THE FLYING TEMPLE

 

Levels by Codo

 

Walkthrough by Phil Lambeth, supplementing the walk prepared years ago by Monika Pietsch.

 

 

Level 1: THE FLYING TEMPLE PART 1

 

Click here for Klaus Kleinmayer's video walk.

 

After the opening flyby, take a running jump NE onto a flat spot on the neighboring floating island. Walk around to the NW corner and jump down to the square platform (not a breaktile). Jump SW to the left side of the arch, hop up W and jump straight up to grab the monkey bars. Monkey swing to the N side, attracting the attention of a Tinnos wasp, drop down into an alcove and carefully jump NE (grabbing if necessary) to the next floating island. Go around and jump NW to the larger island where you have more fighting room to deal with the wasp.

 

Make your way counterclockwise around the small crater lake to the N and find a button near the NW corner that gives you a cut scene of nearby flames being shut down while another Tinnos wasp is awakened. Go S past the lake (easiest to get on the E bank and jump over to the S ledge) toward a palm tree in the next area and continue with a running jump S onto the blue platform. Take another running jump S onto the floating ledge, jump S to the next ledge and finally jump into the W structure where the perpetual flames had formerly blocked your way. 

 

Run forward to find two pairs of flameblowers, one pair on either side. Time your way past the ones on the right to find a large medipack and on the other side jump the gap to grab the wide stairs, pull up and climb the steps past a fixed camera. Turn right and pull up into one of the N openings. Hop down to the westernmost sloped ramp and take a running jump W to grab the left corner of the floating island. Pull up and jump onto the ledge to your left. Pull up into the S opening and shoot out one or both of the windows. Hop down into the room ahead and go across to the S opening. Pull up, shoot out a window if necessary and drop down onto the ledge on the other side for a small medipack.

 

Pull back up into the opening, hop down into the room and go through the W opening to trigger a flyby through the area. Run forward, deal with the harpy inside and jump up to grab the sloped block to the right of the N column. Shimmy toward the right corner, pull up, slide a bit and jump to grab the N ledge. Pull up (the flame blower can't reach you), turn to face SW and stand jump down to an alcove next to the lava lake for SECRET #1 and a large medipack. Take a running jump W, note the snake head receptacle and head S toward the central pool.

 

Jump into the water, swim down through the floor hole and locate the openings NW and SW. Swim into either one and pull the NW ceiling switch. Return for air, pull out of the pool and go to the same N sloped block right of the central column. Pull up. slide down the other side, jump and grab the N ledge, shimmy right to a ladder, assume the climbing position and climb the ladder to an upper ledge. Pull up, loop around left and take a running jump to grab the S ledge over the central pool. Pull up and run past the floating key receptacle to the other side.

 

Take a running jump S as Lara looks right in mid air. Grab the ledge, shimmy right until you're over the jump switch and release to activate it. You'll drop into the water below, so surface, pull out N and find the block in the SE corner. Use it to access the higher SE opening and go around to face a trench with deadly goo. Stand jump to grab the monkey bars and monkey swing over the goo. Drop down on the other side and pull up W into a control room. Loop around right, push the button to hear the sound of a room being flooded or drained, pull up into the N crawl space and drop down the other side through a floor hole.

 

Reverse roll, run off into the water below and swim into the NW opening. Continue toward the N wall, turn left into the opening and surface where a trap door has opened. Pull out into a duct, run to the far end and climb the ladder. Back flip onto a ledge and push the button to raise a block somewhere. Go back the way you came, swim E and diagonally to your right, surface and pull out into a room. Go N through the opening, pull up into the short passage and hop down the other side into some shallow water. Wade to the central block, vault up and press the action and down arrow keys at the same time. You'll grab the GUARDIAN KEY while a trap door opens behind you and a blade trap is triggered.

 

Swim N to the next room, surface and pull out. Jump back on either side of the raised block and swim around for flares. Get back out, push the hard-to-see button in the N wall to open double doors somewhere and return to the S room. Climb the S ladder, continue to the pool and jump in. Swim through the S opening, pull out and deal with the harpy if it shows up here. Climb the left side of the ladder in the W wall, pull up at the top where you'll now greet the harpy if you didn't earlier. Pull up S, follow the short passage and stand jump to grab the monkey bars. Monkey swing over the goo-filled trench, drop down at the other side and pull up E into a small control room for SECRET #2. Take the grenades, shotgun ammo and SHOTGUN from the plinth and pull up into the N crawl space.

