THE TEMPLE OF FIVE
Level by Tabsdad
Walkthrough by Phil Lambeth
Lara begins by sliding down a long slope. Step forward and pick up the
CROWBAR, then look around and note the closed door ahead flanked by a pair of
wall switches, and a closed door to your right and left. Run forward and pull
down the left wall switch to open the adjacent north door and release an angry
crocodile. Kill it and then pull down the other switch to open both side doors.
Go into the short north passage and pry the WESTERN SHAFT KEY off the wall with
your crowbar.
Reverse roll and return to the opening room. Since you have the Western
Shaft Key, I suppose it makes sense to begin with the open west doorway. Go
inside and past the gated corridor to your right. Continue until you reach the
first of two giant cigar cutters. The easiest way to get past them without
taking any damage is to come up close at a right angle, and when the blades
open take a side flip to the other side. When you've done that, go inside the
alcove between the two cigar cutters and throw the wall switch to open two
gates in the east and west passages. Reverse roll, turn right into the passage
and side flip past the second cigar cutter. Continue east down the passage and
follow until you reach an alcove to your right just before you get to the
opening room. Throw the wall switch inside to open the gate to your left, then
throw the next wall switch to your left to open another gate elsewhere.
Return to the opening room and go straight across into the west
passage. Pull the wall switch in the revealed alcove to your right to open the
adjacent gate. Pull the next wall switch before entering the north room. A cut
scene shows another gate opening elsewhere. Enter and throw the wall switch
between the two flames. A cut scene shows a block rising in the opening room,
so return there. Hmm, looks like you're supposed to climb onto the block and
through a hole in the ceiling, but the hole is barricaded. We need to find a
way to open it.
Go into the east passage and turn left into a room that looks exactly
like the one you recently left (and thus can confuse you). Throw the wall
switch between the two flames to release some sort of heavy artifact that
breaks through the barricaded ceiling. Return to the opening room and climb up
onto the block at a point where debris doesn't get in your way, then jump up to
grab the inside of the ceiling hole (all four faces are climbable) and climb up
to the next room above.
You find yourself in a room with eight pools and five wall switches. Begin
by picking up the goodies you'll find on the walkways (shotgun ammo, two small
medi-packs, uzi ammo, flares and crossbow arrows), then explore the pools for
more loot (grenade gun ammo, the SHOTGUN, and two more stashes of grenade gun
ammo). Before experimenting with the wall switches, go inside the west passage
and see what's in store for you. To your left is a passage guarded by flames,
with a large medi-pack and a receptacle at the end. To your right is another
flame-guarded passage with a closed gate at the end.
Go back to the pool area and pull down all five wall switches. If you
return to the west passage, you'll find that the center flame on either side
has gone out. Now let's start pulling certain switches back up. Go back and
raise the switch in the west wall and the leftmost switch in the north wall. All
the flames guarding the large medi-pack and the receptacle have gone out, so go
there to claim your prize and insert the Western Shaft Key to raise the gate
behind you. Return to the pool area and raise the other two switches in the
north wall. All the flames are now out, so go through the open gateway and turn
right to pick up a small medi-pack. Turn to your left and pull up into a crawl
space. Crawl to the other end for SECRET #1 and the GRENADE GUN with an extra
stash of ammo.
Back out of the crawl space and head down the passage to the west. Turn
left and go up the stairs. Follow to a long walkway and pick up the shotgun
ammo. Step out onto the walkway and alert a demigod who fires at you from
below. Keep to the center of the walkway to avoid his fire, but watch out for
the blade trap one square from the end. Hop over it to the north end of the
walkway, which triggers the blade trap (after which it becomes inert) and
alerts two bats. Kill them and jump over to the west walkway. The rope
suspended from the ceiling appears to be a red herring, for you don't need to
use it. Go to the north end of this walkway and turn to face the east wall. Take
a long running jump and grab to the east walkway and pull up quickly before the
demigod can draw a bead on you.
Take a running jump to the south end of the last walkway and quickly
hop over the second square to trigger another blade trap. Draw weapons to kill
two more bats, then walk forward into the passage and side flip past the giant
cigar cutter. Follow the passage down the stairs and pull the wall switch on
your right to lower a trap door at the bottom of the stairs. Safety drop into
the room below and quickly draw weapons to kill the croc. It had swallowed the
GUARDS KEYS (must be the bones of the guards lying there on the floor), so pick
them up and insert them in the keyhole to open the disguised door behind you.
