LOST IN TEMPLE

 

Level by Sal

 

Original walkthrough (for Fenician Temple 4) by Harry Laudie, extensively revised by Phil Lambeth

 

This is a TR5 level and a remake of Fenician Temple 4 (which was a TR3 level).

 

 

Slide down a few slopes to enter a large room. At the end are a tall closed door and hallways on both sides. The right hallway ends in a locked gate. You can find flares and a small medipack on the ledge corner at the beginning of this hallway.  Enter the left hallway (after grabbing the small medipack on the ledge corner on this side) to end up in a large room with a shallow blue depression in the middle. Notice the ledges above you. At the sides are two closed doors and two hallways. Use the left hallway to end up in a room with columns and ledges.  Deal with the two soldiers who attack you.

 

Go to the left back corner and pull up onto a column at the back wall. Run and jump to grab the platform in the middle of the room. Run and jump to grab the sloped wall on the far side of the room and pull up. Run up the slope to the top. Jump to grab the gray square section of ceiling near the wall. Monkey swing across the room on that ceiling and drop onto a wall. Go to the end and run and jump onto the platform above the entrance to this room. Go to the other end and run and jump to grab the far ledge. Run up the ledge to the top and find a wall switch.  Pull it down to get a cut scene of the left door in the other room opening.  Look left and see a crawlspace on the far wall. Grab the monkey swing and go to it. Drop and grab and follow the crawlspace to a room, lighting a flare if necessary when it gets too dark to see. Pick up a large medipack, a small medipack and a GOLDEN ROSE for SECRET #1. Go back through the crawlspace and safety drop to the floor. Return to the room with the shallow blue depression.

 

Use the opposite hallway (past the door you just opened) to end up in a room with columns and ledges. Shoot two dogs.  Go straight to a tunnel on the left to monkey swing over the spikes to pick up a large medipack. Monkey swing back across. The columns with small square markings are climbable but are of no use. Go to the back onto a short ledge makes a small inverted V-shape bump. In front of you are sloped blocks at the back wall. Run and jump onto the sloped block near the wall. Jump from the slope with a right curve and grab the pillar descending from the ceiling. Climb up to the top and pull up. Back flip onto a ledge attached to the wall. Jump to the small ledge in the corner and then stand jump onto the nearby ledge. Follow the ledge clockwise to a wall. Grab the wall and shimmy right around two corners.  Drop and continue following the ledge to a wall switch. Pull down the switch to get a cut scene of the right door opening in the other room. Get down (a running jump to the corner pillar followed by a safety drop was quickest for me) and return to the room with the shallow blue depression.

 

Both doors are now open. Use the right doorway and follow a twisting corridor to a wall switch. Pull it down and the door beside you opens. Follow another twisting corridor to a dead-end where the camera angle changes. Pull the movable block at the end back as far as possible. Go back to the switch and reset the switch to close the door. Return to the room with the shallow blue depression.

 

Use the left doorway and follow the twisting corridor past an open door to another wall switch. Pull it down and the door beside you opens. Follow the corridor to a dead-end. Push the movable block as far as possible to reveal an opening. Go inside and up a ramp to another large room.

 

Go clockwise around the room and you see two plants partially enclosed by a gated structure.  You'll find flares hidden by one plant and a wall button partially obscured by the other.  Squeeze past the plant and push the button to lower a block in the corner near the plant with the flares, making accessible a pushblock in that corner.  You need to move that pushblock all the way across the room onto a marked tile near the opposite corner.   When you do so, a block rises behind you.  Go around the room clockwise and up the stairs, and take a running jump onto the block you just raised.  You can now take a running jump and grab the wall in front of you.

 

Shimmy to the right until you can drop down onto a ledge. Turn right and notice the opening in the far wall.  However, you can't reach it from here.  Drop down the other side and run to the far end to push a wall button, raising a tall block underneath the wall opening. Climb the wall directly to your right. There's a crack in the wall beneath the opening you jumped from, but Lara refuses to grab it.  Return to the first raised block, jump/grab the wall and shimmy right to the ledge. Jump to the raised tall block and go into the doorway.

