Hidden
Temple of Ramhaktak
Level by David H.
(September, 2002)
Walkthrough by Harry
Laudie
[Note] A reviewer
noted that the monkey swings are very steep and impassible at any angle. He
used the fly cheat to get around the problem. Unfortunately, I have to admit
that I did the same. It will be noted when it occurs. This level also crashes a
lot and there are places that are unplayable and/or unreachable. There are some
areas that I could not access and probably a few secrets that I could not find.
[End note]
[Opinion] The author
states in his notes that he tried to make the level as hard as possible. I
think that he missed the entire point of making custom levels. This level is
not fun at all. He also stated that there are bugs but he was not interested in
fixing them. Read the reviews about the level to see if it is worth playing or
not. I wish that I had before I started the level. [End opinion]
Go forward and slide
down the slope backwards. Grab at the end and safety drop onto a platform. You
get a flyby of the area. Run and jump to grab the rope and swing into an
opening in the very dark south-west corner. You should check with the
binoculars before jumping to the rope. Jump over the flames to a south-west
alcove. Get secret #1 and a small medipack. Exit and jump down to the ledge.
There is nothing to do here yet so jump to the ledge at the west wall.
You need to save a lot
inside the tunnels. The author uses triangular slopes in crawl spaces that are
difficult to traverse and in many places you will get stuck and cannot recover.
Basically you move, save, move, save, etc. Inside to the north is a spike pit
than you cannot get past without dying. Go south, west and south again and drop
into a water pool. Pull up into a crawl space to the west side. Follow this
through a place where you can get stuck (a sticky place). Go west again and
look through a gap in the north-east to see flares that you cannot reach.
Continue west until you see an opening to your left that goes to a trench with
water. But first go to the right through another sticky place and drop into a
hole. Pull up and at the next hole, shimmy around to pull up to the east. If
you fall into the hole, it is a spike trap. Go east, drop into a hole and pull
up again. Go north down a slope and then follow another upwards slope to pick
up Uzi's. Go back and at the junction go south into a hole. Pull up the other
side and go left to get the flares. Notice the picture of an angry animal on
the wall. Go back the way you came and this time go left and drop into a trench
with water.
Follow the trench and go
left into a crawl space. Go up the slope and sown the other side. Go east and
then go into another sticky place. Go west up a small ramp and look south and
see a pole. Go a little further and then south down a ramp. At the bottom, go
west until you can stand up and look around for flares. Then go east and very
carefully go around the rock hanging from the ceiling to get into a corner and
stand up. There is a spike ball will drop on you if you get onto the colored
tiles. Stand on a north block with the spike ball above your head. Run to the
west over the tile and jump to the pole and climb up. Climb very high as the
spike ball can still reach you. When the spike ball stops, back flip over it
and pick up the old temple key. Now go back to the water trench. On the way
back you may see a water hole behind a plant. You can go there for crossbow
normal ammo and then return to the trench.
Continue down the
trench, as the water gets deeper. You will find a ladder on the north wall.
Climb it and enter a small room. Drop down the other side and go north to the
back wall. Then return south to pick up the laser sight and run out of the way
of a falling spike ball. Climb out of the pit and back to the water trench.
Continue in the trench until you can swim. Swim into a crawl space to the left
and follow the tunnel to an underwater door. Pull open the door and enter to
pick up a gun called Carrier. Return and continue swimming down the trench.
Stand up on a pillar and jump up to grab a rope. Swing over a ledge with a
gate. From there you can safely kill the crocodile. As you move around notice
that Lara looks up into the north-east corner. Dive into the water and swim to
the south-west floor area to get the crossbow. Go behind the large plant at the
west wall and swim inside to get secret #2 and Carrier electrified ammo. Again
use the rope to get back to the ledge.
Although Lara can see a
large medipack on the north-east column, I could never get it. As much as I
swung with the rope, I always seem to get deflected by an invisible wall. The
same thing applied trying to swing to the north-west corner. Go to the gate and
use the key and the gate opens. Go inside and the gate closes. Kill an Amazon
woman and go east to pick up the Bindianas' Shovel. Continue up the steps and
go north to get a flyby of the area showing some tiles on fire. Go north to the
closed gate and find a cube with a cross. Carefully move it between the fire
tiles and onto a tile in the north-east corner. You get a cut scene of the fire
stopping. If you turn and shoot the box, you will see an item surrounded by
fire. Go around to the other side and pick up the old temple key from the
pedestal. Go to the south wall and use the key. You get a cut scene of a cage
rising in the middle of the floor. Stand by the purple column and jump to the
grab the cage and pull up.
