TEMPLE OF KRISHNA - CENTRAL JUNGLE

 

Level by Sakkemix

 

Walkthrough by Phil Lambeth, using notes provided by Tom

 

 

Lara slides down to a jungle floor, directly in front of a large plant.  Draw your pistols and kill the tiger, then proceed E through the opening.  You can get up on the rocks behind you for a better view, but I could find no pickups or any other reason to make the effort.  Shoot a bat, then turn left at the small pond fed by a tall waterfall and enter another lake area SE.  Kill the tiger in there and go over to the E wall.  Jump S to a higher ledge and go around to find a level block E jutting out from the wall.  Aim for the right-hand corner and take a running jump and grab to it.  Pull up, step forward and pull up to a higher ledge.  Jump NW to the adjacent ledge, then hop back, grab the edge and shimmy past the obstruction to yet another ledge.  Pull up and jump SW toward the palm tree growing out of the rock.  Keep the jump key depressed and you should wind up on the level surface at the base of the palm tree (with the help of a left midair curve if necessary).

 

Look down to your right and take a running jump NW to the sloping rock face (just to the left of the twin waterfalls below).  Slide down and grab the edge.  Shimmy to your right past the waterfalls and pull up onto a triangular ledge.  Turn around to face NE and take a curved running jump across the gap and land just to the left of that large tree.  Say hello to the friendly monkey and go around the next tree to the N for a small medipack.  Watch out for an illegal slope as you jump past the tree and turn left to find a wall switch.  Pull it down and slide back down to the jungle floor. 

 

Go back NW to the first lake.  Head E toward the green-tinted giant waterfall and locate the crawl space up in the wall to your right.  Pull up into it and follow past the gate you opened by using the wall switch.   Look up to see a couple of wooden platforms.  Use them to get up to a higher area.  Look E to find a crack in the wall.  Jump up to grab it, then tap the jump key to access a higher crack.  Shimmy left around the corner and pull up onto a ledge.  Jump up to grab the crack in the E wall and shimmy left until you can pull up into a passage in the waterfall.  Follow the passage, jumping around the obstruction, and shoot two bats as you turn the corner.  Keep those pistols out and shoot the crocodile that swims up lazily toward you.  Wade into the water and start swimming when it gets deep enough.  When you see the closed gate, swim down the shaft in front of it and go S for a small medipack.  Flip turn and swim N and up.  Locate a ceiling lever obscured by the hanging vegetation and pull it down.  Swim back up the shaft to find that the S gate is now open.

 

Wade out and run up the ramp.  Shoot two tigers in the next room and turn left just inside to find a wall switch in the NE corner behind some plants.  Pull it down to open a floor hatch SW.  Go there (avoiding the corner water holes, which are deadly) and use the ladder to climb down after noting the closed gate and keyhole in the S wall.  Use the crawl space to access the next area W after pausing for some flares in the alcove to your left.  Drop down into a dark room and light a flare to see that you're on a small ledge overlooking a lava room.  There are several burning tiles in the lava.  Turn to stand underneath the jump switch in the E wall and save your game.  The timed switch turns off the flames below for a few seconds.  Activate the switch, and when you land immediately reverse roll and turn about 45 degrees to your left.  Take a standing jump and, without sliding, jump off to land on the block.  Turn slightly to your left and take a running jump down to the tile against the W wall.  Reverse roll and take a running jump to the next tile E, and from there take an immediate running jump to the tile in the SE corner.  If you make it this far without being set ablaze, you're safe.

 

Pick up the BLUE KEY and turn to face the S wall.  It's climbable, so climb up to the ceiling and keep the action key depressed until Lara makes the transfer.  Follow the ceiling track toward a dangling chain.  To grab it you need to release while moving forward.  If you stop just in front of the chain and release, Lara won't grab the chain and you'll have to reload and try again.  When you make the grab successfully, turn to the right and aim just to the left of the corner.  You can even swing through part of the corner if you wish.  Swing forward and jump off, and you should land safely near the timed jump switch.    Pull up E into the crawl space and return to the shaft.  Climb the ladder to the cavern and use the Blue Key to open the S gate.

