THE LOST TEMPLE OF ATLANTIS REMAKE

 

Level by Richard Ba

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Doggett TV and by Saki Croft.

 

 

Lara dives down from a helicopter into a pool of frigid water. Swim forward N through the diamond-shaped opening and note the blood streaks on the floor. Turn left where they stop and you'll see more of them in the side channel. Follow to the CROWBAR and return for air. Swim back through the opening and this time go all the way to the N wall. Turn right (left leads to a closed gate) and follow the E channel until you can surface and pull out (the current is a bit touchy in a couple of spots).

 

Run forward and pull down the wall switch to open the gate noted above, jump back into the water and swim W past the opened gate where you can pull out into a dart-protected room. Wade to the SW corner, pull out and follow the S corridor to an opening on your left where you can pry the EYE OF ATLEA off the wall. After a second or two a trap door will open under your feet, dropping you into more water. Swim around to the opening, pull up and climb up twice into a passage that leads to blade traps. Jump up to grab the ceiling and monkey swing past the blades, staying right or left as appropriate to avoid being sliced in two.

 

Drop down at the end, turn left and run or jump over a breaktile and follow around to a strange protruding symbol with the face of an owl. Shoot it you like, turn around and open the floor trap door behind you. Use the ladder to climb down to a dark passage for SECRET #1, grab the small medipack, flares and large medipack, note the face symbol similar to the one above and climb back out. Follow the corridor around to a section with ornate floor tiles. The receptacle for the Eye of Atlea is on the wall to your left. Place it to lift a dome covering a key beyond the closed gate behind you.

 

Go back the way you came, hopping over the floor holes, and use the monkey bars to get past the blade slicers. Drop down the N blocks for a small medipack and loop around the corridor to the area you saw in the cut scene. From the lower block take a running jump N over the gap and pull up for ATLEA'S KEY. Drop down into the water trench, swim to the other end and pull out into the dark passage. Use Atlea's Key to open the S door and slide down a slope. Jump near the bottom over a spike trap, turn to your right and hop down into the dangerously cold water.

 

Quickly surface and pull out NE. Go around the corner to a crawl space and go around left until you reach a second crawl space that leads to a fixed camera. Lower Lara down the other side but don't drop. Shimmy right until you can pull up, turn right and hop onto a block with a steam blower. Run forward, slide and jump past a second steam blower. Camera control is restored as you turn left and enter a dark cave. Jump into the water hole, swim down for ATLEA'S CORE (a flyby shows you where it's to be placed) and pull out before you freeze to death.

 

Hop up E and slide down next to another water hole. Save your game for a frigid swim. Jump into the icy water and swim through the W tunnel. Pull out at the end and go up the steps to place Atlea's Core. In a few seconds the torches will start to light and a block lowers in the S wall beside you. Enter the next area and skeletons will awaken. Run past them up the S slope to trigger ice boulders, reverse roll and run back down out of their path to see what happens to the skeletons (nice touch).

 

Go up the ramp and around the left side of the pit for flares. Ignore for now the E opening and continue around through the W opening to a room. The central structure lifts as you enter, exposing a plinth with the WA CARTOUCHE EMPTY. When you pick it up the gate ahead lifts. Proceed past the opened N gate, take a running jump over the gap and note the pole ahead (which is not climbable). Mind the next gaps and hop left into the W opening. Go around to a closed door requiring a key and hop down to the ice for a small medipack. There's nothing more to do at the moment in this area, so return to the room with the central pole and jump back to the room with the plinth.

 

Continue across into the S opening and back to the pit, go around through the E opening and come to a stepped room with distinctive designs on four of the steps.There's a closed trap door at the N wall, which opens only when you step on the tiles in this order (as you enter the room): 1, 4, 3 and then hop to the floor and pull up onto 2. You should hear a click after triggering each of the first three steps. Go to the opened trap door and climb down the ladder (or simply drop) into the water below, which is not deadly cold.

 

Note the closed W door, save your game and pull down the NE ceiling switch to open the door and create a strong current. Fight the current (just getting started is half the battle, and it helps if you'll swim low toward the NE corner and then turn abruptly right) as you make your way slowly through the S passage to an air hole. Pull out W for SECRET #2 and a large medipack, jump back into the water and allow the current to carry you around to the opened door. Pull out and hop down into a room with a central pool.

 

Pull the pushblock from the W wall, get on the other side of it and push it to the edge of the pool. Before leaving, jump into the pool, note the E opening but swim into the W opening, turn left and fight a mild current down a floor hole for ATLEA'S KEY. Return, pull out out of the pool, exit the room SE, jump into the water (don't let the current pull you into the alcove to your left) and swim back toward the ceiling switch. Turn left, pull out and jump to grab the ladder.

