Authorized walkthrough by Sutekh
--
General Notes --
CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right -
N, S, E, W = Cardinal Points - UW = Underwater - SJ = Standing
Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G =
Running Jump + Grab
Enemies -
Pick-ups -
Secrets -
Traps -
Timed-Sequences
* Items in bold and blue are necessary to complete the levels or
get the secrets, either by using them, picking them up or both.
* You'll find a Combat Strategies Section and a Spoiler Section
at the end of this walkthrough as well as a summary at the end
of each level.
Story
Lara has been to the Jungles before. But never like this. The
crazed natives are delirious with fear, stalked by an
unimaginable terror. Hushed whispers round the campfires are of
a white female ghost which legends say will come to haunt them.
But one of the natives doesn't believe the whispers. He has
spoken to the wise old men in the caves and he believes she will
come, not to haunt them, but to help them escape the real terror
in their midst.
One day he hears sounds in the sky and runs through the Jungle
Caves to see. At first he is afraid. But when he sees the white
female descend from the sky, he decides to show himself to her,
to seek her help in saving his village and to offer his help in
solving the many intricate mysteries she will encounter.
And thus begins one of Lara's most terrifying adventures, a
quest that will lead her back to a place she has visited before
- a place where she will face the terror and her ultimate
challenge.
Items
As you visit the Jungle Ruins, you'll find two revamped
inventory items: healing herbs which are small
medipacks and healing plants which are large
medipacks.
New moves
There are two special moves:
- Pole swings: When you spot a horizontal pole, jump to
it holding Action to grab it. Lara will keep swinging if you
keep both Action and Forward pressed. Release either to land on
whichever place your momentum will lead you (release only
Forward if you have to grab something else). Note that your
angle won't be "straightened" when doing so (meaning you won't
exactly face a cardinal point if you weren't when you took off).
- Tightrope: Hit Action to step on the tightrope and keep
it pressed until you reach solid ground. Press Forward to walk.
You will probably lose your balance from time to time. In this
case, hit the direction key opposite the one you lean to
compensate, or you'll fall. Note that you can remain still and
safe by holding Action without walking and that you can jump
from the tightrope to solid ground by hitting Jump.
A good method to deal with the tightrope is to briefly hit
Forward then immediately release it. Lara will make a few steps
then stop to stabilize. Hit Forward again and repeat until
you're close enough to the safe ground at the other end to reach
it with a jump. Hit Jump then to land there.
Secrets
You'll find a total of 14 secrets and 9 secret skulls:
- 2 in the Lost Caves (2 skulls)
- 4 in the Caves of Water (2 skulls)
- 4 in the Temple of the Snake Stone (2 skulls)
- 2 in the Temple of the Shiva (1 skull)
- 2 in the Lost Valley (2 skulls)
== Level 1: Return to the Lost Caves ==
Level by Todd Shurtz
Level Objective: Allow The Guide to reach and open the access to
the Caves of Water
Please meet The Guide! He's a fierce fighter, as you just saw,
and will help you in some of your upcoming fights. He'll also
show you the way and - sometimes - open it as well. So watch
him, follow him and help him when needed: this guy's your
absolute best friend.
For now, you stand at the exact same place whence you left the
Jungle Ruins in the previous opus, your chopper waiting for you
to return once you've accomplished your tasks and saved The
Guide's village from the unspeakable terror that threatens it.
-- The Cascade Cave --
Objective: Find and open the tall bamboo door in the Cascade
Cave
First thing first, look down and to your L (E) to notice the
healing herb on the ground and
pick it up. Face S again and make a few steps. You'll see The
Guide lighting a torch, preparing himself to lead you to the
heart of the Caves. Follow him.
Soon, an earthquake will occur, closing the way back to the
these parts of the Lost Caves you've already explored in your
previous adventure, as The Guide shows you (he himself seems a
bit upset by this). So, you're apparently stuck in a dead end.
Well, maybe not. The Guide knows this place well (or he wouldn't
be your Guide, to begin with), and knows of a secret passage
leading to the unexplored parts of the Caves. Notice the
slightly darker part of the wall he's standing by: it's a
movable block. Push it twice to reveal a new passage: the
new adventure begins.
First Fights...
Draw your pistols and run into the passage. Very soon, two
compies will come to gnaw at
your ankles. Shoot them down (as cute as they might be). Resume
running and cross the first small cave until you find yourself
at the top of a downward stairway. Go R (W) first and pick up
the flares in the dark recess
then run down the stairs to catch up on The Guide.
Follow the corridor and draw your pistols: a
raptor soon comes running at you
with hungry intentions. If you run close to The Guide, he will
hurt the beast and you can meanwhile safely and quickly shoot it
from the top of one of the nearby block, or even simply wait for
your friend to kill it. Once it's down, run past The Guide:
he'll go light a lamp on a column, lowering a wooden platform
somewhere.
...And Gymnastics
You're now by a pool of clear water with a cascade on the
opposite side (W). To your R (N) is a very closed tall bamboo
door. Walk to the edge of the pool and look up and around to
spot various things of interest, including a tightrope, two
poles, a ladder to your L (S) and a MS which is currently cut
off by a lowered wooden bridge. You next task is to raise that
bridge.
Let's first find our way to the poles. Look R (N) to spot the
wooden platform The Guide just lowered. Run N until the slope
stops you, turn back W (L), step back twice and do a SJ to land
on flat ground and avoid slipping in the water. Turn R (N), step
to the bottom of the slope and do a SJ over it. There's another
slope to your R (E). Turn L so it's on your back, back flip and
hit Action to grab the edge of the next slope. Pull up and back
flip again to land on a flat ledge.
Turn L (S): the poles are just in front of you. Walk to
the edge and save, as grabbing the second one might prove a bit
tricky (I found it easier taking off from the middle of the
edge). Hop back, do a RJ then hold Action to grab the first
pole. If all goes well, you'll swing once then fly to the second
one and grab it in turn. Keep Action pressed to eventually grab
a ladder leading to a higher ledge.
Climb and pull up. Ignore the other ladders for now, they lead
to the cut off MS. Turn around (N - you can spot a switch below
the end of the MS). It's now time for some tightrope fun.
Said tightrope being to your L (W), turn to it, run along the
ledge, stop two steps away from the wall, turn 45° R (NW) and do
a SJ to the ledge the tightrope extends from. Make your way
carefully across to the other side (see the instructions at the
top of this walkthrough if needed).
Once you've made it across the tightrope, go L (W) and along the
fence to run off on a lower ledge. Run to the other end and L
(S) at the corner to the edge. Sidestep R so Lara's shoulder is
against the wall and do a SJ over the water to the next ledge.
SJ over the slope, keep forward then slide down to the last part
of the ledge.
Your next destination is the ladder you can now spot on
your L (E). To reach it, run toward the end of the ledge and
stop one tile away from the wall. Go to the edge and turn
slightly R (SEE) to aim at the bottom of the nearby slope. Hop back and do a
RJ to the slope, hit Action to grab the edge and shimmy L until
you can pull up on the flat ledge beyond.
Pull up, turn L (E) to face the ladder and step back to be
against the slope if necessary. Do a SJ+G to the ladder, climb
up and pull up at the top. You're now next to the top of the
cascade. If you look L (N), you'll see some ammo on a ledge
against the opposite wall. You'll get there a bit later. First
turn around (SW) and look down: there's a little wheel on
the wall near a lower ledge.
Position Lara so her left foot is against the slope, turn to
face the wheel, hop back and do a RJ holding Action to clear the
wall. You'll land near the wheel and lose a tiny bit of health.
Go turn the wheel to raise the bridge in the middle of the MS,
granting you access to the switch.
Turn L (E) and go toward the edge stopping one tile away from
it. Turn 45° L (SE) to face the ladder and do a RJ to it with a
R mid-air curve then hit Action to grab the ladder. Make your
way back up on the ledge at the top (if you can't make the
direct jump to the ladder, run off the E edge of the little
wheel ledge to land on the lower one and reach the ladder like
you did the first time). Don't hurry to the MS yet, though, it's
secret time.
Turn L (N), walk to the edge then
turn 45° L (NW) to face the top of the cascade and do a SJ to
it. Run along the edge to the other side, stopping one step away
from the wall. Turn R (NE) to face the ammo ledge, hop back and
do a RJ with a L mid-air curve, hitting Action at the last
moment to grab the edge:

You may also try a slightly trickier
left-curved RJ). Pull up and run to Secret #1:
shotgun normal ammo,
a healing herb
and a Secret Skull.
You now have to go back on the ladder pillar. Turn around and go
to the edge, standing on the rightmost corner, then turn R (SSW)
to face the top of the cascade. Do a RJ to land there, run to
the other end of the edge and do a SJ to the top of the ladder
pillar.
Turn around (W) and safely drop down to the tightrope ledge.
Turn around again (E), walk to the edge then sidestep L to the
corner, turn 45° R (SE) to face the ladders ledge and do a SJ to
it. Run ahead (E) then R around the hole then R again and pull
up on the block. Grab the ladder then shimmy R around the
corner to the other one. Climb and pull up at the top. Turn
around and finally jump up to grab the MS above you.
Swing to the other end and let go once there to land on the
ledge with the switch. Flip down the latter: you've just
opened the tall bamboo door. To quickly make your way back to
it, turn around, sidestep once so the switch isn't on your back,
hop back and do a RJ to safely land in the deeper part of the
pool below. Exit the water to your L then run L (N) after the
column and past the door.
-- The Bridge --
Objective: Give The Guide access to the big head door.
Crouch as soon as you reach the next room to minimize the damage
the swarm of bats will do to
you. Once they're gone, run forward a bit and pick up the
healing herb on the ground.
Continue across the room then up the first two flights of stairs
until you rejoin The Guide.
Turn L (S) once there and notice the upward ramp and the block.
Run to the latter, staying in the middle so the two upcoming
boulders roll by you without
any harm. Continue up the passage and around the corner to reach
the Bridge Cave.
Said bridge is for now very much rolled, and The Guide needing
access to the other side, you now have to unroll it.
Look up when facing the bridge to spot a pole above and a
rope beyond as well as a wooden platform in the opposite
side of the room. There's also a passage to your L (W), hidden
with foliage, but it doesn't lead anywhere, being blocked by a
steep slope. Turn around (S) and pull up on the highest block
then turn around again (N) to face the pole. Do a RJ+G to grab
it, hold Action (but not Forward) and grab the rope in turn.
You're now hanging over a long passage riddled with
spikes. Would you turn
around the rope now (i.e. facing the pole), you'd notice a jump
switch on the wall R of the bridge. Since activating it would
prevent you to access the upcoming secret, don't.
Turn to face the wooden platform
instead and swing a few times. Hit Jump and keep Action pressed.
Depending on your exact angle, you will either land directly on
the platform or grab its edge, either way reaching it safely.
Pull up if needed.
If you look down, you'll see an impressive stone door adorned
with a not-so-friendly-looking head, and an unlit lamp. Both are
the reasons why The Guide needs to cross that bridge. Turn L (W)
and run down the passage until you reach the edge followed by a
steep slope. There are
spikes below, a lowered wooden
platform, a block in front of you and if you look closely to its
L side, you can also spot a (currently inaccessible) switch.
Turn around and slide backward down the slope to grab its edge.
Shimmy R until you reach a ladder topped by a flat ledge and
find yourself above a spike-free patch of ground. Let go and
pick up Secret #2: a Secret Skull.
Climb the ladder, pull up, step forward and side jump L on the
nearby slope. Grab the edge and shimmy L until the block is on
your back. Pull up and back flip. Turn around (S), climb up into
the passage and follow it to eventually slide down a slope which
will lead you back to the south of the bridge. Make your way to
the rope like you did the first time.
Turn around to face the jump switch on the right of the
bridge and save. There are spikes
under the switch and you need accuracy to avoid being impaled
(and some faith too). Make sure Lara is correctly aligned with
the switch, swing and hit Jump while releasing Action. Hit Left
to do a mid-air curve then hit Action again to grab. The
platforms will rise in the Secret Skull room and the spikes
below will disappear so you'll land safely (albeit losing some
health). Pick up the flares.
Turn around and notice the ladder at the other side of the room
(there were spikes under it
as well before you flipped the jump switch) then turn L to face
the long slope and do a SJ to it, grabbing its edge. To reach
the ladder you can either shimmy all the way to the L or shimmy
a bit until the other slope is on your back and bounce between
the two slopes, swaying L when you jump forward (the second
method is faster).
Climb the ladder and pull up. Go L (W) then L again to face the
block where you'll find another ladder. Climb and pull up again.
Run through the passage and slide down the slope at the end (the
platforms now prevent you from falling on the spikes but also
from getting the secret if you haven't done so already). Go L
then turn R (W) to find the switch and flip it down: the
bridge is now unrolled and The Guide can cross it.
SJ on the switch block then run into the L passage to get back
to the bridge and cross it. The Guide will light the lamp and
open the big head door.
-- The Lake --
Objective: Give The Guide access to the last door then open
it (the door, not the guide).
The Cave Key
Run past the door then R (E) along the corridor and into a
greenery covered passage. Once you've joined The Guide, stay
close to him until you find a block to climb upon. As the
shrieks hint, a raptor is coming
at you. Let The Guide kill it.
Once it's done, follow The Guide along the passage until you
reach a crossroad of sorts. You friend will continue L (W) and
disappear into a corridor, waiting there for you by a closed
door and a keyhole. Obviously, you now have to find the matching
key.
There's a gibbet looking rope hanging from the ceiling on
the way to the corridor, above a high ledge. Run along the
latter past the slopes and pull up on the flat lower block, then
again on the ledge. Pull the gibbet opening a door in another
part of the cave. Slide down the nearby slope and run ahead (S).
Ignore the downward passage: it leads to a closed door flanked
by a Serpent Head needing a Snake Stone you don't have yet. Run
up the rocky ramp against the L wall. You'll find the newly
opened door up there at the end of a short passage. Jump on the
nearby block and draw your pistols to take care of the
anaconda that's crawling around
then pass the doorway (S).
You're now in the upper part of a courtyard in which has grown
what looks like a very big tree. Run along the branches (no need
to jump here) to reach the other side and climb down the
ladder there.
Don't worry about the stomping noises coming from below (yet).
What produces them is for now securely locked. You can take a
look, though, and behold a "peaceful" herbivorous creature from
the Mesozoic: a triceratops. Say hi, pick up the
flares and the
Cave Key on the pedestal
then go join The Guide by climbing up the ladder, back flipping
at the top then along the tree branches and down the ramp to the
gibbet area.
Run in the corridor to your L (W) to meet The Guide again and
use the Cave Key on its Keyhole, opening the nearby door.
Leaving The Guide (but not for long...)
As soon as you do so, The Guide will run into a dark passage
located to the R of a rocky bridge crossing the next cave. Don't
follow him yet. He's in fact waiting near a closed door there,
which you now need to open.
You're now in an area we'll call the Lake Upper Level from now.
Not much to do around here for now, though, so go either L or R
of the bridge, turn around and safely drop on the Middle Level
below.
Turn around (W) and notice the golden keyhole to your L. It is
in fact for much later, as is the green boulder you can spot on
a ledge against the L wall (S). Slide down the slope. The lake
is ahead, but first let's make a short detour so we may safely
pick up some goodies.
Run into the passage to your R (N) and to its other end to reach
a small area closed by a fence and a gate. Run to the gate and
pick up the healing plant and
the shotgun normal ammo there
behind the block. Return to the Lake Middle Level.
Which Way to the Little Wheel?
You don't know it yet, but what you need to find is a well
hidden, hard to reach, heavily guarded Little Wheel waiting to
be turned somewhere in the vicinity.
Run R (W) toward the cascades then go L (S) before the short
rocky bridge to find a downward ladder. Don't climb down but run
one tile more and drop down to land on a slope and slide to a
flat block. You're now on the Lake Lower Level and, by the way,
take good note of the location of that Safe Triangular Flat
Ledge you're on: it's the only way out of the water (and will
prove a life saver later on).
Turn around (W). You can see two ropes hanging from the ceiling
on your R in the distance, both being inaccessible for now.
Ahead and to your R, there's a lowered wooden platform against a
slopping emerged block. Your next task is to raise it.
* Raising the platform
Turn R (S) and locate the block against the wall, slightly on
your R. Do a RJ to it then turn R again (W) and sidestep R to
the very corner. You now can see a pole and a jump
switch beyond. Your next goal is that jump switch.
The difficulty here is the angle, since you need to face the
jump switch in order to grab it. Turn slightly right (NWW) to
face the pole (and more precisely the lantern hanging from it).
Hop back and do a straight RJ holding Action+Forward to grab the
pole and swing around. Release both while Lara's swinging and
hit Left so she'll do a L mid-air curve and face the jump
switch. Hit Action again to grab the latter:

