TEMPLE OF NEPTUN

 

Levels by tombraider1703

 

Walkthrough by Phil Lambeth

 

 

Level 1 - DEEPSEA DITCH

 

You begin in a large underwater area, but you don't have to worry about drowning.  However, you do have to worry about the shark that's swimming up to meet you, so swim down into a trench and locate the hole in the wall near the bottom of the NW corner (the shark won't follow).  Pick up the explosive crossbow arrows in the corner of the next room, then locate the hole in the ceiling at the NE corner and swim up along the shaft.

 

Emerge next to an underwater temple.  You couldn't have gotten here directly because of the strong current, but that doesn't deter the shark.  Quickly pull the nearby underwater level (NW) to open a gate somewhere, then go to the middle of the temple and swim N along the stairway (noting a closed gate on either side) and pull out at the top so that you can dispose of the shark.  You can then pull up N and note the four snake head receptacles in the wall, but they're obviously for later.

 

Jump back into the water and swim outside.  When you get back out, swim up and loop around to your left.  On the higher ledge you'll find a hole in the floor next to a column.  Swim inside and emerge at an area where you can pull out.  Go around to the other side and pull down the wall switch to open another gate close by at the front of the temple.  Go there and pick up the first SNAKE HEAD GEM in the alcove. 

 

There's another hole like this one on the opposite side of the temple.  Swim down the shaft there and locate another wall switch to pull.  This one opens the nearby gate just outside, so go there and pick up the second SNAKE HEAD GEM.    Search the ledges on the next level down for some uzi ammo (NW) and go down to the sandy floor for some shotgun ammo (NE) and crossbow arrows (one between the abutments and another on the sandy floor near the E end).  Swim all the way across to the S end for some shotgun ammo and flares on the upper ledges SE (or do this later to save yourself a trip).

 

Go back to the temple N and locate another underwater lever as you face S near the W end of the middle tier.  Pull it to open the gate on the right side of the same stairway you swam up earlier.  Go there and pick up the third SNAKE HEAD GEM.  To get the final gem, return to the trench where you began.  There's another hole in the S wall near the middle and about halfway down.  Swim into the next room and you'll see two gates, one of which you opened with the first underwater lever.  When you go inside and pull the lever, another gate is opened back at the main temple NE.  Reverse roll, swim out into the trench and through the hole that's down and to your left.  Go all the way back to the temple, swim through the new opening and pull up through the hole in the ceiling.  At the other end of the passage you'll find a wall switch behind a closed gate.     

 

Pull up to the crack in the pillar to your right (action key and up arrow), take a rolling back flip (down arrow with action key depressed) and grab the crack in the next pillar.  Shimmy around the corner to the right and take a rolling back flip into the upper alcove.  Pull down the wall switch to open the gate down below.  Drop down, enter the passage and throw the wall switch to open the other gate back S.  Swim all the way back there, enter the alcove and pull the underwater lever to open the gate to the fourth and final gem back at the main temple.  Make the long trek one more time and enter the new opening on the left side of the stairway.  Pick up the last SNAKE HEAD GEM, then swim out and up the stairway.  Pull out and go to the N wall to insert the four gems.  On the way back out you'll trigger a flyby showing that you've opened a gate down inside a hole at the very top part of the temple.  Swim there, enter the passage and you'll be warped to the next level.

 

Level 2 - TEMPEL OF NEPTUN

 

Go around to your right and shoot the crocodile before jumping into the water.  Note the closed gate down in the N wall.  Pull out onto the partially submerged slab near the entrance, turn around and take a running jump across the water S to the next slab.  Jump around the back side of the pillar and follow the path (jumping across the gap) until you reach the N ledge.  Shoot a bat, then pull up onto the ledge.  Turn left and jump up to grab the crack in the pillar.  Shimmy left around two corners and back flip onto a lower omega tile.  Shoot two more bats, then take a running jump SW to a bridge fragment.  Jump up NW and step forward for some crossbow arrows, then return to the bridge fragment and hop S across the gap.  Go to the end of the bridge and jump up E onto the ledge.  Pull down the wall switch to open that gate in the water.

 

Turn around, jump into the water and swim into the N opening.  Follow the passage (the gate closes behind you) and keep moving forward, as a boulder is chasing you.  It will drop harmlessly into the hole as you pull the underwater lever at the end of the passage.  Reverse roll, swim up for some air, then swim down the shaft and enter the W passage just above the boulder.  Pull the underwater lever there to open a gate back in the main room.  Swim back up the shaft and exit S (the gate is open once again).

 

Get back onto the cracked pillar, following the same route that you used earlier.  However, this time, instead of back flipping to the omega tile, shimmy all the way to the wall and use the jump key to bring Lara to the top of the pillar.  Pull up, turn right and pull up still higher.  Use the E alcove to get around the obstruction to the S side of this ledge.  Take a running jump W to land on a flat surface to the left of the yellow pillar.  Turn to face the rock wall, with your back to the yellow pillar, and take a slightly angled (to your right) standing jump to grab a hard-to-see crack in the wall.  Shimmy right as far as you can and release to drop onto the ledge below.  Turn right, pull up onto the higher path and follow around (jumping over the gap) until you reach the open gateway.

