cat:

Get out of the pool. Either use it as a cover, or reach the safe block, or just be directly hardcore as You have plenty of space.

 

Cats On The Grass (Used Peruvian Gemstone):

Just jump on any box and finish them from there.

 

Bridge Peruvian Tribal:

Likely You will hit finish trigger before killing him completely. Anyway if You want to spill his blood, note he can't get on the bridge.

 

 

INCA STRONGHOLD I

 

Dry Pool Bat:

Draw weapons and go along the shelf. From the bat trigger square, drop into the pool and roll. This will give You some distance to kill the enemy no-scratch.

 

Sight Corridor Tribal:

Backflipping + shooting, rolling or twisting when he approaches.

 

Yellow Corridor Raptor:

Less resistant than tribals! But he can attack without a particular preparation, so keep distance.

 

Green Stone Room Raptor:

Requires more turning... well, that was an obvious tip, You're in a small room, so You know that...

 

Spike Pit Crocs:

This kind of enemy attacks very soon after contact, so avoid jumping on their heads.

 

Cog Corridor Croc 1:

Same as previous crocs.

 

Cog Corridor Croc 2:

Same as above plus avoid being pushed into the water.

 

Green Stone Corridor Raptor:

Go past it, backflip and shoot while retreating.

 

Raptors Behind Shapeshift Corridor:

Get out of here! You can kill them in the just accessed open space without a problem.

 

2nd Cog Raptor:

Jump over the pit to make some more distance.

 

Pool Croc:

Use a stone or a shelf - all above the water.

 

Cave-To-Fort Raptor:

Either stay on the high stone until it's dead, or confront him in fair fight. No big difference.

 

Raptors When Stronghold Key Picked:

Hang on the far slope, drop+roll and attack.

 

Water Stronghold Bat:

Stay on the last (highest) hanging platform and shoot from there.

 

Water Stronghold Pool Crocodile:

Lure it to near the bank and kill while drying Lara.

 

Timed Run Crocs:

Can't be killed. But remember that vertical movement of these enemies tends to lag veeeery much. You can just dash upwards and they'll possibly not even manage to face You.

 

 

SANCTUARY OF LIGHT

 

Welcoming Raptors + Croc:

Raptors are likely to get stuck and run into a wall with their heads stuck in it. Must be a BADDY slot, and maybe they're running for a medikit :) If they don't, just finish them the standard methods. Well, it's very unlikely You need any of my tips at this point of the game, already killed lots of these reptiles... But I said EVERY single enemy, so I am trying to execute it as efficiently, as You can execute the croc from the dry bank :) Welcome to this level! I'm still with You :)

 

Peruvian At The Keyhole:

Jump around and stay away from him. Backflipping and shooting is a nice trick.

 

Dark Room Croc:

Go around it and reach the air pocket. Get out of the water. From here, shoot the beast when it approaches (You need several series of shots).

 

Air Pocket Raptor:

Use the small pool as a cover.

 

Metal Floor Passage Raptor:

Run along the whole length of the corridor to keep max possible distance while shooting.

 

Crow + Lava Room Raptor:

I listed these two together, because of the no damage strategy. To kill the crow no-scratch, just ignore it until You reach the next raptor chamber (only don't stop on Your way there). When the lava room door close behind You, kill both the raptor and the bird, as You have much more space to roll and jump now.

 

Tribal Up There:

He's not the problem, but the accompanying darts. In my case, everything kept failing to do it no-scratch, until I chose the strategy of jumping in the corner of the pit, and shooting when in the highest point of the djump. Don't try pulling up, shooting, retracting back to the hole and pulling up to shoot again - because the guy may start to swing his spear above the hole, giving You severe pain. Also fighting in the corridor isn't easy, because You need to also watch for the pit on the other end. To summarize: just jump and shoot from inside the pit.

 

Swinging Trial Bats + Croc:

For bats, target them from the entrance, before they fly. For croc, just shoot from the bank.

 

Swinging Trial Cage Raptor:

Hang on the ledge, as far to the left end as possible. Drop, roll. It seems only this way the beast won't have enough time to bite before You can avoid it.

 

Fire Trial Peruvian Tablet Guardian Bat:

Draw weapons and start moving immediately. You'll need extreme luck!

 

1st Waterfall Trial Peruvian:

Cover Yourself behind the stream.

 

2nd And 3rd Waterfall Trial Peruvians:

Osciliate between 1st and 2nd square of the ramp (right after dropping from the monkey swing). Somehow, the enemies tend not to reach this square. Not always works, but for me it does very often.

