Levels by Francesco Venco
Walkthrough by Phil Lambeth (using Steven Svorticher's excellent video, posted in six segments on YouTube, the first of which you can find here)
[Video walkthrough with commentary by KillerGameplayz available here ]
Level 1: BURIED IN ICE
After the long opening flyby, Lara shoots the gap in her motorized raft. Drive it through the narrow opening and turn right. Go through another narrow opening and turn left. Drive to the Easter Island statue and dismount (delete key for the left side or the page down key for the right side) for the save crystal. Beware, as the water is ice cold. Get back in the raft and drive W into an open area to trigger a flyby.
Locate the wall switch just above the water line in the E wall and dismount as close to it as possible. Pull down the switch to retract a horizontal pole, then get back into the raft and drive it NW to a notch near the temple entrance and dismount again. Run to the W wall (noting the detonator to your left) and jump up to grab the crack. Tap the jump key to grab the higher crack and shimmy left until you can drop down onto a ledge. Turn left and walk to the end, then take a SE standing jump to a higher ledge. The save function is disabled, remember, so be careful (but you can use the save crystals you accumulate as you deem appropriate, provided you use them sparingly at first). Make your way E and jump the gap SE to the next ledge. Follow around the corner and walk slowly toward the temple. Stop when you trigger the falling debris, then jump over it and walk to the NE corner of the ledge.
Take a running jump and grab the face block that's hanging from a chain. When you pull up as if into a crawl space, your weight causes the block to descend past the pole you retracted earlier. When you hop off the block stays put, so get back into the raft and drive it E to the wall switch you pulled down earlier. Dismount and push the switch back up to bring the pole out and lock the block into place. Drive back to the NW notch, dismount and use the crack in the W wall again to access the higher SE ledge. This time turn left at the larger ice shelf and wait for more debris to fall down from the ceiling. Using the N tip, take a running jump and grab to the other dangling face block. Pull up, and nothing happens, so take another running jump N to grab the top of a third face block. Pull up and crawl forward into the temple.
Hop down, grab another save crystal and hop down further to the stairs. Pull the N wall switch to open the temple doors behind you, then turn left and enter the W room. Cross to the other side and follow the passage to a ladder hole. Climb down to the room below and search the nearby coffin for a save crystal and an ANTIDOTE CUP. Go to the dark NE corner and pick up shotgun ammo and the SHOTGUN, then step onto the raised tile, crouch underneath the unfortunate guy and pick up the DETONATOR KEY.
Go back up the ladder, through the connecting room and down the stairs. Go outside and to the SW detonator device. Insert the Detonator Key to cause a mighty explosion. Get back into the raft and drive it out S. Turn right and dismount after a short distance for a save crystal to your left. Continue N into a new area and dismount onto the ice shelf. Go E up the shelf past the bridge support and turn left to face NW. Take a running jump over the water hole onto a flat ledge to the left of the upper corner ledge. Turn left and hop SW onto a flat area next to the bridge support. Walk to the W corner, facing the save crystal you can see bobbing in the distance, and side jump right onto an upper snowy ledge. Follow the ledge to the opening and add the save crystal to your collection. Push the E button in the cross design and watch the cut scene.
Exit through the S opening (you may need to hop over the threshold), turn around and take a standing jump to grab the roof of the structure. Pull up for a small medipack and shotgun ammo. Get back down and follow the ice ledge E. Slide down at the end and jump over the gap for another save crystal. Hop back a few times and drop down to grab the edge. Shimmy left around two corners until you can pull up into a triangular opening. Run forward onto a ledge overlooking the temple area you explored earlier. You might want to use one of your precious save crystals here. Face NE and take a running jump, curving left in midair, to grab the opening in the N wall.
Pull up and push the face block forward. When it falls down and you step on it, you attract two Tinnos wasps. After disposing of them, hop forward for the save crystal. Move the face block around the water to the opposite (N) side of the room, directly underneath another face block, get up on it and push the higher face block two times N to reveal a passage to your left. Dodge the swinging fire pot and go into the alcove on your right. Pull down the wall switch to retract a gate somewhere.