 

Drop down through the floor hole on the other side, reverse roll and jump the gap to the upper ledge area. Go up the red steps to your left and find the opened double doors. Jump to grab the ladder, climb down as far as you can and safety drop onto a ledge. Hop down, jump into the water hole and swim S. Wade out, climb the ladder and pull up into a room with floating platforms. Climb the E ladder, pull up at the top and jump W to the first floating platform. A Tinnos wasp will attack, so jump back to the ledge where you'll have more room to engage it. Then resume your trek W along the floating platforms, attracting a second Tinnos wasp along the way, until you reach the ledge with the GATE KEY and a large medipack

 

Jump the floating platforms back to the E ledge. Along the way you'll attract the attention of another Tinnos wasp (in my case two, the second one after I climbed back down the ladder). Head over toward the W pit, hop NW over the railing and use the Gate Key to open the N gate as yet another Tinnos wasp attacks. Enter the long room but note the presently dormant blade trap ahead. Nothing bad happens when you continue to the plinth for a second GUARDIAN KEY, but when you turn to go back the other way the blades will activate in sequence. Simply hop back from the plinth, immediately stand jump over the plinth and you should avoid any health loss. Now it's safe to return to the E ladder in the previous room.

 

Climb the ladder and start making your way W along the floating platforms once more. But this time, from the second platform jump to grab the crawl space in the N wall. Go on through to a room you visited earlier. Go around to the NE corner and jump to the E double door opening. Go down the steps to your left pull up onto the sloped block to the left of the central N column, slide a bit down the other side and jump to grab the ledge in front of a flame blower. Shimmy left to the ladder, climb up to the red ledge and loop around to take a running jump and grab the ledge over the pool. Pull up and go to that floating key receptacle you noted earlier.

 

Stand in front of the receptacle, first facing N and then S, and place the two Guardian Keys to turn off both of the nearby flame blowers and awaken a harpy that's lurking sneakily behind a N column. Take a running jump to grab the red N ledge, pull up and use one of the corner ladders to get down to the ledge below where the flame blowers have been extinguished. Pull up into the crawl space at the back of either flame blower alcove and crawl to one of the N openings. Drop down, hop over the deadly goo (if necessary) to find grenades against the E wall. Take standing jumps W and go around into a room with three whirling fans.

 

Walk past the blue ducts and pull up first onto the nearby N ledge and then in front of the farther fan on your left. Walk carefully between the blades diagonally to your right and drop down the other side. Vault up onto the ledge  beside you, face N and take a running jump over the deadly tracks. Hop up onto the ledge and pull down the switch in the N wall to lift a gate in the previous room. Go back the way you came, using the other ledge on this side to get over the tracks, get between the blades to the other room and hop down to see the opened gate in the W wall.

 

Go on through to the next room, climb up onto the central structure at the near left corner and stand jump NW onto the flat roof. Walk to the SW corner, save your game and take a running jump NW down to the floor on the far side of the green pool. If you're not precisely positioned, you'll either catch fire from the molten lava to your right or you'll land in the pool to your left. However, the water is not deadly and you can use the ramp to make a curved running jump W between the ducts, which was probably not intended by the builder. Locate and pull down the N wall switch to hear the sound of a trap door opening, then grab the shotgun ammo in the S alcove behind you before leaving.

 

Pull up onto the flat area to the right of the wall switch, pull up higher N and run forward to find the opened trap door. Climb the N ladder until you can shift left over the flame burner, drop and hit the roll key as you land to keep from being set aflame. Loop around the column to find a wall switch that opens a timed trap door at the top of the ladder. Quickly turn to your left, hop back onto the slope, slide and grab and drop next to the ladder and climb up past the trap door before it closes.

 

Pull up into an outdoor area and head NE toward the mounted fans. Pull up onto the corner of the white structure to your left, hop onto the grated roof and jump S onto the floating platform. Hop to the column on your left for SECRET #3. Grab 2 x shotgun ammo and return to the grated roof. Drop down N, enter the control room and shoot the W windows. Vault up into the enclosed area for a small medipack and get back out to find a wall switch that opens a floor trap door against the N wall outside. Go there and find the floor hole on the other side of the dark ledge. Get onto the ledge, hang from the edge over the floor hole, drop onto the slope so that you slide down backwards. Grab at the end, climb down the ladder, release and jump off the slope at the bottom to land on a flat spot between active fans. Stand against the wall and jump E past the other two fans, pick up the small medipack and go through the crawl space to drop down into a new area. A cut scene shows the helicopter that brought you here catching fire and exploding as a malevolent figure looks on.