 

Waterfall Trial Peruvian Tablet Guardian Bat:

See a similar bat for fire trial.

 

Waterfall Trial Peruvian Tablet Guardian Tribal:

He needs time both to ascend and descend from the central pedestal. Use this time for Your advantage.

 

Quitting Waterfall Trial Raptors:

Rollingball might disturb. You might find it helpful to wait at the edge of the corridor, right before the rollingball part of the cave, and, from there, reduce raptors' lifebars a bit. When they run away, descend to their corridor, what lures them next to the rollingball, escape to the alcove and shoot them again. Repeat until they're dead.

 

Fight Trial Raptors:

They come in 2 series. The pattern is: shoot, jump over them with a twist, backflip with shooting, repeat.

 

Fight Trial Peruvian:

Damage him as he runs towards You through the corridor. Then bypass him, sprint around the big hole and face him when You stand on the opposite side than he does. You'll either have some time before he approaches (in this case go around the pit and shoot again), or a lot of time if he gets stuck.

 

Fight Trial Guardian Bats:

Two of them touching Lara immediately after picking the tablet make this rather impossible to go no-scratch.

 

 

VALLEY RUINS I

 

Initial bats:

Retract back to the corridor.

 

Cave Raptors+Bat:

Bypass all the enemies, land on the rock next to the waterfall, pistols drawn. The bat approaches, backflip and shoot it in midair. Then get on the bank (watch the raptors' tails) and escape on the same rock again. Shoot until they escape. Get back on their bank to lure them towards You (shoot in the meantime). When they approach, repeat the armed escape. Till they both DIEE!!

 

Shelf Bat:

You can shoot it before jumping over the gap. Personally, I just dropped to the pool and shot it from the lower cave (what I do NOT recommend!).

 

Shelf Raptor:

Backflip through the corridor, shooting in the meantime.

 

Rusty Key Door Pit Raptor+Bat:

Patience here. Grab the ladder, backflip+draw weapons, kill the bat through the hole, next do the same with the raptor.

 

 

INCA STRONGHOLD II

 

Bats+croc:

Drop through the hole at full speed to bypass the reptile. Swim to the shore, kill the bats by jumping+backflipping+shooting, then eliminate the croc from the dry, safe place.

 

Shell Pedestal Room Peruvian:

Not much space here. You can only shoot and backflip over him.

 

Released Raptor:

Get out of the water, lure him towards You and escape to the shallow, flat part of the pool next to the pillar. Repeat luring and escaping.

 

Valley Idol Guardian:

It's way better to struggle with him in his tiny room than to use wide space of corridor filled with rotating blades.

 

Timed Switch Roof Bat:

Jump on the roof with twist and drawn weapons. Shoot the triggered enemy at least three times. You'll lose it from Your sight for a while, then it will suddenly reappear near You. Be fast! A single shot should solve the problem.

 

 

VALLEY RUINS II

 

Valley Raptors:

A lot of space, but I recommend to leave it all and just keep bouncing off the two slopes opposing each other next to the entrance. The enemies have no chance to hit Lara this way, and You can easily kill them all.

 

Next Two Valley Raptors:

Stand on the block next to the grassy pillar and shoot from there.

 

Pterodactyl:

Backflipping is Your only friend.

 

Raptors Among Pillars:

From one of the pillars.

 

Bridge Pterodactyl:

I descended back to the bottom of the valley and backflipped like in the case of the first enemy of this kind. But if You want, You might try a direct encounter on the bridge-switch-bridge route (should work, although I didn't try it).

 

Dimetrodons:

Stay in the entrance gate.

 

Backtrack Dimetrodon:

From the safe ledge above.

 

Fire Emitters Raptor:

Won't pass through the fire, so shoot from behind it.

 

Father Of All Dimetros:

He has no space to attack efficiently. You can simply shoot, roll and shoot again.

 

Flame/Rollingball Corridor Bats:

Constant backflip+shoot.

 

Master Dimetro Trio:

These would be hard if fought together. But You only have to kill those one by one, so it's not a problem. The situation is a bit different, but those are still one of the most predictable enemies in the whole TR: just don't stop and they won't hit You.

 

Bat Above Air Pocket:

Exit the water in the NW corner, N side, backflip and shoot.

 

Ladder Corridor Raptor:

I recommend to shoot, slide backwards, and fire several times while hopping upwards, until the dino retracts. Then to re-climb the ladder and send those few remaining bullets directly in the enemy's face.