A camera shot shows you the nearby wooden platform, but it
remains lowered. Obviously, there's more to do to raise it.
Now that you're in the water, turn around (E), swim past the
platform then L (N). Continue toward then down the passage and
past the bridge with the burning lamp until you reach a larger
area. Immediately turn around and rush back to the Safe
Triangular Edge: there's an anaconda
on your tail. To make a bad situation worse, another
anaconda has appeared near your
promised terra firma and it'll more likely take a bite if you
don't hurry. Pull out of the water and make sure you take them
both down.
Once it's done, dive and swim back to the larger area past the
passage to your R (N). Once there, turn L (W), swim past the
pillar then R (N) and again (E). There's an UW lever on
the pillar just below the surface. Pull it and watch the
platform rise.
* Jumping and Swinging Around the Lake
Swim back to the lake first area and pull up on the platform. Do
a RJ+G to the fenced block ahead of you and on the R (W), pull
up and run ahead, stopping one tile away from the wall. Turn R
(N) and do a RJ to the next block ahead hidden in the shadow.
Run ahead, stopping just before the high block on your R and
turn to face the edge (E). Align Lara with the first rope,
do a RJ+G to grab it, swing, hit jump and grab the second one
(if you have trouble grabbing the second rope, try jumping from
the first one a moment before Lara reaches the highest
point). Swing again to eventually jump on the block ahead and
pick up the flares on your R.
Return on the triangular ledge you just landed on, turn toward
the water (W) and position Lara in the middle of the diagonal
edge to face the rope. Hop back and do a straight RJ+G to it.
Turn around 90° R, making sure Lara faces the bridge, swing and
jump when Lara reaches the highest point. Immediately crouch to
prevent the welcoming swarm of bats
to harm you too much.
The pillar extending from the wall to your R (NE) is broken in
the middle. Walk to the R part of the edge to face it and do a
SJ+G. Shimmy L around it then along an invisible crack in
the wall until you can let go on a flat ledge. Turn around (N),
run to the slope, turn 45° L (NW) and do a RJ to the next flat
ledge.
Draw your pistols immediately and locate the source of the
shrieks and flapping noises you're now hearing. Said source
being nothing less than a pterosaur,
start running and jumping back and forth along the ledge as soon
as you can aim at it, so it doesn't hit you (careful not to fall
in the water, though). Once it's extinct for good, run to the W
edge then turn L (S). Walk to the point of the triangular ledge
and do a SJ+G to the slopping emerged block ahead.
Shimmy to the very L, pull up, slide down and jump to the ledge.
Turn R (W), run to the other end, turn 45° L (SW) and SJ to the
next ledge. Run ahead to the slope, jump over it, turn R (N) and
do a RJ, taking off from the diagonal edge before the higher
slopping blocks. Ahead again to the other end and turn R (E). Do
a SJ+G to the ladder ahead, climb and pull up at the top.
Turn R (N) then R again to run to the other end of the high
ledge you're now on, stopping one step away from the wall. Turn
45° L (SW) and do a RJ to the high flat ledge at the top of the
slopes against the W wall. Run to the other end, climb on the
block, run to the wall and turn 45° L (SE) to aim at another
high ledge on the S wall. Do another RJ to land on it. You're
almost there.
There's a set of ladders on the walls to your L (E). Walk
to the diagonal edge of the ledge then run to slide a bit and
hit Action to grab the first ladder. Shimmy L along the ladders
as far as you can and let go to land on a flat ledge. Run along
the ledge then around the corner and behold! The Little Wheel
is there before your very eyes! All you have to do now is turn
it and you'll have the pleasure to see The Guide passing the
door you just opened.
Back to the Upper Level
Let's join him, now, shall we? Turn L to the edge and simply run
off into the water below. Swim R (S) to get back to the Safe
Triangular Ledge and pull out of the water. Turn L (E) to face
the higher block, step back to the edge and SJ. Turn R to the
slope, walk to it then sidestep L to the edge. Turn very
slightly L to aim at the very tip of the triangular ladder ledge
above. SJ over the slope, grab the ladder, climb and pull
up.
Go R (S) then L (E) past the rocks running along the wall until
you reach the ledge supporting the green boulder. Climb on the
ledge, then on the higher block to your L (E). Turn around,
sidestep R to the corner and turn slightly R (NWW) to aim at the
edge of the greenery covered rocks above. SJ and grab the edge,
shimmy R and around the corner then once more from said corner.
Pull up, back flip, jump, roll in mid-air and hit Action to grab
the edge of the high bridge and pull up. You're back to the Lake
Upper Level.
-- To the Caves of Water --
Go L (W), run along the bridge then turn R (N) at the corner to
enter a dark passage leading to an area overlooking the lake.
Run to the edge ahead. The Guide is near but first a short
detour for a goodie.
There's a flat ledge right in front of you. Do a RJ+G to it and
pull up. Climb on the block ahead and pick up the
healing herb there. Return to
the lower part of the ledge, walk to the edge, sidestep R and
turn 45° R (SW) to aim at the extended ledge in the other side.
Do a RJ to land there.
Go R (W) and run along the ledge and around the cave until you
find a passage to you L (N). Run through it to the end to reach
the open door and reach the Caves of Water.
As you probably noticed, you left unfinished business in the
Lost Caves. Don't worry. You'll be back.
==== In this level, you should have found...
Enemies: Compies, Raptors,
Swarms of Bats, Anacondas, Pterosaur
Items of note: Cave Key
2 Secrets (including 2 Secret
Skulls)
a few Traps
== Level 2: The Caves of Water ==
Level by George Maciver
Level Objectives: First find four Wooden Masks then get the
Skull Key and open the access to the Temple of the Snake Stone
After the first fly-by showing The Guide waiting for you to join
him in a currently inaccessible room, run down the corridor a
bit... Nice surprise, isn't it? Could it be possible you just
had a glimpse of the "Unspeakable Terror" threatening the
Village?
Continue along the corridor until you reach a junction. There's
a green-lit room ahead (N). It's currently a dead end but you
might want to take a look through the closed door there and have
a glimpse of your ultimate goal, the Skull Key, lying on a
pedestal. It's pretty much out of reach now and it's a long way
to it, so leave the place and go R (W) to enter the next room,
hearing the door shut behind you as you step in.
It's a rather large place, covered with greenery, which we'll
call the Entrance Room. There's a closed door ahead (the one The
Guide just passed), a red-lit passage to your L (S) in the
corner and a wide opening to the R (N). This is where you're
going now.
-- First Explorations --
Pull up on the ledge and run ahead to the edge. You're now right
above a shallow water bathed cave (the Middle Cave). There's
another one to your L (W - and we'll naturally call it the
"Western Cave"), a cascade ahead (N) and some flat blocks
extending from the R wall (E). Don't bother jumping on them for
now, they're here to allow you to get back up when needed. Drop
down and slide to the shallow water and run ahead (N) to the
cascade and past it.
You're in another shallow water bathed cave we'll call the
Northern Cave. There's a built area to your L (W) and you can
spot a little skull on the last pillar. This skull isn't a
button but a keyhole, by the way. There's a closed door ahead of
you and up and an opening to your R (E). Let's go there first.
You're at the top of another cascade. The water below being deep
enough to be safe, just brace yourself and run off. There's a
large room beyond the ledges ahead (E) but stay in the water:
there's a secret nearby.
Swim R (S) and turn R (W) again after
the pillar. There's a hole there with an open wood trapdoor.
Swim down then L (W) into an alcove. There's a mild stream
around so you may have to swim a tad harder to reach Secret
#3: shotgun normal ammo.
Nothing else to do around so swim up the shaft to be back in the
pool above.
Locate the flat part of the dry ledge (NE) and pull up on it. Go
L (NE) between the two pillars then to the edge and look down
and R (SE). You can see a set of four squares and a closed door
over there. Those squares are the receptacles for wooden masks
which are what you need to find. Now that you know what you're
after, turn L (N - notice the MS beside you) and run ahead to
slide down into the room below.
-- One Wooden Mask and Joining
The Guide --
Objective: Get the 1st Wooden Mask and rejoin your friend
Run L (W) to the wall then L (S) again into the recess in the
corner to flip down the switch there. A camera shows you
a door opening by a deep pool somewhere in the caves. Your tasks
here are done for now so time to get back up in the Northern
Cave.
Turn around then head to the rocks on your R (NE), right below
the end of the MS. Run to the top, jumping over slopes if
needed, turn around (S), jump up and grab the MS. Swing to the
other end and let go. Go L (S) past the pillar then R (SW) to
locate an opening on the R (W) after the last pillar. Enter the
short passage ended by a ladder, jump over the slope,
grab said ladder, climb and pull up. Run down the new passage
and eventually slide down to be back in the Northern Cave. Time
to locate that newly opened door.
[Note: at this point, you have the possibility to explore the
built area W of the Northern Cave first. For continuity reasons,
I've chosen to do that later and head directly for the open
door. The W built area sequence is detailed in the "One Last
Mask and Parley" section below, starting at the second §.]
Return to the Middle Cave by running through the cascade on your
L (S) then run R (W) into the Western Cave. There's a large area
to your L (S) surrounded by high, partially fenced ledges. Would
you run toward them, though, you'd see The Guide is up there
waiting, as patient as ever, but there's no way to join him from
there so stay or return in the Western Cave and locate the
opening in the far L corner (NW). The newly opened door is over
there.
Run to it, stopping at the bottom of the slope and to the very
L. SJ to land on a flatter part, then SJ again over the next
slope into the opening. Stop there to avoid falling into the
spiked pit ahead. Do a RJ+G
over the pit and pull up.
The Spiked Tiles Puzzle
You just found the newly opened door and are now standing at the
start of a rocky bridge extending over a deep pool. Nothing in
the water, so cross the bridge and pass the red-lit opening to
find yourself in a new room with a burning Secret Skull teasing
you from a pedestal to your L (SW) and black tiles scattered
around.
The skeleton lying on one of them is indeed a clear warning: Do
not step on the black tiles. They're trapped with deadly
spikes. Notice the bamboo
cage in the far R corner (NW), the brown tiles and the burning
raised one. Now, go R (N) and look up to see a hole in the
ceiling in the corner, closed by a bamboo trapdoor. You need to
open that trapdoor, and to do so, solve this room puzzle. You'll
find a detailed solution of that puzzle in the Spoilers Section
at the end of this walkthrough if needed. Once the puzzle is
solved, you'll be standing under the now opened trapdoor in the
NE corner, facing E.
A First Wooden Mask
The upper part of the wall ahead is climbable, so jump
up, grab it, climb and pull up in the room above, the trapdoor
closing again as you do so. Ahead - and before your very eyes -
the 1st Wooden Mask is
awaiting on a pedestal. Pick it up. A door opens as you do so,
giving you access to the partially fenced ledges and the room
beyond where The Guide awaits you.
You still have one tiny thing to do around before joining him
though: put your hands on the Secret Skull in the spikes puzzle
room.
Go to the middle of the tile L of the
pedestal, turn around (W) and drop down, grabbing the edge.
There's a jump switch
just below. Release Action and immediately hit it again to grab
the switch and flip it down, landing safely in the deep pool
near the puzzle room. Exit the water and return into said room:
the Secret Skull is now fire-free. Go pick it up as
Secret #4 chimes resound (mind the still
trapped tiles,
though). Now return into the pool room.
Cross the bridge, SJ+G over the spiked pit after the doorway and
slide down into the Western Cave. To reach The Guide, you now
need to return to the Entrance Room.
Joining The Guide
Run ahead (E) into the Middle Cave, staying on the L. Continue
past the cascade and the stone head statue until you find a flat
higher rock in the corner (NE) and climb on it. Turn 135° R (SE)
to face another flat rock extending from the E wall and do a RJ
to it. Turn 45° R (S) and do another RJ to the rock ahead. Walk
to the wall stopping one step away from it, turn 45° R (SW) to
face the next extending flat rock beyond the corner and do a SJ
with a hard L mid-air curve. Turn R again to face the last rock,
walk to the edge ahead, standing roughly in the middle and do
another SJ with a L mid-air curve. Finally, face the ledge
leading to the Entrance Room and repeat the exact same jump you
just did (or do a curved RJ).
Run ahead (S). The newly opened door is on your R but before
passing it, run past it to its left and pick up the hard to spot
healing herb that's just under
some hanging vegetation. Now pass through the doorway and run
along the ledges to - at last! - rejoin The Guide.
-- Two Wooden Masks and Some
Reptilian Encounters --
Objective: Find two more Wooden Masks.
Feed the Monkey!
Follow him into the nearby room where he will promptly open a
door by lighting a lamp. Don't follow him past the door yet,
though. Turn R (W) just before the doorway and run toward the
wall ahead past the first recess and the L wall. Turn L (S) and
pick up some shotgun normal ammo
there on the floor.
Return to the doorway and run through it this time. The Guide is
waiting there by another door he just opened. Pass this door as
well and run to the other end of the green-lit passage to reach
a ledge overlooking a room with a pool in the centre. The
2nd Wooden Mask is
beckoning you from another ledge to your R (SE).
Run to the other end of the ledge you're on and to the wall,
turn 45° L (SE) to aim at the Mask ledge and do a RJ with a hard
R mid-air curve to land on it and go pick up the Mask. Slide
down into the room.
Notice the little shiny thing protruding from the adorned part
of the ledge wall to your R (E). If you come close enough,
you'll see it's a tiny monkey head which half-open mouth seems
to wait for something. So let's find that something.
Pull up on the ledge above the Monkey Head and run L (N) into
the passage ahead then around the corner to the other end.
There's a banana on the
floor that looks perfect to fulfil the Head needs. Pick it up
then return to said Monkey Head in the pool room and put
it in its mouth. A door opens somewhere underwater, and since
you happen to be by a pool, time to dive.
Kill the Rapty!
Turn around (W), jump in the pool then turn around again (E) and
swim into the UW passage. Continue ahead then around the corner
until you see the newly opened door to your R (E). Pass the door
and keep on swimming to the end of the passage. Swim up, surface
and pull out of the water.
Go L (N) and SJ on the flat rock to your L (W), just before the
wall. Turn around (E) to aim at the higher rock and do a SJ to
it. Turn R (N) and pull up into the opening above, run ahead and
pull up again. Run to the plant on the floor, turn L (W), jump
over the slope to the flatter one above, then go R (N) to the
red cascade.
The 3rd Wooden Mask lies
on a pedestal to your L, about halfway down the passage ahead.
Run to it staying on the left so you remain in ankle-deep water
(you'll see why in a moment).
Well, you didn't really think there wouldn't be any nasty
encounter in those Caves, did you? What's running at you now is
a raptor of a particular
species: it's venomous. Your best chance considering you only
have pistols and not that lot of room around to manoeuvre is to
back flip several times until you're back on the higher ledge
and thus can shoot the beast safely without being hit.
Take your time to shoot it down. It can't go far anyway, and you
won't have to leave your safe spot to lure it again. Once you're
done with it, run to the pedestal and pick up the Wooden Mask as
well as a (very useful) shotgun.
Get the Goodies!
Run down the passage until you reach its edge, overlooking
another pool room. Run off into the water below, surface and
pull up, possibly by the W ledge (near the statue). Go pick up
the flares to your L (SW). Turn
around, run around the pool passing by a closed bamboo door on
your way then through the red-lit opening giving onto a passage
bathed in shallow water.
To the L (N), the passage leads back to the Entrance Room. But
before getting there, one more short detour for a secret.
Turn R (S), run ahead a bit past the
corner on your L then look up and L to locate the jump
switch there against the N wall.
Flip it down to open the bamboo door in the nearby room. Return
to said room and pass the newly opened door to your R (N) to
enter Secret #5: shotgun
normal ammo, a
healing plant
and some
flares.
Return to the red-lit passage.
Go L (N) this time and run to the end of the passage until you
step in the Entrance Room. Turn around then and draw your
pistols to shoot down the anaconda
that snuck behind you (it's pretty hard to spot in the shallow
water and you may have to wait a little until Lara can aim at
it). When it's dead, turn around again and run back into the
Entrance Room.
-- One Last Mask and Parley (or
lack thereof) --
Objective: Find the last Wooden Mask.
To find the last Wooden Mask, you first need to make your way
back to the Northern Cave. So proceed, via the ledge ahead N of
the entrance room, sliding down into the Middle Cave then ahead
and past the cascade into the Northern Cave. Time to visit the
nearby built area.
Go L (W), pull up then run a bit. You'll soon realize there's a
welcoming party waiting in ambush ahead. Jump in the central
basin then pull out of the water at the other side to find
yourself at the top of a downward stairway. Draw your weapon of
choice.
Proceed down the stairway and start shooting the
2 natives on sight. Take
advantage of the room to avoid being hit while exerting your
right of self-defence. Once you've made your point in a
permanent fashion, run (back) into the lower room at the bottom
of the stairs and start by picking up the
shotgun normal ammo in the L
alcove ahead (W). Now go flip down the switch in the R
alcove to open the nearby doors on your R (N)
Run through the door and down the passage beyond to eventually
enter a small red-lit cave. The last and
4th Wooden Mask is on a
pedestal up in the far R corner (NE). Run toward it, jump over
the slope and pick up the Mask.
One last thing to do before leaving: turn L (W), slide down into
the room, run ahead and locate the
healing plant near the wall and slightly to your L. Pick
it up then make your way back to the Northern Cave via the rocky
passage, up the stairways and through the built area.
[Note: If you did this sequence first, resume at the next to
last § of the "One Wooden Mask and Joining The Guide" section
above.]
-- The Skull Key --
Objective: Find the Skull Key and leave the Caves of Water.
Now that you possess all four Masks, time to put them where they
belong.
Make your way to the Mask Receptacles by running off the top of
the cascade ahead (E), exiting the water then ahead to the R of
the column and sliding down into the room below. Run ahead to
the Masks Receptacles and put the Masks in them, opening
the nearby door up in the middle of the R (S) wall.
Passing the door, you'll find yourself in a large green-lit room
with four "alleys" separated by a set of columns. You're now
standing at the start of the middle R one. Now, and for secret
purpose, Go L and run down the middle
L one then stop by the second columns and look up: there's a
hole there in the ceiling. It's perfectly inaccessible for now,
but just take note of its location.
Flooding the Place through Fire
Continue down the alley and enter another room with two high
burning pillars in the
middle and a high ledge on each side. Go to the farthest pillar
and look at its L (W) side (i.e. facing E). Climb the ladder
there to the top but don't pull up: you'd be torched. Release
Action then hit it Again so Lara grabs the edge and immediately
shimmy to the L before she puts her legs back on the ladder so
you reach the very corner. Pull up.
As long as you stand in said very corner, the fire can't burn
you. With that in mind, turn L (N) to face the other pillar: the
fire on it is now off, albeit very much temporarily. In other
words: timed-sequence now.
Save. Do a SJ+G to the corner of the
other pillar and pull up. Run with a R curve to the opposite
corner and take off for a jump with a mild mid-air R curve so
you face the ledge L of the column. Hit Action to grab the edge:

Pull up and run ahead then R around the column. Flip down the
switch there as well as the one on the other column,
each time getting a camera shot of the pool below the cascade
where, apparently, nothing has changed much so far. Go L of the
column and walk to the edge. Turn slightly R to face the first
burning pillar and do a RJ+G to it. Shimmy R to the corner and
pull up.
To get to the other high ledge (the W one), repeat the exact
same - albeit mirrored - timed-sequence. Flip down the two
switches behind the columns there as well. When the fourth
one is flipped, a fly-by shows you the trapdoor in the pool
below the cascade shutting up and the whole room being flooded.
Swimming to the Skull Key
Good news! The flood has reached the room you're in as well, so
you can safely jump into the water without worrying about
burning pillars anymore. Proceed, swim ahead past the pillars
then L (N) into the Columns Room, and prepare yourself to find
the fourth secret of the level.
Swim ahead past the higher now
immersed block then up at the next columns through the hole in
the ceiling. Pull out of the water and run to the far L corner
(NW) where Secret #6: a Secret Skull eagerly waits
for you to pick it up. SJ over the slope on your L and go get
the skull on its pedestal. Return to the hole and jump in the
water. Turn around (N) once there.
Swim ahead toward the wall then L (W) and R (N) through the
doorway. Turn R (E) staying along the walls to pick up a
healing herb in the corner
(SE). Turn around (N) and keep on swimming until you can see a
large hole in the ceiling where you can surface. Turn around
before exiting the water by the S edge.
[Note: If you swim to the nearby Cascade Room and try to get
to the Northern Cave by pulling up on the top of the cascade, a
strong stream will push you back and make you slip down in the
water. The passage with the ladder you used to get back the very
first time is now a dead end as well.]
Run down the green-lit passage ahead, staying on the L and
crawling under the low ceiling when needed. Continue until
you're blocked by a slope, jump over it, and finally enter a
small cave with a closed door in the far R corner (SW) and a
pedestal up on your R (NW corner). Climb to the latter and pick
up your ticket to the next level: the
Skull Key.
To the Temple of the Snake Stone
As you picked up the key, the nearby door opened. Turn around,
walk to the edge of the key ledge you're on and do a slightly L
diagonal RJ to the doorway. Pull up through the latter and run
along the passage until you find a recess to your R (W). Go
there to find yourself before the very doors you passed at the
beginning of the level. Walk toward them (they open as you
approach) then pass them to be back to the Entrance Room.
The Skull Keyhole being in the built area by the Northern Cave,
return there via the N ledge (far R corner) and the Middle Cave.
Once in the Northern Cave, run ahead to the other side then turn
L (W) and pull up near the Skull Keyhole on your R (N).
Put the Skull Key in it, opening the nearby door up in the N
wall of the cave.
You now need to reach that door. Run off into the cave and run
ahead (E) to the top of the cascade. Once there, turn R (S) and
pull up on the high flat rock. Turn around, sidestep L to the
edge to clear the low ceiling above the next rock and do a RJ to
it. Walk toward the wall, stopping one step away from it, turn
45° L (NW) and do a SJ with a hard R mid-air curve. Turn L (NWW)
to face the next flat rock, standing in the middle of the tile
and do a SJ with a R mid-air curve. Walk to the edge, keeping
the same angle (NWW) and do another SJ, again with a R mid-air
curve. Finally, turn L (W) and do a RJ to the flat rock before
the doorway.
Go R (N) through the open door and run along the rocky passage.
After sliding down a slope, you'll eventually leave the Caves of
Water and enter the Temple of the Snake Stone.
==== In this level, you should have found...
Enemies: Venomous Raptor,
Anaconda, Natives
Items of note: 1st Wooden Mask,
2nd Wooden Mask, Banana (Monkey Key), 3rd Wooden Mask, 4th
Wooden Mask, Skull Key
4 Secrets (including 2 Secret
Skulls)
Some Traps - 1
Timed-Sequence (x2)
== Level 3: The Temple of the Snake Stone ==
Level by George Maciver
Level Objectives: Find the Snake Stone then return to the Lost
Caves
Remember that Serpent Head mentioned when exploring the Lost
Caves? Well, given the name of the place you've now reached,
it's more likely you'll find something belonging in its mouth
around. As a matter of fact, that's what you're here for.
Run down the rocky passage, jumping over a couple of slopes on
your way, until you hear the sweet voice of the "Unspeakable
Terror" resounding. Pick up the flares
and the healing herb lying on
the floor then resume running.
Continue down the passage until you reach a corner with a set of
boar heads stuck on stakes. They will (harmlessly) explode as
you pass by them. Note that fact, it's a hint for later.
Once you've pulled yourself together after that little fright,
keep on running a bit around the last corner (L/S) where you'll
find yourself at the edge of a hole giving onto a cave below.
Turn around, slide backward down the slope, grab its edge and
shimmy L if necessary to safely drop down on the top of a high
pillar.
-- A Well-Guarded Skull Key --
Objective: Find a Skull Key and where to use it.
Goodie and Secret
Run off the pillar then the block below and go ahead to enter a
huge cave scattered with rocks and trees: The Trees Cave. The
only noticeable thing you can currently see is a closed wrought
iron door up in the wall on your L (SW corner).
Since it's closed, ignore it for now and run to the rock ahead
and slightly to your L:

Stand against the tip of its triangular bottom and do a SJ to
the higher part. Walk ahead (N - careful not to slip) to the tip
of a triangular flat part and do a SJ over the slopes to another
triangular part. Continue until you reach a square flat part and
pick up the hard to spot healing herb
there. Turn L (W) and slide down to the ground.
Before doing anything else, let's make a not-that-short detour
for the first secret of the Temple.
Turn L again (S) and run to the rock
ahead and slightly to your R:

If you look up, you'll see a
branch hanging over the nearby pillar and the canopy there being
thinner. Go to the highest part of the ground before rocks,
staying on the L, and do a SJ to the flatter part above, holding
Forward to land a bit further and clear the slope. Stay on the
L, turn slightly R to face the middle of the opposite edge (SSW)
and do a SJ to land on a flat ledge beyond. Turn L (NWW) to face
the high pillar, walk back as far as you can and SJ on the top.
Finally, turn L (S), walk to the edge, standing on the
rightmost, highest part and stand jump holding Action to grab
the edge of the branch above. Pull up.
Turn around (N): you can now spot a Secret Skull lying on a
branch in the distance. And since there are no jungle adventures
without a trip through the canopy, let's get there.
Turn around again (S), run along the branch and do a 45° L
diagonal SJ to the other one. Run to its end and do a RJ to
reach the next tree. Run toward the trunk and so a diagonal L SJ
to the nearby branch. Walk to the edge then sidestep L to the
highest part. Turn L (NW) to aim at the triangular flat part of
the branch extending from the tree there, near the trunk. Hop
back and do a straight RJ to land at the very edge:

Turn R (NE), SJ to the branch ahead, then L (NW) to the other
one. Run to the end, turn R (E) and do a RJ+G to the next tree.
Pull up, turn L (N), run to the trunk then SJ to the branch on
your L (NW). Run to its edge (W) and SJ to the next tree,
slightly on your R. The Skull is close now. Run to the trunk, SJ
diagonally on the branch to your L (SW) and finally go pick up
Secret#7: a Secret Skull.
To quickly and safely get back down in the Trees Cave, turn R
(W), drop down, grab the edge and shimmy R a bit if needed to be
right above the highest point of the rock below. Drop down and
slide into the Trees Cave.
Exploring and Rushing
Because you'll soon need to know exactly where you're going
without any hesitation, let's visit the place a bit for
orientation sake before getting to serious business.
You're currently standing near the rock where you found the
healing herb (it's behind you), the pillar that gave you access
to the high branches being a bit further on your L. Turn R (N),
run a bit then go L (NW) between the rock and a tree. There's a
blue-lit opening up in the wall ahead, above a slippery slope.
On the L of this slope, in the very NW corner, is a flatter
triangular tile. Take good note of its location.
Now run ahead (N), turn R (E) and run along the wall to the next
corner (NE). You'll see a red-lit opening there to your R,
giving onto a small cave "The Red Cave". It's not really
relevant for now, but at least you know where it is.
Keeping on clockwise, turn R (S) and run between two rocks. Keep
S, jump over the slope (there will be a tree ahead and a small
green-lit area to your L). Continue, with the tree to your L and
run ahead between two rocks. Turn L there when possible: you're
now at the SE corner.
As soon as you pass the rock, a camera shows you the blue-lit
opening in the NW corner. Notice the skeletal remains lying
nearby, hinting of a possible hazard. There's a key lying in the
grass to your R but pick up the
healing herb beyond the remains (E) first. Now go to the
key (which happens to be a Skull
Key), turn around (W) to face the cave and save.
Pick up the key and start running. You've disturbed a whole nest
of bugs and they intend to show
you how upset they are in the most painful fashion. So be faster
than the poor fellow resting in peace nearby.
You're now heading for that flat triangular tile near the
blue-lit opening in the NW corner. First rush ahead (W) and
cross the cave to the wall. Turn R (N) there and continue
running/sprinting/jumping until you reach the NW corner. SJ on
the flat triangular tile, quickly turn R (E) and do a SJ into
the opening with a L mid-air curve to clear the slopes.
Go L (N), still hurrying (the bugs haven't left you), staying on
the R part of the passage. Jump over the slopes when needed and
finally go straight to a Skull Keyhole ahead. Notice the
Raptor Head to your R (E), use the Skull Key (the bugs will
probably join you then, and you'll lose some health), opening
the nearby trapdoor in the ceiling. Turn L (W) then L (N) again
and quickly pull up into the corridor above.
-- The Eyes of the Beast --
Objective: Find two eyes, combine them and put them where
they belong to open a new part of the Temple.
Boar Heads Everywhere
[Note: In the following sequences, you'll meet two kinds of
boar head: shootable ones and a flammable one. If you don't
follow this walkthrough step by step, just shoot first when in
doubt.]
Take a deep breath: you're safe now (from the bugs, that is).
Notice the burning boar head in front of you then go L (W) down
the corridor until you reach a small green-lit room with boar
heads on ledges. You'll hear shrieking and stomping on your way,
but don't worry yet. What's responsible for the noise is of no
immediate threat.
The boar head on your L (S) is of the flammable type so leave it
alone and go R (N). Climb on the ledge there and turn L (W).
Shoot the shatterable boar head and pick up the
Stake that's left after the
head breaks.
Go L (S) and run off back into the room, ahead in the passage
then crawl through the CS to the other end. Drop down into the
hole, turn L (N) and pull up on the higher ledge. Run ahead then
L (W) around the column to find another shatterable boar head
to shoot. Proceed and collect the
Boar's Head this time. Run off the ledge.
Cross the room diagonally to the L to pull up on the ledge in
the SW corner. Go L (S) then around the pillar. You'll find a
torch on a pedestal at the
end of the alcove: pick it up.
You now need to light it. Since the thing that can help you in
that regard is the burning boar head at the start of the long
corridor, let's bring the torch there.
Return to the room and head to the hole at the entrance before
the CS. Stop at the edge and toss the torch into the CS (hit
Draw - usually Space). To get the torch to the other side, keep
in mind that while you can't crawl with it in hand you still can
pick it up when crouched. So slip up into the CS and get the
torch back then toss it again. Repeat until you reach the other
side and can stand up.
Once you can run with the torch in hand, return to the start of
the corridor (E), near the now closed trapdoor and light the
torch on the burning boar head there.
Return W to the small green-lit room and this time light the
burnable boar head on your L (S), SJing on the ledge to
reach it. You hear a door opening nearby (above, as a matter of
fact). You can now drop the torch.
Return to the dim-lit room via the CS and pulling up from the
hole then run diagonally R (NW) across the room to find a
passage to your R (N). Run to the other end to find yourself
standing at the edge of an opening overlooking an almost empty
pool. There's an opening in the far L corner (NW), currently
inaccessible, an emerged (therefore useless) UW lever ahead and
a ledge to your R (E).
Walk R to the wall, stopping one step away from it, turn 45° R
to the ledge, hop back and do a RJ to land there. Look up and R
to spot a hole in the ceiling, too high to be reached. There's
also a set of stakes to your L which obviously misses
something in the middle. Combine the Boar's Head and the Stake
in your inventory to obtain a Boar's Head Key and put it
on the set of stakes, raising a block under the hole.
Go climb on the block, walk R (W) to the edge and pull up into
the passage above.
The Eye Beyond the Pool
Run down to the other end, SJing over a couple of slopes in the
last section and ending on a flat square ledge. You can see the
wide corridor down below and ahead (E) and a greenery area above
it. On your L (NE) and ahead is the door you opened when putting
the boar head on fire. Finally, looking L and down (NW), you can
spot some ammo in a lower alcove.
Turn to face said alcove, sidestep R if needed to stand in the
very corner and do a SJ holding Action to clear the low ceiling.
Pick up the shotgun normal ammo.
Turn around (SE) to face the "bridge" beyond the nearby high
slope, hop back and do a RJ with a hard R mid-air curve to the
bridge.
You probably can see a raptor now, lurking in the greenery area
ahead. Let the poor beast live for now and go L (N) to pull up
through the doorway. Cross the room and flip the switch
down. A door opens at the end of the greenery area and water is
now free to flow, covering said area and flooding the lower one
below.
Turn around and leave the room, running off to the lower ledge
then from it into the water below, which is deep enough to be
safe. Swim ahead through the now flooded CS then wade across the
next room and the R (N) passage to reach the now full pool. Swim
diagonally L (NW) to the now accessible opening and pull out of
the water, entering the room beyond.
There's something in the alcove ahead, but it's currently
protected by a fire. Ignore it (the fire) and simply run in the
alcove. The fire extinguish as you approach and you can safely
pick up the 1st Eye
(note that this "fake fire" will be the case for all the
upcoming Eyes in this level). A door has just opened in the SW
corner of the Trees Cave, but before going back there, let's
find another secret.
Leave the room and jump back in the
pool then swim R (E) to pull the UW lever,
opening a door somewhere by a cascade. That "somewhere" being in
the upper level you just visited, you now have to get back there
so swim ahead (E) to the ledge, pull out of the water and get
back in the passage above via the raised block.
Once you've reached the square ledge at the end, walk to the
edge and the L corner, turn 45° L (NE), hop back and do a RJ
holding Action to avoid hitting the low ceiling and land on the
bridge. You now have no choice but to kill the
raptor
that's still roaming the greenery area ahead. A safe way to do
this is to go to the leftmost part of the bridge (i.e. its N
part) and start shooting the beast from there. When it runs
away, do a RJ to the greenery area, roll to turn around, wait a
moment so it comes back to you (but not too long) and do another
RJ back to the bridge. Turn around and shoot. Repeat until it's
dead for good.
Do a last RJ to the greenery area and run R (S). Pass the
opening at the end, dive, roll to turn around and go pull the
UW lever to your R,
which raises a block behind you. Turn around, pull on the block,
turn L (E) and climb up into the room above, the door there
being the one you opened with the other UW lever, down in the
pool. Run ahead and pick up Secret#8: a Secret Skull
on a pedestal.
To safely get back down in the lower level, return to the
greenery area via the pool, RJ to the bridge and simply run off
from there into the water below.
Turn around (E), and go to the wide corridor then run to the end
and the trapdoor in front of the burning boar head. The trapdoor
will reopen as you approach so drop down into the small passage
below and turn around (S) to run back into the Trees Cave.
The Eye by the Terror's Lair
Continue ahead across the room until you're next to the last
tree before the now open door in the SW corner. There's a higher
flat ledge here on your R (W). Pull up on it, turn L (S) and do
a RJ to the square block before the door. Turn R (W) and pull up
through the latter.
Run along the short passage (the door closes behind you) then R
(W) through the opening to enter a large room. Immediately draw
your pistols to shoot 2 venomous
compies running at you from the L. When they're down,
continue ahead (S) then turn L (E) after the opening to your L.
Go around the pillar against the wall so you face its R side
(i.e. you face N), standing on the highest, leftmost part of the
floor there and hit Action+Up to pull up on the pillar. Pick up
the healing herb there then
turn L and run off into the room.
Run ahead and to the R (NW) and draw your pistols as you enter
the passage leading to the next room to dispatch
2 more venomous compies. Once
you've properly decompified the place, run ahead and R (NW) into
the short passage where you'll find a door. Said door being as
closed as can be (although it is necessary to run to it), turn
around and return to the first room then into the passage ahead
(E).
[Note: If you go into the passage before checking on the
door, you'll find a high impassable rocky wall on your R at the
end and will be greeted there by another roaring warning from
the Unspeakable Terror.]
Don't enter the area beyond. The ground isn't quaking for
nothing: you finally get to meet the Unspeakable Terror in
flesh. Quickly turn around and dash for the door you just
checked in the NW corner of the next room as the
T-Rex chases you. It is an
absolutely bullet-proof T-Rex, by the way, so don't try to shoot
it, not even with the shotgun. Just run away.
Once at the door, you'll have the happy surprise of seeing it's
now open. Pass the doorway (Sir Rex can't follow you there, big
as it is) and run diagonally L to the SW corner to pick up the
2nd Eye in the alcove.
Leave the room. No need to dash, the Unspeakable Terror got
tired of waiting and went away (Unspeakable Terrors aren't very
patient, generally speaking). Return to the Trees Cave via the
two rooms and the passage.
Once there, turn L (N) and start running ahead. Soon you'll hear
the stomps of a raptor that came
wandering here in search of a prey. Show it who the real
predator is and shoot it, possibly from a high block safe spot
or moving around a lot to avoid being bitten. Once you're done,
make your way to the passage leading to the skull keyhole and
the trapdoor in the NW corner then up to the skull keyhole
passage itself.
Remember that raptor's head you saw there the first time around?
That's where the eyes belong. First combine them in your
inventory to obtain the Raptor's Eyes then put the latter
into the Raptor's Head to your R (E) to open the two
heavy stone head doors at the bottom of the ramp to your L (N),
opening a whole new part of the Temple.
-- Two Eyes to Reach the Heights
--
Objective: Find two more Eyes to access the upper floor
You're now standing at the entrance of a room we'll call "The
Big Lava Room", even though what bathes the room looks more like
scalding water than lava.
This room has four floors, numbered 1st to 4th from bottom to
top. You're currently standing on the 2nd Floor. In order to
access the 4th one, which is your current objective, you need to
thoroughly visit the three other ones, and collect two more Eyes
on your way.
Preparing the Way
Start by SJ to the ledge on your R (NE). Go R (E) a bit then
turn R (S) and walk to the edge. SJ on the higher block ahead
then pull up on the next one. Sidestep L to the corner, turn
135° R (NW) and do a SJ with a L mid-air curve, hitting Action
at the last moment to grab the edge of the partially fenced
ledge above. Pull up. Run ahead and L then push the lever.
A camera shows you a block in the opposite side of the room, on
the 2nd Floor, but nothing has changed, so looks like you've got
more to do.
Return to the edge of the ledge, turn around and safely drop
down from there to the lower square one below. Turn R (N) and SJ
on the long ledge ahead. It's now time to go down to the 1st
Floor. Turn L (W): there's a ladder ahead. Go to it and
climb down, stopping when Lara's feet reach the last bar and
back flip to land on a ledge behind.
Turn R (N) and locate the "low" block beyond the ledge you're
on. Run along the ledge to eventually face said block and do a
SJ to it. Run ahead to the wall, turn R (E), drop down, grab the
edge and shimmy L and around the corner until you're hanging
above the first of two different tiles. The water here has a
different colour (it's purple instead of red) and is in fact
absolutely safe, so let go.
Turn L (E), climb into the passage and follow it to enter a
small room. There's another larger one ahead beyond the opening,
with a pool in the centre, but you don't need to visit it yet.
For now, turn L (W), notice the Raptor's Head to your L (SW)
sticking from a cage and the lever to your R (NW). Go
push the latter. A camera shows you the block you already seen,
this time rising.
Going Up
Time to go back up on the 2nd Floor.
To return there, run off the passage into the safe patch of
water, go to the second different tile, turn L (S), grab the
edge of the crack and shimmy R to eventually pull up on the
block beyond. Go R (S) to the edge, SJ over the scalding water
to the ledge and run around it to face the ladder. Walk to the
edge, SJ to the ladder, grab it, climb and pull up at the top.
Turn R (N). The newly raised block is on the other side of the
room ahead and to your R (NE). Walk to the edge, hop back and do
a RJ+G to the other ledge ahead. Pull up and do another RJ to
the one extending from a pillar in front of you.
The newly raised block is there on your R (E) but first, a tiny
detour for a goodie. Turn R (E) and notice the opening below
with a greenery covered floor. Walk to the edge, hop back and do
a RJ to it, holding Action to avoid hitting the wall. Pick up
the healing herb, turn around
and do a RJ back to the higher ledge. Turn around and sidestep
to face the raised block and eventually do a RJ+G to it. Pull
up.
To the 3rd Floor now. Turn 135° L (NW) to face the pillar beyond
the corner, standing one step away from the wall. Do a SJ with a
hard mid-air curve and hit Action at the last moment to grab the
edge:

Turn L (W), walk to the edge and do a SJ+G to the top of the
higher pillar. Pull up, turn L (S) and do a RJ to the long ledge
ahead. Time to get another secret.
Turn R (W) and locate the pillar to
your R (NW). Look at the top: there's something up there. Run to
the edge of the ledge you're on, SJ over the gap to land on the
other one, turn R (N) and do a RJ to the one running along the N
wall. Go L (W) then turn L (S) again to face the pillar. Pull up
on it then go pick up Secret #9: a
healing plant.
Turn 45° L (SE) and run off from the pillar to the ledge below.
Run ahead (S) to the end of the ledge. The
3rd Eye is lying on the top
of a pillar below, under a ledge. Hop back and simply run off
the ledge you're on. Go L (E) to pick up the Eye then turn 45° L
(NE), walk to the corner, hop back and do a RJ to land on the
ledge below, on the 2nd Floor. Make your way back to the 3rd one
via the raised block like you did the first time. Once there,
return to the end of the ledge you just ran from.
The Race for the Fourth Eye
First off, take a look around to get a better idea of what's
awaiting you now. You can see a wrought iron platform against a
tall pillar to your R (W), currently lowered. There's another
one in front of it and L (SW) past the column, above a set of
deadly burning floor. Last
(but not least), there's a switch ahead of you.
Turn to face it and do a RJ from the ledge. Go to the switch and
save. Timed-run ahead. And not an easy one, mind you.
Flip the switch down, roll and
immediately run with a R curve. Take off from the corner and to
do a RJ to the ledge ahead. Immediately take a L U-turn on the
ledge to align yourself with the first raised platform. Take off
at the last moment to jump and grab the platform edge. Pull up
and run with a wide L curve to take off from the brown tile
ahead, facing the second platform. Grab its edge, pull up
and immediately SJ to the recess above. You've made it!


Pick up the 4th Eye to
your L. It's now time to
collect the last secret of the level.
Turn R (S) to face the wall, make
sure Lara's healthy enough then hop back holding Action as to
grab the edge but release action before grabbing: you'll
land on the ledge below, beyond the hot floor, losing a good
deal of health in the process.
====================================
[There is another way to get the secret which is muuuuch
longer, not necessarily easier but will cost you much less
health. If you prefer that one, follow the next paragraphs. If
not, resume after the ====== line below]
Turn L (N) to face the room. Look down to locate the pool of
deep, clear water below: this is where you need to land now.
Walk to the edge, standing roughly in the middle, turn 45° R
(NE) to align with the pool, hop back and do a RJ with a slight
R mid-air curve once you've passed the wall. You should safely
land in the water. Pull out of the water via the R edge (E).
First, make your way back to the timed platforms switch. The
ladder to the 2nd floor is ahead, behind the pillar, so SJ over
the scalding water or run along the ledge depending on which
side of the nearby statue you are, then SJ+G to the ladder.
Return to the 3rd floor via the raised blocks and the following
pillars then to the switch once there. Save.
You indeed have to do the timed run
again, although it will end slightly differently this time.
Repeat the same process up to pulling up on the first platform.
Run with a L curve again, but try to make it tighter this time
so you face the leftmost corner of the second platform. Jump,
grab and pull up. Immediately turn 45° L and run off from the
platform holding Action to avoid hitting the wall.
====================================
You'll land on Secret #10: the floor beyond the burning
floor, between two holes losing a bit of health in the process.
[Note: if you can't manage to grab the corner of the platform
and run from closer to the middle, you'll land in the left hole,
losing much more health]. Go into both holes to pick up a
healing herb
in the L (E) one and a shotgun
in the R (W) one then pull back up on the floor above.
Turn to face the room and locate the ledge extending from the
bottom of the tall pillar to your L (NW). You need to reach that
ledge without touching the
burning floor, and a simple RJ
won't do. Step back against the wall then sidestep R to the
edge. Turn L so you almost face the W hole. Run with a R curve
and take off before touching the burning floor to land on the
ledge beyond:

Run to the pillar stopping in the middle of the tile and turn R
(E). The pool being right ahead, do a RJ to safely land in it.
Exit the water by the edge ahead (E).
Putting the Eyes to Use
Return to the low block and the crack by running along the
ledges and SJing over the scalding
water when needed. Go back to the room where you pushed
the second lever and go to the Raptor's Head to your L
(SW). Combine the Eyes to obtain the 2nd Raptor's Eyes
and give the head its sight back. This will raise the water
level in the nearby pool room, as well as another one beyond,
allowing you to reach a third lever which until now was
inaccessible.
Turn around then run through the opening to your R into the pool
room. Go R (E) and run along the ledge, SJing over the statues.
You'll find some shotgun normal ammo
behind a pillar after the second corner (NE). Pick it up then
dive.
Swim diagonally L to find an UW tunnel in the middle of the L
side of the pool (W). Swim through it to enter another smaller
pool room at the other end. Turn around and pull up on the
rightmost side of the ledge above. Push the lever. A
block rises in the northern side of the Big Lava Room, on the
third floor. Return to said Lava room. Time to visit the 4th
floor.
-- The Fourth Floor --
Objective: Enter the fourth room on the 4th Floor
Once you're back in the Lava Room after SJing from the block
near the crack, make your way toward the 3rd floor like you
already did on several occasions, via the first raised block,
the pillar around the corner then to the next higher one on the
L (W).
Turn around (E) once there to face the newly raised block and do
a RJ+G to it. Pull up then climb on the pillar to your R (S).
Turn around (N), jump up and grab the thin edge of the ledge
above, pull up again: you've made it to the 4th floor!
Serial Runner
You can hear something angrily pacing nearby, but "it" being
locked behind a closed door, it's of no immediate threat.
Speaking of closed doors, you'll find four of them here: the E
door is the one to your L. You can see the S door in the far L
corner beyond the grey ledge. The W door is in the middle of the
wall to your R and, hidden by the nearby columns at the moment,
the N door, in the closest L (NW) corner of the room.
There are also four sets of grey ledges separated by a reddish
floor that happens to be made of deadly
burning floor. The ledge
you're currently on is the NE one. In front of you is the SE
one, to your R the NW one and the SW one is in the opposite
corner. There's an alcove beyond the latter which is your next
destination.
Run R (W), SJ 45° L over the corner then go L (S). Do a RJ to
reach the SE Ledge then go R (W) and do another RJ to the SW
one. Run ahead then L (S) at the corner to eventually pull up
into the alcove, right before a switch. Save. You're now
in for a series of chained timed-runs, going like this:
- The 1st switch (the one you're about to flip down)
opens the W door.
- Beyond, you'll find a 2nd switch which opens the E
door.
- The 3rd switch opens the N door.
- Finally, the 4th switch will open the S door.
Okay. Ready? Let's go.
Flip the switch
and immediately back flip and roll in mid-air to gain some
precious time. Sprint a bit then run with a L curve, drawing
your pistols on the way (you'll see why in a moment) and jump
through the open W door into the room beyond.
Immediately start shooting the 3
venomous compies that were hiding there. Once the pests
are down, go pick up the shotgun
near the wall L of the entrance (S) then run to the switch at
the end of the alcove in the W wall. Save.
Flip the switch,
roll and start sprinting. Sprint off the doorway (you'll regain
a bit of energy) and continue sprinting ahead, drawing your
weapon of choice on the way. Release sprint as you approach the
end of the ledge and jump on the SE ahead. Immediately run with
a L curve and jump to the NE ledge there. Run ahead then jump
over the corner with a slight R curve. Run with a R curve to
align with the open door and jump through it.
Start shooting the raptor as
soon as you set foot in the room, and kill it quickly (not much
room to move around, though, so you might consider using the
shotgun). Pick up the healing plant
L of the entrance in the NW corner, then go to the switch
and save.
Flip the switch,
roll and start sprinting. Release sprint one tile away from the
door, run with a L curve and jump diagonally L to the NE ledge
ahead. Run with a R curve around the corner then sprint. Release
Sprint as you approach the edge, run R around the corner and
jump on the NW Ledge. Run ahead and jump over the corner then
run with a slight L curve at the start. Jump on the block at the
end of the ledge. Run with a R curve, jump to the doorway with a
slight R mid-air curve, hit Action to grab the edge and pull up.
Run a bit into the room, stopping as soon as you've cleared the
door to avoid falling into the
lava pit
ahead.
Do a SJ over the pit and run to the switch ahead. Prepare
yourself for the last timed-run of the series and save.
Flip the switch,
roll and run. Jump over the
pit then run with a L curve
to the edge of the opening. Jump diagonally L to land on the
ledge below, beyond the block. Run with a L curve as soon as you
stand up, jump over the corner, run with a L curve again then
sprint in the straight line, releasing when you approach the
edge. Jump over the burning floor to the NE ledge, sprint again
then run as you reach the other end, run R and jump to the SE
ledge. Run R around the corner then sprint ahead. Release Sprint
toward the end of the ledge, run R around the corner then L to
face the doorway and jump through it. Stop as soon as you've
passed the door to avoid being burnt by the
fire.
Congrats! You just made the last timed-run!

