Jungle Ruins Walkthrough

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Level One - Jungle

After the flyby showing you the jungle river, jump down or dive into the water below and let the current sweep you over the waterfall.

Climb up the blocks in the corner, turn around and jump to the sloped rocks and shimmy left. When you shimmy around the corner, hoist up and backflip to land on the pathway behind. Head along the pathway and climb down the ladder through the leaves. Go through the passage and jump the sloped rocks to find secret 1 - a six shooter.

Return up the ladder and head towards the waterfall. Jump to the rocks to the left of the falls and use the ladders to get all the way around the cliffs. When you can go no further, climb up and to the left, let go of the ladder and slide back and grab the edge of the rocks. Shimmy to the left as far as you can go, hoist up and backflip to the ledge behind you. Be careful, this monkey is not friendly so shoot him to prevent being knocked off the ledge back into the river. Use the switch and collect some flares over in the corner before jumping or diving back into the river again.

When you're swept over the waterfall, swim through the underwater tunnel which is now open and be swept over another waterfall. There are some flares here up on one of the two ledges and after collecting them follow the river through the foliage and slide down to another pool, taking care to avoid another rather hungry fish. Swim downstream until Lara stands up then shoot the fish and swim into the underwater cave and collect the shotgun.

If you explore the doorway area, shoot the tiger that runs out and take note of the gold keyhole. This is where you will go to reach the next level so remember where it is. Follow the left bank of the river, crawl through the space and pick up the healing plant (large medipak).

Drop into the river, swim under the overhanging rocks, surface and walk to the top of the next waterfall, the highest waterfall in the river. Jump or dive into the river and swim all the way to the end where you will find two passages, one on the right and one on the left. Take the left passage and climb up into a room. Two sets of green spikes will shoot out of the ground in here as you approach them so take note of the tiles marking them.

On the other side of the room, drop down into a passage, make your way to the end and climb up the ladder. Go to the right and through to the enclosed area within the walls. Pull the skull cage from the doorway ahead of you and leave it by the closed door. There is a trapdoor in the floor of the room you just took the skull cage from which will open later so remember where it is. Go to the other room nearby where you left the skull cage and notice the marked tile for the skull cage which opens the trapdoor in the ceiling. Remember this area and how to get back to it.

Pull the switch on the wall and drop down into the open trapdoor in the enclosure outside. Make your way to the end and pull the pushblock once. A camera shot shows you the river is on the other side of the pushblock. That's where you're going next so head back to the river, jump in and swim upstream to where there is now an underwater lever you can pull.

This lever opens the trapdoor that was closing off the right hand passage at the end of the river so swim there now and climb out into a new room. Pull the switch in the alcove and then use the block to climb to the upper ledge. Pick up the flares and climb into the crawlspace. At the end position yourself to the right hand side of the crawlspace and you will be able to somersault forwards out into the next area using the jump key. Notice the silver keyhole ahead of you which raises the trapdoor to your right. Head down onto the banks of the river and head upstream, shooting the two tigers as you go. Follow the river bank to the rocks bridging the river and pick up the silver key. Nearby is a healing herb (small medipak). Make your way back to the silver keyhole, use the key and raise the trapdoor. Jump to the trapdoor or hoist up to it and them make a running jump to the ledge ahead of you. Go left and jump to the next ledge and then the next on the other side of the pillar.

From the end of the ledge take a running jump to the rocks. There are some flares over to your left if you fancy taking a short detour. If not, continue following the river upstream and jump to the next ledge. Check carefully over to your left behind the pillar and you will notice a sloped rock and a ledge by the wall. Take a running jump to the sloped rock, avoiding hitting the pillar, and Lara will slide down safely onto a small platform. Turn to your right and make a running jump up onto the ledge on the left. Jump to the next ledge then make a standing jump around the corner of the wall onto the lower ledge.

On the other side of the river is another ledge and a switch. Make a running jump over the river, pull up and use the switch. You will see a camera shot of the trapdoor opening back in the room where you found the skull cage. Dive into the river, swim to the end, take the left passage and make your way back to the skull cage room.

Drop down through the trapdoor and look out over this new area. Take a detour to the right and make your way over to the ledge and then onto the central ledge for a healing herb then drop down to the lower level. To the right of the two statues is a switch in an alcove. Pull the switch and watch the flyby for clues on how to get to the door that opens.

Make your way back up through the trapdoor and back to the riverbank. Head left and jump up onto the block and then jump and grab the sloped rocks and shimmy to the right where you can pull up. Jump over to the ledge, making sure you don't slide off and fall down. Before jumping to the open doorway, go the end of the ledge and jump right and pick up the shotgun shells. Now go through the open door and hang and drop down the pit at the end of the passage.