 

Swinging Axes Bats+Raptor:

Drop forwards+roll to target and shoot the bats. Then finish the raptor the standard way.

 

Metal Bars Trapdoor Corridor Dimetro:

Backflip+shoot.

 

Master Dimetro Above Last Normal One:

From raised block.

 

Bats Above Last Master Dimetro:

Pull up, backflip, shoot.

 

Golden Key 1st Guardian Bat:

Stand still right behind the swinging axe.

 

Golden Key 2nd Guardian Bat:

Pick up the key from SE, then jump over the pedestal with twist and shooting.

 

T-Rex And Company:

T-Rex can be handled only with a single shotgun or revolver bullet in his stomach. This makes this game impossible with pistols only.

 

 

KNIGHTS CASTLE I

 

Bat In The Beginning:

Doesn't show up as soon as triggered. You will hear him, but don't panic. Push the block on the target. When the trapdoor opens, SAVE to the very right end of the edge while facing it. Next, drop forwards, weapons drawn, and turn left immediately after landing. Shoot and, also immediately, roll "through" the enemy. One more shot and it's dead without a scratch.

 

Templars:

Another type of modified horsemen which chest You don't have to target. They're rather endurable. Keep medium distance - I mean if You stay too far, the fight will last for longer than it can. When they approach, backflip, roll, shoot... - whatever classic evading You can do at the moment.

 

Mercenary Behind Spike Corridor:

This is a SAS. This means a corner attack/hide strategy, plus, when he comes closer, shooting+rolling through him until he's dead.

 

Pillar Room Mercenary:

This one is funny. Depending on where You stand, he will try to go left or right around the pillar (the one close to the middle of the room) - so You can predict where he will be at the moment. Shoot several times, then hide behind the pillar, so he changes his direction. Shoot again and hide one more time, so he turns around and walks the opposite way. Depending on Your mood, You can play with him cruelly this way till he dies, or just have a direct confrontation (shoot+roll strategy).

 

Pillar Room Templars:

Exactly the same tips as for the first couple.

 

 

SACRED CATHEDRAL I

 

Cathedral Templars:

Same tips as for first templars encountered ingame.

 

Crawlspace Mercenary:

Activate him, retract backwards, shoot the legs manually.

 

Twin Candles Room Bastard:

This must be called a "bastard", because he shoots You when You're completely defenseless. Pull up, approach him as fast as You can, and take Your revenge with shooting+rolling method.

 

Another Crawlspace Guard:

This is hard no scratch. Watch where the edge of the trigger tile is. Crawl on it, but no further than You need - otherwise You won't manage to retract without being hit. Crawl backwards and shoot the legs.

 

 

KNIGHTS CASTLE II

 

Floorpad Bats+Guard:

As soon as the level loads, roll+draw, and shoot when backflipping to the wall. The last bat should fall right before You.

 

Guard:

Roll on the trigger, roll again and tap backwards while shooting, until You touch the wall (the one opposite the exit) and finish from there. The enemy won't hit You.

 

Main Hall Templar:

Same, same, same as all other.

 

Pool Crocs:

From the dry bank. 3rd and 4th need to be lured back to the surface carefully and not so hasty. Sometimes they get stuck, in such case You need to show Yourself to them and quickly escape. All the time, watch the air.

 

Bastard After Crocs:

It's one of THEM!! Resurface and pull up as close to him as possible, receiving some bullets in the meantime. Then shoot and roll.

 

Cyclic Boulder Bat:

 

The most unpredictable bat in this game. Might trigger and not appear at all for several dozen seconds. Might show up in various places. Might suddenly come through the ceiling next to You. Thus, SAVE often here. And if You get a scratch, reload and retry. Watch for the boulders when fighting it. I stayed between their ramps.

 

Rollingball Rat:

No threat.

 

Soldier On Shelf Around Twin Pillars:

Press the switch and hide behind the pillars. He won't attack.

 

Timed Fires Pool Crocs:

Swim fast to the bank, pull up and kill from there.

 

Hammer Passage Templar:

See first templars in previous take of this level.

 

 

SACRED CATHEDRAL II

 

Cathedral Rat:

No threat.

 

Yellow Part Mercenary:

Shoot, hide behind the corner. Do it again if necessary. Then shoot+roll.

 

Yellow Part Rat:

No threat.

 

Yellow Part Pushable Guard:

Run on him, roll+shoot.

 

Cathedral Balcony Bats:

Sprint along the ledge, roll, target and shoot.

 

Red Part Pool Croc:

Dive, resurface, pull up, kill.