There's a hole in the recess ahead in the other side of the
room, but there are fires
between you and it. To pass those, you're gonna use what's known
as "the corner trick": as long as you stay in the very corner of
a tile with a central fire, you won't be burned.
You can go either L of R to reach the other, but we're going L
here, for clarity purpose. First turn slightly R and sidestep L.
You should slip between the first fire and the corner without
problem. Jump over the second one ahead, walk toward the wall
stopping (roughly) one step away from it. Turn slightly L and
sidestep past the fire again. The hole is right in front of you.
So, without further ado, run into it!
-- Leaving the Temple --
Objective: Get the Snake stone and find your way out of the
Temple
Long fall, wasn't it? Fortunately, you just landed safely in a
deep pool. Turn around (N), swim ahead and surface. Pull up on
the edge: the coveted Snake Stone
is there before your very eyes, in all its snake-stony glory. SJ
on the block it's on and pick it up.
Turn around (S): there's a closed door in the opposite side of
the room, and a switch on its L (SE). Jump back into the
pool, swim ahead, surface and exit the water. Run to the
switch and flip it down.
A movie will show you that The Guide has finally found his way
into the Temple (didn't you miss him?). He bows before two
impressive stone head doors, in a red-lit area. Apparently
hearing his prayer, the doors open.
Since the nearby one is now open as well, run through it and
down the passage beyond to soon find yourself in the very same
red-lit area where The Guide is waiting (said area being the
red-lit one we spotted in the NE corner of the Trees Cave at the
beginning of the level). Run to The Guide then into the passage
beyond the stone head doors.
Continue, running along the R wall, until you find an unlit lamp
on the wall, and wait for The Guide to join you there and light
it. Resume running ahead then around the corner. Turn L (E) at
the wall to enter a narrow passage at the end of which you'll
find a closed door. If The Guide isn't there yet, wait for him.
He will open the door.
Pass through it to find yourself in a large room with a pool in
the centre. Dive, swim ahead (N) to the other side and exit the
water. Run through the opening ahead, climb on the block to your
R (NE), run ahead to the wall then turn L (W) and run off into
the passage. Continue running a bit and you'll soon find
yourself back in the Lost Caves.
==== In this level, you should have found...
Enemies: Bugs, Raptors, T-Rex
Items of note: Skull Key, Stake
+ Boar's Head (= Boar's Head Key), Torch, 1st Eye + 2nd Eye (=
1st Raptor's Eyes), 3rd Eye + 4th Eye (= 2nd Raptor's Eyes),
Snake Stone
4 Secrets (including 2 Secret
Skulls)
A few Traps - 6
Timed-Sequences (including
one optional)
== Interlude: Return to the Lost Caves, take 2 ==
Level by Todd Shurtz
Level Objective: Find the entrance of the Temple of the Shiva
After an earthquake occurs, cutting off the way back to the
Temple of the Snake Stone, follow the rocky passage until you
slide down a slope and end up by a door which will open as you
approach. Pass it: you'll find yourself on a ledge giving onto a
greenery covered cave. This is in fact one of the areas located
near the entrance of the Lake Area and - if you have followed
this walkthrough - you haven't visited it yet.
Run off the ledges to reach ground level, turn L (E) and pick up
the healing plant in the dark
recess ahead. Turn around and run toward the wide opening at the
end, past a green boulder to your R (take good note of its
location). You'll soon hear shrieking and stomping behind your
back so draw, turn around again and shoot down that
raptor!
Once it's down, proceed to the wide opening (W) again and pass
it. You'll find yourself back at the crossroad giving onto the
different caves of the area. First go R (N) into the small cave
there, turn R (E) after the entrance, SJ over the slope and pick
up the healing herb at the top.
Turn around (W), notice the closed bamboo gate ahead then go
back to the crossroad. Time to use that hard-earned Snake Stone.
-- To the Temple of the Shiva --
Bullfighting the Mesozoic Way
Go R (W) into the Gibbet Cave then L (S) and down the ramp in
the other cave ahead. You'll eventually find yourself by a
Serpent Head waiting for its Snake Stone and the gate
closing the triceratops den. And yes, you're now going to
unleash it so save.
Put the Snake Stone into the Serpent Head mouth then turn around
and run up the ramp. The triceratops
will follow you. Remember that green boulder in the Raptor Cave?
That's what you need to lure the 'tops to. So run along the
ramp, cross the cave to the Gibbet one then go R (E). Cross the
crossroad and enter the Raptor Cave. You need to lure the 'tops
to hit the ledge where the green boulder is, possibly
just under said boulder to make it move.
There is no absolute "perfect" method here. One that works
rather well - depending on your luck - is to run toward the
other side of the cave (E) and climb upon the ledge that's under
the door whence you came back from the Temple. Turn W toward the
cave entrance, wait for the 'tops to run past you to the end of
the cave then jump/run toward the entrance and SJ on the
triangular block on the R. Most of the time, the 'tops will then
hit the boulder ledge (you might even be lucky enough for this
to happen while you're still on the ledge near the door).
Once the boulder has moved, make your way to where it was:
you'll find a switch there. Flip it down to open the
bamboo gate in the E Cave, which will allow the 'tops to enter
the Lake Middle Level, where another boulder has to be moved the
same way.
Leave the cave then run ahead (W) past the crossroad into the
Gibbet Cave. Enter the opening at the end and pass the open door
at the end of the passage beyond to be back at the start of the
rocky bridge in the Lake Upper Level. Drop down to the Middle
Level from the ledge before the bridge then slide down.
You'll likely have to lure the 'tops here by running down the
passage to the R (N). Turn around as soon as you spot the beast,
return to the Middle Level then straight ahead (S) to the
green boulder ledge. SJ on the part that's between a higher
block to your L and the boulder itself, staying close to the
high block. Wait for the 'tops to hit the ledge and move the
boulder.
The Way Out
Climb on the nearby block, turn toward the boulder and jump over
it. Pick up the Bronze Key
that was hidden under the boulder by a closed stone door, turn R
(N), run off the ledge, go R (E) again and SJ over the slope to
be back on the higher ground against the E wall. Run along until
you reach a square grey rock, turn L (W) to face the cave and do
a RJ to the grey pillar ahead.
The Bronze Keyhole is here to your L. Use the Bronze Key
on it, opening the door by the boulder ledge. So make your way
back there, still careful not to get hit by the jolly
triceratops that's, by the way, still frolicking around.
Pass the door and run down the passage until you find a high
slope at the end to your R. Pull up on it, back flip to hit a
second one and keep bouncing while holding Right to eventually
hit a higher one. Slide and grab the edge then shimmy R as far
as you can. Pull up and back flip to land on the tip of a higher
triangular block.
Turn around (N) and pull up in the greenery covered passage
ahead. There's a Silver Key
waiting for you at the end, on a pedestal. Go pick it up then
turn around and run to the edge of the passage, standing on the
L. Stop at the edge then run off to slide down the slope below
and into the rocky passage. Go back to the Lake Middle Level.
Once there, run off the boulder ledge (the triceratops should
have vanished by now), run ahead (N) then turn L (W) at the
pillar. Cross the short rocky bridge to reach the other side of
the area and turn L (S). You should spot a closed tall bamboo
door ahead and a Silver Keyhole to your L. Go use the
Silver Key on it to open the nearby door then pass the latter.
Run down the passage beyond to eventually enter the Temple of
the Shiva.
==== In this level, you should have found...
Enemies: Raptor, Triceratops
(special)
Items of note: Bronze Key,
Silver Key
No Traps
== Level 4: Temple of the Shivas ==
Level by Todd Shurtz
Level Objective: Find four Shiva Heads, two Scimitars and one
way out
Continue through the passage to the end then drop down from the
edge into the room below. Turn around (W). You can spot a
wrought iron trapdoor in the far L corner (SW), but since it's
closed (and will not open any time soon), run ahead and to the
other end of the passage to enter another room with high ledges
and closed by heavy stone head doors. Look up to spot a MS
extending on the ceiling from L to R, starting at a block on a
ledge: this is your next goal.
Run L (S) past the pillars and climb on the block to your L (E).
Turn around, do a RJ+G to the ledge ahead, pull up and go R (N)
to the block. It being in fact of the movable type, pull
it once, turn L to the wall, sidestep once and drop down from
the ledge, grabbing its edge. Shimmy R to the other end (you can
pass the block doing so) and pull up again.
Turn R (N), jump up and grab the MS. Swing ahead to let go once
you're hanging over another ledge. Run to the end. There's a
switch there on your L (W) so flip it down to open the stone
head doors below and the way into the main area of the temple.
Drop down from the ledge then run to the newly open doors,
stopping at the edge immediately after.
-- Fixing the Decoration --
Objective: Find four Shiva heads and put them on the headless
Shiva statues
You're standing in an opening overlooking a large room lined
with high ledges adorned with Shiva statues. If you take a close
look at the one in the far L corner, you'll notice it's missing
its head. There is a T-shaped platform ahead leading to another
room in the distance, but it's inaccessible from where you
stand. Looking down, you can see an empty pool with an emerged
UW lever on the L, as well as a passage beyond.
Run off the opening to land on the floor surrounding the pool.
You're now in the "Pool Room". Run off into the pool itself and
spot the closed wrought iron trapdoor below, then go pick up the
Shiva Head on your L
(S). Cross the pool diagonally (or run around it) to the
opposite corner (NW) and pick up the
healing herb there. Pull out of the pool and enter the
corridor to your L (SW) to reach the next room.
You're now in the "Stairway Room", standing at the top of a
downward stairway. Go R (N) and pick up a second
Shiva Head then run L (W)
along the wall to enter the third room beyond the opening. Stop
at the entrance and look up at the far high ledge.
Where Natives Prove They Have Considerably Improved Their
Weaponry
As soon as you step in someone appears there and start shooting
at you. Congratulations, you've just met your first
blowpipe native. Shoot him
quickly while moving - using the shotgun might be a good idea
here - but try not to go too far into the room as a second
blowpipe native is playing
sniper from a high ledge on your L (W). Once the first one is
down, locate the second one and shoot him down as well.
Turn around and spot the skeletal remains near the far R
corner (SE). They're movable, so go to them and drag them aside
(hit Action when standing at the head) to reveal a
shotgun. Time to go up a bit.
Turn around (NE) and locate the sloping ground in the corner. Go
to its R part, standing one tile away from the pillar, turn to
align with the edge and SJ over the slope to the flat part at
the top.

Turn around (W) to face the nearby ledge extending from the wall
and supporting a Cambodian statue. Walk to the diagonal edge,
stopping one step away from it, hop back and do a RJ to the
ledge. Run ahead to the end (you'll hear the nearby door
closing), turn 45° R (NW) and do a SJ. Pick up the
Gold Key that's lying just
before the door, drop down into the room below and turn around
(S).
Of Shiva Heads and Cambodian Statues
Run back into the Stairway Room then down the stairway itself.
Pick up the Shiva Head
at the bottom then run toward the closed door. There's a
corridor on your L (S), but it currently leads to a dead end so
go to the Gold Keyhole R of the door instead and use the
Gold Key to open the door. Pass it and enter the next room.
There are many things of note here. First, in the other side of
the room, two heavy closed stone head doors which will only open
much later. Second, and if you look up, a fenced platform then a
burning block beyond. Last but not least, four of the tiles on
the floor are decorated with the image of an Indian dancer and
there are four Cambodian statues, one per corner. All movable.
Let's take care of those first.
Start with the one in the closest L corner (SE), although the
order doesn't count here. Go to it and push/pull it to the
closest Indian dancer tile. Repeat the same process with
the three other statues, going counter clockwise. You end up
near the SW corner, facing S, and a trapdoor just opened at the
top of a ladder located ahead and to your R (SE). Go
there, climb and pull up on the central fenced platform.
You'll find a wrought iron cage up there, with a horizontal pole
mounted on it. It's movable too, so push/pull it to the
other end of the platform. Two latches will rise on each side,
and the fire on the nearby
block to your L (W) will be turned off as an on/off
flame will now spring from a
high block hanging on your R.
You can't reach the now safe block from there, so go back to the
ladder and drop down into the room. Turn L (N) and run to the
other side of the room. Climb on the block to your R then turn L
(W), walk to the edge, jump up and pull up on the ledge above.
Walk to the wall, turn 45° L (SW) to face the platform extending
from the W wall and do a RJ to land there. Finally, climb on the
now safe block on your L (E).
Do a RJ and hit Action+Forward to grab the pole. Continue
swinging around until the fire
ahead has just extinguished then release to land on a ledge
beyond.
Follow the corridor to your L (N), climb up the ladder and back
flip at the top. Go R (E) and pick up the 4th
Shiva Head. You're now
standing on a ledge overlooking the Blowpipe Natives Room.
Locate the switch to your L against the wall and flip it
down. The Cambodian statue on your L (N) now starts blowing
fire, lighting the room and revealing a couple of floating
invisible blocks leading the a ledge on the other side of the
room (S). A more spectacular and threatening effect is to awaken
one of the Shiva statues in the
room below.
This one is particular, insofar as it won't take a defensive
stance. You may try to shoot it down from your safe high
position, but chances are it will disappear in the nearby room
after a while and you'll then have to drop down into the room
below and go after it. In this case, try keeping it in the
Stairway Room, RJ over the stairway over its bottom and roll to
turn around and shoot. Since the Shiva can't do likewise and has
to go around it instead, you'll have plenty of time to shoot it
before it gets too close. When it does, simply RJ to the other
side. Repeat until it falls in a loud groan.
Restoring the Local Sculptural Art
Return to the Blowpipe Natives Room and the far R corner (NE).
SJ over the slope there like you did the first time. Turn to the
Cambodian statue ledge (W), walk toward the middle of diagonal
ledge stopping one step away from it but this time do a SJ+G to
avoid being burnt by the deadly
flame. Shimmy L and around the corner to pull up past the
statue then turn around (SSE) to face the first invisible block.
SJ on it, walk to the edge and SJ+G to the other one. Shimmy R
to the corner, pull up and again SJ+G to the ledge. To avoid the
fire there, shimmy R and
eventually pull up on the right side of the ledge. Turn 45° R
(SW) and SJ on the platform, landing L of a Shiva statue. Now is
time to put these heads where they belong.
Run to the edge (S). There's a headless Shiva statue in the
other side of the room, but it's a bit far so let's take care of
the closest one instead. Turn 45° L (SE), SJ on the ledge
extending from the wall, run to the end then SJ again to land by
a Headless Shiva Statue. Now your problem is that you
need to face the statue in order to fix it so turn to face the
wall, step back to the edge and sidestep R. When you're facing
the statue, give it its head back. A camera shot shows you the
pool, but nothing has changed there yet.
Turn 135° L (SW) and SJ back on the previous ledge. Turn L again
to face the central platform (S) then do another RJ to the
extending one ahead. Do a diagonal R (SW) SJ to land near the
Headless Shiva Statue and fix it.
SJ to the previous ledge then RJ on the central platform (N).
Run R (E) to reach the Pool Room upper level. Stop at the second
tile and turn L (N) to face the third Headless Shiva Statue.
Do a RJ+G, pull up before the statue and put its head on it.
Finally, turn 135° R (SE) and SJ on the ledge ahead. Run to its
end, do a diagonal L SJ on the statue ledge, restore the last
Headless Shiva Statue and watch the result: the pool is no
longer empty.
-- Searching for Weapons of
Detail Destruction --
Objectives: Find the Right and Left Scimitars then make your
way back to the main area
Turn around and directly SJ from the ledge into the pool below.
Turn 135° L (SW), swim across the pool toward the corner and
pull the UW lever to open the nearby trapdoor. Now swim
toward the opposite corner (NE) stopping above the open
trapdoor, surface for air, turn 135° R to face S and dive.
An Underwater Trip