At this point, I agree
with the reviewers in that the monkey swing is impossible. You know where it
goes so use the fly cheat to go there. You hear a door open. Follow the tunnel
to the open door. Now you should monkey swing to the north-west corner. Again
the monkey swing is impassible so use the fly cheat to get there. Shoot the box
and pick up Carrier charged ammo. Save the game at this point. Use the switch
on the north wall and immediately side flip to avoid a falling spike ball. You
will hear a gate open. Drop into the water and kill another crocodile and use
the rope to get to the ledge. Go up the steps and then go to the north-east. The
fire is out so pick up the jar of zuluzalu. Now run to the south-east corner
and use it in its receptacle. You get a cut scene of a gate opening.
The gate is in the east
wall. Go there and jump over a fire tile to grab a ladder. Climb up and pull up
into a corridor as the camera view changes. Go up all the ramps to the top and
the camera view changes to normal. Notice a box on the floor. Go back to where
the camera view changes and use the crossbow and laser sight to shoot the box.
Then start running down the slopes as a falling spike ball chases you. Be sure
at the end to jump clear of the fire tiles and run out of the spike ball's way.
It takes a few tries to memorize the route without hitting a wall. Go to the
north wall and into the open gate. Pass through the two pillars and get a cut
scene of an underwater gate opening. Pick up the Sword of Ramhaktak and exit
the alcove. Swim back through the water and the trench. Go back through the
triangular spaces back to the entrance of the maze.
Now go to the right and
underneath a triangular crawl space. If you came here earlier, the level would
have crashed. Follow the crawl space to get to a plant. Go forward a little and
shoot a scorpion before it traps you. Follow the crawl space a little more and
drop in a hole with water. You get carried by the current into an underwater
maze. This maze is simple enough but the block positions and narrow crawl space
placements make it difficult to swim through. There are a few places where you
can swim through a wall and are stuck and need to reload. It is just painful to
play. When the current stops you can either swim left or right onto crawl
spaces. If you go left you will get into a room I will call room A for later
reasons. Go right and follow the twisting tunnel until you get a choice for an
upper and middle crawl space. Enter the middle crawl space and follow it
through a triangular opening to get air. I could not pull up into the crawl
space. Now return and go through the upper opening. Follow it to open and underwater
door. Do not go after the large medipack, as it is a trap. Go left to open a
second underwater door. Open it and go immediately right into a triangular
tunnel. At the end go to the back wall and surface for air.
Then swim back to that
second door and swim west towards a blue colored section. Open another
underwater door and then go left to swim into a large room and quickly surface
for air. I will call this room B. Go back to the second door and go north to
open another underwater door. Open the door and enter the tunnel for a large
medipack and Carrier electrified ammo. Then swim back to the room for air. Go
to the north-west to pull up out of the water. Monkey swing to the south-east
corner. Monkey swing east and when the ceiling looks dark turn north and follow
the monkey swing to a dark north-east corner. You can light a flare and see the
author's changes in the wall pictures. Monkey swing south and drop beside a
closed door. Use the reach-in switch and the door on the other side of the wall
opens in room A. Beetles will pour out of the hole as well.
Now use the air holes
and swim back to the where the current carried you. The beetles follow you all
the way, of course. Swim through the other side and follow the tunnel to an
underwater room. Swim west through an underwater opening in the wall and you
arrive in Room A. Swim west to pull up to a ledge. Kill a crocodile from the
ledge. Jump south to a ledge and the east to another ledge. Monkey swing north
and pick up a small medipack from a pedestal. Enter the open door and go
forward and push open the double doors. Enter and press a button to get a cut
scene of the door in room B opening. Swim all the way back to room B.
Follow the monkey swing
again and reach the open door. Enter and get a cut scene that ends in a door.
Go forward and step on a platform. This is the start timer for the door. Follow
the tunnel and kill a dog and pick up a large medipack. Learn the route and
watch out for the spike pit in front of the door. Then go back and kill another
dog before you try the timed run. When you make it, you enter a tunnel. Follow
the tunnel to the end and climb a ladder. At the top you get a flyby of a large
room. You are on a walkway with transparent walls.
