Jungle
Ruins 2
An adventure by George Maciver
and Todd Shurtz (Raider X)
Authorized walkthrough by Sutekh
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
-- General Notes --
* Before starting a new game, take some time to watch
the title fly-by and let it run more than one time. You will see something
different (plus, it's beautiful)
* There are five Secret Skulls to collect in the first
five levels (one in each). You'll need them to access the bonus level, which is
worth the effort.
* Items in Bold are necessary to complete the levels,
either by using them, picking them up or both.
* You'll find a Combat Strategies Section and a Spoiler
Section at the end of this post as well as a summary at the end of each level.
== Level 1: Return to the
Level by George Maciver
Once again Lara has answered the Call of the Jungle.
Drums pulsing to the rhythm of heartbeats, wild forests and perilous ruins, how
could she resist? So here you are, back to the
-- To the
You start standing right in the middle of a clearing
delimited by stone walls, facing W. Above you is the chopper that brought you
here. You will see it again at the end of the adventure. No time to waste: the
jungle's calling, so turn around (E) and run into the open passage to your L.
Follow it to a tall bamboo door which will open as you
approach then beyond into an open area. Turn R (E) and run a bit, stopping past
the fire to your R (SE) and pick up the flares.
Resume running until you reach a small stone door which opens as you approach
as well. Pass through it, slide down the ramp, run through another self-opening
stone door and eventually enter a larger room.
There are columns in the center sending electrical arcs
to Cambodian dog statues along the walls. Don't climb onto the blocks where the
statues are, they are fire trapped. There's a
closed door on the other side of the room (E) and another one behind you and to
the R (SW). Turn around and approach it so it opens and enter the room beyond.
Pick up the flares in the
far R corner (NW) then turn around (E) to activate the switch L of the
doorway, opening the other door in the nearby room. Run across said room,
heading for the newly opened door. As you approach it, a camera shows you a gem
lying on an immersed block. That's your next goal.
-- At The
The Gem On the
You're standing in an opening giving onto a large lake
surrounded by stone structures and walls. You can also spot an island in the
center with a baboon frolicking around. No way to reach terra firma from here,
so dive.
Don't waste time, though, there's a ravenous fish roaming the waters and it will soon come
after you. As soon as you hit the water, turn L (N) and swim past a block until
you find a recess to your L (W). Hurry there and pull out of the water on a low
ledge. Now you can safely shoot down the irksome creature (if it doesn't show
up, dive back and try to lure it. If you accidentally shoot the baboon on the
island, it will attack you once you get there).
Jump back in the water and go R (S) then L (E) around the
island corner. Swim to the last immersed block ahead and pick up the Jungle Gem. This immediately attracts another ravenous fish so hurry back to the Low Ledge by
turning around (W) then swimming R (N) after the corner and through the recess
to your L (W). Again, get rid of the fish from your safe dry location. Time to pay the baboon a visit.
A Breach in the Wall
Locate the highest point of the raised floor near the
wall and go there, turn to face the higher block on your R (NE) aiming at the
closest corner and do a SJ. Walk to the opposite corner (SE), turn L (NE) and
do a SJ+G to pull up on the higher block ahead. Turn R (E) to face the island
(if you have shot the baboon before while
fighting the fishes, now would be a nice time to finish it off). Do a RJ to
land on the island.
Notice the small stone structure to your R (SE) but first
turn R (S) and run on the slopes to the R corner (SW) to pick up a small medipack. Turn around
and make your way to the structure which entrance faces N. Enter and use the
Jungle Gem on its Receptacle there, triggering an earthquake. It has
opened a breach in the wall far ahead (N), which will be your next destination.
Dive back and return to the Low Ledge. Jump on the
closest block as you did before, then on the higher one.
Notice the steep slopes ahead. The
closest one heading R and the longer next one heading L toward the walls.
Walk toward the closest one and turn to face the wall with a 45° angle (NW). SJ
to the slope and slide backward, hitting Action to grab the edge. Shimmy to the
R until you are roughly one tile and a half away from the L wall. Pull up,
slide as much as you can without falling in the water (this is a bit tricky),
jump and grab the edge of an opening ahead and pull up.
Pass the opening, turn R (N) and run to the end of the ledge
(the closed wrought iron door to your L is for later). Stand on the edge next
to the slopes against the wall, turn 45° L (NE) and do a SJ to the flat rocks
around the corner. Turn L (N) to face the wall, SJ over the slope to the flat
ledge against the wall, turn R (E) and run past the recess on your L. Jump over
the slopes ridge near the low ceiling onto a flat square block, turn 45° L
(NE), carefully jump down from the edge to the ledge below over some other
slopes and finally run to the now visible breach ahead and on your L (NE). Run
through the short passage beyond to enter a new area.
-- The Cascade Area --
A Short First Trip Through
the Canopy
Watch the fly-by with attention, it's not only beautiful
but also informative since it shows you where to start. When it's over, notice
the red-lit ledges on your R (NE). The lowest one is for much later, but you
now need to get to the highest one just above. Which means
finding your way through the canopy.
Turn L (NW) after the first tree heading to the end of
the beige rocks. Run ahead (N) toward the wall of greenery, jumping over slopes
when necessary, then turn R (E) and go where the foliage of the R tree reaches
the rocks. Turn R (S) toward the tree and walk to the edge of the rocks. Aim at
the end of the branch (SSE) and do a RJ+G to pull up on it.
Run ahead (S), stop at the trunk and turn 45° L (SE)
aiming at the red-lit ledge against the wall. Do a RJ to land on it. At this
point, you may notice a Star Receptacle and a Keyhole in the distance to the S,
but they're for later, obviously. For now, pick up the flares
then locate the moveable block in the middle of the wall (you may use a
flare to that purpose. The block will appear lit differently). Push it once to
open a tall bamboo door in another part of the Cascade Area.
Return to the beige rocks via the branch you came from
and turn L (W). Run straight ahead, spotting the newly opened door in the
distance. Slide down the slope at the end of the rocks, and run toward the
door.
The
Take note of the high flat ledge in the rocks on your L
(S) just before the door then go through the latter. Immediately draw your
pistols and back off to avoid being slashed by a tiger
that was waiting there in ambush. Shoot it down before proceeding into the next
area.
Don't go in the water: you probably can't see it yet, but
there's a crocodile roaming around. Turn L (S),
run a bit, jump over the slope then turn R (W) and run on the ledge along the
wall until you reach a wider part of the ledge and some green rocks extending
toward the water to the R (N). Go there and walk to the edge. Notice the dark
opening on your L (W) between two burning torches. You should also now be able
to spot the croc and safely dispatch it.
Once you're done, jump/slide in the water, turn L (W) and
pull up in the opening (You can also stay on the green rocks, turn 45° L (W) to
aim at the opening and do a RJ to land there, but it can be tricky).
Turn R (N) and run to the other end of the corridor to
enter a dim-lit room. The first thing you'll probably notice is the Shiva
statue on your L (NE). Don't mind it, it won't come to life (at least, not this
one). Run ahead until you're at the edge of a pool of deadly
purple poisonous water. Once there, turn L (W), walk to the edge and
look down to notice a safe platform below. Drop down on it.
Turn around (E) to activate the switch, opening a
trapdoor in a remote part of the Cascade Area. Return there via the corridor,
the small lake and through the tall bamboo door.
The Sandglass Statues
Once the door passed, turn R (S)
and pull up on the higher ledge. Pull up on the next one and slide toward the
cascade. Jump in the pool below and head to the opposite side (S). Once you've reached
terra firma, go ahead past the green rock and turn R (W) at the wall. The hole
ahead is the newly opened trapdoor.
Drop down in the green-lit short corridor and run to the
other end to jump in a lower one. Follow this one as well to the next room.
There's an Egyptian statue to your R (N) holding a sandglass. You can't do
anything to it yet so cross the room and run through the next corridor ahead
(W) to the next area.
Run further into the cave and draw your pistols as soon
as you have passed an opening in the L (S) wall. You're about to meet your
first charming and welcoming native. Well, he
isn't that friendly after all, so dispatch him quickly then pick up the small medipack he's left
behind. Ignore the opening for now and keep running ahead (W) through the cave
then to the other end of a corridor leading N.
There's a ladder there (N), topped by a closed trapdoor,
another sandglass statue to your R (E) and an opening to your L (W) giving onto
a room lit by torches. Go there and pick up the torch
on the pedestal. Since torches are more useful when lit, return to the first
sandglass statue room and light the torch on the lit brazier near the
wall ahead (E). Now turn around and approach the sandglass statue with
your lit torch in hand to set it on fire and burn what seems to be a coating.
You now need to light two more. Return to the small cave
where you fought the native and turn L (S) there toward the opening in the
wall. Stand one tile away from it on the highest part of the floor and do a SJ.
Follow the corridor to the next small room and approach the sandglass statue
in the far R (SW) corner to set it on fire. Still one to go, so return to the
cave and make your way to the third sandglass statue near the ladder.
Approach it and light it which will open the nearby trapdoor. You can now drop
the torch.
The Gem Above the Cascade
Climb the ladder and pull up in a dark corridor.
Immediately draw your pistols as a tiger attacks
you. Fight it cautiously so you don't fall back. Once the fight
is over find the short corridor near the far R corner of the room (NE) and
follow it to another ladder (N). Climb until Lara's hands are just under
the frieze between the green wall and the brown upper one, backflip
and roll in mid-air to land on safe, solid ground.
Follow the corridor until you reach a CS then crawl to
the other end to find yourself by the cascade. Turn L (N) then around to drop
down on a rather flat ledge below with water running down it. Turn L (W) and
pull up on the top of the cascade (don't jump but press Action+Up
instead, so Lara goes a tad higher). Run ahead to the wall of water and through
it. You're now in the water. Swim to the edge ahead.
Before pulling up, take a moment to appraise the
situation. First, there's a small medipack
in the water to your L (S) so pick it up. Second, a native
is eagerly waiting for you on terra firma. Third, notice the plants hanging
from the ceiling: they mark spikes traps.
Last, you can spot a CS to your R (N wall) and a pedestal on the far side of the
room (W).
OK, time to act now. Pull up and immediately draw your
pistols to take gentle care of the native, cautiously avoiding the tiles with
hanging plants above. Try to have the native die on a safe tile, since he'll
leave a small medipack
behind which you couldn't pick up otherwise.
Go to the pedestal and pick up the 2nd Jungle Gem, summoning 3
fire wraiths in the process. Quickly turn around, run diagonally to the
water and dive so they extinguish there, in their usual suicidal way. Pull up
and go to the CS on the R (N). Crawl through it until you reach an opening from
which you can safely drop on the beige rock below.
-- A Couple of Keys --
Where Indian Sculptural Art Is Very Much Alive
You're back by the tall wooden bars door. Turn R (N), run off the
rocks and make your way to the door to return to the Small Lake Area. Turn L
(S) at the entrance then R (W). Run along the wall until you reach a block on
the other end. Climb on it, turn R (N) and look up to notice the MS. Jump, grab
and swing over the lake to the other side.
Turn R (E). There are hanging plants there as well which
means spikes traps so avoid them while you
run to the opposite side of the ledge to find a closed wrought iron door with a
Jungle Gem Receptacle. Before using the gem, turn R (S) at the wall and
run to the other end to pick up a small medipack. Go to the Gem Receptacle and use the Gem
to open the nearby door. Run through the corridor beyond to find yourself
standing in an opening giving onto a room flooded with shallow water.
From where you stand, you can spot Shiva statues and some
burning blocks to the L (NWW). The latter excepted, the place looks very peaceful. Jump down.
Be bold, turn L (W) and run a bit further into the room.
As soon as you do, you can hear heavy stomps meaning you're not alone at all.
As a matter of fact, 2 Shivas
appear, making quite an entrance. Greet them the Lara's way (it becomes much
easier once one of them is down). Once they're taken care of, search the water.
One has dropped a Gold Shiva Key and the
other a Silver Shiva Key.
Playing With Fire
Run to the end of the room (W) and turn around to locate
a Silver Keyhole on the side of the burning blocks. Use the Silver Shiva
Key to deactivate the middle burning block. Climb on it.
Turn R (S). On your R (SW) you can now see a switch as
well as a large medipack on a ledge with Shiva
statues to your L (SE). If you turn around (N), you'll spot a closed wrought
iron door. The next jumps are a bit tricky, due to the burning
blocks surrounding the safe one, so saving now would be a good idea. You''ll need to do three different RJ from the safe block,
without touching any of the burning block. It's mainly a matter of accurately
positioning Lara.
Go to the L edge standing close to the burning tile. Turn
45° L (SE) to aim at the medipack but don't line up
exactly with it but to a point slightly to its L. Hop back and do a RJ with a R
mid-air curve to land on the ledge. Pick up the large medipack and return to the safe block.
Next jump is to the
switch. Go to the R edge, close to the burning tile, and turn 45° R (SW) aiming
roughly at the middle of the switch alcove. Hop back and do a straight RJ to
land there. Activate the switch which opens the nearby wrought iron
door. Return to the safe block for the third and last jump.
Turn toward the door (N) and go to the L edge, again
standing close to the burning tile. Turn 45° L (NW) to aim at the middle of the
alcove and do a RJ with a R mid-air curve to land
there. You've done it.
To the Gold Keyhole
Run through the corridor which leads you to the other
side of the pool of deadly purple poisonous water
in the Shiva statues room. Go to the far L
corner (SE), turn 45° L to face the low ledge with the switch and do a RJ over
the deadly water to land there. Return to the Cascade Area via the Small
Climb on the R flat rock after the doorway then on the
higher one and turn L (E). Hop back so Lara's back is against the wall, turn
slightly L (NEE) and do a SJ to the next triangular flat rock. Step back and do
a slightly diagonal RJ over the slopes to land on another flat rock ahead (it's
a bit tricky and you can also do the following by crossing the shallow water
pool and run up the rocks by their rightmost end (S) like you did the first
time).
Run on the beige rocks going L (N) then R (E) until you
reach the foliage and do a RJ+G to the branch on your R (S). Run to the trunk
and turn 45° R (SW) to SJ on the next branch. From there, do a SJ to a branch
extending from another tree. Turn 45° L (SE) and SJ to the next branch and
eventually do a RJ+G to pull up on the ledge with the Star Receptacle and the Gold
Keyhole.
Use the Gold Shiva Key to open a wrought iron door to the
L of the cascade then hop back holding Action to safety drop on the ground
below. Turn R (W) and run toward the pool then on its L bank and go through the
newly opened door.
-- The Jungle Star --
Through the Mud and Up the Trees
You're standing in an opening overlooking a small jungle area bathed
in mud. Look up and locate the MS to your R (NW): it's your next goal.
