The Quick and the Dead.
Level by Hendrik.
Walkthrough by Dutchy (2005 - revised
2022).
Below find also the previously posted Walkthrough by Litepulsar.
Despite the note
by the author,
the Crossbow is still to be found
in the first level (as a Secret), so it is up
to you if
you want to follow my route or visit the
Saloon at an earlier stage to get the
Revolver there.
Strange at first, Lara in cowboy outfit, but the levels look
great and are really fun to
play, music’s good, so… here we go;
Level 1 - Silverado.
The Jailhouse Key.
After the flyby where you see
a bank robber leaving the bank
and mounting his horse, go to the
bank (E side of town), where
you’ll have more space to
jump around because this guy has
to be killed
to get the
Jailhouse Key (first shoot him till he drops
from the horse, then continue till
he’s dead). It can take
a while…
Go into the bank, shoot right hand window next
to the burning
teller (NW) and step up, walk to
the back edge and turn right to jump/grab the ledge to
the right, up in that back room. Run through into the opening
(grab the Flares) there,
left onto the ledge in the
front room of the bank for
some Uzi Ammo at the other end, go through the
opening to the back room and find the Jump switch on the wall, pull it (a door opens back in the street where
you started this level).
Make your way around
the bank to the W street
and enter the door (SW), go over
the pool to the ledge in SW corner and pull the Jump switch there, a gate opens
under water. Jump in the pool and go just through that open gate. With for
an Alligator to show up and swim back up to the
pool where you can shoot that animal. Get back into, through the
gate down left and pick up Shotgun ammo. Turn around and swim straight, follow the tunnel to
an underwater room, get out in the far left corner
to a courtyard with a stone arch,
there is a slot for a Gem
(you’ll get back here later), find the crawlspace in the N under the
arch and climb up, backflip onto
the arch and jump/grab the next ladder
over the opening, climb to the lever
up there and pull it to open a gate
next to the
bank (you have to hang in the left corner
before you pull up).
Get back down and through the water
to climb up at the pool. Go out to the W courtyard
and go left around to the
N street, that opened gate is
opposite the N side of the
bank. Enter the small courtyard and head into the
building to the E and go left,
go straight into the passage
below the small window, turn and look up to
see a Jump switch you can pull, a gate opens on higher level (binoculars). Go back into the passage
and left around the corner. Then
right around the next two
corners.
In this back passage
is a trapdoor, open it and get the
Grenades, stay on the boxes and you
don’t have to kill the Scorpion
there (through the fence you
can see a Crossbow), back up to the ground
floor and to the E, there is
a crowbar door there (for later),
go out to the courtyard with
the Saloon and head S, there is another
lever up on the balcony next
to the small
house (SW), you can reach it
with a backflip onto the roof
of the small
house and jump/grab the ledge with the
lever.
Saloon Street, The Crowbar.
A gate (1) opens
in the structure E of this courtyard,
go in and left to the NE, in the
corner on the box is some Uzi Ammo, return and left around into
the corridor near the entrance.
Open the blue door and climb the ladder, go
outside through the blue door (look
over to the
N and you’ll see the balconies of
the Saloon, run jump over the railing
to the balcony
without railing, jump to the right
one for some
Shotgun Ammo and return,
go over the
other ones to the last, with
a blue door (W), you’ll find the Uzis inside, go back over the balconies
and jump back over to the building S.
Go all the way to the S and at the second alley
left a Dog will attack.
S is the opening where that
gate (1) opened. Go in carefully over the spike
pit and get the Crowbar in front of the
gate, (the gate will open and 2 Dogs will try
to push you into the pit,
so run jump forward into the room
where you can take care of
them, afterwards you can pick
up a small medipack. Here is a gate to be
opened with the “Medicine Man” (so it is obvious you
will return here later).
The Jailhouse, Laser Sight.
Go outside again over
the spike pit and turn around, grab up to the
edge of the
roof above the entrance and shimmy left to
a lever, pull (it opens a trapdoor (2) in the jailhouse) and turn facing N, now backflip
over the top of the
roof so you can slide grab the edge, pull up, backflip/roll/grab the next roof
and shimmy right till you are
over a Jump switch, pull it
(opens a trapdoor to a Secret near the Bank) and land facing the jailhouse
door in front of you. Open the
blue door and enter. Left near
the desk is the Keyhole
for the Key, open the cell, pick
up a Laser Sight and
a Note, examine the
Note.
Out of the cell and climb up through the
trapdoor you opened, between both cells, in one corner of
the upper room is the
Shotgun, in another corner
Shotgun Ammo. Get
down, leave the jail and head almost
straight into a passage W, use a jump switch up right to
open the gate and you are back at the Bank, go right
around and over a crate to the
trapdoor you opened to get
SECRET #1, a Crossbow
and a small medipack.
Shoot the Ball, Billy’s Gratitude.
Go back up, over the crate and left
around up on the crates, left
through the gate and in the courtyard into the fenced off area NE, go left
and a Vulture will attack.
After the fight go N and left through
the opening in the fence. Head NW into the alley
left of the
Saloon, up the stairs and open a blue door left. Into
the passage and pick up Binoculars.