 

Guard Above Red Part Pool:

From the square right before the shimmying crack starts, hop upwards and fire once or twice. Repeat. The guy is very unlikely to counter-attack this way.

 

Bat Above Red Part Pool:

Pull up. Run a little distance. Roll. Target. Shoot.

 

Red Part Flush Room Rat:

See other rats.

 

Red Part Templars:

See other templars.

 

Green Part Bat Above Pool:

Run towards the shell pack. When You hear bat squealing, backflip and target.

 

Green Part Pool Crocs:

From the bank. If can't be seen, lure them out by jumping over the pool.

 

Green Part Sunken Chapel Croc+Rat:

Pull up on the left slanted square. This is the safest one because the croc won't chase You down and the SAS won't shoot You here. Kill the beast, and then the rat from the same spot.

 

Green Part SAS Above Sunken Chapel:

Another hard guy. This is how I did: I damaged him a bit with hopping up and shooting, but in the end his pattern always kept getting broken and he kept starting to roam somewhere else. So finally, I grabbed the MS and swang to the other side, with him following me. I lurked in the SW corner and he got stuck in the upper one. From here, taking time, I easily finished him without even jumping.

 

Green Part Twin Pushables Templar:

You can't jump over him, but it's still an easy one. Sometimes tapping backwards is better than rolling. But this is not a rule.

 

Green Part Gem Getaway Guards:

One by one. Caring about the distant guy, who can shoot You through between the pillars, watch where the closer one is. If he stands still, fire some bullets and he will start to circle. Now the luck part: drop onto him. Then shoot+roll. Repeat the pattern until he dies, then search for the other guy. If he is far away and walking towards You, he should remain in this state until he's close enough to fire. In this case, You can stand still and shoot at least for a couple of seconds. Then, hide behind the corner and use the standard anti-sas shoot+roll technique.

 

Blue Part Corridor Templar:

Various methods do the thing. For patient and careful players, it would be nice to fire several bullets, hang on the ladder, wait until the enemy goes far away, and then repeat the above as long as necessary. For fighters, a direct encounter in the corridor is also an option, however keep in mind this kind of enemy is rather tough.

 

Blue Part Hammer Room SAS:

Being rather lazy in his duty, he prefers to walk into the wall. However, he sometimes turns around and fires. Stay in the corridor before the hammers, to shoot from there and - if necessary - hop sideways to avoid bullets.

 

Blue Part High Drop Corridor SAS:

Hang in the very SE corner of the pit. Wait until You can see the guy. Release the edge, draw weapons in midair and land rolling TWICE. This and ONLY this gives You proper start to perform the shoot'n'roll technique.

 

Blue part rat:

No threat.

 

Blue Gem Getaway Guard:

There is a slight chance for You to go no-scratch. From below the surface, observe where he stands. Pull up to the left of him. You need luck, but if only he turns away right in the moment You pull up, You will have some time to prepare to shoot'n'roll without being hit.

 

Final Wrong Escape Crocs:

Bypass them (remember their vertical movement is bad), lure them to the far air pocket and kill from its edge.

 

 

KNIGHTS CASTLE III

 

Squishy Block Rats:

Just don't stop.

 

 

UNDERWATER COMPLEX

 

Pushable Pit Rats:

Drop SE with roll. Shoot.

 

Dry Flush Cave Bat:

It might get stuck in many places. Use them to jump upwards with shooting, to target and kill it easily. Do NOT leave it for too long, as another enemy would soon join it.

 

Dry Flush Shaft Guard:

The one of a bastard kind. It WILL hurt You, no matter how You avoid. You can only crawl out of the crawlspace as far as possible, so he doesn't see You as long as possible, and then get on his shelf as soon as You can. Then, shoot+roll as always in case of close encounter.

 

Pushable Shelf Rat:

Might get stuck in the door. Just shoot anyways.

 

Grand Pool Crocs:

If You drop right next to it or them, swim downwards immediately. Then pull up on the bank and kill from there.

 

Squishy Block Bat:

Land W on the hidden block. Wait until the bat descends through the hole above Your head and jump backwards while shooting it.

 

Slope Room Rat:

Just don't get surprised. Yes, this one has bitten me, because I did. Had to reload :)

 

Slope Room Guard:

Wait behind the corner, weapons ready. Then, a standard shoot+roll.

 

Spike Pushable Lever Room Bat:

Run towards it, roll through it and shoot.