The mud is less dangerous than it looks so slide in it,
go to the opposite side of the area (W) and pull up on the green rocks. Do a SJ
to the higher triangular flat rock then turn 45° R (NW) and do another SJ over
the slope to the highest triangular flat rock just below the MS. Turn R (E),
jump and grab the MS and swing to the end to reach an alcove with a switch.
Activate it to open a tall bamboo door in another part of the area.
Turn around (W), jump back in the mud then turn L (S). Go
to the other side of the area until you find the newly opened door to your R
(W). Locate the flatter triangular rock in front of the tree and run up to exit
the mud. Turn around (NW) and do a SJ over the slope into the doorway.
You've reached another muddy area, but this time you've
got company: a tiger is roaming the branches
above. Ignore it for now, jump in the mud and head to the L (SW) to run up the
rocks there then jump to the highest one in the corner. Turn around (NE) and
shoot down the tiger from here by shooting while jumping.
Once it's down, return to the mud and this time turn L
and run to the flat rocks to your L (W) beyond the second tree. Jump on the
higher one, turn L (S) and run to the flat square rock ahead. Look up through
the foliage to locate a short branch to your L (SE). Stand on the edge one tile
away from the "wall", turn slightly L (SSE) and do a SJ+G to pull up
on the branch.
Turn L (E) and do a SJ to the branch ahead. You can now
see a ledge with a door, a switch and a baboon in front of you. Turn 45° L (NE)
and do a SJ to the next branch then run to the ledge. Activate the switch
to open the nearby door and go through it.
A Two-Part Timed Race
Enter the corridor then turn R to go through the opening
and enter a large room. The Star is there in a recess to your L but you can't
get it now: you're lacking a crowbar.
Run ahead (S) to the other side of the
room, avoiding the spikes trap marked by the
hanging plants. Notice the closed wrought
iron door to your L (E) it will open later to grant you access back to the
There's another pool ahead (W) with a ledge in the
middle. Do a RJ to the ledge and notice the two switches there. The R one
(N) is safe but the L one (S) is on a burning tile. Incidentally, both are
timed. You might want to dive and do some scouting at this point to see where
you'll need to hurry to once the timed-run has started. If you do, you'll see a
closed stone door by a ledge in the northwestern part of the room. Whatever you
do, go to the safe switch, save and prepare yourself for a two-part timed-run.
Activate the switch, backflip, roll in mid-air and run to the other one (it's
temporarily safe). Save again and activate the switch. Again backflip and roll in mid-air, run off the ledge to the L
and swim through the opening into the other part of the pool. Turn L and swim
to the ledge with the door, staying just under the surface. Pull up and sprint
through the door before it closes.
The Torch Puzzle and the Crowbar
Run through the corridor to reach an opening overlooking
a brightly lit room. Notice the campfire ahead (W) and drop down to the floor.
Turn L (S) and cross the room to enter a new one with four Shiva statues, four
switches and four beige tiles in the center surrounding a column. There's also
an opening to the L (E), a closed wrought iron door in the opposite wall (S)
and a pedestal in the far R corner (SW). If you look up, you'll notice four
holes in the wrought iron ceiling just above the beige tiles.
First things first, pick up the Torch on the pedestal and go to the previous room
to light it on the campfire before returning to the 4 switches room. Now
you need to find a way to open the door using the torch and the switches. The
torch will need to be brought on the upper floor and the switches lower/raise
blocks here and above. If you don't want to solve this puzzle by yourself,
you'll find a detailed solution in the Spoilers Section at the end of this
walkthrough. Whatever you choose, the wrought iron door will be opened once the
puzzle solved, and you won't need the torch anymore.
Go through the newly opened door and pick up the crowbar on the pedestal, which reopens the timed
door by the pool. Return to the Star Room via the pool and the long UW tunnel
then cross it diagonally to the R (NE) to use the crowbar on the Jungle Star in the recess (mind the spikes trap on your way). This opens the nearby
wrought iron door in the SE corner.
Turn around, run off the recess then, turn L (S), run to
the other side of the room then pass the doorway to the L (E) to be back at the
-- Leaving the
Jungle Lake --
A Short Detour
You're standing in the NW corner of the area, not far from the breach leading
to the Cascade Area. Head for the breach, running on the rocks and jumping over
the slopes like you did the first time, but don't go into the passage yet.
You're now going for the secret.
With
the breach on your L, do a SJ to a square flat rock below and ahead (E). Turn R (S) and do a SJ to another flat square
block. Locate the black ledge ahead and on your L (SE). This is where you need
to jump. Walk to the edge of the flat square then side
step L until you're standing in the middle of the sloping one against the wall.
Turn slightly L (SSE) and do a RJ to the black ledge with a
L mid-air curve.
Run
along the ledge, do a RJ to the next one and go to the other end. Once there,
run up the triangular slope, turn 45° R (SW) and do a SJ to a lower flat block.
Turn L (SE) and locate your next destination: another black ledge. Do a
straight RJ to land there. There's an opening to your L (SE) but the hanging
plants marking a spikes trap mean
you can't simply run there. Drop from the ledge holding Action to grab the edge
and shimmy to the R until you pass the hanging plants tile then pull up.
Go
through the opening and follow the corridor to enter a small dim-lit room. Pick
up Secret #1: a Secret Skull on the pedestal then return to the
black ledge.
Don't return to the
breach yet, you still have some goodies to fetch nearby.
Turn R (S) and run
to the end of the black ledge and look up to notice the MS above. Go to the
highest part of the floor in the very corner, turn toward the water (W) then
jump, grab and swing over the water to the green blocks ahead. You'll cross
some hanging plants on your way so make sure you swing to the very end on the
MS, lest you fall on a spikes trap.
Slide down to the
stone floor and climb on the blocks ahead to pick up 1
uzi ammo and the Uzi.
You can't go back to the breach via terra firma, so jump in the water and
return to the breach via the Low Ledge, the slope, the stone ledge and the
rocks (see "A Breach in the Wall", 3 last §).
Enter the passage
to be back in the Cascade Area.
Pushing the Way Out
You're now in for a
last trip through the canopy. Make your way to the Star Receptacle ledge (where
you used the Golden Shiva Key) via the beige blocks, stopping there at the
foliage and jumping from branch to branch then eventually to the ledge (see
"To the Gold Keyhole", 2 last §). Use the Jungle Star on its
receptacle. You hear a door opening, but you hadn't left any closed. Or had
you?
There's one place
that you haven't visited yet: the lowest red-lit ledge. Drop down from the star
receptacle ledge to the ground below, turn around (N) and go climb up on the
red-lit ledge to your R (NE). There's a moveable block here in the
middle. Push it through the newly opened door and as far as you can then go
through the doorway to the L (N).
Run along the
corridor then jump in the water hole at the end. Swim ahead a bit. You'll soon
leave the
==== In this level, you should have found...
Enemies: Ravenous Fishes, Baboons
(attack only if you shoot them), Tigers, Crocodiles, Natives, Fire Wraiths,
Shivas
Items of note: 1st Jungle
Gem, 1st Torch, 2nd Jungle Gem, Gold Shiva Key, Silver Shiva Key, 2nd Torch,
Crowbar, Jungle Star
1 Secret
some Traps - 1 Timed-Run
== Level 2: Jungle Pools ==
Level by George Maciver
-- The Flooded Cave --
Jaws
Swim ahead, keeping slightly R (NNE). Very soon you'll
realize you've got some unpleasant company in the form of 2 sharks. Keep swimming, dodging them if needed and
keeping an eye on the ceiling until you spot a square hole. Go there, surface
and turn around. There are two low ledges in front of you. Pull up on the
rightmost one (SW).
You're in a small dim-lit room with two Shiva statues.
First pick up the flares on your R (W) then
turn around (E) to collect a large medipack
near the big head block in the middle then Uzi
and 2 uzi ammos near
the wall. Look up and to your L to locate a switch. It's
way too high and out of reach right now so your next task will be to remedy that
situation.
This said, the sharks are still
around. Considering you've got a good deal of swimming ahead of you, it might
be a good idea to take the time to shoot them down from your safe, dry
location. It may prove a bit long as they are quite the elusive ones, but it's
worth your patience.
Practicing Apnea Diving
Now that the waters are safe, dive, turn L (W) and swim
straight ahead until you reach the wall. Swim down to find an opening to your L
(S) on floor level. Go through it, swim to the wall then upward. Turn R (W) to
find an UW tunnel. Swim to the other end and activate the UW lever,
raising a block under the switch in the small Shiva room. Return there.
Climb on the newly raised block below the switch
and activate the latter: it opens a trapdoor somewhere in the flooded cave. Now
you have a loooooong course ahead of you. It is
possible to swim there and back without losing any health from lack of air
provided you take the shortest possible route, so consider the following as
some sort of timed-swimming.
Jump in the water then surface and turn toward the SW
corner of the square water hole, slightly to the L to face SSW. Save: the
course starts here. Dive and swim in a straight line over the central mound
then turn slightly L (S) and take a downward straight course until you approach
a corner. There's an opening to your R (W) there so anticipate and start
turning R before reaching it. Immediately turn R (N) after the opening, swim a
bit then up, L (W) at the ceiling and immediately L again (S). There's an UW
lever ahead so line up with it and go pull it.
Turn around, swim to the other end then take a downward R
hairpin curve, soon turn L (E) then swim diagonally L (NEE) to exit the UW
tunnel. Turn slightly L and take a straight upward line (NE) to the square hole
and the surface.
Pulling the UW lever has opened a wrought iron door at
the northern end of the cave. Turn 45° L (NW) and swim to the middle part of
the N wall to go through the newly opened door, entering a long and narrow
flooded cave with pillars in the middle. Swim along the L wall to avoid the crocodile that comes to take a bite, go to the other
end to locate an upward UW shaft. Swim up and surface.
-- Cascade and Jungle --
You're now facing a cascade, paddling in a pool of
shallow water (except for the hole you're in). Turn R (N), swim out of the
hole, and go climb on a low beige rock. Turn 45° R (NE) and do a RJ to a higher
flat part. Run ahead a bit, turn around (W) at the plant and run through the
tall red opening.
Run ahead then R (N) at the wall and to
the other side of the room, reaching an opening to your L (W). An earthquake will occur as dirt and rocks slide into the
entrance behind, cutting off the way back. Of more important concern are the 2 tigers attacking you from the nearby opening. Draw
your weapon of choice and defend yourself.
Run through the W opening to enter a new jungle area. In
front of you in the distance is a wide opening overlooking a large lake. You'll go there eventually but it's a point of no
return so let's explore the current area first, which will lead you to a
secret.
Turn R (N) after the entrance
and run to the wall. Turn around (S), spot the ladder on the trunk of the last
tree and climb it until Lara's hands are one tile away from the top. Backflip and roll in mid-air to land in a corridor, facing
N. Run to the other end and enter a small room which is Secret #2. Pick
up an Uzi and
2 uzi ammos scattered on the floor and don't forget the small medipack in the recess. Return to the jungle area.
Turn R (W), run to the wall then L (S) to the wide
opening to your R (W). Slide down into the water.
-- Dangerous Waters and Slippery Rocks --
As soon as you hit the water, you'll realize you're in
the company of 2 crocodiles, both very hungry.
Immediately turn L (S) and swim, dodging them as you can, until you reach a low
ledge you can climb on. Turn around, draw your pistols and safely shoot them
reptiles down.
There's a block to your R (E) with a MS above, but the
latter is too high for you to grab at the moment, so jump back in the water.
Turn L (W), swim between emerged rocks then go L (S)
and to the other side of the lake. Turn L again there (E) and keep swimming
until you find a low ledge to your R (S) with a closed wood bars door and a
Jungle Gem Receptacle. Pull up.
The door is for much much later
so ignore it for now and turn R (W) to do a SJ over the green sloping rock and
land on a flatter part above. There's a corridor opened in the wall ahead so
run/slide there then to the other end to reach some other green rocks. Turn R
(E), wave hello to the baboon on the island, and go jump around the corner with
a L mid-air curve.
Keep running N along the ledge, jumping over slopes when
needed then go around the corner (W) where you'll eventually find another - but
much shorter - corridor with a closed stone door at the end. Run toward the
latter (it opens as you approach) and pass it to enter a huge jungle area with
a canopy so thick that you can't even see daylight.
-- In the Heart of the Jungle --
Shedding some Light in a Hurry
Run ahead (W - the door closes behind you), pass between
two trees then past a pillar to your L then another tree until you reach an
opening with a structure lit by two burning Cambodian dog statues in the
distance. Turn L (S) before the opening and run under an arch with a plant. You
should soon be able to spot a switch ahead and to the R (SSW). Run
there.
Activate it and watch the fly-by with attention. You're
shown two doors: one on your L (E) and another far behind you in another part
of the area. It closes as the fly-by ends, meaning both doors are timed. They
are to be dealt with one after another so two distinct timed-runs here. Save at
the switch and prepare yourself for the first one.
Activate the switch and roll
to turn around. Start running with a R curve then
sprint straight ahead along the walls and past the openings until you can spot
a part of a big head block on your L (jump when out of energy). Turn there and
dash through the door before it closes completely.
Pick up the Torch
on the pedestal ahead (W - the entrance door will reopen) and return to the
switch.
The next timed-door is the one on your L (E). It's quite
close, but the difficulty here is that you need to pick up the torch on your
way. Don't drop it at the switch (you would pick it up instead of activating
the latter) but one tile away toward the door (Hit "1" to drop it
where you stand). Save.
Activate the switch, quickly
turn L and hit forward to run where you left the torch. Pick it up and sprint
through the opened door.
You're in a new room with a switch at the other end and
two big head tiles closer to you. There's also a high opening to the R (S) and
a gap in the wall to the L (N). First, go between the big head tiles, turn to
one, walk to it (but not on it) and drop the torch there. Go to the switch.
A third timed-run awaits you now, so save.
Activate the switch, backflip and roll in mid-air to turn around and run to
where you left the torch (it's easier than rolling and sprinting because you
need precision). Pick it up, turn either L or R and hit Action to light it on
the temporarily burning big head tiles. Be careful not to accidentally
go on the tiles, that fire can burn Lara as well.
Okay. Now you have a lit torch but the door is very closed. The only way out seems to be the high opening,
but going there while holding the torch looks a bit tricky. Actually, you
can't. So go to the gap in the northern wall and toss the torch through it (hit
the Draw key - usually Space), you'll get it back later. Turn around (S) go
below the high opening and pull up in it. Follow the corridor, drop down at the
other end, turn around and follow the next one to be back in the Huge Jungle
Area, with the timed-door to your R.
Run ahead (N) and past the door. There's a blue-lit
corridor to your R (E). The torch is at the other end. Go pick it up and return
to the Huge Jungle Area.