You are on a balcony overlooking the courtyard, in the building E is a swinging Ball. Fit the Sight on the
Crossbow (in case you didn’t
find the Crossbow, visit the Saloon first to get
the Revolver, see next paragraph) and look for it,
shoot the Ball (makes the Gem appear
in the Jail). First go to the
S end of the balcony for Revolver Ammo and then return to the
blue door, down the stairs to
the courtyard. Head into the fenced
off area and S, right through the next
opening and left around to the
Jailhouse. In the cell where you
found the Sight is now
a Gem, called Billy’s Gratitude.
Using the Gem, Ornate
Handle.
From the Jail go NW and into the alley W where you opened that gate before, over the crates to the Bank. To the SW corner of Town and into the door W once more. Through the water, keep right and up in the shaft in the left back corner of the last room. In the room with the arch, place the Gem on the pillar S of the water and a gate opens in the arch above. Stand with your back against the wall E of the water and look up with the Crossbow (or Revolver), shoot the Bell. Go to the SW corner of the yard and climb the ladder W till you see Lara appear just above that white towel. Back flip/roll and grab the opening and get in to grab the Ornate Handle. Turn around and grab the ceiling, monkey swing around left to where you can drop at some Arrows. Safety drop out of this opening and swim back to the Bank area.
The Saloon.
Head over to the Saloon, to the left of
the entrance is a palm tree,
there is some Uzi Ammo under it. Enter the Saloon and get ready to
rumble, as the bartender starts
shooting at you, go up the
stairs and to your left is
a Baddy that will start shooting, take him out and look for the
Jump switch he was protecting (W side
and left wall), it will
open a door downstairs. At the top of
the stairs is a blue door
to a room with a Medipack. Now go down the
stairs and around the stairs in the
E, one more Baddy will appear. Open the door to
your right and there is the
door you just opened, enter the
store room and look for the
movable crate in the NW corner, pull it aside and go
into the opening behind it, take the
Revolver. Behind you, in front
of the window,
high in the wall is another Medipack.
Go back into the Saloon and
right around the W side stairs,
to the back and open the door to
get Shotgun Ammo from the room.
Go out to the street.
The Stables, Medicine Man.
A bit to the S and close to that wagon
is an opening with a blue door
you can open with the Crowbar.
There are some stable hands
that will open fire on you. Left around
the corner are Flares you can crawl to, W is a crate with
Shotgun Ammo on top. Climb
the pole near (SW) and back
flip onto the upper floor.
Go along the W side and find a ladder in the NW corner (shoot some Bats), go up for Secret #2, Shotgun- and Revolver Ammo.
Go back down and to the S
end and left to where the path
is blocked, look N and over at the other side
is a crate with a target on it, shoot that to lower a crate
near where you are. Go to the SE corner for
a small medipack
and then along the E side to
shoot a cowboy. Go get the Medicine Man and combine
it with the
Handle. Safety drop to the ground
floor and go out E, straight into the
fenced off area and right left into
the alley. Through the blue door
and up the ladder to get
to the balconies.
All the way S and into that passage
with the spike trap, through
the open gate and place the Portal Guardian (wrong script name
probably). When you place the
"Medicine Man", the Big Town Gates in the Jailhouse square
open.
The Rooftops.
Go outside and run jump left
over the balustrade grabbing the roof W, safety
drop down. Go left through the Town gate and turn right, be ware of
three Scorpions lurking
around this place, go right
again into the small passage
in the wooden building and turn around to look for
the Jump switch.
A block rises, go out and right and climb on the block
(NW), turn S and jump/grab the roof
edge of the
building opposite the block, shimmy
left a bit and backflip, to land
on the roof of the wooden
house, go left and onto the
higher part of the roof,
to your right
is the roof
of the center
building, stand on the SW corner of the
high part and turn facing
S, see the windows sticking out of the roof
of the center
house, run jump over to the
first window and turn right, there is
some Shotgun Ammo on
the roof of the building
W, go get it and return here,
now jump to the last roof window
of the central
house and turn to the building W, you’ll see a gap
behind the roof, run jump to the last piece
of the roof
that ends in this gap and slide
in. Get Secret #3,
a Medipack, Shotgun Ammo
and make your way up to
the roof windows again. Stand on the one in the
middle and turn left, jump to the higher
part and then over the trapdoor
onto the roof facing E, so you will slide down to a roof window
there, from here you will see
a Jump switch in front, from
the edge, stand jump/grab the switch and you will see a small grate open. On to the roof
of the wooden
house again using the block
NW and go E all the way, jump over to the small
square roof in the E and slide/grab the edge, shimmy
all the way to the right
and backflip/roll/grab the ladder behind you.
Climb to the right around
the corner twice and backflip onto the balcony
there, pull the lever.
Ornate Handle.
The trapdoor on the
roof of the
center building opens (I had to
wait a very long time for the
camera to come back), go back to the ladder’
as low as
you can go
and safety drop down. Make the route up to the
central house as before (start
on NW block). make your way to
the trapdoor (On top and in
the middle) and get in. What’s the use you
will think, there is nothing here,
but shoot the wooden panel S and again nothing till you
look down. There is a crack below,
so drop/hang and grab the crevice, shimmy to the right
and pull up, a flyby will show you another
"Ornate Handle". Go in and deal with 4 Baddies and a Dog
to get the
Handle, 2 Medipacks (small and large) and some Revolver
Ammo.
Get out and drop down, go to
the E side of this building
and push the blue doors open, get inside for some
Shotgun- and Uzi Ammo and
a small medipack.