Go back to the previous room with the central water hole and move the lower face block underneath the cross design over the W opening. Get up and push the button to lower a timed platform in the water hole behind you. Back flip into the water hole and swim through the opening to another room. Pull out and grab the save crystal. One of the nearby jars hides uzi ammo. You can see a ladder in the N wall, but you can't reach it from here. Instead, hang from the edge and shimmy left onto a nearly invisible crack in the E wall. Shimmy around two corners and release to activate a jumpswitch. The spears below retract, but not in time to prevent you from taking some damage.
Turn around and step down to pick up the ANTIDOTE CUP for SECRET #1. Climb the ladder, shift left and back flip to land behind the wall switch you pulled down earlier. Follow the passage past a save crystal and step onto a trap door that drops you down into a lower passage. Pull back up N into the higher passage and retrace your steps to the spot where you back flipped from the ladder. Take a standing jump NE and grab the monkey bars. Monkey swing past the bright lights to the end and drop down into a passage where you can see a face block. Push the block three times until it falls down into a familiar room. Get down and move this face block to the E opening.
Get up on the block and push the timed button in the cross design. Reverse roll, hop down and quickly run across the room to hop on the W face block. Push the timed button there, back flip into the water hole and swim down to collect the TRAPDOOR KEY before either timed door closes to block your exit (and, of course, cause you to drown). Get up into the S opening, take a tricky jump down to the SW ledge and go W through the triangular passage. Drop down the other side and run W past the raft. Jump into the water and swim quickly underneath the metal barrier. Continue across the room and pull up left onto the ice ledge.
After your health bar is fully restored, jump back into the water and swim through the N opening. Pull up onto the top step and shoot the Tinnos wasp that has followed you inside. Vault up onto the E ledge and insert the Trapdoor Key in the S keyhole. Go back and climb the E ladder into an upper room. Push the button in the cross design to retract a metal barrier, then slide down NE, collecting a save crystal on the way down. Turn right and slide down further into the temple area, then slide one final time and jump over the water to the ice shelf. Get in the raft and drive through the W opening.
Turn left in the hub room and dismount onto the S ledge where you get a fixed remote camera. Annoying, but that's the way it is. Face the W wall and jump up to grab the crack. Tap the jump key to grab a higher crack. Hit the down arrow so that Lara turns around and jumps to a crack in the E wall. Shimmy right around the corner and tap the down arrow. Lara will turn around and jump to a swingpole. Use the left arrow key to bring Lara directly in front of the jumpswitch. Swing around until the green bar at the bottom of your screen is full, then jump off and activate the jumpswitch. Swim to the raft and get in.
When your health bar is restored, dismount into the water and swim through the underwater W passage and get out into a new room. Go into the E room and vault onto the raised tile. Stay in a crouched position as a flame blower is activated, and pick up another TRAPDOOR KEY. Exit this room and go across to the W room. As you enter you trigger a cut scene showing that a giant mutant has been alerted. Continue up the stairs, and as you round the corner a door closes (hopefully with the mutant on the other side). The white jugs on the upper ledge are empty, so take a running jump and grab to the other ledge and pull up. That jug is empty, too. Climb up to the higher N passage and follow around to pull up into a still higher room.
The jug up here hides an antidote cup. Use the Trapdoor Key in the S keyhole and climb down the N ladder. At the bottom shoot a Tinnos wasp and take a running jump into the NE alcove for a save crystal. Jump toward those light blue crystals clumped together in the W wall and land on a stable surface. Hop up NW onto the ledge and take a tricky jump to a higher N ledge (just to the left of that flaming statue). Walk up to another save crystal. Jump up to a SW triangular ledge to attract another Tinnos wasp. Jump down S to a lower but larger ledge. Walk out to the NE tip and take a running jump E to grab a crack in the pillar.
Shimmy right around the corner as far as you can go. Tap the jump key to grab a higher crack, shimmy left to the corner of the pillar and tap the down arrow key to jump across to the pillar behind you. Shimmy right around two corners and continue shimmying along the E wall until you're over a jumpswitch. Release to activate it and retract a metal barrier in the E channel. Jump into the water, swim through the E channel and pull up onto the ice ledge on your right. Jump back into the water, swim into the S anteroom and get into the raft. Drive it out N, take an immediate left and continue N into a dark cave area.
