ONE ROOM CHALLENGE 2021 - AYUTTHAYA - Part 2

 

Level by vandit

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

 

After the opening flyby, Lara drops into a pool that looks as if it hasn't been cleaned for a while. Pull out W, shoot a baby spider, loop around left and shoot the debris to reveal a reach-in switch containing a small medipack. Go past the statues, climb up onto the block, turn left and stand jump to grab the swingpole. Swing around and jump off to land on the next block. Jump up while shooting to shatter more debris, jump over the railing and grab the opening, pull up and turn left to find a crawl space.

 

Hang from the other side but don't drop. Shimmy left around two corners and pull up in front of a floor lever that opens a nearby door. Drop down left and find the opened W door opposite the pool. Crawl inside to avoid the activated darts, shoot more debris to your right and find the higher SW opening to your left. Jump up to grab it, but don't pull up (spikes). Ledge jump back (down arrow key) into the alcove behind you for the GOLDEN DRAGON. Drop back down, pull up into the spike-free NW opening and hop down W to a ledge overlooking a large pool.

 

Shoot the crocodile and note the keyhole in the E wall. Go to the pointed SW corner of the ledge and jump to grab the vines growing on the W column. Climb up and slide down to a stable corner. Jump to grab the vines in the S wall, shimmy and shift to your right past the obstruction, climb up, shift left around the corner and back flip onto the platform jutting from the S wall. Activate the W jump switch to raise a block and initiate a timed run (64 seconds), swim back to the pointed ledge, pull out and get back to the jutting platform in the same manner described above. This time, however, take a running jump N to grab the swingpole, swing around and jump off onto the raised block. Turn left and activate a second jump switch to open the underwater W door just below.

 

Swim inside, and just past the entrance swim up before the current grabs you and pull up onto a ledge with a submerged floor lever. Push it to open the underwater S doors and get out of there before another crocodile arrives. Swim back to the S ledge, pull out to kill the croc and jump back in to find the BRONZE LION KEY on a plinth beyond the opened doors. Before using the key, swim back to where you pushed the submerged floor lever and fight the current into the SW alcove. Pick up a life preserver called ENDURANCE LIFERING and hear Lara's voice saying that if she doesn't survive...none of us will.

 

Return to the S ledge, pull out and use the Bronze Lion Key to open a trap door in a previous area. Pull out via the NE (not the SE) opening, hop down and crawl under the darts into the next room. The opened trap door is to your right under the tree roots. Jump in and swim down the shaft to an enclosed area where you'll find a large medipack, the UZIS and 2 x uzi ammo near a skeleton. In the E alcove is a plinth with a GOLDEN SKULL for SECRET #1. Swim back up for air, return and swim past the plinth, go left and pass two rotating blades for flares. On the way back, as you turn to face N, look up to see a triangular opening providing a short cut back to the large pool you visited earlier.

 

Swim across the pool into the W opening on the right and pull out onto the ledge with the submerged floor lever. Vault up left and jump to grab the N wall ladder. Climb up to a ledge, pull up right into the opening and jump immediately without sliding to grab the ceiling. Monkey swing over the pool and drop down onto a ledge as you near the far wall. Jump N over the obstruction and roll as you hit the ground to avoid debris falling from the ceiling. Walk carefully into the SE spike field, go to the wall and jump up to grab the vines. Climb up a bit and take a rolling back flip to grab a crack in the column behind you. Shimmy left around the corner to the next corner and ledge jump back to grab the crack in the W column.

 

Shimmy right just around the corner, ledge jump back from there to grab the crack in the next column N, shimmy right around the corner to the next corner and take a final ledge jump back to grab some vines on a hanging block. Climb up, shift left, climb up some more and back flip onto a platform with a wall switch. Pull it down to lower a rope and hear the pitter-patter of little crocodile feet. There's a spike trap below you, so jump back to grab the vines, climb down and shift right before dropping to the floor so you can deal with the crocodile.