Raising an Access
Run ahead (W), turn R (N) at the wall, pass the first
recess and turn L (W) into the opening. Turn R (N) at the wall and run into the
recess past the first Shiva statue. Use the Torch on the Unlit Lamp
there to open a door nearby between the two Cambodian dog statues. You can now
drop the torch.
Go through the door and push the lever at the
other side of the room (W), raising two blocks on a ledge by the
-- The Temple of Doom --
A Little Disagreement Over a Key
Climb on the blocks, turn around then jump and grab the
MS. Swing over the Lake to the other end. Turn R (E) and run a bit to find an
opening to your L (N). Draw your weapon: 3 tigers
will jump at your throat as soon as you set foot into the opening. Shoot them
down quickly before they throw you back in the water.
Once they're out of the way, locate the opening opposite
the entrance near the NW corner (there are hanging plants nearby, marking an
unseen spikes trap, so watch your steps). Run
along the corridor, turn L (W) at the end, cross the small dark room and draw
your weapon before entering the next.
You're attacked on sight by a native
(be them hungry or just angry these guys really don't seem to like you). Dodge
him first to run to the other end of the room to have more room to fight
properly. Try keeping a straight line when moving as there's a deadly pool of scalding water near the entrance and a
(closed) hole at the opposite side. Try not going back to the dark room as
there's another native waiting for you there and
it's much easier fighting one at a time. Once you've killed the first,
backtrack a bit and go after the second. Lure him in the Scalding Pool Room for
an easier fight.
When the fight is over, look where the first native fell
to pick up the Gold Shiva Key he left
behind. Then go to the Gold Keyhole in the far L corner (SW) near the
hole and use the key, opening a double wrought iron trapdoor in the hole. Go in
there from the side closest to the wall, turn around and drop down through the
opened trapdoor, holding Action to grab the edge. This is shallow water below,
and it won't soften your fall at all. Shimmy to the R as far as you can so
you're hanging above the highest edge of a slope. Let go. Lara will only take a
tiny amount of damage in the process.
A Bigger Disagreement Over
Two Keys (and a Gem)
Draw your weapon and run ahead (S). Loud stomps and
shaking ground soon give you a clear hint of who - or rather what - is
after you by now. 2 Shivas
appear, as spectacular as usual. The room is large and there are no traps
around so that fight should not be too hard to win. They will leave a Gold Shiva Key and a Silver
Shiva Key behind, so look for them in the shallow water and pick
them up.
Run to the side of the room whence came
the Shiva (S), notice the closed wrought iron door on your R (W) and go
around the large pillar with big heads to find both Silver Keyhole and Gold
Keyhole. Use the keys to open the nearby door.
Go through the latter and collect the Jungle Gem on the pedestal. Now you just have to
get out of here.
The Way Out
Leave the room and notice a block is now raised against
the big head pillars. Climb on it, turn R (S), pull up
on the pillar then eventually into a corridor above. Run through it until you
reach a junction. The ramp ahead leads back to the
Turn L (E) into a darker, shorter corridor. Turn around
at the end and safety drop down to a short passage below (there's a ladder but
you only need it to go back up). Follow the passage into a long room, running
along the L wall, until you reach an opening to your L (W) at the very end.
Enter a small dark room.
Pick up an Uzi, 2 uzi ammos and a large medipack there on the
floor. Don't leave yet, you still have things to do here to prepare the way to
Secret #3:
Look at the wall opposite the
entrance: there are 3 moveable blocks. So, obviously, you now have a
puzzle to solve. As usual, you can try to find the solution by yourself or look
in the Spoilers section at the end of this walkthrough. Once the puzzle is
solved, you'll have access to a balcony overlooking the Shiva Room.
Go there. There's a lever,
but it's placed diagonally. Drop from the balcony and grab the edge. Shimmy to
the L to pass the lever and pull up. Standing in the corner of the tile, you
can now push the lever and see a camera shot of a red opening by the
Turn L (S) after the dark corridor and run up the ramp.
At the other end, climb onto the upper corridor on your R (W) and go through it
until you reach a hole. Safety drop down from it into
the Huge Jungle Area below. Go R (S) then L (E) at the first junction. The door
to the
-- Leaving the Jungle Pools --
Turn R (S) and swim ahead to the other side of the
A Secret Detour
Go through it to enter an area with two Shiva statues and
a pool giving onto a wide (and long) UW tunnel. Don't jump in the water yet,
you still have Secret #3 to discover.
Run S to the other side of the area then turn L (E) and spot the lever hidden in the grass in
a recess. Push it. You get a camera shot of the red opening and hear the sound
of a door opening. Return to the
Turn L (W) then R (N) around
the corner but don't swim to the other end. You're looking for a ledge low and
flat enough to allow you to get on the island to your R (E). There is one about
mid-way. Pull up on it.
Run up the green rocks to the
wall at the top of the island (E), then turn R (S) and make your way to the
opposite side jumping over slopes when necessary. Go around the corner (E) past
a plant and do a SJ to land on the rocks ahead and to the L (NE). The red
opening is just in front of you (E) so run there, enter a small dark room and
pick up Secret #3: the 2nd Secret Skull on the pedestal. Leave
the room and return to the Pool and Tunnel Area via the
Swimming Out
Jump in the pool and swim to the L of the tunnel entrance
(SW). Surface as close to it as possible
and save before diving: it's a long underwater way to the
Dive and swim ahead, staying close to the L wall and
taking tight curves around corners. You'll meet 2
crocodiles on your way, but if you're against the L wall you'll easily
escape them. Keep swimming until you're carried by a strong stream directly
into the next level.
==== In this level, you should have found...
Enemies: Sharks,
Crocodiles, Tigers, Baboons, Natives, Shivas
Items of note: Torch, 1st
Gold Shiva Key, 2nd Gold Shiva Key, Silver Shiva Key, Jungle Gem
2 Secrets
a few Traps - 3 Timed-Run
== Level 3: The Lost Temple
==
Level by George Maciver
As soon as you get the control back, swim upward to go
right under the ceiling, and stay in the middle. Soon the stream will stop
carrying you and you'll be on your own to cover the last meters during a few
excruciating seconds. Salvation is close in the form of a small square hole in
the ceiling. Keep swimming upward until you can surface and (finally!) breath. If you've been quick enough during the whole water
ordeal, you should make it just in time to keep Lara's health full.
-- An Eye for an Eye (That Is, Partly) --
A Disputed Gem
You're now in a large pool in the center of a high-ceilinged room. In
front of you (E) stretches a larger room,
high-ceilinged as well, with a pool and some high ledges. If you turn around
(W), you'll see a red-lit room and, looking closely, two star-shaped
receptacles. You've probably seen enough water for now so leave the pool by its
E ledge.
Greet the baboon, turn L (N) and climb on the blocks near
the opening. Locate the higher ledge against the wall ahead and pull up on it.
Run to the other end where you'll find some big heads adorning the walls in the
SW corner. The next to last one on your R (W) is a moveable block. Push
it as far as you can.
Turn L (S) and quickly run up the wide ramp, turning
around at the top: there's a native after you
now and you need room to fight (proof if needed that the
Run up the ramp and follow the passage to the end. You'll
find a Jungle Gem Receptacle and a closed door there. Use the Gem on the
former to open the latter and enter the next room.
Heat and Fire
You're standing on a ledge overlooking a large,
impressive, almost intimidating room. There are burning
pillars in front of you, bridges above and a square structure in the
opposite side overhanging a pool. This is where you need to go. And yes, you'll
have to do this via the burning pillars. Lucky you.
Obviously, your next task is to turn off the heat so turn L (N): there's a switch
on the wall that will fill that purpose. Needless to say it's (very very) timed, so go there and save.
Activate the switch, roll and
run with a counter-clockwise curve to the edge. Jump and grab the first pillar.
Pull up and quickly do a RJ to the next pillar. Step back twice and do a RJ+G
to the square structure.
Pull up, turn L (N) and locate the opening in the wall to
your R (NE). Run to the edge in front of it and do a RJ. Run through the dark
passage to the other end. Ahead of you (N) is another square structure topped
by sloping ledges. The one ahead of you is too steep to stand on, but the L one
(NW) is flat enough. From the edge of the opening, do a SJ and grab the edge of
the slope. Shimmy to the L as far as you can, pull up then jump with a hard L
curve to land on the practicable one.
Turn L (W) and jump to the bridge ahead (either SJ from
the edge or RJ). Run to the other end and do a RJ to the ledge running along
the wall. Turn L (S), run to the other end and turn 45° L (SE). Do a SJ into
the opening holding Action to avoid hitting the wall.
Run ahead (S), jumping over the holes when necessary.
There are two burning tiles in this room, and
you'll have to deal with them to reach the other side. As for the baboon, it's
only here to try and push you in the fire, nice thing. To deal with the burning
tiles you're going to use a little trick which consists in standing only in the
very corners of the tiles, where the fire can't burn you.
Go by the closest one and drop from the ledge, holding
Action to grab the edge. Shimmy to the L and around until you're at the other
side of the tile, hanging from the corner. Pull up, turn around and do a SJ+G
to the other tile. Shimmy again to eventually reach the ledge edge and pull up.
Seizing Half an Eye
Jump over the hole and run ahead (E) into the corridor to
eventually find a ladder to your L (N).
Climb it to the top then go L to land in a room located just above the burning
tiles one. Don't waste time staring at the scenery, though, but quickly run
into the room: you've just met a new specimen of the local fauna: a black monkey. Much more aggressive than its cousin, it
claws, bites and right now tries very hard to push you off. Shoot the pest
down. It will explode as it dies, but you won't take any damage from this.
Go R (NW) and jump on the slope extending from the wall.
Slide down, grab the edge and shimmy to the L until you can pull up in the
opposite side of the room. There's a wide rectangular hole there giving onto a
room below. Stand at the edge, turn around and safety drop (you'll lose a very
tiny amount of health in the process). Immediately sidejump
L while drawing your weapon: 2 natives are here
and they aren't happy at all to see you. Fight, but be careful not to fall
through the large central hole: you would either flatten yourself on the floor
or land in deep water, in which case you'd have to make your way up all over
again, timed-run included.
Once they're both down, pick up the Silver Temple Key and the
Proceed and use the Silver Key on the Keyhole to open the
nearby door. Do a SJ over the slope to enter the next room and spot a tempting
Eye Piece on a pedestal at the other side. Run there but turn R (W) at the
pedestal before picking up the Eye Piece to collect a large
medipack in the recess. Now go get the Eye Piece. This summons 3
Fire Wraiths so don't waste any time, turn around and sprint out of the
room then slide down the slope edging the large hole in the Eye Gate Room and
fall in saving water down below. You are, by the way, back in the very Starting
Room.
-- The Eye --
A
Wait underwater until all three wraiths have duly
committed suicide before leaving the pool by the E ledge. This time, enter the
large room ahead and run to the other side until you find yourself before a
Shiva statue. Turn L (NE) and run through the opening. Immediately turn R (S)
upon entering the new room and draw your weapon as 2
small scorpions come to sting you.
Jump in the nearby pool and swim through the hole near
the far R (SE) corner. Turn around (W), swim L (S) at
the junction then to the other end of the UW passage until you can surface.
There are 2 natives around waiting to run you
through, so wait for them to be away from the edge before pulling out of the
water. Deal with them as usual and don't forget to pick up the large medipack one of them
was hiding in his skirt.
Locate the corridor going W by the pool and run into it to
soon find yourself before a
When Fire Meets
Water
Keep running ahead
(W) and use both Stars on the Stars Receptacles, opening a trapdoor at
the bottom of the nearby pool. Jump in the latter and swim through the newly
opened trapdoor.
You're now in a
flooded room with sloping blocks scattered all over the place and a square hole
in the center of the ceiling, allowing you to breath if necessary (by the way,
the trapdoor has closed behind you). Lack of O² isn't the only danger here,
though, as you also have to avoid being hit by the flames
spurting out from the blocks with an apparently random pattern.
Turn toward the
opposite side of the room (N) and locate the closest two blocks in the middle. Swim to the leftmost one (NW) and around its L corner to locate an UW
lever on its W side. Pull it. Now swim to the far R corner of the
room (NE), turn around (S) once there to spot another UW Lever on the
closest block against the R (E) wall. Pull it as well. Swim upward and to the R
(SW): there's a small square hole in the ceiling with a now opened trapdoor.
Swim through it and surface.
Getting The Torch...
Pull up in the new
room, hearing the trapdoor shutting down as soon as you set foot on terra
firma. You're now in a red-lit room of average proportions, with stone columns.
Run to the opposite side (N). There's a block and a pillar against the wall
ahead (N), but ignore them for now. Look around: to your L (W) is a recess with
a grate-like floor and a stone head adorning the wall. To your R (E), another
recess and a big head decoration.
The latter is in
fact a moveable block and moving it serves two purposes: first, to grant
access in a new room and second, to open the way to a secret. Pull the block
three times to reveal the room entrance then
pull/push it all the way to the grate-like tile at which point you'll hear a
door opening. This is the secret part of the task.
Now turn around (E)
and run to the newly accessible room. It's lined with shatterable
vases but ignore them for now. Secret first.
Run
through the opened door and hear the sweet chimes meaning you've reached Secret
#4. Pick up a small medipack
and some shotgun
normal ammo in the center then return to the
previous room.
There are 6 shatterable vases here, 3 on each side. Shoot them all
except for the middle R (N) one which is empty and you'll get (starting from
the secret entrance): a small medipack
(R) and 2 uzi ammos
(L), shotgun normal ammo (L), an Uzi (R) and - last but not least - a Torch.
... And Using It
Leave the room with
the torch in hand and head R (NW) for the block against the wall. SJ on it. Turn around to face the pillar and do a RJ to it,
aiming at its rightmost and lowest corner. Turn R (S), hop back so Lara's back
is against the wall, slightly turn R and do a SJ into the opening above. Run
ahead a bit then drop the torch and draw your weapon
to dispatch 2 small scorpions disturbed by your
presence. When it's done, get the torch back.
Turn around then
run R (NE) to the corner where you'll find a closed stone door, a Star
Receptacle and a Lit Fixed Torch. Light your torch on it then turn
around again (S) and run into the other part of the room.
There are two Shiva
statues here, each having the skeletal remains of some poor guy at its feet
(sacrifices, perhaps?). Between them is a closed door surrounded by a Silver
and a Gold Keyholes. Since you have a lit torch in hand, let's set
something on fire on general principle. Why not one of the remains
there? SJ near the rightmost one and hit Action. It
burns alright. Now backflip, drop your torch, draw
your weapon and start moving because you've just summoned a Yeti (surprise!).
Once the beast is
dead, pick up the Silver Temple Key it
was concealing in its fur and go get your torch back since you now have to
repeat the same procedure with the leftmost remains, with the same
roaring consequences as another Yeti will
appear. This one will drop a Gold Temple Key,
so pick it up.