Turn right and enter an area evidencing human habitation. Turn left at the wall and then right into a little cove. Dismount left, light a flare and locate the UZIS in the alcove in the NW corner. Get back into the raft and dismount onto the ledge at the E end of the cove. The jug on the E end hides an ANTIDOTE CUP; all the other jugs are empty. Get on the SE sloped block and jump S to grab the crack in the wall. You get another fixed camera, but you can kill it by hitting the look key. Shimmy all the way to the right and tap the jump key to access a higher crack. Continue shimmying right until Lara's feet sense a ladder. Climb up to a crawlspace, release the action key for an instant to make Lara grab the edge, then shimmy right along the crack before Lara's feet can get set again. When you near the corner release to grab a lower crack, then shimmy right around two corners until you can drop down safely onto a ledge.
Stand jump W to grab a crack in the ice wall. Shimmy left as far as you can, then tap the down arrow key (keeping the action key depressed) to glide into an alcove for a save crystal. Jump up SW onto an ice ledge, turn around and face the N swingpoles. Take a running jump to the first one and swing around until the green bar is full, then jump to the second one and repeat. You should land safely on top of a pillar with a snake's head sticking out from the side. Take a running jump N from either corner, avoiding both snake's heads, and grab the NW pillar. Pull up and take a running jump and grab to the E pillar. Pull up, grab the save crystal, and turn left to jump up into the N opening.
Hop down into the next room and search the coffin on the right for the ROYAL TOMB KEY. Also, one of the jugs hides an ANTIDOTE CUP. Get the shotgun ammo in the NW corner and hop up into the S window. Jump to the S pillar and safety drop to the floor. Go to the alcove in the middle of the E wall and use the Royal Tomb Key to open the door. Go around the central structure to the right, and just past the flaming statue turn left and jump up to grab the crack in the central structure. Tap the jump key to get up higher and pull up onto the roof for a save crystal. The jugs are empty. Turn to face W and take a running jump to activate the jumpswitch over the entrance. Go around the central structure again and enter a new area E.
There's a coffin to search near the entrance, but leave it for a moment. Go past it NE and grab the shotgun ammo, then go back and search the coffin for the MANUAL AIM (which acts the same way as the Laser Sight), the CROSSBOW and the SWORD. Hop back and prepare to do battle as soon as you open the coffin, as flames erupt all around you and two giant mutants are released at once. Do your best to avoid their poisonous stings while firing away. When you've killed them, two more giant mutants come to the attack. When they're gone an arachnid of some kind appears and starts throwing bolts at you. After peace has been restored, enter the NE passage and pull down the wall switch to your left to lower a trap door elsewhere.
Exit this area W and get onto the raft. Drive it out of the cove and turn left. Dismount near the S wall and pull down the wall switch. Enter the passage to your left into a familiar room and climb the SE ladder to the upper passage. The trap door rises as you pass it. Push the face block into the next room and go around it to move the E face block aside. Enter the E passage and go down the stairs to exit the temple. Go SW to where you used the detonator and look down into the water. Combine the Manual Aim with the Crossbow and shoot the jug just to the left of the underwater stairs for SECRET #2. Jump into the water and swim down for the large medipack. Swim up and pull out of the ice-cold water.
Go back into the temple and turn left at the top of the stairs. Go W through the face block room and climb down the ladder at the end of the passage. Exit W and get back onto the raft. Drive it W and turn left at the wall where you see the embedded blue crystals. Dismount onto the W ledge and take another tricky jump N onto the higher ledge to the left of the flaming statue. Turn around and jump up S to the triangular ledge, followed by another jump S to the next lower ledge. Crawl into the W opening and go around the corner for some flares.
Stand with your back against the S wall, draw your Crossbow (with Manual Aim) and look up to shoot the breaktile that blocks your way. Jump up to grab the crack in the E wall and tap the down arrow key to make Lara turn around and jump to grab the edge of the W opening. Pull up and follow the passage around the corner for SECRET #3. Pick up the shotgun ammo and uzi ammo, then drop down, crawl back out and get down to the raft. Drive it all the way N and turn left at the wall. Continue to the NW corner where you see a save crystal up to your left. Dismount here, pull up onto the W slope and back flip onto the pillar with the save crystal (a bit tricky, as you need to land on the lower SW corner, and it may take a couple of tries to find the right spot to pull up).