 

Note the shallow water hole near the intersection of passages and look right to see the lowered rope. A pile of rubble blocks the E passage, but you can jump onto a flat surface at its low point from the S walkway. Pull up left onto the highest section of the rubble, face N and jump up and down while firing your pistols to shatter part of the alcove wall (for later). Turn W to face the rope and jump to grab it. Turn all the way around to face E, swing forward and jump off to land on the gray ledge. Turn left and stand jump to grab the ceiling vines over the N alcove. Monkey swing to the wall, release and grab the opening you created by firing your pistols.

 

Pull up into the crawl space, drop down the other side and shoot several baby spiders and their mother while avoiding the nearby spike trap. You can see something in the spikes, but don't go directly there due to a sneaky unmarked spike trap. Instead, go clockwise around the column and approach the spike field while keeping close to the wall on your left. Pick up the small medipack and return the same way. Turn left just past the column, enter the alley and pull up right into an alcove with a wall torch.

 

Jump slightly SW onto the slope to attract a swarm of bats, slide down and remain in a crouched position until they disappear. Pull back up into the same alcove, take a curved running jump SW to grab the marked wall ladder and shift right around the corner to disable the spikes directly below you. Drop down, but be aware that the adjacent spikes are still active. Jump over them to grab the E wall ladder and climb to an opening with a fixed camera. Turn right, and when you step onto the parallel bar the fixed camera goes away. Walk across the bar the same way you would a tightrope, and when you get to the other side turn around and stand jump NW into an opening with a GOLD SKULL for SECRET #2.

 

Jump back down SE and take a walking running jump (walk and up arrow keys followed by the jump key) into the higher opening. Hop back and find the ladder below. Climb down a bit, shift left and pull up into a lower opening. Turn around, stand left and save your game. Take a running jump onto the near slope, jump off onto the next slope and jump E to grab the ladder on the suspended block. Shift right around two corners to the other side, where the camera again becomes fixed, and continue to shift right around another corner until you can go no further. Back flip onto a ledge with flares and take a running jump S with grab to glide into the opening above the spike trap.    

 

Get across the parallel bar tightrope-style and pull down the wall switch to lift the gate beside you. You can see the LARGE WATERSKIN out of the corner of your eye, so drop down and take it from the raised slab while noting the gem receptacle near the SE corner. You hear an ominous growl nearby, but since nothing makes an immediate appearance go push the block away from the N opening. Go around the block, get up on it and pull up E in front of another wall switch. Pull it down to lower another rope in a previous area.

 

Drop down, go through the N opening and jump to the first rope as you did earlier. Swing and jump to grab the second rope, and finally swing and jump off W so that you land on the ledge beyond the spike trap. Pick up the flares, turn left, go through the opening into a puzzle room, look at the cut scene and crouch until another swarm of bats dissipates. Get down to the lowest part of the room to find two bell pushpieces there. Move the N one off the marked tile and onto the similar SW tile. A blue ball appears above the pushpiece, indicating that it's in its proper place. Move the other pushpiece N onto the marked tile formerly occupied by the first pushpiece. 

 

Pull up to the higher ledge and move a third bell pushpiece all the way to the N wall. Get on the other side of the statue pushpiece and move it two times into the SW corner. Get on the nearby block, take one step back from the edge and stand jump S to grab the ledge. Don't pull up immediately (spikes) but shimmy right past a snake pushpiece and around the corner before pulling up. Jump to the NW corner, where you first entered this room. Face the lower row of swingpoles, stand right at the higher area and jump to grab the first swingpole. Swing and jump to grab the second one and swing and jump to the SW corner beneath a jump switch (for later). Turn around and use the upper row of swingpoles to reach a metal platform.