Back up onto
the roof of this building
and over the trapdoor to the
roof window from which you
jumped to the switch, if you look E, you
will see a balcony behind the houses
there, run jump to the roof
of the house
with the Jump switch, so you’ll slide and start jumping from
one roof to the other,
aiming for the balcony. Go S and jump to the ledge
with Uzi Ammo, jump
back and enter the building E, go right first and grab the Uzi Ammo, then go to
the other end and open the trapdoor. Shoot 2 Dogs
from up here
or drop down and deal with them there.
Go into the crawlspace and left for a small medipack (some Bats attack) and right for a lever.
Go back upstairs and to
the other side of the
passage, climb into the open trapdoor,
get 2x Arrows and the
"Medicine Man", which will trigger the wooden
door at the Jailhouse to open. Go out, jump onto one of
the roofs so you can safety
drop to the
street. Go in to the wide
street N, around some corners and through the Town gates right to
the Jailhouse. The open door is left,
combine the Handle and the Medicine Man to use the "Portal
Guardian" to open the
door to the
Railway Station. Go down the steps
through the door.
Crawl left under the train and go
left/left between the crates
to reach Secret #4, Flares, Shotgun Ammo
and another Shotgun. Now
go back and climb aboard, the train
leaves.
Level 2 - Locomotive
Breath.
You’ll find yourself in the first boxcar, one
of the crates
in front has a cracked side, open it with the
crowbar and get Secret #5, a small
medipack, go to the other
end of the car and pull the lever on your way,
left you’ll see a receptacle for a "Star" and to the right the
door opened to the next
car, jump over and go past first
door, nothing there, open the second after you took care of the
Baddy and get the Grenades from the crate,
go on to the flatbed car
and drop off the right hand side,
hang and shimmy right to the middle
where you can climb up,
deal with another Cowboy
and get the Revolver
Ammo he drops, go over the
top of the
load and slide down the other side,
jump to the ladder on the left
side of the
next boxcar and climb up, a black Cowboy comes for you
and they are harder to kill, so take out the Big guns, drop down and take care of one
more Cowboy, find Flares and Arrows
in the W side and another crate to
open in the E end, here is Secret #6, Shotgun
Ammo and Arrows. Climb
back out of the boxcar and go down the ladder to
the flatbed car with the
trucks, backflip and run E past the
trucks, a Sentry gun
starts shooting, just bite the bullet
and jump on the ladder of next boxcar
(left or right side of
the front), climb up and drop/hang in the center of
the right side of the
car.
There is a window, drop/grab
and get in get Secret #7, shoot some pestering Bats and get some take the
Flares right and shoot the
boxes to your W so you can
shoot the fuel tank on the Sentry gun through the gap
(Revolver & Sight), get
the Grenade gun in the crawlspace and the Medipack where the Sentry gun was and get out through the hole it
was shooting from (W). Climb up to
the roof and go over to
the last boxcar, get in by dropping
from the end of the
car and crawling through the window,
shoot the box on the dark crate left
and get Revolver Ammo,
take the small medipack to the right
and climb over the crate there
(make sure your health is
full), shoot the Cowboy
guarding the horses and 3 Wild Boars, use the Jump switch around the corner
to the left,
take the "Star of Wyatt Earp" and some Shotgun
Ammo from the box, stand against the fence near
the horses, with your back to the grey
wooden pillar and backflip/jump/grab the roof of the
car, go all the way back to
the first car and use the
"Star" there (NE corner),
the door to the Locomotive
opens W, jump over and a flyby will show the end of
the train ride.
Level 3 - The Quick and the Dead.
You are in the abandoned
train station of the Pueblo, go E and look for
a wooden wall left, one of the
crates is marked with two
colored bands, pull it out
and aside, get in to claim Secret #8, another Crossbow and Explosive Arrows, get out and go left to the
end of the
passage and to the right there
is an extinguished campfire, remember them all (there are more)
you will have to light them later,
open the wooden gate W of the
campfire and throw the crowbar lever
(a nice flyby of the Pueblo with more levers, a closed gate and a Medipack on a ridge). From here go
N and crawl through the low part to
reach the Pueblo.
The Pueblo, open up the Mine.
There’s a campfire under the house. Climb
the block left and up right
to the small
balcony with the low fence.
Look out over the Pueblo
and see the lever (E) and the Medipack to the
right. On your left hand is
a small triangular ridge (N), run jump over there and turn right, stand jump to the next flat spot
and drop/shimmy right (or run
jump) to the corner, grab up to the ridge
E and shimmy right to a thin ledge
with Arrows, shimmy right around to
the front of the ledge and pull up, do not go forward,
just take them or you will get
stuck, climb down to the block on the
S side of the Arrows and then down to the ledge
with the lever, use it. Up to the block
again and face the next ledge
in the corner (SE), if you are
lucky the 2 Bears there
will walk in and out, so you
can shoot them from here, otherwise
jump over with the biggest gun
out and blast them both, inside the cave is a Skeleton that does not need his
small medipack
anymore and another lever to pull showing
a gate.
On The Rocks.
Go outside and look down to
the left, there is a crevice
in the rock face with an obstacle
you’ll have to shoot off (Revolver & Sight).
