THE BURIED TEMPLE

 

Level by tombraider1703

 

Walkthrough by Phil Lambeth

 

 

Begin by sliding down into a small room.  There is a flame-protected chain in each of the four corners.  Wait until the flames completely subside, then step forward and pull the chain once.  You have plenty of time to back flip out of the way before the flames return.  Repeat until all four chains have been pulled, and find that the W doors have opened.  The flames have also gone out permanently, making things much darker.

 

Enter the new area to trigger a flyby.  When camera control is restored, engage the knight who mounted a horse while you were helpless.    When he dies, a trap door drops somewhere and a HORSEMAN'S GEM is deposited at your feet.   Explore this area for shotgun ammo in the dark NE corner.  Jump onto the nearby ledge for a large medipack.  There are goodies lying on the SW flametiles, but the flames don't subside long enough for you to pick them up.  Surprisingly, the CROWBAR is already in your inventory, so pry two GOLDEN STARS off the NW and SW pillars. 

 

The horseman's gem can be placed in a receptacle near the SE corner to open a door high up in the S wall.  Climb the ladder on the SW pillar and jump E to the next pillar.  Pull up and turn right to find the opened doorway.   Walk cautiously up the ramp until a boulder is triggered.  I hit the roll key as soon as the action music started, and the boulder bounced harmlessly over me.  Pull up where the boulder was and follow the passage.  Locate a pole near a closed door and slide down past a circular blade.  Pull up into a lower room and push the floor lever to open the door above.  Climb back up the pole and follow the passage E.  Climb down the ladder and continue to a balcony overlooking the room where you engaged the knight on horseback.

 

Locate the crossbow arrows and continue N into a small room.  Pull the chain to raise a block behind you.  Climb onto it and do battle with another knight.  This one isn't carrying anything.  Jump from the block into the higher N opening and pick up the CROSSBOW.  Return the way you came, back to the boulder passage and down to the ground.    There are four squeaky paddle wheels which you have undoubtedly already noticed.  There's a ladder on the wall of the NW wheel, where you opened the trap door earlier.   Climb down, find the opened trap door and climb down further.  Go W past a closed door and wade through the oily water into a room with more squeaky paddle wheels.

 

Get the small medipack NW and pull up N onto the ledge.  Locate the E slope and slide down into the water.  Locate the shotgun ammo in the SE corner and pull out onto the W ledge.  Push the floor lever to open a door above one of the paddle wheels, then climb either corner ladder back up to the higher ledge.  Jump into the oily water and wade to the block nearest the S wall.  Pull up onto it and jump W into the opening.  Follow the passage to a room where you'll meet another knight.  Go past the paddle wheel into a room with swinging chains.  Push the floor lever to raise a block in the previous room.  Go there, climb up onto the block and pull up onto the W ledge. 

 

Jump NE to activate the jump switch and open the door in the nearby alcove.  Get back onto the ledge and take a curved running jump NE to grab the edge of the alcove.  Pull up and do battle with two knights in the next room.  Pick up the SHOTGUN and locate a third GOLDEN STAR in the other alcove.  Get down to the floor below and exit S.  Return through the passage, but note that the oily water down below has been ignited and is now deadly.  Take a running jump and grab to the E block, pull up and take a tricky (because of the low ceiling) curved running jump to grab the corner of the NW or NE block.  The flames ahead are constant, so simply take a running jump N over them.

 

Slide down the E slope again, jump off onto a pillar and jump E to the next pillar.  Climb the ladder, pull up into the opening and follow to a closed door that opens upon your approach.  Turn left and climb the two ladders back up to the opening room.  The flametiles in the corners are now dormant, so grab the LASER SIGHT and crossbow arrows.  Climb the ladder on the SW pillar and return to the boulder passage.  Follow along the previous route until you reach the balcony where you raised the block earlier.  Look up W to see the hanging brass ball.  Combine the crossbow and laser sight and shoot the brass ball.  A cut scene shows the double doors opening ahead of you.

 

Get back down and exit W.   In the small next room (which I'll call the anteroom) are four closed doors, two on either side.  You can open all except the far right one.  Start with the near right one (NE) and grab the nearby large medipack before entering.  Go down the stairs and come to a sunken room with two wall switches. The water is safe, so jump in for some shotgun ammo SW.  Climb out and stand in front of the wall switch on the right in preparation for a timed run.  Pull down the first one, then the one on your left.  Turn left to face the raised platforms, hop back and take a running jump to the first one.  In one continuous movement, run forward while turning to the left, jump to the second platform and from there to the NE ledge where another timed wall switch awaits.  Pull it down, sidestep quickly left to the corner, reverse roll, take a running jump to the raised platform and an immediate standing jump to grab the NW ledge.  Piece of cake.  Pull up and ascend the stairs.

 

Open the door at the top to find yourself on an upper balcony.  There are three more closed doors up here, only one of which (SW) you can open.  If you explore the W area you'll attract the attention of a knight.  One of the vases surrounding the fountains hides a small medipack.  If you go around the outer periphery of the W balcony you'll find receptacles for four Golden Stars (and some shotgun ammo).  Since you have only three at the moment, there's more work for you to do. 

