LARA'S NIGHTMARE REMAKE

 

Level by Ruu11, based on Clara's original work

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

 

Lara slides down into some woods at night during a steady downpour. Pick up LYNN'S NOTE, advising that Lynn is in some sort of trouble with the Devil. Go NW to the nearby house, past the climbing tree (later) and around the wagon into the corner with the stacked wood for SECRET #1 and a GOLDEN ROSE. Note the closed W door that requires a key. Push the wagon away from the trap door and open the latter. Drop down, light a flare (called flashlights in this level) and walk carefully along the passage until you hear the sound of spikes being triggered.

 

Don't try to jump over the spike pit, but instead stand at the edge and jump up to grab the ceiling. Monkey swing across the pit, drop down and push the floor lever to open a window in the house. Go back the way you came and pull out into the rain. Return to that skinny tree you saw earlier and climb it facing the house. Jump off into a fixed camera when you reach the upper window (no, you don't need to back flip in this game) and climb down the ladder for flashlights and the DUAL PISTOLS. Climb back up, drop to the ground and shoot the rubble at the nearby corner. Step forward and shoot the small chest for the OLD KEY.

 

Go to that W door you noted earlier and open it with the Old Key. Enter a new area, go around the pit to the right and follow the path until you meet two wolves. Climb almost to the top of the nearby rock formation on your right. Start by hopping up E at the bend in the path near a house and jumping S to a flat spot. Loop around left, pull up higher and walk E along the edge as far as you can. Stand jump down slightly SE to land in a flat spot for SECRET #2 (I won't mention the Golden Roses again). Slide to the ground, go around and climb all the way to the top of the rock formation this time, where you'll find a shaft. Shimmy around the dead tree, climb down the ladder surface, release and grab the crawl space, and pull inside for the CROWBAR. Get back onto the ladder and drop down to the floor.

 

Turn around and activate a jump switch to open the exit door and pick up revolver ammo on your way out. Hop down to the ground near a pond. Go around left into the alley next to the house and find a gate in the E wall that you can open with the crowbar (the house requires a key to enter). Step through to alert three wolves and continue around the far side of  the church building to a small graveyard. Behind the last tombstone (apparently reserved for Lara) is an EVIL GEM. Go back through the crowbar gate and along the path to the pit you saw earlier. Light a flashlight, slide down and pull the skeleton away from the RECTORY KEY. Climb the SW block, note the closed gate, jump SE to an alcove with an "underwater" lever, indicating that the pit needs to be flooded, and climb out of the pit near a windmill. Go back along the path through the crowbar gate.

 

Locate the rectory to the left of the church building and gain access by using the Rectory Key. Search the cabinet in the far wall for the REVOLVER. Turn left and vault up into the windowsill for the LASER SIGHT as the remote camera shows some intruder setting fire to the wagon outside. Grab revolver ammo at the other end of the windowsill and shoot the crates in the NW corner for flashlights. Note the closed ceiling trap door and go outdoors. Turn right and then left and go to the S wall.

 

Stand at the wall facing the church building, combine the laser sight and revolver and shoot the bell hanging over the front door. The bell shatters and the door opens. Enter and take the small medipack from the plinth. Stand jump NE to grab the opening and pull up. Turn and take a running jump SW to the block, stand at the corner and stand jump slightly NE to grab the ledge. Pull up and push the wall button. Stand jump SE into the niche, hang from the other side and shimmy right around two corners with an annoying fixed camera that you can't break with the look key.

 

Drop down onto a flat spot on the roof and stand jump NE down to the next flat spot, finally breaking that fixed camera. Shoot the N rubble two flat spots away, save your game and take a difficult running jump up NW up to the third flat spot. Continue in like manner to the fourth, then the fifth flat spot and push the button there to raise a platform in the church wall. Hop back, slide and grab and safety drop to the ground. Run clockwise around the church and enter through the front door. Get back up to the ledge as described in the previous paragraph, but this time take a running jump into the SW niche where a door opened.

 

You can break this fixed camera if you like. Stand jump down NW to the raised platform and make your way N from the first flat spot to a log, and from there to the next flat spot in the roof. Pick up the TORCH and slide backwards to the ground. Go SW and light the torch from the burning wagon. Enter the nearby rectory and ignite the logs in the fireplace. A block lowers behind you, revealing a wall switch that opens the ceiling trap door you noted earlier. Get on the adjacent block and jump W to grab the opening. Pull up into a bedroom and activate the jump switch on the E face of the chimney to open the S door. Step out onto the balcony for another EVIL GEM and get a cut scene of that arsonist lurking nearby.

 

Reverse roll and use the reach-in switch in the bookcase to get the CELLAR KEY. Drop down to the ground floor and exit this building (you'll return shortly for the torch). Loop around left to find the stairs leading down to the cellar. Use the Cellar Key to gain access and go down the steps to find that the place is flooded. Swim down to a makeshift laundry room to find flashlights, then swim close to the ceiling over the wooden slats N into the next room. Loop around right and pull the underwater lever to lift a gate somewhere. Exit the cellar and retrieve your torch from where you left it in the rectory.

 

Enter the church building and light the two wall torches at the entrance to the sanctuary. Enter the sanctuary and go up the stairs to find more flashlights at the end of the balcony. Go back down and light the three candles against the N wall to make a rope appear (later). Go down the SW alley, hop into the alcove at the end and push the button to open the gate next to you. Go down there for SECRET #3. Go around to the SE corner and pull the pushblock away to reveal a wall switch that opens a trap door beneath your feet and drops you down into a lake filled with dead bodies.

