Jungle Ruins 3
An adventure by George Maciver, Todd Shurtz (Raider X) and Scott Ginn (EssGee)
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
Enemies - Pick-ups - Secrets - Traps - Timed-Sequences
Jump to 1: Return to the Lost Caves | 2: The Caves of Water | 3: The Temple of the Snake Stone | Int: Lost Caves, Take 2 | 4: Temple of the Shiva | 5: Return to the Lost Valley
-- General Notes --
* Items in Bold are necessary to complete the levels or get the
secrets, 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 walkthrough as well as a summary at the end of each level.
Lara has been to the Jungles before. But never like this. The crazed natives are delirious with fear, stalked by an unimaginable terror. Hushed whispers round the campfires are of a white female ghost which legends say will come to haunt them. But one of the natives doesn't believe the whispers. He has spoken to the wise old men in the caves and he believes she will come, not to haunt them, but to help them escape the real terror in their midst.
One day he hears sounds in the sky and runs through the Jungle Cavesto see. At first he is afraid. But when he sees the white female descend from the sky, he decides to show himself to her, to seek her help in saving his village and to offer his help in solving the many intricate mysteries she will encounter.
And thus begins one of Lara's most terrifying adventures, a quest that will lead her back to a place she has visited before - a place where she will face the terror and her ultimate challenge.
As you visit the Jungle Ruins, you'll find two revamped inventory items: healing herbs which are small medipacks and healing plants which are large medipacks.
There are two special moves:
- Pole swings: When you spot a horizontal pole, jump to it holding Action to grab it. Lara will keep swinging if you keep both Action and Forward pressed. Release either to land on whichever place your momentum will lead you (release only Forward if you have to grab something else). Note that your angle won't be "straightened" when doing so (meaning you won't exactly face a cardinal point if you weren't when you took off).
- Tightrope: 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 the direction key opposite the one you lean to compensate, or you'll fall. Note that you can remain still and safe by holding Action without walking and that you can jump from the tightrope to solid ground by hitting Jump.
A good method to deal with the tightrope is to briefly hit Forward then immediately release it. Lara will make a few steps then stop to stabilize. Hit Forward again and repeat until you're close enough to the safe ground at the other end to reach it with a jump. Hit Jump then to land there.
You'll find a total of 14 secrets and 9 secret skulls:
- 2 in the LostCaves(2 skulls)
- 4 in the Caves of Water (2 skulls)
- 4 in the Templeof the Snake Stone (2 skulls)
- 2 in the Templeof the Shiva (1 skull)
- 2 in the LostValley(2 skulls)
== Level 1: Return to the Lost Caves ==
Level by Todd Shurtz
Level Objective: Allow The Guide to reach and open the access to the Caves of Water
Please meet The Guide! He's a fierce fighter, as you just saw, and will help you in some of your upcoming fights. He'll also show you the way and - sometimes - open it as well. So watch him, follow him and help him when needed: this guy's your absolute best friend.
For now, you stand at the exact same place whence you left the Jungle Ruins in the previous opus, your chopper waiting for you to return once you've accomplished your tasks and saved The Guide's village from the unspeakable terror that threatens it.
- The Cascade Cave -
Objective: Find and open the tall bamboo door in the Cascade Cave
First thing first, look down and to your L (E) to notice the healing herb on the ground and pick it up. Face S again and make a few steps. You'll see The Guide lighting a torch, preparing himself to lead you to the heart of the Caves. Follow him.
Soon, an earthquake will occur, closing the way back to the these parts of the Lost Caves you've already explored in your previous adventure, as The Guide shows you (he himself seems a bit upset by this). So, you're apparently stuck in a dead end.
Well, maybe not. The Guide knows this place well (or he wouldn't be your Guide, to begin with), and knows of a secret passage leading to the unexplored parts of the Caves. Notice the slightly darker part of the wall he's standing by: it's a movable block. Push it twice to reveal a new passage: the new adventure begins.
Draw your pistols and run into the passage. Very soon, two compies will come to gnaw at your ankles. Shoot them down (as cute as they might be). Resume running and cross the first small cave until you find yourself at the top of a downward stairway. Go R (W) first and pick up the flares in the dark recess then run down the stairs to catch up on The Guide.
Follow the corridor and draw your pistols: a raptor soon comes running at you with hungry intentions. If you run close to The Guide, he will hurt the beast and you can meanwhile safely and quickly shoot it from the top of one of the nearby block, or even simply wait for your friend to kill it. Once it's down, run past The Guide: he'll go light a lamp on a column, lowering a wooden platform somewhere.
You're now by a pool of clear water with a cascade on the opposite side (W). To your R (N) is a very closed tall bamboo door. Walk to the edge of the pool and look up and around to spot various things of interest, including a tightrope, two poles, a ladder to your L (S) and a MS which is currently cut off by a lowered wooden bridge. You next task is to raise that bridge.
Let's first find our way to the poles. Look R (N) to spot the wooden platform The Guide just lowered. Run N until the slope stops you, turn back W (L), step back twice and do a SJ to land on flat ground and avoid slipping in the water. Turn R (N), step to the bottom of the slope and do a SJ over it. There's another slope to your R (E). Turn L so it's on your back, back flip and hit Action to grab the edge of the next slope. Pull up and back flip again to land on a flat ledge.
Turn L (S): the poles are just in front of you. Walk to the edge and save, as grabbing the second one might prove a bit tricky (I found it easier taking off from the middle of the edge). Hop back, do a RJ then hold Action to grab the first pole. If all goes well, you'll swing once then fly to the second one and grab it in turn. Keep Action pressed to eventually grab a ladder leading to a higher ledge.
Climb and pull up. Ignore the other ladders for now, they lead to the cut off MS. Turn around (N - you can spot a switch below the end of the MS). It's now time for some tightrope fun. Said tightrope being to your L (W), turn to it, run along the ledge, stop two steps away from the wall, turn 45° R (NW) and do a SJ to the ledge the tightrope extends from. Make your way carefully across to the other side (see the instructions at the top of this walkthrough if needed).
Once you've made it across the tightrope, go L (W) and along the fence to run off on a lower ledge. Run to the other end and L (S) at the corner to the edge. Sidestep R so Lara's shoulder is against the wall and do a SJ over the water to the next ledge. SJ over the slope, keep forward then slide down to the last part of the ledge.
Your next destination is the ladder you can now spot on your L (E). To reach it, run toward the end of the ledge and stop one tile away from the wall. Go to the edge and turn slightly R (SEE) to aim at the bottom of the nearby slope (see screenshot - the purpose here being to slide backward once you've land on it so you may grab its edge). Hop back and do a RJ to the slope, hit Action to grab the edge and shimmy L until you can pull up on the flat ledge beyond.
Pull up, turn L (E) to face the ladder and step back to be against the slope if necessary. Do a SJ+G to the ladder, climb up and pull up at the top. You're now next to the top of the cascade. If you look L (N), you'll see some ammo on a ledge against the opposite wall. You'll get there a bit later. First turn around (SW) and look down: there's a little wheel on the wall near a lower ledge.
Position Lara so her left foot is against the slope, turn to face the wheel, hop back and do a RJ holding Action to clear the wall. You'll land near the wheel and lose a tiny bit of health. Go turn the wheel to raise the bridge in the middle of the MS, granting you access to the switch.
Turn L (E) and go toward the edge stopping one tile away from it. Turn 45° L (SE) to face the ladder and do a RJ to it with a R mid-air curve then hit Action to grab the ladder. Make your way back up on the ledge at the top (if you can't make the direct jump to the ladder, run off the E edge of the little wheel ledge to land on the lower one and reach the ladder like you did the first time). Don't hurry to the MS yet, though, it's secret time.
Turn L (N), walk to the edge then turn 45° L (NW) to face the top of the cascade and do a SJ to it. Run along the edge to the other side, stopping one step away from the wall. Turn R (NE) to face the ammo ledge, hop back and do a RJ with a L mid-air curve, hitting Action at the last moment to grab the edge (see screenshot - you may also try a slightly trickier left-curved RJ). Pull up and run to Secret #1: shotgun normal ammo, a healing herb and a Secret Skull.
You now have to go back on the ladder pillar. Turn around and go to the edge, standing on the rightmost corner, then turn R (SSW) to face the top of the cascade. Do a RJ to land there, run to the other end of the edge and do a SJ to the top of the ladder pillar.
Turn around (W) and safely drop down to the tightrope ledge. Turn around again (E), walk to the edge then sidestep L to the corner, turn 45° R (SE) to face the ladders ledge and do a SJ to it. Run ahead (E) then R around the hole then R again and pull up on the block. Grab the ladder then shimmy R around the corner to the other one. Climb and pull up at the top. Turn around and finally jump up to grab the MS above you.
Swing to the other end and let go once there to land on the ledge with the switch. Flip down the latter: you've just opened the tall bamboo door. To quickly make your way back to it, turn around, sidestep once so the switch isn't on your back, hop back and do a RJ to safely land in the deeper part of the pool below. Exit the water to your L then run L (N) after the column and past the door.
-- The Bridge --
Objective: Give The Guide access to the big head door.
Crouch as soon as you reach the next room to minimize the damage the swarm of bats will do to you. Once they're gone, run forward a bit and pick up the healing herb on the ground. Continue across the room then up the first two flights of stairs until you rejoin The Guide.
Turn L (S) once there and notice the upward ramp and the block. Run to the latter, staying in the middle so the two upcoming boulders roll by you without any harm. Continue up the passage and around the corner to reach the Bridge Cave.
Said bridge is for now very much rolled, and The Guide needing access to the other side, you now have to unroll it.
Look up when facing the bridge to spot a pole above and a rope beyond as well as a wooden platform in the opposite side of the room. There's also a passage to your L (W), hidden with foliage, but it doesn't lead anywhere, being blocked by a steep slope. Turn around (S) and pull up on the highest block then turn around again (N) to face the pole. Do a RJ+G to grab it, hold Action (but not Forward) and grab the rope in turn.
You're now hanging over a long passage riddled with spikes. Would you turn around the rope now (i.e. facing the pole), you'd notice a jump switch on the wall R of the bridge. Since activating it would prevent you to access the upcoming secret, don't.
Turn to face the wooden platform instead and swing a few times. Hit Jump and keep Action pressed. Depending on your exact angle, you will either land directly on the platform or grab its edge, either way reaching it safely. Pull up if needed.
If you look down, you'll see an impressive stone door adorned with a not-so-friendly-looking head, and an unlit lamp. Both are the reasons why The Guide needs to cross that bridge. Turn L (W) and run down the passage until you reach the edge followed by a steep slope. There are spikes below, a lowered wooden platform, a block in front of you and if you look closely to its L side, you can also spot a (currently inaccessible) switch.
Turn around and slide backward down the slope to grab its edge. Shimmy R until you reach a ladder topped by a flat ledge and find yourself above a spike-free patch of ground. Let go and pick up Secret #2: a Secret Skull.
Climb the ladder, pull up, step forward and side jump L on the nearby slope. Grab the edge and shimmy L until the block is on your back. Pull up and back flip. Turn around (S), climb up into the passage and follow it to eventually slide down a slope which will lead you back to the south of the bridge. Make your way to the rope like you did the first time.
Turn around to face the jump switch on the right of the bridge and save. There are spikes under the switch and you need accuracy to avoid being impaled (and some faith too). Make sure Lara is correctly aligned with the switch, swing and hit Jump while releasing Action. Hit Left to do a mid-air curve then hit Action again to grab. The platforms will rise in the Secret Skull room and the spikes below will disappear so you'll land safely (albeit losing some health). Pick up the flares.
Turn around and notice the ladder at the other side of the room (there were spikes under it as well before you flipped the jump switch) then turn L to face the long slope and do a SJ to it, grabbing its edge. To reach the ladder you can either shimmy all the way to the L or shimmy a bit until the other slope is on your back and bounce between the two slopes, swaying L when you jump forward (the second method is faster).
Climb the ladder and pull up. Go L (W) then L again to face the block where you'll find another ladder. Climb and pull up again. Run through the passage and slide down the slope at the end (the platforms now prevent you from falling on the spikes but also from getting the secret if you haven't done so already). Go L then turn R (W) to find the switch and flip it down: the bridge is now unrolled and The Guide can cross it.
SJ on the switch block then run into the L passage to get back to the bridge and cross it. The Guide will light the lamp and open the big head door.
-- The Lake --
Objective: Give The Guide access to the last door then open it (the door, not the guide).
The Cave Key
Run past the door then R (E) along the corridor and into a greenery covered passage. Once you've joined The Guide, stay close to him until you find a block to climb upon. As the shrieks hint, a raptor is coming at you. Let The Guide kill it.
Once it's done, follow The Guide along the passage until you reach a crossroad of sorts. You friend will continue L (W) and disappear into a corridor, waiting there for you by a closed door and a keyhole. Obviously, you now have to find the matching key.
There's a gibbet looking rope hanging from the ceiling on the way to the corridor, above a high ledge. Run along the latter past the slopes and pull up on the flat lower block, then again on the ledge. Pull the gibbet opening a door in another part of the cave. Slide down the nearby slope and run ahead (S).
Ignore the downward passage: it leads to a closed door flanked by a Serpent Head needing a Snake Stone you don't have yet. Run up the rocky ramp against the L wall. You'll find the newly opened door up there at the end of a short passage. Jump on the nearby block and draw your pistols to take care of the anaconda that's crawling around then pass the doorway (S).
You're now in the upper part of a courtyard in which has grown what looks like a very big tree. Run along the branches (no need to jump here) to reach the other side and climb down the ladder there.
Don't worry about the stomping noises coming from below (yet). What produces them is for now securely locked. You can take a look, though, and behold a "peaceful" herbivorous creature from the Mesozoic: a triceratops. Say hi, pick up the flares and the Cave Key on the pedestal then go join The Guide by climbing up the ladder, back flipping at the top then along the tree branches and down the ramp to the gibbet area.
Run in the corridor to your L (W) to meet The Guide again and use the Cave Key on its Keyhole, opening the nearby door.
Leaving The Guide (but not for long...)
As soon as you do so, The Guide will run into a dark passage located to the R of a rocky bridge crossing the next cave. Don't follow him yet. He's in fact waiting near a closed door there, which you now need to open.
You're now in an area we'll call the Lake Upper Level from now. Not much to do around here for now, though, so go either L or R of the bridge, turn around and safely drop on the Middle Level below.
Turn around (W) and notice the golden keyhole to your L. It is in fact for much later, as is the green boulder you can spot on a ledge against the L wall (S). Slide down the slope. The lake is ahead, but first let's make a short detour so we may safely pick up some goodies.
Run into the passage to your R (N) and to its other end to reach a small area closed by a fence and a gate. Run to the gate and pick up the healing plant and the shotgun normal ammo there behind the block. Return to the Lake Middle Level.
Which Way to the Little Wheel?
You don't know it yet, but what you need to find is a well hidden, hard to reach, heavily guarded Little Wheel waiting to be turned somewhere in the vicinity.
Run R (W) toward the cascades then go L (S) before the short rocky bridge to find a downward ladder. Don't climb down but run one tile more and drop down to land on a slope and slide to a flat block. You're now on the Lake Lower Level and, by the way, take good note of the location of that Safe Triangular Flat Ledge you're on: it's the only way out of the water (and will prove a life saver later on).
Turn around (W). You can see two ropes hanging from the ceiling on your R in the distance, both being inaccessible for now. Ahead and to your R, there's a lowered wooden platform against a slopping emerged block. Your next task is to raise it.
* Raising the platform
Turn R (S) and locate the block against the wall, slightly on your R. Do a RJ to it then turn R again (W) and sidestep R to the very corner. You now can see a pole and a jump switch beyond. Your next goal is that jump switch.
