RETURN TO NATLA'S MINES
Level by Devoid
Walkthrough by Phil Lambeth
Lara begins underwater in a subterranean chamber with a fixed camera
angle. Swim forward (north) until you reach a large underground pool and
surface for air. There's a ledge ahead and to your left where you can pull up
out of the water, but let's not go there yet. Instead, swim over to the little
waterfall on the east end and pull up into the hidden opening just behind it. Follow
the underground passage to a TNT crate and locate the wall switch directly
opposite it. Throw the switch for a cut scene showing a door opening elsewhere
to reveal another wall switch.
You can do nothing further in this area for the time being, so return
to the water, jump in and swim to the other side. Pull up onto the ledge just
beyond the rowboat (there's another smaller area to the left, but the ledge is
too high to reach from the water). Go around to the right side of the TNT crates
and pull up into the crawlspace in the corner. There's a little room to the
left where you can stand up, so hop forward into the hole and pick up the MP-5
ammo. Pull back up and drop to the ground. Enter the passage at the NW corner
and run down (briefly losing camera control) into a cavern. Shoot the dog that
charges forth, then step forward toward the little sled bearing the digging
tool and hop back quickly when you trigger the spike ball trap.
Now go to the NW corner of the cavern and locate the crate to your
right. Pull it back once and go around the sled, jump up onto the rocky mound
and hop down into the hole in front of the revealed passage. Run forward and
throw the wall switch you saw in the earlier cut scene. This opens another door
elsewhere, so return to the cavern, run through the south passage and jump back
into the water, swim to the waterfall and pull out. Follow the passage to the
TNT crate, pull up into the higher passage and follow to the doorway you opened
just now.
Step out onto a high ledge overlooking the water and alert a bat. After
killing it, jump over the barrier to your left and pick up the flares and MP-5
ammo. Then turn to your right and take a running jump to the ledge south. Turn
left and enter the passage that brings you to another small cave. Continue
across it and to the right down to another small cave, and go across it and to
the right into a larger area stacked high with TNT crates. Ignore for now the
interesting structure to your left in the north wall and go across and through
the east opening into another room with two small boarded-up structures. There
are two closed doors, one straight at the end of the tracks, and one to your
left. The one at the end of the tracks opens upon your approach, but it closes
right behind you as you enter.
Take standing jumps over the first three barriers. Step up to the
fourth one, take one step back and hop back once. Take a running jump over the
fourth barrier to trigger a spike trap below you, and stop upon landing so that
the spike ball ahead can roll across your path. Now run forward down the
tracks, using the sprint key so you can dash in front of the second spike ball
that rolls down from your right and veer right (before you reach the lava pit
at the end of the tracks) into the passage that would otherwise be blocked.
Pick up the FUSE (the first of three you need) at the corner and turn
left. Run part way up the ramp and trigger another spike ball. When it comes to
rest, continue up and to the left to trigger yet another spike ball that's easy
to avoid. Continue up the ramp and alert two bats. At the top of the ramp, drop
down the hole and slide down to the tracks where the first spike ball rolled
across your path. Go across the tracks, turn to your right and pull up onto the
ledge. Run forward, turn left at the bend and follow the passage until it
widens slightly. Look to your right for the magnum clips, then go to the other
side of the hole at the west end and pick up the MAGNUM in the corner.
Hop back, grab the edge and release to slide down into the area with
the two boarded-up structures. Climb up onto the structure in the NE corner and
jump down into the ceiling hole. Throw the wall switch to open the door in the
north wall. Pull up out of the hole, jump to the ground and enter the north
passage. Go up to your right and spook a bat for you to kill. The door at the
other end of the passage is closed, so backtrack all the way back to the
waterfall where you began this level. Looking across the water, you see that
the rowboat has changed position so that it's stationed in front of the area
you couldn't access earlier.
Jump into the water (you get a fixed camera angle that you didn't get
earlier), climb up onto the rowboat and take a running jump into the
crate-filled area to the west. Climb up onto the crate to your left, hop down
the other side into a passage filled with Natla blocks, and follow into a
closed area. Pick up the MP-5 clips in the alcove to your left, then light a
flare to make the nearby moveable block stand out. Pull the block out once,
then go around to the right side and push it into the alcove where you picked
up the clips. Turn right into the revealed alcove and pull the west block back
twice. Then go around to the right side and pull it back once to reveal a
passage leading to a wall switch. Throw it to open the gate in front of the
sled you saw earlier.