Before using the zipline, go right and pick up the healing plant. After using the zipline, position the two skull cages on the two tiles which opens the door below between the two statues.

Being careful to avoid the darts, pick up the healing herb, the shotgun ammo and then the gold key from the pedestal. In case you've forgotten where you use the gold key, the flyby camera will refresh your memory. The door back at the first skull cage also opens which is very handy as it now means you can use the cage to open the trapdoor in that room.

Head across the courtyard and back up through the trapdoor to the skull cage room and across to the skull cage and push it onto the trigger for the trapdoor. Climb up the ladder and then go through the door. If you'd like another healing plant, ignore the zipline for now and drop down to the ledge to your right. Jump over to the other ledge and make your way to the end. On the right below the leaves is a half hidden ledge where you will find a healing plant. Now go back and use the zipline, shimmy round the fallen masonry and hoist up. Go to your right and drop down to the path below and push the skull cage forwards into the room and release the guide. As a show of gratitude he opens a trapdoor at the top of the pillar outside.

Leave the guide and climb the ladder and backflip off the top to land safely on the rocks. Make your way over towards the top of the waterfall and jump up onto the corner rock. From there slide backwards down the sloped rocks and grab the edge and shimmy right and hoist up back at the top of the waterfall. Go and use the gold key and go through the door to the next level.

Level Two - Jungle Temple

A change of atmosphere and gameplay as we move from exploration of jungle to a rather dangerous temple. Notice the door in the water. It's timed but generously timed so don't worry unduly about it. The secret to getting through the door is knowing the route back from the timed switch that opens it.

Head through the open passage and swim down to the bottom of the pool for some flares. On the way back for some air, note the open passageway below the shelf near the top. Once you have refilled your air supply, follow that passage to the end and use the underwater switch to open the trapdoor at the bottom of the pool. Head back for some fresh air and save because below that trapdoor is the timed switch you've been looking for.

When you use the switch and swim through the timed door it closes behind you and does not reopen. Directly above you is an air hole. Head up there and replenish your air supple and save again. By now you've probably heard the rather unnerving sound of something swimming around below you somewhere. It's a crocodile and you will probably have a name for this brute by the time you finally get to shoot it.

Dive down and note four open passageways, two on the left wall as you entered the chamber, one at the bottom on the wall ahead of you and one to the right which is closed off with a trapdoor. Take the lower of the two passages on the left wall and follow it to the end and use the underwater switch. The camera shows you a trapdoor opening on the other side of the metal grille beside you. Swim back to the central chamber and this time swim along the top passage on the left wall (stopping for air if you need it).

At the end of this passage is the trapdoor where you can climb out and if the crocodile has annoyed you a bit too much by this time, you can shoot it from here, jumping back into the water and enticing him to the opening if necessary. Once he's dead, you can relax a bit.

Use the switch and see a camera shot of a trapdoor opening leading to a new area. Jump back into the water but before swimming back to the central chamber, pick up the healing herb in the short passage nearby. When you arrive back in the central chamber, head down to the lowest opening which was on the wall ahead of you as you entered this area and swim through to a water filled chamber which has a trapdoor at each end. Swim to the furthest away trapdoor to your right and swim up and hoist out. As you're about to find out, this really is quite a dangerous temple so save here and save regularly!

On the pedestal beside you is a torch but as you head off towards the slope, two nasty natives come running out of a door. Once they are dealt with, take the torch down and light it. Take note of the silver keyhole to your left as this is the way to level 3 and you'll be back once you have the silver key. Return to the unlit wall sconce beside the trapdoor, save again and then light the sconce. Oh noooo, a fire wraith! Take the torch with you because you're going to need it to open another trapdoor so you can jump into the water to escape the wraith. Note that if you've not already disposed of the crocodile, he might be lurking there waiting for you.

Follow the doorway to the right at the bottom of the slope and make your way to the next room where there is another unlit wall sconce. Light it and jump into the water to escape the wraith then hoist back into the room. If you've not already shot the crocodile, you might want to take the time to do it now.

Approach the spikes and they will lower allowing you to operate the wall switch. This opens the second of the two trapdoors in the hexagonally shaped water chamber. If you need health there is a healing plant nearby tucked inside one of the other plants. Now make your way back to the central chamber, swim to the bottom and make your way to the next chamber and this time go left and up. Once you hoist out go forwards and take the left passage. Be careful here because there is a long drop ahead of you. Turn around and jump backwards and grab the top of the ladder and make your way to the bottom.