 

Guard Just Before Fire Shaft:

Two options. 1: Trigger him. Crawl back to the lower corridor. Fire once to make the guy circle. Then hit look and watch him, to hop upwards and shoot when he turns around. 2: Sprint to next to him, then shoot'n'roll.

 

Deep Underwater Shaft Croc:

Simply IMPOSSIBLE to kill. It's too deep. Furthermore, he starts to crawl on the bottom whenever You leave it. Even if You try to lure the beast upwards, it descends back to the bottom as soon as You cross certain elevation. But You can sufficiently bypass it: trigger the enemy, resurface, wait until the reptile crawls and swim over him. You can then do it in the opposite direction when escaping the shaft.

 

Complex Rats:

Pull up. Quickly jump away. Shoot.

 

Upper Reach Guard:

Trigger him and retract with tapping backwards, to make max possible distance. Shoot hi 7-8 times when he approaches, before he manages to shoot. Hide behind the corner. When he comes closer, use the shoot+roll method.

 

Drill Guardian Templar:

Just don't leave the water.

 

Complex Crocs:

From the bank.

 

 

DUNGEONS OF THE COMPLEX

 

Initial rats:

Pull up, quickly jump away and shoot.

 

That Particular Guard On The Shelf+Croc:

I tried a hardcore variant: drop towards him, shoot in midair to hurt him, fall in the water, don't get seen by the guard, pull up, kill the croc, return to the pool, again don't be seen, swim upwards through the escape corridor, and fall towards the guard with shooting him in midair again. Then, repeat swimming out through the escape corridor and falling with shooting. After a dozen tries, he should be dead, and You should be intact.

 

Junction Guard:

Most possible he'll get stuck in the corner. If he's not, You will lose some health and need to use the shoot'n'roll method. But if he does, just shoot him manually and rapidly from behind the corner.

 

Right Pool Part Guard On Bank:

Trigger him and shoot while retracting by tapping backwards through the entrance corridor.

 

Right Key Part Pool Croc:

From the bank.

 

Right Key Part Dungeon Key Guard:

Wait behind the corner, then shoot+roll.

 

Right Key Part Rats On Bank:

You might want to shoot them from the timed flame rock, but in general, there's no threat at all.

 

Right Key Damned Below Grated Floor:

Use one of small pools as a cover or let him follow You, shooting him in the meantime.

 

Right Key Part Shooters Above Grated Floor:

They're impossible to pass the no-scratch way. They're too close to each other for that. Drop, roll, backflip with twist and escape to the other side of the room. When they walk towards Lara, shoot them. Before they manage to rise their hands to target her, escape to the next corner. And so on, until they both die.

 

Left Key Part Rats On Bank:

From anywhere You can. No threat.

 

Left Key Pool Corridor Croc:

Luring to the air pocket and shooting from up there is the best You can do.

 

Left Key Part Damned:

Shoot him while he approaches.

 

Lift Cage Room Bats:

Kill them quickly, before they move and approach.

 

Crawlspace Rats:

Duck and shoot them before they go out.

 

Lift Cage Room Goon:

From the lever switch corridor, as the enemy shouldn't be able to target You through the door leading to it.

 

Flooded Corridor Next To Cage Room Croc:

Trigger, lure to the air pocket, resurface, pull up and shoot from the bank. Will require two to three attempts.

 

Square Pool Bats:

Pull up next to the switch (no trigger for the bats there, because it would collide with SWITCH trigger). Then go left around the pool, killing the bat You approach, and roll to target the second one.

 

Square Pool Rats:

Evade them as soon as the switch is pressed. Then shoot from safe distance.

 

Square Pool Goon:

This one needs a lot of time to come closer to You. Furthermore, he appears right behind You - so press the switch, roll and fire a series of many bullets manually and rapidly. Then, You can even decrease the distance. Stand still and hit him constantly so he is able to die.

 

Square Pool Ladder Corridor Damned:

He emerges suddenly from behind the corner. Roll thru him and shoot several times, then You can roll over him and backflip through the corridor with shooting.

 

Lift Cage Room Damned:

See the previous one, but now You can jump higher at once.

 

Pushable Pillar Room Templars:

Less space than usually given in case of those. Watch out not to hit the wall when backflipping - in case if You do, they will come for You in milliseconds and You'll lose a lot of health.

 

Another Lift Cage Room Damned:

See the previous one.

 

 

KNIGHTS CASTLE IV

 

Crocs:

Typical. Trigger - lure to dry - kill.

 

Middle Floor Goon:

Roll and shoot in the meantime.

 

Lowest Floor Goon:

Same as previous.