Now you have
the choice, you want the
Medipack (which is Secret #9) or not, if you
do, jump/grab to the high ridge S and shimmy over there get
it and return all the way to
the Bear cave, then drop from the
ledge and hang/shimmy right a bit and drop/grab the crevice
below, shimmy right to the
lever. The gate to the Mine opens,
but you don’t have to go
in yet, instead go down to the
ground and climb the blocks again
(NW), but this time go over to the
building with the statues W, enter the arch
in the center and look for the
Jump switch (X) up left, go out and into the right hand
arch now, follow to a square where
a Native and a Dog are waiting for you,
deal with them and go to the
NW corner, open the wooden fence and get the Torch inside, carefully light it at the campfire.
Lighting the Fires, "Little Big Horn".
Now go to the
passage, all the way S to the
other side of the building.
In the room (in case the entrance
is closed you missed the
Jump switch (X) before) with
the small statue, light the campfire right (#1 for trapdoor) and go around the
structure with the statue to
find a Big Oil lamp to
light (#2 for trapdoor),
save and try to stand in the corner near
the statue, you’ll burn very
easy here, then go down to all the other campfires
you saw and light them all, the one
under the (Secret) Medipack (#3 for trapdoor) will trigger 2
Natives trying to barbeque you in the fire you
just lit, so be careful there. Next is the one
under the house before leaving
the pueblo (#4 for trapdoor). Do not forget the one
campfire near the crowbar switch at the start (#5 for
trapdoor), when you light the last fire, the trapdoor
you saw every
time will open now. Go back to
the place you found the
Torch and take the Torch with you, climb
the small center structure, run jump to the
dark house in the right corner
in front and find the open trapdoor. Drop in and light the final campfire, the door behind
you opens, get the "Little Big
Horn" and climb back out of
here at the trapdoor.
Get down to the ground.
When you climb the house
W, you can go up a ladder
to a trench above, a Vulture attacks and at the other end of the
trench is a room you can
climb down to. A skeleton with a Revolver next to it
(not a Secret). Get back on track. To the room
where the Native was and
out S, left to the Pueblo and to the Mine entrance SE.
The Old Mine.
Enter the mine,
shoot the fence with the danger
sign and be careful when you
go around the corner, a Boulder will
come down, so turn around first, step back and immediately jump forward to the exit
again. Use the same trick for the
side the boulder came from,
to trigger the second Boulder too, so you will not be surprised later,
now go down to the next
fence and shoot it out, use the “Little Big Horn" to open next door
and enter the cave with the boiling
pool, nice!.
For a
Secret: Stand at the edge, facing the
wall with the gold patches
(right) grab the wall and traverse left around to a ladder,
go up for
Secret #10, Revolver Ammo. Go back to where you entered
the cave.
Face the second breakable tile and stand
jump/stand jump/stand jump with a left
curve, turn left and stand
jump with a right curve to the
last tile, then run right to
solid ground at the bottom of a ladder,
climb up and go on to the
next breakable floor, Teethdoors will
start snapping. Shoot the wooden fence
you’ll see in the distance and run through, stop
just around the corner for another
set of Teethdoors.
Save and go through, you’ll slide behind
a boulder, on the next slope, a boulder
will come from behind, at the bottom of the
slide, jump left out of harms way
and swim forward, right/right and avoid 2 Crocs, get out in the SE corner and shoot 2 Scorps
and the Crocs in the river.
The River, a Little Big Horn.
Climb the short grey
pillar and get the Revolver Ammo. Get a small medipack from the Skeleton, he probably won’t need it
anymore and go to the SW corner
of this riverbank,
when the camera angle changes, you will see that
you can get
around the corner, so drop back off the edge and shimmy
right till you can pull up,
climb the ladder and get another ”Little Big Horn". More Crocs appear in the river. Go back the way you
came and go to the N side
of the river
bank, jump over the river, kill a big Bug and go to the far
SW to place the "Little Big Horn", a rope
drops over the river behind
you, look E on the left side
of the water
fall under water is a wooden fence,
shoot it from here and use the
rope to swing E as far as
you can, drop in the river
and swim for the opening, be
ware of the
poison darts in there and find the under water switch in the end, take the
Medipack underneath
and return to the place where
you can leave
the water, behind the second
pillar in the part where the
Boulder is, is some Ammo. Jump over the river
again and look to the right
in the corner before to the
open gate, get the Uzi Ammo and enter the next
cave.
The Caves.
Climb up left and go
through the low part, drop
into the hole with the
crowbar lever and use it to
open a trapdoor to your right, climb
in and up the ladder, one block
from the top, backflip/roll and grab the ladder behind you,
climb till you are out of
sight and backflip (do not
roll), land on the platform, jump back quick and stand jump to the ladder,
climb up and claim Secret #11, a Medipack and Arrows, back down the ladder and drop on the ledge
with the Shotgun Ammo. Run forward, grab the ladder and down again, at the bottom,
let go and slide/ grab, shimmy right and pull up into the crawlspace,
grab the ceiling and monkey swing left around the corner.
Drop grab the crack in the left wall, shimmy right till
the end and pull up. Turn around and jump/grab up into the next
crawlspace, left is some Revolver Ammo, turn and follow till you can stand, turn right there and pull up into the
only usable passage, follow to the lava pit
and stand to the left wall, so you can run jump to
the lower edge of the
slope in front, hold jump button and you will jump to the left,
grab the crack in the wall and shimmy
to the ladder.
The Golden Star.