Are you remembering to save? Good. Draw weapons and follow the passage to a long room with darts everywhere. Stay to the sides of the passage because there are darts firing the length of the room as well as across. To make matters worse, a pissed off native comes running at you. Once he's dead, avoid the darts and head to the top of the main temple area, picking up the healing plant on the way.

First job is to jump across to the ledge ahead, using action to avoid hitting your head and plummeting to your death far below. As you walk to the far end you will see a camera shot of a jump switch. That switch is just below you so slide backwards down the slope, grab the edge and position yourself above the jump switch, let go and grab the switch. You will see a camera shot of an open doorway that is too high to reach as yet. There are two more switches to find to raise a block so you can gain access to that doorway.

Make your way around the bottom of the temple area until you meet the guide who is doing a strange native dance of some kind. When you show up he comes over to say hello. Pick up the shotgun and note the closed door. Leave the guide to his strange native dancing and follow the lower temple area around the outside walls until you find a lit wall sconce and a ladder leading back up to the entrance where you entered this part of the temple. Climb the ladder and hoist back into the passageway leading to the darts chamber.

Once again, run and jump over to the ledge only this time turn around and make a running jump with grab to catch the bottom rung of the ladder above the doorway. Climb to the top and drop off on the right hand side. Monkey swing to the central part of the temple and find the second switch for the raising block. Take the monkey swing again and avoiding the timed flames follow the monkey swing to the end and drop off. Follow the passage and take the ladder down to the midway ledges.

Follow the ledges clockwise around the temple and take a running jump with grab to the next ledges. Check the central column and you will find the third switch that raises the block. Make your way back the way you came and when you reach the block take a running jump to it.

Before jumping up to the doorway above, we're going to take a detour for the secret in this level. Jump to the next midway platform which you couldn't reach before and follow the temple walls anti-clockwise this time. When you have gone as far as you can you will notice a well hidden platform in the middle of a sloped sections on the pillar just to your left. Save here because this requires a bit of dexterity. The idea is to take a running jump with a slight curve to the first sloped section. If successful, Lara will catch the edge with her feet and you can then grab the edge as she slips off and shimmy to the right. Hoist up for secret 2 - a six shooter. You can now jump back the way you came and head back to the raised block or jump the other direction and find six shooter ammo on the next midway platform.

When back at the raising block, hoist into the doorway and jump across to the switch and see a camera shot of two fire wraiths coming to life as the door near the guide opens. Jump back to the opening and make your way to ground level and through that open door which is now flooded and extinguish the two wraiths.

Swim down and note the central blue pyramid on top of the column housing the sun artefact you've been looking for. There are two passages either side of a pull rope and a single opening on each of the other three walls leading into chambers housing horizontal obelisks suspended from mechanisms above. Your task is to arrange the three obelisks so their sharp ends are all pointed towards the central blue pyramid. Within two of these obelisk chambers you will find a healing herb and shotgun ammo.

If you need air, resurface and then dive down and follow either of the two passages either side of the pull rope. Swim along the passage and then up to the upper level and swim past the obelisk mechanisms to the end where you will find a dry switch chamber you can hoist out into. If you're stuck for air there is a breathing hole in the middle of the three mechanism chambers.

Pull the switch and the water disappears. Climb down and line up all three obelisks using the three mechanisms. Then head back to the pyramid chamber and use the pull rope. After the cutscene showing the pyramid exploding in a flash of blue light, pick up the silver key and the sun disk.

The silver key goes into the silver key hole back where you first encountered the two nasty natives and the first fire wraith. To get back there, first head back to the switch that drained the water out of this area and reflood the rooms and swim back to the guide. Say goodbye to him for now and make your way back up the ladder to the darts chamber and back up to the first temple area, swim down to the hexagonally shaped flooded chamber and swim to the other end and up to the next chamber. Hoist out, go down the slope, use the key and follow the passages to the end, pick up the flares in the little alcove and then slide down the passage to the next level.

Level Three - The Search

Slide into the next level and climb the rocks immediately to your right and pull the switch which opens the stone door. Go through and at the end of the passage kill the native. On the far side of the enclosure is a closed door which you will open later. For now position yourself below the opening with the pedestal and key, backflip onto the rocks, jump forward and grab and hoist up. Take the gold key, draw weapons, drop forwards through the hole and at the bottom of the slope shoot the tiger which runs at you.

