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 Jungle Lake ==

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 Jungle Lake, ready to live a new dangerous, gripping and thrilling adventure.

-- To the Lake --

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 Lake --

The Gem On the Island

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 Small Lake and some Indian Sculptural Art

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 Lake Area. Now you need to make your way to the Gold Keyhole up there in the canopy.

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 Lake. For now, jump in the water hole and swim through the UW tunnel until you can pull up in a new room.

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 Lake.


-- 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 Jungle Lake and enter the next level.

==== 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 Lake under a MS (we spotted this one before). To get back there, turn around (E) and run straight ahead across the jungle area to eventually be back at the entrance door, which will reopen as you approach. Dive and swim toward the cascade then R (S) to eventually pull up back on the ledge.

-- 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 Lake (via the Huge Jungle Area), but you'll now make a detour to pick up some goodies.

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 Lake. You're done for now with Secret #3. Time to get back to the Lake so leave the blocks room and return to the upper corridor via the long room and up the ladder.

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 Lake Area is just ahead so cross the area until you reach it. Pass through it and jump in the Lake

-- Leaving the Jungle Pools --

Turn R (S) and swim ahead to the other side of the Lake then L (E) and eventually R (S) to return to the Jungle Gem Receptacle ledge. If you turn around, you can spot the red opening ahead and on the R (NE) in the distance. You'll get there soon, but for now use the Jungle Gem on its receptacle to open the nearby door.

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 Lake and jump in the water.

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 Lake and the Gem Receptacle Ledge.

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 Lost Temple. If you want to start the next level with Lara at full health, you have to take the very shortest route. And I do mean the very shortest. So, again, consider this as a timed-run, a distinctive characteristic of which being that it overlaps two levels.

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 Temple is not that Lost after all). Give him a taste of modern technology and shoot him down. Pick up the Jungle Gem that fell from his skirt.

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
Temple Star they left behind. Now take a look around: To the N is a huge hexagonal gate with an Eye receptacle on it. This is your ultimate goal in the Lost Temple. To its R (NE), a closed wrought iron door you'll pass through later. Of immediate interest is a Silver Keyhole at the opposite side of the room (S), near a closed square stone door. This is where you need to go now.

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 Second Temple Star

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
Temple Star on a pedestal. Pick it up. You now possess the two Stars needed in the red-lit room near the Starting Room, so make your way there via the pool, the large room and the Starting Room. Once there, run ahead (W) to the other side of the pool to eventually enter the Stars Receptacles Room.

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 Temple Star on a pedestal in the opposite side but the way is barred by (yet unseen) spikes traps from one side to another so don't even think of running there. Carefully walk toward the spikes instead (another spikes trap will show up at this point). Now, there are two ways to solve this little problem: the first one is easy but will cost you some health. The second one is a tad trickier but has the advantage of being harmless.

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 Temple Star to open it. Pick up the torch, pass the doorway, run through the corridor and do a series of SJ over the slopes. You'll meet a small scorpion on your way, but keep going up until you reach a new room. You'll see a closed trapdoor ahead (S) in the ceiling. Drop your torch there and go take care of the pesky arachnid.

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 Lost Temple, of course). After what you've just been through it should feel easy. Just make sure you fight it in the large Cells Room. Once it's out of the way, pass the newly opened door.

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 Lost Temple --

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 Lost Temple and enter the next level.

==== 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 Hidden Temple

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 long branch. Last but not least, there's a switch in an alcove right above the entrance.

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 Temple courtyard and return to the Raptor Hut opening. From there go back to the campfire by going L (N) after the hut then R (E) around the slopes and L (N) through the dark alley between two huts.

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.

Run NE, along the R edge of the pool, stopping at the wall (it's topped by a slope). Turn L (W) to aim at a green ledge ahead and do a RJ+G, taking off from the tip of the triangular edge against the wall. Pull up. Turn 135° R (NE) toward the switch above, walk to the very bottom of the slope and do a SJ. The switch there opens a door beyond the red-lit ledge and it's tightly timed, so save.


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 Lava Cave.


Return to the Lava Cave and cross the bridge. Turn R (W) and go climb up on the now safe block. The next part is indeed tricky so saving here might be a good idea.

[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 Lava Cave, reopening the way back. The middle one will open the small stone door in the Cascade Cave and the rightmost one a trapdoor in a green cave you haven't visited yet.

You could return to the Cascade Cave using the tightrope, but there's an easier way to do it. Safety drop from the ledge and turn L (S) to run up the slopes by the MS. Stop almost two tiles away from the wall and turn 45° L (SE) to face the MS diagonally, hop back and do a RJ hitting Action to grab it. Swing to the safe block past the second Fire Eater, and from there make your way back to the Cascade Cave.


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 Lava Cave. Do a SJ to the block below, turn L (E) and pull up in the green cave area. You're now on the other side of the tall bamboo door you've spotted when in the Lava Cave. Run R (S) then R again (W) to go around the fence.

-- 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 Lava Cave is now opened. Jump over the slope to the higher ledge and turn L (N). There's an opening ahead hidden by some foliage. Draw your weapon and run through it, soon finding yourself face to face with your elusive native friend.

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 Cascade Cave. The problem here is that you need to cross the Lava Cave to go there and you can't do that while holding the torch either. Obviously, you have to find another way.

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 Lava Cave. Return there by leaving the hidden passage, running ahead (S) then turning L (E) to go through the open tall bamboo door. Draw you weapon upon entering the cave: a native is waiting for you there, clearly determined to avenge his friend. Fight him carefully (there's lava nearby) then use the MS to go to the eastern side of the cave (see "Opening Doors and Hunting Snakes", second §).

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 Cascade Cave by crossing the bridge again.

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 Lost Caves" section below.]

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 Lost Caves.


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 Cascade Cave.

-- 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 Temple of Water

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 Lost Caves and are now in the Temple of Water.


==== 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 Temple Star

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 Lost Caves walkthrough, "Balancing Through Fire" fifth § for a quick summary of the tightrope controls).

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 Temple Star. There's also another switch ahead and to your L (NE) that's on a safe tile. You'll have to activate all four switches to get the Star and, needless to say, the whole thing will be timed.

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
Temple Star. As you do, fire is turned off on the 3rd switch platform. Do a RJ+G from the Star tile and pull up. Turn L (E) and walk to the edge. The upcoming jump is a bit tricky. Turn slightly R (SEE) to aim at the Black Panther Room opening below, standing roughly in the middle. Do a SJ, hitting the Right key just before Lara goes down (that's the tricky part). You'll land at the very edge, losing a tiny bit of health in the process. Return to the Serpent Heads Room.

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 Temple Star on it. You hear the sound of doors opening. Turn around (E) and look up. There are now two openings ahead and up. Go to either nearby tile (L or R) and do a RJ+G to the ledge ahead. Run to the closed grate door: it opens as you approach. Enter the next room.

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 Lost Caves.


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 Lost Caves, near the Cascade Room. Go to the Raptors Area either via the UW tunnel or the Lava Room if you feel like practicing tightrope and fire traps.

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 Lost Caves walkthrough, "Say Bye-Bye to the Jungle Ruins", first §).


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 (Temple): Quick, aggressive and harmful. They do have a tough skin and their only weak point is their chest, so you need to face them while shooting. Keep running back and forth, possibly in a straight line, rolling and jumping over them when needed. Be especially careful around traps or pits as they tend to push you hard.

- Natives (Village/Caves): As dangerous as their Temple cousins, they aren't of the same tribe though, and their skin isn't that tough. So you can shoot them from any angle. Just remember to keep moving so they can't hit you.

- 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 Lost Temple --

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