Reverse roll, exit this area, climb back over the TNT crate, jump into
the water and turn left to pull up onto the ledge with the other TNT crates. Run
past them into the north passage and enter the doorway in front of the RH75
sled. The TNT crate inside is moveable, so pull it back until you're able to
push it to one side off the track. Then re-enter the cleared passage. You soon
come to a slight hump in the track. Jump straight up from there to grab a
climbable surface. Pull up, step forward and throw the wall switch to open
another gate elsewhere.
Drop back down to the track and continue east. Turn left at the end of
the track and pick up the second FUSE in front of a closed gate requiring a
key. Now you need to backtrack all the way past the sled bearing the RH75
digging tool, into the passage and across the water to the waterfall passage,
up the passage to where you have to jump across to the ledge, and finally down
to the room with the stacked TNT crates. Continue through the east passage, and
from the entrance take a running jump to the top of the single TNT crate ahead
and slightly to your right. From there take a running jump to the roof of the
SE structure and safety drop down the hole in the corner. Shoot the flimsy
grate and head up the passage. When you reach an opening to your right, step
inside and throw the wall switch. Then continue along the passage and turn
right at the bend and slide down to another wall switch. (If you go too far
past the bend before turning right, you'll slide down a hole into the area from
which you started.)
Throw the wall switch for a static cut scene showing the rowboat (which
remains in the same position you last saw it). Safety drop to the ground below
and head north through the doorway you opened earlier. At the end of the
passage you'll find that the gate is now open, so enter the new area and note
the remnants of a conveyer belt that you can't access from this end. At the
other end you can make out the third fuse you've been looking for. There are
openings farther down, both on your right and your left, and you can even use
the left opening to crawl inside and pick up the fuse. However, if you do that
now you'll get stuck and will have to reload from a previous savegame. So first
of all, go past the open gate ahead and to the left (which closes behind you as
you enter), then turn to the left and throw the wall switch. This creates a
minor earthquake and causes the gate to re-open. Go outside to find that the
passage has been reconfigured enough to allow you to stand up and walk to the
east passage beyond the conveyor belt after you've crawled inside and picked up
the third FUSE.
Leave this area via the south gateway and wind your way through the
passage back to the chamber with the two boarded-up structures. Go through the
west passage into the room with the stacked TNT crates and turn right to go up
the stairs to the larger structure built into the north wall. Place your three
fuses in the receptacles This causes a crate to rise behind you, allowing you
to climb to the top of the stack, and it also opens a gate high up in the west
wall. Climb to the top of the crates and pick up the MP-5 clips on the SE crate.
Then turn to face west and take a standing jump and grab from the leading edge
of the nearest crate to the opening ahead. Pull up into the passage and step
forward a short distance. Shoot a couple of bats, then turn to your right and
locate the opening near the top of the first ramp.
Pull up into the higher passage and run forward toward the gate that
opens automatically. Walk forward carefully as the gate closes behind you, and
you'll come to a slope leading down to what looks like a stable wooden surface.
However, it's a trap door with deadly lava down below, and it will collapse
under your weight, so slide a short distance down the slope and jump forward to
the ledge beyond. Turn left, step back and angle Lara slightly to the left. Take
a standing jump and grab to the ledge above and pull up. Hop down into the
small room beyond and pick up the magnum clips and the MP-5 clips in the
corner. Turn to your left, grab the dead SAS by the hair and pull his body away
from the MINE KEYS. Finally, throw the wall switch to raise the trap door to a
permanent upright position and drop down to it. Jump up the slope, go through
the open gateway and hop down to the passage below. Turn to your right and
continue along the passage, sliding down a slope as you near the opening
leading back to the water.
Drop down onto the ledge below and jump into the water. Swim across to
the other side and pull up onto the NW ledge. Run through the north passage
back to the RH75 digging tool, and follow the track into the east opening. Turn left at
the end of the track and use your Mine Keys in the keyhole to open the gate.