Go use both Keys on
their respective Keyholes to open the nearby door.
Of Spikes and Sting
Enter the next room
only to be welcomed by spikes shooting out
from the floor ahead and to your L (SE). There is a
Easy way: Make sure Lara's healthy enough then simply
sprint through the spikes (I told you it was easy). You'll lose about 1/5
health in the process.
Trickier way: Stand about 2 steps away from the spikes (ie: the middle of the tile) and hop back. Now do a RJ over
them. You'll see some blood drops but if your initial position was correct, you
shouldn't take any damage.
Go pick up the Temple Star
then make your way back to the entrance side of the room (N) using whatever
method you prefer. Return to the previous room.
Get your torch back then go to the northern part of the
room and to the far R (NE) corner with the closed door and the Star
Receptacle. Drop the torch near the door then use the
Moving Blocks and Dropping a Rope
The room you're in is a small one with nothing but a door
and a trapdoor, both as closed as can be. The only other noticeable things are
the big heads adorning the walls. As a matter of fact, the four ones on the R
(W) wall are all moveable blocks. So yes, you now have a puzzle to
solve. If you really can't figure it out, there's a detailed solution in the
Spoilers Section at the end of this walkthrough. Once the puzzle is solved,
you'll have access to a switch located on the western wall.
Activate the switch to open the door in the SE corner and
go through it. Slide down a couple of slopes then turn L (E). Pull up in the
short CS and drop down at the other side to land on a T-shaped ledge
overhanging the very large room you already crossed on a lower level on your
way to the first Eye Piece. Turn around (E), run ahead then R (S) and pass
through an opening giving onto a small balcony. Turn around once there and
locate a switch on your L (NW). Activate it to open the trapdoor in the
Block Puzzle Room. Return there, doing SJ over the slopes when needed.
Pick up the torch that you left near the trapdoor and
turn R (E). SJ into the opening, run off the block you landed on, turn R (S)
and go light the Unlit Lamp on the wall ahead. A rope drops from the
ceiling near the balcony where the last switch you activated is. Leave the
torch (you don't need it anymore) and return to the Switch Balcony.
Rope, Bridges, Pillars and Ledges
Once there, do a RJ to grab the rope and swing to land in
an opening at the other side of the gap. Run ahead (S). You'll soon find
yourself on one of the bridges extending across the Timed Pillars Room. Cross
it to reach an opening giving onto a long Lava Room. Look up to notice the long
stone bridge above (you'll get there later) and, more importantly for now, the
MS under it. Aim at the sloping pillar ahead and do a RJ to land on it.
Turn L (E), hop back so Lara's back is against the wall,
jump and grab the MS. Swing all the way to the other end, turn slightly L (NEE)
and let go to slide down the steep slope below then jump. You will grab a
climbable wall just under an opening. Climb and pull up.
Cross another bridge then run to the other end of the
long corridor to reach a high opening. You can now see a ledge with closed
stone door at the opposite side of the room as well as four pillars. The
closest one is to your R so turn to face it (NE) and do a straight RJ to land
on it. Turn L (N) and do a RJ+G to the next pillar (at which point you'll hear
the charming music of a Yeti groaning) then turn 45° L (NW) and do a RJ to the
ledge.
The nearby door has just opened but
ignore it, you're now going for a Secret.
The Lost Secret Skull
Go to the other end of the
ledge and turn 45° L (SW) to aim at the next pillar and do a RJ to it. 45° L
again (S) and do a RJ+G to the fourth and last pillar. Now look closely at the
wall ahead: there's a crack running through it. Do a RJ to grab it and shimmy
to the R until you can pull up into a dark CS. Crawl all the way to the other
end where you can stand up and find yourself on the middle bridge over the
Timed Pillars Room.
Cross the bridge then turn L
(E). Climb on the block at the end of the short corridor, hearing the sound of
a door opening. Turn R (S) and pull up into the high doorway. You're back in
the Lava Room, but higher this time. In front of you the long stone bridge
extends to the R (W) and you can spot a pedestal at the end with something
golden on it, as well as a black monkey.
Do a RJ to the bridge with a R mid-air curve (if you do a straight one, you'll go
beyond and fall in the lava). Turn R (W), draw your gun and quickly shoot down
the monkey before it pushes you off the bridge then run to the pedestal. As you
approach it, you hear the entrance door closing, meaning you'll have to find
another way out. For now, focus on the pedestal and what's on it: Secret #5:
a Secret Skull. Pick it up.
Turn around (E) and run across
the bridge again. Turn L (N). The door is closed alright so do a RJ to grab the
climbable wall ahead above the opening below. Climb down and let go at the
opening then immediately hit Action again and grab the climbable part under the
opening. Climb if necessary and pull up. Return to the ledge where you heard
the Yeti the same way you already did (see "Rope, Bridges, Pillars and
Ledges", last §).
Yetis in Custody
Enter the room with your guns in hands and hear the door
shutting behind you. Notice the shotgun on the pedestal near the entrance but
don't pick it up yet (or you'd be in big trouble - well, in bigger trouble that
you'll be in a moment anyway). The groaning yeti
is quietly waiting behind the second column to the R (E - looks like it's
watching over something) so go drive it out and shoot it down.
Now take a look around: on each side of this large room
(W and E) are two closed wrought iron doors with a yeti locked behind (so they
are what the quiet yeti was watching over...). There's also a beige tile near
the western doors and another closed door opposite the entrance (N). As for the
shotgun pedestal, it's surrounded by unlit braziers. OK, now that you've got a
good idea of the situation, let's get that Shotgun,
shall we?
Go to the pedestal and pick up the gun, opening the doors
of the cells and unleashing all 4 yetis in the
process. Needless to say, the ensuing fight isn't exactly a walk in the park so
as usual keep moving while shooting and don't let them corner you.
Seizing the Eye Piece
Once they're down, look for a large
medipack one of them has left behind and pick
it up. Time to search some cells now, or more precisely the
western ones (for now). You'll find shotgun
normal ammo in the far L (SW) corner of the L one and a Gold Temple Key in the far R (NW) corner of the R
one. Leave the cell and run L (NE) toward the closed door opposite the entrance
and use the Gold Temple Key on the Gold Keyhole L of the door.
What you hear are indeed Yeti
footsteps so immediately backflip and prepare
yourself for your last fight (regarding the
First turn R (E) to pick up normal
shotgun ammo on the floor then cross the bridge and collect the hard
earned Eye Piece, you deserve it.
Combine it with the 1st Piece to obtain The Eye. Now get back to the
Cells Room. All you have to do is find a way out.
-- Leaving the
Turn L after the doorway and head to the R eastern cell
in the far R (SE) corner. Pick up the hard to spot Torch
in the far L corner (NE) then go to the Shotgun pedestal.
Go lit your torch on the Lit Brazier to your R
(NW) and use it in turn to light all four Unlit Braziers surrounding the
pedestal. This lowers the beige tile near the R western cell (NW). Drop the
torch (you won't need it anymore), go to the lowered tile and jump in the hole.
Follow the corridor, swim a bit in its partially flooded
part, pull up and resume running until you reach a wrought iron door that will
open as you approach. Turn R (N) after the doorway and behold (for the second
time) the very Eye Gate!
Use The Eye on the Eye Receptacle to open the Gate
(impressive, isn't it?) and run ahead in the shallow water to very soon leave
the
==== In this level, you should have found...
Enemies: Baboons,
Natives, Black Monkeys, Fire Wraiths, Small Scorpions, Yetis
Items of note: Jungle
Gem, 1st Silver Temple Key, 1st Temple Star, 1st Eye Piece, 2nd Temple Star,
1st Torch, 2nd Silver Temple Key, 1st Gold Temple Key, 3rd Temple Star, 2nd
Gold Temple Key, 2nd Eye Piece (+ 1st Eye Piece = The Eye), 2nd Torch
2 Secrets
some Traps - 1 Timed-Run
== Level 4: Village Ruins ==
Level by Todd Shurtz (Raider
X)
-- Through the Jungle --
Picking up Goodies
You have now reached a new part of the thick, luxuriant
and dangerous jungle. Behind you (N) is the small,
discreet door whence you came. It will remain closed, so forget about it and
let's move.
Run ahead (S), climb on the block to the R (or SJ over
the L slope) and run off to the ground below. Ignore the opening ahead for now
and turn R (W) to spot another, triangular one up in the wall. Position Lara so her feet are against the slope before it, her
shoulder against the L wall and SJ into the opening. Again, run off to
the ground below and run through the passage to pick up some flares at the other end. Return to the junction.
Turn R (S) and SJ over the slope to land into the opening
and run through the L (SE) short passage along a huge root. Turn R after the
root and climb onto the block (S), then on higher ground ahead. Turn around
(N), SJ near the top of the root to the R (NE), step back once, turn L (NE) and
do a SJ to the foliage-covered part of the root. Turn 135° R to face the root
(E) then slightly L (NEE). Do a SJ+G with a R mid-air
curve and pull up on the green flat ledge. Turn 45° L (NE) and do a SJ over the
slope to land on a higher flat ledge. Turn around (S), do a SJ over the slopes
and pick up the small medipack.
Walk to the edge, turn slightly R (SSW) and do a SJ to the ground below.
Run ahead (S), turn L (E) at the
wall, run up the slope and climb onto the higher ground. Keep running through
the passage until you find an opening to your L (NE). Run off to a lower block,
then again to the ground below. Before you is a rectangular hole, you'll be
there in a minute but for now SJ over it, and run to the far L corner (NE) to
pick up some flares hidden in a bush.
Serious Business Begins
Jump over the hole again, drop down into it from its
leftmost side (SW) and press action to grab its edge. You're now on a ladder.
Climb down until you're just above a slope then go R around the corner and let
go to land on flat ground below. Turn R (W), run around the
ladder then ahead (S) toward a wide opening with hanging lianas. Draw
your weapon: crawling through grass and bushes an Anaconda
comes to check whether you'd make a decent breakfast. Feed it lead instead. Now
you can safely run through the opening.
Run along the passage until you find a hole at the other
end in the far R corner (SE). Drop down through it then run off a couple of
blocks to reach ground level. Run E through the opening and enter a small
courtyard.
-- Village Entrance and Surroundings --
Climbing and Pushing
Run
further a bit, a fly-by starts. Watch it with attention, it shows you one of
your next destinations (and going there won't be that easy, mind
you) then take a look around once it's over. There's a closed wrought-iron door
to your L (N), a tree in the center and a sloping ledge beyond and up (S). Run
R (S) past the tree. You can now spot what looks like a floor trapdoor between
the tree and the wall, but is in fact a sort of air vent and will remain
closed.
Turn around (N) and notice the ladder on the trunk. Climb
a bit then backflip, roll in mid-air and grab the
slope edge. Shimmy to the R until you can pull up on a flat part of the ledge.
In front of you and behind the bush is a switch. Activate it to open the
wrought iron door at the opposite side of the courtyard. Safety
drop down from the ledge.
Turn R (W) and run to the end of the recess. The wall
ahead is a movable block and you need to place it in the small alcove
behind the newly opened door. Proceed by pulling it E past the air vent then
pull/push it to the N side of the room and eventually through the doorway. This
will open a trapdoor at the end of the recess where the moveable block was.
A Little Trip Underground
Turn around and run to the far R corner (SW) to find the
trapdoor and drop down through it. You'll hit the edge of a slope and will fall
in a pool below. Pull out of the water. You now can see four pillars ahead (E)
as well as a closed wrought iron door to the L (NE) and an enigmatic wood
curtain rod extending from the pillars to the closed door (but no curtains,
though). These are for later. For now, locate the passage to your R (SE) and
run through it until you reach a junction.
You'll then get a fly-by showing you three natives
chattering around a campfire in a place with trees and huts you'll eventually
have to raid: the Village. Once it's over, turn R (W) and resume running
through the passage to the other end where you'll find a ladder on the R (E)
wall. Climb it all the way to the top, pull up and run through the short
passage.
Another fly-by shows an angry native
running through a tall bamboo door. Since said door is not far, draw your gun
and prepare to face him. When the fight is over, pause a little while to take a
look around. Assuming the entrance is on your back, there are brown rocks on
your R (S) leading to a high block and an opening. There is another opening
beyond up in the wall. Looking up, you can spot a MS. Finally, to your L (N),
are grey rocks and beyond them a huge outdoor area with rocks, trees, ledges
and bridges. This is where you're going now.
High Through Rocks, Ledges and Trees to Open a Trapdoor
Locate the practicable slopes in the middle of the grey
rocks, run up, turn N and do a SJ over the steep slopes to land on a flatter
part at the top of the rocks. Slide down to a ledge below. Go R (E), turn L (N) and SJ to the lower ledge. Run to the other
end, turn L (W) and do a RJ+G to pull up on the stone pillar ahead. Turn L (S),
walk to the edge and jump, grab and pull up on the branch above. Now turn
around (N) and do a SJ+G to a higher stone block. Turn 45° R (NE) and do a SJ
to the short ledge beyond a stone block. Turn L (N).
There's a bridge ahead and an opening barred with bamboos
to the L (NW). Run on the bridge but stop at the opening (if you look through
it, you'll see a Secret Skull, but it's for much later). Do a SJ over the last
part of the bridge which is in fact a trapdoor
that opens as you pass over it (if you had run on it, you'd have plummeted to certain
death). Go R (E) to the other end of the ledge.
The side of the tree ahead is climbable. Do a SJ and grab
it. Go L to the very end and let go to land on flat ground below. On your L (N)
is a small stone door with a Mask Receptacle. When you run to it, a fly-by
shows you another door below, meaning the two are related and you'll need to
first go through the lowest door to open the highest one. This is for much much later (as a matter of fact, you'll come back here from
the next level).
Turn R (SE), slide down the slope then turn L (S). Walk
to the edge, hop back, do a RJ to the branch ahead and hit Action to grab its
edge. Shimmy to the L and around the corner to pull up on a flat ledge. Run
ahead (E) then R (S) to the other end, turn 45° L (SE), do a SJ to the slope
and grab its edge. Shimmy to the R and around the corner to pull up on the flat
triangular part of a branch. Walk to the L edge, turn slightly L (SSE) and do a
SJ to a green flat part. Pull up on the branch ahead (S).
Walk to the R edge, turn L (SEE) to aim at the flat grey
rock against the wall and R of the trunk, and do a SJ over the slope to land
there (it's a bit tricky). Turn around (SW), walk to the edge and do a SJ to
the square green block below. Turn L (SSE) and do another SJ to the grey ledge
in the corner. Run to the other end, turn R (W) and do a RJ to grab the ladder
ahead.
Climb, pull up and go activate the switch ahead,
opening a bamboo trapdoor on top of a ladder elsewhere. You now need to go
there.