Just to the left of the tree ahead of you is a healing herb. Go left and admire the small fish in the waterfall pool. There is another healing herb between the door and the broken column. Use the gold key and enter the temple. At the end of the passage, jump to your left to the ledge. Go to the end and then run and jump across to the other side. As you make your way along the passage you will hear a trapdoor raising behind you. This trapdoor is timed but generously so don't panic.

Pick up the flares on the other side of the room, drop down to the switch and save. This is a timed event but the difficulty isn't in the timings but in knowing what you have to do. Once you know the route, the timings are not a problem. Pull the switch to raise a block then run to the wall and hoist up, activating the timed trapdoor. Run to the trapdoor and do a running jump, aiming to land at least half way onto the trapdoor. As you land, do a standing jump onto the next ledge. Then do a running jump up onto the raised block and hoist up into the crawlspace. As you hoist up, the block raises again so you don't have to do this timed event again should you ever need to return this way.

Explore this area carefully, picking up the flares on the right near the closed door. Through the arch on the left is a lowered block which you are going to have to raise. Make your way through the sunlit temple area to the far side and note the alcove on the other side. Run, jump and grab the crevice and shimmy to the left and hoist up. Pull the switch which opens the closed door you saw earlier. Drop to the room below and pull the skull cage onto the marked tile and use the block that raises to get back up to the temple area.

Go through the open door and head right and pull the switch. Head back to the door and go through the other opening and hoist up onto the block overlooking the outside area to pull the third switch that raises the block. Head back through the arch and use the raised block to hoist up onto the ledge above.

Shoot the crow and position yourself on the raised bit of floor and jump up and grab the ledge above. Jump to the next ledge and note the sloped block and the two ledges. In order to get to the far side you must jump to the slope, slide and at the last minute jump and grab the edge and hoist up. However, if you jump before sliding to the edge and jump and use action, Lara will land on the ledge below where you can pick up secret 3 - a shotgun. Make your way back up and this time jump and grab the top ledge and run and jump to the far side.

Spikes shoot up so note the marked spike tiles and avoid them. The switch on the left opposite the closed door is timed. Pull the switch and just running without sprinting avoid the spikes and thread your way to the other opened door. There is another timed switch in here, however this one is not so generously timed so save. The trick is to pull the switch, roll and run to almost the end and then sprint and curve around the pillar into the open door. If you're really stuck, you can sprint through the spikes taking minimal damage which will give you plenty of time.

As you sprint through the door, it closes behind you and two natives attack. You have to kill the natives before the Fire Stone will appear on the pedestal. Picking up the Fire Stone reopens the door. Make your way back to the skull cage and use the Fire Stone to open the door.

Swim along the channel and wade ashore. There is a door on the left that requires a Jungle Skull to open it. On the right is a closed door but that's an exit door so forget about it. Go forward and hang and drop to the room below. Head right and use the block to climb up and jump to the top of the column. Line up with the jump switch on the far wall and do a run and jump with grab. The switch raises a block in the same room so climb that block and operate the switch. This raises another block so make your way through the rooms to the far end and climb the block, taking thehealing herb in the plant beside it first.

This switch is timed, so once you use the switch, roll, run off the block and sprint to the raised block opposite. As soon as you jump onto the block, hoist up to the crack in the wall and shimmy to the right until you can hoist up. Grab the monkey swing and monkey over to the wall ladder, let go and grab the ladder. Once you reach the top, take the Jungle Skull and return to the first room in this area. Find the switch behind the pillar which raises a block on top of the pillar and make your way up again and hoist up into a passage which returns you to the outside. Use the Jungle Skull and head into the next temple area.

Head down the slope and take the left passageway. At the top shoot the native and take the silver key he drops. Note the keyhole for a Fire Stone nearby and remember where it is. Head back down the slope and look up to your right. See the opening? Jump up to the ledge and use the ladder. At the top take a moment to recognise the dangerous tiles, which are either spikes or fire traps. Make your way around the cave, pick up the Jungle Skull and then climb back down the ladder and back to the main passageway.

Go up the slope and take a left at the top. Drop down through the hole between the pillars and use the silver key. Drop through the trapdoor and slide down the slope and pull the switch. As you drop two natives attack. Shoot them and find the jump switch which opens another trapdoor. In the room below pick up another Jungle Skull and leave the room through the now open door. Before dropping into the water, pick up the healing herb behind one of the pillars.

Swim through the underwater caves and look for a stream of air bubbles which marks the hole in the roof of the cave where you can hoist out and then make your way back to the sloping central passage. Take a left at the top of the slope again and this time go right through the next room and take another swim. At the far end look for a breathing hole in the roof of the cave and hoist out.