Swim down the hole then ahead (S) through the first opening.
Turn L (E) and follow the tunnel, staying close to the ceiling,
to reach a small room closed by a wrought-iron door. Swim to the
centre then up through a hole in the ceiling (ignore the one in
the floor, the "trapdoor" there will never open). Swim through
the upper tunnel and pull the UW lever to open the door
in front of the entrance.
Swim back to said entrance via the hole you came from then ahead
through the tunnel and R (N) at the junction. Swim up the shaft
leading to the pool and surface for air.
Turn around (S) and dive again. Swim through both openings this
time, then past the newly opened door. Follow the tunnel to the
next room then swim around the central pillar then up a bit to
pull a second UW lever, opening the door in the room
under the first UW lever tunnel.
Swim back toward the entrance again. If you don't have enough
air, return to the pool to get some. If you do, turn R (E)
before the opening leading to the entrance itself and return to
the room under the first UW lever tunnel. Swim through the newly
opened door there to the S and surface as soon as you can.
Fighting for the Right Scimitar
Exit the water by pulling on the ledge ahead (S), turn around
then sidestep if needed to stand one step away from the pillar
to your L. Turn L (NWW) and SJ with a L mid-air curve, hitting
Action at the last moment to grab the edge of the opening. Pull
up and run to the end of the corridor.
There's a closed floor trapdoor there and two narrower corridor
going L (S) and R (N). To avoid being burnt by the
Cambodian flamethrower, run
a bit then crawl under the flame and around the corner. Stand up
and flip down the switch at the end. Repeat the same
process to return to the wider corridor then to the end of the
other narrow corridor and flip down a second switch
there, opening the trapdoor.
Proceed to the latter and drop down into a short passage below.
Turn around (W). There's a room beyond the passage, lined with
Shiva statues. Run into it then toward the other side until
you've passed the first statues. The one that's against the far
wall will animate in a bang, as well as the first one on your L.
Draw your weapon and start hoping back to the corridor. You can
safely shoot down the 2 Shivas
from there, since they're too big to enter, proof if needed that
sometimes size matters, even in the negative way.
One of them will leave a Silver Key
behind, while the other one drops its
Right Scimitar. Pick them
up then run to the opposite side the room (W) and flip down the
switch there, opening a door up in the Blowpipe Natives
Room. Now return to the entrance and locate the ladder
above the opening. Use it to reach the upper ledge.
Go L (N), run along the ledge and around the corner until you
find a closed wrought iron door and a Silver Keyhole near
the far R corner (NW). Use the Silver Key on it to open the
nearby door, pass through the latter then run to the end of the
passage beyond. Drop down into the corridor below, turn around
(N), ready your shotgun and run through the corridor to find
yourself back at the bottom of the stairway, in the Stairway
Room.
Immediately go R and up the stairs and start shooting the
blowpipe native who was waiting
for you at the top of the stairs. Once he's been properly
dispatched, return to the Blowpipe Natives Room. The door opened
in the Shiva's Room is there, up and ahead (N). Reach it like
you did when you picked up the Gold Key - mind the
Cambodian flamethrower -
pass through it and drop down in the hole beyond.
Pushing and Lighting for the Left One
Turn around and run through the short passage to enter a small
room with no apparent way out. Since you can't pull up back in
the Blowpipe Natives Room - the opening is too high - looks like
you're trapped here for good. Or are you?
Notice the two Indian dancer tiles and the hole in the floor
topped by a lowered trapdoor. Turn R (E). The two farther blocks
are movable. You're in fact at the start of a rather
devious puzzle which solution you'll find in the Spoiler Section
at the end of this walkthrough. Please note that there is a
secret to find around, but that it's available only up to a
certain point. Once you have solved the puzzle, you'll have
found flares,
shotgun normal ammo and a
healing herb. You also will
have fought 2 Shiva's, found a
secret as well as the
Left Scimitar and a
Secret Key and will be
standing at the top of a sloping downward ramp, facing S.
Trial by Fire
Slide down the ramp, enter the next room then turn L (E) to take
a look. Nice, isn't it? Your goal is to open then reach the
closed wrought iron door in the opposite side and you're going
to do this in two stages: one on the lower level, near the
scalding water and the other
in the upper one, dealing with the
fire-eaters.
Go R (S) to the edge of the ledge you're on and do a SJ to land
on a low emerged platform, beyond a block. Turn L (E), sidestep
L to face the highest part of the ceiling hanging above the next
platform, hop back and do a RJ to it.
Turn 45° L (NE) to align with the next platform and run on it.
Turn 45° L (N) again and do a RJ to the next platform. Walk to
the edge, sidestep R to the corner, turn 45° R (NE), hop back
and do a RJ to the next platform against the N wall. Turn 45° R
(E) and do another RJ, again taking off from the R corner.
Finally, turn R (S), sidestep R to the corner, hop back and do a
RJ to the platform ahead.
Flip down the switch to your L to turn off the hot floor
on the top of the pillar behind you. Make your way back to the
high ledge at the entrance by RJing from platform to platform
then SJ from the block in the SW corner. That was the easy part.
Turn R (E), walk to the edge and position Lara so she faces the
R corner of the pillar near the first
fire eater. Do a SJ to land
on the very edge: if you don't move while the fire is on, you
won't catch fire.
Wait for the fire to be off
and do a SJ+G to the next pillar. Shimmy R and around the corner
toward the next one, stopping a bit before reaching it. Pull up
as the fire turns off (don't
wait for it to be completely extinguished) then do a RJ with a R
curved run up to land on the partially fenced ledge against the
N wall. Flip the switch down to open the door.
Turn around, walk to the edge and wait for the
fire ahead to be off to SJ+G
to the pillar. Shimmy L and around the corner to the next one
and wait for the fire to extinguish. Pull up as it does and
quickly turn around (you're standing near the mouth of the fire
eater where the flame is thinner and will have a spare second
before you catch fire). SJ+G to the ledge below the door.
Finally, wait for the fire
to turn off, pull up and immediately SJ through the doorway into
the passage above.
Run ahead (E) and past the first small room. Continue down the
corridor then pull up on the big steps until you find yourself
in a room with a wrought-iron ceiling. Go to the block ahead
then around it: there's a switch on the other side. Flip
it down to open a ceiling trapdoor above a block in the L corner
behind you (SW) then go there, climb on the block and pull up
through the open trapdoor. You are now back at the very start of
the level.
-- In the Hands of the Gods --
Objective: Reach both switches in the last part of the Temple
and find your way out
Run into the nearby passage then go straight ahead (W) to return
to the Pool Room then the Stairway Room. Once you're at the top
of the stairway, look closely at the Shiva statue just in front
of you: it's missing his lower hands (and scimitars). You'll
soon remedy that situation, but first let's use that Secret Key
and fetch the second and last secret of the Temple.
Run to the far L corner (SW) and
locate the closed wrought iron door there as well as the
Secret Keyhole next to it. Use
you Secret Key on it to open the door and pass through the
latter. In the room beyond, you'll find
shotgun normal ammo
to your L (E), some flares
to your R (W) and Secret #12: a Secret Skull on
the pedestal opposite the entrance. Collect them all and return
to the Stairway Room.
Go to the edge on the side of the stairway then L (W) to the
(partially) handless statue, SJing over the corner. Use both
Scimitars on the Left Hand and the Right Hand, one
at a time.
After you've done so, the big stone head doors in the movable
Cambodian statues room at the bottom of the stairs will open, as
shown by the camera. Hop back to land at said bottom, run ahead
(W), cross the Cambodian statues room and pass the newly opened
doors.
Now, that's an impressive room! And you'll have to cross it a
couple of times, deal with the collapsible tiles you can spot in
the hands of the huge god statues as well as take care of some
other tasks.
First things first: you need to reach the other side. Quite
simple, thanks to the platforms you can see emerging from the
lava, although there will be
a little complication on the way.
Walk to the edge and do a RJ to reach the first platform. Face
the next one, ready your shotgun and do another RJ. The
aforementioned complication will soon show up in the form of
2 blowpipe natives. One will
shoot from the L (SW) and the other from the R (NW). Since you
can't move around (obviously) and can't dodge their darts, make
sure to shoot them both down quickly before taking too much
damage.
Once they're out of your way, proceed to the other side of the
room with a couple of RJs via the next platform then take a look
around.
There's a closed door in the middle of the ledge you're on (i.e.
the Western Ledge), the opening of which is your ultimate goal
here. Other than that, the room is of the symmetrical type. On
each side - and looking from your current location to the
entrance in the other side - you can see a low CS, a lowered
platform hanging from a high ledge with a Shiva statue, a huge
statue holding collapsible tiles and finally a switch located
high against the Eastern Wall, by the entrance.
The only non-symmetrical fact about this place is that the item
you need to get yourself on tracks is located beyond the
northern CS, so let's go there first.
Looking for a Flame
Run N to the CS (R when looking at the closed door) and crawl
through it to enter a small rectangular room. There's a Shiva
statue here which happens to be of the movable type and an
Indian dancer tile in the other side, where the statue belongs.
Unfortunately, there's also a hole in between cutting off the
way. You can also see an Unlit Lamp on the wall beyond the tile
and - last but not least - a Torch
on a pedestal in the far L corner (NE), which is the needful
item mentioned above.
Go pick it up. Since there's nothing here to light it on, bring
it to the Huge Statues Room via the CS, using the pick up and
toss method you already used in the Temple of the Snake Stone.
Actually, you won't find anything to light it here either so
return to the Stairway Room by crossing the pool of lava then
the Cambodian statues room and from there to the Blowpipe
Natives Room, L of the stairway (N).
Remember those Cambodian statues blowing fire on the high
ledges? That's what you need to light your torch. Run to the far
R corner and SJ on the top of the slopes there like you already
did a couple of times. To reach the
Cambodian flamethrower without being torched, aim at the
R side of the ledge before SJing on it to land by the statue
itself (as opposed to the flame). Walk back to the edge and
sidestep L once. Use Action when the flame in on to light the
Torch. Once you're done, simply hop back into the room below and
return to the Western Ledge of the Huge Statues Room, crossing
the lava pool with your lit torch in hand.
Mirrored Tribulations
[As said before, this room and the tasks therein are very
symmetrical. In the following sequences, only the northern side
of the room will be detailed. Once you're done, repeat the same
process in the southern side. Note that the North-South order
doesn't count.]
Now that you're back on the Western Ledge by the closed wrought
iron door, go R (N) to return in the room where you found the
torch. Use the toss/pick up method again to bring the lit torch
there through the CS. Once out of the latter, go R (E) to the
other side of the room and light the Unlit Lamp to raise
the nearby platform and close the hole.
Drop the torch, go to the movable Shiva statue and push
it on the Indian dancer tile. This will raise the
platform at the feet of the Shiva statue in the northern part of
the Huge Statues Room. Pick up the torch and bring it back
there, leaving it where it will last land.
Time to deal with those collapsible tiles. To reach them, turn R
(W) after the CS and locate the low block ahead against the
wall. Pull up on it, turn around (E), walk to the edge and do a
simple SJ to land on the edge of the newly raised platform.
Walk to the edge and the R corner, turning slightly R (SEE) to
face the first collapsible tile.
Do a SJ+G to grab the edge, pull up and do a RJ+G to grab the
edge of the second one. Your
next destination being the ledge extending at the feet of the
closest Shiva statue, shimmy L to the corner, pull up and do a
RJ to there with a slight L mid-air curve. Finally, do a L
diagonal SJ to the switch, with a possible L mid-air
curve if the statue is in the way.
Flip the switch down. If you're still doing the northern
sequence (first time) nothing happens. If you're doing the
southern one, though, the wrought iron door in the middle of the
Western Ledge opens. In either case, you need to go back to said
Western Ledge.
Return on the extended ledge with a diagonal SJ (you can't drop
down, grab and shimmy around the corner as the statue will block
you). Turn to face the room (S), walk to the edge and sidestep L
to the corner. Turn 45° L (SE) Hop back and run off the ledge to
safely land on the raised floor by the entrance. Jump your way
from there across the lava pool to the Western Ledge via the
emerged platforms.
The first time around (i.e. after having completed the northern
sequence), pick up the Torch where you left it and proceed to
the southern side (L of the closed door) and the CS there.
Repeat the whole process (obviously reverting directions) until
you're back on the Western Ledge. The only difference being that
you can leave the Torch for good after having lit the Lamp in
the southern room and don't need to bring it back through the
CS.
Leaving the Temple
Crash alert: Don't try to bring the torch from The
Temple of the Shiva to the Lost Valley or you may crash to
desktop.
Since you should have landed right before the newly opened door,
pass through it then crawl through the low CS (the door will
close behind you). Climb up into the higher passage and run
through it until the temple starts quaking. Continue into the
room toward a hole ahead and soon enter the Lost Valley.
==== In this level, you should have found...
Enemies: Blowpipe Natives,
Shiva's
Items of note: 2 Shiva Heads,
Gold Key, 2 Shiva Heads, Silver Key, Right Scimitar, 1st Torch,
Left Scimitar, Secret Key, 2nd Torch
2 Secrets (including 1 Secret
Skull)
Some Traps
== Level 5: Return to the Lost Valley ==
Level by George Maciver
Level objective: Find the truth about the Unspeakable Terror and
behold its ultimate fate
You haven't left the Temple yet, so run ahead and simply fall
through the hole to land in a river below. Let the stream carry
you away and down a cascade to eventually find yourself in a
calm pool of clear water. Surface.
-- A Trip Down Memory Lane --
Objective: Open the access to the Lost Valley
Up by the River
Exit the water by pulling on the ledge to your L (E) and
immediately draw your weapon to take down the hungry
wolf that runs at you from the R
(W - there are more around, as the sinister howls hint).
Nothing of immediate interest around, except for that closed
tall bamboo door - the opening of which being your current
objective - so locate the rocks R of the door (when facing it
i.e. W) against the wall and run to them. They lead up back to
the river you just fell from, or to be accurate its dry banks.
Make your way there by running up the rocks, climbing on when
needed until you reach an opening in the N wall.
Enter the small cave and go R (E) to the edge of the bank,
careful not to fall in the river which would directly lead you
back into the Cascade Pool. You're now on the Western Bank.
Facing the river, go L (NE) to the corner and pick up the
healing herb. Notice the
opening on the Eastern Bank, currently closed by a tall bamboo
door, you'll get there soon.
For now, turn L (N) and walk to the edge. There's an opening to
your L (NW) on the same bank you're on which is your next
destination. Standing in the middle of the edge, turn slightly L
(NNW) to face it, hop back and do a RJ with a hard L mid-air
curve once you've cleared the wall. [Alternatively, you can
jump diagonally into the opening across the river (NE) then turn
around and RJ from there into the opening]
Turn L (W). There's a closed wrought iron door to your R and a
post in front of you topped by a shatterable can. Shoot
it to open the nearby door and pass through it.
Run into the passage and around the corner to reach another part
of the Western Bank. There's another opening immediately to your
L in the W wall, but it's currently blocked by a closed door. As
for the closed tall bamboo door on the Eastern Bank, it's not
about to open yet so ignore it for now. Go R (S) and locate the
high block ahead and to your L. Run to the far L corner of the
ledge you're on and do a SJ on the block. You'll find another
post with a shatterable can in a recess to your L (SE).
Shoot the can to open the nearby wrought iron door.
Return to the previous ledge and go to the edge ahead (N). Turn
slightly L (NNE) toward the opening and do a RJ with a hard L
mid-air once you've cleared the wall to land there. Go L (W)
through the newly opened door and run down the passage to reach
a high-ceilinged cave with a rocky column in the centre.
The Guide Returns!
Run diagonally L (SW) into the cave and stop on the L side of
the pillar. Turn R (N) and look up: there's a jump switch
above which you need to reach now.
Continue clockwise ® around the pillar to pass two corners. Turn
R (E) and go to the highest part of the sloping floor against a
block. Pull up on it, walk diagonally L to the corner and turn R
to face a block extending from the pillar. Do a SJ to it. Turn R
(SW) toward another extending block, sidestep L to the corner
and do another SJ. Finally, turn R (N), jump up and grab the
jump switch to flip it down.
Aaahhh! So your faithful friend didn't abandon you after all. As
you flip the switch, a movie shows you The Guide opening a door
by the river. Said door being the first one you saw, near the
top of the cascade, time to go back there.
Run off the block and return to the Western Bank through the
passage. Once back at the opening, turn R (S) to face the wall,
walk to it stopping one step away, turn slightly L (SSE) and do
a RJ with a hard R mid-air curve once you've cleared the wall OR
turn diagonally R (SE) to face the closed bamboo door and do a
RJ to it. Turn around, walk to the edge, sidestep L to the wall,
turn diagonally L (NW) and do a RJ across the river.
Run through the passage to your R (S) then L (E) at the end to
the edge of the bank. The door The Guide opened is across the
river on your R (SE). Do a diagonal RJ to it and enter the
Southern Tree Room.
To the Valley
Crouch after a few steps to minimize the damage done by the
swarm of carnivorous butterflies
that comes to attack you (there sure are strange species in this
jungle). The room is lined with high wooden catwalks and there's
a huge tree in the centre. The tree itself is of no immediate
interest as you're lacking some stuff needed at its top. This
said, if you go around it and look up at its eastern side (i.e.
facing W), you'll see a hard-to-spot jump switch just
below the branch. That's what you're currently here for.
From the jump switch side of the tree, turn R (N) and run ahead
to the black against the wall topped by a slope (or from the
entrance run diagonally toward the far L corner). Pull up on the
slope then back flip to land on the catwalk behind you. Go L (S)
and turn R (W) once by the tree, at which point Lara will
intently look at the jump switch. Do a RJ to it taking off from
the middle of the edge and flip it down: the door by the Cascade
Pool opens, as does the way to the Lost Valley.
Leave the room and jump in the river to let it carry you down in
the Pool. Once there, pull out of the water from the ledge ahead
(S) and pass the newly opened door. The Lost Valley is close.
-- Collecting Bio-Samples --
Objective: Collect four balls of dino dung.
Interesting Information
Run into the rocky passage then go R (W) at the end. Slide down
the slope then run into the blue lit corridor (S). Draw your
weapon when you're close to the other end as a couple of
wolves will attack from there.
Shoot them down quickly before they can take a bite. Proceed
then through the corridor to eventually enter a small cave.
There are several things of note here: first the
Scroll by the skeletal
remains. Pick it up then examine it in your inventory. It reads:
This place man!
Watch out for the T Rex and his little mates.
Never did figure out the big plants but I think they need
fertilizing before they will flower.
Oh, by the way, there is unlimited ammo lying around The Temple.
You might need it!
Informative read if any! So now you know what you're looking for
and how to use them once you've got them all. You also know Mr.
Rex is around and have learned an interesting bit about some
unlimited ammo lying around somewhere...
Speaking of Mr. Rex's "little mates", looks like one of them
left a souvenir. Notice the small ball on the floor: that's the
1st Dino Dung. Pick it
up. The much bigger steaming heap of dung lying nearby might be
a hint that a much bigger (although not steaming) dino is
lurking around as well. As the tender roar of Mr. Rex seems to
clearly hint. Added to that, you're now attacked by a swarm of
carnivorous butterflies. The
local fauna sure don't like people cleaning their place.
Now that you've got a better idea of what's awaiting you, return
toward the entrance of the cave (N) but don't leave it yet. Run
up the rocks to its L then L (W) along the wall to pick up a
healing herb. Now you can
return to the rocky passage via the blue-lit corridor.
SJ over the slope to the R (E) and run ahead a bit until you're
next to a high block on your R (S). Pull up on it then on the
rock ahead and eventually on a higher one. Pick up a
healing herb on the floor to
your R then proceed past the red-lit rocks to eventually slide
down to the ground. Go R (S). You've reached the Lost Valley!
Impressions Of Déjà-Vu
If you've ever played Lara's first adventure, you should
recognize the place. This is indeed the memorable Lost Valley,
the place where Lara met a T-Rex for the very first time. Fond
memories of scaring stomps and hiding in a recess while shooting
at the beast. And to better refresh your memory, you're now
about to face one of Mr. Rex's little mates, just like the first
time - "little" being here quite relative.
Draw you weapon and run ahead into the Valley. A
venomous raptor is already
there, hungry as usual and very eager to meet you. Shoot it down
taking advantage of the open surroundings and running back/back
flipping to the small cave at the valley entrance when it gets
too close: it won't follow you there most of the time.
Once you've got rid of it, run into the Valley. You're now in
the Broken Bridge Area. Locate the big heap of steaming dung and
pick up the smaller 2nd Dino Dung
nearby then continue forward a bit. Turn L (E) when you see a
small cascade to your L, before the broken bridge. There's a
closed bamboo door but it will remain so for a good while. Spot
the short passage to its R beyond the cascade and run into it to
pick up a healing herb at the
end. Return into the Valley.
Go L (S) to run further into the Valley and stop at the first
palm tree to pick up a healing plant
on the ground. Run a bit further past the tree and turn R (W).
There's an opening in the wall giving onto a rocky passage. Go
climb into it.
A Needful Thing
Run along the passage then L (S) after the sloping floor into a
wider one. Cross it to find yourself by a pool and a series of
blocks extending from the wall and leading way up to the top.
Climb on the first one ahead, then the one on your R (W) and
continue up until you finally pull up in opening to your L (S).
You're now in a long pool room. There's a rocky pillar emerging
from the water at the other end of the pool to your R (W) but to
access its top, you need to use the pillars lining the opposite
wall, which unfortunately happen to be currently on
fire.
First things first, dive. Swim L (E) then L again (N) to locate
a short UW tunnel. Go through it and pull the UW lever at
its end. Return to the pool then exit the water by the ledge you
dived from.
Turn to face the pillars again. The first one is now safe. Do a
RJ to it. As soon as you land, all the other ones extinguish in
turn. Which, of course, won't last.
There are two ways to perform this timed-sequence:
In the first one, the "timed" aspect isn't of the essence,
although the two first jumps must be done quickly so save, just
in case.
Turn R (W) to face the pillars, walk
to the edge, hop back and do a RJ+G over the first one to pull
up on the second one. Immediately do another RJ+G to the fourth
one but don't pull up. The fire will turn on very soon if it
hasn't done so already and you don't have time to do another
jump.
Shimmy R and around the corner then continue to reach the other
corner. Pull up on the latter where the fire can't burn you,
turn R (W) to face the safe and last pillar and do a SJ to it.
OR
Starting from the edge of the first
safe pillar, do a series of SJs from pillar to pillar to
eventually land on the last one. The trick here is to wait until
Lara bends her knees when landing before doing the next SJ.
Turn 135° R (NE). There's a ladder on this side of the
rocky pillar. SJ to the slanted block at its bottom then climb
up until Lara's hands are one tile away from the ceiling. Back
flip and turn around.
The reward for all your hard work is waiting for you near the
far L corner by the skeletal remains of its former owner. So,
without further delay, run there and pick up the
Revolver.
Return into the pool by dropping down from the ladder hole then
jumping into the water. Turn around, swim back to the entrance
of the room and exit the water there. Go to the opening
overlooking the series of blocks then run off to the higher one
on the L. Don't go down yet, there's a secret around.
Walk to the edge of the square block
you're on, standing in the R corner. There's a high CS in the
opposite wall, slightly to your R (NE) and half hidden by
foliage. Turn to face it, hop back and do a RJ+G to its edge.
Slip into it and crawl a bit until you can stand up. Climb onto
the higher floor then run ahead and off to pick up Secret #13:
a Secret Skull. Return to the CS, crawl to the opening,
turn around and drop down from it to land on a block below,
losing a tiny bit of health in the process.
To quickly return to the Valley, turn L (W) and drop down to the
small cave below. Turn around (E), run to dive in the pool and
go L (N) at the end to pull out of the water.
Improving Your Sight
Turn R (E). You're now facing another part of the Valley we'll
call the Temple Area (due to the yet unseen Temple at the other
end). You should already spot a skeleton sitting in an armchair
at the bottom of a tall stone structure extending from the R
wall. This said, don't enter the area yet.
From the cascade, run ahead (E) along the wall a little bit
until you reach a slanted rock slightly rising from the floor.
SJ on it, turn R (S) and pull up on the higher square rock. Turn
45° R (SW) and do a SJ to the partly fenced ledge and go to its
end.
There's a ladder ahead and to your R (NWW) but it's out of reach
from where you stand so ignore it for now and sidestep R to the
corner. Turn 45° L (SW) toward the triangular opening, facing
the top of the triangle, and do a SJ into the opening holding
Action to clear the low ceiling.
[Alternatively and starting from the same spot in the R
corner, turn to face the opening as much as possible (SSW) then
do a SJ+G to grab the edge. Shimmy R until you're below the top
of the triangle and pull up, holding "Duck" as to slip in a CS]
Run into the passage and go R (W) at the wall. Turn L (S) at the
corner and run ahead past the junction: there's something nasty
waiting in ambush beyond the R passage and you need room to deal
with it. Once you've reached the wall, draw your weapon, go R
(W) to the dark area then R (N) again. Shoot the
venomous raptor as soon as Lara
aims at it. Due to the lack of room, it's preferable to use the
revolver. Note though that you have only six bullets (so far)
and will need at least one in order to continue the level, so
make sure not to spend too much ammo or you'll have to do a
looong detour to fetch ammo. Four bullets are enough to take the
pest down.
Once you're done, and assuming you're still in the dark area,
turn L (W) and run ahead then L (S) before the skeletal remains
to flip down the switch there, opening a door located in
the Broken Bridge Area, just before the bridge. Return to the
entrance and run off into the pool below. Exit the water and run
ahead (N) to the broken bridge.
Turn L (W) as soon as you've passed it: the newly opened door is
there. Run through it into another rocky passage. Follow it to
the end to find yourself standing in a high opening overlooking
the Valley.
Once at the edge, turn R (S) and walk to the wall, stopping two
steps away from it. There's a pillar extending from the corner
of the Valley walls to your L. Turn slightly to face it (SSE),
hop back and do a straight RJ+G to pull up on the pillar:

A crack runs through the wall on your L so turn R (W),
drop down, grab the edge and shimmy L until you reach the
ladder you spotted before. Climb and pull up at the top on
the triangular flat part of the pillar top.
Turn around then slightly R (SEE) to face the top of the
cascade, standing in the middle of the edge, and do a SJ to it
with a R mid-air curve without holding Action. Go R (W)
into the short passage then continue in the shallow water until
you reach a dry passage. Keep running past a closed wrought iron
door to your R. The Laser-Sight
is waiting for you just after the corner.
Pick it up, continue ahead then R (N) at the corner to
eventually reach a high opening overlooking the Temple Area. A
fly-by shows you a post topped by a shatterable can in
the distance so you should know what to do now. Combine the
revolver and the laser-sight in your inventory and use it to
shoot the faraway can.
The nearby door opens so run to it and through the doorway into
a small room where you'll find a lever in an alcove
opposite the entrance. Push it to open the tall bamboo door
located at the end of the River near the start of the level.
Return to the opening whence you shot the can and drop down from
it to the partially fenced ledge below. Turn around and run off
the ledge to slide down to ground level. Time to explore the
Temple Area.
More Dung and Magical Ammo
Run ahead then R (E) to pass between the stone structure and the
L wall. You'll soon see the ruins of a temple as well as the
3rd Dino Dung lying on the
ground by its bigger version. Pick it up and immediately crouch
as some more carnivorous butterflies
come to bite you. When they're gone (maybe you're not that
tasty, after all), go to the passage L of the temple between the
latter and the wall and pick up the
healing herb there. One more dung to go.
Turn around and run diagonally L toward the sitting skeleton by
the stone structure. Stop before the structure and turn L toward
the S wall to locate a pillar ahead.