 

Stand jump NE to grab the ceiling and monkey swing past the symbols you saw in the cut scene to drop onto another metal platform. For a secret, turn to face SW and stand jump to grab the higher gray ledge. Pull up, face SE and take a running jump to grab the still higher platform. Pull up for a large medipack and a GOLDEN SKULL for SECRET #3. Run off with grab to land on the corner of the gray ledge, then save your game for a tricky curved run-off with grab NE to land on the metal platform. Run off the platform E with grab to land near a chain. Pull it to retract the adjacent block (providing a short cut for a later return trip to the chain), to raise a block in the lowest floor area, and to raise two tall adjacent blocks (one with the statue pushpiece) on the nearby ledge.

 

Get down, move the pushpiece you moved against the N wall onto the adjacent raised block, then use the block at the other end of this ledge to access the ledge with the spike trap as you did earlier (remember to stand one step from the edge). Shimmy past the spikes, pull up and push the statue pushpiece W onto a corner block (you may have to move around a bit in order to activate Lara's pushing animation). Go back to the snake pushpiece and move it onto the northernmost raised block. Finally, get behind the statue pushpiece and move it onto the marked tile formerly occupied by the snake pushpiece (a blue orb appears).

 

Go to the SW block, jump to the next block N and take a running jump from there to grab the corner of the ledge where the block retracted earlier. Pull up higher and pull the chain again to lower the blocks you raised earlier. Get down and move the snake pushpiece W onto the marked tile (blue orb appears), hop down and move the bell pushpiece on the lowered block onto the marked tile in the opposite corner. Flashes of blue lightning fill the room and something shatters up near the ceiling. It must be really important to justify all the work we've had to do here.

 

For an extra pickup, pull up onto the ledge, jump onto the nearby block and get back to the ledge with the spike trap. Shimmy right and pull up near the statue pushpiece. Take a tricky running jump E just to the left of the spike field to land on a flat SE corner. Pull up right for a large medipack and get back down. Return to the spike-trapped ledge, go around to the NW end and use the lower swingpoles to get up higher. Jump to the third swingpole, but this time turn around so you can swing around and jump off to activate that jump switch.

 

Get down to the lower block and jump across N to exit the puzzle room. The N door ahead is now open, so go on through as the door closes behind you. A flyby gives you a sneak preview of what's to come. Go into the next room to activate a squishy block. Jump N past it and drop down left. Time a running jump past another squishy block and turn around to face SE. You can see a swinging blue ball through the triangular opening. Draw your pistols and stoop while firing to shatter the blue ball and attract a wraith. Run off the edge into the water below to extinguish the wraith. Pull out E, jump up to grab the crack and shimmy right around the corner (or simply pull up right).

 

Time another running jump past the squishy block and climb the ladder to your left. Pull up at the top for a large medipack and hop down E. Pull up into the triangular opening in the wall and jump down the other side for a GOLDEN SKULL and SECRET #4. Pull back out, drop down to the passage, go through the S opening and down to activate another squishy block. Jump out SE with grab to land safely near a closed gate. Climb the ladder and go around the corner to find another swinging blue ball. Jump up to shatter it with pistol fire, open the door behind it and summon another wraith. Climb over the block and jump past the first squishy block. Drop down into the water to extinguish the wraith and pull back out.

 

Repeat the moves described above to get back to the ladder, climb up to where you got the large medipack and this time turn left to take a running jump S to grab the ledge. Pull up two times, shatter the swinging blue ball to lift the gate you saw earlier and summon yet another wraith. Simply hop back a few times and drop down into the water once more. Pull out when the wraith is gone, get back to the ladder, climb up and back flip into the passage, go through the S opening and hop down. Time a jump with grab past the squishy block and go where the gate lifted for the SMALL WATERSKIN (cut scene showing the scales where the waterskins are to be used).

 

Climb the S ladder and go around the corner. Climb onto the block, hop down to the ledge and exit S. Stand jump over the spike trap and go down to that shallow water hole you noted much earlier. Builders always seem to prefer the four-gallon combination, as that one requires the most thought to achieve. Fill the large waterskin, combine it with the small waterskin (leaving two gallons in the large) and then empty the small waterskin. Combine the large with the small again, transferring the remaining two gallons. Fill the large waterskin once more and combine it with the small, filling the small and leaving four gallons in the large.