Kill the two natives, take the healing plant on the far side of the doorway, and then use the two jungle skulls to raise the blocks. Pull and push the skull cage to the end of the raised platform and then take the Fire Stone from the small room when the door opens. Back to the underwater cave and then to the central passageway, down the slope, take the left passage and then make your way to the top of the slope and use the Fire Stone in the receptacle on the right. Drop down and crawl through and follow the passage to the end where you will drop down into the lower parts of the Temple near the start of the level.

Take the Jungle Stone from the pedestal and watch the flyby showing you where to use it in case you'd forgotten. Climb the tall raised pillar and jump to the ledge behind you with a standing jump and grab. Run back to the start of the level, pausing by the waterfall to admire the fish in the pool again if you feel so inclined, and then use the switch on the rocks to open the door and make your way to the Jungle Stone receptacle, shooting the tiger that leaps out at you.

The door closes behind you so there is no going back. Drop down to the next area and note the monkey swing on the right. It's there for a reason. Go through to the next part of the area, ignore the zipline for now and look down into the pit. It's hot and dangerous down there but if you look closely you'll see a passageway on the other side. Hang and drop onto the sloped rocks below, slide back and grab the edge and position yourself somewhere in the middle. Then hoist up and backflip and twist and grab the edge of the passageway and hoist up. Draw weapons and at the end of the passage shoot the native. Be wary of the spike traps which are clearly marked and pick up the healing plant beside one of the pedestals.

This area houses a timed torch puzzle. The idea is to light a flame on the pedestal on the left by using a switch on the other side of the sloped blocks in the room off to the left, then hurry back, pick up the torch and light it before the flame goes out. So take one of the torches from the other pedestal and leave it positioned for picking up and lighting in the flame on the pedestal. This can be done accurately by holding the torch and hitting the draw pistols key, the numeral 1 key on your keyboard. Otherwise just stand in the right place and throw it until it lands where you want it.

Make your way to the switch and when you're ready to attempt the timed run, save and use the switch, roll and run and jump to the first sloped block and jump your way back to the other side of the room. Head down the hole and run to where you left the torch, avoiding the spike trap, pick up the torch and light it. Once lit, light the metal stand beside the doorway and head up the rocks where a door has just opened. Climb the raised block immediately on your left and use the switch. This switch isn't timed so don't go sprinting off anywhere in a desperate rush to get anywhere. Head back to the first part of this area and note the tiny flames on the grass. Cute, aren't they? But don't stand on them or the block on the other side will lower immediately.

Remember the monkey swing? Now you know what it's for! Monkey swing to the block, then run and jump to the zipline and enjoy the ride to the next level.

Level Four - Discovery

Night is falling as you slide into a large open area with rocks and trees. Make friends with the monkeys or shoot the stuffing out of them, whichever you prefer, while exploring. Make your way forward and left to enter another temple area. Ahead of you and to your right is a door requiring a Jungle Skull to open it. Head left to the passage and make your way to the ruins of an old temple overgrown with jungle.

Go straight through this area to a passage leading to a jungle pond with another temple on the other side and enjoy the flyby camera showing the lovely fish in the pool. Time to limber up, as we have some serious platforming ahead of us to get that Jungle Skull we need.

In the centre of this area is an old stone wall you can hoist onto and from there do a running jump through the leaves to catch a higher ledge and hoist up. From the right hand side of the ledge, do a running jump without using Action to land on the further ledge on your feet. If you try to grab the ledge, Lara will fall to ground level and you'll have to climb up again. Make your way through the short passage and line up for a running jump and grab to the sloped ledge on the right. You may have to do a bit of curve on the jump with this one.

Hoist up, slide down and draw weapons. There is a nasty crow around and she's going to be pecking at you shortly. When you've dealt with her jump to the stone platform in the middle of the ruins, then running jump to the next ledge ahead of you and and then another running jump without pressing action so Lara lands on her feet on the far platform. Again, if you try to grab the edge of the platform Lara will fall to ground level and you'll have to climb up again (or reload a save) and try again.

Look closely at the walls of the ruined temple to the right of the platform. See the crack? Line up for a standing jump, grab the crack and shimmy to the right and hoist up onto the next platform. Hop onto the block and hoist up to the next level higher. Jump to the ledge to the right and then again and then line up for a running jump to the platform on the other side of the pillar just slightly to your left. From there it's a running jump with grab and hoist up to the next ledge. Hop onto the ledge on the other side of the same pillar, go to the end and line up for a running jump to the ledge behind the pillar on the left next to the far wall.

Now do a running jump with grab to catch the tapered edge of the pillar ahead of you. From there you can go through the passage to the jungle pool area but instead take a left and we'll go and get the secret for this level.