 

Run along the bridges surrounding this area to draw out a total of four tigers, then go to the N opening and enter to trigger a strain of foreboding music. Go clockwise around the aquarium and pull up into the opening in the N wall. Turn around, jump straight up to grab the ladder and climb up to a ledge overlooking the aquarium. Go around left to a tiny waterfall where you can more easily target and shoot the shark swimming about below. Slide down into the water and search the nearest clump of seaweed for the hidden GATE KEY. If you like, you can swim a little bit W for a small medipack on the grassy slope this side of the pillars.

 

Surface and pull out N onto the ledge. Go through the opening ahead, climb back down the ladder, hop down and run around the aquarium wall to the S opening. In the outdoor area, go around to the S wall and find the receptacle for the Gate Key. Use it to lift the gate and enter the next room, where you'll find the SMALL WATERSKIN on a ledge. Go back out, fill it from the shallow stream and return S. Turn left, go E through a short passage to a new area and empty the waterskin onto the central plinth to put out the fire and open the S gate.

 

Enter the S room for the TEMPLE KEY and place it in the E receptacle in the previous room. The place lights up as the N gate opens. Go there and come to a small room with a closed gate on either side. Shoot three large flower buds on the central ledge and the E gate opens. Enter and go up the stairs to trigger a flyby of the area ahead as doors open. Continue into the next room and do battle with an arachnid-like female assassin. Go to the charred area you saw in the flyby and save your game before running off S into the floor hole to finish the level.  

 

Level 2: THE FLYING TEMPLE PART 2

 

Click here for Klaus Kleinmayer's video walk.

 

For a secret, light a flare the instant you gain camera control. When you land and start sliding, jump with a right curve so you'll land on the adjacent slope sliding backwards. Grab the edge, shimmy left around the corner and pull up next to SECRET #4. Enter the small cave to your left for a large medipack and return to the floor hole. Hop back and grab, shimmy right around the corner so you're facing S, release and slide/grab twice to land in a pool of shallow water.

 

Deal with two Tinnos wasps and walk carefully around the perimeter of this underground cavern as boulders fall from the ceiling and a third Tinnos wasp is attracted. Go to the shrubs near the N wall (where the boulders fell) and search the right side for shotgun ammo that registers as SECRET #5. Turn around, go S toward that tall rock island and look for the TEMPLE KEY in the water at the near right corner where you slid down from above. Head E to the left of the waterfall and find a passage that narrows to a crawl space. Go on through and use the Temple Key to open the gate to a lava room.

 

Watch the flyby and wait for the arrival of a harpy. Take a running jump onto the nearby block, continue with a running jump NW onto a low ledge jutting from the dragon structure, hop to grab the N ladder and climb to the top of the column. Turn around to see the translucent floating platforms scattered throughout the room. Proceed along them as follows: stand jump SW, runjump with grab S, runjump SE, stand jump NE and hop to the ledge next to the E ladder. Climb up, note the receptacle as you pull up and turn around to see more translucent platforms at this higher level. Hop to the first one NW but avoid the next one with a reddish tint, as it (and the others like it) is a fire trap. Runjump over it to the safe NW platform and hop over to push the button in the N wall.

 

Hop to the previous platform, runjump to grab the safe W platform, pull up and stand jump S to grab the next safe platform. Runjump to grab the next safe S platform, pull up and hop over to the ledge in front of the S wall button. Push it to extinguish the flames issuing from the dragon's mouth (but only briefly), jump over to the column with the plinth and pick up the TOKEN. Face E, runjump onto the safe tile before the flames return, stand jump onto the column and place the Token in the receptacle to lifts the gates on either side. 

 

Hang from the ledge you're on, shimmy right or left as the case may be around the corner and pull up at the top of a dark staircase. Go down, turn right at the bottom and search the skeleton to your left for a spare SHOTGUN. Note the area beyond the W windows (which aren't shootable) and go past a pulsating mass through the SE opening into a lava room with a gyrating dragon in the distance. Step forward to awaken a harpy while health-sapping blue snowflakes issue periodically from the dragon's mouth to harass you. Tip: you can minimize their damage by stooping in place until they dissipate before their next attack.

