THE
SACRED TEMPLE
Level by Timothy
Jeanmonod (TimJ)
Walkthrough by Phil
Lambeth
Lara begins by sliding
down into a dark subterranean cavern. Light a flare and go over to the NW
corner next to the tree. There's a low crawl space hidden by the bushes. Crawl
in on the right side and pick up the flares
at the end of the short passage. Turn around and exit by hugging the wall to
your left, or you'll find yourself stuck in the bushes. Cross the chamber to
the opening in the east wall and enter cautiously. There's a blade trap in the
floor depression in the next room, so hop over it and note the hole in the
ceiling overhead.
Continue east through
the next opening and you'll trigger a series of horizontal swinging blades
while a door opens ahead. Hop over the first one and watch out for the spike
pit just ahead. Take a running jump over the second blade and walk up the ramp
and jump over a third blade into the next room. Continue running forward so you
don't become the main ingredient of a spike sandwich as two deadly walls
converge in your path. Draw your pistols and shoot two bats before proceeding through the next room.
Note for later the
receptacle to your left in the NW corner and push the nearby floor lever. A
block rises in the previous room, giving you access to the upper level through
the hole in the ceiling. The passage to the south has also opened up, so head
that way first and watch out for the delayed-action blade ball that drops down
from the ceiling. At the juncture there's a closed door to your left (which
opens later from the other side), so turn right and jump over the shallow hole
onto the ramp. It looks like the perfect setting for a boulder trap, and so it
is. Turn around and hop back up the ramp until you trigger the boulder, then
run forward and jump over the hole as the boulder rolls down into it. Turn
around, jump over the hole and head back up the ramp while lighting a flare.
When you detect the
pushblock to your left, push it all the way in to reveal an alcove. Step inside
to pick up the STONE OF ATUM for SECRET #1 and also take the small medi-pack for
good measure. Go back to the main passage and turn left. When you reach the
slope, turn around and slide down backwards (if you slide down facing forward
you'll get spiked at the end). Grab the edge and shimmy to your right and
around the corner. Pull up and hop over the inert blade to enter a familiar
room. Pull up onto the raised block, turn around and climb through the ceiling
hole into a small torch-lit room. First, go forward to the pedestal between the
two lion statutes and take the CIRCULAR STONE.
The door to your left opens obligingly. (Don't be deceived, however. You still
need to find two keys to open the other door.) Then pick up the flares in the NW corner and proceed down the
north stairs.
Follow the passage down,
and when you reach the open area draw your pistols and shoot the skeletal harpy that attacks from your left. Note
the closed door in the NE corner and enter the SE passage. Light a flare at the
top of the slope and slide down into a room with a descending pin-cushion
ceiling. Run slightly to your left and find the pushable block in the east
wall. Push it forward twice as the ceiling comes down harmlessly and the door
closes behind you.
You're in a small watery
area with two closed doors and an open passage. As you have little choice, head
through the north passage across a bridge into a corridor. As the ramp leads
you to a slightly open area, look for the button on the south wall to your left
and push it to open a door a little farther along. Don't go that way, however,
as it just takes you back to the underground cavern where you killed the
skeletal harpy. Instead, turn around and go back to the watery area. You find
that the other two doors that were closed before are now open, so you have a
decision to make. I'm not sure it makes any difference, so let's try the south
passage first.
Step up to the edge of
the slope and light a flare. Slide down into a room where dangling blade balls
immediately start dropping from the ceiling. Run to the far right corner and
quickly throw the wall switch before the blades activate. The trap door beneath
your feet opens to drop you away from further harm. You land in a dark room.
Turn around and activate the jump switch in the NW corner (giving you a cut
scene of the closed passage next to the Circular Stone receptacle), then climb
the blocks to the north. The door at the top opens before you get there, so
step into the passage and push the button in the wall ahead. There's a small
room to your left with a presently closed door, so turn right and run up the
ramp. Turn right into the north corridor and quickly run through it to evade
the blade ball that drops from the ceiling.