The difficulty here is the angle, since you need to face the jump switch in order to grab it. Turn slightly right (NWW) to face the pole (and more precisely the lantern hanging from it - see screenshot). Hop back and do a straight RJ holding Action+Forward to grab the pole and swing around (see screenshot). Release both while Lara's swinging and hit Left so she'll do a L mid-air curve and face the jump switch. Hit Action again to grab the latter (see screenshot).
A camera shot shows you the nearby wooden platform, but it remains lowered. Obviously, there's more to do to raise it.
Now that you're in the water, turn around (E), swim past the platform then L (N). Continue toward then down the passage and past the bridge with the burning lamp until you reach a larger area. Immediately turn around and rush back to the Safe Triangular Edge: there's an anaconda on your tail. To make a bad situation worse, another anaconda has appeared near your promised terra firma and it'll more likely take a bite if you don't hurry. Pull out of the water and make sure you take them both down.
Once it's done, dive and swim back to the larger area past the passage to your R (N). Once there, turn L (W), swim past the pillar then R (N) and again (E). There's an UW lever on the pillar just below the surface. Pull it and watch the platform rise.
* Jumping and Swinging Around the Lake
Swim back to the lake first area and pull up on the platform. Do a RJ+G to the fenced block ahead of you and on the R (W), pull up and run ahead, stopping one tile away from the wall. Turn R (N) and do a RJ to the next block ahead hidden in the shadow. Run ahead, stopping just before the high block on your R and turn to face the edge (E). Align Lara with the first rope, do a RJ+G to grab it, swing, hit jump and grab the second one (if you have trouble grabbing the second rope, try jumping from the first one a moment before Lara reaches the highest point). Swing again to eventually jump on the block ahead and pick up the flares on your R.
Return on the triangular ledge you just landed on, turn toward the water (W) and position Lara in the middle of the diagonal edge to face the rope. Hop back and do a straight RJ+G to it. Turn around 90° R, making sure Lara faces the bridge, swing and jump when Lara reaches the highest point. Immediately crouch to prevent the welcoming swarm of bats to harm you too much.
The pillar extending from the wall to your R (NE) is broken in the middle. Walk to the R part of the edge to face it and do a SJ+G. Shimmy L around it then along an invisible crack in the wall until you can let go on a flat ledge. Turn around (N), run to the slope, turn 45° L (NW) and do a RJ to the next flat ledge.
Draw your pistols immediately and locate the source of the shrieks and flapping noises you're now hearing. Said source being nothing less than a pterosaur, start running and jumping back and forth along the ledge as soon as you can aim at it, so it doesn't hit you (careful not to fall in the water, though). Once it's extinct for good, run to the W edge then turn L (S). Walk to the point of the triangular ledge and do a SJ+G to the slopping emerged block ahead.
Shimmy to the very L, pull up, slide down and jump to the ledge. Turn R (W), run to the other end, turn 45° L (SW) and SJ to the next ledge. Run ahead to the slope, jump over it, turn R (N) and do a RJ, taking off from the diagonal edge before the higher slopping blocks. Ahead again to the other end and turn R (E). Do a SJ+G to the ladder ahead, climb and pull up at the top.
Turn R (N) then R again to run to the other end of the high ledge you're now on, stopping one step away from the wall. Turn 45° L (SW) and do a RJ to the high flat ledge at the top of the slopes against the W wall. Run to the other end, climb on the block, run to the wall and turn 45° L (SE) to aim at another high ledge on the S wall. Do another RJ to land on it. You're almost there.
There's a set of ladders on the walls to your L (E). Walk to the diagonal edge of the ledge then run to slide a bit and hit Action to grab the first ladder. Shimmy L along the ladders as far as you can and let go to land on a flat ledge. Run along the ledge then around the corner and behold! The Little Wheel is there before your very eyes! All you have to do now is turn it and you'll have the pleasure to see The Guide passing the door you just opened.
Back to the Upper Level
Let's join him, now, shall we? Turn L to the edge and simply run off into the water below. Swim R (S) to get back to the Safe Triangular Ledge and pull out of the water. Turn L (E) to face the higher block, step back to the edge and SJ. Turn R to the slope, walk to it then sidestep L to the edge. Turn very slightly L to aim at the very tip of the triangular ladder ledge above. SJ over the slope, grab the ladder, climb and pull up.
Go R (S) then L (E) past the rocks running along the wall until you reach the ledge supporting the green boulder. Climb on the ledge, then on the higher block to your L (E). Turn around, sidestep R to the corner and turn slightly R (NWW) to aim at the edge of the greenery covered rocks above. SJ and grab the edge, shimmy R and around the corner then once more from said corner. Pull up, back flip, jump, roll in mid-air and hit Action to grab the edge of the high bridge and pull up. You're back to the Lake Upper Level.
-- To the Caves of Water --
Go L (W), run along the bridge then turn R (N) at the corner to enter a dark passage leading to an area overlooking the lake. Run to the edge ahead. The Guide is near but first a short detour for a goodie.
There's a flat ledge right in front of you. Do a RJ+G to it and pull up. Climb on the block ahead and pick up the healing herb there. Return to the lower part of the ledge, walk to the edge, sidestep R and turn 45° R (SW) to aim at the extended ledge in the other side. Do a RJ to land there.
Go R (W) and run along the ledge and around the cave until you find a passage to you L (N). Run through it to the end to reach the open door and reach the Caves of Water.
As you probably noticed, you left unfinished business in the LostCaves. Don't worry. You'll be back.
==== In this level, you should have found...
Enemies: Compies, Raptors, Swarms of Bats, Anacondas, Pterosaur
Items of note: Cave Key
2 Secrets (including 2 Secret Skulls)
a few Traps
== Level 2: The Caves of Water ==
Level by George Maciver
Level Objectives: First find four Wooden Masks then get the Skull Key and open the access to the Templeof the Snake Stone
After the first fly-by showing The Guide waiting for you to join him in a currently inaccessible room, run down the corridor a bit... Nice surprise, isn't it? Could it be possible you just had a glimpse of the "Unspeakable Terror" threatening the Village?
Continue along the corridor until you reach a junction. There's a green-lit room ahead (N). It's currently a dead end but you might want to take a look through the closed door there and have a glimpse of your ultimate goal, the Skull Key, lying on a pedestal. It's pretty much out of reach now and it's a long way to it, so leave the place and go R (W) to enter the next room, hearing the door shut behind you as you step in.
It's a rather large place, covered with greenery, which we'll call the Entrance Room. There's a closed door ahead (the one The Guide just passed), a red-lit passage to your L (S) in the corner and a wide opening to the R (N). This is where you're going now.
-- First Explorations --
Pull up on the ledge and run ahead to the edge. You're now right above a shallow water bathed cave (the Middle Cave). There's another one to your L (W - and we'll naturally call it the "Western Cave"), a cascade ahead (N) and some flat blocks extending from the R wall (E). Don't bother jumping on them for now, they're here to allow you to get back up when needed. Drop down and slide to the shallow water and run ahead (N) to the cascade and past it.
You're in another shallow water bathed cave we'll call the Northern Cave. There's a built area to your L (W) and you can spot a little skull on the last pillar. This skull isn't a button but a keyhole, by the way. There's a closed door ahead of you and up and an opening to your R (E). Let's go there first.
You're at the top of another cascade. The water below being deep enough to be safe, just brace yourself and run off. There's a large room beyond the ledges ahead (E) but stay in the water: there's a secret nearby.
Swim R (S) and turn R (W) again after the pillar. There's a hole there with an open wood trapdoor. Swim down then L (W) into an alcove. There's a mild stream around so you may have to swim a tad harder to reach Secret #3: shotgun normal ammo. Nothing else to do around so swim up the shaft to be back in the pool above.
Locate the flat part of the dry ledge (NE) and pull up on it. Go L (NE) between the two pillars then to the edge and look down and R (SE). You can see a set of four squares and a closed door over there. Those squares are the receptacles for wooden masks which are what you need to find. Now that you know what you're after, turn L (N - notice the MS beside you) and run ahead to slide down into the room below.
-- One Wooden Mask and Joining The Guide --
Objective: Get the 1st Wooden Mask and rejoin your friend
Run L (W) to the wall then L (S) again into the recess in the corner to flip down the switch there. A camera shows you a door opening by a deep pool somewhere in the caves. Your tasks here are done for now so time to get back up in the Northern Cave.
Turn around then head to the rocks on your R (NE), right below the end of the MS. Run to the top, jumping over slopes if needed, turn around (S), jump up and grab the MS. Swing to the other end and let go. Go L (S) past the pillar then R (SW) to locate an opening on the R (W) after the last pillar. Enter the short passage ended by a ladder, jump over the slope, grab said ladder, climb and pull up. Run down the new passage and eventually slide down to be back in the Northern Cave. Time to locate that newly opened door.
[Note: at this point, you have the possibility to explore the built area W of the Northern Cave first. For continuity reasons, I've chosen to do that later and head directly for the open door. The W built area sequence is detailed in the "One Last Mask and Parley" section below, starting at the second §.]
Return to the Middle Cave by running through the cascade on your L (S) then run R (W) into the Western Cave. There's a large area to your L (S) surrounded by high, partially fenced ledges. Would you run toward them, though, you'd see The Guide is up there waiting, as patient as ever, but there's no way to join him from there so stay or return in the Western Cave and locate the opening in the far L corner (NW). The newly opened door is over there.
Run to it, stopping at the bottom of the slope and to the very L. SJ to land on a flatter part, then SJ again over the next slope into the opening. Stop there to avoid falling into the spiked pit ahead. Do a RJ+G over the pit and pull up.
The Spiked Tiles Puzzle
You just found the newly opened door and are now standing at the start of a rocky bridge extending over a deep pool. Nothing in the water, so cross the bridge and pass the red-lit opening to find yourself in a new room with a burning Secret Skull teasing you from a pedestal to your L (SW) and black tiles scattered around.
The skeleton lying on one of them is indeed a clear warning: Do not step on the black tiles. They're trapped with deadly spikes. Notice the bamboo cage in the far R corner (NW), the brown tiles and the burning raised one. Now, go R (N) and look up to see a hole in the ceiling in the corner, closed by a bamboo trapdoor. You need to open that trapdoor, and to do so, solve this room puzzle. You'll find a detailed solution of that puzzle in the Spoilers Section at the end of this walkthrough if needed. Once the puzzle is solved, you'll be standing under the now opened trapdoor in the NE corner, facing E.
A First Wooden Mask
The upper part of the wall ahead is climbable, so jump up, grab it, climb and pull up in the room above, the trapdoor closing again as you do so. Ahead - and before your very eyes - the 1st Wooden Mask is awaiting on a pedestal. Pick it up. A door opens as you do so, giving you access to the partially fenced ledges and the room beyond where The Guide awaits you.
You still have one tiny thing to do around before joining him though: put your hands on the Secret Skull in the spikes puzzle room.
Go to the middle of the tile L of the pedestal, turn around (W) and drop down, grabbing the edge. There's a jump switch just below. Release Action and immediately hit it again to grab the switch and flip it down, landing safely in the deep pool near the puzzle room. Exit the water and return into said room: the Secret Skull is now fire-free. Go pick it up as Secret #4 chimes resound (mind the still trapped tiles, though). Now return into the pool room.
Cross the bridge, SJ+G over the spiked pit after the doorway and slide down into the Western Cave. To reach The Guide, you now need to return to the Entrance Room.
Joining The Guide
Run ahead (E) into the Middle Cave, staying on the L. Continue past the cascade and the stone head statue until you find a flat higher rock in the corner (NE) and climb on it. Turn 135° R (SE) to face another flat rock extending from the E wall and do a RJ to it. Turn 45° R (S) and do another RJ to the rock ahead. Walk to the wall stopping one step away from it, turn 45° R (SW) to face the next extending flat rock beyond the corner and do a SJ with a hard L mid-air curve. Turn R again to face the last rock, walk to the edge ahead, standing roughly in the middle and do another SJ with a L mid-air curve. Finally, face the ledge leading to the Entrance Room and repeat the exact same jump you just did (or do a curved RJ).
Run ahead (S). The newly opened door is on your R but before passing it, run past it to its left and pick up the hard to spot healing herb that's just under some hanging vegetation. Now pass through the doorway and run along the ledges to - at last! - rejoin The Guide.
-- Two Wooden Masks and Some Reptilian Encounters --
Objective: Find two more Wooden Masks.
Feed the Monkey!
Follow him into the nearby room where he will promptly open a door by lighting a lamp. Don't follow him past the door yet, though. Turn R (W) just before the doorway and run toward the wall ahead past the first recess and the L wall. Turn L (S) and pick up some shotgun normal ammo there on the floor.
Return to the doorway and run through it this time. The Guide is waiting there by another door he just opened. Pass this door as well and run to the other end of the green-lit passage to reach a ledge overlooking a room with a pool in the center. The 2nd Wooden Mask is beckoning you from another ledge to your R (SE).
Run to the other end of the ledge you're on and to the wall, turn 45° L (SE) to aim at the Mask ledge and do a RJ with a hard R mid-air curve to land on it and go pick up the Mask. Slide down into the room.
Notice the little shiny thing protruding from the adorned part of the ledge wall to your R (E). If you come close enough, you'll see it's a tiny monkey head which half-open mouth seems to wait for something. So let's find that something.
Pull up on the ledge above the Monkey Head and run L (N) into the passage ahead then around the corner to the other end. There's a banana on the floor that looks perfect to fulfill the Head needs. Pick it up then return to said Monkey Head in the pool room and put it in its mouth. A door opens somewhere underwater, and since you happen to be by a pool, time to dive.
Kill the Rapty!
Turn around (W), jump in the pool then turn around again (E) and swim into the UW passage. Continue ahead then around the corner until you see the newly opened door to your R (E). Pass the door and keep on swimming to the end of the passage. Swim up, surface and pull out of the water.
Go L (N) and SJ on the flat rock to your L (W), just before the wall. Turn around (E) to aim at the higher rock and do a SJ to it. Turn R (N) and pull up into the opening above, run ahead and pull up again. Run to the plant on the floor, turn L (W), jump over the slope to the flatter one above, then go R (N) to the red cascade.
The 3rd Wooden Mask lies on a pedestal to your L, about halfway down the passage ahead. Run to it staying on the left so you remain in ankle-deep water (you'll see why in a moment).
Well, you didn't really think there wouldn't be any nasty encounter in those Caves, did you? What's running at you now is a raptor of a particular species: it's venomous. Your best chance considering you only have pistols and not that lot of room around to maneuver is to back flip several times until you're back on the higher ledge and thus can shoot the beast safely without being hit.
Take your time to shoot it down. It can't go far anyway, and you won't have to leave your safe spot to lure it again. Once you're done with it, run to the pedestal and pick up the Wooden Mask as well as a (very useful) shotgun.
Get the Goodies!
Run down the passage until you reach its edge, overlooking another pool room. Run off into the water below, surface and pull up, possibly by the W ledge (near the statue). Go pick up the flares to your L (SW). Turn around, run around the pool passing by a closed bamboo door on your way then through the red-lit opening giving onto a passage bathed in shallow water.
To the L (N), the passage leads back to the Entrance Room. But before getting there, one more short detour for a secret.
Turn R (S), run ahead a bit past the corner on your L then look up and L to locate the jump switch there against the N wall. Flip it down to open the bamboo door in the nearby room. Return to said room and pass the newly opened door to your R (N) to enter Secret #5: shotgun normal ammo, a healing plant and some flares. Return to the red-lit passage.