Go the left end of the ledge and walk to the right. From the side of the pillar take a running jump and grab and hoist onto the next ledge. On the other side, if you look closely down through the leaves, you will see where your next jump will take you. Do a running jump through the leaves and drop down onto the short ledge where you will find Secret 4 - the six shooter plus six shooter ammo. Now take a running jump to the ledge on the left and make your way over to the other side and hoist back up onto the block and make your way along the same route and go through the passage this time, shooting the rather irate crow that flaps your way.

Go to the right of the ledge and take a running jump to the ledge on the right. From the very corner at the end of the ledge, line up with the dropped corner of the platform with the lit flame and do a running jump while keeping the forward key pressed. Walk carefully to the other side and look down. On the left hand side of the pool a block has just raised below a crawlspace so don't worry, you won't have any backtracking to do should you fall down now.

Jump to the ledge midway then to ground level and jump to the raised block and hoist up into the crawlspace.

Note: there are three ways to do this puzzle so don't worry if you can't seem to get it first time, you can't mess things up and get stuck. The following method is the quickest.

Locate a skull cage and pull it down the passage and then pull it over one tile out of the way. Go back up the passage and push the skull cage on the right forward one tile (it won't go any further). Go back to the crawlspace and now shimmy right round the middle part of the temple to the crawlspace on the other side and hoist up.

You find yourself in a second room which is joined to the first room by a passage filled with skull cages. Pull the first one forward two tiles, then to the right two tiles (as you're looking at them), then back one tile so it is right out of the way. Now pull the next skull cage forward three tiles and to the right two tiles so it's also out of the way. Now pull the third skull cage (this is the cage you pushed forwards from the other side) three tiles and leave it there. Run around the cage and you will find the passage is now free and you can go through to the other side. Pull the final cage forward two tiles then make your way out through the crawlspace and climb the raised block and go and get your prized Jungle Skull and then go and open the door back near the start of the level you noted earlier.

On top of the wall to the left of the jungle pool is shotgun ammo so locate the lowered corner, hoist up and go pick it up. Head into the passage on the other side of the area and go down the slope and through the door to find yourself in the main temple area. Your job here is to push and pull the skull cage along the walkway onto the appropriate tile that will open a trapdoor in the huge pool. Only problem is there are a number of blocks you have to raise in order to be able to get the skull cage to the other end of the area.

Note the differing tiles along the walkway. The square tiles with the circles light fire tiles. The square tiles with the cross design are tiles that raise blocks when the skull cage is pushed onto them. The lighter coloured tiles are the fire tiles. There are two healing herbs on the walkways around the temple if you care to go and look for them.

First go to the skull cage and jump into the nearest alcove and pull the switch. Your first block raises, block 1, so you can push and pull the skull cage over the block. Now let's go and raise a few blocks!

Run along the walkway and jump over the spaces until you come to a fire tile on one side of a square with a hole in the middle. Jump into the hole and pick up the silver key and then swim to the nearest lowered block and climb out and make your way to the very end of the walkway and jump into the alcove and use the key. This raises another block, block 4 in the broken walkway from the skull cage.

Go back to the main walkway and head over to the entrance of the temple where you first came in. If you look down into the water beside the plant directly in front of the entrance you will notice a red coloured area in the water. Jump or dive in and you will see two small water filled crawl spaces left and right. Through both of these spaces is an underwater switch and each switch raises one block back on the broken walkway, block 2 and block 6. Be warned though, there are a couple of rather nasty fish around!

Now that block 2 is up, manhandle the skull cage onto the cross textured floor tile which will raise block 3. Push the skull cage up to the fire tile and then around the square onto the cross tile which will raise block 7.

Note that if you push the skull cage onto the fire tile you won't be able to get it off again without burning to death, but there is a floor tile switch to turn the flames off in the alcove immediately to the right of the main entrance as you enter the temple area. Stepping on one of the square tiles with the circles will relight these fire tiles.

Push the skull cage around the square and then push it all the way onto the next fire tile. Once the block is on the fire tile, jump back so you don't take any damage. You won't be able to move the skull cage now until you go to the alcove with the tile switch that turns these fire tiles off. When you return, take care not to step on any tiles that will relight the fire tiles, get a grip of the skull cage and pull it safely off the fire tile and onto the next cross tile. This opens a door in the only alcove you've not yet visited.

Head to the newly opened door, noting the Jungle Skull receptacle near the door, cross the bridge, head through the cave, crawl through the small cave at the back, draw weapons and shoot the two crocs. This is a relatively dangerous area so save if you've not already. There are two spikes tiles so be careful not to step on them. When you reach the pool, go right to pick up a healing herb.