 

Go into the SE room near the pile of rubble and use the pushblock to climb up to the alcove with the wall switch. Save your game and take a curved running jump SW to grab a crack in the W wall. Shimmy left and pull up in front of the scales. Empty the large waterskin into the jar on the left to open a nearby door and release a tiger that you can kill from up here. Drop down and return to the shallow water hole outside this room. Empty the small waterskin, fill the large waterskin and combine it with the small waterskin to leave two gallons in the large and three gallons in the small. 

 

Get back to the room with the scales and go through the opened SE doorway and use the ladder for an easier short cut back up to the ledge with the scales. Now, which waterskin to use? Flip a coin and pour two gallons from the large waterskin into the jar on the left. A block goes down in the shallow water hole, so go there, save your game for a long swim and jump in.

 

Swim down and open the N underwater door. To be on the safe side, go back up and fill your lungs with air before proceeding. Swim N and down the shaft until you come to a room with a barred alcove. Go through the adjacent S opening and see another S opening ahead. Don't go there yet, but instead look up to see a SW opening. Swim inside and pull the chain (that's a new one), continue up the shaft and surface for air.  Swim back down the shaft and now go through that S opening, minding the spear trap at the entrance. Go up and to the right, open the W door and follow the passage until you reach a small medipack next to a square hole that contains a RECORDING of "Move Along, Ma Chere."

 

Continue along the passage past some seaweed until you reach an open area where you can surface for air while noting the barred alcoves. Swim back down for harpoons, then go up a bit to find a W alcove with a ceiling switch. Pull it down to lift one set of those bars, surface and pull out N in front of a wall switch that lowers the bars in the alcove you saw earlier. Swim down and through the NW opening along the winding passage, carefully past the spear trap and straight forward through the N opening. Turn left into the alcove and pull the chain to lower the alcove bars opposite the wall switch.

 

Swim all the way back up there (strangely enough, the spear trap is now gone), pull out S and pull the chain inside the alcove to open the E double doors down below. Swim through some tall seaweed, grab the harpoons to your right and look up to see a narrow opening above the elephant statue. Follow through to a ceiling switch and pull it down to lift a gate in the previous room. Swim back and go N through the opening to a large area with an air hole just past the sun rays up and to your left where you see the hanging roots (swim under the roots and up into a fixed camera). Return as necessary while you explore this area.

 

Explore the floor of this area for harpoons on a ledge between two elephant statues and more harpoons down lower SW near a patch of seaweed. You may wish to refrain from picking up the large medipack in the nearby hole, as doing so will attract a school of piranha. In the trench along the E wall you'll find uzi ammo and a small medipack, together with harpoons on the nearby ledge. Get some air and look for a couple of jars on a platform near the SE corner. Nearby is a hard-to-see triangular opening with a swinging blade trap. Get past it and pull the chain in the alcove to release a ceiling boulder in the large area that drops onto a trigger tile and causes certain changes.

 

Get past the blades and return for air. Go down near floor level and find an opening at the SW corner. You'll trigger a spear trap as you enter, so scoot into the alcove and pull the chain there to release another boulder that cause more changes. Swim toward that ugly head you've surely noticed and beyond the broken column to its left there's a door in the N wall you can open. A swinging blade is activated when you enter, so swim past it and pull yet another chain that releases a third boulder in the large area. This chain can be pulled multiple times, but to what effect if any is not clear. Get past the blade and swim down to find a lower opening near the NW corner. There's a spear trap here as well, so enter carefully and find a ceiling switch in the alcove. Pull it down to release a final boulder and lift the bars in the passage above that ugly head.