Go to it and pull up. Turn L (E) and SJ+G to the higher pillar.
Pull up, turn 45° L (NE) and SJ to the next pillar. Walk ahead
to the far R corner, turn slightly L (NEE) to face the ledge
extending from the wall and do a SJ+G to pull up on it.
The Temple roof to your L (NE) is now accessible. Turn to face
it, do a RJ to it then go to the other end where you'll find
some revolver ammo lying there
by a skeleton. Note that those are the unlimited ammo
mentioned in the scroll. They will reappear on the roof provided
you run out of ammo (meaning you'll have to get back there to
fetch them).
Now that you're well-equipped, go R (S) to return to the side of
the roof where you landed, walk to the edge and look down. The
red-lit cave you can see down there is your next destination.
Sidestep L as far as you can then turn slightly L to aim at the
highest part of the greenish floor, L of the cave mouth. Do a
RJ, holding Action to avoid hitting the wall and immediately
draw your weapon upon landing: the place is currently occupied
by a venomous raptor. Shoot it
down quickly before it poisons you then go pick up the
4th and last Dino Dung. You
now have all the fertilizer you need. Let's use it.
-- Horticulture 101 --
Objective: Pick up two Jungle Skulls from two giant flowers.
Turn around (N) and run to the mouth of the cave to slide down
from it to the ground. Once there, make you way back to the very
entrance of the Valley by first going L (W) through the Temple
Area then R (N) across the Broken Bridge Area.
To get back to the Cascade Pool from the Valley entrance, first
go L (W) to the junction of two slopes against the wall, turn R
(N) and SJ over the slope then pull up on the high rocks ahead.
Now simply run off the series of rocks until you're back to
ground level then go straight ahead (N) to pass the open bamboo
door and be back to the Cascade Pool. From there, go L (W) and
make your way up the rocks to the river banks like you did at
the beginning of the level.
Skulls in Flowers
At the bank, go to the edge then L (NE) to the very corner and
SJ over the water to the doorway of the Southern Tree Room.
Enter the room and get to the catwalk like you did when reaching
for the jump switch by back flipping from the slope near the far
L corner (NE).
Run along the catwalk around the room until you're on its
highest part above the entrance and below the western tree
branch. Jump up, grab the edge of the branch, pull up and
immediately crouch to avoid being bitten too much by the swarm
of carnivorous butterflies that
attack you there.
Once they have flown away, turn R (E) to face the centre of the
tree. There's a huge flower bud in front of you, and two finely
worked baskets at the end of each branch on your L and R. What
you need to do now is make the flower bloom and open.
First go to the L (N) basket (the order doesn't count,
though) by going toward the flower and doing a diagonal SJ over
the corner to the lateral branch. Put a ball of Dino Dung in it
then go to the other basket via the branches SJing
diagonally over the corners, repeat the process, turn around and
behold! The flower opens.
Go to it and hit Action to pick up the
1st Jungle Skull that was
hidden in the flower bud. To quickly and safely go back down to
ground level, go to the end of the branch by the basket, drop
down from it on the catwalk below and from there to the ground.
Leave the room and stop at the edge of the bank.
Do a diagonal R (NW) RJ over the river to the ledge with the
burning post then run down the passage to reach the northern
part of the river. Go to the far left corner of the edge and do
a diagonal L (NE) RJ to the second bamboo door - which is now
open - and enter the Northern Tree Room.
No high catwalks here to reach the top of the tree so you'll
have to find another way. Locate the blocks against the L (N)
wall and go pull up on the middle one. Turn to the tree (S).
There's a ladder in front of you on the trunk, which
happens to go around it on three sides. Do a RJ+G to it then
shimmy L around the trunk to reach the opposite side.
Climb to the top but don't pull up: the flower is too big and
you won't have enough room to stand and would fall back.
Instead, back flip to the stony ledge behind you and immediately
crouch as another pesky swarm of
carnivorous butterflies attack. When they're gone, do a
diagonal SJ to either lateral branch and go put a ball of Dino
Dung in the basket at the end. Reach the other basket,
SJing diagonally from branch to branch and repeat.
This flower blooms in turn and opens. Since you need to be
against the core and facing it to pick up the
2nd Jungle Skull, go to the
third branch (N) and walk between two petals before hitting
Action.
Going back down will be a bit more complicated than expected
because you can't reach the ladder directly from the stony ledge
(the flower now open is even bulkier than before). From the N
branch, do a R (SW) diagonal SJ to the W branch, turn around and
drop down from it, grabbing the edge. Shimmy R to the top of the
ladder below the flower. The flower being in the way, you will
be "stuck" there. Simply release Action then hit it again to
grab a lower part of the ladder and repeat until you reach the
ground.
Leave the room, stop at the edge of the bank and look down in
the water. You can see a healing plant
in there ahead and to your L. To avoid being carried away by the
stream and pick it up you need to land exactly over it, so turn
diagonally L (SW) and do a SJ. Pick up the plant then swim into
the stream to eventually land back into the Cascade Pool.
Once there, make your way back to the Valley like you did the
first time. Time to meet the local sovereign (again).
-- The Unspeakable Terror --
Objectives: Find the third Jungle Skull and complete the
ritual to neutralize the T-Rex
The Terror Formerly Known As...
Your next destination is the Temple at the other end of the
Valley so start running ahead (S). As soon as you pass under the
broken bridge, a dramatic music resounds. Heed this warning and
start sprinting/jumping to go faster, careful though not to bump
into what has finally decided to pay you a not-so-friendly
visit. Hint: he's big, has long sharp fangs, is mightily hungry
and runs very fast. And he doesn't seem to like you.
Rush for the Temple at the end of the Temple Area (E) and SJ
once there on the steps to enter. The
T-Rex can't follow you
there, so you can take a deep breath and pull yourself together.
Run through the opening in the middle of the wall beyond the
pillars then dive into the small pool at the bottom of a
cascade. Swim L (N) first to pick up a
shotgun hidden in a plant at the bottom of the pool then
turn around, swim to the wall then L (E) into the UW tunnel.
Swim up at the end, surface and pull out of the water.
You're now in a small chamber hidden in the heart of the Temple.
There are three things of note here: two headless skeletal
torsos (one ahead and one behind) and a closed tall bamboo
door blocking the access to a third torso. Start by fixing the
ones that are reachable by going to them and putting a Jungle
Skull on each. When you put on the second one, a wrought iron
door opens in the northern wall of the Temple Area.
Return to the Temple entrance via the UW tunnel and the pool
then run diagonally R (NW), rushing again since Mr. Rex is still
around (and still hungry). The newly opened door is on the N
wall above a block, close to the Temple. Pull up on the block
then through the doorway and enter the passage beyond.
The Third Skull
Run through the passage to eventually find yourself on the first
part of the broken bridge. Do a RJ+G to pull up on the other
one, run ahead then diagonally L (SW) to find an opening and a
hole. Run off into the hole to land in a short passage giving
onto a small room. Cross the latter to enter a long corridor
ended by another hole. Drop down.
You've landed in a cave lined with ledges supporting tribal
statues. There's also a passage ahead (S) and a wide opening to
your L (E). For now, stay on the ledge you're on: we're now
going for the last secret of the adventure.
Turn 45° R (SW) to face the part of
the ledge that's beyond the statue and do a SJ to it with a R
mid-air curve. There's a low CS there on the R wall (W). Crawl
through it then run into the R (N) red-lit opening. Turn 45° L
(NW), do a SJ over the pool to the dry ledge. Secret# 14,
a Secret Skull, is there to your R on a pedestal against
the N wall. Pick it up then make your way back to the Tribal
Statues Cave via the CS.
Run off to the ground and draw your weapon of choice to properly
welcome the pterosaur that's now
after you, coming from the passage to your R (S). When it's sent
into oblivion, run into the passage whence it came and enter the
cave beyond.
There's a switch ahead on a ledge with a tribal statue,
next to a closed wrought iron door. Run to it and flip it down.
The Guide returns to light the top of the nearby statue and open
the door.
Run through said door then L (E) into the passage. There's
another closed wrought iron door at the end on the L. Draw your
weapon as you approach it and wait for The Guide to light a
nearby torch to open it. Once the movie's over, back flip once
or twice then shoot down the wolf
that runs at you from the newly opened door.
Pass the door, run along the passage beyond then turn L (W) upon
entering the next cave. Pull up on the ledge and pick up the
3rd Jungle Skull there on a
pedestal. As you do so, The Guide comes again and lights the top
of the nearby statue, opening the bamboo door in the Temple
Hidden Chamber.
Sleeping Beauty
To get back there, first turn R (N) and run ahead into the
passage. Run through it to eventually slide down a slope and
find yourself back in the cave where you found the scroll and
the 1st Dino Dung. From there, make your way back to the Valley
then the Temple Area and the Temple itself. Interestingly
enough, Mr. Rex has disappeared again, proving that he might be
Unspeakable and Terrorizing he's nonetheless quite elusive as
well... or maybe something happened to him...?
Whatever the case may be, you'll worry about it later. Enter the
Temple and return to the Hidden Chamber via the pool and the UW
tunnel then pass the newly opened door in the Chamber itself to
fix the last headless torso. You'll then see The Guide
running from the bamboo door at the end of the Broken Bridge
Area and stop by the sitting skeleton, obviously waiting for you
there (note that the door in question is for The Guide only and
will be closed again, not to be reopened).
Return to the Temple entrance then run diagonally L (SW) across
the Temple Area to join The Guide near the sitting skeleton.
When you're there, The Guide lights a fire at the feet of the
skeleton, causing said skeleton to suddenly cast blue electrical
arcs (mind the fire, it can
burn you). Apparently the three Jungle Skulls and the lighting
of the fire are parts of a ritual you and The Guide are about to
complete.
Follow your friend on the upward ramp that runs against the L
(S) wall then through the open door and the rocky passage
beyond. Wait for him to open another door and eventually enter a
new area.
Uh-oh... Mr. Rex is there too, fortunately very much asleep (not
dead, mind you). As you enter the area, The Guide starts
a short incantation which sends blue electrical arcs to the
Unspeakable Terror... is he still asleep or is he now dead? That
will remain a mystery. One thing's certain: the ritual is
completed and the Beast is now harmless. It's time to leave.
Let's just take a little souvenir first.
Go L (N), climb on the ledge then pick up the
Rex Tooth of Power on the
pedestal. This is The Guide's cue to lead you to the tall bamboo
door at the start of the Broken Bridge Area, and the exit.
Leaving the Jungle
Go R to the wide opening and slide down into the cave below
which turns out to be the one where you fought a raptor and
collected the 4th Dino Dung. Slide down into the Temple Area
then run L (W) to the Broken Bridge Area, The Guide following
you.
Once there, go R (N) toward the entrance of the Valley, running
along the R wall to eventually find the newly opened door and
pass through it. Run straight ahead until you reach a wall then
go L (N). You'll soon hear the sweet noise of the chopper
rotors. Go R (E) then L (N) through the opening.
Kiss The Guide on the cheek to thank him for all his hard and
helpful work then run toward the chopper and... roll
credits!
One question remains... is the Unspeakable Terror really dead?
Maybe the answer will be given in more Jungle Ruins
adventures...
==== In this level, you should have found...
Enemies: Wolves, Carnivorous
Butterflies, Venomous Raptors, T-Rex, Pterosaur
Items of note: Hey Raiders!
Scroll, 1st and 2nd Dino Dung, Revolver, Laser-Sight, 3rd and
4th Dino Dung, 1st, 2nd and 3rd Jungle Skull, Rex Tooth of Power
2 Secrets (including 2 Secret
Skulls)
A few Traps - 1
Timed-Sequence
== JUNGLE WHAT'S WHAT (Combat Strategies) ==
- Anacondas: When you meet them in the water, there's not
much you can do except dodging. Your only chance is to find a
dry spot from where you can safely shoot them. Pistols will do.
On dry land, they're much more vulnerable. Just keep moving and
shoot.
- Swarms of Bats, Carnivorous Butterflies: Come in swarm,
doing a bit of damage then flying away. Crouch to lower the
damage done and wait for them to go.
- Bugs: Jungle counterpart of the (oh so) familiar
beetles. They'll chase you wherever you go and bite you to death
if you let them do. Run and be fast.
- Compies: Cute, aren't they? But poisonous as well so
shoot them down quickly before they get a chance to bite. A few
bullets are enough but they're small and often come in group so
beware of nasty surprises.
- Natives: Quick, aggressive and harmful. They do have a
tough skin and their only weak point is their chest, so you need
to face them while shooting. Keep running back and forth,
possibly in a straight line, rolling and jumping over them when
needed.
- Blowpipe Natives: Those elite warriors are deadly and
expert snipers, blowing darts at you from strategic locations.
The darts aren't poisoned but yet very harmful so don't hesitate
to use the shotgun against them.
- Pterosaurs: The first birds to ever roam the skies,
they had plenty of time to tweak their attack technique. They
dive from above and come close to slash you with their sharp
claws. Keep moving at all costs and shoot!
- Raptors, Wolves: Very quick and tend to stick to you.
Try killing them while hopping back when possible. Against the
wolves, the revolver is the perfect weapon: one single bullet is
enough.
- Venomous Raptors: A variation to the raptor species,
they're quick, harmful, tough, vicious and above all poisonous.
Keep moving, don't let them get close and shoot them as quickly
as you can. If you can't find a safe spot, don't hesitate to use
the shotgun or even the revolver against them. With the latter,
you need exactly four bullets to take them down.
- Shiva's: There are 2 kinds of Shiva's, and the tough
ones strike hard so don't let them get close enough to hit you.
Keep moving at all costs. The easier ones sometimes take a
defensive stance, "closing" their scimitars on their chest like
a shield and you won't be able to harm them. In this case, fool
them into attacking you by sheathing your weapon then draw and
shoot, or roll or run past them so you don't aim at them
anymore.
- T-Rex: Well, what
can you expect from something named "Tyrant Lizard King"? He's
fast and scary, deals a good amount of damage when he hits you
and will sometimes simply munch you to death. Plus he's
bullet-proof. So run for your life, that's your only chance!
[Actually, he can be killed using the shotgun and aiming at the
belly, but it will cost you more than twenty cartridges and will
put your life at stake while you're trying to take him down. So
running away still seems the best policy.]
- Triceratops: You can't kill this one, so don't try to -
especially since you do need it. The trick here is to run to
avoid being hit while luring it to hit the spot you want it to.
== SPOILERS SECTION ==
-- Caves of Water --
Solution to the Spiked Room
Puzzle
Quick Solution:
Your goal is to step on the raised "stone head" tile - currently
on fire - in order to open the trapdoor. Use the movable bamboo
cage.
Detailed Solution:

Moving the cage on the brown tiles one at a time will turn the
spikes traps off section by section. Proceed until the stone
head tile is disarmed in turn then go step on it to open the
trapdoor.
Even more detailed solution:

-- Temple of the Shiva --
Solution to the Movable Blocks
and Torch Puzzle
Quick solution:
You're goal here is to find the Left Scimitar then the way out.
You'll have to move blocks on the Indian Dancer tiles, as well
as find a torch, light it and use it to light three lamps.
Detailed solution:

"Take my Hand" solution:

- Go to movable block A and push/pull it on dancer
tile a to raise platform 1

- Go to movable block B and push/pull it on dancer
tile b to raise platform 2
- Go to the hole which is topped by platform 3 and pick up
some flares and
shotgun normal ammo.

- Go to movable block C and push it on dancer tile c1
to raise platform 3
- Return to the latter and pull block D once

Now before doing anything else, you need to do a short detour in
order to get the first secret of the level.
Turn around then go L (E) to return
to the nearby, shallow pool room. Once there, turn L (N) and run
off the ledge to reach the lower rooms. Go R to the wall then R
(S) to enter a passage with a low block (L/N) and a closed door
(R/S) in the middle. Run past them toward the end of the passage
then turn around (W). There's a jump switch
on the extending wall to your R. Flip
it down to collect Secret #11. You'll hear door 4 open
nearby, at the top of the low block. Don't pass through it yet.
You're done with secret business for now. Instead, return to the
shallow pool room and make your way up to platform 2.
- Once you're on platform 2, turn diagonally to face the ledge
to your R (NW) in the other side of the room and do a RJ to it.
- Push block E once, revealing a switch on the
wall to your R. Flip it down to lower platform 5 and give
you access to the upper room.

** The Torch
Go under the now lowered platform 5 and turn L (S) once there.
Pull up into the upper room, turn R (W) and run toward the other
side, then in the recess to your L (S). Pick up the
Torch there on the
pedestal. Return to the Shallow Pool room and from there to the
passage below. SJ on the block to your L (N) and pass through
the open door.
[Note: At this point, it is possible that the door beyond the
block is closed again, although you opened it with the secret
jump switch. This happens sometimes when you flip down the
switch to open the trapdoor leading to the upper room. In this
case, drop the torch on the block, make your way back to the
switch and flip it up to reopen the door.]
Lighting It
Drop the torch upon entering the room and draw your weapon. Run
a bit further into the room: the first
Shiva on your L will awaken. Shoot him down, taking
advantage of the nearby blocks to do so from a high safe point.
When he has fallen, go pick up the
Secret Key he's dropped as well as a
healing herb in the centre of
the room then go get your torch back.
Go toward the entrance then turn around (N) so it's behind you.
SJ on the lowest block to your R (NE) then the highest one to
eventually access the ledge. Run to the other end (N) then
around the corner and light the torch on the Lit Lamp
against the N wall.
Resume running along the ledge (W) and around the corner (S -
notice the closed door on your way). As you approach the S wall,
the entrance door will close and a second
Shiva will animate in turn. Drop
the torch and shoot him from your safe high location.
The door near the ledge will open as he falls. Run to it and
into the alcove beyond and flip down the switch there to
reopen the entrance door. Go get your torch back again and run
off the ledge into the room below. Drop the torch to pick up the
Left Scimitar Mr. Shiva
has left behind. Pick up the Torch and return to the Shallow
Pool Room.
Using It
There are 3 Lamps to light. First SJ on the low block then on
the central ledge in the Middle Level. Go to platform 2 and RJ
from there to the NW ledge. Light the Lamp there to your
L (S).
Return to the Shallow Pool Room then on the central ledge. Walk
to the edge, standing one step away from the opening to your R,
turn slightly R (SSW), hop back and do a RJ to the SW ledge,
doing a hard R mid-air curve once you've cleared the wall. Light
the Lamp there.
Return to the central ledge again via the Shallow Pool and the
nearby low block. Pass the opening leading to the first room and
position Lara under the open trapdoor, in the far R corner of
the tile, standing on the highest part of the floor. Turn R (N)
and SJ into the Upper Room. Go L (W) to the other side and light
the third and last Lamp there, opening door 6. You can now drop
the torch, you won't need it anymore.
** The Way Out
- Before going to door 6, stay in the Middle Level and
pull/push bloc C on platform 2

- Now go to door 6 in the southern part of the shallow pool and
flip down the switch beyond to lower platform 2.
Block C falls in the shallow pool below.
- Go to the northern part of the pool then push/pull block C
on dancer tile c2 to open door 7. You can now leave the area
through door 7. The puzzle is solved.

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