MYSTERY
OF THE MOON TEMPLE
Levels by
Kurtis14
Walkthrough by
José
LEVEL 1: THE
HIDDEN CAVE
Slide down the ramps
and prepare your fingers to press the sprint key when necessary to escape from
the spiked balls behind you. In the final ramp you'll have to time a final jump
(with grab) to surpass the pit where the balls will drop and not collide with
the wall-ceiling above the pit. Once you're safe in the room with the octagonal
door (exit), pull two levers in E side of the room to open a door in NW corner
and another door at the bottom of the water hole. Go NW and slide down the
ramp. In the next room shoot the enemy
and pick up the Hand of the Gods from
the central pedestal, jumping back quickly to avoid the falling spiked balls
(in a NW-NE-SE-SW direction). Place the star in its receptacle in N wall to
open the door and in the next room jump right to pick up the shotgun shells, climb the N platform and walk to
the SW corner to do a standing jump to the next ledge (timing the fire below).
Climb the ladder and jump back to the ledge behind; jump to the monkeyswing and advance to the next ledge; do a running
jump E to reach the next ledge and climb the ladder from its right side; once up,
slide and pick up the uzis
from the flat ledge. Continue sliding down the next ramp (no jump at the end)
and in the next room watch the flyby.
Climb the ladder,
slide, jump and grab an invisible ledge in front of
you. Use the binoculars or flares to see the next invisible ledges in front of
you: one at your left and another at your right. Jump on those ledges to
finally grab the monkeyswing and reach the far NW
ledge, timing the fire on your way. Pick up the small
medipack in
this ledge. Run off the N side of this ledge to land at the bottom of the
stairs below losing a lot of health and shoot two more enemies. Go up the stairs and left (W) to pick up The Hand of the Gods and the revolver. Quickly run back to the stairs and
through the other corridor (E), this time to a room with a pool where you'll
get rid of the wraiths and pick up some flares. Use the Hand to open the door and take a
running jump to the stairs in front of you. Look to the ceiling to know the
safe way through these dangerous waters and advance to the end of the room. Go
up the next stairs to the top, picking up the small
medipack on your way.
In the next room run
and jump left or right to avoid all the spiked balls appearing ahead and at
your back. Return to the entrance of this room to pick up The Hand of the Gods and trespass the grey
texture wall with the face to discover SECRET #1:
grenade ammo and the grenade gun itself. Return to the room and before
you advance to the central pedestal, turn around and explore the openings above
the entrance where the spiked balls surged to find another The Hand of the Gods. Now go to the pedestal in
the center of the room and situate Lara facing it diagonally (SW, SE, NW or
NE); pick up the Charger (Eye Piece) and
immediately do a single jump back to avoid more spiked balls. Run down the S
ramp with another spiked ball stepping on your heels and climb the ladder. In
this room there are four hostile winged women (knights)
so use your preferred technique to dispose of them. Use the Hands to open the door
and in the next corridor return to the junction to avoid another spiked ball.
Continue up and when you see the next spiked ball sprint to a niche in the
right side (if you return to the entrance of this corridor, the ball will be
stuck in a corner and you'll have to reload).
Put an eye on the
health bar and drop through the hole to land in the water hole in the beginning
room. Dive and at the bottom a door closes behind you. You are now in an
underwater maze. Swim left (S) and always to your left to find
an air hole in the ceiling where you can take a breath. Explore the maze
to find some flares near the N wall.
Return to the air hole and go the first to the left (N) to the end and turn
left (W) to the end too to find another The Hand of
the Gods. From here swim always to your right to
find an open door which closes behind you. You're now in a big room
where you'll have to raise the level of the waters to the very top where the
trapdoors of the flyby are. Let's go.
Climb the high E
pillar helping you with the slope behind and jump to grab the edge of the next
pillar with the fire; shimmy to the other side and hoist up in one of the
corners, turn around and jump to the next ledge. Jump to the ledge with the
ladder and climb almost to the top; jump back with twist to grab the edge of
the ledge behind. Hoist up and go to the next ledge to place the Hand in its
receptacle in S wall. The water raises below you; jump
into the water and pull the underwater switch near the SE corner to deactivate
the spikes in the stairs up. Also a door is open in S wall so swim there to get
the next The Hand of the Gods. Go out of
the water using the E ledge and in the next room pick
up another The Hand of the Gods. Go back
out of this room, up the E stairs and jump to the N ledge. Use a Hand to raise
again the level of the waters; there is an open door in W wall too; go there to
pick up another The Hand of the Gods, go
out and swim to the SW corner. Use the ledges around the room in an
anticlockwise direction (pick up the shotgun shells)
to finally place another Hand high up in the NW corner; this opens another door
in W wall. Go there to get a last The Hand of the
Gods and dive to the bottom of the main room where a new door is
open in NW corner. Place the Hands to open the next underwater door and you are
now in a room with many underwater switches and some grated doors. Return to
the previous room with air when needed.