Going Down to Find the Village Key
Drop from the ledge to get back on the ladder, climb down
a bit then backflip on the grey ledge. Turn R (N),
walk to the edge and do a SJ on the green square block. From there, do a RJ
directly to the branch ahead. Turn very slightly L and do a SJ to the lower
part of the branch. Turn R (NNE), SJ on the slope and grab the edge. Shimmy to
the L until you can pull up on the flat ledge.
Run to the other end and drop down to grab the edge.
Shimmy to the R, along the branch then past the corner at the trunk along
another one as far as you can. Pull up and immediately jump with a hard R
mid-air curve to land on the green ledge near the small stone door. Turn R (N)
and go to the bottom of the slope against the wall, SJ over slopes when
necessary. Turn 45° R (NE) and do a SJ to the upper triangular part against the
wall and near the door. Turn R (E), jump and grab the climbable tree.
Go R until you don't have a ceiling over your head
anymore, climb up a bit if necessary so Lara's hands are on the top of the
branch side (but don't pull up), backflip, roll in
mid-air and hit Action to grab the edge of the ledge. Pull up.
Run along the ledge then cross the bridge to the other
end. Position Lara as L as possible with the fence against her shoulder then do
a RJ+G to the branch ahead (S) and pull up. Turn L (E), walk to the edge and do
a SJ to the opposite end of the branch. Turn 45° R (SE) and do another SJ to
the other branch. Go to the L part of the edge at the other end (mind the slope
there) and turn 45° L (SE) to face an opening in the wall. Do a RJ to land
there.
You're now in a small room with a ladder in the far L
corner (SE) and an opened trapdoor (that's the one you opened with the switch).
SJ to the ladder and climb down. Turn around, run off
the block and turn R (E) to enter another small room. There's an opening to
your L (N) topping a ladder leading to ground level below. Drop down and climb
down the ladder. Turn around after landing.
Draw your weapon and run a bit ahead (N). Very soon, a
fly-by will show you a door opening nearby and a native
running through it. Shoot him down without delay and pick up the (hard earned) Village Key he left behind.
To the Village
Go back to the high opening via the two ladders and the
opened trapdoor. Walk to the edge of the
opening, turn 45° L (NW) to aim at the sloping end of the branch ahead and do a
RJ. Slide down, grab the edge and let go to safely land on the ground. Turn
around (S) and pass through the opening ahead then go R (W) to be back by the
grey rocks. Make your way on top of them like you did before (see High Through Rocks, Ledges and Trees to Open a Trapdoor, first §).
Turn L (W) and go under the MS, jumping over slopes when
needed. Once there, turn L (S), jump, grab the MS and swing across the area to
the brown rocks. Let go. Turn L (E) and SJ over the slopes. Turn slightly L
(NEE) and do a SJ+G to the pillar ahead. Turn R (S) and run to the end of the
corridor to pick up some shotgun normal ammo
and return to the pillar.
Once there, walk to the R corner (N), turn 135° R (SE) to
face the other opening in the wall and do a SJ to land there. The Village
Keyhole is here, so use the Village Key on it to open the nearby tall
bamboo door below. Don't drop down directly from here,
you'll land right on a deadly fire. Do a RJ jump to the gray rocks instead and safely slide down
to the ground. Turn around (S) and run through the newly opened door to your L
(SE). Run through the corridor and eventually enter...
-- The Village --
A Warm Welcome
As
you step in, a native runs away. Carefully note the direction he takes, you'll
get there yourself eventually. Now, before doing anything, take a look around
to appraise the situation: there are 3 natives
chatting around a campfire nearby (you've seen them before in a fly-by) and
you'll have to fight them very soon. There's a hole to your R (W) and a cascade
to your L (E). The former must be avoided and the latter conceals a dangerous
creature so try to keep away from them during the upcoming fight. The campfire itself is as deadly as it seems so stay
clear from it as well. Now that you're aware of the traps and obstacles, draw
your weapon and go get rid of the 3 charming villagers. One of them will drop a
small medipack.
The
Remember the native who fled when you first entered the
place? Time to find out where he went now. Go to the
campfire then turn L (S) and run through a dark alley between two huts. Turn R
(W) then L (S) around the corner and run along the huts until you reach a wall.
Turn R (W) and resume running. Look through the next hut opening to your L to
spot a dead hung raptor roasting above a fire (meaning there might be
some living ones somewhere around). Resume running, turn R (N) at the corner
then L (W), staying near the wall. You'll eventually find a foliage-covered
opening ahead. Go through it, run along the passage through shallow water and
pass through a second opening giving onto a large, brightly lit area.
Look L (N). Looks like you've found our elusive native after all. He seems to be watching over
something. Whatever it is, draw your weapon and engage him. Once he's dead,
take a look around. There's a closed wrought iron door in the N wall. If you
look through it, you'll spot a Silver Key on a pedestal (so that is what
our late friend was watching over). There are two burning
blocks, a tree in the center of the area and a MS running under a
Assuming you're facing the temple, climb on the closest R
corner of the L burning block (NW). Turn L (S) to face the tree (stay in the
very corner to avoid being burned) and SJ to grab the MS. Swing to the other
end and let go, immediately hitting Action to grab the climbable side of the
trunk. Go R and around the trunk to reach the opposite side. Climb up then go R
again around the trunk until you're above a branch. Let go.
Turn around (E) and run to the edge then do a RJ+G to
pull up in the alcove ahead. Activate the switch to open the wrought
iron door, roll to turn around and run off the alcove to land on ground level.
Run to the newly opened door (NW) then to the pedestal and pick up the Silver Key. Exit the
Roofs and Balconies part 1: the Gold Key
Once you're back at the campfire, turn L (W) and run
through the passage under a higher hut built on piles. Run ahead until you pass
another hut, then R (N) to go around it. Turn R (E) before the wall and SJ over
the slope that's against the hut to a flat part, then again over another slope
to the L to eventually find yourself on upper ground.
Notice the Silver Keyhole to your R (SE) and go
use the Silver Key on it to open the nearby tall bamboo door. Run across the
hut to reach a balcony. Turn L (E) to locate the Small Stone Wheel on
the wall and turn it to open a trapdoor in a roof nearby. Don't try to jump
over the fence to the nearby roof: it's riddled with spikes
traps. Run back to the hut entrance instead, drawing your weapon on the
way as a native will soon come to play.
Once he's dead, return to the lower level by sliding down
the slope beyond the tree to the E (L of the hut entrance) and make your way
back to the Raptor Hut. Enter this time, and run past the poor beastie (mind
the fire) through a corridor to reach another
room with a ladder to your R (E). Climb it to the top and pull up on the roof
through the trapdoor you just opened.
First a detour for a pick up: Turn 135° L (NW) and SJ on
the other square platform. Go to the leftmost corner, turn slightly L (NNW) to
aim at the flattest and highest part of the roof ahead and do a SJ to land
there (it's the Silver Keyhole hut roof). Run diagonally across the roof to
eventually reach the leftmost opposite edge. Look down to spot the large medipack on a high
block below and do a RJ to there to pick it up. Return to the ladder in the
Raptor Hut then climb up back to the roof.
Run ahead (E) and off the platform to land on a low grey
roof below. Keep running past the trunk until you reach another roof. Do a
series of SJ over the slopes to reach the top of the roof and turn L (N).
There's a bamboo platform extending from a tree ahead. Do a RJ to it, walk to
the edge, turn L to face a ladder on a wall ahead and do a SJ to grab it. Climb
to the top and pull up on a roof.
Turn 45° R (NE) and run to the top where you'll find a
square hole. Turn around (W) and safety drop down inside the hut. There's a
bamboo trapdoor with a Gold Key to your R (N) but first go pick up the flares then the small medipack ahead. Now make sure Lara's healthy enough
and pick up the Gold Key. The trapdoor
will open under her feet and she'll lose a little less than half her health.
You have landed near the entrance. One more time, return to the ladder in the
Raptor Hut and climb up to the roof.
Roofs and Balconies part 2: the Bronze Key
This time, turn R (S) and walk to rightmost and highest
part of the edge. Jump, grab the edge of the branch above and pull up. Run L
(E) to the other end of the branch, turn 45° R (SE) and do a SJ to the other
branch then another SJ to the sloping roof. Slide down, grab the edge and
shimmy to the R until you can pull up on a flat part.
Run diagonally to the L (NE) to reach the top of the roof
then crawl a bit to the other side. Stand up, turn around (W) and hop back to
slide down the steep slope backward, grabbing its edge to safely land on a
balcony. Turn R (N) and run to the opposite end to use the Gold Key on the Gold
Keyhole there, opening the nearby tall bamboo door. Enter the hut and turn
the Small Stone Wheel to your R (N). This raises a platform on a trunk
elsewhere.
Leave the hut, turn R (S), run
to the end and SJ on the top of the small roof. Slide down from there to ground
level. Turn R (W) and run ahead until you find yourself back at... the Raptor
Hut! Go climb the ladder for the last time.
Return to the Grey Roof top by running off the platform
(E), running past the trunk and SJ over the slopes. Turn around (W) this time
and do a RJ+G to the edge of the branch ahead. Shimmy to the R until you can
pull up. Turn R (N), walk to the edge, turn slightly R, hop back and do a RJ to
the newly raised platform. Turn 45° R (NE) and do a SJ to the short branch
between the trunk and the hut.
Turn L (N) and locate the burning block ahead and below.
Do a RJ to it, landing safely beyond the burning block. Turn R (E), SJ over the
slope and run along the edge then around the corner drawing your weapon on the
way: a native will very soon join you. Fight him
carefully: you don't want to fall back on ground level. Once he's down, pick up
the Bronze Key he was hiding in his
skirt.
Raising an Access
Locate the bridge extending from the ledge to a grey roof
and run across it, stopping at the roof.
You're gonna make another (short) detour for a
secret.
Turn L (E), enter the hut and
cross it to reach a wooden ledge running along the wall. Turn L (N), locate the
tall pillar and go pull up on it. Turn around (W), go to the L corner turn
slightly L to aim at the flattest part of the roof ahead. SJ+G
to it and pull up under the low ceiling. Crawl to the other end and pick
up Secret #6: a Monkey Idol. Turn around and drop down from the roof to the balcony
below.
Return on the grey roof, turn R (S) and run across the
bridge until you find an opening to your L (E). Enter the hut and locate the Bronze
Keyhole in the far R corner (SE). Use the Bronze Key on it to open the
nearby ceiling trapdoor. Climb on the block to your R, turn L (S) and pull up
on the roof above.
Turn 45° R (SW) and SJ on the bamboo platform extending
from the roof. Turn R (S) and do a RJ to the other platform. Turn R (W) and
walk to the edge, standing roughly in the middle. The next jump is a bit
tricky, so you might want to save here. Turn slightly L to aim at the end of
the far slope, hop back and to a RJ with a hard L curve at the end to land on
the slope and slide down to the flat rocky block.
Climb on the block ahead and turn R to activate the switch,
opening the nearby tall bamboo door. Return to the block below then turn L (N)
and run off the block to slide down a slope. Turn 45° R (SE) and SJ through the
newly opened door. Run across the hut to turn the small stone wheel on a stone
block in the opposite side, raising a platform pretty far away, after the
climbable tree in the Huge Outdoor Area. And yes, you now have to get there.
-- Leaving the Village Ruins --
Leaving the Village and Backtracking for a Secret
Turn around, run outside the hut then drop down from the
edge of the balcony to slide down in shallow water. Don't rush to ground level
yet: it's secret time.
Turn R (E), run a bit and
locate the skeletal remains of some poor chap near a cascade. Go near
the head, turn around (W) and hit Action to drag them, revealing a Torch. Pick it up. Run ahead and R (N) around the corner to the edge. Toss the
torch to the shallow water below (look down to carefully note where it falls).
Pick up the shotgun normal ammo.
Run off the upper shallow water area to the lower one below and draw your
weapon as an anaconda shows up. Shoot the reptile
down and pass through the cascade. Locate the bushes against the E wall and
pick up a Shotgun hidden in the rightmost one.
Now go to the place where the
Torch landed, get it back and make your way to the Village Entrance for a bit
of backtracking.
Return to the grey rocks area
then to the hole (W) with the ladder going down. Toss
the torch here and climb down the ladder. Get the torch back and return to the
room with four pillars and a curtain rod. Light the torch on the Fixed Lit Lamp
on the wall then go L (W) between the pillars. Turn L (S)
again and SJ on the block. Walk under the rod, standing in the center of
the block. It will catch fire and burn, allowing the nearby wrought iron door
to open. You can now drop the torch, you won't need it anymore.
Run off the block and pass
through the newly opened door ahead (N). Run through the corridor until you
find a ladder at the other end. Climb all the way to the top and pull up in a
small room. Go R (E) and run to the pedestal to pick up Secret #7: a Secret
Skull. Now return to the four pillars room via the ladder and the corridor
and from there to the grey rocks area (see "A Little Trip
Underground", first two §)
Seizing the Snake Stone and Using It
Return to the ledge before the climbable tree in the Huge
Outdoor Area (see "High Through Rocks, Ledges and Trees to Open a
Trapdoor" first two §). This time, do a RJ without holding Action to
land on the branch. Crawl across the bridge (the platform you just
raised is there, by the way) under the low rocks then turn L (N) to drop down
from it and grab its edge. Shimmy to the R and around the corner to pull up on
a small ledge.
There are skeletal remains here, as another poor
guy apparently died on a red gem. Stand by the head and drag the remains to
pick up the Snake Stone, which is in
fact your ticket to the next level. Now you have to find where to use it.
Actually, you already know, since the Serpent Head where
the Stone goes has been shown to you twice already. And yes, it's down there.
Once thing at a time, though. First return to the climbable
tree by shimmying along the grey rocks then pulling up on the bridge and
crawling to the tree. Once there, don't try to jump on the ledge ahead:
the ceiling is too low. Turn around (E) and drop down from the tree instead.
Wait for Lara to put her feet on it, backflip and
roll in mid-air to grab the ledge edge.
From there, proceed to ground level like you did the
first time (see "Going Down to Find the Village Key", fourth and
fifth §). No native to fight this time, so run ahead (N) to the other side
of the area. What you're looking for is to your L (NW): a tall bamboo door with
a Serpent Head to its L. Go use the Snake Stone on it to open the door.
Run through it and a bit ahead (N) to eventually reach
the next level (And yes you haven't seen any raptor. Yet.)
==== In this level, you should have found...
Enemies: Anacondas,
Natives
Items of note: Village
Key, Silver Key, Gold Key, Bronze Key, Torch, Snake Stone
2 Secrets
a few Traps
== Level 5: Lost Caves ==
Level by Todd Shurtz (Raider
X)
-- The Caves --
Cute Things to Kill and A Rush
Slide down the slope, run and stop before the red-lit
square opening. Notice the tall bamboo door to your R (E) and draw your gun
before going further. Enter the cave ahead (N) where you'll be welcomed by 3
little green dinos sweetly called compsognathus
(but let's just say "3 compies",
if you don't mind). Once you've got rid of them poisonous pests, take a look
around.