 

Run down the ramp and stop.  The fixed camera angle here makes it difficult to see what comes next.  Take a running jump over the hidden spike field to a safe block.  Walk forward to the edge (unless you're already there) and take a standing jump over another spike field to the second safe block.  From there, take a standing jump with grab to clear the final spike field and land inside an opening that overlooks a cavern.  Kill the tiger from here without targeting the monkeys (or you'll have to kill them as well), then slide down to the cavern floor.   

 

Note the closed SW gate, the nearby receptacle, an unlit wall sconce and a wall switch opposite the receptacle.  Go to the E wall and note the vines growing along it.  This indicates a climbable surface, so climb the wall and shift left until you can pull up.  I tried without success to shimmy around the corner to the right for a shortcut.  Go counterclockwise around the periphery, jumping whenever you encounter a gap, until you reach a ledge on the S side of the cavern where you'll find a TORCH partially hidden in the grass.  Pick it up and toss it down to the cavern floor, making a mental note of where it lands.  Then go down yourself, pick up the torch and head over to that unlit sconce in the S wall.  There's a timed wall switch just to the left of the sconce, so drop your torch (by drawing a weapon) between the switch and the sconce.  Pull down the switch to light the sconce briefly, hop back and run forward to pick up the torch.   Light it quickly before the flame goes out.

 

 Now that you have some portable light, go over to the dark opening on the other side of the S wall and jump inside.  Turn left and jump through another opening.  Locate the wall sconce and light it to open the nearby gate.  You don't need the torch any longer, but you can carry it with you for extra light.  Enter the E opening to trigger a flyby that outlines your next task.  You can't follow the path of the flyby to your objective, so enter the next area as the gate closes behind you.  As you look around, you see tiles for obvious raised blocks NW and S, a closed gate E and a pool covered by a grate.   Go to the SW corner and find a timed button hidden behind a plant.  Save your game in front of the button.   Push it, then immediately reverse roll and run N toward the raised block.  Jump up onto it and take a standing jump forward to grab the hidden crawl space high in the SW corner of the wall. 

 

Pull up inside and light a flare.  Hit the look key so you can see what you're doing in these cramped quarters, and pull down the wall switch to open the E gate down below (which isn't timed).  Back out of the crawl space, drop down and follow the E opening to a shaft where you lose camera control.  Jump up to grab the crack, hit the down arrow to turn and jump to the opposite crack, hit the jump key to grab the W opening above and pull up into the passage.  Run forward to an upper balcony, turn right and pull down the wall switch to lower a hatch in the grate that covers the pool below. 

 

Go back to where you entered the balcony area, with your right shoulder brushing against the wall of the passage.  Take one step forward onto the balcony, sidestep once to the right, turn left to face SW and take a standing jump over the railing.  If you've positioned yourself correctly you should land in the water where the hatch has lowered and suffer no health loss.  There are two underwater switches, one directly above the closed E gates and the other on the block near the SE corner.  Pull them both to open the E gates and swim inside.  You'll alert a crocodile, so the best course of action is to beat a hasty retreat and pull out to kill the croc before proceeding. 

 

When the croc is dead, swim back through the E opening and down the central hole.  Locate the SE opening and swim inside for the SHOTGUN.  Go back out and locate the triangular NW opening.  Swim inside and pull the underwater lever to raise a tall block near the timed wall switch.  Swim back out and pull out at the hatch opening.  Stand at the S wall, just to the left of the newly raised block, and jump up to grab the crack.  Shimmy right and pull up onto the block.  Take a running jump W to land on the upper balcony.  Go to the opening to your left and hop over the gap.  Watch out for the blade trap (staying near the wall to your right) as you round the corner and pick up the BLUE CRYSTAL, then pull down the nearby wall switch and go back the way you came.  Drop down through the gap for a short cut and go back W to the cavern.  Shoot the tiger and place the Blue Crystal in the SW receptacle to open the gate.

 

Go inside as the gate closes behind you.  The two monkeys may or may not choose to follow.  Watch out for the darts inside as you turn right and face a closed gate.  Continue forward and note the receptacle opposite the gate.  Pick up the shotgun ammo and go around to the E end for a small medipack hidden in the grass.  Go back to the entrance and see if you can make your way unscathed S past the multiple blades.  There is a way to do it, however.  Where you got the shotgun ammo, stand against the W wall, to the left of the closed gate, and jump up to grab the crack in the wall.  Hit the down arrow to turn around and grab a crack in the wall behind you.  Shimmy to your left around a couple of corners until you're past the last blade, and release.  Mind the darts again as you head E past the closed gate.  Push the button obscured by the plants to open the gate.  The other path leads to a deadly pool that presently protects an artifact, so head down the S ramp after saving your game. 