 

Climb up to the room with steps and go across through the S opening. Follow the dark passage to the pit, go around through the W opening to the room with the plinth and go straight across past the opened gate to the room with the pole. Turn left through the W opening and use Atlea's Key to open the door you saw earlier. Step out onto a ledge overlooking a large room and make your way down to the floor via the narrow steps. Go N through a fixed camera and loop around right in the next room for a small medipack.

 

Jump into the pool and locate the N and S openings. The way N is blocked by a gate, so enter the S opening and fight the current as you swim past an opening and down a floor hole to find a timed ceiling switch that lifts a cover on the central slab in the pool. Swim back there, pull out onto the slab and go around to the other side. Pull down the wall switch before the cover slides back down to block it. A flyby shows the block surrounding the pole in the previous room lowering.

 

Go back through the S opening, where scissor blades have been activated. Get down on one knee and roll past them (sprint key) while suffering some unavoidable health loss. Go back up the narrow steps and take advantage of the blue beams in the NE corner to restore your health. Exit to the room with the pole and jump the gap. Locate the water far below and drop down into it (or safety drop directly onto the pole block with a slight loss of health). Use the pushblock you moved earlier to pull up onto the pole block if necessary and jump through the E gap (using the translucent platform) to find a wall switch. Pull it down to remove the ornate barrier blocking the N opening and return to the pole block. Take a running jump to grab the N opening, pull up and go through the diamond-shaped passage.

 

Hop down at the far end and pull up into the W alcove for the TIMED DETONATOR. Hop back down, follow the passage and climb some blocks to a hub room with a central fountain. The required tasks can apparently be done in any desired order.

 

N Passage

 

Go through the N opening to your left and up a ramp to a passage. Stand left and save your game. As you run forward a block from your right will push you onto the slope to your left. If you're not properly positioned you'll drop to your death in a deep pit, so take several jumps with a right curve so you'll slide safely down near a N opening. Pull up and drop down the other side onto a ledge surrounding a lava pool. Go to the NW corner and use the blocks to make your way up the room in a counterclockwise direction as quickly as possible, since the lava will rise as you progress to engulf you should you tarry. The flame blowers along the way don't make your task any easier.

 

When you reach the top, note the ladder ahead, but for a secret hop down NE in front of the opening and jump NW onto the ledge on the other side of the ladder column. Turn around and stand jump with grab into the niche for 3 x small medipack, a large medipack and SECRET #3. Hop back to the ledge, take a running jump SE to grab the block, pull up and hop up SW (the E opening is for later). Jump to grab the ladder, climb to the top and and a squishy block will be activated overhead.

 

Position yourself to hop SE onto the corner when the block retracts, activating a second squishy block. Quickly jump up E  where you'll be safe, turn to jump up NW into an alcove past a third squishy block and push the large red button to lift an underwater gate (1 of 3). Safety drop to the floor and climb down the ladder. Back flip onto the block and hop down to the E opening. Go around the corner and up the stairs. Follow the only possible route back to the fountain hub room.

 

E Passage

 

Turn left through the E opening into an underground cave. Make your way up (note the steady drip, another nice touch) and continue E and S until you reach a dead body under a rock slide. Pull it away from the EXPLOSIVE STICKS and crawl E past the rocks (hit the sprint key to roll past the collision). Follow to the end and drop down near a receptacle. Combine the Timed Detonator and Explosive Sticks and place the TIMED EXPLOSIVES. Hop back against the wall and wait for the explosion that clears a path for you. Get up to the NW corner, pull up N and follow around toward a futuristic room to trigger a cut scene showing another underwater gate lifting (2 of 3). There's nothing more to do here, so retrace your steps through the crawl space and back through the cave to the fountain hub room.

 

S Passage

 

Turn left through the S opening and insert the Wa Cartouche Empty in the receptacle to release a boulder in the shaft to your left and cause the WA CARTOUCHE 1/ 4 to drop at your feet. Jump to grab the ladder and climb up to face a jump switch at the top. Activate it, turn around and hop down with grab to glide into the N passage. Follow to a room with a number of floor levers perched on blocks, some accessible and some not. Push the SW green-tinted lever to raise two blocks, push the middle E lever (also green-tinted) to raise more blocks and awaken two jackals.  