Reverse roll, run to the end of the passage and safety drop to the room
below. Pick up the revolver ammo and the small medi-pack, then use the ladder
to climb back up to the previous passage (you can't simply shimmy around to the
wall crack). Turn to face slightly NE and take a standing jump and grab the
crack in the wall. Shimmy to your right, around two
corners, and pull up into the alcove. Throw the wall switch to change the
configuration of the room below. Hop back and drop down to the room and turn to
your right. As you run toward the east opening a wall rises behind you to bar
any retreat.
Continue into the next room. You see a number of closed gates and wall
receptacles, and a central structure with a pedestal. Take the STONE OF MAAT
from the pedestal and look around for a place to put it. It fits only one
receptacle, the one in the west wall near the SW corner. It opens the middle
gate in the east wall, so reverse roll and head over there, shooting a bat on
your way. Go inside the middle passage and quickly run to the far end as a
blade-ball trap falls down from the ceiling. Pick up the STONE OF KHEPRI, turn
around and crawl under the blades.
Go outside, shoot another bat, and insert the Stone of Khepri in the
receptacle in the west wall near the NW corner. Reverse roll, draw weapons and
kill the ninja waiting for you to your right. There's another bat flying
around, so dispose of it before entering the rightmost opening in the south
wall. There's no falling blade-ball trap here; instead, you'll fall down into a
shaft when you step onto the gray tile (the pedestal just beyond the trapdoor
tile is vacant). Follow the passage and turn right to find yourself at an
intersection. Do not go forward into the east alcove, or you'll trigger a horde
of beetles that will follow you wherever you go down here. Instead, turn right
(the left passage is for later) and follow until you reach an alcove with ornate
gold walls. Use the ladder to climb up to the passage above, then use the jump
switch on the wall to your left to open a gate. Jump over the gap to the
pedestal and pick up the STONE OF ATUM, then back flip over the gap and use the
ladder to climb back down to the lower passage.
Turn left at the intersection and follow the passage back to the
four-way crossing with the beetle trap alcove to your right. Continue forward
and follow until you reach another alcove with ornate gold walls. Use the
ladder to climb up to the higher passage and return to the main room via the
gate you just opened. Go to the receptacle in the south wall to the right of
the crocodile you never get to kill, and insert the Stone of Atum. The leftmost
door in the south wall is now open, so go there and take a running jump over
the flames. Take the STONE OF RE from the pedestal to extinguish one of the
flames, making it an easy matter to take a standing jump over the other one.
Return to the main room, shoot the bat and insert the Stone of Re in
the receptacle in the north wall to open the leftmost gate in the east wall. Go
there and pry off the wall at the end an unnamed companion to the Western Shaft
Key you picked up earlier. The trapdoor in the central structure has opened, so
drop down the deep shaft into the water below. Swim through the east passage
and surface at the other end. Pull up into an enclosed room and pick up the
small medi-pack near the skewered victim's remains. Use your unnamed artifact
in the receptacle in the east wall to open the adjacent door. A stream of
beetles pours out from your right, so hurry down the east passage and slde flip
past the giant cigar cutter.
In the next room is a huge pyramid. When you step forward up the ramp
and vault up onto the short block, you'll alert two ninjas, one ahead and above
you, and the other down on the floor to your left. After killing them both, zig
zag your way to the top of the pyramid with simple standing jumps. When you
reach the highest flat surface near the top (the one at the SW corner), jump
across to the facing flat surface at the SE corner. Look down to your right and
you'll see a deep shaft. Although you can't see the bottom from where you're
standing, there's water below (trust me), so jump down into the pool. Only
trouble is, you've just disturbed three sleeping crocodiles, so quickly pull
out before they start taking large chunks out of your hide.
Kill the crocs, then push the floor lever on the north ledge to open a
door in the east wall. Pull up into the opening and run toward the gate that
lifts as you approach it. Draw weapons to kill the ninja in the next room
ahead, then continue forward as the gate shuts behind you. At the end of the
passage pull up into a new room where two giant scorpions await you. Now would
be a good time to put that grenade gun to good use (even though the scorpions
won't bother you if you leave them alone). Whatever you decide, activate the
jump switch in the north wall to open the door in the south passage. Run into
the passage to bring an abrupt end to the level.