 

On the way down you'll trigger a boulder that rumbles down behind you as you lose camera control.  I beat it by running part of the way down and turning to take a jump off the slope (either right or left should do) and over the boulder as it passed by.  It took a few tries, however.  When the boulder has gone by, continue down the ramp and turn left at the bend.  Stay on the path, as the side alleys are deadly.  Continue E into the next room to trigger a long flyby.

 

The water down below is deadly, so watch your step.  Turn left, jump over the gap and climb up onto the block near the NW corner.  Face the N wall and jump to grab the crack in the wall.  Shimmy right as far as you can go, then hit the down arrow to jump onto a ledge behind you.  Turn to face E and take a running jump to the bridge.  There are two wall switches here.  Turn to your right to see four suspended boulders, all of which need to be released so that you can proceed.  Pull the switch on the right (the one on the left is spike trapped) to release the first boulder.  Reverse roll and run off the bridge into the pool.  The water here is safe.  Pull out S and run forward to find a timed wall switch.  Pulling it raises two columns to your left.  Pull it and turn left.  Run toward the stationary block in the corner and jump onto it on the left side.  Turn right and take a running jump to the first raised column, then another running jump to the left side of the next raised column, turn right and take a running jump and grab to the block in the E wall.  Pull up and step forward to pull down the wall switch.  The boulder to your left is released. 

 

Go back N to the safe pool and jump in.  Look in the S depression for some shotgun ammo.  Go around to the N side and locate the underwater lever.  Pull it to release that third boulder.  Work your way to the S wall near the SE corner.  Turn right and continue W along some blocks.  When you reach the last one, take a standing jump W and land in an alley.  Turn right and run to the end of the ledge.  Safety drop down and slide a short distance to the deadly lower waters.  Jump E over the waterfall and pull down the wall switch to release the fourth boulder.  Take a running jump NE and grab the block over the deadly water.  Pull up and climb the adjacent blocks.  At the top, take a running jump N and grab the ladder.  Climb up to safety and make your way back to the S wall, where blocks have been raised.

 

Get up onto the shorter piles of debris near the SE corner.  Turn to face W and jump to the first raised block.  Turn to face the S wall and jump up to grab the crack.  Shimmy right and onto the next raised block.  Pull up, step forward and pull up onto the final raised block.  Turn to your right and take a running jump and grab to the bridge.  Pull up and go a bit to your left to find an open gateway.  Hop into it, using the action key to glide inside.  Jump into the next opening ahead and slightly to your right.  Turn around, hop back and grab the N edge, and  shimmy left until you can pull up.  Turn around and jump into the N opening.  Take a running jump NE to the upper ledge, shoot the bat and pull down the wall switch in the NE corner.  This turns that deadly water protecting the artifact you saw earlier to clear, safe water.

 

Safety drop to the bridge below, and run off the S edge into the pool.  Pull out at the SW corner, jump over the gap and exit this area via the S pathway where you triggered a boulder much earlier.  Run up the ramp, shoot the tiger and turn left just past the open gate.  Go to the now-safe pool and step in to pick up the PINK CRYSTAL.  The multiple blades are now dormant, so proceed N through the passage and loop around to the left, being mindful of the darts.  Insert the Pink Crystal in the receptacle to open the door behind you.  Pull up into the passage and run forward to slide down into an outdoor area. 

 

There's nothing to do here, so continue through the W passage and come to a small room with several blocks.  One of them is pushable.  Leave it alone, or your game will crash!  Instead, pull up W and you'll find two wall switches, one N and one S.  Even here I experienced game crashes, but here's the intended way to complete the level:  First pull the S switch, reverse roll and run to pull the N switch to raise a timed block E.  Jump to it, hop forward to grab the gap in the wall, hit the down arrow so that Lara turns around and jumps to a bridge-like platform, and run forward and into the W opening.  Unfortunately, you then slide down a slope to a dead end where you do a kind of jig ad nauseam in lieu of a normal finish trigger.  Too bad.