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 ladderas 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!