Pull up into the crawlspace (endure the Bats till you can
shoot them), turn around overlooking the pit and see the
lock on the door on the other side,
shoot it and the door opens, back off the edge and hang on the ladder, backflip
with a roll and grab the opening, pull the lever inside and a trapdoor over the
ladder opens, run jump/grab the ladder above the
crawlspace and climb in to get the
"Golden Star". Climb back to the crawlspace
and go right, jump/grab over the pit,
up the ladder
to the pool cave. Go to NE corner and from the bank
look over to the other
side, you’ll see a Bug sitting on the ground, shoot him from here
and jump over the pool, go around the
pillar and look for the Swinging ball on the pool side of
the pillar, in the ceiling, shoot it and jump back to get out of the
way of the
boulder that will come down, get in the pool, the door
is open under water, to the
left is a small medipack, to the right
you can find the underwater switch to open the Steel door in the SW corner of the
pool cave.
Free Von Croy….
When you approach the
locked in von Croy, he will warn you
for the Black Cowboy
mounting the horse, shoot him like you did
the other one emptying your
Revolver when you
stand straight in front of the horse, when
he drops, switch to Shotgun
and do him in. He will drop
the Key for the Gate so you can use the
"Star" to open the
prison, walk to von Croy and end the level.
Dutchy (2022).
THE
QUICK AND THE DEAD
Levels by Hendrik Kunze
If anyone wishes to amend/add to the walkthrough please let me know and I
will give you full credit, thanks. If you wish to use this walkthrough on your
site, please ask the permission of the author.
This walkthrough is posted with the kind permission of Litepulsar.
Ten secrets found, out of eleven.
Note from the builder, posted in April of 2003: There's a little mistake
in the first level and now I corrected this. In the new version, you find the
crossbow in the third level only. In the old [new?] version you must
find the revolver in the saloon, because you'll need this weapon in the second
level part (train).
Walkthrough
Level 1: Silverado Town
The music really adds to the atmosphere of this level, you're treated to
a lovely flyby of a cowboy getting on his horse, which you immediately have to kill. Once you have dispatched of him, pick up the
jailhouse keys he's dropped and head for the Silverado Bank. Shoot the left
pane and go through to the back of the room, from the left window ledge do a
jump/grab to the upper walkway, turn around and you should see a switch. Climb
back up for some Uzi clips and flares which are on the upper ledge nearest the
door, you can reach it from the central structure's upper glassless windows.
Directly opposite the bank is a grated door, and in the far left corner there's a well-concealed trapdoor, don't
worry about those for now. From the bank, go left, passing another grated door
and you'll soon reach the entrance you saw in the flyby opening. Before going
deeper in the pool, make your way to the small ledge in the top left corner,
and pull the jump switch, then make your way down to the watery passages that
lead to the next area, picking up a mudpack and shotgun shells on your way, and
watch out for the croc! Take note of the closed gates (one that needs a gem),
you'll have to be revisiting this area too. For now, find the crawl space and
climb the ladder, back flip, then slide/jump/grab to the higher ladder. The
push/pull levers in this level are positioned at an angle, and the best way I
found of being able to use them properly is to position Lara as far left as
possible to where she needs to push. Otherwise Lara
refuses to push them. *rolls eyes*
When you go through the newly opened grate, go through a small courtyard
and enter a dark brown wooden building, go to your immediate left and find the jumpswitch (you'll be accessing that area later), then go
back to the entrance, then make your way down the right hand side of the
building till you spot the trapdoor, climb down, pick up the grenades and curse
in annoyance at the crossbow tantalisingly out of
reach. Don't worry; you'll be getting that soon. Follow the corridor into a new
part of Silverado. When this is all over, make sure you take Lara for a
well-deserved drink in the salon. Before you step forth, you'll see behind you
a door that needs the crowbar.
Take an immediate right, and go to the corner
between the fence and a sloped roof. Go up against the fence, and back flip
onto the slope, immediately grabbing the ledge and push the newly discovered
lever. Then go back the way you came and take the alleyway down the left side
of the salon and make your way up some steps to a door. On the balcony, pick up
the binoculars, and some revolver bullets at the far end, then take a peek
through those binoculars and you'll see a swinging ball you need to shoot (yes we really need that crossbow, or the revolver would be
better!) Make your way back down and go into the central wooden structure,
follow the veranda all the way around on the left and pick up some Uzi clips.
Go back along the veranda and find a door that takes you up to the next level
of the central building. Out on the balcony, you'll come out above the salon,
you can do a running jump to the open ledge across the way, and from there pick
up some goodies on the balconies of the local pub.
There are more pickups inside the Salon, but be
prepared for a gunfight to get them.
Then make your way back up to the balcony again and go left all the way round
till you see one of the gates you opened and a lever on the roof which opens
the trapdoor in the cells. Go inside and pick up the crowbar, beware of the
spikes and the two dogs who will jump out at you as the gate opens, inside you
can pick up a medipak and find the stand for the
Medicine Man. Go back out then jump up to grab the roof and shimmy left to the
lever. Push that then walk back to the edge of the roof, and
do a standing jump to the other side of the sloped roof. Immediately jump and
slide/grab on the opposite roof. Shimmy along and grab the jump switch, then
drop down in front of the jail. Use the jail keys to get the lasersight and a note from Billy the Kid, as well as
picking up the shotgun and shells in the room above. Now take the shortcut back
to the bank (you can't miss it, the grated door is just before the big gates,
and the jump switch to open it is right beside it) and the newly opened
trapdoor in the corner. YES! The crossbow (but see note at beginning of this
walkthrough), a medipak and some crossbow ammo are now in your possession, before you take the balcony
where you found the binoculars, directly below use your crowbar on the entrance
to the stables, and take care of a Larson look-alike, ignore the climbing pole
for now and pick up the flares and shotgun shells. Then make your way up the
pole to the stables loft, take care of the cowboy on your left and climb a
ladder for some shotgun and revolver shells, further down you'll see another
Larson clone and the Medicine Man head, make your way to stand on the other
side of the loft, opposite your prize and find a shootable item for more target
practice (no, not Larson lol). This will lower a block so you can reach the
head and a medipak.