Go down the walkway and
kill a dog. Enter a room and the camera view changes. Go left and climb a wall
ladder. At the top, use the binoculars and look east to see a jump switch on
the north wall in a dark corner. Monkey swing to the corner and pull the jump
switch. You drop and the gate opens. Kill an Amazon woman that appears. Enter
the door and the camera changes again. You can see a spike ball above your
head. The camera view just makes the race more difficult. Sprint and go left,
left, right, right hair-pin turn, left hair-pin turn, right turn and straight
to a jump switch. Pull the jump switch and a gate opens behind you to stop the
spike ball.
Get into the open
corridor and go to the end. Jump to a column and then jump to a lower column.
Jump into a tunnel in the south wall. Climb a wall ladder and at the top back
flip into a tunnel. Notice a switch but first kill a dog and go to the end of
the tunnel. You pass two closed gates, three openings and a trap door. At the
end climb down the pole at the end. Pick up flares and Carrier charged ammo.
Climb back up the pole and go back to the switch. Save in a few slots and this
procedure cannot be repeated. Use the switch and run down the tunnel into the
west open gate. At the end use the reach-in switch and exit. Turn left and run
to the east open gate. At the end use the reach in switch and exit. Pull up on
the west side of the trap door and sprint up the ramp before another gate
closes. If you fail, reload since the switch cannot be reset. It's a pity
because the rooms contain useful ammo but you have no time to pick up the ammo.
You face some partial
blocks with thin walkable spaces between them. If you go south and follow the
thin openings you can get a revolver. Go back to the closed gate. Go west
through the thin spaces and pass a middle thin opening into a corridor. At the
end is a series of blocks with a spike ball at the top. At the bottom of the
blocks is a doorway to the left with a statue and a mummy. Enter the doorway
and lure the mummy away to the back wall. Go to the north side or front of the
statue. Push back the cover and pick up the Sun Bird. Then exit the room and
avoid the mummy. Climb the blocks and when you hear the spike ball falling,
drop back a block and stand against the wall and the spike ball goes over your
head. Go back to the top and get into the crawl space in the upper west wall.
As you pull up you hear a door opening. Down into a tunnel and face a pole and
three openings.
Ignore the pole for now
and go south to exit back into the starting room. Use the rope to swing over to
the east ledge. The gate there is now open so enter the area. You see several
floor levers and wall switches behind gates and transparent partitions. Drop
into the hole in the floor and grab the wall. Shimmy to the left and drop onto
a ledge. You may to release and grab again to pull up for the final shimmy to
the ledge. Pull up to a wall switch. Save before each switch just in case. Use
the switch and hear a trap door drop. Go back by the wall and pull up out of
the hole. Look to the south wall for a crawl space. Get inside and drop into a
hole. Get into the triangular crawl space and go north. If you drop into the
hole, the game will crash. Instead go to the right and up a ramp in a crawl
space. Save and the get around some sloped ledges (sticky places) to eventually
stand up. Look south and pull up into a crawl space. Drop on the other side to
a switch. Go south to pick up an old temple key from the floor. Use the switch
and you see the gate open beside you. Back to the crawl space and start area.
You now have a choice of two possible routes.
Preferred Route A (the
easy route).
Now get into the hole to
shimmy around the wall again. Pull up the ledge and go through the open gate.
Go to the east wall and use the key. You get a flash cut scene and hear a trap
door drop. Back to the hole and shimmy back to the starting area again. Do not
pull up into the trap door. Jump up to grab the wall on the west side. Climb up
and do an extremely long miserable wall shimmy to pull up into an alcove. Save
again of course. Use the floor lever and hop back to avoid a falling spike
ball. You get a cut scene of another trap door falling. You can jump to grab
the ceiling and monkey swing at an angle to get over the deadly floor and drop
back to the start area. Go left and climb into the other trap door. Follow the
tunnel to the end and drop to a floor lever. Be careful of the fire and use the
floor lever. You get a cut scene of a gate opening. This gate is back at the
first wall switch so back into the hole to shimmy around the lava again. Pull
go and follow the open gates to an upper opening.
