REVISITING THE WALL

 

Level set by Dennis de Grande

Walkthrough by Treeble

 

As soon as you hit the bottom of the cave, draw your pistols and deal with a rat and a tiger lurking by the water. If you look around in the dark area, you'll notice a locked hatch below some flares, and atop the ladder is another keylock, so ignore it for now. Climb the flattop rock near the ladder and jump to an alcove in the back for the AUTOMATIC PISTOLS, then jump back to the previous rock and light a flare to spot a ladder above the pond. Climb into the alcove to find the GOLD DRAGON (SECRET #1).

 

Drop into the pond and swim the long series of tunnels. Pull out at the end and kill the spider, then proceed into the opening in the back to find a rat and a small medipack. On your way back, pull the lever on the alcove on the right to open a door at the very top of this area. To get there, jump to the tall rock adjacent to the pond and then to the opposite side. Over the slope, turn around and grab the edge above, pull up and backflip to the topmost rocks. Before leaping towards the open door, jump into the other doorway and run over the break-away tiles. Beneath the last one is the JADE DRAGON (SECRET #2).

 

Now return to the topmost mossy rocks, walk to the edge and do a running jump towards the open door. Past the bend, mind the spike pit (there will be several of these in dark tunnels, keep an eye out), shoot the rat and climb the ladder to the first scout tower. A thug and two spiders roam free, grab the shells the mafioso leaves behind plus supplies from the sills. Don't be hasty to get to the lever in front of you as the room is trapped. Only the large grey stone slabs are safe; the regular brick tiles will instantly kill you. Jump to the side of the column and throw a lever, then head towards the back of the room to find another two levers the same way.

 

Inside, save your game as the wall blades are relentless. The first gap houses a spike pit, but the second one is safe, so feel free to drop inside to make things slightly easier. On the other side, grab the LOWER CAVES KEY. Time to backtrack all the way to the beginning of the level: cross the blades, carefully jump over the safe tiles in the scout tower and down the long ladder. Mind the spike pit and drop to the water to swim back.

 

Again, ignore the ladder and proceed to that dark area of the cave to use the key and open the hatch we saw early on. Climb down and follow the corridor, minding the pits and collecting some shells along the way. At the end, climb the ladder and shoot down the spiders and the thug rushing towards you, then notice the stone block nearby and use it to reach the ladder in the ceiling. At the top, find a lever, then climb back down and throw the second lever to open the exit door.

 

In the dark corridor, clear the gaps and find a rat and a small medipack along the way to a room with many (many) levers. Kill a couple more of rats and collect another medipack at the bottom of the small pool. Move the blocks around so you have easy access to the ledges above, where more supplies await. This felt a bit like trial and error, but I may have missed a crucial hint elsewhere, but anyway, these are the levers you want to pull:

 

From the entrance, do a hairpin turn to the left and throw both levers. Jump over the pool and, on the left niche, pull the first and third levers, ignoring the middle one. Use the pushblock as a stepping stone to reach the high lever in the middle of the room, then drop down to the niche on the right side and pull all three levers. Jump back over the pool to the other side of the entrance and activate only the leftmost lever.

 

Doing all of this grants you access to the HIGHER ROOFTOPS KEY behind the door above. Once that's in the bag, time to backtrack all the way to the beginning again, so follow the corridor (mind the gaps) and down the ladder in the end to the lower caves to eventually climb up another ladder leading to the starting position. Now you can finally climb up that ladder we've been ignoring for so long and open the door there.

 

Up the ramp and the long ladder, grab the UZIS in the antechamber before moving onto the battlements. A tiger and some crows coordinate their strike, so dispatch them for some quiet time. Near the entrance you can pull into an alcove for a large medipack, and about halfway through some clips lie on the floor. Approach the closed door and hang off the left side to find a ladder. Climb down and shift into the side passage on the left wall.

 

Clear the spike traps and you'll eventually come to a small room where two thugs will attack. Loot the bodies to find the COURTYARD KEY, and, while you're here, grab the M16 ASSAULT RIFLE from the stone block. Retrace your steps and climb back onto the battlements where another tiger is now expecting you. Open the door to set a thug and some spiders free, then head inside.

 

Pull the block and grab the shells from the sill, then jump towards the upper ledge in the back and proceed to the next room after shooting down the dog in your path. In the next room, you'll find yourself above two dogs and a thug sniping at you from below. Drop down to kill them quickly with the shotgun, then pull the block to reveal a switch in the back. It opens the door above, so use the pushblock as a stepping stone to get back on the ledge above, get the goodies and enter the door.

 

Rush past the break-away tiles and into a cave in the back for some flares before diving deeper into the cave. Get the shells as you work your way down and follow the winding tunnels to another cave. Head down the path leading left to find a Fiamma Nera camp populated by two thugs. Explore the shallow holes in the back of the cave to find a large medipack and also the SILVER DRAGON (SECRET #3), which also gives you the GRENADE LAUNCHER if you've found all three dragons. Near the bonfires, pull the pushblock back onto the red tile and the door opens, behind which you will find another COURTYARD KEY.

 

You don't need to backtrack all the way through the water tunnel: when you reach the branching paths in the cave, take the remaining side passage to a ladder that leads back to another area of the battlements. Climb up, get the clips and use the key to open the door, then throw the lever on the left to open the next door and kill the tiger that's on the loose. Grab the ammo in the corner and pull the block once in order to reach the ladder above, about halfway through backflip to a platform behind you, get the small medipack and pull up onto the slope to bounce off to the opening ahead.

 

Drop through the hole, kill the spider and pull up on the other side to kill two tigers. Take notice of the ladder overhead, it's for an upcoming timed run. Get the clips on a ledge to the left and proceed to the opposite side of the room to find a lever. Kill the spiders before activating it. It's not a particularly difficult timed run, but at any rate, throw the lever and climb over the block to the left, then head towards the ledge where you'd found the clips and take an angled jump to grab the ladder. Have Lara pull her feet onto the wall and shimmy to the right until you can climb further up. Climb about 7 rungs and backflip with a mid air roll to keep your momentum as you run and jump to the door.

 

At the T-junction, go left and over the wall blade. A rat is protecting the last HIGHER ROOFTOPS KEY. Grab it and head down the opposite path where you'll find another rat before a long ladder. Use the key at the top and you're home free.