You're in a cave of average proportions with a pool in
the center and a cascade ahead (N). There's a closed square stone door on your
L (W), a switch barely visible behind the cascade and a high red-lit ledge on
your R (NE). Your next destination is the switch.
Activate
the switch, roll and run with a L curve to take a run
up. You must take off before stepping on the slope to jump with the right
angle. Do a RJ with a L curve in mid-air (but not a
too hard one) to land before a slope. SJ over it, quickly turn L and sprint
toward the opening in the fence, careful not to hit the wall. Once on the
ledge, sprint in a straight line and pass through the door.
Balancing Through Fire
Needless to say, the door has closed behind you, cutting
the way back. Ignore this fact for now and take a look around.
You're in a large lava flooded cave. To your L (W) you
can see a burning block, a tightrope and two
impressive Fire Eaters. In front of you (N) a
bridge extends over the lava. Since the burning block prevent you to do
anything on the western part of the cave, cross the bridge to enter a rocky
passage.
Run through it and around the corner until you find
yourself in a dead end. Well, not really: there's a moveable block in
the far L corner (SW). Pull it twice to reveal an opening giving onto a
brightly lit corridor lined with alcoves. Run to the ladder ahead (W - notice
the low gap in the wall) then around it. Climb to the top and pull up. Run
across the short corridor, turn around (W) at the end, drop down and grab the
edge. Let go, immediately hitting Action again to grab the jumpswitch
there, turning off the burning block in the
Return to the
[Here you'll have to perform an unusual move, custom
levels wise: the tightrope walk. Hit Action to step on the tightrope and keep
it pressed until you reach solid ground. Press Forward
to walk. You will probably lose your balance from time to time. In this case,
hit [FONT FACE="Verdana, Arial, Helvetica, sans-serif]the
direction key opposite the one you lean to compensate, or you'll fall.][/color]
What you have to do is cross the tightrope while dealing
with the Fire Eaters (on/off fire traps) and
avoid falling in the lava. This is a matter of both timing and concentration.
You can stop on the tightrope to wait for the fire to go off provided you keep
Action pressed.
Once you've reached safe ground on the other side, you
can spot a MS on your L (S), a closed tall bamboo door on your R (NW), 3
switches up on a ledge, and a high block with a slope (N). To the switches
we're going now.
Opening Doors and Hunting Snakes
Turn R (N) and do a SJ over the slope to land on a
flatter part. Turn L (W), pull up on the high block, make one step forward and do
a RJ+G to the ledge ahead. Pull up. You now have to activate all 3 switches,
which will have three distinct actions: Activate the leftmost one twice
to open the door at the entrance of the
You could return to the
Jump in the pool
and swim through the UW opening under the cascade (N), turn around the corner
where you'll attract 2 anacondas, so quickly
turn around and swim back to the pool entrance to pull up on a triangular
emerged block to your L (E). Draw your pistols, turn toward the UW opening and
wait for the two snakes to show up. It may take some time and patience, but
you'll eventually be able to shoot them both down.
Jump back in the
water and this time swim all the way to the other end where you'll find an
emerged platform in the NE corner upon which you can pull up. Turn 135° R (SW)
and look up to locate an open trapdoor which is the one you opened in the
-- The Ruins --
A Cretaceous Welcome
Well, I suppose you were more or less expecting them by
now, so, without further delay, here they are: 2
raptors! And very much alive they are. Don't waste time gazing at them.
There's a block to your R (NW): jump on it. It's a safe spot from where you can
shoot the raptors down without risking being hurt. Once they're out of the way,
jump down your perch and turn W. From now on and for further reference, we'll
call this place the "Raptors Area".
Run toward the broken bridge. You'll spot a closed tall
bamboo door on your R (N) with an Unlit Fixed Lamp nearby you'll need to light
sooner or later. The bridge itself is currently inaccessible so keep on running
ahead (W) and stop after the bridge. You can now see a closed stone door and a
gold keyhole. Would you go further, you'd see another closed stone door in the
NW corner. Both are for later.
Turn L (S) after the bridge and the burning pillar and
run across another passage (we'll call the "South Passage"), noticing
another Unlit Fixed Lamp on your way. Run through the short corridor near the
SE corner and draw your pistols before entering the room ahead: there's a pack
of 4 compies infesting
the place.
A Door Hard to Open
Once you've properly exterminated them, jump in the pool
ahead (S) and locate the UW Lever to your L (N of the pool) and pull it. You'll
get a camera shot of the small stone door in the NW corner of the Raptors Area,
but it doesn't seem to be enough to open it, so turn L (W) and exit the water
by the edge ahead.
There's a flight of stairs going down in front of you:
run there and through the new passage but draw your weapon on the way and
prepare yourself to backflip as a raptor will soon jump at your throat. Once it's down,
return to the passage if needed and run ahead (W) to reach a small room lined
with recesses. Run to the far R corner (NW) to activate a switch hidden
in a dark alcove. You'll get another shot of the door, but it's still closed,
so you're obviously not done with this task.
Return to the Pool Room and turn R (S) at the pool then L
(E) around the corner until you find yourself with a plant in front of you and
a high opening to your R (S). First, pick up the large
medipack hidden in the plant then turn R (S)
to pull up into the opening and enter a new room.
There's a closed small stone door in the opposite side of
the room and a Silver Keyhole on a wall to your R (SW). Turn L (E) and pick up
the shotgun normal ammo on the floor. Now turn
around (W) and run ahead. You'll soon see (thanks to a camera) a native
stealthily running away. This guy has probably something to hide, but ignore
him for a little while and run ahead until you come by two plants to your R
(N). Turn at the first and pick up the small medipack hidden behind. Now time to run after our
sneaky fellow.
Return to the Raptors Area via the Pool Room and the
South Passage. Once there, turn R (E) and run toward the opened trapdoor whence
you came. Turn L (NE) before the fence and run toward the corner, noticing the
door to the
Show no mercy: shoot him down and seize the Silver Key he left behind (that's what he was
trying to hide from you, and that's what you need right now). Note the low gap
in the wall at the end of the passage then return to the Silver Keyhole Room
via the Raptors Area, the South Passage and the Pool Room. Go to the Silver
Keyhole and use the Silver Key on it. It will lower some spikes nearby under a jumpswitch which you may have
noticed already. Go around the nearby corner to your L, turn toward the wall
and look up to locate the jumpswitch. Grab it to finally open the door
in the Raptors Area.
The Traveling Torch
Return to the Raptors Area and once there run through the
newly opened door in the far L (NW) corner. Run along the stone passage then up
the ramp, SJ over slopes when needed. You'll eventually reach a paved ledge.
Turn R (S): you're by the broken bridge. Run to the first bridge part, do a
long RJ+G to the second one, hitting Action at the very last moment, and pull
up. Run ahead and turn L (E) at the wall.
There are skeletal remains ahead, meaning something has
killed this guy here. As a matter of fact, they mark a spikes
trap. Don't try jumping over, you'll trigger
the spikes anyway. Turn to the wall and drop down the ledge hitting Action to
grab the edge and shimmy to the L past the trapped tile. Pull up. You get a
camera shot of a corridor with a flickering light at the end. Look down and
notice the Torch hidden in the grass.
Pick it up and run off the ledge.
Now you need to light it. The burning pillar is
inaccessible with the torch in hand, and the closest lit lamp is in the very
corridor you've just been shown, located near the entrance of the
Remember the gap in the passage where the native hid?
That's how you'll now get the torch to the other side. Return there (far L/NW
corner of the Raptors Area), run to the other end to stand by the gap and toss
the torch through it (hit Draw). Now you need to get to the other side to get
the torch back.
You've already been there: it's the corridor with the
ladder and the jumpswitch you used to turn the burning block off. It is
accessible via the
Cross the bridge, run through the passage and into the
opening past the moveable block. Run ahead (W) in the
corridor where you'll find the torch at the other end, past the ladder.
Pick it up. Now go to the
Once there, go to the far R (SW) corner, running on
flattest ground near the wall to avoid falling in the water (in which case
you'd lose the torch and would have to reload). Enter the corridor, run ahead
(W) to the wall. Ignore the corridor to your L (S) for now and go light the
torch on the Lit Lamp in the recess to your R (N).
To get the now lit torch back to the Raptors Area, return
to the gap (you should know the way by now) and toss it through it into the
hidden passage. Now get yourself there via the UW tunnel in the Cascade Pool
or, if you feel like taking risks, walking on the tightrope to get to the
western side of the Lava Cave and from there through the open tall bamboo door.
Go get the torch back and return to the Raptors Area.
The closest Unlit Lamp is the one in a recess at
the end of a passage before the bridge and to the R (N), go there to light it,
which opens the nearby door but don't go through the latter yet. It's now
secrets time!
-- Hush, Hush, They Are Secrets --
A Monkey Idol
[The whole section is dedicated to secrets, so I won't
use green here except for the secrets themselves. If you want to find them by
yourself, skip directly to the "Leaving the
Continue past the bridge, turn L (S) in the South Passage
and go light the Unlit Lamp there. Drop your torch (you don't need it
anymore). Turn L (E) and jump on the higher green ledge. Look up and R (SE) to
notice a trapdoor you've just opened by lighting the Lamp. Go under it and pull
up in a dark passage going up. Run through it, jumping over slopes when needed
and staying close to the L wall, as a boulder
will soon roll down to you, passing to your R.
Once at the top, look up and to your R (SE) to notice
another boulder quietly waiting to be
triggered in turn (granted, a nervously waiting boulder would've been weird).
Ignore it for now and turn R (S) to run through the opening there and along the
stone corridor. Turn L (E) at the corner and go through the passage to the R
(SE), staying L so you may run. There's a hole in the ceiling ahead (E) so pull up through it and run into the opening
ahead and to your R (SE) to enter a small but interesting room.
Pick up Secret #8: the
Monkey Idol on the
floor then get the Mask on the pedestal, getting a camera shot of the closed
Mask door back in the Village Ruins. You can spot a Secret Skull through the
bamboo barred window. To get it, you're now going back to the previous level.
A Secret Skull
Make your way back to the boulders passage and run down,
staying along the R wall so you don't trigger the second boulder and return to the South Passage and from
there back to the Cascade Cave via the Raptors Area then either the Lava Cave
using the MS, or the UW tunnel and eventually return to the very starting area
via the S passage.
Once there, climb on the middle block, SJ over the slope
and run ahead (S): you're back in the Village Ruins.
First, make your way to the branch after the opening in
the upper area (see Village Ruins walkthrough "To the Village",
first §). Don't slide down, but go ahead (N) to the other side of the
branch, turn 45° L (NW) and do a SJ to the other branch, holding action so you
don't hit the upper one. Go to the very R of the triangular flat part, turn
slightly L to face the pillar ahead and do a RJ+G to it. Pull up.
Go to the opposite corner (NW), turn L (NWW) to aim at
the ledge beyond the fence and do a RJ over the latter to land on the former.
Turn R (N) and proceed to the closed Mask door (see Village Ruins
walkthrough, "High Through Rocks, Ledges and Trees to Open a
Trapdoor", second and third §). Use the Mask on the Mask Hole
to open the nearby door. Run through it and the corridor beyond (the door will
shut behind you). You'll soon be back in the
Continue through
the corridor then R (N) along a wider passage to eventually reach a small room
with a cascade above a hole ahead (N), said hole being
currently barred by bamboos. Locate the pedestal L of
the hole (NW) and pick up Secret #9: the last Secret
Skull. This opens a trapdoor in the hole nearby.
Go there, jump
through the newly opened trapdoor and swim. You'll soon be carried by a strong
stream that eventually will make you fall back in the pool in the
-- Leaving the Lost
Caves --
Say Bye-Bye to the
Jungle Ruins
Return to the Raptors
Area via the UW tunnel, run toward the broken bridge (W) then turn R (N) to go
through the opened tall bamboo door. Run ahead (N) across a
large room with pillars until you find an opening at the other side.
Turn R (E) at the junction and run to the pedestal ahead to pick up the Gold Key. Immediately draw your weapon: 2 raptors are now after you. Shoot them down quickly.
Return to the Raptors Area.
If you've got all
five skulls, return to the Cascade Room and skip to the next section. If you
don't, turn R (W) and run to the other side of the area to use the Gold Key on
the Gold Keyhole, opening the nearby door. Go through it and run along
the passage until you find an opening giving onto a luxuriant outdoor area.
Your chopper is there, waiting for you. Run toward it and fly away from the
Jungle Ruins.
Opening the Way to
the
Exit the pool and run back to the passage to the SW where
you lit the torch. Go to the other end. The wall here looks indeed different
and for a good reason: it's a moveable block. Don't touch it yet. Turn L
(S) and run through the corridor and around corners to find yourself
in a small room at the other side of the block. There's a closed stone door
here to your L (W) and a different tile nearby. That's where you have to
place the block. You can try to solve this puzzle by yourself or take a look at
the Spoilers Section at the end of this walkthrough for a detailed solution.
Once the puzzle is solved, the stone door will be opened.
Enter the next room, a small, dim-lit one with a lava
pool and five gruesome rib cages missing their skull. It's up to you to
remedy that situation. First turn 45° L (SW) and do a SJ over the lava pool
corner to land on the L (S) ledge. Use 3 skulls here on their rib cages. Each
time you do this, you get a camera shot of the looong
ladder leading up in the Village Ruins last area.
Once you're done here, turn around and return to the
entrance (E - don't try to jump directly to the N side of the pool, the ceiling
is too low). This time, turn 45° R (NW) toward the slope, SJ on it, slide down
backward and grab the edge. Shimmy to the L until you can pull up and go use
the two last skulls on the rib cages, starting with the rightmost one. Once
you've placed the fifth skull, an earthquake will occur.
As the camera clearly hinted, you now have to return by
the long ladder in the Village Ruins. Turn around, side step so the rib cage
isn't directly behind you and do a RJ+G to the opposite side of the pool (E).
Return to the Village Ruins via the Cascade Cave and the Starting Area and run
to the long ladder... which isn't there anymore, replaced by a breach in the
wall closed by a stone door.
Activate the switch to your L (E) to open the nearby door
and pass the doorway to enter a small room. Turn L (E) and jump through the
hole near the wall. That's it. You've left the
==== In this level,
you should have found...
Enemies: Compies, Anacondas,
Raptors, Natives
Items of note: Silver Key, Torch, Mask, Gold Key
2 Secrets
some Traps - 1 Timed-Run
== Bonus
Level: Temple of Water ==
Level by George Maciver
-- First Snake
Stone --
You're now standing
feet in the water in a red-lit cave. Not much to do here so run ahead (E) and
cross the cave to pass through an opening, entering a very large room bathed in
shallow water. You'll have to return here a few times in the future, so let's
name the place for future reference and call it "The Serpent Heads
Room" (you'll know why in a minute).