In the next room, which
you visited earlier, use the Circular Stone in the receptacle to lower the
block to your right. Go inside the passage and take the PYRAMIDAL KEY from the pedestal. Reverse roll and
exit this room via the south passage. (The west passage leads to a spike
sandwich trap and certain death.) Crawl under the blade ball and turn right at
the junction. Take a running jump over the pit now filled with boulder and
follow the passage to the end. Turn right and remember to slide down the slope
backwards to avoid the spike trap in the pit. Shimmy to the right around the
corner and pull up. Jump over the blade and pull up onto the raised block in
the next room. Turn around and pull up into the upper room.
Go down the north
passage and into the underground area where you killed the skeletal harpy. The
door in the SE passage is now closed, but remember that you earlier opened the
NE door. Go there, cross the small room and head down the ramped passage. Cross
the bridge into the watery area and this time take the east passage. Drop down
into a dark room and pick up the TORCH
lying at your feet. Light it on one of the nearby flames and note the unlit
sconces presently beyond your reach on the east wall.
Take the lit torch with
you through the east passage and get ready for a neat little torch puzzle. Light
the sconce on the wall to your left. This raises a block in the small room you
just left. Go back there, hop onto the block and light the now accessible wall
sconce. The block in the opposite corner is now raised, so jump over and light
the wall sconce there. A block in the wall below is lowered, so hop down and
enter the new passage. Drop the torch for a moment and pick up the small
medi-pack, then step forward and pick up the STONE
OF RE for SECRET #2.
Turn around, pick up the
torch and hop onto the raised block to your left. Hop down to the south passage
and resume the torch puzzle. Continue a short distance past the lighted wall
sconce and take a left into the east passage. Light the two wall sconces you'll
find there, then drop the torch briefly to pick up the flares at the end of the
passage. Turn around, and before picking up your torch go into the side north
passage and push the button at the end to activate one of several spike traps
in this area. Now pick up your torch and go to the end of the west passage.
Turn left and follow the passage until you reach the junction. Turn right and
light the torch on the wall to your left, then continue forward and find the
spike trap on your right. Time a run past the spikes, drop the torch for a
moment and push the button in the wall at the end of the passage. Another spike
trap is triggered.
Turn around, pick up the
torch and time a run past the first set of spikes. Continue down the east
passage and light the torch on the wall to your left. The second set of spikes
is straight ahead, just beyond a side passage to your left. Turn into that
passage and light the wall sconce on your right, triggering a third spike trap
on your left. Run past those spikes, drop the torch and push the button in the
wall. Little doubt as to what that did. Turn around, pick up the torch and run
past the spikes into the passage. Turn right, then left and time a run past the
second set of spikes.
Take the first left and
light the torch on the wall to your left. Continue forward to the end of the
north passage and you'll come to the fourth set of spikes ahead and to your
left. Time a run past them and make a horseshoe turn to the right into the
short south passage. Light the wall torch, drop your torch to pick up the
flares at your feet, turn around and pick up the torch, and exit the passage.
Turn right to find yourself at the entrance to a very dark room.
Step forward and find a
round object on a raised tile in the center of the room. Light that object,
being careful not to be standing on the raised tile as you do so (lest you be
set aflame as well). Quickly drop your torch and draw your pistols as a skeletal harpy attacks. After it's dead, look
around and see a dim opening in the east wall. Don't approach it, however, as
the three tiles in front and on either side of it are spike trapped. Instead,
go over to the south wall and use the light of your torch to help locate the
climbing surface. Drop the torch and climb up the wall. Shift to your left at
the top and drop down onto the ledge. (Lighting the central object removed an
obstruction in the ceiling that would have prevented you from shifting left.)
Turn around and walk out
to the end of the ledge. You can see the opening across the way in the north
wall. Jump up to grab the ceiling and monkey swing across the room. Drop down
onto the ledge and crawl into the opening. Turn around when you can stand up
and pull up into a higher crawl space. Follow it to the bridge and run across
to the other side of the room. Push the button in the south wall to trigger the
spikes in the three tiles below. Retrace your steps to get back down with no
loss of health, or, if you're too impatient for that, safety drop from the
bridge and beef up your health before proceeding.