I don't know very
well how the switches work in this room, so I'm going to explain how I did the
best I can. The high switch in W wall between the columns is to open the exit
door in the main water room you came from so you can pull it now if you want
and pick up the nearby flares. In the
center of the room there are seven underwater switches: four in the higher
level, two in the middle level and one in the lower level. The S switch in the
middle level can't be pulled first so I pulled the other switches first and
left this one for the last. Once all seven switches are pulled (even before) a
door is open in SW corner. Dive there and pull another switch to open a door in
W wall. Inside there are two new switches; opening two next doors in W wall;
the right door is a trap so don't go there but to the left door. Pick up a large medipack and pull
another switch there to open the door in N wall. Pull another switch to open
the last door in E wall but don't go there yet; first return to the room with
air to take a long breath. Go through the last door to pull a last switch and
return to the room with "air". Well... there was air before but now
it's full of water so return to the main room and swim to the top where the
trapdoors are opened now and in this new room you can pick up the second Charger (Eye piece) and a large medipack.
Now you have to
return to the room with the octagonal door, but there is a problem: the second
exit door (next to the beginning room) is closed. Dive all the way back to the
room with many switches and pull the switch in the SW corner of the middle
level to open that second exit door (perhaps you can open it with another of
the switches too). Return to the main room for air and from here to the
underwater maze (there's an underwater door there I couldn't open). Note from Moderator: See Harry's tip in
the next paragraph.
José mentioned a closed
gate in the water maze that Lara could not open. In the ceiling in front of the
gate is a fancy tile. Swim through the fancy tile and follow an underwater
tunnel into the room. Pick up a crossbow
for SECRET #2. There is much crossbow ammo and a laser
sight in the corner. Swim to the gate and it opens so you can swim
back for air. It may take two trips to get everything.
Now look for the way to return to
the initial room. Combine the pieces to open the octagonal door and enter to
jump to the next level.
LEVEL TWO: THE
CHAMBER OF THE SECRETS
Advance until you find a pedestal
with a blue object to get rid of the wraiths.
Retrace your steps a bit and look for the jumpswitch near the corner to open
the trapdoor. Go inside the crawlspace there using the ladders to pick up the crowbar. Return up and open the white crowbar
door N. Jump to the ledge to your left below, pull the jumpswitch and quickly
jump to the rope and swing to the N opening. The door opens for you; advance
and observe the flyby. Once the camera is restored, sprint to the end and roll
there, jump back over the slope and jump again to the next corridor, jump over
the blade and at the end do the same manoeuvre, roll, jump and jump to the next
corridor. Run and, if you're lucky, you'll not wait too much for the fire (you
can also save in front of it and reload) and run to the door before the spiked
ball smashes you.
Open the next crowbar door and in
the new room shoot the vases to get shotgun
shells and the shotgun itself. Press Ctrl to open the W golden
doors and go up to the second floor. Move the column to the dark tile in E wall
(really it's a trapdoor) and open the nearby door. Up to the third floor and
move another four columns over another four dark trapdoors. Climb the rope in S
wall to the fourth floor, notice where the pedestal is to kill the wraiths and pull the jumpswitch to open the
trapdoors but also release a Hammer God
in the floor below. Go there and to the doors from where he appeared. Enter and
time the spikes and the blades to jump to the NE corner where the jumpswitch is
(there is a safe white tile without spikes to help). Be sure that the Hammer
God is inside this room before you pull the jumpswitch so he stays locked here.
Pulling the jumpswitch also opens a door behind you; go there and pick up the Bronze Orb.