There's a climbable surface on the S side of the pillar you're standing on. Nearby is a shaft with the lowered trap door. Stand near the NW corner of the pillar, facing S, and hop back to grab the edge. A fixed remote camera kicks in. Shimmy left to the NE corner and tap the jump key to make Lara jump up and grab the crack. Shimmy all the way right and tap the jump key again. Lara will grab a higher crack. Tap the down arrow key and Lara will turn and grab a platform. Pull up higher W to restore camera control and trigger an impressive flyby.
As you walk forward a save crystal appears on the raised tile. Pick it up, then go for the crossbow arrows in the other corner. All the jugs are empty. Arm yourself with the crossbow, stand equidistant between where you found the arrows and save crystal, and hop up W onto the block being held in place by the stone hands. Quickly shoot the blue eyes that come to life in the stone head ahead before they set you aflame. The stone hands retract and an opening appears in the mouth of the stone head. Hop back down and push the released block three times N. Get up on it and jump up to grab the opening in the mouth of the stone head. Pull up into it and get another fixed remote camera. Run forward and slide down into the next level.
Level 2: BLOOD OFFERING
After another impressive flyby, run forward into the next room and pick up the uzi ammo in the far left corner. Exit N, loop around left and jump into the water. Surprisingly, this appears to be a heated pool. Swim SW past the central hole in the floor and find a small medipack tucked away in a corner. Swim NE back over the hole and locate the UZIS tucked away in another corner near the E wall. Now swim down into that hole, light a flare and near the bottom find a passage going off E. Follow around the corner to a new underwater area, where you're invited to save your game whether you want to or not.
Turn left upon entry to find another save crystal. At the SW corner of the structure's roof is uzi ammo and shotgun ammo. Return for air and swim back here. Approach the S opening near floor level and wait for the rotating blades to move to your left. Quickly enter and swim up to your right. In the upper room is another rotating blade trap. Make your way into the E alcove and pull the underwater lever. Flip turn and swim up and to your left to find another underwater lever in the upper S alcove. Flip turn and swim toward that ladder you may have seen in the N wall. Swim up and past the lowered trap door into a room with precious air.
Grab the save crystal and pull out W. Turn around and take a running jump to the pillar. Grab the OCEANIC MASK and jump back. Pull down the wall switch and absorb another save crystal as you go through the opened W gateway and find yourself in a familiar area. Jump into the water and down into the hole again. Use the E passage to get back to the underwater temple. When you enter the lower area with the rotating blades, swim straight across into the S anteroom for SECRET #4. Pick up uzi ammo and shotgun ammo to your right, more uzi ammo to your left.
Exit the temple area, swim back up through the hole and surface for air. Swim S and pull up onto the rock ledge against the wall. Turn left and take a running jump to the E walkway. Run N toward the swingpoles and turn left at the base of the statue. Jump W and grab the crack, shimmy left around the corner and tap the jump key to grab an upper crack. Shimmy left around another corner, and when you reach the next corner release to grab the crack below. Tap the down arrow key to turn, jump and land (just barely) on the corner of a rock ledge. Take a running jump SW and hop up NW for the save crystal.
Jump back to the first rock ledge and stand at the N edge facing slightly NW. Your objective is to reach that low pillar near the N wall. Stand jump NW onto the near slope, slide a bit and jump off to grab the left corner of that N pillar. Pull up and take a running jump to the crack in the N wall. Shimmy right until you can tap the jump key and reach a higher crack. Continue shimmying to your right until you get a fixed camera view. Tap the down arrow key to make Lara jump to the first swingpole. Swing around until the green bar is full, then jump off to grab the second swingpole. Repeat and jump forward into the darkness. You'll grab a ladder on the side of the bridge. Climb up a bit and shift left to release into an opening in the wall. Claim the nearby save crystal but don't enter the S passage.