 

Go inside the next room, shoot a bat and pull the block once from the NW alcove.  Pull it once away from the wall, get up on it and jump up to grab a crack in the wall.  Jump up to grab the edge of a higher slope and shimmy nearly all the way to the left.  Pull up and take a rolling back flip to grab the edge of the protruding ledge.  Pull up, run forward and pull down the wall switch to open the gate down below.  Safety drop to the floor, turn around and enter the opened gateway.  Follow the passage to a room with columns and ramps. 

 

Turn left just inside the room, pull up onto the block and pull up onto the column to your right.  Step forward and take a running jump N onto the next column, and from there turn right and hop up onto a ledge with two wall switches.  Pull them both down (the one on the left opens a gate down in the NW corner, the one on the right opens a gate higher up.  Turn left, hop back down to the top of the column below, and pull out the block from the NW alcove onto the omega tile.  A cut scene shows another gate lifting.  Jump back up to the ledge with the wall switches.  Face S and note the jump switch in the far wall.  Take a running jump and grab the edge of the first sloped platform.  Pull up, slide down the other side, jump off onto the second slope and jump off that one to activate the jump switch. 

 

Get back onto the ledge with the wall switches.  Standing at the W edge, take a running jump and grab the top of the block in the NW corner.  Pull up and take a standing jump onto the higher ledge.  Step forward and pull the block onto the raised grate, then push it onto the adjacent omega tile.  This raises a companion grate S, so go there and move that block onto the omega tile to open the central gate.  Pick up the nearby large medipack on the SW ledge and enter the opened W gateway.

 

You'll passed two closed gates at the first intersection.  Just past that is an alcove to your right with a wall switch.  Pull it down to open the SE gate.  There are two more closed gates at the next intersection, so enter the open SE gateway and go up the stairs.  Jump to the opening in the wall and hop across to the alcove with a wall switch.  Pulling it down opens the gate directly below, but it's on a timer, so immediately hop back and sprint forward to enter the N passage before the gate closes. 

 

Stop before you reach the breaktile and shoot a bat.  Note the closed gate up the ramp to your left.  Take an angled jump to the E slope (there's no need to use the breaktile here if you choose not to) and shimmy to your left as another bat annoys you.  Stop just before you reach the wall, as otherwise you'll bump into the wall torch when you pull up and back flip.  If you've allowed yourself enough room, you'll land safely in an alcove with a wall switch.  Pull it down to deactivate the spikes on the ledge directly below, then hop back to trigger the breaktile.  You'll drop down onto a ledge at the entrance of a passage.  Go to the W end, turn around and back flip onto the slope.  Jump off and jump a second time to back flip into a higher passage.  Turn around and follow the passage into a small room with a huge central column.

 

Go to the NW corner, back flip onto the slope and jump off to grab the crack in the pillar.  Shimmy around one corner to your left and back flip onto the top of the central column.  Take a running jump SE and grab the edge of the high passage.  Pull up and run forward to take the first SAPPHIRE from the pedestal.  The gate to your left opens as you do so, so slide down the two slopes and find yourself at the beginning of the spiked trench.  Go back S (the gate is once again open) and turn right.  The gates on either side of the last intersection are now open.  Turn right and navigate the N room first (again, the gate closes behind you).  Jump into the water (and remember that it's here, as you'll need to come back soon to douse a wraith).  Take a deep breath, save your game and swim into the NW opening and down into the next room.  The gate closes as you enter, so you need to be quick about the following timed task.  There are four underwater levers in this room.  However, pull only the one straight ahead (S) and then the one to your right W).   Flip turn and swim down the SE shaft to pick up the second SAPPHIRE.  Pull the nearby underwater lever to reopen the exit gate and beat a hasty retreat for some air.

 

Pull out of the pool, jump up S (the exit gate is now open) and follow the passage to the fire room as the gate closes behind you.  The sapphire on the central plinth is guarded by flames.  There's a reach-in switch on either side of the plinth.  Time the flames and activate both switches, hopping back quickly each time.  The W gate opens, so go up the stairs and hop to an opening in the wall.  Time the flame blowers (if you stand in a corner the flames won't reach you) and jump across the spans into an alcove in the E wall.  There's some uzi ammo nearby if you want to detour for it first.  Turn around, back flip onto the slope and jump twice to land in an upper alcove.  Take a running jump with grab W to clear the gap and land inside the facing alcove.  Time the flame blower and take an angled standing jump to your right to the N ledge.  Use the reach-in switch to turn off the flames in the S switch.  Hop back quickly twice, grab the edge and shimmy right or left to safety.  Pull up and jump over to the S ledge.

 

Use the reach-in switch to extinguish the flames guarding the plinth below.  A fire wraith is also released, so you need to get back down quickly while avoiding the wraith.  You'll find the exit gate is still closed, so pause to take the third SAPPHIRE from the plinth.  This opens the gate, so dash across the hall and jump into the pool to douse the wraith.   Return to the main hallway, turn left and go through the SE gateway.  Return to the alcove with the upper wall switch you used earlier and jump up to grab the crack in the wall to your left.  Shimmy left around two corners and take a rolling back flip to grab the crack in the next pillar.  Shimmy left around two corners and release to drop into a new area.  Place your three Sapphires in the receptacles and watch them turn magically into star artifacts.

 

Reverse roll and hop across the gap into the S gateway.  Run forward and follow the passage to a plinth.  When you reach forward to take the artifact on it, the level ends.