Go L (N) this time and run to the end of the passage until you step in the Entrance Room. Turn around then and draw your pistols to shoot down the anaconda that snuck behind you (it's pretty hard to spot in the shallow water and you may have to wait a little until Lara can aim at it). When it's dead, turn around again and run back into the Entrance Room.
-- One Last Mask and Parley (or lack thereof) --
Objective: Find the last Wooden Mask.
To find the last Wooden Mask, you first need to make your way back to the Northern Cave. So proceed, via the ledge ahead N of the entrance room, sliding down into the Middle Cave then ahead and past the cascade into the Northern Cave. Time to visit the nearby built area.
Go L (W), pull up then run a bit. You'll soon realize there's a welcoming party waiting in ambush ahead. Jump in the central basin then pull out of the water at the other side to find yourself at the top of a downward stairway. Draw your weapon of choice.
Proceed down the stairway and start shooting the 2 natives on sight. Take advantage of the room to avoid being hit while exerting your right of self-defense. Once you've made your point in a permanent fashion, run (back) into the lower room at the bottom of the stairs and start by picking up the shotgun normal ammo in the L alcove ahead (W). Now go flip down the switch in the R alcove to open the nearby doors on your R (N)
Run through the door and down the passage beyond to eventually enter a small red-lit cave. The last and 4th Wooden Mask is on a pedestal up in the far R corner (NE). Run toward it, jump over the slope and pick up the Mask.
One last thing to do before leaving: turn L (W), slide down into the room, run ahead and locate the healing plant near the wall and slightly to your L. Pick it up then make your way back to the Northern Cave via the rocky passage, up the stairways and through the built area.
[Note: If you did this sequence first, resume at the next to last § of the "One Wooden Mask and Joining The Guide" section above.]
-- The Skull Key --
Objective: Find the Skull Key and leave the Caves of Water.
Now that you possess all four Masks, time to put them where they belong.
Make your way to the Mask Receptacles by running off the top of the cascade ahead (E), exiting the water then ahead to the R of the column and sliding down into the room below. Run ahead to the Masks Receptacles and put the Masks in them, opening the nearby door up in the middle of the R (S) wall.
Passing the door, you'll find yourself in a large green-lit room with four "alleys" separated by a set of columns. You're now standing at the start of the middle R one. Now, and for secret purpose, Go L and run down the middle L one then stop by the second columns and look up: there's a hole there in the ceiling. It's perfectly inaccessible for now, but just take note of its location.
Flooding the Place through Fire
Continue down the alley and enter another room with two high burning pillars in the middle and a high ledge on each side. Go to the farthest pillar and look at its L (W) side (i.e. facing E). Climb the ladder there to the top but don't pull up: you'd be torched. Release Action then hit it Again so Lara grabs the edge and immediately shimmy to the L before she puts her legs back on the ladder so you reach the very corner. Pull up.
As long as you stand in said very corner, the fire can't burn you. With that in mind, turn L (N) to face the other pillar: the fire on it is now off, albeit very much temporarily. In other words: timed-sequence now.
Save. Do a SJ+G to the corner of the other pillar and pull up. Run with a R curve to the opposite corner and take off for a jump with a mild mid-air R curve so you face the ledge L of the column. Hit Action to grab the edge (see screenshot).
Pull up and run ahead then R around the column. Flip down the switch there as well as the one on the other column, each time getting a camera shot of the pool below the cascade where, apparently, nothing has changed much so far. Go L of the column and walk to the edge. Turn slightly R to face the first burning pillar and do a RJ+G to it. Shimmy R to the corner and pull up.
To get to the other high ledge (the W one), repeat the exact same - albeit mirrored - timed-sequence. Flip down the two switches behind the columns there as well. When the fourth one is flipped, a fly-by shows you the trapdoor in the pool below the cascade shutting up and the whole room being flooded.
Swimming to the Skull Key
Good news! The flood has reached the room you're in as well, so you can safely jump into the water without worrying about burning pillars anymore. Proceed, swim ahead past the pillars then L (N) into the Columns Room, and prepare yourself to find the fourth secret of the level.
Swim ahead past the higher now immersed block then up at the next columns through the hole in the ceiling. Pull out of the water and run to the far L corner (NW) where Secret #6: a Secret Skull eagerly waits for you to pick it up. SJ over the slope on your L and go get the skull on its pedestal. Return to the hole and jump in the water. Turn around (N) once there.
Swim ahead toward the wall then L (W) and R (N) through the doorway. Turn R (E) staying along the walls to pick up a healing herb in the corner (SE). Turn around (N) and keep on swimming until you can see a large hole in the ceiling where you can surface. Turn around before exiting the water by the S edge.
[Note: If you swim to the nearby Cascade Room and try to get to the NorthernCaveby pulling up on the top of the cascade, a strong stream will push you back and make you slip down in the water. The passage with the ladder you used to get back the very first time is now a dead end as well.]
Run down the green-lit passage ahead, staying on the L and crawling under the low ceiling when needed. Continue until you're blocked by a slope, jump over it, and finally enter a small cave with a closed door in the far R corner (SW) and a pedestal up on your R (NW corner). Climb to the latter and pick up your ticket to the next level: the Skull Key.
To the Temple of the Snake Stone
As you picked up the key, the nearby door opened. Turn around, walk to the edge of the key ledge you're on and do a slightly L diagonal RJ to the doorway. Pull up through the latter and run along the passage until you find a recess to your R (W). Go there to find yourself before the very doors you passed at the beginning of the level. Walk toward them (they open as you approach) then pass them to be back to the Entrance Room.
The Skull Keyhole being in the built area by the Northern Cave, return there via the N ledge (far R corner) and the Middle Cave. Once in the Northern Cave, run ahead to the other side then turn L (W) and pull up near the Skull Keyhole on your R (N). Put the Skull Key in it, opening the nearby door up in the N wall of the cave.
You now need to reach that door. Run off into the cave and run ahead (E) to the top of the cascade. Once there, turn R (S) and pull up on the high flat rock. Turn around, sidestep L to the edge to clear the low ceiling above the next rock and do a RJ to it. Walk toward the wall, stopping one step away from it, turn 45° L (NW) and do a SJ with a hard R mid-air curve. Turn L (NWW) to face the next flat rock, standing in the middle of the tile and do a SJ with a R mid-air curve. Walk to the edge, keeping the same angle (NWW) and do another SJ, again with a R mid-air curve. Finally, turn L (W) and do a RJ to the flat rock before the doorway.
Go R (N) through the open door and run along the rocky passage. After sliding down a slope, you'll eventually leave the Caves of Water and enter the Temple of the Snake Stone.
==== In this level, you should have found...
Enemies: Venomous Raptor, Anaconda, Natives
Items of note: 1st Wooden Mask, 2nd Wooden Mask, Banana (Monkey Key), 3rd Wooden Mask, 4th Wooden Mask, Skull Key
4 Secrets (including 2 Secret Skulls)
Some Traps - 1 Timed-Sequence (x2)
== Level 3: The Temple of the Snake Stone ==
Level by George Maciver
Level Objectives: Find the Snake Stone then return to the Lost Caves
Remember that Serpent Head mentioned when exploring the Lost Caves? Well, given the name of the place you've now reached, it's more likely you'll find something belonging in its mouth around. As a matter of fact, that's what you're here for.
Run down the rocky passage, jumping over a couple of slopes on your way, until you hear the sweet voice of the "Unspeakable Terror" resounding. Pick up the flares and the healing herb lying on the floor then resume running.
Continue down the passage until you reach a corner with a set of boar heads stuck on stakes. They will (harmlessly) explode as you pass by them. Note that fact, it's a hint for later.
Once you've pulled yourself together after that little fright, keep on running a bit around the last corner (L/S) where you'll find yourself at the edge of a hole giving onto a cave below. Turn around, slide backward down the slope, grab its edge and shimmy L if necessary to safely drop down on the top of a high pillar.
-- A Well-Guarded Skull Key --
Objective: Find a Skull Key and where to use it.
Goodie and Secret
Run off the pillar then the block below and go ahead to enter a huge cave scattered with rocks and trees: The Trees Cave. The only noticeable thing you can currently see is a closed wrought iron door up in the wall on your L (SW corner).
Since it's closed, ignore it for now and run to the rock ahead and slightly to your L (see screenshot). Stand against the tip of its triangular bottom and do a SJ to the higher part. Walk ahead (N - careful not to slip) to the tip of a triangular flat part and do a SJ over the slopes to another triangular part. Continue until you reach a square flat part and pick up the hard to spot healing herb there. Turn L (W) and slide down to the ground.
Before doing anything else, let's make a not-that-short detour for the first secret of the Temple.
Turn L again (S) and run to the rock ahead and slightly to your R (see screenshot). If you look up, you'll see a branch hanging over the nearby pillar and the canopy there being thinner. Go to the highest part of the ground before rocks, staying on the L, and do a SJ to the flatter part above, holding Forward to land a bit further and clear the slope. Stay on the L, turn slightly R to face the middle of the opposite edge (SSW) and do a SJ to land on a flat ledge beyond. Turn L (NWW) to face the high pillar, walk back as far as you can and SJ on the top. Finally, turn L (S), walk to the edge, standing on the rightmost, highest part and stand jump holding Action to grab the edge of the branch above. Pull up.
Turn around (N): you can now spot a Secret Skull lying on a branch in the distance. And since there are no jungle adventures without a trip through the canopy, let's get there.
Turn around again (S), run along the branch and do a 45° L diagonal SJ to the other one. Run to its end and do a RJ to reach the next tree. Run toward the trunk and so a diagonal L SJ to the nearby branch. Walk to the edge then sidestep L to the highest part. Turn L (NW) to aim at the triangular flat part of the branch extending from the tree there, near the trunk. Hop back and do a straight RJ to land at the very edge (see screenshot).
Turn R (NE), SJ to the branch ahead, then L (NW) to the other one. Run to the end, turn R (E) and do a RJ+G to the next tree. Pull up, turn L (N), run to the trunk then SJ to the branch on your L (NW). Run to its edge (W) and SJ to the next tree, slightly on your R. The Skull is close now. Run to the trunk, SJ diagonally on the branch to your L (SW) and finally go pick up Secret#7: a Secret Skull.
To quickly and safely get back down in the Trees Cave, turn R (W), drop down, grab the edge and shimmy R a bit if needed to be right above the highest point of the rock below. Drop down and slide into the Trees Cave.
Exploring and Rushing
Because you'll soon need to know exactly where you're going without any hesitation, let's visit the place a bit for orientation sake before getting to serious business.
You're currently standing near the rock where you found the healing herb (it's behind you), the pillar that gave you access to the high branches being a bit further on your L. Turn R (N), run a bit then go L (NW) between the rock and a tree. There's a blue-lit opening up in the wall ahead, above a slippery slope. On the L of this slope, in the very NW corner, is a flatter triangular tile. Take good note of its location.
Now run ahead (N), turn R (E) and run along the wall to the next corner (NE). You'll see a red-lit opening there to your R, giving onto a small cave "The Red Cave". It's not really relevant for now, but at least you know where it is.
Keeping on clockwise, turn R (S) and run between two rocks. Keep S, jump over the slope (there will be a tree ahead and a small green-lit area to your L). Continue, with the tree to your L and run ahead between two rocks. Turn L there when possible: you're now at the SE corner.
As soon as you pass the rock, a camera shows you the blue-lit opening in the NW corner. Notice the skeletal remains lying nearby, hinting of a possible hazard. There's a key lying in the grass to your R but pick up the healing herb beyond the remains (E) first. Now go to the key (which happens to be a Skull Key), turn around (W) to face the cave and save.
Pick up the key and start running. You've disturbed a whole nest of bugs and they intend to show you how upset they are in the most painful fashion. So be faster than the poor fellow resting in peace nearby.
You're now heading for that flat triangular tile near the blue-lit opening in the NW corner. First rush ahead (W) and cross the cave to the wall. Turn R (N) there and continue running/sprinting/jumping until you reach the NW corner. SJ on the flat triangular tile, quickly turn R (E) and do a SJ into the opening with a L mid-air curve to clear the slopes.
Go L (N), still hurrying (the bugs haven't left you), staying on the R part of the passage. Jump over the slopes when needed and finally go straight to a Skull Keyhole ahead. Notice the Raptor Head to your R (E), use the Skull Key (the bugs will probably join you then, and you'll lose some health), opening the nearby trapdoor in the ceiling. Turn L (W) then L (N) again and quickly pull up into the corridor above.
-- The Eyes of the Beast --
Objective: Find two eyes, combine them and put them where they belong to open a new part of the Temple.
Boar Heads Everywhere
[Note: In the following sequences, you'll meet two kinds of boar head: shootable ones and a flammable one. If you don't follow this walkthrough step by step, just shoot first when in doubt.]
Take a deep breath: you're safe now (from the bugs, that is). Notice the burning boar head in front of you then go L (W) down the corridor until you reach a small green-lit room with boar heads on ledges. You'll hear shrieking and stomping on your way, but don't worry yet. What's responsible for the noise is of no immediate threat.
The boar head on your L (S) is of the flammable type so leave it alone and go R (N). Climb on the ledge there and turn L (W). Shoot the shatterable boar head and pick up the Stake that's left after the head breaks.
Go L (S) and run off back into the room, ahead in the passage then crawl through the CS to the other end. Drop down into the hole, turn L (N) and pull up on the higher ledge. Run ahead then L (W) around the column to find another shatterable boar head to shoot. Proceed and collect the Boar's Head this time. Run off the ledge.
Cross the room diagonally to the L to pull up on the ledge in the SW corner. Go L (S) then around the pillar. You'll find a torch on a pedestal at the end of the alcove: pick it up.
You now need to light it. Since the thing that can help you in that regard is the burning board head at the start of the long corridor, let's bring the torch there.
Return to the room and head to the hole at the entrance before the CS. Stop at the edge and toss the torch into the CS (hit Draw - usually Space). To get the torch to the other side, keep in mind that while you can't crawl with it in hand you still can pick it up when crouched. So slip up into the CS and get the torch back then toss it again. Repeat until you reach the other side and can stand up.
Once you can run with the torch in hand, return to the start of the corridor (E), near the now closed trapdoor and light the torch on the burning boar head there.
Return W to the small green-lit room and this time light the burnable boar head on your L (S), SJing on the ledge to reach it. You hear a door opening nearby (above, as a matter of fact). You can now drop the torch.
Return to the dim-lit room via the CS and pulling up from the hole then run diagonally R (NW) across the room to find a passage to your R (N). Run to the other end to find yourself standing at the edge of an opening overlooking an almost empty pool. There's an opening in the far L corner (NW), currently inaccessible, an emerged (therefore useless) UW lever ahead and a ledge to your R (E).
Walk R to the wall, stopping one step away from it, turn 45° R to the ledge, hop back and do a RJ to land there. Look up and R to spot a hole in the ceiling, too high to be reached. There's also a set of stakes to your L which obviously misses something in the middle. Combine the Boar's Head and the Stake in your inventory to obtain a Boar's Head Key and put it on the set of stakes, raising a block under the hole.
Go climb on the block, walk R (W) to the edge and pull up into the passage above.
The Eye Beyond the Pool
Run down to the other end, SJing over a couple of slopes in the last section and ending on a flat square ledge. You can see the wide corridor down below and ahead (E) and a greenery area above it. On your L (NE) and ahead is the door you opened when putting the boar head on fire. Finally, looking L and down (NW), you can spot some ammo in a lower alcove.
Turn to face said alcove, sidestep R if needed to stand in the very corner and do a SJ holding Action to clear the low ceiling. Pick up the shotgun normal ammo. Turn around (SE) to face the "bridge" beyond the nearby high slope, hop back and do a RJ with a hard R mid-air curve to the bridge.