I think, though not sure, that shooting the swinging ball makes the gem
appear in the cell where you picked up the sight and note... but nonetheless it
appears there, so go fetch that and make your way back to the pool area near
the bank. Placing the gem opens a gate high up in the stone arch, use your
crossbow and sight to shoot the bell, then head over to the ladder and climb
up, doing a back flip and a midair roll to grab the ledge. Pull up and pick up
the Medicine Man handle, then monkey swing to the corner from that entrance and
pick up some crossbow ammo. Head back to the upper storey
of the central house and place the Medicine Man in the room where you found the
crowbar.
Make your way down and go through the newly opened large gates. Take
care of the scorpions. Ahead of you, you'll see a large pinkish house as the
main central structure, the path directly ahead of you takes you to the doors
of the house, go inside and pick up some goodies, then make your way back to
where you started. Now take the path on your right (when facing the house) and
you'll immediately spot a dark wooden porch, inside is a jump switch which
raises a block just a little further down.
Pull up, turn round and jump to the terracotta
sloping roof, then shimmy left to the end and back flip onto the wooden roof
behind you, then a standing jump to the higher wooden roof. Face the house and
have a look around, you'll notice dormer windows on the sliding roof of the
house, as well as a grated window, some shotgun shells on the right and another
direction to take on your left. Lets
get those shotgun shells and a secret first Position Lara so she is facing the
first dormer window, and where the window meets the roof and not the ledge
(Lara should be at a slight diagonal angle). Do a running jump without pressing
action and you should land just on the edge of the window, then do a running
jump to the shotgun shells and make your way back to the same window, this time
doing running jumps to the third dormer window. Do another running jump to the
pink roof and you'll fall down into a gap containing a
secret. Then go back to the wooden roofs and take the route left.
Cross the brown roof till you see another
terracotta roofed building, do a jump to that and shimmy all the way round to
the other side till you can't shimmy no more. Then, shimmy left a little; pull
up and do a midair/midair roll to grab the climbable buttress behind you.
Make sure Lara goes into her climbing animation; sometimes she refuses
to go round the corners. Shimmy all the way round to the other side of the
buttress, and then do a midair twist and you'll land near a switch. This switch
opens the door by the cells, it's the exit so don't bother going there for now.
Throw that then do a jump/grab back onto the buttress, and climb down to the
ground, then make your way back again to the dormer windows, this time on the
central one, face the roof's apex and do a standing jump. There's a closed door
inside the attic, as far as I know it only leads outside! Instead, climb back
up the ladder, back flip onto the ledge behind you, turn round and jump back
then grab, shimmy to your right till you can see the other central dormer
window on the other side of the house, pull up and slide down to it, ignore the
jumpswitch you'll have spotted for now, you need to
grab something else first.
Do a running jump to the roof the switch is on, then do continuous slide/jumps,
all the while veering Lara right (or left, depending which way you landed on
the roof) whilst in midair, till she lands on the balcony behind the jump
switch. Before going in the doorway, go to the end of the balcony and do a
running jump to get some Uzi clips, then come back the same way. Inside in the
hallway, take a left and open the trapdoor...be careful, dogs try to take a
chunk out of your butt, so take care of them. Go through the crawlspace, pick
up the medipack, kill the bats and throw the switch.
Climb back up and go back down the hallway, carrying on till you see some Uzi
clips and an open trapdoor. Climb up and pick up the Medicine Man head and two
sets of crossbow ammo. Now make your way back to the central dormer window and
do a standing jump to that jumpswitch.
Hehehe yet again...make your
way back to that same dormer window, this time go to the end of the house and
face that lovely vista of canyons Walk Lara towards the sandy/grassy banks,
peer down then to your right, you should see a small sloping ledge, in the left
corner there's a place for Lara to stand. This jump's a little tricky, make
Lara walk back two steps and face her towards that little corner and do a
standing jump. Then turn Lara to face the house, and you'll see the small gate
you opened, do a jump grab and prepare for a big
gunfight, so I'd save at this point. Try not to jig in time to the music else
Lara might die. Pick up the Medicine Man handle and make your way to the exit
door by the cells, using the Medicine Man to gain access to the end of the
level and the beginning of a train ride.
Level 2: Locomotive Breath
Tip from RonBate: Before taking the train
ride, crawl underneath for a secret.
A superb train level, which is very atmospheric of the Wild
West...you'll be too busy enjoying the music and scenery to raid. In the first
carriage, hunt around for a secret, take note of the "Star holder"
and throw the switch, then jump across to the next carriage. Take care of
Larson's 7th or 8th brother then pick up some grenade shells in one of the
rooms. Make your way to the end of this carriage and do a running jump to the
green tarpaulin, shimmy along the right side of this till you come to a space
to pull up, take care of the cowboy, pick up the revolver bullets he's dropped
then slide down the rest of the way to the end, do a standing jump onto the
ladder and climb up to the next carriage and take care of those irritating
cowboys once more, one of them will pop back down into the carriage so chase
after him and finish him off.... an explosive crossbow shot always gets rid of
the little s*** pretty quick.