 

Slide down on the other side into a room. Go to the right and run down the corridor. Continue past a closed door. At the end, you enter a room (room A) with an inaccessible pushblock and a few columns. At the back wall are a green alcove and a blue alcove. They are connected by a tunnel.

 

Run into either alcove and out the other side and you enter a different room (room B), where you're attacked by locusts. In this room there's a hanging ladder in the corner that you can reach by jumping up to grab it.  Do so and hand-over-hand climb to the top and then shimmy all the way to the right (by your fingernails) and around the corner, and drop onto that ledge protruding from the ceiling. Walk to the corner and use the monkey swing to get across the room onto another column. Turn right and jump from the lower corner to grab a wall section. Shimmy left (again, by your fingernails) around all the corners to the end and pull up into a green crawl space. Crawl along the passage and climb down the ladder on the other side. Push a button that causes a slight earthquake and maybe something else. Get back out and find that there are no apparent changes in the previous room B.

 

Run through the colored alcoves again, however, and find that the pushblock in the corner of room A is now accessible.  Note the tile design where the lowered block was and move the pushblock onto the tile next to the corresponding tile.  Another block rises next to you.  Get up onto the raised block, step onto the edge facing the far wall and jump up to grab the ceiling.  Turn around in place and monkey swing along the ceiling tracks to the hanging ladder.  Drop and immediately grab.  Shimmy to the right until you can drop and grab a crawl space.  Pull up inside and use the monkey bars to access an alcove.  Drop down and push the button.  Get back out and return to room B.  A block has been raised, allowing you to access a wall switch.

 

Climb up to pull the switch and get a cut scene of the door in the corridor opening. Go through the colored alcoves again to return to room A. Exit this room and follow the corridor back to the starting room. Enter the now open door. You are on a ledge above the room with the shallow depression.

 

There are more ledges above you. Jump to the ledge on your right and follow to the other end into a crawlspace. Crawl around to your left to a room with several spiked columns. You can see an apparently inaccessible button high up on the wall. Get onto the first short column. Stand jump onto the next higher column when the spikes are down. Then runjump forward and grab the column in the corner and pull up. Use the monkey swing there to go to a crawl space. It is difficult to see. Get out on the other side and pull up onto a ledge.

 

Ignore the zip line and jump to the adjacent ledge. Then jump to a ledge above the doorway. Pick up a large medipack, two small medipacks, flares and a GOLDEN ROSE for SECRET #2. Get back to the previous room with spiked columns.  Mount the first short column again and save your game.  Jump to the same spiked column, but this time you need to swerve to the right and runjump to the next spiked column, and finally jump to the safe column with the candlestick.  Timing is everything here.  When you arrive safely, you can time two jumps to the tall column in the corner for a small medipack.  If you do so, however, you're going to have to drop down and repeat the tricky jump described above.  Or, you can time a jump from the candlestick column to the spiked ledge in the other corner and quickly dart into the passage beyond.  The button you need to push is right in front of you.

 

Push the button to open the gate in the opposite corner of this room. Go there and up some stairs to a switch. Pull down the switch to get a cut scene of the door opening at the start of the level. Drop into the hole beside the switch and you are there. Go into the room to pick up the GOLDEN KEY. Go out and loop around to the left and follow a corridor to use the key in a key lock to lift a closed gate.

 

Sllide down, follow then corridor to a room and kill two lions and two dogs. Climb the wall in the corner (Lara pulls up into a crawl - interesting) and follow the corridor to a room with shaped holes. Drop through any hole into the room below. There's a large closed door needing two gems, two small closed doors and two corridors leading from this room.

