TEMPLE OF NEPTUN
Levels by tombraider1703
Walkthrough by Phil
Lambeth
Level
1 - DEEPSEA DITCH
You begin in a large
underwater area, but you don't have to worry about drowning. However, you do have to worry about the shark that's swimming up to meet you, so swim down
into a trench and locate the hole in the wall near the bottom of the NW corner
(the shark won't follow). Pick up the explosive crossbow arrows in the corner of the
next room, then locate the hole in the ceiling at the NE corner and swim up
along the shaft.
Emerge next to an
underwater temple. You couldn't have
gotten here directly because of the strong current, but that doesn't deter the
shark. Quickly pull the nearby
underwater level (NW) to open a gate somewhere, then go to the middle of the
temple and swim N along the stairway (noting a closed gate on either side) and
pull out at the top so that you can dispose of the shark. You can then pull up N and note the four
snake head receptacles in the wall, but they're obviously for later.
Jump back into the water
and swim outside. When you get back
out, swim up and loop around to your left.
On the higher ledge you'll find a hole in the floor next to a column. Swim inside and emerge at an area where you
can pull out. Go around to the other
side and pull down the wall switch to open another gate close by at the front
of the temple. Go there and pick up the
first SNAKE HEAD GEM in the alcove.
There's another hole like
this one on the opposite side of the temple.
Swim down the shaft there and locate another wall switch to pull. This one opens the nearby gate just outside,
so go there and pick up the second SNAKE HEAD GEM. Search the ledges on the next level down
for some uzi ammo (NW) and go down to
the sandy floor for some shotgun ammo
(NE) and crossbow arrows (one between
the abutments and another on the sandy floor near the E end). Swim all the way across to the S end for
some shotgun ammo and flares on the upper ledges SE (or do this later
to save yourself a trip).
Go back to the temple N
and locate another underwater lever as you face S near the W end of the middle
tier. Pull it to open the gate on the
right side of the same stairway you swam up earlier. Go there and pick up the third SNAKE
HEAD GEM. To get the final
gem, return to the trench where you began.
There's another hole in the S wall near the middle and about halfway
down. Swim into the next room and
you'll see two gates, one of which you opened with the first underwater
lever. When you go inside and pull the
lever, another gate is opened back at the main temple NE. Reverse roll, swim out into the trench and
through the hole that's down and to your left.
Go all the way back to the temple, swim through the new opening and pull
up through the hole in the ceiling. At
the other end of the passage you'll find a wall switch behind a closed
gate.
Pull up to the crack in
the pillar to your right (action key and up arrow), take a rolling back flip
(down arrow with action key depressed) and grab the crack in the next
pillar. Shimmy around the corner to the
right and take a rolling back flip into the upper alcove. Pull down the wall switch to open the gate down
below. Drop down, enter the passage and
throw the wall switch to open the other gate back S. Swim all the way back there, enter the alcove and pull the
underwater lever to open the gate to the fourth and final gem back at the main
temple. Make the long trek one more
time and enter the new opening on the left side of the stairway. Pick up the last SNAKE
HEAD GEM, then swim out and up the stairway. Pull out and go to the N wall to insert the
four gems. On the way back out you'll
trigger a flyby showing that you've opened a gate down inside a hole at the
very top part of the temple. Swim
there, enter the passage and you'll be warped to the next level.
Level
2 - TEMPEL OF NEPTUN
Go around to your right
and shoot the crocodile before jumping
into the water. Note the closed gate
down in the N wall. Pull out onto the
partially submerged slab near the entrance, turn around and take a running jump
across the water S to the next slab.
Jump around the back side of the pillar and follow the path (jumping
across the gap) until you reach the N ledge.
Shoot a bat, then pull up onto the
ledge. Turn left and jump up to grab
the crack in the pillar. Shimmy left
around two corners and back flip onto a lower omega tile. Shoot two more bats,
then take a running jump SW to a bridge fragment. Jump up NW and step forward for some crossbow
arrows, then return to the bridge fragment and hop S across the
gap. Go to the end of the bridge and
jump up E onto the ledge. Pull down the
wall switch to open that gate in the water.
Turn around, jump into the
water and swim into the N opening.
Follow the passage (the gate closes behind you) and keep moving forward,
as a boulder is chasing you. It will
drop harmlessly into the hole as you pull the underwater lever at the end of
the passage. Reverse roll, swim up for
some air, then swim down the shaft and enter the W passage just above the
boulder. Pull the underwater lever
there to open a gate back in the main room.
Swim back up the shaft and exit S (the gate is open once again).
Get back onto the cracked
pillar, following the same route that you used earlier. However, this time, instead of back flipping
to the omega tile, shimmy all the way to the wall and use the jump key to bring
Lara to the top of the pillar. Pull up,
turn right and pull up still higher.
Use the E alcove to get around the obstruction to the S side of this
ledge. Take a running jump W to land on
a flat surface to the left of the yellow pillar. Turn to face the rock wall, with your back to the yellow pillar,
and take a slightly angled (to your right) standing jump to grab a hard-to-see
crack in the wall. Shimmy right as far
as you can and release to drop onto the ledge below. Turn right, pull up onto the higher path and follow around
(jumping over the gap) until you reach the open gateway.