Hunt round for another secret and some more goodies, then climb back out
and jump to the platform with the trucks on, taking the left side, if you run pretty quickly, you can avoid much damage from the gun. You
can't destroy it from here, so save your health and ammo, and jump to the black-roof of the next carriage. The only way I know of to
destroy the gun inside the next cabin is to have the revolver, which can be got
from behind a moveable block in the salon. Or, if you've missed this weapon,
the crossbow (what I used). To get there, go to the right side of the first
dark metal topped carriage and jump back off the ledge then grab, shimmying
alongside till you find the entrance. This carriage counts as a secret, you'll
find some goodies here and the grenade gun, you need to destroy the automatic
weapon in front of you, you'll need to access the crawlspace in front of it to
get back on the roof (unfortunately, you can't avoid the gun altogether and go
back out the way you came in).
Head on over to the last carriage, the entrance is at the back and as
you climb in, pick up some revolver bullets and a media, then climb over the
box to fight another cowboy and three wild pigs. Once you've killed them, pick
up the shotgun shells and the Star of Wyatt Earp; the trapdoor above you will
open. Stand directly in front of the sliding ramp, and then do a back flip,
immediately jumping without sliding to grab the carriage roof. Make your way
back to the front of the train, place the Star and jump to the very front to
end the level.
Level 3: The Quick And The Dead
The train ride ends in a very picturesque Indian Reservation; head past
the wooden hut, immediately on your left is a pushable
block. Pull this towards you and to one side, and then pick up the first
secret, the crossbow and some crossbow ammo.
Throughout the level, keep tabs on the unlit pyres; the first one you'll find
is to the right of the t-junction as you go past
where you found the first secret. Opposite it, open the wooden door with your
crowbar and activate the switch. Now take the other path, go through the crawlspace and go through the first arch, you'll come into
the area which you saw in the cut scene...there's another pyre just before the
second arch, and a third if you take the path on the right further down, you'll
also see a metal wire door in the top-right hand corner and switches on high
rocky ledges.
Go back under the arches near where you found the second pyre, you'll
find a block to climb up on to reach the upper levels. Climb onto the highest
block, face away from the large statues and look to your far right, you'll see
a medipak, if you think it's worth getting, here's
how. You'll have to come back this way to do the switches, but you'll only need
to pull the final one second time around. Immediately to your left (still
facing the switch opposite) is a ledge you can stand on. To the right of that
is a slope, doing a running jump to this and shimmy along to your right till
you come to a larger area where you can pull up. Do a standing jump to the
block in the corner, then a running jump to the first switch, pull this then
shimmy round the block immediately to your right and pull up. Above the first
switch is some crossbow ammo, which can only be accessed in the crawlspace from
the front of the ledge.
Get back onto the block, and do a running jump to the next ledge, it's a
bit hard to make out but it'll become clear when you see the huge hulking bear
padding in and out of his cave. Take care of him and his mate, then go into the
cave to pull the second switch and pick up a medipak.
Come back out of the cave and use the lasersight and
crossbow (or revolver) to take out the bit of wood that blocks the crack
immediately to your left (when facing outwards from the cave). Don't do a
standing jump to the crack just yet, do a jump/grab to the ledge above and
shimmy along till you come to the small entrance and the large medipak, another secret, then make your way again to the
last switch by shimmying round the crack till it's safe to drop into the
alcove. You still have a few things to do before you can go through the newly
opened gate, so head back to the niche by the archway and climb up by the
statues. Immediately behind them are three archways, go through the middle one
and activate a jump switch, which opens a gate past the left-hand arch, this in
turn leads to another pyre and a unlit lamp. But first
we need the torch... take the right hand arch and
enter into a room with low buildings and a bonfire, kill the Indian and the dog
then make your way round the low rise building on your left, pass the first
closed gate (you can't access this from here) to another wooden gate which
leads you to the torch (you can use your crowbar on this one). Light the torch
and run back out, straight across into the other room light the pyre (don't
stand ultra-flammable Lara too close, else she'll become barbecued) and don't
forget the lamp at the back of the shrine. Then go back through the arches, and make your way down doing standing jumps to light
the other two fires just below. You'll be ambushed by two Indians as you finish
lighting those two, take care of the men then head back to where you started to
light the penultimate pyre, you can toss the torch through the crawl space,
it's a bit tricky but it can be done, save your game and reload if the torch
doesn't quite make it (hint: Lara doesn't have to crawl that far as it might
appear) On your way back, stand near the widest gap before you duck to crawl,
and toss the torch back through there.
Head back to the room where you found the first bonfire, using standing jumps
to get up onto the blocks with the torch. Keep hold of the torch and soon as
you come to the entrance of the bonfire room, do a standing jump onto the first
building. Straight ahead a little to your right is a taller building tucked in
the corner, do a running jump without holding the action button down onto the
wooden flat roof. Follow the corridor round and drop down through the newly
opened trapdoor to light the last pyre. Immediately behind you a door opens to
reveal the Little Big Horn (LOL-otherwise known as a guardian key). Climb up
the climbable ladder through the trapdoor, and go back to the other adobe
building, climb the ladder and back flip onto a long wooden walkway, take care
of the vulture then drop down into a small room at the other end and pick up
the revolver. Now, you can finally go through that gate the switches opened.