 

Finally, push the NW lever to lift an underwater gate (3 of 3) and clear the passage. The central block has a scorpion artifact that's protected by a force field. You can't pick it up, so exit this room, jump to grab the ladder, climb to the bottom and back flip into the passage behind you. Return to the hub fountain room and jump into the water. Swim down the floor hole against the W wall, note the gate that's still closed and swim E through the cleared passage and follow to a room with a narrow N wall opening. Continue up a ceiling shaft and pull out into an enclosed room. Go toward the N door for a screen showing your current stats. You also hear the disconcerting sound of a door opening. Step forward into the alcove to trigger a level change (although the name of the level stays the same) and Lara will place the cartouche to open the elaborate door.

 

Go through the passage and take the WA CARTOUCHE 2/4 from the strange device. The door to your right opens and blue electric rays sputter sporadically from the device. Proceed to a pushpiece room and push the green globe (far left) onto its corresponding tile against the E wall, where it will be drawn into a floor hole with some nice animation. So far so good. Go to the yellow globe near the center of the room and move it E to get it out of the way. Move the nearby blue globe W onto its corresponding tile and watch it retract. Move the yellow globe N and W onto its tile, and finally, push the red globe W onto its tile. What appeared earlier to be flaming ceiling lights are revealed to be small globes with the same colors as the pushpieces.

 

Exit E and meet your first enemies of any consequence, a horde of mummies. They can be killed with your pistols, so go to work and clear the area. Follow the exit passage to a large room with a deep central pit. Climb down two W ladders, hop or climb into the W alcove and pull down the wall switch to lift a gate above you. There's nothing to do now at the very bottom of the pit, so climb back up and find the opened SW gate. Enter and push the red button to flood the deep pit. Drop down into the water, pick up the GOLDEN HANDLE behind the column near the W wall and swim through the narrow E opening at floor level. Go around the obstruction, find the air hole and pull out in front of a wall switch.

 

Pull the switch to hear the sound of a door opening, return to the previous area and climb the ladders back up to the top. Go around to the opened E door and proceed through the passage past another closed door. Turn around at the end and jump to grab the ladder. Back flip into a dark room with metallic animal statues and vault onto the central slab facing W. Jump up to open the ceiling trap door, turn around, jump to grab the ladder and climb up to another dark room with three plinths bearing figurines of animals similar to the statues in the room below. Grab the CAT, OWL and DOG STATUETTES, and once you have them all, place them back on the plinths (not the same ones you took them from).

 

Your screen will go black for a few seconds before an extended cut scene takes over, at the end of which you'll be transported back to that closed door you passed by earlier (and which opens as camera control is restored). Run down the S passage into a dark room with a huge central pyramid. Go right or left to the corner and take precise standing jumps up the flat surfaces toward the apex (if you miss you'll slide down to the floor and will have to start over, and it helps to keep the up arrow key depressed). As you near the top, turn to face the wall switch on the nearest column and hop down to the block in front of it. Pull the switch to hear a sound as if you'd pulled on a chain. There are four such columns, but one of them is missing a switch (which is where your Golden Handle comes in handy). When you've made the circuit and all four switches have been pulled, another cut scene takes over. A bright light appears at the top of the pyramid and a door opens at its base.

 

Slide to the ground and go around to the S side of the pyramid. Locate the floor hole and save your game. Hang right or left from the edge, drop onto a slope below, slide briefly and jump with a curve away from the spike pit so you'll slide and land safely on the other side. Stand left and sprint S into the cave to trigger a brief earthquake while the ground starts to drop below your feet. Take a running jump just as you see the boulder rolling toward you, and you should clear the gap and land safely on solid ground. Continue W through the cave, slide down a slope and you'll emerge through a S opening into a room with a stand that will accept your Wa Cartouche.

 

Wait a second, take the WA CARTOUCHE 3/4 that appears on the stand and the iris door in front of you will open. Go on through and around the column into a room with four ramps facing an ornate central column. Go to the W opening and crawl to avoid the dart traps. When you get past the traps, run into an adjoining room with multiple columns and push the button in the W wall. As you might suspect, this causes the four jackals in the room to awaken. You can't take refuge in the alcove over the button, so take evasive action while dealing with them.  

 

Crawl back past the darts and find the S block beneath an opening where a gate has lifted. Go on through and up the steps until you reach a transparent wall where you place the Wa Cartouche and trigger a cut scene of the water being drained from the area ahead. Pick up WA CARTOUCHE (unnumbered) at your feet and the wall shatters dramatically. Run forward into the E passage to a crossing. The ramp to your left leads to a closed door and a suspended boulder, so turn right toward the inaccessible scorpion artifact onto a trigger tile that opens the door and releases the boulder. Hop over the hole into which the boulder fell, go up the ramp and past the opened door to finish the level.