You probably can see a raptor now, lurking in the greenery area ahead. Let the poor beast live for now and go L (N) to pull up through the doorway. Cross the room and flip the switch down. A door opens at the end of the greenery area and water is now free to flow, covering said area and flooding the lower one below.
Turn around and leave the room, running off to the lower ledge then from it into the water below, which is deep enough to be safe. Swim ahead through the now flooded CS then wade across the next room and the R (N) passage to reach the now full pool. Swim diagonally L (NW) to the now accessible opening and pull out of the water, entering the room beyond.
There's something in the alcove ahead, but it's currently protected by a fire. Ignore it (the fire) and simply run in the alcove. The fire extinguish as you approach and you can safely pick up the 1st Eye (note that this "fake fire" will be the case for all the upcoming Eyes in this level). A door has just opened in the SW corner of the Trees Cave, but before going back there, let's find another secret.
Leave the room and jump back in the pool then swim R (E) to pull the UW lever, opening a door somewhere by a cascade. That "somewhere" being in the upper level you just visited, you now have to get back there so swim ahead (E) to the ledge, pull out of the water and get back in the passage above via the raised block.
Once you've reached the square ledge at the end, walk to the edge and the L corner, turn 45° L (NE), hop back and do a RJ holding Action to avoid hitting the low ceiling and land on the bridge. You now have no choice but to kill the raptor that's still roaming the greenery area ahead. A safe way to do this is to go to the leftmost part of the bridge (i.e. its N part) and start shooting the beast from there. When it runs away, do a RJ to the greenery area, roll to turn around, wait a moment so it comes back to you (but not too long) and do another RJ back to the bridge. Turn around and shoot. Repeat until it's dead for good.
Do a last RJ to the greenery area and run R (S). Pass the opening at the end, dive, roll to turn around and go pull the UW lever to your R, which raises a block behind you. Turn around, pull on the block, turn L (E) and climb up into the room above, the door there being the one you opened with the other UW lever, down in the pool. Run ahead and pick up Secret#8: a Secret Skull on a pedestal.
To safely get back down in the lower level, return to the greenery area via the pool, RJ to the bridge and simply run off from there into the water below.
Turn around (E), and go to the wide corridor then run to the end and the trapdoor in front of the burning boar head. The trapdoor will reopen as you approach so drop down into the small passage below and turn around (S) to run back into the Trees Cave.
The Eye by the Terror's Lair
Continue ahead across the room until you're next to the last tree before the now open door in the SW corner. There's a higher flat ledge here on your R (W). Pull up on it, turn L (S) and do a RJ to the square block before the door. Turn R (W) and pull up through the latter.
Run along the short passage (the door closes behind you) then R (W) through the opening to enter a large room. Immediately draw your pistols to shoot 2 venomous compies running at you from the L. When they're down, continue ahead (S) then turn L (E) after the opening to your L. Go around the pillar against the wall so you face its R side (i.e. you face N), standing on the highest, leftmost part of the floor there and hit Action+Up to pull up on the pillar. Pick up the healing herb there then turn L and run off into the room.
Run ahead and to the R (NW) and draw your pistols as you enter the passage leading to the next room to dispatch 2 more venomous compies. Once you've properly decompified the place, run ahead and R (NW) into the short passage where you'll find a door. Said door being as closed as can be (although it is necessary to run to it), turn around and return to the first room then into the passage ahead (E).
[Note: If you go into the passage before checking on the door, you'll find a high impassable rocky wall on your R at the end and will be greeted there by another roaring warning from the Unspeakable Terror.]
Don't enter the area beyond. The ground isn't quaking for nothing: you finally get to meet the Unspeakable Terror in flesh. Quickly turn around and dash for the door you just checked in the NW corner of the next room as the T-Rex chases you. It is an absolutely bullet-proof T-Rex, by the way, so don't try to shoot it, not even with the shotgun. Just run away.
Once at the door, you'll have the happy surprise of seeing it's now open. Pass the doorway (Sir Rex can't follow you there, big as it is) and run diagonally L to the SW corner to pick up the 2nd Eye in the alcove.
Leave the room. No need to dash, the Unspeakable Terror got tired of waiting and went away (Unspeakable Terrors aren't very patient, generally speaking). Return to the Trees Cave via the two rooms and the passage.
Once there, turn L (N) and start running ahead. Soon you'll hear the stomps of a raptor that came wandering here in search of a prey. Show it who the real predator is and shoot it, possibly from a high block safe spot or moving around a lot to avoid being bitten. Once you're done, make your way to the passage leading to the skull keyhole and the trapdoor in the NW corner then up to the skull keyhole passage itself.
Remember that raptor's head you saw there the first time around? That's where the eyes belong. First combine them in your inventory to obtain the Raptor's Eyes then put the latter into the Raptor's Head to your R (E) to open the two heavy stone head doors at the bottom of the ramp to your L (N), opening a whole new part of the Temple.
-- Two Eyes to Reach the Heights --
Objective: Find two more Eyes to access the upper floor
You're now standing at the entrance of a room we'll call "The Big Lava Room", even though what bathes the room looks more like scalding water than lava. This room has four floors, numbered 1st to 4th from bottom to top. You're currently standing on the 2nd Floor. In order to access the 4th one, which is your current objective, you need to thoroughly visit the three other ones, and collect two more Eyes on your way.
Preparing the Way
Start by SJ to the ledge on your R (NE). Go R (E) a bit then turn R (S) and walk to the edge. SJ on the higher block ahead then pull up on the next one. Sidestep L to the corner, turn 135° R (NW) and do a SJ with a L mid-air curve, hitting Action at the last moment to grab the edge of the partially fenced ledge above. Pull up. Run ahead and L then push the lever. A camera shows you a block in the opposite side of the room, on the 2nd Floor, but nothing has changed, so looks like you've got more to do.
Return to the edge of the ledge, turn around and safely drop down from there to the lower square one below. Turn R (N) and SJ on the long ledge ahead. It's now time to go down to the 1st Floor. Turn L (W): there's a ladder ahead. Go to it and climb down, stopping when Lara's feet reach the last bar and back flip to land on a ledge behind.
Turn R (N) and locate the "low" block beyond the ledge you're on. Run along the ledge to eventually face said block and do a SJ to it. Run ahead to the wall, turn R (E), drop down, grab the edge and shimmy L and around the corner until you're hanging above the first of two different tiles. The water here has a different color (it's purple instead of red) and is in fact absolutely safe, so let go.
Turn L (E), climb into the passage and follow it to enter a small room. There's another larger one ahead beyond the opening, with a pool in the center, but you don't need to visit it yet. For now, turn L (W), notice the Raptor's Head to your L (SW) sticking from a cage and the lever to your R (NW). Go push the latter. A camera shows you the block you already seen, this time rising.
Time to go back up on the 2nd Floor.
To return there, run off the passage into the safe patch of water, go to the second different tile, turn L (S), grab the edge of the crack and shimmy R to eventually pull up on the block beyond. Go R (S) to the edge, SJ over the scalding water to the ledge and run around it to face the ladder. Walk to the edge, SJ to the ladder, grab it, climb and pull up at the top.
Turn R (N). The newly raised block is on the other side of the room ahead and to your R (NE). Walk to the edge, hop back and do a RJ+G to the other ledge ahead. Pull up and do another RJ to the one extending from a pillar in front of you.
The newly raised block is there on your R (E) but first, a tiny detour for a goodie. Turn R (E) and notice the opening below with a greenery covered floor. Walk to the edge, hop back and do a RJ to it, holding Action to avoid hitting the wall. Pick up the healing herb, turn around and do a RJ back to the higher ledge. Turn around and sidestep to face the raised block and eventually do a RJ+G to it. Pull up.
To the 3rd Floor now. Turn 135° L (NW) to face the pillar beyond the corner, standing one step away from the wall. Do a SJ with a hard mid-air curve and hit Action at the last moment to grab the edge (see screenshot). Turn L (W), walk to the edge and do a SJ+G to the top of the higher pillar. Pull up, turn L (S) and do a RJ to the long ledge ahead. Time to get another secret.
Turn R (W) and locate the pillar to your R (NW). Look at the top: there's something up there. Run to the edge of the ledge you're on, SJ over the gap to land on the other one, turn R (N) and do a RJ to the one running along the N wall. Go L (W) then turn L (S) again to face the pillar. Pull up on it then go pick up Secret #9: a healing plant. Turn 45° L (SE) and run off from the pillar to the ledge below.
Run ahead (S) to the end of the ledge. The 3rd Eye is lying on the top of a pillar below, under a ledge. Hop back and simply run off the ledge you're on. Go L (E) to pick up the Eye then turn 45° L (NE), walk to the corner, hop back and do a RJ to land on the ledge below, on the 2nd Floor. Make your way back to the 3rd one via the raised block like you did the first time. Once there, return to the end of the ledge you just ran from.
The Race for the Fourth Eye
First off, take a look around to get a better idea of what's awaiting you now. You can see a wrought iron platform against a tall pillar to your R (W), currently lowered. There's another one in front of it and L (SW) past the column, above a set of deadly burning floor. Last (but not least), there's a switch ahead of you.
Turn to face it and do a RJ from the ledge. Go to the switch and save. Timed-run ahead. And not an easy one, mind you.
Flip the switch down, roll and immediately run with a R curve. Take off from the corner and to do a RJ to the ledge ahead (see screenshot). Immediately take a L U-turn on the ledge to align yourself with the first raised platform. Take off at the last moment to jump and grab the platform edge. Pull up (see screenshot). Run with a wide L curve to take off from the brown tile ahead, facing the second platform. Grab its edge, pull up and immediately SJ to the recess above (see screenshot). You've made it!
Pick up the 4th Eye to your L. It's now time to collect the last secret of the level.
Turn R (S) to face the wall, make sure Lara's healthy enough then hop back holding Action as to grab the edge but release action before grabbing: you'll land on the ledge below, beyond the hot floor, losing a good deal of health in the process.
[There is another way to get the secret which is muuuuch longer, not necessarily easier but will cost you much less health. If you prefer that one, follow the next paragraphs. If not, resume after the ====== line below]
Turn L (N) to face the room. Look down to locate the pool of deep, clear water below: this is where you need to land now. Walk to the edge, standing roughly in the middle, turn 45° R (NE) to align with the pool, hop back and do a RJ with a slight R mid-air curve once you've passed the wall. You should safely land in the water. Pull out of the water via the R edge (E).
First, make your way back to the timed platforms switch. The ladder to the 2nd floor is ahead, behind the pillar, so SJ over the scalding water or run along the ledge depending on which side of the nearby statue you are, then SJ+G to the ladder. Return to the 3rd floor via the raised blocks and the following pillars then to the switch once there. Save.
You indeed have to do the timed run again, although it will end slightly differently this time. Repeat the same process up to pulling up on the first platform.
Run with a L curve again, but try to make it tighter this time so you face the leftmost corner of the second platform. Jump, grab and pull up (see screenshot). Immediately turn 45° L and run off from the platform holding Action to avoid hitting the wall (see screenshot).
You'll land on Secret #10: the floor beyond the burning floor, between two holes losing a bit of health in the process. [Note: if you can't manage to grab the corner of the platform and run from closer to the middle, you'll land in the left hole, losing much more health]. Go into both holes to pick up a healing herb in the L (E) one and a shotgun in the R (W) one then pull back up on the floor above.
Turn to face the room and locate the ledge extending from the bottom of the tall pillar to your L (NW). You need to reach that ledge without touching the burning floor, and a simple RJ won't do. Step back against the wall then sidestep R to the edge. Turn L so you almost face the W hole. Run with a R curve and take off before touching the burning floor to land on the ledge beyond (see screenshot).
Run to the pillar stopping in the middle of the tile and turn R (E). The pool being right ahead, do a RJ to safely land in it. Exit the water by the edge ahead (E).
Putting the Eyes to Use
Return to the low block and the crack by running along the ledges and SJing over the scalding water when needed. Go back to the room where you pushed the second lever and go to the Raptor's Head to your L (SW). Combine the Eyes to obtain the 2nd Raptor's Eyes and give the head its sight back. This will raise the water level in the nearby pool room, as well as another one beyond, allowing you to reach a third lever which until now was inaccessible.
Turn around then run through the opening to your R into the pool room. Go R (E) and run along the ledge, SJing over the statues. You'll find some shotgun normal ammo behind a pillar after the second corner (NE). Pick it up then dive.
Swim diagonally L to find an UW tunnel in the middle of the L side of the pool (W). Swim through it to enter another smaller pool room at the other end. Turn around and pull up on the rightmost side of the ledge above. Push the lever. A block rises in the northern side of the Big Lava Room, on the third floor. Return to said Lava room. Time to visit the 4th floor.
-- The Fourth Floor --
Objective: Enter the fourth room on the 4th Floor
Once you're back in the Lava Room after SJing from the block near the crack, make your way toward the 3rd floor like you already did on several occasions, via the first raised block, the pillar around the corner then to the next higher one on the L (W).
Turn around (E) once there to face the newly raised block and do a RJ+G to it. Pull up then climb on the pillar to your R (S). Turn around (N), jump up and grab the thin edge of the ledge above, pull up again: you've made it to the 4th floor!
You can hear something angrily pacing nearby, but "it" being locked behind a closed door, it's of no immediate threat.
Speaking of closed doors, you'll find four of them here: the E door is the one to your L. You can see the S door in the far L corner beyond the grey ledge. The W door is in the middle of the wall to your R and, hidden by the nearby columns at the moment, the N door, in the closest L (NW) corner of the room.
There are also four sets of grey ledges separated by a reddish floor that happens to be made of deadly burning floor. The ledge you're currently on is the NE one. In front of you is the SE one, to your R the NW one and the SW one is in the opposite corner. There's an alcove beyond the latter which is your next destination.
Run R (W), SJ 45° L over the corner then go L (S). Do a RJ to reach the SE Ledge then go R (W) and do another RJ to the SW one. Run ahead then L (S) at the corner to eventually pull up into the alcove, right before a switch. Save. You're now in for a series of chained timed-runs, going like this:
- The 1st switch (the one you're about to flip down) opens
the W door.
- Beyond, you'll find a 2nd switch which opens the E door.
- The 3rd switch opens the N door.
- Finally, the 4th switch will open the S door.
Okay. Ready? Let's go.
Flip the switch and immediately back flip and roll in mid-air to gain some precious time. Sprint a bit then run with a L curve, drawing your pistols on the way (you'll see why in a moment) and jump through the open W door into the room beyond (see screenshot).
Immediately start shooting the 3 venomous compies that were hiding there. Once the pests are down, go pick up the shotgun near the wall L of the entrance (S) then run to the switch at the end of the alcove in the W wall. Save.
Flip the switch, roll and start sprinting. Sprint off the doorway (you'll regain a bit of energy) and continue sprinting ahead (see screenshot), drawing your weapon of choice on the way. Release sprint as you approach the end of the ledge and jump on the SE ahead. Immediately run with a L curve and jump to the NE ledge there (see screenshot). Run ahead then jump over the corner with a slight R curve. Run with a R curve to align with the open door and jump through it (see screenshot).
Start shooting the raptor as soon as you set foot in the room, and kill it quickly (not much room to move around, though, so you might consider using the shotgun). Pick up the healing plant L of the entrance in the NW corner, then go to the switch and save.