 

Swim there, beware of the spear trap at the entrance just around the corner and enter for 3 x harpoons and the HARPOON GUN. Watch the ensuing flyby and exit (again, the spears are now gone). Draw the Harpoon Gun and shoot the approaching crocodile and a voracious fish. Shoot the jars on that SE platform, open the door they were blocking and enter for 3 x harpoons. Pull the chain inside...oops, you can't pull it, so shoot it to open the S gate below and release another fish.

 

First, swim up to shoot a bell hanging from a ceiling alcove. Then approach the opened S gateway carefully, as spear traps are activated when you're about to enter. Swim up and shoot a second bell hanging from the ceiling. Go W through the opened double doors and look up to find a third bell to shoot. Swim through the S opening (a current will grab you) and go through three lower N openings into a room with a statue. Grab the nearby harpoons and shoot a fourth and final bell overhead to see a gem materialize on a plinth in the gaping mouth of the ugly head. Open the door beyond the W triangular opening and make your way up to a room filled with lion statues.

 

Swim up NW and around the corner into an opening. A block will lower, allowing you to swim inside for air. Return to the room with the lion statues and open the door in the E wall. Pull the chain to lift some bars, exit and loop around right to find a small opening down in the NE corner at floor level. Pull the chain to lift more bars, get some air and swim S along the W wall of the lion statue room, passing an opening and fighting the current until you can turn right into a smaller W triangular opening near the ceiling. Pull the chain (cut scene of a blade trap), exit and fight the current once more to enter a floor hole against the E wall. Pull the chain there to lift a third set of bars and go across to enter that W opening you swam past earlier. 

 

Follow the S passage and time your way past two giant cigar cutters. Turn left at the bars, and since you're now past the strong current, approach the plinth for a GOLDEN SKULL and SECRET #5. Grab the nearby large medipack, swim back the other way and turn left past the lifted bars. The hazardous room to your left will be visited shortly, so swim up the shaft and pull out to the sound of snapping spikes and sputtering electricity. Turn around and save your game. Jump to activate the timed jump switch, swim back to that hazardous area where the traps have been disconnected for a few seconds, quickly grab the LONG SWORD from the mouth of the lion statue and get out of there.

 

You're done here, so you now need to backtrack all the way to that open area with the ugly head. First, swim up to grab a lungful of air, go back down and exit the lion statue room via the lower opening in the E wall near (but not at) the NE corner. Swim down and around the corner through a door you opened earlier to the room with the goddess statue, turn right and swim S past two openings, up and right just after the second opening and up the shaft past the chain for air, then down again and continue S through the next opening, up to the right past another door you opened, follow the passage past the seaweed until you reach the opened double doors, go through and turn left through the spear trap into the large open area. Use the familiar air hole and swim down to the ugly head for BUDDHA'S TEARDROP (screen shot of a previous room).

 

The spear trap at the S entrance is now disabled (until you pass it), so swim back the way you came, past the double doors and along the winding passage, through the N opening and up left at the hanging seaweed, continue up the shaft to the air hole and pull out into the two with the two ropes. Go SE into the room with the scales and place Buddha's Teardrop in the receptacle you noted earlier. The NE gate opens, so go there and use the Long Sword as a crowbar to lift the next gate ahead. Go up the steps, hop up left past a spike trap and sprint into the open area near the top as boulders drop down from the ceiling.  

 

There's a crowbar switch past the tree near the NE corner that's hidden by some plants. Use it to raise a block behind you and summon a Tinnos wasp. Get up onto the raised block, climb up higher and take a running jump (made more difficult by the lion's head in your way) W to grab the swingpole. Swing around and jump off onto a block with a lion statue while blade traps activate. Time a jump past the retracted blades and grab the jutting ledge. Pull up and take a running jump down to the NE corner block and pull down the wall switch there to hear the sound of a door opening.

 

Safety drop to the floor, get up onto the raised block again, pull up higher in front of the door you opened and find a pushblock inside. Pull it back one time, hop over it and push the lion's head button to activate more blade traps and summon another Tinnos wasp. Get up onto the pushblock, jump up to grab the ledge, pull up right or left and walk past the obstruction. Stand jump to grab the ceiling and monkey swing forward, timing your way past the blades while they're briefly retracted. Drop down onto the jutting ledge and stand jump N to grab the pole.