Instead, locate a pushblock in the E alcove and push it one time N. Turn around and climb the ladder to an upper area of the opening room. Pick up the nearby flares and continue to jump down SW to a balcony-like area. Run to the W wall and push the button that looks like a skull. A spear trap is disabled in that S passage I warned you not to enter. Go there now and push the face block down to the ledge below. Go down after it and pull it one time S. Get on it and push the skull button to lift a gate elsewhere. A save crystal appears below and to your left, so go down and get it.
Use the pushblock to get back up into the E opening. Go to the NE alcove and use the ladder to get back up. Run across the ledge and hop down SW as you did earlier to find the open S gateway. Enter and trigger a cut scene of someone apparently giving chase. Enter the first opening to your left and pull down the E wall switch. The trap door drops you down to a lower level. Avoid the slow-moving but lethal flame-breathing mutant while running in circles around the outer passage. Do not under any circumstances enter the inner passage, but rather lure the mutant into it from the opposite side and let him be the one to trigger the spike trap. Then you can step forward and safely pick up the HIGH PRIEST KEY it dropped.
Go to the keyhole you undoubtedly noted while running around in circles and insert the High Priest Key to lift the gate behind you. Reverse roll, enter and take the second OCEANIC MASK from the pedestal. Exit NW (a block has been conveniently raised) and find a save crystal before exiting to the W passage. Turn right, go across the balcony and hop up NE to the upper balcony. Run all the way across to the N side and hop down to the companion balcony. Pick up the flares and continue W down the stairs. A save crystal materializes on the way, so add it to your inventory. One of the jugs in the room below hides an ANTIDOTE CUP. Light a flare and enter the S opening. Follow the passage to another room where the door slams shut behind you. Poisonous gas starts filling up the room, so you need to hurry.
There are several wall switches in this room. Pull down the one the nearest one in the S wall next to the entrance, then reverse roll, run across the room and pull down the one in the W wall (NW corner). Reverse roll again and quickly hop up NE onto the ledge, pull down the switch in the E wall and hop up left into the opening. The gate closes behind you, enabling you to breathe fresh air once again. Shoot the jugs in this room for an ANTIDOTE CUP hidden in one of them, then push the faceblock E into the room below. Get down and move the faceblock to the other side of the red column, against the wall. Get up on it and climb up onto the higher block for the third OCEANIC MASK. Get down and go up the E stairs.
Run forward and turn left into the tall alcove to find a ladder. Climb up into an upper room for a save crystal. Hop down NW and enter the crawlspace, but there's not much you can do about the darts in the cramped passage. Crawl W and turn right at the intersection. Stand up and push the skull button. Turn right and then turn right again into a passage created by a lowered block. Note another block in front of you that also needs to be lowered. Continue clockwise until you reach a second skull button. Push it and turn back left. Go to the W wall, turn left and find a third skull button. Push it and go back clockwise. Pull back out the first and second skull buttons and go back counterclockwise to find a block lowered past the third skull button. Continue to a fourth skull button and push it to disable a spike trap elsewhere.
Go around the outer passage clockwise, past another apparently disabled spear trap and into the crawlspace. Crawl S until the end, where you can stand up at the disabled spear trap you saw in the cut scene. Jump SW and grab the ladder. Shift left into the alcove and absorb the save crystal. Endure another fixed remote camera. Step up to the edge of the alcove, take two steps back and face the swingpole. This might be a good place to save your game, as the following sequence must be done in one go.
Take a standing jump to the first swingpole and swing around five times (the number of swings is important, so that you don't overshoot or fall short) before jumping off to the second one. There's no need to adjust your position on the pole between each jump. The best time to release the action key is when you've reached the bottom of your swing. Swing around five times from the second swingpole and jump to the third one. This time swing around six times before releasing to grab a crack in the wall. Shimmy right and around the corner onto a pillar. Proceed from pillar to pillar as follows:
Release and grab lower crack, shimmy right around another corner to the end, tap the down arrow key to jump to the next pillar.
Tap jump key to grab higher crack, shimmy right around corner, drop to grab lower crack, shimmy right around corner and tap down arrow key to jump to the next pillar.
Shimmy right around corner, tap jump key to grab higher crack, shimmy right around two corners and tap down arrow key to jump to open hand of giant statue.