Flip the switch, roll and start sprinting. Release sprint one tile away from the door, run with a L curve and jump diagonally L to the NE ledge ahead (see screenshot 1 and screenshot 2). Run with a R curve around the corner then sprint. Release Sprint as you approach the edge, run R around the corner and jump on the NW Ledge (see screenshot). Run ahead and jump over the corner then run with a slight L curve at the start. Jump on the block at the end of the ledge (see screenshot). Run with a R curve, jump to the doorway with a slight R mid-air curve, hit Action to grab the edge and pull up (see screenshot). Run a bit into the room, stopping as soon as you've cleared the door to avoid falling into the lava pit ahead.
Do a SJ over the pit and run to the switch ahead. Prepare yourself for the last timed-run of the series and save.
Flip the switch, roll and run. Jump over the pit then run with a L curve to the edge of the opening (see screenshot). Jump diagonally L to land on the ledge below, beyond the block. Run with a L curve as soon as you stand up, jump over the corner, run with a L curve again then sprint in the straight line, releasing when you approach the edge (see screenshot). Jump over the burning floor to the NE ledge, sprint again then run as you reach the other end, run R and jump to the SE ledge (see screenshot). Run R around the corner then sprint ahead. Release Sprint toward the end of the ledge, run R around the corner then L to face the doorway and jump through it (see screenshot). Stop as soon as you've passed the door to avoid being burnt by the fire. Congrats! You just made the last timed-run!
There's a hole in the recess ahead in the other side of the room, but there are fires between you and it. To pass those, you're gonna use what's known as "the corner trick": as long as you stay in the very corner of a tile with a central fire, you won't be burned.
You can go either L of R to reach the other, but we're going L here, for clarity purpose. First turn slightly R and sidestep L. You should slip between the first fire and the corner without problem. Jump over the second one ahead, walk toward the wall stopping (roughly) one step away from it. Turn slightly L and sidestep past the fire again. The hole is right in front of you. So, without further ado, run into it!
-- Leaving the Temple --
Objective: Get the Snake stone and find your way out of the Temple
Long fall, wasn't it? Fortunately, you just landed safely in a deep pool. Turn around (N), swim ahead and surface. Pull up on the edge: the coveted Snake Stone is there before your very eyes, in all its snake-stony glory. SJ on the block it's on and pick it up.
Turn around (S): there's a closed door in the opposite side of the room, and a switch on its L (SE). Jump back into the pool, swim ahead, surface and exit the water. Run to the switch and flip it down.
A movie will show you that The Guide has finally found his way into the Temple (didn't you miss him?). He bows before two impressive stone head doors, in a red-lit area. Apparently hearing his prayer, the doors open.
Since the nearby one is now open as well, run through it and down the passage beyond to soon find yourself in the very same red-lit area where The Guide is waiting (said area being the red-lit one we spotted in the NE corner of the Trees Cave at the beginning of the level). Run to The Guide then into the passage beyond the stone head doors.
Continue, running along the R wall, until you find an unlit lamp on the wall, and wait for The Guide to join you there and light it. Resume running ahead then around the corner. Turn L (E) at the wall to enter a narrow passage at the end of which you'll find a closed door. If The Guide isn't there yet, wait for him. He will open the door.
Pass through it to find yourself in a large room with a pool in the center. Dive, swim ahead (N) to the other side and exit the water. Run through the opening ahead, climb on the block to your R (NE), run ahead to the wall then turn L (W) and run off into the passage. Continue running a bit and you'll soon find yourself back in the Lost Caves.
==== In this level, you should have found...
Enemies: Bugs, Raptors, T-Rex
Items of note: Skull Key, Stake + Boar's Head (= Boar's Head Key), Torch, 1st Eye + 2nd Eye (= 1st Raptor's Eyes), 3rd Eye + 4th Eye (= 2nd Raptor's Eyes), Snake Stone
4 Secrets (including 2 Secret Skulls)
A few Traps - 6 Timed-Sequences (including one optional)
== Interlude: Return to the Lost Caves, take 2 ==
Level by Todd Shurtz
Level Objective: Find the entrance of the Templeof the Shiva
After an earthquake occurs, cutting off the way back to the Temple of the Snake Stone, follow the rocky passage until you slide down a slope and end up by a door which will open as you approach. Pass it: you'll find yourself on a ledge giving onto a greenery covered cave. This is in fact one of the areas located near the entrance of the Lake Area and - if you have followed this walkthrough - you haven't visited it yet.
Run off the ledges to reach ground level, turn L (E) and pick up the healing plant in the dark recess ahead. Turn around and run toward the wide opening at the end, past a green boulder to your R (take good note of its location). You'll soon hear shrieking and stomping behind your back so draw, turn around again and shoot down that raptor!
Once it's down, proceed to the wide opening (W) again and pass it. You'll find yourself back at the crossroad giving onto the different caves of the area. First go R (N) into the small cave there, turn R (E) after the entrance, SJ over the slope and pick up the healing herb at the top. Turn around (W), notice the closed bamboo gate ahead then go back to the crossroad. Time to use that hard-earned Snake Stone.
-- To the Temple of the Shiva --
Bullfighting the Mesozoic Way
Go R (W) into the Gibbet Cave then L (S) and down the ramp in the other cave ahead. You'll eventually find yourself by a Serpent Head waiting for its Snake Stone and the gate closing the triceratops den. And yes, you're now going to unleash it so save.
Put the Snake Stone into the Serpent Head mouth then turn around and run up the ramp. The triceratops will follow you. Remember that green boulder in the Raptor Cave? That's what you need to lure the 'tops to. So run along the ramp, cross the cave to the Gibbet one then go R (E). Cross the crossroad and enter the Raptor Cave. You need to lure the 'tops to hit the ledge where the green boulder is, possibly just under said boulder to make it move.
There is no absolute "perfect" method here. One that works rather well - depending on your luck - is to run toward the other side of the cave (E) and climb upon the ledge that's under the door whence you came back from the Temple. Turn W toward the cave entrance, wait for the 'tops to run past you to the end of the cave then jump/run toward the entrance and SJ on the triangular block on the R. Most of the time, the 'tops will then hit the boulder ledge (you might even be lucky enough for this to happen while you're still on the ledge near the door).
Once the boulder has moved, make your way to where it was: you'll find a switch there. Flip it down to open the bamboo gate in the E Cave, which will allow the 'tops to enter the Lake Middle Level, where another boulder has to be moved the same way.
Leave the cave then run ahead (W) past the crossroad into the Gibbet Cave. Enter the opening at the end and pass the open door at the end of the passage beyond to be back at the start of the rocky bridge in the Lake Upper Level. Drop down to the Middle Level from the ledge before the bridge then slide down.
You'll likely have to lure the 'tops here by running down the passage to the R (N). Turn around as soon as you spot the beast, return to the Middle Level then straight ahead (S) to the green boulder ledge. SJ on the part that's between a higher block to your L and the boulder itself, staying close to the high block. Wait for the 'tops to hit the ledge and move the boulder.
The Way Out
Climb on the nearby block, turn toward the boulder and jump over it. Pick up the Bronze Key that was hidden under the boulder by a closed stone door, turn R (N), run off the ledge, go R (E) again and SJ over the slope to be back on the higher ground against the E wall. Run along until you reach a square grey rock, turn L (W) to face the cave and do a RJ to the grey pillar ahead.
The Bronze Keyhole is here to your L. Use the Bronze Key on it, opening the door by the boulder ledge. So make your way back there, still careful not to get hit by the jolly triceratops that's, by the way, still frolicking around.
Pass the door and run down the passage until you find a high slope at the end to your R. Pull up on it, back flip to hit a second one and keep bouncing while holding Right to eventually hit a higher one. Slide and grab the edge then shimmy R as far as you can. Pull up and back flip to land on the tip of a higher triangular block.
Turn around (N) and pull up in the greenery covered passage ahead. There's a Silver Key waiting for you at the end, on a pedestal. Go pick it up then turn around and run to the edge of the passage, standing on the L. Stop at the edge then run off to slide down the slope below and into the rocky passage. Go back to the Lake Middle Level.
Once there, run off the boulder ledge (the triceratops should have vanished by now), run ahead (N) then turn L (W) at the pillar. Cross the short rocky bridge to reach the other side of the area and turn L (S). You should spot a closed tall bamboo door ahead and a Silver Keyhole to your L. Go use the Silver Key on it to open the nearby door then pass the latter. Run down the passage beyond to eventually enter the Temple of the Shiva.
==== In this level, you should have found...
Enemies: Raptor, Triceratops (special)
Items of note: Bronze Key, Silver Key
== Level 4: Temple of the Shiva ==
Level by Todd Shurtz
Level Objective: Find four Shiva Heads, two Scimitars and one way out
Continue through the passage to the end then drop down from the edge into the room below. Turn around (W). You can spot a wrought iron trapdoor in the far L corner (SW), but since it's closed (and will not open any time soon), run ahead and to the other end of the passage to enter another room with high ledges and closed by heavy stone head doors. Look up to spot a MS extending on the ceiling from L to R, starting at a block on a ledge: this is your next goal.
Run L (S) past the pillars and climb on the block to your L (E). Turn around, do a RJ+G to the ledge ahead, pull up and go R (N) to the block. It being in fact of the movable type, pull it once, turn L to the wall, sidestep once and drop down from the ledge, grabbing its edge. Shimmy R to the other end (you can pass the block doing so) and pull up again.
Turn R (N), jump up and grab the MS. Swing ahead to let go once you're hanging over another ledge. Run to the end. There's a switch there on your L (W) so flip it down to open the stone head doors below and the way into the main area of the temple. Drop down from the ledge then run to the newly open doors, stopping at the edge immediately after.
-- Fixing the Decoration --
Objective: Find four Shiva heads and put them on the headless Shiva statues
You're standing in an opening overlooking a large room lined with high ledges adorned with Shiva statues. If you take a close look at the one in the far L corner, you'll notice it's missing its head. There is a T-shaped platform ahead leading to another room in the distance, but it's inaccessible from where you stand. Looking down, you can see an empty pool with an emerged UW lever on the L, as well as a passage beyond.
Run off the opening to land on the floor surrounding the pool. You're now in the "Pool Room". Run off into the pool itself and spot the closed wrought iron trapdoor below, then go pick up the Shiva Head on your L (S). Cross the pool diagonally (or run around it) to the opposite corner (NW) and pick up the healing herb there. Pull out of the pool and enter the corridor to your L (SW) to reach the next room.
You're now in the "Stairway Room", standing at the top of a downward stairway. Go R (N) and pick up a second Shiva Head then run L (W) along the wall to enter the third room beyond the opening. Stop at the entrance and look up at the far high ledge.
Where Natives Prove They Have Considerably Improved Their Weaponry
As soon as you step in someone appears there and start shooting at you. Congratulations, you've just met your first blowpipe native. Shoot him quickly while moving - using the shotgun might be a good idea here - but try not to go too far into the room as a second blowpipe native is playing sniper from a high ledge on your L (W). Once the first one is down, locate the second one and shoot him down as well.
Turn around and spot the skeletal remains near the far R corner (SE). They're movable, so go to them and drag them aside (hit Action when standing at the head) to reveal a shotgun. Time to go up a bit.
Turn around (NE) and locate the sloping ground in the corner. Go to its R part, standing one tile away from the pillar, turn to align with the edge and SJ over the slope to the flat part at the top (see screenshot for initial position). Turn around (W) to face the nearby ledge extending from the wall and supporting a Cambodian statue. Walk to the diagonal edge, stopping one step away from it, hop back and do a RJ to the ledge. Run ahead to the end (you'll hear the nearby door closing), turn 45° R (NW) and do a SJ. Pick up the Gold Key that's lying just before the door, drop down into the room below and turn around (S).
Of Shiva Heads and Cambodian Statues
Run back into the Stairway Room then down the stairway itself. Pick up the Shiva Head at the bottom then run toward the closed door. There's a corridor on your L (S), but it currently leads to a dead end so go to the Gold Keyhole R of the door instead and use the Gold Key to open the door. Pass it and enter the next room.
There are many things of note here. First, in the other side of the room, two heavy closed stone head doors which will only open much later. Second, and if you look up, a fenced platform then a burning block beyond. Last but not least, four of the tiles on the floor are decorated with the image of an Indian dancer and there are four Cambodian statues, one per corner. All movable. Let's take care of those first.
Start with the one in the closest L corner (SE), although the order doesn't count here. Go to it and push/pull it to the closest Indian dancer tile. Repeat the same process with the three other statues, going counterclockwise. You end up near the SW corner, facing S, and a trapdoor just opened at the top of a ladder located ahead and to your R (SE). Go there, climb and pull up on the central fenced platform.
You'll find a wrought iron cage up there, with a horizontal pole mounted on it. It's movable too, so push/pull it to the other end of the platform. Two latches will rise on each side, and the fire on the nearby block to your L (W) will be turned off as an on/off flame will now spring from a high block hanging on your R.
You can't reach the now safe block from there, so go back to the ladder and drop down into the room. Turn L (N) and run to the other side of the room. Climb on the block to your R then turn L (W), walk to the edge, jump up and pull up on the ledge above. Walk to the wall, turn 45° L (SW) to face the platform extending from the W wall and do a RJ to land there. Finally, climb on the now safe block on your L (E).
Do a RJ and hit Action+Forward to grab the pole. Continue swinging around until the fire ahead has just extinguished then release to land on a ledge beyond.
Follow the corridor to your L (N), climb up the ladder and back flip at the top. Go R (E) and pick up the 4th Shiva Head. You're now standing on a ledge overlooking the Blowpipe Natives Room.
Locate the switch to your L against the wall and flip it down. The Cambodian statue on your L (N) now starts blowing fire, lighting the room and revealing a couple of floating invisible blocks leading the a ledge on the other side of the room (S). A more spectacular and threatening effect is to awaken one of the Shiva statues in the room below.
This one is particular, insofar as it won't take a defensive stance. You may try to shoot it down from your safe high position, but chances are it will disappear in the nearby room after a while and you'll then have to drop down into the room below and go after it. In this case, try keeping it in the Stairway Room, RJ over the stairway over its bottom and roll to turn around and shoot. Since the Shiva can't do likewise and has to go around it instead, you'll have plenty of time to shoot it before it gets too close. When it does, simply RJ to the other side. Repeat until it falls in a loud groan.
Restoring the Local Sculptural Art
Return to the Blowpipe Natives Room and the far R corner (NE). SJ over the slope there like you did the first time. Turn to the Cambodian statue ledge (W), walk toward the middle of diagonal ledge stopping one step away from it but this time do a SJ+G to avoid being burnt by the deadly flame. Shimmy L and around the corner to pull up past the statue then turn around (SSE) to face the first invisible block.
SJ on it, walk to the edge and SJ+G to the other one. Shimmy R to the corner, pull up and again SJ+G to the ledge. To avoid the fire there, shimmy R and eventually pull up on the right side of the ledge. Turn 45° R (SW) and SJ on the platform, landing L of a Shiva statue. Now is time to put these heads where they belong.
Run to the edge (S). There's a headless Shiva statue in the other side of the room, but it's a bit far so let's take care of the closest one instead. Turn 45° L (SE), SJ on the ledge extending from the wall, run to the end then SJ again to land by a Headless Shiva Statue. Now your problem is that you need to face the statue in order to fix it so turn to face the wall, step back to the edge and sidestep R. When you're facing the statue, give it its head back. A camera shot shows you the pool, but nothing has changed there yet.
Turn 135° L (SW) and SJ back on the previous ledge. Turn L again to face the central platform (S) then do another RJ to the extending one ahead. Do a diagonal R (SW) SJ to land near the Headless Shiva Statue and fix it.
SJ to the previous ledge then RJ on the central platform (N). Run R (E) to reach the Pool Room upper level. Stop at the second tile and turn L (N) to face the third Headless Shiva Statue. Do a RJ+G, pull up before the statue and put its head on it.