Step inside until you lose camera control, then draw your weapons to shoot two
dogs that appear, first from your left and then from your right. Continue
forward until camera control is restored, but watch your step because there are
lava pits all around.
If you step up to the edge of the north ledge somebody may start
shooting at you from beyond a barrier ahead (if not, you'll encounter him later
in the level). Draw your magnum to quickly dispose of the unknown (unless your
eyes are better than mine) assailant. Now turn to your left and you can see a
wall switch above eye level. That's one of your future goals. First, though,
turn to your right and climb up to the top of the small pillar for some magnum
clips. Hop back down and look over to the SW corner of this area. You'll find
the companion RH75 digging tool pointed away from another closed gate requiring
a key. (I didn’t realize it at the time, but you can open the gate now if you
wish. However, it’s not necessary to do so, as explained in the next paragraph.
What happens beyond the gate is documented later in this walkthrough.)
Go over to the east wall and hop back to grab the edge of the ledge.
You'll find a climbable wall there, so climb down to the stone ledge below, to
the right of the wooden ledge. When you reach the stone ledge, hop back and hit
the control key as soon as you clear the edge. You'll land on the block below,
where you'll get a fixed camera angle. (I doubt that the builder intended that
you take advantage of Lara's jumping skills this way, as the wooden ledge is
lowered by a switch accessed through the locked gate we bypassed in the
previous paragraph. If you choose to lower it now, you can simply safety drop
to the ledge referenced in the next sentence.) Run off the east edge of the
block and you'll land on a ledge directly underneath the wooden ledge. Ahead
and to your left is a ledge in the lava river, so take a standing jump to it to
restore camera control.
Across the lava river is a ledge with a closed gate, so jump over to
the longer slab to the NE, overlooking a deeper cavern to the east. Walk out to
the east edge of this slab and angle Lara to the right. Take a running jump to
the flat-topped pillar, then angle Lara back to the left and take another
running jump to the shorter pillar in the middle of the lava river. Now turn to
face south and take a standing jump and grab to the opening ahead. Pull up into
the passage and push the TNT crate forward. Enter the small revealed room and
pull the crate back west once. Go around the crate to the revealed ceiling hole
and you'll hear the ominous sound of spikes being triggered somewhere close by.
Pull up into the higher passage and follow it to a hole over the track below.
Drop down to the track. Head east into the darkness (go west and you'll
trigger a hidden spike trap). Throw the wall switch at the far end to lower
some ropes back in the lava river area. Reverse roll and go back the way you
came. Be sure to stop when you reach the opening overhead. Turn to your left
and pull up into the higher passage. Follow until you come to a hole over the
TNT crate you moved earlier. Angle a jump over to the right and step forward to
about the midpoint of the west wall for SECRET #1 and the MP-5.
There's a hole over in the NE corner. Drop down through it and thereby
avoid the spikes that have appeared on the track at the point where you pushed
in the TNT crate. (There are few things more unnerving to a gamer than
experiencing an unexpected steel enema while playing Tomb Raider. Several
opportunities for this await you in this level, but not to worry, as I'll give
you plenty of warning.)
Walk out to the north edge of the passage and take a running jump to
the central pillar in the lava river. Turn to your right and line up Lara with
the three ropes. Take a running jump and grab to the first one, then two
successive swinging jumps until you arrive at the safety of the east passage.
Run forward, turn to the left, slide down the slope toward the lava and allow
Lara to land on a safe ledge below. Take a standing jump forward and grab the
ledge ahead. Pull up and run to your left into an area stacked with TNT crates.
Spike alert! Climb up onto the single crate to your right. Ahead and to
your left you can see a closed gate. Ahead and to your right is a small open
area surrounded by crates. Don't go there, as the far alcove is spike-trapped.
Drop down into the area ahead and to your left, which is safe, and don't use
your keys yet in the receptacle. First, climb up onto the crates and jump down
into the opening at the NE corner and throw the wall switch. Now pull out and
use your keys to open the gate.
Run forward a short distance and turn left at the first mound of dirt.
Pull up into the passage and go past the gate you opened with the wall switch.
