LOST TEMPLE OF VAARA
Level by DOS
Walkthrough is for the
revised version, and provided by the author via the Web (and not the one
included with the level download).
The Starting Room
-----------------
You begin with a nice
music intro and camera view with no enemies. Go to the wall you are facing and
push the switch. This will open a door to your right. Go inside and pick up the
CROSSBOW. Watch for the two large SPIKE BALLS in between the two large columns.
They will fall only if you stand under them. Go to the top platform and pull
the object one block over. This will raise the first door to the Temple Hall.
Go and get the MED PACK that was behind it. Next go to the wall you pulled the
object from, there will be a crawlspace. Crawl through it and get the CROWBAR.
When you come back out, go to your left and activate the pull-lever. This will
open the final door to the Temple Hall. A SKELETON will come after you. Leave
'im, you can't kill him yet.
The Temple Hall
---------------
Skelly is still after
you so quickly climb up onto the ledge. The exit to the Temple Hall is blocked
by a door. Turn around and jump to a second ledge. Run to the end and activate
the push lever. This will open the door on the first ledge.
The Temple
----------
Upon entering the
temple you will be given a nice flyby. This room has several doors, but the one
in front center is the only one you're worried about for now. After the flyby,
shoot the vase to your left and get the SUPER GRANADE AMMO. The vase opposite
is empty. The next run will activate several SKELETONS and MUMMIES, so it's
best to do it quickly. Sprint in between the pews to the front of the temple
and shoot the vase to your left to get the GRENADE LAUNCHER. You can now
dispense of the hunch-back skellies and the gurgling mummies. Now, starting
from the *front* of the temple, go down two pews and look to your right to see
the SMALL MED PACK. The SPIKE BALL is timed so that it will fall on you if you
walk to it, so run when you get the med pack. This opens the door to the next
room. You are done in the temple for now so approach the furious fires of the
Fire Room.
The Fire Room
-------------
There is a
continuously rotating camera here which rotates forever. You can break free
from it as long as you are holding the "look" key. The exit is in a ledge
on the wall in front of you, but is blocked by a door. Make your way through
the fire to the push lever on the temple-side wall. You are done here for now
so go for the exit. Once you are on the ledge exiting the Fire Room, you can
use the "look" key to break the camera view. If you re-enter the fire
room now, the camera will take over again.
The "Big
Slide"
---------------
You are now facing the
biggest slide in the level. Simply jump on it any direction you wish. You will
get a camera view of a SPIKE BALL on the way down. Once you are at the bottom
the spike ball will have already been chasing you but don't fret. Just stand
and watch as the camera gives you a nice view of the spike ball bouncing just
short of Lara's head and taking a big plunge.
The Mystic Waters Room
----------------------
You are now standing
on a ledge. If you accidentally fell off, don't worry, there is a way back to
the top. Hang onto the edge of the platform and work your way left. You will
come upon a gap, enter it. Halfway down this hallway there is a gap at the top
right. Enter it to find SECRET #1, the SHOTGUN and SHOTGUN AMMO. This is also
where you would have returned to had you fallen off too soon. Go back out and
take the hall to its end. Hang onto the edge and work your way left to the
ledge. Enter the hall at the far side of the ledge. You will come across an odd
texture. (I use odd textures to signify a pad trigger throughout the game). Do
not step on this one - it will activate darts. Continuing on, you will come across
another MUMMY. Wait to shoot him. Continue to the end where you will come
across a push-lever. Activate it. This will open the door down at the bottom
where you saw the spike ball fall, and activates a SKELETON and BEETLES too.
Draw the skeleton close to the mummy and send them both to 'Rest In Pieces'
with the grenade launcher. Then just run and jump straight off the edge of the
ledge however you feel like doing it - gracefully or whatever. At the bottom of
the Mystic Waters Room you will see two exits and your friend the spike ball.
The one in the middle of the wall takes you back up in case you fell off... or
just feel like diving again. The one in the corner is the one you want, but
first go left of it to the other corner and pick up the EXPLOSIVE CROSSBOW
AMMO, then make your exit.
The Air Lock Room
-------------
This room is simply
meant for Lara to get a good breath of air. There's no enemies (unless the
beetles followed you). Don't forget to get the FLARES before continuing into
the next water shaft. If any beetles follwed you, they won't be able to get up
into the next room.
The "Impractical
Ladder" Room
-----------------------------
Yes, the Monks of
Varaa made the mistake of putting the architect's dimwitted cousin in charge of
making this ladder room while he was out of town. There's no items or baddies,
simply progressively climb up through the holes in each floor. You'll know when
you're at the top when a camera in a shadowy corner locks onto Lara. To exit
from here, just pull yourself up into the next room. It's to the left of the
hole (from the camera's view).
The Trick Switch Room
---------------------
There are two switches
to the left corner of the room. You can pull the first one if you like, just be
sure to jump out of the way before the SPIKE BALL gets you. The second switch
activates a pad trigger in front of the door closest to the fire pedestal. The
camera view will show you. Simply step on the pad to open the door, then watch
and be amused as a SKELETON tries to come after you whilst he is stuck in the
ceiling. He will fall after about 15-20 seconds and come after you, so keep an
eye on him.