 

Go E along the bank to your left until you reach a floor hole with a crawl space. Crawl around to an underground passage, stand up to shoot a scorpion and continue around the corner to shoot a second scorpion. You'll come to a dead end where you see what appears to be part of the dragon's belly. At the same time you might hear high pitched yips coming from somewhere above you. The "belly" is a disguised trap door, so jump up to open it, pull up into a room guarded by one of those skinny female assassins and pick up the GUARDIAN KEY she drops. The N window ledge has a large medipack, and there's a floor lever on the S ledge that lowers a block in the lava room.

 

Return to the lava room via the passage and crawl space, pull out of the floor hole and hop down SW. Before the dragon has a chance to hurl fireballs at you, take a running jump S into the water hole in the middle of the rock formation where the block lowered. Swim down while being pursued by the swarming snowflakes, follow the E passage past an opening and turn right at the corner. Continue S past another opening, fight your way past the current created by the spinning fan and pull the hard-to-see ceiling switch just around the corner as you face W. A block lowers to reveal a passage beyond the window in front of you. Flip turn, return for air if necessary but watch out for the fire wraith and harpy that are waiting for you just outside.

 

Swim back E to the wall, loop around right into the W passage you swam by earlier, pull down a second ceiling switch to lower a block you can see through the W window, flip turn and return for air before continuing. Swim back, turn right into the S opening and right again past the lowered block. Follow the passage around corners to a room with the GATE KEY on a raised slab. For the final secret, swim up past the W opening and turn left at the wall (if you turn right you'll be sucked into a room with spinning fans). Turn right where the earlier block lowered and swim W along the wider passage until it turns hexagonal. Continue until you can surface and pull out into the room you saw earlier from the other side for SECRET #6.

 

Take the shotgun ammo from one plinth, a large medipack from the other, swim back the way you came and see a block lowering in front of you as you pass the raised slab where you picked up the Gate Key. Go on through and stay left as you continue to the water hole, pull out into the lava room and quickly get away W from the dragon's relentless fireballs toward the relative safety of the entrance opening. Kill the harpy if you didn't do so earlier (the fire wraith should have self destructed in the water hole long before now) and go back into the lava room.

 

This time, however, continue with a clockwise circuit around the lava until you a reach with a running jump a niche in the E wall. Use the Gate Key to lift the gate and step into a hub room with a central grated floor. Turn left through the N passage into a room with a central chain. Wait for the flames to subside, step forward to pull the chain and hop back quickly while a cut scene shows the S gate opening in the previous room. Go there and avoid jumping straight ahead into the pool lest you be sucked by a strong current into a pit from which there's no escape. Instead, run right or left along the ledge, hop down into an alcove, drop into the water and hug the wall as you swim around the perimeter to the N opening.

 

Surface for air in a room below the grated floor and pull down the N ceiling switch on the other side of the central column to open the E gate in the hub room. Return there carefully and enter a dark room where you're immediately attacked by two female assassins. One of them leaves behind a GUARDIAN KEY. Follow the passage past a few gelatinous masses and come to a blue-tinted room with flashing electricity. On the columns surrounding the central structure are receptacles for four Guardian Keys, two of which are already occupied. Place the two you're carrying and more electricity is generated.

 

Run into the central bright light and you'll be teleported to a new area. Slide down the pyramid to a lower floor and exit SW to a room with columns. The plinths to your left are blade-protected, so continue W to a water-filled channel with active fans. Jump up to grab the ceiling, monkey swing left, drop at the S wall and swim into the opening. Allow the current to carry you over a waterfall into a lake where a Tinnos wasp is waiting. Pull out S, go up the steps to an upper room with a central pool and shoot the female assassin. Pick up the GATE KEY she dropped and use it on the NE receptacle to release a friendly guide. Follow her SW and watch her light a couple of snake head torches to open the W gates.

 

Before entering, you can explore the area for flares (SE beyond the arches), a small medipack (NW next to a pulsating mass in the pool room) and shotgun ammo in an alcove opposite the flame-protected S opening. Stand at the W opening and stand jump to grab the bridge over the lava pool. Pull up and sidestep right or left before timing a running jump past the swinging chains to grab the next bridge. Pull up, time another running jump to the W ledge and turn right. Come to another lava room, take a running jump with grab to glide into the NW opening, walk along the invisible floor of the next room for the GRENADE GUN and return to the alcove.

