THE TEMPLE (DEMO)
Level by Osvaldo
Walkthrough by JosÚ
Slide down the ramps and shoot a scorpion at the end. Run through the N opening and ignore the first passage to your left, it leads to a dead end, you need a key there and you'll be back much much later at the very end of the level.
In the next room, turn around and safety drop to the ledge below, shoot some bats and also the jackal from a safe position; once in ground floor pick up the much needed flares near the N wall, avoid the mummy and go through the E opening to the next room.
Climb the ledges, pick up a small medipack and from the last one take a standing jump S-SW to grab the edge of the high ledge with the switch. Pull it to open the grated door in the previous room so, go back there and climb the pillars to reach the high open door in NW corner (start climbing the W ledges and to the entrance opening).
Follow the passage shooting a jackal on your way and in the next room go around the central structure and continue through the E opening. At the end of the passage, safety drop to ground floor and shoot some bats and a jackal, pick up the shotgun shells near the N wall and continue through the opening in NE corner (the opening in SE corner is for later).
Ignore the ladder to your left (closed trapdoor at the top) and continue to a large lava room. Shoot a bat and take a running jump to the top of the NE structure, now take another long running jump SE to land onto the ledge with the floor lever, trying to avoid the dart trap, duck and pull it to open doors in SE and NE corners and also raise a trapdoor in N wall near the structure you came from. Shoot more bats and climb the opening to your right, time the fire emitter, shoot another bat and take a running jump to the N ledge attached to the wall, from here jump NW to the ledge in the lava and to the open door in NE corner.
In the next room shoot more bats and look for a timed switch near the NE corner. This switch will open a door high up in S wall so, save your game and try to jump from pillar to pillar only with standing jumps without grab to reach the timed door in time. So pull the switch, turn left, run between the last two pillars to your left and jump to the lower SW one trying to land in the left corner; jump back to the N pillar, turn left and standing jump to the right side of the E one; don't stop but continue running and jump to the next pillar E, turn right and standing jump to the S one and without stop you can run and jump directly SW to the ledge in front of the open door; if not, you can always jump to the higher W pillar and from here jump to that S ledge. Remember that you always can save your game in between the sequence if you consider you're in time.
Once you've got it, pull the floor lever in the corridor to open the trapdoor at the top of the ladder you ignored time ago. To re-open the exit door you need to jump onto the marked tile at the other side of this small lava room, but beware: when touching the tile a lot of dart traps appear in this room, in the exit corridor and also in the previous room with pillars so, try to jump onto the corners of the tiles and, avoiding all poisonous darts the best you can, go all the way back to the big lava room.
Once you're there, jump to the single tile in the lava and left to the ledge attached to the E wall; this time turn left and climb the higher N pillar, take a running jump to the NW ledge, grab the crack in N wall and shimmy left to the raised trapdoor; from the stone structure take a running jump SW to the exit opening and run through the corridor to find the ladder to your right. But don't climb it yet, continue to the next room, turn left and look for an opening in SE corner, pick up the revolver ammo and save in front of the timed switch.
Pull it and quickly run/sprint back to the ladder in the corridor, climb it and run straight and left to an opening overlooking the previous room, take a running jump to a triangular ledge below, without stop run and jump to the W opening, drop into the hole and turn right to see the (hopefully) open door.
Continue and shoot a couple of scorpions, a bit further you'll find a junction; take the right passage and soon you'll find a vase with a crawlspace behind; shoot it and go inside to find a bat and a floor lever to pull and open a door somewhere. Go back out of the crawlspace, turn right and go through the N corridor; spot a hole in the ceiling and a darker suspicious tile in the floor: you'll be back here soon. Continue and at the next junction you can go a bit left (S) to shoot a couple of vases and get the shotgun one of them guards. Go back to the junction and continue N, crawl under the dart trap, shoot a jackal and a bit further you'll find a room with two more vases, a trapdoor in the floor and three doors; I'll call this room "the hub room".