 

Go to the corridor in the corner of the room, not the corridor in the middle of the wall by the steps. Follow the corridor and drop down into a room (room A) with a switch on a block with a dropped platform in front. On one wall is a closed door. On the far wall is a transparent wall. Use the uneven floor on the right side to jump to a block next to a column. From there jump to the block in the middle of the room. You are now in water so swim up, down a ceiling tunnel and pull the underwater lever at the end.  You'll drop into a pool in another room (room B). There is a switch in a corner of this room nearest the pool. Use it to raise a block in room A and run through the water wall in the corner back to the first room (room A). Use the raised block to get to the switch in the upper corner. Pull down the switch and go back to the uneven floor and swim back to the other room (room B), using the same means as before. You find that a block has been raised here as well.  Use the blocks and now raised platform to get to the switch there. Pull down the switch and go back to the first room (room A) and through the open door to your right at floor level.

 

Go to the end and slide down. Two hydras await, together with a lion and a gladiator.  There's a small medipack on a pedestal in the far left corner, but it's guarded by a skeleton.  I found that the better part of valor was to avoid all enemies by running to the far right corner and turning right to grab a crawlspace up in the wall. Pull up quickly and crawl through the passage to a room with rolling spikeballs. 

 

Get past the first pair of spikeballs and save your game.  Getting past the row of five is tricky, but it can be done without sprinting.  I ran past the first two on the right and took a running jump to the gap between the fourth and fifth spikeball.  From there you can take an easy running jump to safety.  When you get past them, activate the jumpswitch on your right.  One would think that this opens the door at the other end of the passage, but it doesn't.  You have to get past the spikeball gauntlet once again.  Use the space between the first and second spikeball, going back the other way.  A timed running jump from there should get you across safely.

 

The door in the passage to your left is now open.  You've probably been continuing to hear the howls of those enraged hydras, which is somewhat annoying.  As you go down the passage and turn the corner, you're met by three gladiators and a dog.  Two of the gladiators will each drop a GEMSTONE.  In the next room you can see where to place those Gemstones.  Do so and the door down to your left opens.   Before you enter there, go back to the first room. Lo and behold, the spikeballs have stopped rolling.  In the TR3 version of this game you could now pick up the UZIS from the middle of the floor for another secret, but that's not the case here so return to the open door.

 

Take a running jump forward to the ledge.  From the far left corner take a standing jump down to the flat ledge.  Turn around and take a long running jump to grab the corner of the pillar. Pull up, turn right and walk to the edge.  Look down right to find a slope down below.  Stand jump down to it, bounce off and grab the slightly higher pillar.  Pull up and note the closed gate up ahead to your left.  Take a running jump to the stable ledge below and to the right of that gate.  Turn left and take a running jump to the pillar opposite the closed gate.  Walk forward to the gap's edge and take a running jump across to grab the opposite ledge.  Pull up and push the button to open the gate behind you.  I wasn't able to make the jump back, so I jumped out left from the button and made my way around again as described above.  When you get to that flat ledge near the opened gate, take a running jump with a right curve to get inside.

 

Head through the passage to an outdoor area guarded by three giant tin soldiers.  You'll probably need the small medipack and large medipack to be found here.  There's a closed gate in a corner that requires a key.  As it happened, the GOLDEN KEY appeared after the second soldier died, so I was able to unlock the gate and escape without having to deal with the third one.

 

Pull down the wall switch at the end of the passage to open a gate to a very dark room.  You see a "Close Encounters" variety of swirling lights inside, but don't dash in.  Parts of the floor are deadly.  Those lights are your friends.  Jump to the tiles where they are, and they'll move each time to the next safe tile.  After quite a few jumps (saving after each one to be on the safe side), you'll come next to a flaming tile.  The friendly lights then vanish and the tile becomes safe.  Step forward and push the button to be transported to another dark area. 

 

You find yourself at the beginning of a maze.  As you enter, loop around right into an alcove, light a flare to locate and activate a high jumpswitch, and exit the alcove and keep to your right.  When you get to the first legitimate fork, if you go right you'll eventually come to a gate that opened when you activated the jumpswitch.  Pull up into the passage and pick up the GEMSTONE.  Continue forward and the door ahead opens upon your approach, allowing you to enter a familiar room.  