Go inside the next room,
shoot a bat and pull the block once from
the NW alcove. Pull it once away from
the wall, get up on it and jump up to grab a crack in the wall. Jump up to grab the edge of a higher slope
and shimmy nearly all the way to the left.
Pull up and take a rolling back flip to grab the edge of the protruding
ledge. Pull up, run forward and pull
down the wall switch to open the gate down below. Safety drop to the floor, turn around and enter the opened
gateway. Follow the passage to a room
with columns and ramps.
Turn left just inside the
room, pull up onto the block and pull up onto the column to your right. Step forward and take a running jump N onto
the next column, and from there turn right and hop up onto a ledge with two wall
switches. Pull them both down (the one
on the left opens a gate down in the NW corner, the one on the right opens a
gate higher up. Turn left, hop back
down to the top of the column below, and pull out the block from the NW alcove
onto the omega tile. A cut scene shows
another gate lifting. Jump back up to
the ledge with the wall switches. Face
S and note the jump switch in the far wall.
Take a running jump and grab the edge of the first sloped platform. Pull up, slide down the other side, jump off
onto the second slope and jump off that one to activate the jump switch.
Get back onto the ledge
with the wall switches. Standing at the
W edge, take a running jump and grab the top of the block in the NW
corner. Pull up and take a standing
jump onto the higher ledge. Step
forward and pull the block onto the raised grate, then push it onto the
adjacent omega tile. This raises a
companion grate S, so go there and move that block onto the omega tile to open
the central gate. Pick up the nearby large medipack on the SW ledge and enter the opened
W gateway.
You'll passed two closed
gates at the first intersection. Just
past that is an alcove to your right with a wall switch. Pull it down to open the SE gate. There are two more closed gates at the next
intersection, so enter the open SE gateway and go up the stairs. Jump to the opening in the wall and hop
across to the alcove with a wall switch.
Pulling it down opens the gate directly below, but it's on a timer, so
immediately hop back and sprint forward to enter the N passage before the gate
closes.
Stop before you reach the
breaktile and shoot a bat. Note the closed gate up the ramp to your
left. Take an angled jump to the E
slope (there's no need to use the breaktile here if you choose not to) and
shimmy to your left as another bat annoys
you. Stop just before you reach the
wall, as otherwise you'll bump into the wall torch when you pull up and back
flip. If you've allowed yourself enough
room, you'll land safely in an alcove with a wall switch. Pull it down to deactivate the spikes on the
ledge directly below, then hop back to trigger the breaktile. You'll drop down onto a ledge at the
entrance of a passage. Go to the W end,
turn around and back flip onto the slope.
Jump off and jump a second time to back flip into a higher passage. Turn around and follow the passage into a
small room with a huge central column.
Go to the NW corner, back
flip onto the slope and jump off to grab the crack in the pillar. Shimmy around one corner to your left and
back flip onto the top of the central column.
Take a running jump SE and grab the edge of the high passage. Pull up and run forward to take the first SAPPHIRE from the pedestal. The gate to your left opens as you do so, so
slide down the two slopes and find yourself at the beginning of the spiked
trench. Go back S (the gate is once
again open) and turn right. The gates
on either side of the last intersection are now open. Turn right and navigate the N room first (again, the gate closes
behind you). Jump into the water (and
remember that it's here, as you'll need to come back soon to douse a
wraith). Take a deep breath, save your
game and swim into the NW opening and down into the next room. The gate closes as you enter, so you need to
be quick about the following timed task.
There are four underwater levers in this room. However, pull only the one straight ahead (S) and then the one to
your right W). Flip turn and swim down
the SE shaft to pick up the second SAPPHIRE. Pull the nearby underwater lever to reopen
the exit gate and beat a hasty retreat for some air.
Pull out of the pool, jump
up S (the exit gate is now open) and follow the passage to the fire room as the
gate closes behind you. The sapphire on
the central plinth is guarded by flames.
There's a reach-in switch on either side of the plinth. Time the flames and activate both switches,
hopping back quickly each time. The W
gate opens, so go up the stairs and hop to an opening in the wall. Time the flame blowers (if you stand in a
corner the flames won't reach you) and jump across the spans into an alcove in
the E wall. There's some uzi ammo nearby if you want to detour for it
first. Turn around, back flip onto
the slope and jump twice to land in an upper alcove. Take a running jump with grab W to clear the gap and land inside
the facing alcove. Time the flame
blower and take an angled standing jump to your right to the N ledge. Use the reach-in switch to turn off the
flames in the S switch. Hop back
quickly twice, grab the edge and shimmy right or left to safety. Pull up and jump over to the S ledge.
Use the reach-in switch to
extinguish the flames guarding the plinth below. A fire wraith is also
released, so you need to get back down quickly while avoiding the wraith. You'll find the exit gate is still closed,
so pause to take the third SAPPHIRE from
the plinth. This opens the gate, so
dash across the hall and jump into the pool to douse the wraith. Return to the main hallway, turn left and
go through the SE gateway. Return to
the alcove with the upper wall switch you used earlier and jump up to grab the
crack in the wall to your left. Shimmy
left around two corners and take a rolling back flip to grab the crack in the
next pillar. Shimmy left around two
corners and release to drop into a new area.
Place your three Sapphires in the receptacles and watch them turn
magically into star artifacts.
Reverse roll and hop
across the gap into the S gateway. Run
forward and follow the passage to a plinth.
When you reach forward to take the artifact on it, the level ends.