Activating the lever
where skelly was will open the door to your left beside where you entered the
room. Upon entering that room you'll see another switch and some graphics to
make you ask why they are there.
Activating this lever
will open the door at the top of the steps. On your way up the steps, don't
forget to get the SMALL MED PACK.
Temple Hall 2
------------
Temple Hall 2 leads you
back to the temple. Push the button at the end and re-enter the Temple. The
only reason for mentioning this hall is that you can get stuck if you don't
push the button before re-entering the Temple.
Back in The Temple
------------------
Now that you're back
in the Temple, it's time to leave it again. Immediately after re-entering, go
to your left and enter the only door now open at floor-level.
"The Dash"
Hall
---------------
Immediately after
turning the first corner you will see a closed door and a spike pit. Jump over
the spike pit and run up the steep grade until you see a SPIKE BALL coming
after you for leaving his brother in the Mystic Waters. Do a roll and,
depending on wheather or not you like chills, run or sprint back to the spike
pit. After that, run back up the steep grade. You will see another closed door
and a pit with a button in it. Go down and push the button to open the door at
the top of the grade and go in.
Back in The Fire Room
---------------------
You are now atop a
ledge in the Fire room. Continue straight ahead and jump to the other side. Go
to the right-hand corner and climb in the gap. Inside there will be a
push-lever. Activate it. This will open the door back at the spike pit and give
you a camera view. To break the view, hop backwards. Immediately to the left of
the switch is another gap. Go through it. You will now be on the ledge
oppiosite of where you entered. Go to the wall where you made your first exit
to the "Big Slide", hang off the edge, and traverse left until you
get past the wall blocking you from SECRET #2, the REVOLVER and LASERSIGHT.
Drop down to the floor and climb the ladder back to where you entered and make
your exit. Make your way back to the door (near the spike pit) that you just
opened and go in.
Stair Hall
----------
Go down the stairs
until you reach the first turn and you will come upon a gap at the floor. Go in
and follow it to find SECRET #3, the UZI's. When you come back out, keep going
down and follow the hall to its end.
The Sacred Shrine
-----------------
There's your treasure,
dead ahead - The Crystal of Varaa. Speaking of dead, there are a few SKELETONS
lying around but don't shoot them yet. First go get the crystal. After picking
up your treasure, you are given a camera view of a door opening back where you
first began your journey. You also activated all those skellies, so hop back to
break the camera view and heard up the skellies for a bone-shattering kablooey.
One of them will wait until you've obliterated the others before he attacks, so
watch for him. Now make your way back to the Temple.
Back in The Temple
------------------
Now that you're back
in the temple it's time to leave again. Go back through where you first came in
(via the Temple Hall).
Back in The Starting
Room
-------------------------
If you didn't blow up
your friend back there yet, he'll probably come runing to greet you. Give him
that present you promised him when you first started, and make your way to the
door you just opened then *carefully* enter.
The Levitation Room
-------------------
Unfortunately,
everything in this room levitates except Lara. It's rooms like this that make
you appreciate the "save" feature. There's only two ways you can go
here - to the next platform or straight down. Let's go to the next platform.
Simply go with the flow - hold down the "jump" key to go from
platform to platform. Once you get to the long platform, head towards the
platform in the right coner where the push-lever is and activate it. That will
open the door opposite of where you entered. Heading back is a bit tricky, it
depends on where you land on the first jump back. Once you've got the hang of
it go for the door you just opened.
The Abyss (AKA The
Blue Room)
-----------------------------
Immediately to your
right after you enter is a push-lever whicn opens the door left of the lever,
activate the push-lever. The second push-lever activates a SKELETON. The wall
switch where you first came in opens the four doors blocking the row of four
push-levers, activate the wall switch. The first of these four levers sets the
rest on fire. The second is the one you want, it opens the doors blocking the
regular and super GRENADE LAUNCHER AMMO to the left of the lever. The third
push-lever activates DARTS, and the fourth activates BEETLES. After getting the
goodies, activate the only wall switch available to the left of the goodies.
This opens a door blocking a pad trigger (behind you if you're still facing the
switch). Next activate the push-lever. This opens a door at the distant side
that blocks another push-lever. You will be able to see it open if you keep
facing the lever you just activated. Next run over to the first pad trigger
that was behind the wall-switch-activated door. This pad trigger will turn off
the fire blocking you from the distant push-lever. Go activate the distant
push-lever. This will open the door blocking the last pad trigger at the
opposite wall. Go activate the last pad trigger to kill the fire blocking you
from the last floor-level platform (which at first appears to be nothing but a
two block wide platform). Here's where the magic starts. Go to the end of that
two block platform closest to the wall where you came in, then push the
"jump" and "grab" buttons. This is where you'll discover
how you get to that door that was way out there. Keep going until you reach the
top, where you have to jump to another platform. Follow it to it's end, turn
your back to the slide, press the "grab" key then hop backwards and
take a ride down the fastest slide this side of... Vaara. Far left of the door
is a push-lever. Once you jump out to it and activate it the door in front of
you will open.