There are many
things of note here: emerged structures, high ledges on the L (N) and R (S),
and a closed wrought iron door immediately to your R, on the W wall. Run ahead
past the first structure and notice the cascade topped by closed grate doors to
your R (S) as well as the large double wrought iron door in the far L corner
(NE - there's a beautiful but angry black panther pacing behind). Would you
turn around (W), you'd see three Serpent Heads in the middle of the structure.
Finally, there's an opening in the rightmost (SE) structure ahead. Go there.
Climb down the
stairs (leave the vases alone, they're empty) then follow the green lit
corridor to enter a room with black pillars and a large pool crossed by a long
ledge (the Black Pillars Pool Room). There's a tall bamboo door in the opposite
side (E) with a Gem Hole on its left. Now would be a nice time to go fetch the
matching Jungle Gem so run along the central ledge, turn R (S) at the end and
jump in the water.
High to the Jungle
Gem
Swim ahead then
turn L (E) before the corner and go through the opening. Swim through the short
UW tunnel to reach a pool. Turn R (S), swim up and exit the water. You're now
in a room of average proportions, with an opening in the corner to your L (SE).
Notice the skeletal remains on the floor, they mark instant death spikes traps. Go through the opening.
Very soon, you'll
be savagely attacked by 3 Yetis (long time no see). Don't return to the previous room, the spikes
traps make it very difficult to safely fight there. Force you way ahead instead
until you reach a new room, rather small but large enough to allow you to keep
moving while shooting (careful though not to accidentally jump on the burning block).
Once they're all
down for good, look up to notice the series of platforms leading up against the
walls. Obviously, the highest one is your next goal. Go to the burning block,
grab its edge, shimmy to the corner and pull up. Remember, you must stay in the
very corner to avoid being burnt by the central fire. Turn to the next platform
up on the E wall opposite the entrance (SEE) and do a SJ+G to pull up on it.
Turn R (S), walk to
the edge, jump and grab the higher platform edge. Pull up. Now turn R (W), walk
to the edge, jump and grab the highest platform but do not pull up: you've
probably spotted the skeletal remains there meaning the tile isn't safe (spikes trap inside!). Shimmy to the R to reach the
next tile. Pull up next to the pedestal and pick up the Jungle Gem.
As soon as you do,
a strange buzzing noise resounds: you've summoned an Electrical
Wraith, so you need to head for water as fast as possible, keeping in
mind that you're high above the ground and the way is riddled with traps.
Assuming you picked up the gem facing the wall, turn very slightly R then hop
back and press Action to grab the edge (would you hop back directly, you
wouldn't grab and Lara would plummet to her death). Shimmy to the L and let go
when you've past the corner. Turn 45° L, hop back and grab. Immediately let go
then run off the lowest platform. Now hurry through the corridor to the pool
and dive. The pest will soon follow you and disappear in a reddish glow.
Jumps Practice
Return to the Black
Pillars Pool Room via the UW tunnel. Turn R (N) after the tunnel and locate a
low platform upon which you can pull up. Turn R and go use
the Jungle Gem on the Jungle Gem Receptacle ahead, opening the nearby
door.
Go through it to
enter a small room with two slopes and a high ledge. Go to the far slope in the
NE corner and stand at the very bottom, facing it, with the wall against Lara's
left shoulder. SJ on it and keep Jump pressed to backflip
on the other slope. Now press Action as well so you grab the edge of the ledge
after the next jump. Pull up. There's a switch ahead (S), two burning slopes and a ledge above that you need to
reach. Save at the switch, it's timed.
Activate
the switch, quickly turn L and hop back. SJ on the temporarily safe slope, keep
Jump pressed to backflip then hit Action to grab the
ledge after the next jump. Pull up.
Run down the long
narrow ramp ahead and to your L (NE) to enter a small room with a hole at the
other side (E). Go to the edge and look down: there are two levels below. To
save some health, don't drop down from the edge but stand in the middle of it,
turn 45° L and run off to the middle level below. Notice the Stone heads door
on the E wall and safely drop down to the lowest level.
Who Said Mermaids
Are Beautiful?
Pick up the large medipack in the L
corner ahead (NW) then turn around (E) to face what
looks like a small pool. Make sure Lara's healthy enough (and I do mean enough)
then jump in the water and turn around (W). The hideous fish-tailed creature
that you can see now is a Sea Hag, and she's
very harmful. To worsen your predicament, this one will never go to the open
pool, meaning you can't shoot her down for now. So you'll have to do with her.
Swim ahead dodging her and go pull the UW lever at the other end. This
is when things will probably get ugly as she'll mercilessly slash you while you
helplessly wait for your task to be done. But that's what medipacks
are for after all.
Once you've managed
to escape her claws, swim back to the pool which has turned into a wholly
flooded room. And guess who's waiting for you here? Another Sea Hag. Turn around (E), quickly swim up toward the
hole you dropped from and pull up. Once on safe terra firma, you may shoot down
the second Hag if you so wish, if only for sweet revenge (and because you'll
have to return in the water soon anyway).
The stone heads
door you spotted before is now open. Go activate the switch beyond the
doorway, opening another door at the end of the UW tunnel, R of the UW lever.
Return there, swim through the newly opened door then ahead (N) along the R
wall. Turn R (NE) at the corner, surface and pull out of the water, all the way
with the Hag on your tail. And now, one very satisfying moment: shoot her down.
There's a high
square platform with some fire here but you can't reach it yet so dive back.
Return toward the entrance. There's a square hole R of
it (SW). Swim through it then down the very deep shaft. Turn around at the
bottom. There's a recess in the ceiling just ahead (N). Swim there, turn R (E)
and pull the UW lever there. Turn R (S) and swim up the shaft, dodging a
third Sea Hag on your way as much as you can and
turning around so you're facing N when you enter the flooded room. Return to
the pool (R/NE), exit the water and shoot this Hag as well.
Seizing the Snake
Stone and Getting Away With It
There's a raised
block now below the hole in the center of the nearby high platform. Climb on it
facing W, walk to the other edge, jump and grab the edge of the platform but do
not pull up. There are four on/off fire traps
up here. Shimmy to the L until you're in a corner and pull up. Go pick up the large medipack on your L
(SW) and turn around to locate the moveable block in the opposite corner
(NE). The tile where you stand is slightly different from the other
non-trapped ones. This is where you need to place the block, pushing/pulling it
around while avoiding being burned. As on/off traps go, this is mainly a matter
of timing.
Once the block is
where it belongs, drop down and run to the SE corner to notice the wall has
opened there, revealing an alcove with a lever. Push it. A fly-by shows
you the first Snake Stone and a wrought iron trapdoor opening on a water hole.
Jump back in the water and return to the deep shaft.
Turn around (N) at
the bottom as you did the first time, but turn L (W) in the ceiling recess to
enter an UW tunnel. Swim through it until you reach a grate
and surface through the newly opened trapdoor. Turn around (E) and pull up in
the room you've just seen in the fly-by. Go pick up the Snake Stone on the pedestal.
Turn around (W) and
jump in the water. The grate has disappeared, allowing you to swim through a
new part of the UW tunnel. Swim ahead (W), up then R (N) then L (W) and up
again, at which point you'll meet another Sea Hag.
Continue up while dodging as you can, turn L (S) at the top then up to be back
in the pool in the Black Pillars Pool Room. Head R and ahead
(SE) to pull up on a low emerged ledge and shoot the Hag from there.
-- Second Snake
Stone --
Run W across the central
ledge toward the other side of the pool, turn R (N) before reaching the other
end and dive. Swim ahead then turn L (W) before the corner to enter an alcove.
There's an UW lever here on you L (S). Pull it to open the wrought iron
door in the western side of the Serpent Heads Room.
Exit the alcove,
turn R (S) and swim a bit along the wall until you reach a low emerged ledge
that allows you to exit the pool. Return to the Serpent Heads Room. Turn L (S)
upon entering then R (W) to the opposite side of the room and pass through the
newly opened door.
Fangs in the Dark
Follow the corridor
to a small pool room (We'll most creatively call the "Small Pool
Room"). First jump in the water and swim down to the bottom to pick up a Silver Temple Key on a pedestal. Turn R (W) and
swim up to exit the pool by its western ledge. Pick up the 2 shotgun normal ammos respectively to your R (N) and
L (S) then go to the other side of the room (E).
Notice the dark
corridor there to the E but don't enter yet. Pick up the large medipack to your R
(S) then go get the Torch on the pedestal L of
the corridor and light it on the campfire
(careful not to get too close, though). You're now (more or less) ready to
explore the darkness.
Enter the corridor
with your lit torch in hand (without it, it would be pitch black) and run until
you reach a lit lamp against the wall. At which point you'll hear heavy stomps
quickly coming toward you. Don't draw your weapon yet. Turn around to get back
to the Small Pool Room where there are enough light and room to fight properly.
Once there, drop your torch and draw (hit your weapon of choice shortcut, i.e.:
1, 2 or 3 so the torch falls at your feet). As you may have guessed by now, a raptor will soon burst out from the corridor. Quickly
shoot the beast down.
Once it's dead, get
your torch back and return into the corridor. This time, run until you reach a
small room dimly lit by a single lamp. Turn around upon entering as a second raptor will soon chase you. Lure it in the Small Pool
Room like you did with the first and shoot it down. Get your torch back, you're
not done yet.
Return into the
corridor again, the third raptor is waiting in
ambush just beyond the third corner after the small room. Again, lure it to the
Small Pool Room and teach it the meaning of the word "extinct". Get
your torch back and return into the corridor.
Run to the very end
of it, passing two small rooms. You'll eventually find a pedestal with the 2nd Snake Stone on it. Drop your torch one tile
away then pick up the Stone. Stomps again? No, just footsteps this time: a native is now after you. Get the torch back and lure
him to the Small Pool Room where you can fight him at your leisure (note: if
you don't have enough time to get the torch back before he can hit you, leave
it here and run away through the corridor while shooting. It will produce
enough light so you can find your way out). When the fight is over, pick up
the large medipack he
left behind. You can leave the torch where it is now.
[note:
of course, all this back and fro above is the cautious way to deal with your
foes. If you feel bold and like fighting in the dark you can do all this in one
go]
-- Third Snake
Stone --
A Quick Trip
Through Roofs and Ledges
Return to the
Serpent Head Room and run ahead (E) until you reach the large recess with the
cascade on your R (S). Go there to find the Silver Temple Keyhole on the
wall ahead (S) above a low platform. Use the Silver Temple Key on it to open
the wrought iron door to your R (W). SJ through the doorway, climb the ladder
ahead and pull up.
Turn R (N) and walk
to the edge to face the lowest part (L) of the ledge ahead and do a long RJ+G
to it, hitting Action at the very last moment. Pull up, turn 45° L (NW) and run
off the ledge to the one below. Jump over the slope. There's a switch at the
end of a short platform to your L (E) but ignore it for now. It initiates a
long and tight timed-run and you first need to clean your way before going for
the actual thing (plus you'll see where you need to go, which can't hurt).
Turn 45° R (NE) and
do a SJ on the higher platform. Turn L (N) and do a RJ+G to the ledge ahead.
Pull up. There's a black monkey frolicking
around: turn R (E) and shoot it down. Once it's dead, run ahead then turn R (S)
at the other end. Do a 45° L RJ (SE) to the roof ahead. Stop there a second to
locate the grate doors above the cascade to your R (SW) in the distance, they are the ones you'll need to get through in
time.
Turn R (E) then R
(S) again to do a RJ to the leftmost ledge of the other roof ahead. Notice the
Temple Star Receptacle on the wall to your R (W) and run to it: you'll
immediately hear a strange buzzing noise. It's an Electrical
Wraith. Quickly safety drop down from the roof
to the shallow water below. Resist the urge to run away and stay still instead,
face against the wall: the wraith will directly take a dip and extinguish (you
need to be quick and drop down from the Receptacle or right after it for this
to work. If it doesn't, just run around in the water). Now return to the
wrought iron door by the cascade and make your way to the ledge facing the
timed switch (L/W). Do a RJ+G to it and run to the switch. Ready? Save.
Activate
the switch, roll to turn around and do a RJ+G to pull up on the roof ahead.
Quickly turn 45° L and SJ on the higher ledge. Run to the edge with a L curve
and do a RJ+G taking off at the very last moment (If you manage to precisely
face N when you take off, you can do a simple RJ that will save a couple of
precious seconds. But the timed-run is doable without that). Pull up,
immediately run with a R curve and sprint along the
ledge. Release Sprint before reaching the end and turn R to do a 45° R RJ to
the next roof.
Run ahead diagonally to the
opposite edge with a R curve at the end and do a RJ to
the ledge ahead. Sprint along the ledge, turn R at the corner, release sprint when
reaching the slightly sloping roof and run diagonally to take off at the very
tip of the corner. Do a L curve in mid-air, grab the
edge and pull up just before the doors close.
Treacherous Floors
You're now in a partially flooded cave, facing a cascade.
To the R (W), there's a passage leading back in the Small Pool Room. This is
the way out, so ignore it for now and go L (E) to enter a dry, long, red-lit
cave. Run to the other end until you pass a rectangular opening ahead and draw
your weapon to shoot down the blatantly ill-intentioned native running at you. Once you've dealt with him, resume running
E, going through a second wider opening then down a ramp.
You'll eventually reach the edge of a most inviting room
bathed in scalding water. You do need to go to the other side, and the only
access is via the collapsible tiles you're
seeing now. Take a deep breath and save.
Walk to the very tip of the edge and turn slightly L
(NEE) to aim at the first tile. Do a RJ to
it. Keep running with a L curve and do a RJ to the
next tile. Turn R, release Forward
to stop at the edge and do a SJ to the next tile
past the first pillar. Do another SJ with a slight L curve, then a RJ to the
second tile ahead, R of the second pillar.
Turn L and do a SJ to the next tile. Turn R
and do a RJ to the tile ahead, keep running
and do another RJ+G to the higher ledge. You've done it!!! Congratulations!
Ahead of you, on a pedestal, lies
the 3rd Snake Stone in all its crimson
glory. Do a RJ+G toward it, and pull up. Pick up the hard-earned precious
stone. As soon as you do so, the scalding water mercifully cools, allowing a
safe return to the long cave you came from. Proceed.
Run up the passage, jumping over the slope at the end
then through the long cave. When you've reached shallow water, turn L (SW) then
R (W) and run through the red-lit opening. Continue ahead. You'll soon find
yourself at the top of a cascade, above the pool in the Small Pool Room. Jump
in the water down below and from there, return to the Serpent Head Room.