Jump up onto the rocks in front of the door and it will open for you. As you enter, a flyby camera and some rather disconcerting music clicks in and the door behind you closes. Better get ready as four rather disgruntled natives don't want you nicking their Jungle Skull and they're going to fight you for it. One of the natives drops a key which opens the door to the Jungle Skull. There is also a shotgun, shotgun ammo and a healing plant lying around. Picking up the Jungle Skull reopens the door out of this area so you can now head back to the main temple area and use your Jungle Skull.

The last block, block 8, is now up so go push your skull cage onto the final cross design tile and watch the camera so you know where the trapdoor is and off you go for a swim. Avoid the croc, find the air hole and hoist out. There is no going back so don't waste your time trying. Pick up thehealing herb beside you, then jump up onto the rocks and head round behind the pillar. As you jump up the slope spikes appear. Note the spike tile because there is another one around, quite close to you.

When you've located the second spike tile, walk carefully to the right of it to the edge of the next area. This entire area below you is a mass of fire traps and spike traps. All the cross design tiles are traps so don't step on any of them. The safe tiles are nicely paved and clearly seen. Jump to the closest paved tiles, watching you don't bump your head on the stone protrusion from the ceiling.

Locate the ladder on the pillar near the flames and make a running jump with a curve to avoid the spikes that shoot up. Hoist up and move forward and jump down. From the end of the ledge, do a running jump to the pedestal and pick up a torch. Jump down to the single paved tile in front of the pedestal and then make a running jump to the paved slope or the safe tile on the other side of it. Back onto the paved walkway where you first jumped to the ladder and this time you have to jump to the safe block and then over to the flames to light your torch. If you have trouble with the spikes, make a running jump, taking off from the paved pathway a couple of steps before the edge. You may have to jump slightly right and then curve left.

Jump over to the flames, light your torch, jump back and then down onto the sloped walkway, head up to the dangling heavy thingie, light the rope and let the heavy thingie roll down the slope and smash open the wooden trapdoor for you. Follow it down and pick up the Jungle Stone. Back up, jump to the ladder, back over to the pedestal, continue and jump over to the next platform, use the Jungle Stone, jump into the open doorway and head to the next level.

Level Five - Jungle Lake

The door opens at the end of the room. Follow the passage to the open area and cross the bridge, noting the entrance to the underground pool on your left which is currently closed off by a trapdoor. Go to the door ahead of you and it will open and then close behind you after you enter. Save your game here. Pick up the shotgun ammo in the alcove on the left and then note the marked spike tiles on the ground. Make your way to the switch at the other side of the room and save again.

Left and right of you are two fire wraiths who won't be too pleased when you pull the switch which opens the trapdoor. After using the switch, run back to the main door, avoiding the spike traps, run across the bridge, do a U turn and a running jump to land in the open entrance to the underground flooded cave.

Your problems are not over when you hit the water by the way. There is a lovely green hag by the name of Jennifer waiting for you with outstretched arms to steal your custom levels and release them all over the internet. Find the underwater switch to open the door and swim into the tunnel and hoist up into the large passageway. Don't worry you'll get a chance to shoot Jennifer later because she has a nasty habit of reappearing when you don't want her to.

Now you can breath again because the immediate excitement is over. Left and right of you are some nice pickups - Six shooter, laser sight and six shooter ammo. Not far ahead is a healing plant. Combine the six shooter with the laser sight and locate the shootable ball switch on the other side of the pit, up to the right, and shoot it to raise the trapdoor and make your way to the other side of the pit.

Thread your way through the passage, cross the wooden bridge, pass between the two statues and enter a huge jungle temple pool room. Your goal here is to cross the pillars from one side to the other. However, they have timed flames on them and first you're going to have to raise a block to get up to them and that means finding four more Jungle Skulls. There are five closed doors around the area and on the other side of the pool is a row of 5 switches. Remember Palace Midas? Yes, these switches open the five doors but only in certain sequences. These doors have more than one combination and you can hear when doors open and close.

The Levers

Central North door - 1, 3, 5

Another door - 3

Another door - 5

Another door - 3, 5

Left North door - 2, 3 (This is where you place the Jungle Skulls)

Central North Door

Through the door and go either left or right to enter the main area. Be careful as the room is littered with spike traps and ceiling swords. Pick up the Jungle Skull on the trapdoor and draw weapons as you fall. Kill the native, pickup the healing herb and note the two levers. They are both timed, one opening the trapdoor at the other end of the room and one raising a block so you can hoist out. Use the right hand switch first, jump sideways twice and use the left hand switch, roll and sprint to the raised walkway, then run and jump onto the block, hoist out and make your way back to the switches.