 

Hop NE and push the wall button to turn off the flames blocking the S opening in the previous area. Hop back into the alcove, jump with grab into the S opening and make your way back past the swinging chains. Go up the steps and turn right into the S opening where your guide is waiting. Go to that central dirt mound and wait for the guide to light something that causes the S gates to open. Go past the deadly lava trenches and enter the new area where a female assassin is waiting. Let the guide kill her for you, after which the guide will light the putrefied remains of a dead dragon. Gross, to say the least.

 

Proceed W into the next area to alert three more female assassins who don't seem interested in attacking you. Locate and start shooting five egg-like objects surrounding the dragon cadaver, which may or may not accomplish something important. During the process you'll awaken a demigoddess. After dealing with her, you'll need to kill the pacifist trio of assassins, as one of them will drop a crucial GATE KEY. Go to the NW pit with the floating central pyramid, go left along the ledge and open the gate with the Gate Key. Allow the guide to lead the way to a control room, where she will wave her magic torch and cause the SW gates to open. Go there and approach the waiting airplane to end the level.

 

 

 

 

The Flying Temple
Kerstin Schlott / Codo

This is an unauthorised walkthrough written by Monika Pietsch.
This walkthrough is meant as a guideline to get you to the end of the level, even so there might be other ways too.

This walkthrough will be removed as soon as dimpfelmoser will hand in the long promised translation of the German walkthrough written by the author.

Part 1

You start standing on a floating island with a helicopter on top.
Go to the right island. Then to the blue platform and then straight-ahead.
Go over to the left side where the lake is. On the other side of the lake push a star button. Get rid of a giant mosquito. Make your way to the red opening.
Pass the fire on the right side and collect a large medi-pack. Jump over to the wide staircase.
Go up and on the top climb into the opening on the right and jump to the right. Make you way to a ledge. Shoot the windowpane. Cross the room and climb out of the other window to collect a small medi-pack.
Enter the next room. Kill a Golden Bird.
You can go and get a Secret first. Go to the fire side and grab the right side of the slope. Slide, jump and grab. From up there take a standing jump towards the large medi-pack you can see. You get this and a Secret. With a running jump leave again.
Go into the water and find an underwater ceiling switch. This opens a trapdoor for later. Get out again and now use the left side of the slope near the fire. When you grab the edge transverse to the left and climb up the ladder. Jump over to the center part.
There is a place for 2 Guardian Keys. Just go on and jump over. You will see a high wall switch. Drop and grab the switch. This will raise a block on the left water side.
Go there and climb in. Use a monkey bar to cross the fire. Push a star button and this will drain some of the water in the pool. Go there and you will find the 1. Guardian Key on a pedestal. Push another star button and this will open the big gate on top of the red staircase. When you come back into the basin go to the open trapdoor (before there was a current there). Climb up and push a button and this will raise a block on the right side of the waterfalls. Go there and use the monkey bar to cross the fire underneath. and take the Shotgun, some ammo and get a Secret. When you climb up again you have to cope with a Golden Bird.
Now go through the big gate and jump and grab the climbable wall. Go down as far as possible and then let go. Jump into the water. You come to a room with a block and transparent platforms. You have to cope with giant mosquitoes.
I think altogether about 4. Be careful! They tend to push Lara from the platform.
There is a Golden Bird there too.
Make your way to the other side. Take the Key and a large medi-pack from the pedestals. Go back to the block and then to the door on the right side. Use the Key. Kill a giant mosquito. Inside you will get the 2. Guardian Key. From there you have to dash across the room to avoid the knifes.
Go back to the block. Climb up and from the second transparent block jump over to a crawlspace. Make you way to the main room and climb up to the central platform. Use the 2 Guardian Keys. This will stop the 2 fire emitters. Go up there. Start on the right side. Crawl to the right side and drop into the room. Careful, all the dark parts are electrified. Pick up some grenade ammo. Go back to the crawling area. Drop on the other end. Jump over the dark part and go on till you see 3 propellers.
Pass them carefully. Then take a running jump over the electrified track. Pull a switch on that side and get back to where the propellers are. Pass them again.
Go through the open door. Climb up at the right side. Take a standing jump and then climb up. You will find a small medi-pack. Go down again and cross the water.
Jump to the white slope, grab and transverse to the right. Drop and jump up.
Get some shotgun ammo in a niche and pull a switch, which will open a trapdoor.
Go up to the trapdoor. Climb up and then transverse to the left. Go down as far as possible and get Lara right to the left wall. Then let go and the fire underneath will not catch her. Go to the switch. Pulling it opens a timed trapdoor. So pull it, go down and start climbing up.
You enter an area with wind wheels. Go to the second block on the right.
Grab the edge, pull up and back flip. On the block you will find some ammo and a Secret. Go on and shoot a windowpane. Behind it is a small medi-pack.
Pull a switch and go to an open trapdoor in the floor.
Slide down backward (twist jump) to grab the top of a ladder. Climb down. Pass the 3 propellers and pick up a small medi-pack. In the garden are 4 white tigers to kill.
Then go to the only opening. In the next room is a big aquarium with a shark in it.
Go behind the aquarium and climb up. You can either take some time and kill the shark or just jump in and try and get the Key without being killed.
Maybe you meet another white tiger. Use the Key and behind the door you find a Small Waterskin. Go outside and fill it with water (cloroform). Go back in and use it on the pedestal with fire. This will open a door. Go into the room and collect the Key from the pedestal. Use it in the keyhole between 2 snakes. This opens the next door.
In that room you have to shoot 3 red buds and flowers open up. This opens the door.
Go in and you meet a female ninja. Kill her.
In the next room there is a hole in the floor and this is the way to the next level.