 

Castle Top Goon:

Probably impossible no-scratch. Pull up on the top and jump on him, this will reduce damage. Then shoot and roll.

 

Four Templar Knights Fight:

These are easy to handle if only You follow a specific pattern. Keep in mind they are only vulnerable from their right side, as the game AI makes it all look like if their shields (held in left hand) were completely bulletproof. Thus, You need to circle around the room CLOCKWISE, so You can hit them when they are turned 45 degrees left from their usual direction (following You in order to slice Lara into pieces). Retract by backflipping, don't hit the wall behind You, as You'll lose time (collision of little pillars might help in it, use it if You want), then jump sideways - or, if You are far enough, You can turn a bit to allow Lara fire both pistols. Anyway, there will probably come a moment when You are at the end of a wall right after jumping sideways. In this case, You need to roll - depending on the knights' distance, You might do it in midair or normally. If You calculate wrong, they might surround You and You'll be doomed or at least forced to use medikits. If You do the roll properly, You'll get a good start to perform another series of backflips, and the whole circle will close. Everytime the knights will emerge from behind a pillar, they will receive some damage. This way, after about 10 minutes of struggling, they start to fall from their horses. I recommend to break the pattern when 1 or 2 fall, because their speed varies from speed of the riders, so - if You don't want to risk getting surrounded - use the Look key to switch targets, and focus the fire on walking knights. Finish those and now it will be easier to knock the remaining knights off their horses. It will happen sooner than when You've been fighting the whole four, and every next enemy will be easier to kill, so just don't give up, have patience and DO IT!!

 

 

CHAMBERS OF THE LOST CRATER

 

Initial Shelf Goon:

Meet a new kind of enemy. You don't have much space here, so I recommend to forget the automatic targeting for a moment, as You need to shoot'n'roll the guy quickly, to prevent him from pushing You off the ledge. Fortunately, despite of a rather heavy appearance, this minion is less resistant than castle shooters and templars.

 

Twin Dragons Pit Wasps:

I really advise to pass the pit before attempting the fight. There's a shelf with a corridor ascending from it on the other side, so You'll have more chance there. Hide on one of shelf sides and fire some bullets when the enemies are not yet above the ledge. Keep shooting until the closer wasp approaches, jump+twist over it (not too late, remember it has a sting!), watching not to fall off the edge Yourself. Retract a bit, still shooting, and either risk repeating this operation, or now shoot from the corridor. In the first case, You take the risk while necessarily jumping over the enemy once again. In the second case, the risk will be inside the corridor, where You'll be put between the enemies and a rotating blade, so in order to avoid the sure death in the trap, You'll have to bypass the flying aggressors and shoot them from the passage entrance. I think the first option (longer time spent on the shelf, shorter in the corridor) is safer, but it's up to You to decide which method You prefer.

 

Fire Room Goons:

The first one is possible no-scratch. Get out of the crawlspace as close to the right side of its exit as You can. The enemy stands still, so fire once in the air, and he'll start circling. When he turns around, shoot him in his back and hide. Shoot. Hide. Shoot. Hide. Aaaaarrhh... Beautiful silence... But there's the other one above You, and this one will hit You at least once. Time the flame and jump on the low shelf with a pushblock on it (You WILL be hit in midair). Hide from enemy sight. Now turn on the attack/hide pattern method.

 

Opposing Ladders Wasp:

Don't be thrown in the water! You're lucky - builders tend to spawn those wasps in pairs, and this is one of the few lonely members of the swarm. Wait until it descends few clicks above You. Then roll and Lara should target the insect. Sometimes tapping backwards helps more than backflipping. When the enemy approaches, roll over it in midair and it should fall after receiving several more bullets.

 

Dark Corridor Wasp:

Might be dead after a single retract through the corridor. If not, roll once to avoid the sting.

 

Bright Corridor Goon:

Shoot+Roll.

 

Spiky Barrel Hall Wasps:

I kept backflipping, shooting all the time, and I finished both from the NE corner of the room, one by one.

 

Two Statues Junction Wasp:

When it approaches, go around a statue - the wasp collides with them so You have more time to evade its sting.

 

Platform Pit Wasp 1:

In my case, it got stuck over the second platform (looking from the entrance). If it does not, jump on that platform, then return on the first one and kill from there.

 

Platform Pit Wasp 2:

Leave it alone until You descend to the bottom of the ladder and stand in the corridor exit, just before dropping into the pit. The enemy will circle among the slopes and You will be able to kill it easily.