 

Return to the E balcony and go down the SW stairs.  Come to another small balcony area and pick up the shotgun ammo SW.  There's nothing else here, nor nothing I could find in the room below, so side flip over the railing and ascend the stairs to the small anteroom where you started this section.  Loop around to the right and go down the SE stairs.  Open the door at the bottom and find three more closed doors.  Shoot the vases for shotgun ammo.  Activate the jump switch in the N wall to open the SW door and release a knight

 

Follow the passage down the stairs and pull the chain to open a door in a room where I earlier said you had nothing to do.  Note the closed W door (there's another one in the fountain trench).  Go back, exit NW and loop around left when you reach the small anteroom.  Go down the SW stairs and find the open door to your right.  Follow down to a closed door on the other side of the fountain trench room.  Pull the chain to open the door in the fountain trench and return there.  You're in for a long swim, so you might want to save your game before proceeding. 

 

Jump into the water, swim through the opened doorway to the intersection and turn left.  Swim down to the next intersection and turn right.  Pause for the crossbow arrows if you dare and continue down to your right.  Again, when you reach the open area below, pause for the shotgun ammo straight ahead if you dare.  Swim into the SW opening next to the ammo pickup and follow the passage to a place where you can surface and pull out.  Pry the fourth GOLDEN STAR off the wall and return to the anteroom.

 

Go through the NE doorway and repeat the timed run to access the upper balcony.  Place the four Golden Stars.  As you place each one you can hear the sound of a door opening somewhere nearby, but you get no visual cues.  Get back down to the anteroom and go W into a globe room that looks a lot like one of the early levels in the Rescue series.   The doors you heard opening earlier were the doors blocking access to five globes (one of the stars must have opened two of the doors).  There are some additional closed doors in this room, and you can find crossbow arrows in front of one of them (S wall).

 

I'm not sure if the next tasks have to be done in any particular order (probably not).  Here's how I did it.

 

Move the globe in the NE alcove onto the nearest circle (the one corresponding to the orbit of Mars) to be transported to a different area.  You hear the sound of a door opening, allowing you to perform the tasks associated with this globe.  Enter the open W doorway and hear the door close behind you.  Pull onto the block with the golden globe and jump to grab the higher ledge.  Pull up and jump across to the longer W ledge (the E vases are empty).  There's a jump switch on either side.  Activate both of them to lower the block.  Get down and push the globe across the room onto the marked W tile.  Hop back quickly as the hammers shatter the globe to reveal a HORSEMAN'S GEM.  When you pick it up you're transported back to the planetarium. 

 

Move the globe in the W alcove onto the circle corresponding with the orbit of Mercury (first one out from the center).  In the task area the N door is open.  Follow the passage to a mirror room.  Push the globe across the room onto the marked tile, avoiding the marked tiles you can see in the mirror (spike trapped).  Here's the route: Once N, twice E, once S, once E, once S, twice E and onto the marked tile.  Side flip as the hammers come down.  Pick up the second HORSEMAN'S GEM and find yourself back in the planetarium.

 

Move the globe in the SE alcove onto the circle corresponding with the orbit of Earth (third from the center).  Enter the E doorway and time the flames to get across to the far side of the room.  Pull down the timed wall switch to raise a block NW.  Go there, climb onto the block and turn around to pull up onto the E platform.  Take a running jump SE to the long ledge before the flames return (alas, the flare bug kicks in here, but only in this room).  Push the floor lever to raise a couple of wooden platforms and turn off the flames down below.  Drop down and push the globe over the raised platforms onto the marked tile.  Avoid the falling hammers and pick up the third HORSEMAN'S GEM

 

Back in the planetarium, move the SW globe onto the circle corresponding with the orbit of Venus (second from the center).  In the task room, enter the open S doorway.  Avoid the flashing blue sparks as you make your way across the room.  Push the floor lever to raise a block.  Jump to it, and from there jump to the higher block with the globe.  Hop to an upper ledge and get over to the S side.  Push the floor lever to lower the block with the globe.  Get down and push the lower lever again to lower the first block.   Push the globe all the way S and hop back as the hammers descend.  Pick up the fourth HORSEMAN'S GEM.

 

Move the last globe in the NW alcove onto the central solar circle.  A flyby shows a block being lowered.  In the task area two doors are open, NW and NE.   The NE doorway leads to a mirror room much like the one you visited earlier, but there's no globe in this room.  Return and enter the NW doorway.   In the next room climb the ladder in the far wall and back flip onto an upper ledge.  Make your way over to the E ledge and push the floor lever to drain the area below.  Get down and pull down two wall switches to raise blocks.  Climb out and push the globe all the way W.  Retrieve the fifth and final HORSEMAN'S GEM

 

In the planetarium, enter the opened NW doorway and come to a small room where Lara's theme music starts playing.  When you take the scroll from the pedestal the level ends.