Flying Temple
Part 2

You slide down. Try and turn and grab the edge. Drop and slide a little and jump steering to the right to land in a niche.
There you find a Secret and a large pack-pack. (If you don’t manage to get to the right side slide and grab a crevice on the forward wall) Jump towards the slope and grab and drop and grab.
When you get down kill 2 giant Mosquitoes. Then pick up the Key near where you came down.
Look for shotgun shells. There is also a Secret there.
When you use the Key kill first a Golden Bird before you start in the lava room. After that make your way up. Push the first star button and then the other (the one nearer to the pedestal).
Jump over and get the Token. Hurry, because the fire from the dragon’s mouth comes back.
No go over to the keyhole and use the Token.

Don’t forget the Shotgun next to the skeleton on the left. Go out and hurry to a hole in the ground. The big dragon will send lots of locusts at Lara and a Golden Bird comes flying along.
The locusts will follow Lara. Kill 2 black scorpions. Open the trapdoor. Go up and push a switch, which opens a hole just in front of the dragon. Kill a female ninja. She leaves a Guardian Key. Take a small pack-pack

Go back up again and run and jump into the hole.
First swim towards a propeller. Behind it is a ceiling switch.
Go and get some air. Locusts will take some of Lara’s health.
Go back and now take the Key and swim on to the left side.
You will find a Secret, a large medi-pack and ammo.
Go back to the exit. Get out fast and run/jump because the dragon is now throwing fire. Go over to the entrance. In there (when you made without getting fried) kill 2 Golden Birds. Then make your way to the door and use the Key. When you enter go to the left. Pull the pearl string on fire during an interval. 
This opens a door with a basin behind it. Go down. Watch out for the current in the middle. Find an underwater ceiling switch and pull it. Go back to the room and leave at the right side. Kill 2 female ninjas on the stairs. One will loose a Guardian Key.
Then you have to use the 2 Guardian Keys. Step into the middle and you get beamed into another room. Collect a large pack-pack and grenade ammo from pedestals with knife traps. Use the monkey bar to swing over the water and propellers. On the right side in the left niche is some grenade ammo. Swing over all the propellers and drop into the water. The current will pull you along. When you fall into a pool kill a giant mosquito. Go up the stairs and to the right. Kill a female ninja and she looses a Key. Use it and behind the door is a helper. She will show the way and open doors. Behind the first door she opened are ledges and swinging chains. Go to the other side. There jump into an opening. In the room you find the grenade gun. Leave the room and jump over to the star button. Pushing it will stop a fire.
Go back to the entrance and follow the helper into the next room. Kill 2 female ninjas and a demigod. Shoot all the eggs and kill another female ninja. She will leave a Key. After that a fourth female ninja appears. After you got rid of her go to the door and use the Key.
In the next room the helper will open a door and outside is the aeroplane to take Lara home.

Found all 6 secrets