                       

Swim to the end of the E passage and pull the underwater lever on your left. Go back the other way into the W passage and take the right fork. Turn left at the wall, swim up the shaft at the end and pull out into a small room with a button and a floor lever. Push both to raise a platform in the sanctuary and open an exit trap door so you can get out of this macabre place. Jump back into the water, return to the hub room with the floating bodies by swimming E to the wall and then right, and enter the long S passage. Turn right at the end and swim up the shaft to the pond near the path leading to the church buildings.

 

Pull out and go to the house for which we still need a key. Take a right through the crowbar gate and enter the church building through the front door. Get on the stairs and jump to grab the rope you lowered earlier. Swing NE toward the raised platform and jump off to land in front of a button. Push it to open the SW door at the top of the stairs. Go there and shoot the chest for the MAINTENANCE ROOM KEY. Pull down the wall switch to raise the other platform in the N wall. Use the rope to get there and pry the CRUCIFIX off the wall. Drop to the floor and exit the sanctuary.

 

Turn right through the crowbar gate and open the door to the next building with your key. Enter and shoot the obstructions to reveal a crowbar switch. Activate it to flood the pit next to the windmill. Follow the path back there, jump into the water and pull the now-accessible underwater lever in the S niche. The W gate opens, so swim through and find a shaft leading downward. Follow past a spike trap, swim up and pull out into an underground room. Pry the DEVIL'S GEM off the wall and return to the windmill pit. Pull out out of the water and return to the church buildings.

 

Run N down the alley between the church and the rectory and turn left near the wall to go down the steps to the rectory's cellar, which has now been drained. Step up to the drier and action music heralds the appearance of the arsonist. Kill him as you would a knight, by shooting him in the chest. Pull the drier away from the wall to reveal a pushblock. Push the drier as far W as you can, then go to the pushblock and pull it into the room. Enter the revealed passage and watch out for the spike wall when you turn the corner. Side flip over it and do the same for the next spike wall. Just beyond this second trap, enter the S crawl space for SECRET #4. Go back, and when you reach a dead end, kick out the plant-obscured slats to your left and enter that crawl space.

 

When you can stand up, turn around and activate the jump switch to lift the exit gate. Enter a spooky room and pull the SW skeleton away from another CELLAR KEY. The receptacle for it is behind you in the E wall, but first, grab a TORCH from the nearby slab and light it with one of the handy wall torches. Open the E window with the Cellar Key and hop through with your torch. Continue to the E wall and loop around left to light a wall torch to release a boulder that rolls down and drops onto something with a loud crash.

 

Go down the S ramp, turn left on the way down into the alcove for flashlights and leave your torch here. The alcove on the right has a small medipack. At the bottom of the ramp hop over the water hole created by the boulder and meet a family of baby spiders in the next room. Place the Evil Gems in the S snake-head receptacles, and the door between them opens. Step inside the lava room to trigger a flyby featuring poor Lynn locked in a cage that's suspended from the ceiling while a Satanic figure gloats nearby.

 

Turn right and run in front of the tall column. Hop up W, then SW twice, turn and take a running jump N toward the hanging vine. Face E, jump up to grab the vine, climb up a bit and jump off to land on the slope. Slide, jump and grab the climbing surface. For a pickup, climb up a bit and shift right onto the jutting ledge. Pull up for a small medipack (duck to get it) and get back onto the climbing surface. This time shift left around the corner and back flip onto a ledge. Walk E as far as you can and take a running jump E over the slope onto a flat ledge. Jump SE to the next ledge and pull up into the S crawl space.

 

Flip out the other side in front of a flame blower. Climb the W climbing wall and take a running jump S to grab the jutting ledge. Pull up for SECRET #5 and run off W onto the slope below. Slide and jump to grab the next slope, pull up and slide nearly all the way to the bottom before jumping off to grab the ladder. You'll have to endure another fixed camera. Shift right around the corner, time the flame blower and take a rolling back flip to grab the next ladder.

 

Shift right around two corners, climb down to near the bottom, hang right and take a rolling back flip with a left curve to land on a ledge with a receptacle for the Crucifix. When you place it, flames erupt on the ledge where the Satanic smirker is standing, killing him (strange way for a devil to go). Turn right and take a running jump W with a slight right curve to land on a slope facing forward, jump off and land on a suspended cage. Turn and take a running jump into the SW corner for SECRET #6. Stand jump E to the slope and jump off onto the cage.

 

Take a running jump NE down onto the next cage. Locate the hanging rope slightly SE and take a running jump to grab it. Turn left to face the cage in which Lynn is imprisoned, then swing and jump off N to land on top of it. Jump up to grab the ceiling and monkey swing W to the wall near our dear departed friend. Release and slide a bit to a stable surface. Take a running jump N to grab the ledge between the flame blowers, where you can pull up safely.

 

You can crawl between the burners without getting singed, even if the blowers are active. Pick up the CAGE KEY and place the Devil's Gem in the nearby receptacle. Lynn's cage drops rather forcefully to the cavern floor. Crawl back S between the flames, hang from the edge and simply release to slide down a bit. Make your way down to Lynn's cage and place the Cage Key in the S receptacle to open the door for what Lara expected to be a tearful reunion. Watch the final flyby for the unexpected conclusion of her nightmare.