Pause to collect the save crystal, then run up the left arm of the giant statue. You'll get a series of fixed remote cameras, but if you keep running and jumping you should be able to reach the head with no problem. Go around to the back of the head and pull up into the W opening. Step forward into the room and grab the fourth OCEANIC MASK (I had to go around to the back of the stand before Lara would reach up). Get the ANTIDOTE CUP on the way out and run back down the left arm of the statue to the open hand. Jump N and grab the crack in the nearest pillar, shimmy left around two corners, release to grab the lower crack and safety drop to the floor.
Go E, turn right between the last two pillars and jump up SE to the higher balcony. Locate the receptacles in the E wall and place the four Oceanic Masks. A crowbar receptacle appears on the lower ledge facing the giant statue. As you approach it a save crystal appears and two Tinnos wasps are alerted, one from your right and other from your left. Insert the Sword in the crowbar receptacle to cause spurting electric bolts to issue briefly from the chest of the giant statue. A cut scene shows a revolving door behind you that reveals a statue holding a blue object. That's the clue introducing a most ingenious puzzle.
Take a look at the multi-colored cross pattern on the chest of the giant statue. Your objective now is to light up the blue gems only, and this is accomplished by turning the giant wheels opposite the mask receptacles. Begin by going to the giant wheels. Facing W and counting left to right, pull Wheel #2 two times, watching what happens between each pull. Then pull Wheel #4 three times, and finally pull Wheel #3 one time. The four blue gems in the chest design should now be shimmering. Go down and insert the Sword in the crowbar receptacle once more. The revolving door reveals the statue once again, but this time it unleashes a bolt of blue energy that causes the chest emblem to withdraw and open to reveal a passage.
Pick up the crossbow arrows that you may have missed to the S of the crowbar receptacle, then take a running jump W to grab the edge of the opening in the statue. Pull up and run forward into a new area. Two save crystals materialize to your right and left. Grab the one S, then run W down the pathway to find a protruding skull button in the next-to-last pillar. Push it to lower a nearby trap door. These pillars are climbable, so go between the first and second pillars on this S side and climb up the W face of the first pillar. Go up past the opened trap door and shift right to release into an upper passage. The trap door closes behind you. Go to the S end and pull up into a large room.
Locate the face block N and pull it back two times. Go around left and push it one time E. Get up on it and take a running jump slightly NE to grab a ledge. If you grab too close to the skull in the corner, you're stuck and will have to try again. Shimmy left as far as you can. Don't pull up, but tap the down arrow key with a midair curve to the right to jump safely to the ledge behind you. Turn around carefully to find that the flame on the first ledge has gone out (temporarily). Jump over there, quickly turn right and take a running jump S to grab a crack. Tap the jump key to activate the overhead jumpswitch, then collect the save crystal when you land.
Pull up S and follow to a room where a bolt-tossing arachnid is stomping about on an upper platform. A couple of Tinnos wasps also fly out to make your life more miserable. When the arachnid finally explodes it drops a HIGH PRIEST KEY. A save crystal also appears on the upper platform. A receptacle for the High Priest Key is down in the S wall. Before using it, pick up the uzi ammo behind you. Go through the open door on the left and light a flare. In the next room avoid the lava pool and go around to stand with your back against the rock wall in the E alcove. Hop forward, then jump back and hop off the slope to grab the crack in the face pillar. Quickly shimmy left around the corner to avoid the rotating blades, and in the far corner tap the jump key to grab the higher crack. Shimmy right just around the corner, and tap the down arrow key to turn around and jump over the blades onto the corner of a rock ledge with a save crystal.
Time a running jump W and grab the ledge. Pull up and time another running jump N to grab a crack in the pillar ahead. Shimmy right around two corners and pull up into the opening. Walk to the far end and stand jump slightly NW to grab the ceiling. Monkey swing N and release to grab a crack in the wall. Shimmy left around the corner and endure another one of those remote fixed cameras. Shimmy as far as you can, then tap the down arrow key to turn and jump to the opposite crack. Shimmy left until you can pull up W into a crawlspace. Crawl forward, lower Lara down the other side, drop onto a suspended platform and collect the save crystal. Jump N to activate the jumpswitch. Reverse roll as soon as you land. The platform you were standing on lowers to skewer the three fire-breathing mutants in the pit below. The door on the right side of the S receptacle for the High Priest Key is now open, so go down there.