Run up the right side of the ramp (not because of any traps, but because of the
slope at the end of the ramp on the left side) and pull up. Someone across the
deep lava pit is hurling grenades at you (unless you killed him earlier from
the other side of the lava canyon), but a few bursts from your new-found MP-5
will take care of him. (The first time I played, two shots from the magnum
killed him, but he seemed invulnerable to magnum fire for some reason the
second time around.) When your assailant is dead, angle Lara to the left and
shoot the barrier protecting the south alcove overlooking the lava pit (unless
your enemy's grenades happened to shatter it earlier). Then, standing just to
the right of the barrier, take a running jump SW to land in the alcove. Now
angle Lara to the NW and take a running jump to the other side of the lava pit.
Avoid the hot lava on the floor of the west passage and walk forward to
the entrance of the narrower passage ahead. Take four steps into the passage,
then reverse roll to trigger the release of the spike ball ahead. Run back down
the passage and scoot to your right as the spike ball rumbles by and into the
lava pit. Continue up the ramp and step out onto a ledge on the other side of
the lava canyon you negotiated earlier. You lose camera control here, so turn
to your right and follow the pathway along the wall until you reach that wall
switch you saw from afar earlier.
Throw the wall switch to start an earthquake that, unfortunately, lasts
for the remainder of the level. Turn around and walk out to the right edge
overlooking the barriers below. Angle Lara to the right (facing the RH75
digging tool below) and take a running jump down to the south floor of the lava
canyon. Step forward and use your Mine Keys to open the gate to your left. A
couple of small black scorpions come out, wondering what the shaking is all
about, so shoot them before they sting you in their agitation. And be glad
they're small scorpions. You'll see the big ones shortly.
Go inside the passage and throw the wall switch at the end of the
track. A cut scene shows the wooden trap door outside, that you've seen
already, lowering. Go to the east end of the canyon, avoiding the lava pit
traps as you did earlier, and lower Lara over the edge. Release over the stone
ledge to the right of the lowered wooden ledge, and drop down onto it as you
did before. Use the safe trick you did earlier, hopping back and hitting the
action key as soon as you clear the edge to land on the ledge underneath. Hug
the south wall and jump straight up to grab the crack. Shimmy to your right as
the camera angle remains fixed. You'll go a long distance, around several
corners, and when camera control is finally restored you'll also come to a dead
stop. Release and immediately jump off the slope that you land on, using the
end key to roll in midair so you can grab the crack on the opposite wall across
the lava.
Continue shimmying to your right until you enter a passage. Release and
run up the passage while the earthquake rumbles merrily along. When you reach
the slope to your left, run forward and allow Lara to slide down to the bottom.
Pick up the flares ahead and to your right, and use one if necessary to
illuminate the dark NE alcove. (You'll probably need to toss it in that general
direction because of the flare bug that strikes here.) Throw the wall switch in
the alcove to open the nearby gate.
You'll find yourself on the north bank of the lava canyon. Step out to
the edge and take a running jump to the south ledge. Turn to your left and take
a standing jump to the long east slab. Take running jumps to the stone pillars
as you did earlier, then use the three ropes (made considerably more difficult
by the persistent earthquake) to get back across to the east side. Slide and
jump over the lava pit and make your way back to the spiked room with the TNT
crates. Go to the gate you opened earlier with the Mine Keys, and an SAS shows
up this time to challenge you. Kill him, then continue west along the passage.
You find that the area has been reconfigured by the earthquake, so pull
up over the rocks and slide down into a sandy cavern. Turn right and enter an
area you'll instantly recognize if you've played TR1, the abode of the infamous
Skateboard Dude. No Dude this time, though, as a burst of action music heralds
an attack of three or four (with all the rumbling going on it's hard to get an
accurate count) giant scorpions. Kill them all, then start exploring. When you
get to the central part of the large concrete structure, where you get a fixed
camera angle, head up the east ramp to spook another giant scorpion.
Pull up to the ledge and follow up to the dark NE corner for some MP-5
clips. In the middle of the north wall is a closed gate, so we need to find a
way to open it. At the end of the ramp near the west wall, the highest
accessible point in the area, you'll find some flares. Return to the central
area where you lose camera control, and run down toward the west wall. To your
left is an opening leading down to a pool of water instead of the lava you see
everywhere else, so jump down into it, swim toward the closed underwater gate
and pull up to your right. Climb the blocks until you reach the wall switch in
an alcove overlooking the cement structure area.