Take down the first fence, but when you reach a junction, don't turn left or
right just yet, use the crossbow to take out another fence further down. Run
down this way and quickly turn left to escape the boulder, and then use Little
Big Horn to gain access to a rather tricky series of jumps. This is the easiest
way I found to cross the crumbling platforms...position Lara so her line of
sight takes in both the first and second platforms. I recommend saving your
game at this point hehehe. Make sure Lara is on the
edge and do two standing jumps to each platform, arcing Lara left a little
whilst in midair before landing on the second one. On the second platform,
pivot Lara left a little, then do a standing jump to the third platform, which
is a little further up, and to Lara's left. Immediately pivot Lara nearly 45
degrees anticlockwise, then do a final standing jump to the last platform,
side-flipping right to safety.
<addition by José>: Small detour to get the
next secret: Standing in front of the first breakable tile, look to your right
and see a different grey wall with orange stains. This wall is climbable. Grab
the wall and shimmy all the way to your left around the corners until you find
a safe tile with a ladder. Climb the ladder to get another secret: revolver
ammo. Return to the starting point the way you came.
Climb the ladder to only find...yes another
deadly trap lol. Take out the breakable fence just past the chomping doors.
Time your run carefully through them, over the crumbling tiles and turn
immediately right, then stop...if you're lucky you might slide through the next
chomping doors unharmed, but you can have a little rest before hand in this
safe area. Slide down the long ramp with a couple of boulders on your heels, as
you reach the end, jump and arc right in midair to avoid being crush, as you
land in the water immediately fight against the current
so you don't get squished underwater either. The current isn't too hard to beat
in this underground pool, but ignore the door on your
right and fight the current to follow the pool round and find a place to climb
out. Watch out for the hungry crocs. Climb out by a couple of huts, boxes and a bonfire, pick up the medipak
by the skeleton and some revolver bullets on top of a tall block, then go back
to where you climbed out. Facing the huts, turn right and follow the lakeside
ledge all the way round till you come to a fixed camera angle (you'll shoot a
large wasp enroute), then jump back off the ledge and shimmy right, around the
corner, until you can pull up and climb the ladder to get another Little Big
Horn. This also releases another croc below. Either swim or shimmy back round
to where the huts are, then find a place where you can jump to the ledge on the
other side of the lake. Follow the ledge all the way round, pass the door till
you come to a place where you can put the Little Big Horn key, face outwards
and you'll see a shootable fence underwater, not much past the entrance to
where you got the Little Big Horn. A rope will come down as a
result of you placing the key, which you can use to swing across for a
head start on the strong current, then swim through the open gap to pull an
underwater switch. Head back to the newly opened gate, clamber through the
small gaps till you come to a switch to use the crowbar on; this opens a
trapdoor immediately to your right.
The next few moves are a bit difficult especially for the secret. Climb
the ladder to the very top till Lara can go no further, then climb back down
three steps, no more. Back flip and do a midair roll to grab the ladder behind
you. Then, climb up the second ladder, there's a fixed camera at this point
that shows you a crumbling platform and a third ladder, beneath the platform
are some spikes and some shotgun shells. Climb till Lara's hat disappears
beneath the third ladder, back flip onto the platform, then immediately jump
back, do a jump/grab and climb up for another secret.
The spikes have now safely retracted, so climb down and drop to get the shotgun
shells.
Climb all the way down to the bottom of the second ladder, and let Lara
fall on to the slope, immediately grabbing its edge and shimmying right,
pulling up into the small gap. You come out into a narrow corridor, monkey
swing down then to your left till you find a crack in the wall you can
drop/grab onto, then shimmy right and pull up into another crawlspace.
Immediately above you is another small gap, pull up
into that one and follow it round, picking up the revolver ammo in the left
corner. As soon as you stand up, don't follow the corridor down to the pool,
it's a dead end. Immediately on your right, up high, is another crawlspace.
Follow that to a small niche facing a sloping block. Do a running jump to the
lowest left corner, don't slide but immediately jump to grab the crack opposite
the block and shimmy right till you see a ladder and crawlspace. Once in the
next crawl space, take care of the bats and rotate Lara round till she's facing
the closed door and shoot the padlock. Then, turn her around and climb out of
the crawlspace without climbing down the ladder, do a back flip and a midair
roll to grab the ledge behind you, then pull up, throw the switch
and do a running jump to the higher ladder opposite. Get the star, then go back
down to the crawlspace, going further right a little till you can jump across
the lava into a corridor with another ladder. Be careful of the ceiling when
doing a running jump here.
Climb the ladder and you'll come to a small poolroom. Go down the edge of the
pool, and face the pillar on the opposite side, move to your right a few steps
and do a running jump. Kill the bee that tries to sting you. Go round the
pillar to it's opposite
side, facing the pool, look up and left. You'll see a shootable ball.... take a
few steps back, else you'll be squished by a boulder when hitting your target.
Jump into the water and go through the opened door, picking up a medipak on your left on the way in, then swimming around to
the right to find an underwater switch. Find a place to climb out, then do
another running jump to the other side, and find the newly opened metal door.
You're ready for the final battle... Von Croy
is overjoyed to see you but.... once you've beat the boss, you and Von Croy can escape from the reservation. Use the key, place
the star and go grab Von Croy....THE
END.
Hope you enjoyed it as much as I did!