One of the vases contains flares. The E door is already open (the floor lever you used moments ago) so carefully go through the dark corridor and take a running jump with grab at the end to the opposite alcove at the other side of the pit, drop/grab the edge and shimmy left until Lara stops, then hoist up and continue to an empty room with symbols in the S side. Light a flare to discover a darker wall panel in SW corner: it's a moveable block; move it under the high reach-in switch near the NE corner, climb and pull it to raise a block somewhere (you know where). Return to the hub room, take the S exit, under the dart trap and to the left to find the raised block; climb it and go through the opening in the ceiling.
Time the smoke emitter and go right to pick up a small medipack, continue W, climb, pick up the flares and jump to the opening in the corner. First go right and crawl under the dart traps, pick up a large medipack in the reach-in switch in W wall; turn left, climb the block with the floor lever from the right side, pull it and shoot a bat. Nothing more to do in this area so, retrace your steps under the dart traps, back to the entrance and this time take a running jump over the flame emitter in S corridor (from its right side), continue left and time the spikes, use the reach-in switch in the corner near the spikes and go all the way back to the corridor with the dart traps (this time directly through the N corridor, 'cause the burning tiles in the floor have changed). After the dart traps, run always to your left to find a floor lever in a corner; pull it and go all the way back again to the reach-in switch you pulled moments ago, this time continue to the right after the spikes and with Lara's backpack against the N wall near the corner, time the next intermittent spikes taking a standing jump to cross to the other side and pick up the RA Cartouche. Go all the way back to the passage with dart traps and to the corner where you pulled the last floor lever; this time continue through the right corridor and when you reach the room with the wide stairs, use the cartouche in the SW receptacle to deactivate the blades. Run up the stairs and use the wall switch to open one of the closed doors in the hub room. Make your way to go all the way back there.
This time the W door is open, advance and kill a couple of scorpions from a safe position. There is an orange sloped tile in the NW corner. Jumping onto this tile will turn off the fire in the pillar near the exit (timed), but it's not really necessary. You can jump back onto that sloped tile, jump to the central low block and from the E edge take a standing jump (no grab) to the higher block attached to the E wall, quickly turn right and jump onto the fire tile and to the S opening, or... Simply climb the higher block attached to the E wall, situate Lara at the very SW corner and take a running jump SW with a left curve to grab the edge of the S opening. It's your choice. Anyway, shoot a scorpion, drop into the next pit and pick up the small medipack in the S crawlspace. Continue through the N crawlspace, grab the edge of the next pit and shimmy left timing the fire emitter, negotiate the next blade trap and in the next room start by shooting some bats.
Pick up the shotgun shells near the entrance and go E, find a sloped block in the corner, jump/grab the edge and shimmy to the very right side, hoist up, slide a bit and jump with a right curve to land onto a flat tile to the right of the deadly one. Pull the wall switch to see a camera shot of the previous room with the timed fire tile. Pull it again if you want to get one of the secrets (screenshot of a door opening in the lava room). Retrace your steps and go back to the room with the fire tile the same way you came here. Something have changed in this room: the floor lowered revealing a floor lever near the SE corner; use it, exit through the N opening and go back to the hub room.
The N door is now open so, follow the passage, shoot a bat, grab the pole at the end and carefully descend timing the fire emitters. Continue, shoot a jackal and finally enter in a room with two big statues. Notice the suspicious darker tile near the first burning brazier near the W wall (a secret for later). Run N and shoot the vase to your left to get uzi clips (the other vase hides a scorpion), continue through the opening between the statues, shoot a bat, pick up flares a bit further and at the T junction you can go left or right. I went left first (N) and in the next lava room took a standing jump to grab the edge of the first sloped pillar, when the fire in the next pillar is off, hoist up/slide/jump/jump/jump and grab the ladder; climb it to the very top and shimmy right and around the corner, now climb down 4 or 5 steps and take a backflip with twist to grab the ladder at your back, shimmy right to the very end and climb until you hear Lara hoisting up (I didn't see anything here, my screen was totally black). Advance and time a fire emitter, turn left and pick up the Cartouche Piece 1 in the next room. A trapdoor opens somewhere so go out and always to your left to find the exit.