 

Turn right and enter the passage in the opening just before the big steps. Follow the tunnel and slide into a room. Run to the left corner and climb a block. Climb onto a higher ledge left and three gladiators with swords attack. You can jump back to the block and jump up and down to kill them. One of them will drop a small medipack, another the GOLDEN KEY. Exit through a corridor to a closed gate. Use the Golden Key to lift the gate the door and go inside to face some swinging battering rams. Just stand to one side and run when each battering ram swings to the other side. At the end slide down into a room. Loop around left and enter the passage to trigger a slow-moving spikeball.  When it stops rolling, squeeze past it to the end of the passage to find a wall switch around the corner.  Pull it to open a door on the other side of the main room.  Turn to your left and pull up higher, where the spikeball was, and pull down a second wall switch.  I don't believe the builder intended for you to be able to do this.  Anyway, what this does is to create a row of tiles high up on the back side of the main room.

 

Get down and return to the open portion of the room.  Loop around right into an open doorway to alert four lions.  After killing them all, side flip over a fence and pick up another GOLDEN KEY. To get out, back flip over the lower portion of the fence.  Return to the main room and use the Golden Key in the lock near where the spikeball came to rest.  A block rises to your left.  I have no idea what its purpose may be, unless it's to facilitate climbing up onto that ledge with the wall switch at the far end.  Turn around and go across the room to that hanging pillar.  On its far side is a climbing surface.  Jump up to grab it, climb to near the top and take a rolling back flip to grab the ladder surface behind you.  Shift left to the other end, drop down onto a ledge and run across to the opening in the far corner.  The tiles vanish (not collapse) as you run over them. 

 

Slide down into another room and notice a raised tile and an inaccessible button on the far wall. Go toward the raised tile and find some flares tucked away in a corner.  Follow the passage, keeping to the left, and you'll come to an area with pillars of various sizes.  Locate the nearby ladder, climb up and back flip to a sloped pillar.  Slide down and grab the edge, then back flip to a flat pillar.  Turn left, jump to the next pillar and pull up left.  Jump to grab the ceiling and monkey swing across the room.  Drop down in front of a button, push it to open a gate below and safety drop to the floor. 

 

Enter the opened gateway and use the safe tiles to hop across the room.  Enter the passage and follow to a room with a central pyramid.  Locate and activate the jumpswitch located on the pillar at the entrance.  Nothing seems to have happened.  Return to the pillar room, hopping along the safe tiles as you did earlier, and this time exit by following the left passage and staying to your left.  You'll come to a pushblock in a dark passage.  Pulling down the jumpswitch lowered another block that was on top of the pushblock, enabling you to move it.  It's not easy because of the angled passage.  You need to move the pushblock painstakingly in the direction of the room where you first slid down.  Begin by pulling the pushblock back twice and note the design of the floor tile on which it rested (similar to a tile you may have seen in the opening room).  You may see a crawl space behind you, but right now it's blocked (and I couldn't find a way to unblock it).

 

Move the pushblock toward the opening room.  Your task is made a bit easier by the fact that at least at one point you can pull the block into a solid wall.  When you've moved the block as far as you can, jump over it (or pull it back to an earlier spot) into the opening room and find that another block has been raised on the companion ornate tile.  Use it to jump to the ladder that you couldn't reach before. Climb up onto the pillar and use the tightrope to get across to the button.  Before getting onto the tightrope, look to your left and you can see a secret rose perched on the raised tile.  I couldn't find a way to reach it.  Push the button, safety drop to the floor, push the block out of the way if necessary and return to the pillar room.  Use the safe tiles to get across the lava floor to the pyramid room.  A tall block has risen there.  Use it to jump into the pyramid and pick up the second GEMSTONE.  Turn around, jump back out and find that the gate high up in the wall is now open.  Use the ladder beneath it to access the passage.