Pull up and slide down
to a ramp. Run down a ramp and pass a closed gate to arrive at a button. Save
again of course. Push the button, roll, and run up the ramp into the open gate
before the spike ball drops on you. Enter and turn to the right as the gate
drops. Sprint to the bottom and turn left to avoid a spike ball. Turn and
sprint up the ramp and into an opening on the right side before another spike
ball flattens you. At the end of the last ramp, climb a ladder up to some steps
and hear a gate open. Follow the steps and the tunnel to drop into a hole. Use
the floor lever and see a gate open in front of a box that is besides you in
the next partition. I guess the idea is to grab the climbing wall and go back
through the ramps and lava hole again to get to the start area for the trap
door. However, you can walk the south wall to get back to the start point so
take advantage of the mistake. Or from the floor level tile, actually jump up
and you are in the tunnel. Get into the tunnel above you and go to the box.
Shoot the box and get a cut scene of the door in the south-east corner opening
and there is a fire beside it. Pick up a jar of zuluzalu and go back to the
corridor. The flame is a fake and does no harm. And, of course, the door opens
the wrong way so you cannot enter it. Exit this area and go back to the pit
with the rope. Go to the section called Final Exit.
Alternate Route B (the
much harder route).
Return to the pit with
the rope and jump into an opening in the south wall. If you go south into the
cave, you follow it to a dead-end with a high waterfall and a water pool. That
is probably a route from the badly opened door that I could not do. Safety drop
and shimmy around the pit to a closed gate. Use the key to open the gate.
Follow the tunnel and climb a wall. Jump to the west ledge and use the rope to
swing over to the north opening. Ignore the pole and shimmy around the hole to
enter an open door. You are in a room with four holes. Enter the north-west
hole with a blue color. Slide down some ramps and at the last ramp, jump
forward with a right curve to avoid a falling spike ball. The other three holes
are deadly. You are in the cave below the transparent walkway.
Go to the north-west
corner and jump to grab a pillar. Pull up and use the rope to swing to the top
of the walkway. Go north for Carrier electrified ammo. Go south and jump to a
grate in front of a fire. Drop and shimmy left of the fire and pull up into the
crawl space. Go to the back of the room for a jar of zuluzalu. Carefully get
back out and safety drop to the floor. Go north into the water and swim west
and pull up on a ledge. Slide down to a platform. Turn around and grab the
slope. Shimmy to the far right and pull up into the crawl space. Look
north-west behind a ledge and see a box. Save the game again. Use the revolver
and laser sight to shoot the box. Also shoot a box on the west ledge and two
boxes on the south ledge. The four tiles rise over the lava. Crawl back to the
corner and jump to the first tile. They are timed and I think they may be order
specific but you can manage to get across after a few tries.
Follow the ledge into a
doorway. Go up some steps and down a tunnel. There is a harmless spider there
that you can ignore. You enter a room with face tiles that are deadly and
beetles attack as well. A few trips back down the tunnel and you should be to
get rid of most the beetles in the lava pit. There are two buttons in the
south-west and the north-east corners. Ignore the buttons as they close gates.
If you go to the south wall and get into the open gate, then you can go east
through another open gate. If you climb the north wall, the level crashes. I
suspect that this way goes back to the pole area. It always crashed, so I do
not know. Forget the gates and climb the west wall by the first gate. At the
top shimmy to the left. Go east to the tunnel end and jump into the south
opening. It is possible with a bit of difficult twisting and maneuvering to get
through the sticky place in the corner and grab the edge above the water.
Shimmy to the right and follow the crawl space back to the pit with the rope.
Final Exit:
It is possible to end
this misery now. Swing to the north opening and slide down the pole to the very
bottom. The opening you slide past is an exit from the area below just in case
you went there earlier without the required three items. Drop in some water and
swim east. Let the water current carry you to a place where you can pull up to
a ledge. Go to the south-west corner and carefully pull up beside a pink
pillar. You can see a closed gate in the south wall. Go east to use the Sun
Bird. Go north to use the Sword of Ramhaktak. Go west to use the jar of
zuluzalu. The gate at the south wall opens. Go through the gate and enter a
cave. Go to the north-east corner and climb the rocks. Go around to the south
and watch out for a pit. Jump to a black rock in front of a pillar. The pillar
is movable so push it aside. Pull back the pillar in the opening and push it
aside. Jump into the south opening and the level ends legitimately.
07-apr-2006