Return to the jumpswitch and time
the spikes and the blades again to cross to the other side where the beast is. Go through the opening in right side
near the doors and drop into the hole; light a flare to get oriented and
continue to the ramp behind the beast. Now you must go all the way back up to
the fourth floor where the pedestal is to get rid of the wraith. Now return to
the 2nd floor and move the columns over the grey tiles: the one next to the W
door to the S tile, the one in the NW corner on the W tile, the one next to the
E door on the N tile and the last one on the remaining tile E. Now go to the
first floor and move the column over the marked tile in fromt of the closed
door in W wall to open it. Continue pushing the column to the end to hear a
door opening. That door is in the W wall in 3rd floor so go there to a room
with two giant gladiators.
You can shoot and kill the
gladiators with a single shot of your shotgun when they're going to attack with
his swords, but it's not so easy sometimes. It's difficult but possible to
steal the Silver Orb from the pedestal
and escape using the rope in the other side. Look to the mirror to see where
the spiked tiles are too. Anyway, take the Orb and use the rope to get out of
this room. In the next dark room jump to grab the rope and swing to the ladder
(before, you can swing to the high W ledge to pick up uzi clips and return, the spike ball stays
quiet); climb and in the next room with a spiked corridor you need to jump over
the brown sloped tiles to open the next door. First jump over the two tiles in
the first section with curves left or right in midair and in the 2nd and 3rd
tiles the spikes retract forever, giving you some breath in this tricky task.
Jump over the 3rd tile in the next section to open the door.
In this room pick up the Golden Orb, shotgun
shells and a large medipack (in
time!) and a door opens in S wall. Climb the ledges and slide down the ramp to
the dark room with the rope (flares are useless here). Move on blindly and when
you are on a ledge with spikes retracted overlooking the dark room turn around
and hurt your eyes trying to discover an impossible-to-see dark jumpswitch in
the darkness behind you just above the entrance (many thanks, Vimmers!!!). Pull
it to open a trapdoor in the room where the golden orb was; take a running jump
to grab the rope again and return there via the ladder and the corridor with
spikes. In front of you is the open trapdoor, drop and slide down the ramp to
return to the 1st floor. Place the orbs in the hands to open a trapdoor in the
center of the pool.
Jump there and pull the underwater
switch to see a screenshot of an alcove somewhere. This alcove is just where
you picked up the first orb a long time ago so go back to the 3rd floor (there
are spiked bags in the entrances now), the green doors are opened again and the
Hammer God is released. Time the spikes and the blades again and jump to the
opening in NE corner like you did before, to the alcove and pull the jumpswitch
there. Return all the way back to the 1st floor, timing the spikes and the
blades again and avoiding the annoying god; jump into the pool and dive to
leave this dangerous place.
LEVEL THREE:
TEMPLE OF THE GODS
Continue diving and at the end pull
the underwater switch to open the trapdoor above. Try to avoid the blade going
up at the very SW corner and pick up a small
medipack and shotgun
shells in the pool. Pull the switches in the next corridor to open
the door and in the next room approach the E ledge to watch the flyby. This
task seems difficult but it's not too hard. You have to be fast, because the
exit door in the N side of the room is timed and it will close in few seconds.
Jump onto the first trapdoor when it begins to raise and quickly to the second;
from here you can jump to the centre of the central stone tile with the blades
and you are safe here (only the small blades can hurt you). Forget the large
medipack, the door closes quickly. Don't use the trapdoors to your left; a
single jump to the first one to your right, another single jump to the next and
without stopping a running jump to the door. Slide down a ramp and fall through
another trapdoor into a room with spiked walls.
Press the button to the right of the
closed door and quickly return to the central trapdoor; drop, roll and run to
the opening before you're impaled by more spikes. Press another button and
quickly return to the SW corner of the raising platform; once up, go to the
open door. Go up the ramp avoiding three spike balls and pull the switch at the
top to open the door. In front of you there is a red opening, go there to pick
up a large medipack and jump into the
water to pick up a shotgun at the
bottom. Follow the path to the N and shoot a dino
(at last I can give an use to the grenade gun!). When the flyby stops, prepare
the revolver or the shotgun to shoot the chests of the T-Rexs. When you go to the place where they came
from, a trapdoor opens behind you, under the N cascade (under the W cascade
there are shotgun shells).