Right North Door

Jump the slopes to get to the other side of the room then use the wall lever to turn the slopes and jump back to the other side of the room, this time jumping into the right alcove and pick up the Jungle Skull. To get back to the main room, backflip onto the sloped block, aiming to land on the far side and then jump and curve into the doorway.

Right South Door

Head to the far pillar and pickup some shotgun ammo then climb the ladder to the top of the pillar. Standing on top of the pillar raises two timed trapdoors, so take a running jump to the left hand side of the first trapdoor, hoist up and take a running jump to land on the left hand edge of the second trapdoor and then make a standing jump into the alcove and pickup the Jungle Skull.

Left South Door

Use the ropes to get over to the ledge on the other side of the room. As you land the fire on the pillar below will extinguish. Standing jump down to the pillar then drop to ground and take the Jungle Skull from the pedestal. A door opens nearby but you need to open a trapdoor as well. There is a wall switch in one of the corners which lowers the trapdoor and ignites a fire wraith. Run through the passage, take a right and run into the open hatch, then run to the pool, taking care to avoid the spikes. When the fire wraith burns out in the water, hoist out and pick up the healing plant.

Head up into the passage and jump up on the left hand block. Hoist up and then position yourself to take a sideways jump onto the sloped block. As soon as you land on the sloped block, press jump and action to grab the ladder. Climb to the top and make your way back to the main room.

Left North Door - Star Receptacle Room

Place all four Jungle Stars to raise a block outside and climb up to the switch that extinguishes the flames on top of each pillar. Better save here because this is a timed run. To add to your problems a skelly will rise up from one of the pillars as you're running and jumping from pillar to pillar. Don't worry about him though, just keep going because you can be past him before he knows you're there if you're quick. The timings are generous so you have a little time to think and plan each jump.

At the other side of the temple area, go through the door which opens as you approach and head into an outside area. On the far side on a pedestal in a corner you will find a torch. Light it using the fire then go and light the sticks beside the door near where you entered this area. When the door opens, head inside and pick up the Jungle Stone from the pedestal. The two large double doors outside are now open so head in there and jump to the zipline.

Before using the zipline, jump to the ledge on your left taking a running jump. Walk carefully forwards to the edge and check the doorway over on the right. Angle yourself properly and take a running jump to land on the safe platform. Head along the passage and then left and find the wall crack and shimmy to the high opening. Make your way through avoiding the spikes and find secret 5 - shotgun ammo, healing plant, uzies and uzi ammo. Now head back to the zipline through the door that just opened and enjoy the ride to the end.

As soon as you land in the jungle lake, Jennifer the hag and and her mucky mate will be after you, so find the place where you can hoist out (it's on the west wall) and you may even be able to shoot the hags from there. If not, you'll get your chance somewhere around the lakeside.

Jump to the next ledge and then the next and then take a running jump to the island. Use your Jungle Stone and a camera will show a door opening across the lake. Go back to where you first hoisted out of the lake and head back up to where you jumped across to the island. This time however, shimmy along the ledge - you may have to sideflip onto the sloped rock and slide backwards to grab the edge - until you can hoist up, slide and jump to the opening across the water.

Make your way along the ledge, taking note of the spikes reminder and then jump up onto the rocks. Follow the rocks and jump to the platforms until you reach the end. From there take a running jump to the higher ledge along the temple walls on the left. Jump the space, jump over the rocks and then running jump to the next higher ledge along the temple walls on the left. Note the spiked tile and shimmy past it and head into the passage.

At the end of the passage you have a series of sloped blocks to jump. These jumps are fairly straight forward but you do have to remember to use action to prevent bashing your head on the doorway on the other side. Head into the room and pick up the Sun Goddess which you can now combine with your Sun Disk to make a Sun Talisman. Leave this electrified room and use the next series of sloped blocks to get back to the main jungle lake area. The final jump from this room isn't quite as straightforward so save and judge your jumps for the final curved jump into the doorway, again using action so as not to bash your head on the doorway.

Once back at the jungle lake, head left and carry on around the lake, using the monkey swing to get to the next rocky outcrop. Don't drop off the monkey swing too soon or you'll end up on spikes. If you need it, there is a healing plant on top of the block in the corner. From the end of the rocks, take a running jump to the doorway, say hello to your old friend the guide and use your Sun Talisman to end this episode of Jungle Ruins.

29-03-2009