TEMPLE
OF MERENPTAH
Level by Duffgamer
Walkthrough by Phil
Lambeth
Despite what you may
read in the reviews, don't build this level with the revised wads. I tried that and got some weird and
undesirable results. Using the original
files that came with the Level Editor I experienced an unusual animation while
monkeyswinging as documented below, but that was the only difference I
noted. You also play the entire level
without any flares.
Begin in a large room with
an indoor pool. Run forward, jump into
the pool and swim to the bottom for the GRENADE GUN,
noting the closed gate on your way down.
Swim back up, pull out and note the closed doors in the N and S
walls. Run to the E side of the room
and note the suspended boulder over the crawl space. There's a nearby torch and an unlit brazier, so your obvious task
is somehow to ignite the brazier so you can light the torch and burn the rope
and cause the boulder to fall. As noted
in the reviews, you could now run/jump across a corner of the sloped block and
trigger the boulder, allowing immediate access to the crawl space, but if you
did that you'd bypass almost all the gameplay provided in this level.
Instead, go to the E side
of the NE pillar and jump up in the darkness to grab the ladder. Climb up six rungs and back flip into the
higher passage. Turn around, run to the
other end of the passage and pick up the CROWBAR. Jump back to the ladder and climb down to
the floor. Go toward the W end of the
room and open the S door with the crowbar.
Go to the end of the hall and turn left to head down the stairs. Greet the skeleton
with a grenade, then locate the ladder about halfway down the stairs. Climb up, shift right and drop down onto the
ledge for SECRET #1. Pick up the SHOTGUN
and shotgun ammo, and get back down to
the stairs.
Continue down the stairs
and follow the passage until you trigger a flyby that takes you through the
next room. Safety drop to the floor and
jump into the pool for some shotgun ammo. You'll alert two crocodiles
in so doing, so pull out of the water and kill them with your pistols. Jump back in and swim into the N
opening. Pause for the crossbow arrows, but don't continue for now, as
all you would find at the other end of the passage is a closed gate.
Pull out of the water and
climb up onto the block against the S wall.
Jump up W to grab the ledge and pull up. The wall here is climbable, so climb up, shift right and drop down
onto the higher ledge. Take a running
jump and grab W to the next ledge, and continue in a clockwise direction until
you reach a block in the N wall. Jump
up to grab the ceiling, and monkey swing S and then E (note the highly
unorthodox animation) until Lara drops onto a ledge near an opening in the E
wall. Go there, shoot the wooden
barrier and enter a room where you'll find a large
medipack, a spare SHOTGUN and
the GATE KEY (a flyby reveals that the
gate you saw earlier in the first pool is now open).
Leave this area and return
to the tall room. From the end of the
ledge, take a running jump and grab to the SW ledge, then jump down to the next
lower ledge W. From here take a running
jump and grab W to the next ledge.
Safety drop to the block below, jump into the pull and swim through the
N opening. At the end you'll find that
the gate that was closed earlier is now open, so swim into the first pool,
surface and pull out W. Two skeletons awaken, so draw that grenade gun and
blast them away with a single shot when they approach together. Open the N door with the Gate Key and enter
an outdoor area. Kill two wild boars and continue through an arched passage
S to an alley. Go E and under a double
archway to a lakeside area. Shoot two crocodiles, then jump into the lake and swim
forward a bit to arouse a third crocodile. Go back to the shore so you can kill it,
then resume your swim.
Swim to the left side of
the house. Just past the house, turn
right and swim into a small opening.
Pull and locate the REVOLVER. Get back into the water. The current keeps you from swimming any
farther E, but you can pull up on the N bank and follow a passage hewn in the
rock. Run down the ramp and get ready
to hit the sprint key when an overhead boulder is triggered and released. Turn right at the bottom of the ramp, where
you'll be safe, and enter a new area.
Go down the stairs, and when you reach the last step crawl under the
darts. In the next room is an apparent
spike gauntlet which turns out to be a burner gauntlet. Jump up to grab the ceiling, and monkey
swing past the flames (again with that grotesque animation).
In the next room, what
appear to be spike tiles aren't, but some of them erupt into flames as you
enter. Go to the dormant tile NE and
jump up to grab the edge of the slope after saving your game. Everything up to now has been routine and
mundane. This next sequence is neither,
and it would have been a gamestopper for me had it not been for the following
tip provided by Scottie. Pull up, slide
down the other side, jump off to the second slope in the corner, slide a short
distance and jump to the third slope with a very slight curve to the right so
that (1) you will be in position to jump off facing forward and (2) you land
precisely on the edge of the slope. Without
sliding at all, jump off the edge of the third slope and you just may, after
numerous efforts, grab the edge of the facing pillar. Pull up and save your game again so you won't have to repeat
this ordeal. Jump to the adjacent
pillar for a small medipack, then jump back and pull up through the hole in the
ceiling.
In the room above, climb
up onto the block against the E wall and pick up the UZIS. Doing so lights
that brazier in the room where you started this level. Drop back down through the hole, safety drop
to the room below, use the monkey bars to get past the row of flame tiles, and
remember the darts as you make your way through the next room. Squeeze your way past the boulder and run up
the ramp into the bright sunny outdoors.
Jump into the water and swim to your right to the sandy beach. Wade out and run forward underneath the
archway. Follow the streets back to the
passage where you first entered the outdoor area. Turn left in the opening room, pick up the TORCH and light it from the nearby brazier. Stand under the rope and it will catch fire
to release the boulder.
You have no further need
of the torch, so toss it somewhere, climb up onto the block and lower Lara down
the other side of the crawl space.
Follow the passage to a gap.
There's a large medipack down there, but jumping down to get it will
trigger a flame tile. Instead, jump
over the gap and climb up into a crawl space.
Follow past an opening to your right (which leads to a room riddled with
spike traps that apparently is not intended to be explored) until you can stand
up in a small room. Pick up the GATE KEY and hop into the water hole at the
corner. Follow until you can pull out
into an area on the inside of the closed gates you saw earlier. Use the Gate Key in the single gate to open
it. Go inside and you'll run into the
finish trigger.