Go there and to the end of the
underwater tunnel to pull an underwater switch (pull it two times or the
trapdoor will close when you approach to the still closed big double doors and
you'll get stuck). (Many thanks, Scottie!). Return outside and enter into the
temple. Open the E doors pressing Ctrl and continue to a room with a
wheel-switch. Pull it several times to open the door behind you; enter and pull
the wall switch in the corridor. It's timed, so hurry up the rusty stairs to
that timed door. Kill the dino and in
this room with the grated floor climb the E ladder; enter the E room jumping
the blade and avoiding a lot of blade traps in many floor tiles of this room,
the hanging blade balls and the grey tiles with fire traps, too. Advance
carefully only over the sandy tiles to the other side of the room and finally
get the Metal Goddess. Return to the
room with the grated floor.
This time jump to the N ledge; in
this room you'll have to enter sprinting and continue sprinting almost to the
end where you'll have to release the sprint key and jump before you collide
with the ledge. Pick up the Metal Disk
and revolver ammo from the SE corner.
Return between the spikes to the previous room (if you think the way between
the spikes is too narrow, you can save and reload a savegame after you pick up
the disk and the spiked walls will be more separate). Now return to the ladder
and climb to the top. Jump to the central floating ledge, combine the disk with
the goddess to get the Metallic Statue
and place it to open a doors somewhere under the grated floor. Return to the E
ledge and climb the E ladder to get flares
on the ledge above.
Now return all the way back to the
bottom of this room using the ladders, but beware 'cause the grated floor is
now electrified so you must land on the wooden ledge to your right. From here a
running jump with a left curve to the next W wooden ledge and climb down a new
ladder to the very bottom where the artifact is. The grey tiles in this room
are electrified too, so take care and go through the W open doors. Return to
the entrance of the temple; there's a new open door to your left (S) behind the
pillar. Pull the switch there and return to the room with the artifact; pick it
up now (it's called "Charger")
and the doors in E wall open. Go there to finish this level.
LEVEL 4: THE
LABYRINTH OF THE LOST ISLAND
After the flyby advance and go
always to the left and directly W until you find a kind of bridge made with
breakable tiles. Follow the bridge to the very end to find SECRET #3: a large
medipack. Approach the edge, turn SE and look down to spot a water
hole between the spikes. Jump there and follow the underwater tunnel, opening
two doors on your way, to finally emerge in a small cave with plants. There's
an opening in N wall; slide down the ramp and watch the flyby. Now you must run
over the breakable tiles, avoiding the swinging blades on your way, and jump at
the very end border of this bridge to grab the opening ahead. If you can't get
it, I think you must reload and try again. There's an alternative way to do
this task: drop and grab the edge of the ledge and shimmy all the way N to the
beginning of the last breakable tile; hoist up and run with a left or right
curve to do the jump.
When you're going to pick up the
item from the pedestal face S first 'cause there's a ramp with a boulder at its
top prepared to smash you. So, pick up the Blue
Crystal, drop, run S and slide jumping at the end with a left or
right curve to avoid the rolling boulder. Shoot the crocodiles
and go the far SW corner; press the button in the alcove to open the door and
time the moving walls; at the end take care of the blades and jump quickly into
the S opening. In this small corridor duck facing N and advance backwards; when
the blades have passed, stand up and run N to the entrance and left or right to
avoid another boulder. Return to the corridor and in the first junction beware
of more blades. Continue through the greenish passage and avoid more blades. Climb
the E passage and... (you can suppose it) more blades! This time they are
circular blade traps; pass the traps, climb the ladder at the end of the
passage, cross the door and an elevator ledge will take you to the labyrinth
again.
Now, take the second to your left
and go always to your left until you eventually found a corridor with another
blade trap; crawl to avoid it and at the end there is a pedestal with a Green Crystal. From here continue always to your
left to find a button in a dead end. Press it and continue always to your left
(when you reach a dead end turn around and continue always left) until you find
the door you've opened. You can explore this E area of the labyrinth to find shotgun shells and a small
and a large medipack if you want. Place
the green crystal to open the door and in the next room place the blue crystal
to crash the floor. Jump into the water and the current takes you N. Continue
sliding down a long cataract and at the bottom advance E arriving at a huge
canyon.
Climb the S rocks to find a friendly
soldier, but unfortunately you'll have to
kill him to get the Red Key he has and
you need. Continue up the rocky path W and go right to use the key, giving you
access to a quad bike. It's difficult to mount it; try to do it from its S side
and between the seat and the back wheel. Drive through the S narrow passage and
follow the path, killing a lot of soldiers
on your way. Get speed when you drive up the E passage so you can jump the pit
at the top and finish this adventure.
June - 02 - 2009