The Undead Maze
---------------
This is not a regular
maze; it has doors, levers, and baddies, so be careful where you go and
remember where you've been. The first switch is easy to find, and so are the
first baddies. You will meet up with three SKELETONS and a MUMMY. Watch where
you shoot the mummy, as he will drop a SMALL MED PACK. Once you've dealt cards
with them, activate the push-lever at the end. This will open the first door
you saw.
Immediately behind it
are some EXPLOSIVE ARROWS. Watch closely for them as they are easy to miss.
Next run to the end and activate the pad trigger. On your way back a SKELETON
and MUMMY greet you. Open up a can of... whatever you have for them. After you
see the exit door (still blocking the exit) hang right until you find the SMALL
MED PACK then go back and turn right and you'll come upon a push-lever,
activate it. Run back to the exit door, turn left, and run straight until you
pass a door, immediately after which is another hall with the last push-lever.
Two SKELETONS will come after you as soon as you reach the lever. Activate it
then send the last two skellies back to whatever year they came from. Come back
out, turn right, and head straight for the exit.
The Water Hall
--------------
Dive in. About halfway
across there will be an opening going down. Enter it and get the UZI AMMO in
the bottom. From there you will have a glimpse into the next room you'll be
entering. Swim back up and climb out the other end.
The Iron Maze
-------------
Once out of the water
you'll see a gap in the wall beside where you entered the room. Go in and drop
down on the other side and you'll find yourself in The Iron Maze. It's not big,
but it is tricky. Enter the maze and turn right. Keep going around the corner
and stop. Look past the iron bars at the ceiling. The ceiling will tell you
where you can stand and where you can't. Death squares are indicated by dark
ceiling panels. From a distance you can see the first of two Temple keys you
must have to make your escape from the depths of Vaara. That is what you are
after. Animations seem to be missing here so once you have made it to the key,
watch in amusement as Lara lays down and waits for the key to jump into her
magic backpack. Taking the key also activated the door that was blocking you,
so make your way back.
The Halls of Good and
Evil
--------------------------
Make your way down the
hallway and hang a right at the first opening around the corner. Here you will
find the good - enough goodies for Lara to start her own S.W.A.T. team. After
collecting your treasures, continue down to the next floor level. Here you will
find the evil - *lots* of beetles ready to devour you. Keep running and ditch
them in the Pit of Darkness (this is where the disobedient monks get locked
up). At the end of this hall you will activate a trigger that brings the Mystic
Waters from the floor to the cieling.
Back in The Mystic
Waters Room
------------------------------
If you want to see
what this "mystic" stuff is all about, swim down even with the ledge
and move the camera around to see what is now the "top" of the Mystic
Waters. It's interesting to throw flares and watch as they sink through the
water then fall into the air. Continue back into the hallway to the section
where you saw the mummy on your first visit. You will then see the entrance to
the next room, go in.
The Bath House
-------------
This particular
bathhouse holds a dangerous secret. Search underwater until you find a small
opening, and go in. Follow the opening to its end. You will end up in the
bathhouse's heater. As soon as you climb out of the water, you will be on a
slide heading towards lava. Gauge your distance and jump to the next slide,
which also leads to lava. Slide until you can jump and reach the ladder on the
wall in front of you. Go to the top and crawl in the small gap in the wall.
Next you will come upon several sets of spikes. Once you get to the last set,
go left and get the second and final Temple key. This also opens the door at
the top of the main room. Watch for BEETLES coming out from the grate at the
bottom of the wall. Head towards the corner fire pedestal. Do not take the path
around the pedestal, it is a spike trap. Instead stay close to the wall and go
in between the wall and pedestal. Climb the ladder to get back to where you
came in and head back to the pool area of the bathhouse. You can now head up
the steps and make your exit.
The Elevator Hall
-----------------
Simply follow this hall until you get to the elevator. It is in three
parts: floor, second, and top levels. After you get to the top, run-jump to the
opening in the wall. Keep going until you reach the last door. Press the switch
beside it to open it.
Back in The Temple
------------------
Now that you're back in the temple, you can place the Temple keys in
their receptacles. Once both are place, the final door opens. Okay, looks like
it's time to leave again.
The "Eye
Candy" Room
--------------------
The Eye Candy room is
optional, just a place to look around in. It doesn't have anything bad in it,
it's just some custom graphics I made to give you a sharp contrast and some fun
before you leave the game. My name and email are on the bottom blocks, and
thank-you message to "TheBoo" is at the top. Boo helped me many times
to test my levels. The picture is one of my logos. It says "DOSDUDE"
above the face. This is a nice place to "DOZY" around in.
The Exit
--------
Now, as soon as it
started, it all has to end. Simply advance towards the door to end the game. I
hope you have enjoyed it!
By the way, since I didn't make this game a "loner", it will load
Cleopatra's Palaces. Have fun blowing the place up ;-)
HAPPY RAIDING!
-DOS