 

Platform Pit Wasp 3:

It also gets stuck between the slopes if You trigger it and climb back to the corridor exit, to shoot safely from there, just like in case of the previous wasp.

 

Spiral Corridor Goon:

He chases You during the ascent. Turn around, fire some bullets on his approach, hide behind the corner, increase distance. Repeat the pattern until You are behind the final corner Now shoot'n'roll.

 

Raised Block Chamber (Above Two Statues Junction) Goons:

Get on the raised block. Jump to the very end of the surrounding ledge, weapons drawn (I jumped on the right end). Jump over the slope to avoid the first bullet of the goon coming from behind the slope. Now You HAVE to use manual targeting, if You want to shoot'n'roll this guy before the second one approaches. When the first enemy is dead, retract to the door and touch it with Your back. Press Look and fire rapidly in the second goon, approaching now. If everything is done right, You should be able to pass it all no-scratch.

 

Crater Wasp 1:

Might just fly around the room, not noticing You even if You fire several bullets to make later killing easier. If it notices, use the wide shelf between the opposing switches, as a space for midair rolling. Tapping backwards would also be useful, just like it often is in case of wasps.

 

Crater Wasp 2:

Fire constantly. You should kill it before it approaches You. If You don't, the shelf is long enough to escape and take another, successful attempt.

 

Crater Wasp 3:

I killed this one from the ground.

 

Crater Multi Boss Fight:

This one is also possible no-scratch. Get on the platform right next to the just pressed switch. Roll and feign grab to land on the lower one. Duck and wait until all the enemies are lured to the square below You. Now get out from here! Runjump on the ground, roll, backflip and You will be beyond their range! They'll switch to walking after You instead of shooting Lara. Keep tapping backwards while shooting them constantly till their dead bodies form a nicely-looking wreath surrounding the crater. Doing this, watch the pit edge (it is safe to fall in now, but if You do, You will miss some pickups).

 

 

LANDS OF THE LORDS I

 

Monkey Swing Passage Wasps:

Leave the shooting for now, quickly get into the nest and fight there. You only have place for one jump+twist+shoot, which You need to repeat until both wasps are dead.

 

Corridor Wasp:

Tap backwards to retract through the corridor while shooting.

 

Lever Switch Room Croc:

Roll after pressing the switch. Jump+twist+shoot over the enemy. Repeat the latter.

 

Passage Croc:

Reach the corner beyond the trigger and shoot several times (without those few shots, You won't have enough space in seconds). Then tap backwards or backflip (no difference) towards the beginning of this corridor.

 

Ladder Bottom Guy:

Shoot him behind the corner and hide when he tries to counter-attack. Then wait for him and shoot'n'roll when he comes closer.

 

4 Faces Area Monsters:

All of them are listed as one, because no matter when they appear, they all have the same weak point - the pit in the center of this place. When You jump in and stand in the middle of the hole, they can't reach You and You can safely shoot from here.

 

Goon After Pulling Switch:

Shoot'n'roll.

 

Upper Corridor Wasp:

Retract and shoot.

 

Earth Part Wasp:

Just retract+shoot.

 

Earth Part Two More Wasps:

Also just retract+shoot.

 

Fire Part Wasp:

This is real annoyment. Climb on the ladder. I stopped and strafed left once while holding the ladder, then continued upwards and landed on the (relatively) safe stone. Before I tried this, normal climbing resulted in taking more damage (the wasp seems to have to perform some extra anim frames if Lara stops and strafes instead of constant ascending. Now jump on the wide ledge and here You have an opportunity to kill the wasp totally (remember to twist over the enemy before it touches You).

 

Fire Part Goon:

Seems to be impassable no-scratch, but he is. Leave all attempts to climb on his shelf. Instead, descend back to the fire platforms on the lava below You. Shoot from the N one, hide on the one to the SE. Repeat. All the time, watch the flames! You'll need to repeat the last ascent when the goon dies, however it's worth it.

Air Part Wasp:

Hardcore pattern to repeat - hold the upper ladder to have Lara's arms 6 clicks over the slope. Wait for the steam to turn off. Backflip, weapons drawn, and shoot two or three times while bouncing off the opposite slope. Hide weapons, grab the ladder. After many tries, You'll have zero damage, and the wasp will have full.

 

Air Part Backtrack Wasp:

Use the already passed corridors to retract through. Watch out for the swinging pot!