Finally, turn 135° R (SE) and SJ on the ledge ahead. Run to its end, do a diagonal L SJ on the statue ledge, restore the last Headless Shiva Statue and watch the result: the pool is no longer empty.
-- Searching for Weapons of Detail Destruction --
Objectives: Find the Right and Left Scimitars then make your way back to the main area
Turn around and directly SJ from the ledge into the pool below. Turn 135° L (SW), swim across the pool toward the corner and pull the UW lever to open the nearby trapdoor. Now swim toward the opposite corner (NE) stopping above the open trapdoor, surface for air, turn 135° R to face S and dive.
An Underwater Trip
Click for a map of the UW rooms
Swim down the hole then ahead (S) through the first opening. Turn L (E) and follow the tunnel, staying close to the ceiling, to reach a small room closed by a wrought-iron door. Swim to the center then up through a hole in the ceiling (ignore the one in the floor, the "trapdoor" there will never open). Swim through the upper tunnel and pull the UW lever to open the door in front of the entrance.
Swim back to said entrance via the hole you came from then ahead through the tunnel and R (N) at the junction. Swim up the shaft leading to the pool and surface for air.
Turn around (S) and dive again. Swim through both openings this time, then past the newly opened door. Follow the tunnel to the next room then swim around the central pillar then up a bit to pull a second UW lever, opening the door in the room under the first UW lever tunnel.
Swim back toward the entrance again. If you don't have enough air, return to the pool to get some. If you do, turn R (E) before the opening leading to the entrance itself and return to the room under the first UW lever tunnel. Swim through the newly opened door there to the S and surface as soon as you can.
Fighting for the Right Scimitar
Exit the water by pulling on the ledge ahead (S), turn around then sidestep if needed to stand one step away from the pillar to your L. Turn L (NWW) and SJ with a L mid-air curve, hitting Action at the last moment to grab the edge of the opening. Pull up and run to the end of the corridor.
There's a closed floor trapdoor there and two narrower corridor going L (S) and R (N). To avoid being burnt by the Cambodian flamethrower, run a bit then crawl under the flame and around the corner. Stand up and flip down the switch at the end. Repeat the same process to return to the wider corridor then to the end of the other narrow corridor and flip down a second switch there, opening the trapdoor.
Proceed to the latter and drop down into a short passage below. Turn around (W). There's a room beyond the passage, lined with Shiva statues. Run into it then toward the other side until you've passed the first statues. The one that's against the far wall will animate in a bang, as well as the first one on your L. Draw your weapon and start hoping back to the corridor. You can safely shoot down the 2 Shivas from there, since they're too big to enter, proof if needed that sometimes size matters, even in the negative way.
One of them will leave a Silver Key behind, while the other one drops its Right Scimitar. Pick them up then run to the opposite side the room (W) and flip down the switch there, opening a door up in the Blowpipe Natives Room. Now return to the entrance and locate the ladder above the opening. Use it to reach the upper ledge.
Go L (N), run along the ledge and around the corner until you find a closed wrought iron door and a Silver Keyhole near the far R corner (NW). Use the Silver Key on it to open the nearby door, pass through the latter then run to the end of the passage beyond. Drop down into the corridor below, turn around (N), ready your shotgun and run through the corridor to find yourself back at the bottom of the stairway, in the Stairway Room.
Immediately go R and up the stairs and start shooting the blowpipe native who was waiting for you at the top of the stairs. Once he's been properly dispatched, return to the Blowpipe Natives Room. The door opened in the Shivas Room is there, up and ahead (N). Reach it like you did when you picked up the Gold Key - mind the Cambodian flamethrower - pass through it and drop down in the hole beyond.
Pushing and Lighting for the Left One
Turn around and run through the short passage to enter a small room with no apparent way out. Since you can't pull up back in the Blowpipe Natives Room - the opening is too high - looks like you're trapped here for good. Or are you?
Notice the two Indian dancer tiles and the hole in the floor topped by a lowered trapdoor. Turn R (E). The two farther blocks are movable. You're in fact at the start of a rather devious puzzle which solution you'll find in the Spoiler Section at the end of this walkthrough. Please note that there is a secret to find around, but that it's available only up to a certain point. Once you have solved the puzzle, you'll have found flares, shotgun normal ammo and a healing herb. You also will have fought 2 Shivas, found a secret as well as the Left Scimitar and a Secret Key and will be standing at the top of a sloping downward ramp, facing S.
Trial by Fire
Slide down the ramp, enter the next room then turn L (E) to take a look. Nice, isn't it? Your goal is to open then reach the closed wrought iron door in the opposite side and you're going to do this in two stages: one on the lower level, near the scalding water and the other in the upper one, dealing with the fire-eaters.
Go R (S) to the edge of the ledge you're on and do a SJ to land on a low emerged platform, beyond a block. Turn L (E), sidestep L to face the highest part of the ceiling hanging above the next platform, hop back and do a RJ to it.
Turn 45° L (NE) to align with the next platform and run on it. Turn 45° L (N) again and do a RJ to the next platform. Walk to the edge, sidestep R to the corner, turn 45° R (NE), hop back and do a RJ to the next platform against the N wall. Turn 45° R (E) and do another RJ, again taking off from the R corner. Finally, turn R (S), sidestep R to the corner, hop back and do a RJ to the platform ahead.
Flip down the switch to your L to turn off the hot floor on the top of the pillar behind you. Make your way back to the high ledge at the entrance by RJing from platform to platform then SJ from the block in the SW corner. That was the easy part.
Turn R (E), walk to the edge and position Lara so she faces the R corner of the pillar near the first fire eater. Do a SJ to land on the very edge: if you don't move while the fire is on, you won't catch fire.
Wait for the fire to be off and do a SJ+G to the next pillar. Shimmy R and around the corner toward the next one, stopping a bit before reaching it. Pull up as the fire turns off (don't wait for it to be completely extinguished) then do a RJ with a R curved run up to land on the partially fenced ledge against the N wall. Flip the switch down to open the door.
Turn around, walk to the edge and wait for the fire ahead to be off to SJ+G to the pillar. Shimmy L and around the corner to the next one and wait for the fire to extinguish. Pull up as it does and quickly turn around (you're standing near the mouth of the fire eater where the flame is thinner and will have a spare second before you catch fire). SJ+G to the ledge below the door.
Finally, wait for the fire to turn off, pull up and immediately SJ through the doorway into the passage above.
Run ahead (E) and past the first small room. Continue down the corridor then pull up on the big steps until you find yourself in a room with a wrought-iron ceiling. Go to the block ahead then around it: there's a switch on the other side. Flip it down to open a ceiling trapdoor above a block in the L corner behind you (SW) then go there, climb on the block and pull up through the open trapdoor. You are now back at the very start of the level.
-- In the Hands of the Gods --
Objective: Reach both switches in the last part of the Temple and find your way out
Run into the nearby passage then go straight ahead (W) to return to the Pool Room then the Stairway Room. Once you're at the top of the stairway, look closely at the Shiva statue just in front of you: it's missing his lower hands (and scimitars). You'll soon remedy that situation, but first let's use that Secret Key and fetch the second and last secret of the Temple.
Run to the far L corner (SW) and locate the closed wrought iron door there as well as the Secret Keyhole next to it. Use you Secret Key on it to open the door and pass through the latter. In the room beyond, you'll find shotgun normal ammo to your L (E), some flares to your R (W) and Secret #12: a Secret Skull on the pedestal opposite the entrance. Collect them all and return to the Stairway Room.
Go to the edge on the side of the stairway then L (W) to the (partially) handless statue, SJing over the corner. Use both Scimitars on the Left Hand and the Right Hand, one at a time.
After you've done so, the big stone head doors in the movable Cambodian statues room at the bottom of the stairs will open, as shown by the camera. Hop back to land at said bottom, run ahead (W), cross the Cambodian statues room and pass the newly opened doors.
Now, that's an impressive room! And you'll have to cross it a couple of times, deal with the collapsible tiles you can spot in the hands of the huge god statues as well as take care of some other tasks.
First things first: you need to reach the other side. Quite simple, thanks to the platforms you can see emerging from the lava, although there will be a little complication on the way.
Walk to the edge and do a RJ to reach the first platform. Face the next one, ready your shotgun and do another RJ. The aforementioned complication will soon show up in the form of 2 blowpipe natives. One will shoot from the L (SW) and the other from the R (NW). Since you can't move around (obviously) and can't dodge their darts, make sure to shoot them both down quickly before taking too much damage.
Once they're out of your way, proceed to the other side of the room with a couple of RJs via the next platform then take a look around.
There's a closed door in the middle of the ledge you're on (i.e. the Western Ledge), the opening of which is your ultimate goal here. Other than that, the room is of the symmetrical type. On each side - and looking from your current location to the entrance in the other side - you can see a low CS, a lowered platform hanging from a high ledge with a Shiva statue, a huge statue holding collapsible tiles and finally a switch located high against the Eastern Wall, by the entrance.
The only non-symmetrical fact about this place is that the item you need to get yourself on tracks is located beyond the northern CS, so let's go there first.
Looking for a Flame
Run N to the CS (R when looking at the closed door) and crawl through it to enter a small rectangular room. There's a Shiva statue here which happens to be of the movable type and an Indian dancer tile in the other side, where the statue belongs. Unfortunately, there's also a hole in between cutting off the way. You can also see an Unlit Lamp on the wall beyond the tile and - last but not least - a Torch on a pedestal in the far L corner (NE), which is the needful item mentioned above.
Go pick it up. Since there's nothing here to light it on, bring it to the Huge Statues Room via the CS, using the pick up and toss method you already used in the Temple of the Snake Stone.
Actually, you won't find anything to light it here either so return to the Stairway Room by crossing the pool of lava then the Cambodian statues room and from there to the Blowpipe Natives Room, L of the stairway (N).
Remember those Cambodian statues blowing fire on the high ledges? That's what you need to light your torch. Run to the far R corner and SJ on the top of the slopes there like you already did a couple of times. To reach the Cambodian flamethrower without being torched, aim at the R side of the ledge before SJing on it to land by the statue itself (as opposed to the flame). Walk back to the edge and sidestep L once. Use Action when the flame in on to light the Torch. Once you're done, simply hop back into the room below and return to the Western Ledge of the Huge Statues Room, crossing the lava pool with your lit torch in hand.
[As said before, this room and the tasks therein are very symmetrical. In the following sequences, only the northern side of the room will be detailed. Once you're done, repeat the same process in the southern side. Note that the North-South order doesn't count.]
Now that you're back on the Western Ledge by the closed wrought iron door, go R (N) to return in the room where you found the torch. Use the toss/pick up method again to bring the lit torch there through the CS. Once out of the latter, go R (E) to the other side of the room and light the Unlit Lamp to raise the nearby platform and close the hole.
Drop the torch, go to the movable Shiva statue and push it on the Indian dancer tile. This will raise the platform at the feet of the Shiva statue in the northern part of the Huge Statues Room. Pick up the torch and bring it back there, leaving it where it will last land.
Time to deal with those collapsible tiles. To reach them, turn R (W) after the CS and locate the low block ahead against the wall. Pull up on it, turn around (E), walk to the edge and do a simple SJ to land on the edge of the newly raised platform.
Walk to the edge and the R corner, turning slightly R (SEE) to face the first collapsible tile. Do a SJ+G to grab the edge, pull up and do a RJ+G to grab the edge of the second one. Your next destination being the ledge extending at the feet of the closest Shiva statue, shimmy L to the corner, pull up and do a RJ to there with a slight L mid-air curve. Finally, do a L diagonal SJ to the switch, with a possible L mid-air curve if the statue is in the way.
Flip the switch down. If you're still doing the northern sequence (first time) nothing happens. If you're doing the southern one, though, the wrought iron door in the middle of the Western Ledge opens. In either case, you need to go back to said Western Ledge.
Return on the extended ledge with a diagonal SJ (you can't drop down, grab and shimmy around the corner as the statue will block you). Turn to face the room (S), walk to the edge and sidestep L to the corner. Turn 45° L (SE) Hop back and run off the ledge to safely land on the raised floor by the entrance. Jump your way from there across the lava pool to the Western Ledge via the emerged platforms.
The first time around (i.e. after having completed the northern sequence), pick up the Torch where you left it and proceed to the southern side (L of the closed door) and the CS there. Repeat the whole process (obviously reverting directions) until you're back on the Western Ledge. The only difference being that you can leave the Torch for good after having lit the Lamp in the southern room and don't need to bring it back through the CS.
Leaving the Temple
Crash alert: Don't try to bring the torch from The Temple of the Shiva to the Lost Valley or you may crash to desktop.
Since you should have landed right before the newly opened door, pass through it then crawl through the low CS (the door will close behind you). Climb up into the higher passage and run through it until the temple starts quaking. Continue into the room toward a hole ahead and soon enter the Lost Valley.
==== In this level, you should have found...
Enemies: Blowpipe Natives, Shivas
Items of note: 2 Shiva Heads, Gold Key, 2 Shiva Heads, Silver Key, Right Scimitar, 1st Torch, Left Scimitar, Secret Key, 2nd Torch
2 Secrets (including 1 Secret Skull)
== Level 5: Return to the Lost Valley ==
Level by George Maciver
Level objective: Find the truth about the Unspeakable Terror and behold its ultimate fate
You haven't left the Temple yet, so run ahead and simply fall through the hole to land in a river below. Let the stream carry you away and down a cascade to eventually find yourself in a calm pool of clear water. Surface.
-- A Trip to Memory Lane --
Objective: Open the access to the LostValley
Up by the River
Exit the water by pulling on the ledge to your L (E) and immediately draw your weapon to take down the hungry wolf that runs at you from the R (W - there are more around, as the sinister howls hint).
Nothing of immediate interest around, except for that closed tall bamboo door - the opening of which being your current objective - so locate the rocks R of the door (when facing it i.e. W) against the wall and run to them. They lead up back to the river you just fell from, or to be accurate its dry banks. Make your way there by running up the rocks, climbing on when needed until you reach an opening in the N wall.
Enter the small cave and go R (E) to the edge of the bank, careful not to fall in the river which would directly lead you back into the Cascade Pool. You're now on the Western Bank. Facing the river, go L (NE) to the corner and pick up the healing herb. Notice the opening on the Eastern Bank, currently closed by a tall bamboo door, you'll get there soon.
For now, turn L (N) and walk to the edge. There's an opening to your L (NW) on the same bank you're on which is your next destination. Standing in the middle of the edge, turn slightly L (NNW) to face it, hop back and do a RJ with a hard L mid-air curve once you've cleared the wall (see screenshot). [Alternatively, you can jump diagonally into the opening across the river (NE) then turn around and RJ from there into the opening]
Turn L (W). There's a closed wrought iron door to your R and a post in front of you topped by a shatterable can. Shoot it to open the nearby door and pass through it.
Run into the passage and around the corner to reach another part of the Western Bank. There's another opening immediately to your L in the W wall, but it's currently blocked by a closed door. As for the closed tall bamboo door on the Eastern Bank, it's not about to open yet so ignore it for now. Go R (S) and locate the high block ahead and to your L. Run to the far L corner of the ledge you're on and do a SJ on the block. You'll find another post with a shatterable can in a recess to your L (SE). Shoot the can to open the nearby wrought iron door.
Return to the previous ledge and go to the edge ahead (N). Turn slightly L (NNE) toward the opening and do a RJ with a hard L mid-air once you've cleared the wall to land there. Go L (W) through the newly opened door and run down the passage to reach a high-ceilinged cave with a rocky column in the center.