Step up in front of the
spikes guarding the east passage and time a run past them. (It appears you're
done with the torch, so there's no need to bring it with you.) In the next area
is the second PYRAMIDAL KEY lying in
plain sight on the floor, with a closed door just ahead. If you sense a trap,
you're absolutely correct. Pick up the key and immediately take two standing
jumps forward as boulders start crashing down. At the end of the second jump,
run forward through the open door to safety. Draw your pistols and shoot the bats (four, I think, although it's hard to be sure
in the darkness) that you've awakened in the next room.
The depressions on
either side of the central pillar contain hidden blade traps, so avoid them.
Take an angled standing jump with grab to land on the metallic tile in the east
passage. This triggers a gauntlet of blade traps along the passage, and since
they remain active it may be a good idea to save your game here. What's more,
spikes drop down from the ceiling as you proceed, but if you dash through while
holding down the sprint key you should get through unscathed. What looks like a
fire trap when you turn right in the passage is actually harmless. Run up the
stairs into the next room and relieve the skeleton to your right of the CROSSBOW and a small medi-pick (there are no
hidden traps). There's nothing on the pedestal on the other side of the central
pillar. However, there's a jump switch on the pillar that you can activate by
squeezing between the pedestal and the pillar. Do so, then continue along the
west passage past a wall sconce (which refuses to light, by the way, assuming
you'd carried the torch this far) and another harmless "fire tile."
As you continue forward
you'll trigger a couple of swinging blades in the passage. Simply crawl underneath
them and enter the doorway to your left that you opened with the jump switch.
Hop down a couple of blocks and run along the checkered passage until you reach
a bridge and a fixed camera angle. Continue across into the next room and pick
up the LASER SIGHT that's lying in your
path on the floor. Don't even think about continuing forward and grabbing that
revolver, as you'll be spiked for your efforts.
Return to the passage
with the swinging blades and turn left. Run along the passage and the door
ahead opens as you approach. (It's the same door that was closed when you saw
it earlier from the other side.) You're now in previously explored territory.
Continue west along the passage, jump over the hole occupied by the boulder,
turn right at the end of the passage and slide backwards down the slope. Grab,
shimmy, pull up and climb up onto the block in the next room. Turn around and
pull up into the upper room. Place the Pyramidal Keys in their recepacles, and
the south door opens.
Follow the checkered passage
into a dark, spooky area. Push the button in the wall ahead and slightly to
your left. There's no indication as what you've just done, but undoubtedly it
was important. Reverse roll and activate the jump switch in the wall behind
you. No clue as to what that does, either. The cramped area behind the column
to your right appears to be for later, so head over to the west. Vault over the
obstruction and hop down into a hub area of sorts.
Enter the south passage
and pick up the crossbow arrows in the
far left corner. There's a crawl space there in the east wall, so follow the
passage until you can stand up. Pull up into the alcove to your right and
activate the jump switch. Unfortunately, this doesn't open the door to your
left or provide any clue as to what you've just done, so go back through the
crawl space and return to the hub area. (If you get up on your tiptoes before
leaving the alcove and peek through the lattice-work window, you can see the
brass ball that's your next objective.) Explore the room to the north, although
it appears to be empty. It's also rather difficult to exit. Back in the hub
area, pull up into the west crawl space and lower Lara into the area on the
other side. Enter the north room and look around. This one, too, seems to be empty,
so go across into the south room. This one is also empty, but there's a passage
into a west anteroom. Here you'll find a small
medi-pack in the SW corner, and you can work your way into the north
alcove and crawl back outside.
Enter the room to the north
(to the left of a tree) and pick up the SHOTGUN
near the entrance. There's also a hole in the ceiling the far left corner.
Climb the north wall, pull up into the crawl space and go forward until you can
stand up and push a button in the far wall. Go back through the crawl space and
climb down to the room below. Now it's time to find out what you've
accomplished with the switches and button. Go outside and head east. Climb over
the crawl space into the first hub area and go as far east as you can. You see
that a block has been raised to your right, so climb up onto it.