Throw the switch, return to the water, and find that the gate is now
open. Swim into the small enclosed chamber and pick up the TABLET KEY in the
far left corner and the MP-5 clips in the far right corner. Swim back outside,
pull up into the passage and climb the blocks again. Safety drop to the
concrete from the alcove with the wall switch, and make your way up to the
north wall where you'll find the gate now open. Go on through and the gate will
close behind you. Turn left at the bend and start running up the ramp. You'll
trigger three spike balls, in the following order: middle, right and left.
Therefore, when the first spike ball starts rolling down toward you, veer to
the left to let it pass, then veer sharply back to the right and you should be
in the clear. Then stop right there in your tracks because of another spike
alert ahead.
Turn to your left and run straight across to the south wall. Then turn
right and follow the ramp up to the top, keeping to the left as much as
possible to avoid the spikes in the middle and right lanes. Turn left at the
top and continue up the ramp. When you come to the dead end, turn either to
your right or left and pull up into a higher area. Locate the block against the
north wall and pull up onto it. Turn to face east and take a standing jump onto
the next block. Turn around to face west and take a standing jump and grab to
the higher ledge and pull up. Kill a couple of bats, then turn to face south.
Take a standing jump and grab to the higher block and pull up. Turn left to
face east and take a standing jump and grab to the next block. Pull up, step
forward and turn to your right. Pull up into an enclosed area with
honey-colored walls.
Go around to the NW corner and see the block with red markings. Push it
in twice to reveal a new area and go inside and to the alcove to your right.
Turn to your left and pull up into a higher area. You see a similar block ahead
and to your left, so push it in twice to open up a new area with a closed door
to your left. Go to your right and drop down through the hole. Turn to your
left and locate a third similarly discolored block. This one you PULL back
once, then reverse roll and climb back up through the hole. Go past the closed
door and drop down through the hole in the SE corner. Locate the first block
and push it once to the north to reveal an alcove with a closed grate and a
wall switch.
Throw the wall switch to open to door on the higher level. Climb back
up through the hole and enter the open doorway. At the bottom of the stairs is
another discolored block. Push it forward to reveal a passage leading to
another closed grate. Turn left into the second alcove and place your Tablet
Key in the receptacle. The nearby grate opens, but don't dash outside or you'll
be treated to one of those steel enemas. Instead, head north back up the
passage, up the stairs and through the open doorway. Go around to the right,
down the hole and through the opening beyond the wall switch.
As you step into the new area you'll hear Lara's theme music. Don't go
straight ahead through the passage separating the two structures, or you'll be
spiked. Turn to your right and run down the short trench, and turn to your left
to pull up onto the golden structure. Run across to the west side and jump down
to the ground. Ahead is a pyramid with an entrance with closed double doors at
the end, requiring a key. Stand to the left or right side of the entrance and
pull up to the top. Ahead and to the left are square depressions in the surface
of the pyramid that are darker than the rest of its surface. Take standing
jumps upward from depression to depression. When you reach the last one, stand
SE and take a standing jump toward the wall. You'll slide down and come to rest
in a depression next to an opening in the south wall. Go inside, turn to the
left and throw the wall switch.
Go back to the opening of the passage and into the depression, and
you'll see two, maybe three giant scorpions scurrying about below. You can
probably kill at least one of them from your safety spot. If the others stay
out of range, slide down the face of the pyramid to draw their attention, then
kill them before they can get too close.
Your work here is almost done. Run east toward the south portion of the
golden complex and pull up onto its roof. Go forward and stand directly in
front of the raised gate to the north, then turn around and safety drop to the
ground. Go forward into the south opening and immediately reverse roll while
drawing weapons to kill the SAS who comes out of the open north passage. Remain
alert while another giant scorpion comes to investigate, kill it and then go
further inside the south passage to find the PYRAMID KEY. Pick it up and go
back out to the opening of this passage. Don't venture out too far, or you'll
trigger a spike trap in front of the north doorway. Turn around, jump up to
grab the roof of the golden structure and pull up. Turn to the right, jump off
the west end and run toward the entrance of the pyramid. Insert the Pyramid Key
in the keyhole to open the double doors, then run inside to end the earthquake,
your likely headache and the level.