-- The Way Out --
Run ahead (E), turn L (N) after the first structure then
L (W) again. The three Serpent Heads are there, waiting for their Snake
Stones. Go use the latter on the former, opening the large double wrought iron
door in the NE corner of the room. Go there by turning around and running to
the L. Shoot the Black Panther from the pool
room: there are skeletal remains ahead, meaning the tile is trapped with spikes.
From the Deepest Water to the Highest Platform
(Almost)
Enter the room (N) and cross it (again, the vase on your
L is very much empty so ignore it) to an opening overlooking a large,
high-ceilinged room bathed in deep water. Don't safety
drop from there to the ledge below, you'd lose a tiny bit of health and summon
2 Electrical Wraiths. Stand on the L side of the opening and jump in the water
below or, even better, do a swan dive (for the beauty of it).
Turn immediately L (W) and swim to the other end of the
pool to pick up a large medipack.
Turn around (E), swim until you've passed the ceiling
above blocking the way to the surface and turn R (N). Pull up on the closest
low emerged ledge.
Climb on the block to your R (E) then run ahead to the
slightly taller one. Turn R (S) to face the central structure, then slightly L
(SSE) to aim at the lower part of the ledge up and ahead. Do a SJ+G to there
and pull up. Go on the nearby higher floor on your R (W), turn around, walk to
the edge and jump, grab and pull up on the upper ledge.
There's a block ahead and to your R (E) against the room
wall. Climb on it. Don't try to jump to the higher
platform on the central structure from there, said
platform is trapped with spikes (as the
skeletal remains there clearly hint). Turn L (N) instead and do a SJ+G to the
highest edge of a slope there. Pull up, slide a bit, jump to the next slope in
the corner, jump again to another slope and eventually do a last jump to a flat
ledge. Turn R (S) and do a RJ+G to the central structure. Pull up.
Turn 45° R (SW) and do a SJ to the platform ahead. Turn R
(W). There's a long corridor ahead flooded with lava and crossed by a
tightrope. That's where you need to go now.
Chained Timed Runs to a
Go to the very L of the edge, turn slightly L and do a
long RJ+G, hitting Action at the very last moment. Pull up. The slopes on both
sides are as fire trapped as can be, so
forget about them. In front of you is a tightrope. That's what you'll use to
get to the other side (see the
Once you've made it to the other side, climb up the ladder
ahead until Lara's hands are one tile away from the ceiling, backflip and roll in mid-air to land in a corridor, facing
E. Run to the other end to reach an opening overlooking the High Pool Room from
the very top of it.
There are now four burning tiles
visible: three with a switch and one with a
Do a RJ to the platform with the Star, turn L (N), SJ on
the safe switch platform then go to the 1st switch and save.
Activate the switch. Turn
slightly L, hop back and run with a L curve to do a RJ
to the 2nd switch.
Roll, run to the edge with a R curve and do a RJ with a slight L curve back to the safe
switch ledge. Release Forward, do a SJ with a L curve to the Star ledge, run to
the left with a R curve and do a long RJ+G with a very slight R curve to the 3rd
switch. Pull up and activate the switch.
Roll and run with a L curve. Do a long RJ+G to the Star ledge and pull up. Do
a SJ to the L part of the safe switch ledge, run with a hard L curve then do a
RJ to the 4th switch.
Activate it. Roll, run with a R curve and do a RJ back
to the safe switch ledge. You've done it!
Do a SJ to the Star ledge to pick up the
The Grand Finale
Make your way to the Temple Star Receptacle (see
"A Quick Trip Through Roofs and Ledges". Of
course, there won't be any wraith or monkey this time) and use the
It's very large with a red-lit floor, a blue-lit ceiling
and square puddles, all deadly. There are
also skeletal remains here and there, marking instant death spikes traps and the door just closed behind you
(well, I thought you'd like to get the bad news first). There's a switch to
your L (SE), but don't go there yet. You've got some goodies to pick up first
(that's the good news).
Turn L (N) at the entrance and run to the black pillar to
find shotgun normal ammo. Turn around, run to
the SW corner and get more shotgun normal ammo.
Turn L (E) and run to the black pillar: a large medipack is waiting for you there. Go to the switch.
Save. Activate it. Watch the fly-by, getting the worst news.
You're now in for a great adrenaline loaded moment. 3 raptors and an Electrical Wraith, no less. Needless to say,
keep moving (but mind the deadly paddles and
the spikes traps). Using the shotgun at this
point would be a good idea. Also remember to keep running and jumping and avoid
straight lines (because of the wraith). Once you've killed the three raptors,
don't think you're done yet. You now have two Jungle Stars to pry out and their
Receptacle to find and fill, and the wraith is still around.
First, run toward the SE corner and locate a nearby
recess with the 1st Jungle Star on the E
wall (L when facing the corner). Pry it out. This lowers a part of the W wall
near the opposite corner (NW) and gives you access to a first Star Receptacle.
Cross the room diagonally to go there. You can now see another Jungle Star in a
recess on the N wall (R when facing the corner) and the newly accessible Star
Receptacle to your L. Pry out the 2nd Jungle
Star and use a Star in the Receptacle, in any order.
When you get the second Star, another recess opens near
the opposite corner (SE), granting access to the second Star Receptacle. Run
there. The recess is on the S wall (R when facing the corner). Go use the
second Star on the Star Receptacle. This reopens the grate doors near
the NE corner (the ones the 3 Raptors passed through) so turn around (N) and
run there (keep running in zigzags and jumping to avoid the wraith).
Pass through the door to enter a small cave. No time to
look around, though: 2 other Electrical Wraiths
have joined the party. Run ahead (E) then L (N) through a rectangular opening
and without any hesitation jump through the hole ahead.
After a long fall and a scream, you'll end up in a small
pool already occupied by a Sea Hag. Keep
swimming back and forth to dodge the Hag while waiting for the wraiths to join
you and disappear. Once they're gone, exit the water (you may now shoot down
the Hag if you wish). Congratulations! You've made it through the final ordeal.
A Walk in the Cave
You're now in a large, peaceful,
greenery covered cave. Go to the NE corner of the area you're in and SJ on the
higher ledge against the wall. Run ahead then turn L (N) at the pillar: there's
a switch on its E side. Activate it. You'll get a camera shot of a grate door, but apparently there are other tasks to
accomplish to open it.
Return by the pool then run ahead (W), eventually sliding
down a slope to find yourself by a large shallow water paddle. Say hi to the
baboon and run R (N) toward another shallow water paddle. Notice the stone door
and the Serpent Head to your L (NW): that's your final destination. For now,
run a bit into the paddle then turn R (E) toward a third paddle.
There's a cascade to your L (N). Go through it and pick
up the Silver Temple Key there. Turn
around (S) then go L (E) after the cascade and run to the corner ahead to
locate a flat rock. SJ on it.
Walk to the far R corner and turn 45° R (SE) to face
another flat rock. SJ on it. Turn 45° R again (S) and
do a RJ to the next rock. Side walk to the R to reach the edge, turn slightly R
(SSW) and do a SJ with a L mid-air curve to the rock
after the wall corner. Turn R (W), walk to the edge then turn slightly L (SWW)
to aim at the next rock and do a SJ with a L mid-air
curve. Walk to the edge keeping the same angle and do another SJ to the higher
rock ahead and from there a RJ to the next rock. You should see the switch
ahead by now. Do a last RJ to it, taking off from the middle of the tile to
avoid sliding down the slopes and activate it to open the grate door.
Turn R (N), run off the rock and return to the Hag pool
by going L (W) then L again (S) and L (E) a third time and SJ over the slope.
Look to the far R corner to spot an opening in the wall beyond the higher ledge
and run there. Turn L (NE) upon entering the new area: the newly opened door is
ahead. Pass through it.
There's another door here, a wrought iron one with a Silver
Temple Keyhole to its L. Use the Silver Temple Key on it to open said door
then go pick up the Snake Stone on the
pedestal. Return to the Hag pool and from there to the second shallow water
paddle near the Serpent Head (see above).
Run ahead an L (NW) toward the Serpent Head ledge and do
a SJ over the slope to reach it. Place the Snake Stone in the Serpent Head
mouth to open the nearby stone door. Pass through it and follow the stone
corridor. You'll soon find yourself back in the
A Farewell to the
Jungle Ruins
Follow the passage
until you reach a tall bamboo door which will open as you approach. You're now
in the Starting Area of the
You should have a Gold Key in your inventory, which you
snatched from raptors before leaving the Caves (if you don't, refer to the
Run to the opposite
side of the area (W) and use the Gold Key on the Gold Keyhole to open
the nearby door. Run through the rocky passage until you hear the sound of
rotors turning. Keep running, soon reaching an opening giving onto a luxuriant
outdoor area. Your chopper is there, waiting for you. Take a very last look at
the Jungle Ruins then run toward the chopper to fly away after a last farewell.
But who knows...
==== In this level,
you should have found...
Enemies: Yetis, Electrical Wraiths, Sea Hags, Raptors,
Natives, Black Monkey, Black Panther
Items of note: Jungle Gem, 1st Snake Stone, 1st Silver
Temple Key, Torch, 2nd Snake Stone, 3rd Snake Stone, Temple Star, 2 Jungle
Stars, 2nd Silver Temple Key, 4th Snake Stone
some Traps - 3 Timed-Run
====
JUNGLE WHAT'S WHAT (Combat Strategies)
- Anacondas: When in the water, they're just like
other aquatic creatures, meaning you can't do anything except looking for a
safe dry point to shoot them from. They can, however, chase you on dry land if
they find a slope gradual enough to run up. In that case, keep moving while
shooting.
- Aquatic
Creatures (Ravenous fishes, Sharks): Not much you can do against them when
you're in the water, except dodging them. Your only chance is to find a dry
spot from where you can safely shoot them. Pistols will do.
- Baboons: They attack only if you shoot at them.
They don't do much damage, though. Explode when killed.
- Black Monkeys: Much more aggressive, they will
always attack. Often found in perilous places such as high ledges and such,
they tend to push you off. Shoot them while hopping back when possible.
- Black
Panther: Fragile but very quick and tend to stick to you. Try killing them
while hopping back when possible.
- Compies: Yes, they're
cute. But they're also very poisonous. So don't let them bite you and you'll be
fine, considering they die very fast. This said they're hard to see and often
come in group so beware of nasty surprises.
- Crocodiles:
When they're in the water, they're just like other aquatic creatures. They can,
however, chase you on dry land if they find a slope gradual enough to run up.
In that case, keep moving while shooting.
- Electrical Wraiths: The electrical counterpart
of the Fire Wraiths, they'll chase you just the same. They won't set you on
fire though. They're attracted by water in which they disappear.
- Fire
Wraiths: Once they're after you, those pesky fire spirits just won't let
you be and will follow you wherever you go. Run in zig
zag to send them against the walls in which case they
disappear for a second or two. Don't let them touch you too often or they'll
set you on fire. Your only chance to escape is to find some water. They can't
resist it and will soon dive, extinguishing themselves.
- Natives (
- Natives (Village/Caves): As dangerous as their
- Raptors:
Maybe the only ones that could require another weapon than the pistols (the
shotgun works like a charm), they are by far the most dangerous foes you'll
meet. Quick, harmful, tough and vicious. Keep moving,
don't let them get close and shoot them down as quickly as you can.
- Sea Hags: Not much you can do against them when
you're in the water, except dodging them. They are particularly harmful. Your
only chance is to find a dry spot from where you can safely shoot them. Pistols
will do.
- Shivas: These strike hard so don't let them get
close enough to hit you. Keep moving at all costs. They sometimes take a
defensive stance, "closing" their sabers on their chest like a
shield, and you won't be able to harm them. In this case, fool them into attacking
you by sheathing your weapon then draw and shoot, or roll or run past them so
you don't aim at them anymore.
- Small Scorpions: Probably the least dangerous of
them all. Just shoot at them while hopping back. They should die quickly.
- Tigers:
Fragile but very quick and tend to stick to you. Try killing them while hopping
back when possible.
- Yetis: Tough opponents. They're quick and deal a
good amount of damage when they hit. Keep moving while shooting, preferably
back and forth and jumping to be faster than them. They sometimes enter a
defensive stance, bumping their chest with intimidating roars, and you won't be
able to harm them. In this case, use the same tricks as with the Shivas.
==== SPOILERS SECTION
-- Level 1: Return to the Jungle Lake --
Solution to the Torch Puzzle
Map of the Rooms
Effect of the switches (quick solution):
- Switch 1 controls block B on lower floor
and block a on upper floor
- Switch 2 controls block A on lower floor
and blocks b and d on upper floor
- Switch 3 controls block D on lower floor
- Switch 4 controls blocks C and D
on lower floor and blocks a and d on upper floor
Detailed solution:
- Drop your lit torch on block B (hit "1" to
drop it at Lara's feet instead of tossing it)
- Activate switch 1 which raises block B and lowers block
a. The torch is now on the upper floor.
- Activate switch 2 which raises block A and lowers block
b and d. You now have access to all the rooms above.
- Go through the opening to the E, follow the corridor
and pull up on the block. Turn L (S) then run clockwise going through openings
d, b and a.
- Pick up the lit torch on the raised block in the SE
corner and light the lamp on the N wall.
- Proceed likewise in the three other rooms. When the
fourth lamp is lit, the door below opens.
- Drop the torch and safety drop from the hole in the SW
corner to the room below.
-- Level 2: Jungle Pools --
Solution to the Blocks Puzzle
Quick solution:
Map of starting positions
Detailed solution:
- Pull block 1 once, go around it. Pull it once. Go to
its other side and push it once.
- Pull block 2 once, go to its
other side. Push it once. Go around it and push it once.
- Pull block 3 twice. You now have access to the balcony
and the lever.
Step by step map
-- Level 3:
The
Solution to the Blocks Puzzle
Quick solution:
Map of starting positions
Detailed solution:
- Push blocks 1 and 2
- Push block 3 against the S wall
- Pull block 4 once.
- Push block 5 once in the recess
- Push block 4 once against the N wall. Go around it and
push it against block 5.
- Pull block 6 once. Go around it, pull it once more to
open the way to the switch.
Step by step map
-- Level 5:
Lost Caves --
Solution to the Block Puzzle
Quick solution:
Map of the Starting Position
Detailed solution:
- From the Small Room, push the block once (map)
- Run through the corridor to the S side of the block and
pull it three times (map)
- Through the corridor again to be at the N side of the
block and push it once. (map)
- Go around to its
W side and pull it twice (map)
- Around again to its E side and push it once (map)
- Go around to its N side. Pull it twice (map)
- Go around to the S side of the block. Push it once. (map)
- Around for the
last time to the E side of the block and push it once on the destination tile.
Map of Final Positions