Use your binoculars (the
action key will provide extra light and the crouch key will zoom in to give you
a closer view) to find the dangling brass ball in the distance beyond the slit
in the south wall. (The lattice-work window you saw earlier is right behind
it.) Use the combined crossbow and laser sight to shoot the brass ball and make
it dance. All sorts of chaos takes place as blade traps are triggered in the
floor to your left, and the east wall is reconfigured. Hop down and step onto
the dark strip adjacent to the east wall. The door ahead opens and spikes are
triggered. Wait for the spikes to retract, then jump onto the metallic tile and
immediately back flip to safety. Time a run past the spikes and pay close
attention to the flyby in the next room.
As you walk toward the
prize highlighted in the flyby, protective spikes pop up to surround it. You
may be tempted to sacrifice a little health and tiptoe through the spikes, but
don't try it (as the spikes are grounded in deadly fire tiles). Walk up close
to the spikes and angle Lara to the left. Take a running jump to the landiog in
front of the north opening and arm yourself with the shotgun. Take a standing
jump onto the central slab in a room partially filled with a deadly golden
liquid, and two skeletons are awakened on
either side when you land. Blast them into oblivion with the investment of a
single shotgun shell each, then take a running jump to the north ledge.
Turn left and approach
what looks like a routine wall switch. However, the metallic tile just beneath
it is illusory, so allow Lara to drop down and slide onto a ledge overlooking
another room filled with deadly golden fluid. Hit the look key to restore
camera control, then jump straight ahead to the nearest rope. Slide down to the
bottom and aim toward the next rope either to your right or your left. Swing
forward and jump off at the apex of your swing to grab the second rope. Slide
down to the bottom and aim toward the switch in the south wall. Swing forward
and jump off to land on the ledge in front of the switch. Throw it for a cut
scene showing your prize from a different angle.
Turn around and get back
across the deadly pool the same way you came. Climb the steps to the top of the
passage, then turn right and climb the wall past the phantom tile and pull up
onto the ledge. Take a running jump south to the central slab and a standing
jump from there to the south opening. Run forward and step up onto the raised
tile slightly to your right, near the spikes. Jump up to grab the ceiling and
monkey swing toward your prize. Release and drop onto the raised tile with the
pedestal, and take the STONE OF MAAT
while Lara's theme music plays. Jump up to grab the ceiling and monkey swing
back the same way you came. Release when you reach the corner and walk out to
the east edge of the north walkway. If you want the final secret of this level
you're going to have to work for it.
Take a running jump into
the darkness toward the NE corner. You'll slide down onto a flat spot. Turn to
face SW (the lava pit is straight ahead and below). It's much too dark to see
without the binoculars, but there's a dangling brass ball near the center of
the platform ahead. Locate it (slightly left of center), then shoot it with the
combined crossbow and laser sight to make it bounce wildly. You feel a slight
rumble, indicating that the area has been reconfigured in some way. Now you've
got to get back, which is no easy task. Here's how I did it. Carefully step
forward SW and slide down to the next flat spot. Then repeat so that you're
just above the deadly lava.
[Jose Boo has suggested the following as a much easier
route: Take a running jump into the darkness toward the NW-most
corner and you'll land on a flat ledge. From here locate and shoot the brass
ball at the center of the room. Then turn a bit to your right and jump over the
reconfigured tile, continue walking along the W wall ledge and do a standing
jump with grab at the end to pull up onto the walkway.]
Sidestep to your right
and take a running jump toward the next flat spot south. You'll have to use as
much of the triangular ledge as you can, curving to your right as you run. When
you land safely, turn to face west and take a fairly easy running jump to the
next flat spot. Then turn to face north and take one final tricky twisting
running jump (as you did before) to the next flat spot. Turn to face NW, one
step back from the corner, and take a standing jump up to the next flat spot.
Repeat from there to the next flat spot. Turn to face SW and take a standing
jump up to a ledge against the west wall (created when you shot the brass
ball). Walk to the south edge, jump up and grab the walkway above. Pull up onto
the walkway and note the raised block ahead and to your right.
Jump over there, climb
up onto the block and from there onto the roof of the central structure. Step
forward and pick up the STONE OF KHEPRI
for SECRET #3. Jump from the roof down
to the east walkway and enter the passage ahead. Run down the ramp into another
room filled with a deadly golden liquid. However, you have no need to deal with
it. Simply run into the helix at the bottom of the ramp to end the level.