From the open trapdoor run E and S to a room with a fire emitter in a central tile. If you want to get a secret, don't enter in the room yet: the tile just after the entrance opening triggers a fire high up in a crawlspace (timed), preventing players to go through and get the first secret of this level so, before entering, situate Lara facing E and do sidesteps to the left until her arm is touching the left wall of the corridor; wait for the flame emitter is about to get off and run and climb the central tile with the fire emitter from its left side, quickly turn left, jump up and grab the edge of the sloped ledge above, quickly shimmy left before the fire toasts Lara and (very important if you want the secret) situate Lara hanging just above the very NE corner of the tile in front of the entrance (see Lara's shadow on the tile below); once in this position, hoist up and jump back and forth between the slopes keeping the "jump key" pressed several times until you eventually land onto the tile with the pedestal (the last jump should be from a sloped block attached to the S wall with the slope facing E). Now run off this block to the E and grab the edge of the crawlspace, go inside and pull the floor lever to see a block lowering in the room with the two big statues. Go out of the crawlspace, drop/slide/jump to the N slope, shimmy left to the very right side of the last tile (see Lara's shadow on the far floor below when the fire emitter is on), hoist up and jump back and forth to land again onto the block with the pedestal. This time pick up the Cartouche Piece 2 and make your way to go back to ground floor (run off the N ledge, grab the slope below and safety drop to ground floor losing some health) and back to the room with the statues.
Detour for a secret: If you were able to go inside the crawlspace in time, run to the SW burning brazier to find a hole in the floor, follow a long path avoiding some circular blades and climb some ladders to finally reach the room with SECRET #1: grenade ammo, a large medipack and 3 X shotgun shells. Go back to the room with the statues the way you came.
Combine the cartouche pieces and use the Ba Cartouche in the receptacle in E wall to take off the fire in the floor lever behind you. Use this lever to open the trapdoor in the hub room. Go all the way back there timing the fire emitters, the first one in the floor and two more when climbing the pole rope.
Drop into the hole in the center of the hub room and follow the path until you can take a breath in a room with a closed UW door. Swim through the narrow gap near the floor in SW corner and use the reach-in switch to open the door. Back to that door, continue swimming and surface in a corridor where you'll fight with two jackals. In this small maze run always to your right to find a place with a vase and a fire emitter; time the fire so you can use the reach-in switch to lower a block near the entrance of the maze, go there to get trapped in a room with 5 reach-in switches. The one in front of the door has a small medipack; time the fires to use (from left to right) the first, the fourth, and finally the third to stop the fire in the fifth (remember that you can approach crawling under the holes and wait there until the fire is off). Using this last reach-in switch Lara will get the Guardian Key. Use this switch again to lower the block at the entrance of the room so you can exit and shoot a couple of scorpions. Now run always to your left to find the exit of the maze and slide down the ramp.
Detour for the last secret: turn left and go through the E passage; in the next room safety drop to ground floor and go through the NE passage (where the ladder for the timed run was) to the big lava room. Again, running jump to the top of the NE structure, now take another long running jump SE to land onto the ledge with the floor lever, trying to avoid the dart trap; this time turn around and take a long running jump to the breakable tiles on the lava, continue running and take a last running jump around the pillar with a left curve to the breakable tile in the NW corner, quickly climb to the opening and get SECRET #2: a large medipack, the uzis and 3 X uzi clips. Now the long way back to the beginning of the level comes: back to the entrance to see that some blocks appeared in the lava; use that blocks to reachá the low ledge attached to the E wall; as you did before, turn left and climb the higher N pillar, take a running jump to the NW ledge, grab the crack in N wall and shimmy left to the raised trapdoor; from the stone structure take a running jump SW to the exit opening and run through the corridor with the ladder. Continue to the next room and climb the lower pillar near the S wall, standing jump to the W higher pillar and to the opening in W wall; continue to the room with the open trapdoor.
This time go through the W corridor to the first rooms of the level, in the next room take a standing jump to the top of the nearby pillar and a running jump SW to the next one, turn right and take a last running jump to the high opening in W wall; continue and take the first corridor you'll find to your right to find a sandy room with the receptacle for your key. Use the key, shoot a last scorpion and wait for the falling sand until you can reach the high opening in the corner to finish the level.
April - 30 - 2016