Time a jump past the revolving blades to slide down and trigger a flyby through a previous area. Run forward and collect the save crystal, then make your way past the revolving blades into the passage on your left (W). Pull down the wall switch at the end, then reverse roll and make your way past the blades. More revolving blades, and worse yet, a remote fixed camera. Go into the E passage and pull down a companion wall switch to open a door in the next room. Go back and squeeze past the blades, angling to your right. In the same manner get past the second set of revolving blades in a NW direction and reach the safety of the wall, then duck into the N opening. Collect the save crystal and safety drop to the floor below.
Go NE and jump up to the higher balcony. Go around to the crowbar receptacle and take a running jump W to grab the hole in the chest of the giant statue. Pull up, run forward and in the lava room with the skull pillars turn right and grab the save crystal if you didn't do so earlier. Run W down the path and find a skull button to push. You hear the sound of a trap door lowering, so locate it at the top of the first pillar on this N side and climb up through the opening. Shift left to drop down in an upper room, and the trap door rises once again.
Run N to the end of the passage and turn right. The jugs here are empty. A bolt-tossing arachnid and two Tinnos wasps await in the next room. When the arachnid finally explodes, it leaves behind a HIGH PRIEST KEY, which fits the SE keyhole and opens the nearby door. Before leaving E, collect the NE save crystal. Go E up the stairs and pick up the ANTIDOTE CUP on the ledge. Go through the E opening, up the steps and claim the save crystal.
Note the spear trap ahead and the two flame-breathing mutants crawling around in the pit below. Use either the SW or the SE ladder to climb up, shift toward the center but don't pull up onto the flat surface (spear trap). Instead, back flip onto the platform holding the spears and activate the N jumpswitch, lowering the platform and skewering the mutants as before. A cut scene shows a door opening somewhere. Run S across the platform and down the stairs. In the lava room below turn right and go through the N opening. Collect the save crystal as you go through the passage and activate the revolving blade trap in the next room.
Face the blades, and when they start going away from you, run after them and drop down into the trench. Hop back so that your back is against the wall. Wait one cycle, and when the blades have gone back the other way, jump forward out of the trench and pull down the timed W wall switch. A door opens in the E wall behind you. Hop back into the trench and reverse roll. If you've timed it right, you can jump forward ahead of the blades and sprint through the timed door before it closes. Pull down the wall switch for a static cut scene and the sound of a door opening.
Go back S into the lava room and go right into the W opening and back to the room where you did battle with the arachnid. Blade traps on the N and S walls have been activated, and you need to get past one of them to reach the upper W ledge. Time a standing jump to one of the blade-protected ledges and take a running jump to that upper W ledge. Enter the small anteroom, grab the save crystal that appears and pull down the W wall switch to open a nearby door.
Exit the anteroom, safety drop from the upper ledge to the marble ledge below and go through the W opening. Turn to your right and enter the N alcove to pull down the wall switch. The trap door opens to drop you down in a lower area. A screen shot informs you that you've got company. Grab the nearby save crystal, hop down SE, go up the E stairs, turn right between the last two pillars and jump up SE to the higher balcony, loop around right to the crowbar receptacle and find that changes have taken place in your absence. Insert your Sword in the receptacle and quickly draw your uzis before the red-clad enemy in the giant statue's chest hole can start tossing lethal flame bolts at you. Start shooting in his direction while taking periodic side flips to avoid those deadly bolts. You'll know you're making hits by the red spots that appear around the enemy. You'll also need to deal with a Tinnos wasp or two. When the red spots stop appearing, so do the flame bolts for the time being.
Repeat the foregoing procedure by inserting the Sword once again. Continue as often as necessary until you hear the sound of a door opening somewhere. The next time you insert the Sword the force field in front of the enemy should be gone. Insert the Sword one final time and the enemy will explode, accompanied by the sound of another door opening. Take a running jump W to grab the hole in the chest, and pull up into the gelatinous mass to claim the LOST STAR with your Sword.
Take a running jump and grab back to the ledge with the crowbar receptacle. As you pull up you're greeted by a cut scene of the waiting helicopter. Jump to one of the green translucent floating islands and walk around until you hit the finish trigger.