 

Air Mask Guards:

Probably the only or one of few direct two-enemy fights passable no-scratch. Face the exit. Drop to the right of it and wait for the goon to come. Shoot him several times rapidly (manual targeting), bypass him and the swinging pot, sprint to the corridor leading to the first location of the air part, roll next to the lowest slope, switch to automatic targeting and shoot the two approaching goons before they manage to fire a single bullet.

 

 

TEMPLE OF THE SACRED EMERALD

 

Initial Goon:

Fire in midair to make him circle. Attack from behind the corner when he turns away from You. Hide when he tries to face You.

 

Oceanic Mask Goon:

Stand still, shooting while he approaches.

 

Oceanic Mask Wasp:

Fire some bullets. Escape to the previous corridor and retract while shooting.

 

Three Goon Basement Fight:

Trigger them, jump back into the corridor You dropped from and vanish from their sight. Then, carefully tap forwards to see them and shoot, and then backwards to retract. Repeat until two of them are dead. The third can be finished the same way or using the shoot'n'roll method.

 

Earth Element Wasps:

Go back into the corridor leading here. They seem to a box they can't cross is located in it, so You can shoot easily.

 

Earth Element Third Wasp:

See above.

 

Earth Element Goon:

Shoot'n'roll.

 

Earth Element Monster:

Drop, roll, escape to the crawlspace and kill from there.

 

Earth Element Escape Wasps:

Pattern: stand next to the wall, facing enemies, shoot them, jump+twist+shoot when they come closer, backflip to the opposite wall. Repeat.

 

Earth Element Escape Guard:

Get in the corridor. He approaches - shoot. He becomes dangerous - fall back on the ledge surrounding the earth pit, so he goes away. Repeat...

 

Air Element Crocs:

From any safe edge.

 

Air Element Escape Monster:

You might either want to shoot while circling around the ledge to increase distance, or drop to the central chamber and kill safely from there.

 

Water Element Crocs:

They come in two series: one reptile and then two. In both cases, lure them to air, pull up and kill from the dry.

 

Water Element Escape Crocs:

Watch out when climbing the raised block - they can get on it! They can get stuck there as well (at least one of them did during my playthrough). Escape on the dry rooftop of the sunken building. Shoot from there.

 

Water Element Escape Monster:

It's a good idea to trigger him and retract back to the crawlspace in order to shoot legs rapidly. I had to lure him twice this way.

 

Fire Element High Pullup Goon:

Face the ledge above You, standing right next to it. Fire in midair to make the guy circle around. Then follow this pattern: Tap backwards, shoot, tap forwards. Repeat.

 

Fire Element Crocs:

Actually this is water, not lava, so the elemental pattern is a bit broken here... Anyway, lava is behind us, so it's still a fire element. Crocs can be nicely and easily killed from the bank.

 

Fire Element Escape Guard:

Hop over the slope. Shoot. Retract down the slope. Repeat.

 

Elementals Placed, Switch Pressed Monster:

From up here.

 

Last Wasps:

Shoot and twist in midair along the shelf (You can roll twice in a row in the same direction).

 

Dragon And Company:

First, deal with the "company". The E monster got stuck between the E pillar and the surrounding wall. For the mutant, don't try to shoot it, because it's immortal. Just take cover and time the fireballs when climbing, jumping or pulling up.

 

Sacred Emerald Guards:

Sacred Emerald Guards: Switch to manual, take the Emerald and jump behind either the NW or NE pillar, because the first thugs come out from behind those two. Go around that column, whichever You chose, stick to its side facing the external wall. Hide behind the sight of two other guys who come out from behind the SW and SE pillars and fire down the first enemy rapidly, possibly with shooting and rolling, however You musn't get in sight of the reinforcements. They won't reach You, because there's a gap separating You from them, so keep distance and pray they won't hit You. Approach the second thug and do the same. If You have less 45-49% of a lifebar, You won't be able to descend back down the dragon cave, so in such case repeat. If You have enough health, switch to automatic now and stand just half behind the pillar. "Half behind" means Lara can't target a guy, but she can shoot him with one gun, while the other pistol hits the column. The guys should be running in circles, confused by Your tactics. Use that to Your advantage. Sometimes their path changes, so then You need to reveal Lara for a little while (allow her to fire 2-3 bullets in the meantime) and retract back behind the pillar, so the baddies can spot You and be lured back into Your range. Return to one-gun strategy and soon there will be only one thug remaining. Now You can save (but remember to do it only if You have 45-49% of health, and, just in case, on a different slot) and take him down in direct fight. Whoah!

 

 

LANDS OF THE LORDS II

 

Crocs:

Just stay dry and they won't attack You. In my case, one of them got stuck in a roof.