 

Climb up a bit, turn left to face W (use the look key to make sure you're properly oriented) and save your game before jumping off the pole to grab the swingpole. Swing around and jump off just before the blades are about to retract. Grab the corner ledge and pull up. Cross the parallel bar S past yet another blade trap (tip: you can roll past the retracted blades by releasing the action key briefly while pressing the jump and up arrow keys). Press the lion's head button, shoot another Tinnos wasp and make your way back across the parallel bar.

 

Once across, face SE and take a curved running jump to grab the raised platform. Pull up and stand jump slightly SW to grab the higher ledge. Pull up, grab the large medipack and push the lion's head button. Another Tinnos wasp appears. Hop down with grab to the previous platform and jump across to the SW corner ledge. Face slightly SE and time a running jump past the blades down to the lower jutting ledge. Jump to grab the vertical pole, slide down and safety drop to the floor. Note that miniature fountains have appeared on three of the corner tiles.

 

You now have to repeat the moves described a few paragraphs back, the one with the first mention of a Tinnos wasp. Once you reach the ledge jutting from the W wall, save your game and take a tricky curved stand jump with grab to land in the W alcove where bars have been lowered. Pick up the desert eagle ammo and push the lion's head button to lift the N gate down below. Safety drop to the floor, go there and first stoop to grab the desert eagle ammo and the DESERT EAGLE. Then push the floor lever to re-open the S doors and take the ORNATE LION KEY from the lion's mouth. Notice that a fourth miniature fountain has now appeared.

 

Insert the Ornate Lion Key in the receptacle on this side of the central structure. Hop up next to the lion statues and take the TIGER JADE HEART from the bowl for SECRET #6. Go down the S steps, hop down right over the spike trap and continue down to the room with the scales. A gate has lifted in the middle of the S wall, so push the lion's head button there to open double doors just outside this room and release two giant spiders.

 

Exit and go across the hall to find a multi-armed statue. Stand to the left of the statue, in front of the alcove, and take the PHURBA DAGGER from the statue as a blade trap is triggered. Pull back the skeleton in the alcove to reveal more UZIS, 2 x uzi ammo and a small medipack. Climb the ladder in the W wall of the alcove, pull up, climb up higher, climb the ladder on your right and finally slide down into a room with an ugly head mounted on a wall and spewing green gas (which doesn't appear to be harmful).

 

In the middle of the N wall is a receptacle for the Phurba Dagger. Reverse roll after inserting it and wait for the S wall to erupt in flames and release three knights. They keep moving around making it difficult to target their chests (their only vulnerable spot). Eventually they'll explode, leaving behind 2 x PRAYERS OF APPEASEMENT. The place to insert them is in the hand statues flanking the green gas at the E wall. Upon placement, swingpoles jut out from the N wall. Go to the NW corner, stand at the SE corner of the lower irregular slab facing E, back flip onto the sloped corner block and jump off to grab the first swingpole. Save while hanging, because the jump to the next swingpole is far from routine. When you make it, swing and jump to grab the corner ledge.

 

Pull up, turn right and take a running jump over the green gas to land on a ledge with desert eagle ammo, 2 x uzi ammo and a large medipack. Stand jump W to grab the ladder, ledge jump up so that Lara's feet will get "set," shift right around three corners and release over the jump switch to activate it. Take evasive action immediately upon landing, as a six-armed flying boss enemy has been released. A rotating flame blower has also been activated near the center of the room, making life more difficult as you attempt to dodge the lightning bolts being hurled by the boss. Eventually, however, he will explode as did the knights, leaving behind the VESSEL OF LIBERATION. Place it on the plinth shrouded in green gas to open the exit door up NE.

 

Use the NW slope, the swingpoles and the jutting ledge to get there. Go inside and pull up E three times for a concluding flyby.