The Guide Returns!
Run diagonally L (SW) into the cave and stop on the L side of the pillar. Turn R (N) and look up: there's a jump switch above which you need to reach now.
Continue clockwise (R) around the pillar to pass two corners. Turn R (E) and go to the highest part of the sloping floor against a block. Pull up on it, walk diagonally L to the corner and turn R to face a block extending from the pillar. Do a SJ to it. Turn R (SW) toward another extending block, sidestep L to the corner and do another SJ. Finally, turn R (N), jump up and grab the jump switch to flip it down.
Aaahhh! So your faithful friend didn't abandon you after all. As you flip the switch, a movie shows you The Guide opening a door by the river. Said door being the first one you saw, near the top of the cascade, time to go back there.
Run off the block and return to the Western Bank through the passage. Once back at the opening, turn R (S) to face the wall, walk to it stopping one step away, turn slightly L (SSE) and do a RJ with a hard R mid-air curve once you've cleared the wall OR turn diagonally R (SE) to face the closed bamboo door and do a RJ to it. Turn around, walk to the edge, sidestep L to the wall, turn diagonally L (NW) and do a RJ across the river (see screenshot).
Run through the passage to your R (S) then L (E) at the end to the edge of the bank. The door The Guide opened is across the river on your R (SE). Do a diagonal RJ to it and enter the Southern Tree Room.
To the Valley
Crouch after a few steps to minimize the damage done by the swarm of carnivorous butterflies that comes to attack you (there sure are strange species in this jungle). The room is lined with high wooden catwalks and there's a huge tree in the center. The tree itself is of no immediate interest as you're lacking some stuff needed at its top. This said, if you go around it and look up at its eastern side (i.e. facing W), you'll see a hard-to-spot jump switch just below the branch. That's what you're currently here for.
From the jump switch side of the tree, turn R (N) and run ahead to the black against the wall topped by a slope (or from the entrance run diagonally toward the far L corner). Pull up on the slope then back flip to land on the catwalk behind you. Go L (S) and turn R (W) once by the tree, at which point Lara will intently look at the jump switch. Do a RJ to it taking off from the middle of the edge and flip it down: the door by the Cascade Pool opens, as does the way to the Lost Valley.
Leave the room and jump in the river to let it carry you down in the Pool. Once there, pull out of the water from the ledge ahead (S) and pass the newly opened door. The Lost Valley is close.
-- Collecting Bio-Samples --
Objective: Collect four balls of dino dung.
Run into the rocky passage then go R (W) at the end. Slide down the slope then run into the blue lit corridor (S). Draw your weapon when you're close to the other end as a couple of wolves will attack from there. Shoot them down quickly before they can take a bite. Proceed then through the corridor to eventually enter a small cave.
There are several things of note here: first the Scroll by the skeletal remains. Pick it up then examine it in your inventory. It reads:
This place man!
Watch out for the T Rex and his little mates.
Never did figure out the big plants but I think they need fertilizing before they will flower.
Oh, by the way, there is unlimited ammo lying around The Temple. You might need it!
Informative read if any! So now you know what you're looking for and how to use them once you've got them all. You also know Mr. Rex is around and have learned an interesting bit about some unlimited ammo lying around somewhere...
Speaking of Mr. Rex's "little mates", looks like one of them left a souvenir. Notice the small ball on the floor: that's the 1st Dino Dung. Pick it up. The much bigger steaming heap of dung lying nearby might be a hint that a much bigger (although not steaming) dino is lurking around as well. As the tender roar of Mr. Rex seems to clearly hint. Added to that, you're now attacked by a swarm of carnivorous butterflies. The local fauna sure don't like people cleaning their place.
Now that you've got a better idea of what's awaiting you, return toward the entrance of the cave (N) but don't leave it yet. Run up the rocks to its L then L (W) along the wall to pick up a healing herb. Now you can return to the rocky passage via the blue-lit corridor.
SJ over the slope to the R (E) and run ahead a bit until you're next to a high block on your R (S). Pull up on it then on the rock ahead and eventually on a higher one. Pick up a healing herb on the floor to your R then proceed past the red-lit rocks to eventually slide down to the ground. Go R (S). You've reached the Lost Valley!
A Vague Impression Of Déjà-Vu
If you've ever played Lara's first adventure, you should recognize the place. This is indeed the memorable Lost Valley, the place where Lara met a T-Rex for the very first time. Fond memories of scaring stomps and hiding in a recess while shooting at the beast. And to better refresh your memory, you're now about to face one of Mr. Rex's little mates, just like the first time - "little" being here quite relative.
Draw you weapon and run ahead into the Valley. A venomous raptor is already there, hungry as usual and very eager to meet you. Shoot it down taking advantage of the open surroundings and running back/back flipping to the small cave at the valley entrance when it gets too close: it won't follow you there most of the time.
Once you've got rid of it, run into the Valley. You're now in the Broken Bridge Area. Locate the big heap of steaming dung and pick up the smaller 2nd Dino Dung nearby then continue forward a bit. Turn L (E) when you see a small cascade to your L, before the broken bridge. There's a closed bamboo door but it will remain so for a good while. Spot the short passage to its R beyond the cascade and run into it to pick up a healing herb at the end. Return into the Valley.
Go L (S) to run further into the Valley and stop at the first palm tree to pick up a healing plant on the ground. Run a bit further past the tree and turn R (W). There's an opening in the wall giving onto a rocky passage. Go climb into it.
A Needful Thing
Run along the passage then L (S) after the sloping floor into a wider one. Cross it to find yourself by a pool and a series of blocks extending from the wall and leading way up to the top. Climb on the first one ahead, then the one on your R (W) and continue up until you finally pull up in opening to your L (S).
You're now in a long pool room. There's a rocky pillar emerging from the water at the other end of the pool to your R (W) but to access its top, you need to use the pillars lining the opposite wall, which unfortunately happen to be currently on fire.
First things first, dive. Swim L (E) then L again (N) to locate a short UW tunnel. Go through it and pull the UW lever at its end. Return to the pool then exit the water by the ledge you dived from.
Turn to face the pillars again. The first one is now safe. Do a RJ to it. As soon as you land, all the other ones extinguish in turn. Which, of course, won't last.
There are two ways to perform this timed-sequence:
In the first one, the "timed" aspect isn't of the essence here, although the two first jumps must be done quickly so save, just in case.
Turn R (W) to face the pillars, walk to the edge, hop back and do a RJ+G over the first one to pull up on the second one. Immediately do another RJ+G to the fourth one but don't pull up. The fire will turn on very soon if it hasn't done so already and you don't have time to do another jump.
Shimmy R and around the corner then continue to reach the other corner. Pull up on the latter where the fire can't burn you, turn R (W) to face the safe and last pillar and do a SJ to it.
Starting from the edge of the first safe pillar, do a series of SJs from pillar to pillar to eventually land on the last one. The trick here is to wait until Lara bends her knees when landing before doing the next SJ.
Turn 135° R (NE). There's a ladder on this side of the rocky pillar. SJ to the slanted block at its bottom then climb up until Lara's hands are one tile away from the ceiling. Back flip and turn around.
The reward for all your hard work is waiting for you near the far L corner by the skeletal remains of its former owner. So, without further delay, run there and pick up the Revolver.
Return into the pool by dropping down from the ladder hole then jumping into the water. Turn around, swim back to the entrance of the room and exit the water there. Go to the opening overlooking the series of blocks then run off to the higher one on the L. Don't go down yet, there's a secret around.
Walk to the edge of the square block you're on, standing in the R corner. There's a high CS in the opposite wall, slightly to your R (NE) and half hidden by foliage. Turn to face it, hop back and do a RJ+G to its edge. Slip into it and crawl a bit until you can stand up. Climb onto the higher floor then run ahead and off to pick up Secret #13: a Secret Skull. Return to the CS, crawl to the opening, turn around and drop down from it to land on a block below, losing a tiny bit of health in the process.
To quickly return to the Valley, turn L (W) and drop down to the small cave below. Turn around (E), run to dive in the pool and go L (N) at the end to pull out of the water.
Improving Your Sight
Turn R (E). You're now facing another part of the Valley we'll call the Temple Area (due to the yet unseen Temple at the other end). You should already spot a skeleton sitting in an armchair at the bottom of a tall stone structure extending from the R wall. This said, don't enter the area yet.
From the cascade, run ahead (E) along the wall a little bit until you reach a slanted rock slightly rising from the floor. SJ on it, turn R (S) and pull up on the higher square rock. Turn 45° R (SW) and do a SJ to the partly fenced ledge and go to its end.
There's a ladder ahead and to your R (NWW) but it's out of reach from where you stand so ignore it for now and sidestep R to the corner. Turn 45° L (SW) toward the triangular opening, facing the top of the triangle, and do a SJ into the opening holding Action to clear the low ceiling.
[Alternatively and starting from the same spot in the R corner, turn to face the opening as much as possible (SSW) then do a SJ+G to grab the edge. Shimmy R until you're below the top of the triangle and pull up, holding "Duck" as to slip in a CS]
Run into the passage and go R (W) at the wall. Turn L (S) at the corner and run ahead past the junction: there's something nasty waiting in ambush beyond the R passage and you need room to deal with it. Once you've reached the wall, draw your weapon, go R (W) to the dark area then R (N) again. Shoot the venomous raptor as soon as Lara aims at it. Due to the lack of room, it's preferable to use the revolver. Note though that you have only six bullets (so far) and will need at least one in order to continue the level, so make sure not to spend too much ammo or you'll have to do a looong detour to fetch ammo. Four bullets are enough to take the pest down.
Once you're done, and assuming you're still in the dark area, turn L (W) and run ahead then L (S) before the skeletal remains to flip down the switch there, opening a door located in the Broken Bridge Area, just before the bridge. Return to the entrance and run off into the pool below. Exit the water and run ahead (N) to the broken bridge.
Turn L (W) as soon as you've passed it: the newly opened door is there. Run through it into another rocky passage. Follow it to the end to find yourself standing in a high opening overlooking the Valley.
Once at the edge, turn R (S) and walk to the wall, stopping two steps away from it. There's a pillar extending from the corner of the Valley walls to your L. Turn slightly to face it (SSE), hop back and do a straight RJ+G to pull up on the pillar (see screenshot).
A crack runs through the wall on your L so turn R (W), drop down, grab the edge and shimmy L until you reach the ladder you spotted before. Climb and pull up at the top on the triangular flat part of the pillar top.
Turn around then slightly R (SEE) to face the top of the cascade, standing in the middle of the edge, and do a SJ to it with a R mid-air curve without holding Action (see screenshot). Go R (W) into the short passage then continue in the shallow water until you reach a dry passage. Keep running past a closed wrought iron door to your R. The Laser-Sight is waiting for you just after the corner.
Pick it up, continue ahead then R (N) at the corner to eventually reach a high opening overlooking the Temple Area. A fly-by shows you a post topped by a shatterable can in the distance so you should know what to do now. Combine the revolver and the laser-sight in your inventory and use it to shoot the faraway can.
The nearby door opens so run to it and through the doorway into a small room where you'll find a lever in an alcove opposite the entrance. Push it to open the tall bamboo door located at the end of the River near the start of the level.
Return to the opening whence you shot the can and drop down from it to the partially fenced ledge below. Turn around and run off the ledge to slide down to ground level. Time to explore the Temple Area.
More Dung and Magical Ammo
Run ahead then R (E) to pass between the stone structure and the L wall. You'll soon see the ruins of a temple as well as the 3rd Dino Dung lying on the ground by its bigger version. Pick it up and immediately crouch as some more carnivorous butterflies come to bite you. When they're gone (maybe you're not that tasty, after all), go to the passage L of the temple between the latter and the wall and pick up the healing herb there. One more dung to go.
Turn around and run diagonally L toward the sitting skeleton by the stone structure. Stop before the structure and turn L toward the S wall to locate a pillar ahead (see screenshot). Go to it and pull up. Turn L (E) and SJ+G to the higher pillar. Pull up, turn 45° L (NE) and SJ to the next pillar. Walk ahead to the far R corner, turn slightly L (NEE) to face the ledge extending from the wall and do a SJ+G to pull up on it.
The Temple roof to your L (NE) is now accessible. Turn to face it, do a RJ to it then go to the other end where you'll find some revolver ammo lying there by a skeleton. Note that those are the unlimited ammo mentioned in the scroll. They will reappear on the roof provided you run out of ammo (meaning you'll have to get back there to fetch them).
Now that you're well-equipped, go R (S) to return to the side of the roof where you landed, walk to the edge and look down. The red-lit cave you can see down there is your next destination.
Sidestep L as far as you can then turn slightly L to aim at the highest part of the greenish floor, L of the cave mouth. Do a RJ, holding Action to avoid hitting the wall and immediately draw your weapon upon landing: the place is currently occupied by a venomous raptor. Shoot it down quickly before it poisons you then go pick up the 4th and last Dino Dung. You now have all the fertilizer you need. Let's use it.
-- Horticulture 101 --
Objective: Pick up two Jungle Skulls from two giant flowers.
Turn around (N) and run to the mouth of the cave to slide down from it to the ground. Once there, make you way back to the very entrance of the Valley by first going L (W) through the Temple Area then R (N) across the Broken Bridge Area.
To get back to the Cascade Pool from the Valley entrance, first go L (W) to the junction of two slopes against the wall, turn R (N) and SJ over the slope then pull up on the high rocks ahead. Now simply run off the series of rocks until you're back to ground level then go straight ahead (N) to pass the open bamboo door and be back to the Cascade Pool. From there, go L (W) and make your way up the rocks to the river banks like you did at the beginning of the level.
Skulls in Flowers
At the bank, go to the edge then L (NE) to the very corner and SJ over the water to the doorway of the Southern Tree Room. Enter the room and get to the catwalk like you did when reaching for the jump switch by back flipping from the slope near the far L corner (NE).
Run along the catwalk around the room until you're on its highest part above the entrance and below the western tree branch. Jump up, grab the edge of the branch, pull up and immediately crouch to avoid being bitten too much by the swarm of carnivorous butterflies that attack you there.
Once they have flown away, turn R (E) to face the center of the tree. There's a huge flower bud in front of you, and two finely worked baskets at the end of each branch on your L and R. What you need to do now is make the flower bloom and open.
First go to the L (N) basket (the order doesn't count, though) by going toward the flower and doing a diagonal SJ over the corner to the lateral branch. Put a ball of Dino Dung in it then go to the other basket via the branches SJing diagonally over the corners, repeat the process, turn around and behold! The flower opens.
Go to it and hit Action to pick up the 1st Jungle Skull that was hidden in the flower bud. To quickly and safely go back down to ground level, go to the end of the branch by the basket, drop down from it on the catwalk below and from there to the ground. Leave the room and stop at the edge of the bank.
Do a diagonal R (NW) RJ over the river to the ledge with the burning post then run down the passage to reach the northern part of the river. Go to the far left corner of the edge and do a diagonal L (NE) RJ to the second bamboo door - which is now open - and enter the Northern Tree Room.
No high catwalks here to reach the top of the tree so you'll have to find another way. Locate the blocks against the L (N) wall and go pull up on the middle one. Turn to the tree (S). There's a ladder in front of you on the trunk, which happens to go around it on three sides. Do a RJ+G to it then shimmy L around the trunk to reach the opposite side.
Climb to the top but don't pull up: the flower is too big and you won't have enough room to stand and would fall back. Instead, back flip to the stony ledge behind you and immediately crouch as another pesky swarm of carnivorous butterflies attack. When they're gone, do a diagonal SJ to either lateral branch and go put a ball of Dino Dung in the basket at the end. Reach the other basket, SJing diagonally from branch to branch and repeat.