 

The door at the far end opens upon your approach.  Hop down into a familiar room, turn right and place the two Gemstones to open the gate.  Enter a large outdoor area where it's raining.   You can see two closed gates. Ahead is a natural pool of water with columns in the corner. Approach the water and turn around to kill two vultures flying overhead. Swim into the water past the cage and locate a hole in the wall to your left.  Swim down a shaft and grab the flares.  Return for air, then swim back down and open the door to the cage.  Enter for a large medipack and a small medipack, swim up to pull the underwater ceiling switch, and return for air.

 

One of the two gates you saw earlier is now open.  Go there, enter the passage and climb the tall ladder through an opening.  Back flip to an upper ledge and follow around to the left.  Jump the gap and continue around to the next gap.  Turn around, drop and hang, then drop again and grab the slope.  Pull up, slide forward and jump off to grab a pillar.  Pull up, walk forward and push the button to open the other gate in the first room.  Go there and find a wall switch.  Pull it down to open the underwater gate in the far left corner of the pool.

 

Swim into the open gateway and follow the long and winding tunnel.  You should have enough air if you don't dilly dally.  At the end, surface in a room. Notice the closed underwater gate in the short facing underwater tunnel. Pull out and back flip onto the low slope. Jump off, grab the slope ahead and shimmy left. At the left side, pull up, back flip, roll, and grab a climbing wall. Climb up to get the GEMSTONE. Safety drop down to the floor and return to the water.

 

Swim back to the pool. Wade out onto the sloped pillar at the far end.  Enter the open passage straight ahead and climb the ladder.  Back flip when you reach the opening.  Go all the way clockwise along the ledge, jumping gaps as necessary, until you reach a closed gate.  Insert the Gemstone in the receptacle to open the gate.  Enter a room with a switch. Pull the switch.  As you probably suspect, this opens the underwater gate back where you got the last Gemstone, so you have to backtrack your way back there by swimming along that long and winding tunnel again. Before going through the opened gate, surface to fill up with air.

 

Swim down again and through another long underwater corridor (this one with rocky walls). At the end surface near a room with many columns. Climb the column at the back wall near the water pool (you'll see the ladder surface). Go to the middle of the ledge and use the long tightrope to get to the other side, passing two suspended poles along the way.  Take a curved running jump to grab the tall pillar in the corner.  Pull up and climb the vertical pole.  Back flip at the top and follow the ledges to around tightrope.  Use the tightrope to get across the room to the other ledges.  Follow these ledges left until you're lined up with another suspended pole.  Take a running jump to grab the pole, swing around and jump off to land on the other side.  Follow the ledges to the right until you reach another climbing pole.

 

Climb the pole, jump off at the top and run around the central structure.  Some rat-like beetles come out to pester you.  Back flip onto the slope and jump off to grab the central structure.  Pull up and follow the ledge around clockwise.  Pull up right at the wall and follow the higher ledge all the way around (passing an opening on your left) to a large medipack.  Go back to the opening and slide down into a room with four rabid hydras.  Turn to your left and run to a wall switch, opening the gate beside you.  This gives you a brief respite from the hydras until a giant tin soldier and a hydra arrive.  There's also a large medipack inside.  You can kill the tin soldier, but the ahmet seems to be immortal.  However, when you leave this room the gate slams shut, trapping it inside.

 

Locate the pushblock near the spot where you slid down.  Move it all the way across the ledge onto the ornate tile.  A gate opens near the hydras, releasing a lion.  Kill it and enter the opened gateway.  Turn around at the entrance and active the high jumpswitch.  Note the gem receptacle in the room beyond.  A door has opened on the other side of the hydras, releasing a gladiator.  After you kill him a GEMSTONE appears.  You know where that goes, so insert it in the receptacle you saw earlier.  A cutscene shows another Gemstone materializing on a pedestal in the midst of the hydras. 

 

Go pick up the GEMSTONE and take it with you up the stairs.  Insert the Gemstone in the snakehead receptacle to flood this room.  Swim into the passage from whence the gladiator emerged and find a shaft leading upward at the end.  Swim up, surface, pull out and jump into the large pool.  Enter the opening and swim along the passage until you hit the finish trigger.