This flower blooms in turn and opens. Since you need to be against the core and facing it to pick up the 2nd Jungle Skull, go to the third branch (N) and walk between two petals before hitting Action.
Going back down will be a bit more complicated than expected because you can't reach the ladder directly from the stony ledge (the flower now open is even bulkier than before). From the N branch, do a R (SW) diagonal SJ to the W branch, turn around and drop down from it, grabbing the edge. Shimmy R to the top of the ladder below the flower. The flower being in the way, you will be "stuck" there. Simply release Action then hit it again to grab a lower part of the ladder and repeat until you reach the ground (see screenshot).
Leave the room, stop at the edge of the bank and look down in the water. You can see a healing plant in there ahead and to your L. To avoid being carried away by the stream and pick it up you need to land exactly over it, so turn diagonally L (SW) and do a SJ (see screenshot). Pick up the plant then swim into the stream to eventually land back into the Cascade Pool.
Once there, make your way back to the Valley like you did the first time. Time to meet the local sovereign (again).
-- The Unspeakable Terror --
Objectives: Find the third Jungle Skull and complete the ritual to neutralize the T-Rex
The Terror Formerly Known As...
Your next destination is the Temple at the other end of the Valley so start running ahead (S). As soon as you pass under the broken bridge, a dramatic music resounds. Heed this warning and start sprinting/jumping to go faster, careful though not to bump into what has finally decided to pay you a not-so-friendly visit. Hint: he's big, has long sharp fangs, is mightily hungry and runs very fast. And he doesn't seem to like you.
Rush for the Temple at the end of the Temple Area (E) and SJ once there on the steps to enter. The T-Rex can't follow you there, so you can take a deep breath and pull yourself together.
Run through the opening in the middle of the wall beyond the pillars then dive into the small pool at the bottom of a cascade. Swim L (N) first to pick up a shotgun hidden in a plant at the bottom of the pool then turn around, swim to the wall then L (E) into the UW tunnel. Swim up at the end, surface and pull out of the water.
You're now in a small chamber hidden in the heart of the Temple. There are three things of note here: two headless skeletal torsos (one ahead and one behind) and a closed tall bamboo door blocking the access to a third torso. Start by fixing the ones that are reachable by going to them and putting a Jungle Skull on each. When you put on the second one, a wrought iron door opens in the northern wall of the Temple Area.
Return to the Temple entrance via the UW tunnel and the pool then run diagonally R (NW), rushing again since Mr. Rex is still around (and still hungry). The newly opened door is on the N wall above a block, close to the Temple. Pull up on the block then through the doorway and enter the passage beyond.
The Third Skull
Run through the passage to eventually find yourself on the first part of the broken bridge. Do a RJ+G to pull up on the other one, run ahead then diagonally L (SW) to find an opening and a hole. Run off into the hole to land in a short passage giving onto a small room. Cross the latter to enter a long corridor ended by another hole. Drop down.
You've landed in a cave lined with ledges supporting tribal statues. There's also a passage ahead (S) and a wide opening to your L (E). For now, stay on the ledge you're on: we're now going for the last secret of the adventure.
Turn 45° R (SW) to face the part of the ledge that's beyond the statue and do a SJ to it with a R mid-air curve. There's a low CS there on the R wall (W). Crawl through it then run into the R (N) red-lit opening. Turn 45° L (NW), do a SJ over the pool to the dry ledge. Secret# 14, a Secret Skull, is there to your R on a pedestal against the N wall. Pick it up then make your way back to the Tribal Statues Cave via the CS.
Run off to the ground and draw your weapon of choice to properly welcome the pterosaur that's now after you, coming from the passage to your R (S). When it's sent into oblivion, run into the passage whence it came and enter the cave beyond.
There's a switch ahead on a ledge with a tribal statue, next to a closed wrought iron door. Run to it and flip it down. The Guide returns to light the top of the nearby statue and open the door.
Run through said door then L (E) into the passage. There's another closed wrought iron door at the end on the L. Draw your weapon as you approach it and wait for The Guide to light a nearby torch to open it. Once the movie's over, back flip once or twice then shoot down the wolf that runs at you from the newly opened door.
Pass the door, run along the passage beyond then turn L (W) upon entering the next cave. Pull up on the ledge and pick up the 3rd Jungle Skull there on a pedestal. As you do so, The Guide comes again and lights the top of the nearby statue, opening the bamboo door in the Temple Hidden Chamber.
To get back there, first turn R (N) and run ahead into the passage. Run through it to eventually slide down a slope and find yourself back in the cave where you found the scroll and the 1st Dino Dung. From there, make your way back to the Valley then the Temple Area and the Temple itself. Interestingly enough, Mr. Rex has disappeared again, proving that he might be Unspeakable and Terrorizing he's nonetheless quite elusive as well... or maybe something happened to him...?
Whatever the case may be, you'll worry about it later. Enter the Temple and return to the Hidden Chamber via the pool and the UW tunnel then pass the newly opened door in the Chamber itself to fix the last headless torso. You'll then see The Guide running from the bamboo door at the end of the Broken Bridge Area and stop by the sitting skeleton, obviously waiting for you there (note that the door in question is for The Guide only and will be closed again, not to be reopened).
Return to the Temple entrance then run diagonally L (SW) across the Temple Area to join The Guide near the sitting skeleton. When you're there, The Guide lights a fire at the feet of the skeleton, causing said skeleton to suddenly cast blue electrical arcs (mind the fire, it can burn you). Apparently the three Jungle Skulls and the lighting of the fire are parts of a ritual you and The Guide are about to complete.
Follow your friend on the upward ramp that runs against the L (S) wall then through the open door and the rocky passage beyond. Wait for him to open another door and eventually enter a new area.
Uh-oh... Mr. Rex is there too, fortunately very much asleep (not dead, mind you). As you enter the area, The Guide starts a short incantation which sends blue electrical arcs to the Unspeakable Terror... is he still asleep or is he now dead? That will remain a mystery. One thing's certain: the ritual is completed and the Beast is now harmless. It's time to leave. Let's just take a little souvenir first.
Go L (N), climb on the ledge then pick up the Rex Tooth of Power on the pedestal. This is The Guide's cue to lead you to the tall bamboo door at the start of the Broken Bridge Area, and the exit.
Leaving the Jungle
Go R to the wide opening and slide down into the cave below which turns out to be the one where you fought a raptor and collected the 4th Dino Dung. Slide down into the Temple Area then run L (W) to the Broken Bridge Area, The Guide following you.
Once there, go R (N) toward the entrance of the Valley, running along the R wall to eventually find the newly opened door and pass through it. Run straight ahead until you reach a wall then go L (N). You'll soon hear the sweet noise of the chopper rotors. Go R (E) then L (N) through the opening.
Kiss The Guide on the cheek to thank him for all his hard and helpful work then run toward the chopper and... roll credits!
One question remains... is the Unspeakable Terror really dead? Maybe the answer will be given in more Jungle Ruins adventures...
==== In this level, you should have found...
Enemies: Wolves, Carnivorous Butterflies, Venomous Raptors, T-Rex, Pterosaur
Items of note: Hey Raiders! Scroll, 1st and 2nd Dino Dung, Revolver, Laser-Sight, 3rd and 4th Dino Dung, 1st, 2nd and 3rd Jungle Skull, Rex Tooth of Power
2 Secrets (including 2 Secret Skulls)
A few Traps - 1 Timed-Sequence
==== JUNGLE WHAT'S WHAT (Combat Strategies) ====
- Anacondas: When you meet them in the water, there's not much you can do except dodging. Your only chance is to find a dry spot from where you can safely shoot them. Pistols will do. On dry land, they're much more vulnerable. Just keep moving and shoot.
- Swarms of Bats, Carnivorous Butterflies: Come in swarm, doing a bit of damage then flying away. Crouch to lower the damage done and wait for them to go.
- Bugs: Jungle counterpart of the (oh so) familiar beetles. They'll chase you wherever you go and bite you to death if you let them do. Run and be fast.
- Compies: Cute, aren't they? But poisonous as well so shoot them down quickly before they get a chance to bite. A few bullets are enough but they're small and often come in group so beware of nasty surprises.
- Natives: 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.
- Blowpipe Natives: Those elite warriors are deadly and expert snipers, blowing darts at you from strategic locations. The darts aren't poisoned but yet very harmful so don't hesitate to use the shotgun against them.
- Pterosaurs: The first birds to ever roam the skies, they had plenty of time to tweak their attack technique. They dive from above and come close to slash you with their sharp claws. Keep moving at all costs and shoot!
- Raptors, Wolves: Very quick and tend to stick to you. Try killing them while hopping back when possible. Against the wolves, the revolver is the perfect weapon: one single bullet is enough.
- Venomous Raptors: A variation to the raptor species, they're quick, harmful, tough, vicious and above all poisonous. Keep moving, don't let them get close and shoot them as quickly as you can. If you can't find a safe spot, don't hesitate to use the shotgun or even the revolver against them. With the latter, you need exactly four bullets to take them down.
- Shivas: Those ones 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 scimitars 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.
- T-Rex: Well, what can you expect from something named "Tyrant Lizard King"? He's fast and scary, deals a good amount of damage when he hits you and will sometimes simply munch you to death. Plus he's bullet-proof. So run for your life, that's your only chance! [Actually, he can be killed using the shotgun and aiming at the belly, but it will cost you more than twenty cartridges and will put your life at stake while you're trying to take him down. So running away still seems the best policy.]
- Triceratops: You can't kill this one, so don't try to - especially since you do need it. The trick here is to run to avoid being hit while luring it to hit the spot you want it to.
==== SPOILERS SECTION ====
-- Caves of Water --
Solution to the Spiked Room Puzzle
Your goal is to step on the raised "stone head" tile - currently on fire - in order to open the trapdoor. Use the movable bamboo cage.
Map of the room and initial positions
Moving the cage on the brown tiles one at a time will turn the spikes traps off section by section. Proceed until the stone head tile is disarmed in turn then go step on it to open the trapdoor.
Even more detailed solution:
Map of the room and trigger tiles results
Electronic microscope solution:
- From the entrance, go R, climb up on the brown tile and reach
the movable cage by running along the wall on the safe (but raised)
part of the floor.
- Pull the cage once, go around it and push it once again on Brown Tile #1
Map of the room and current positions
- Go L and SJ over the hole then pull the cage twice
- Go to the R side of the cage and pull it once
- Go to the L side of the cage and pull it once
- Go to the R side of the cage and pull it once
- Go around the cage and push it once on Brown Tile #2
Map of the room and current positions
- Pull the cage back once
- Go to the R side of the cage and push it twice
- Do a 45° SJ over the nearby hole then pull the cage
- SJ over the hole again to go to the other side of the cage and push it once on Brown Tile #3
Map of the room and current positions
- Go to the L side of the cage and push it once on Brown Tile
Map of the room and current positions
- Pull the cage once
- Go around it by its R side. Do a 45° L SJ over the hole and push it once
- Go to the L side of the cage and push it twice
- Do a 45° R SJ over the hole and push the cage once on Brown Tile #5
Map of the room and current positions
- Run on the now safe "big head" tile on your L to open
- Now run on the safe ramp running along the N wall then to the NE corner, under the now opened trapdoor.
Map of the room and final positions
-- Temple of the Shiva --
Solution to the Movable Blocks and Torch Puzzle
You're goal here is to find the Left Scimitar then the way out. You'll have to move blocks on the Indian Dancer tiles, as well as find a torch, light it and use it to light three lamps.
Map of the Rooms
"Take my Hand" solution:
Map of the Rooms and initial positions
- Go to movable block A and push/pull it on dancer tile
a to raise platform 1
Map of the middle rooms and current positions
- Go to movable block B and push/pull it on dancer tile
b to raise platform 2
- Go to the hole which is topped by platform 3 and pick up some flares and shotgun normal ammo.
Map of the middle rooms
- Go to movable block C and push it on dancer tile c1
to raise platform 3
- Return to the latter and pull block D once
Map of the middle rooms
Now before doing anything else, you need to do a short detour in order to get the first secret of the level.
Turn around then go L (E) to return to the nearby, shallow pool room. Once there, turn L (N) and run off the ledge to reach the lower rooms. Go R to the wall then R (S) to enter a passage with a low block (L/N) and a closed door (R/S) in the middle. Run past them toward the end of the passage then turn around (W). There's a jump switch on the extending wall to your R. Flip it down to collect Secret #11. You'll hear door 4 open nearby, at the top of the low block. Don't pass through it yet. You're done with secret business for now. Instead, return to the shallow pool room and make your way up to platform 2.
- Once you're on platform 2, turn diagonally to face the ledge to
your R (NW) in the other side of the room and do a RJ to it.
- Push block E once, revealing a switch on the wall to your R. Flip it down to lower platform 5 and give you access to the upper room.
Map of the middle and upper rooms
** The Torch
Go under the now lowered platform 5 and turn L (S) once there. Pull up into the upper room, turn R (W) and run toward the other side, then in the recess to your L (S). Pick up the Torch there on the pedestal. Return to the Shallow Pool room and from there to the passage below. SJ on the block to your L (N) and pass through the open door.
[Note: At this point, it is possible that the door beyond the block is closed again, although you opened it with the secret jump switch. This happens sometimes when you flip down the switch to open the trapdoor leading to the upper room. In this case, drop the torch on the block, make your way back to the switch and flip it up to reopen the door.]
Drop the torch upon entering the room and draw your weapon. Run a bit further into the room: the first Shiva on your L will awaken. Shoot him down, taking advantage of the nearby blocks to do so from a high safe point. When he has fallen, go pick up the Secret Key he's dropped as well as a healing herb in the center of the room then go get your torch back.
Go toward the entrance then turn around (N) so it's behind you. SJ on the lowest block to your R (NE) then the highest one to eventually access the ledge. Run to the other end (N) then around the corner and light the torch on the Lit Lamp against the N wall.
Resume running along the ledge (W) and around the corner (S - notice the closed door on your way). As you approach the S wall, the entrance door will close and a second Shiva will animate in turn. Drop the torch and shoot him from your safe high location.
The door near the ledge will open as he falls. Run to it and into the alcove beyond and flip down the switch there to reopen the entrance door. Go get your torch back again and run off the ledge into the room below. Drop the torch to pick up the Left Scimitar Mr. Shiva has left behind. Pick up the Torch and return to the Shallow Pool Room.
There are 3 Lamps to light. First SJ on the low block then on the central ledge in the Middle Level. Go to platform 2 and RJ from there to the NW ledge. Light the Lamp there to your L (S).
Return to the Shallow Pool Room then on the central ledge. Walk to the edge, standing one step away from the opening to your R, turn slightly R (SSW), hop back and do a RJ to the SW ledge, doing a hard R mid-air curve once you've cleared the wall. Light the Lamp there.
Return to the central ledge again via the Shallow Pool and the nearby low block. Pass the opening leading to the first room and position Lara under the open trapdoor, in the far R corner of the tile, standing on the highest part of the floor. Turn R (N) and SJ into the Upper Room. Go L (W) to the other side and light the third and last Lamp there, opening door 6. You can now drop the torch, you won't need it anymore.
** The Way Out
- Before going to door 6, stay in the Middle Level and pull/push
bloc C on platform 2
Map of the rooms
- Now go to door 6 in the southern part of the shallow pool and
flip down the switch beyond to lower platform 2. Block
C falls in the shallow pool below.
- Go to the northern part of the pool then push/pull block C on dancer tile c2 to open door 7. You can now leave the area through door 7. The puzzle is solved.
Map of the Lower and Middle rooms and final positions