<========== LOADING WALKTHROUGH FILE [20x^3] ==========>

<> Notes:
	- Please ensure Volumetric FX is turned off. It is not used for the level and you might experience slight oddities if you use it. 
	- Please ensure you have not deleted any of the files to ensure you don't do something stupid unless you know what you are doing.
	- With the Remastered level, either of the routes you choose will end with the game quitting to desktop due to the original being incompatible with the newer TRNG version, and it causes the end level functions for the new level to crash the game. It fits with the endings too.

<========== Original Thor's Cambodian Hideout ==========>
<========== Original By Thor2010 ==========>

- Fix shotgun's ammo not downgrading right 
- fix medipack small being stupid 
- fix moving wall not stopping 
- add more medipacks 

<> Starting Equipment:
	- Pistols 
	- 1 Large Medipack 
	- 3 Large Medipack
	- 3 Flares 
	- Binoculars
	
<> 2010, Somewhere In Cambodia, Asia <>

You start the level in a small pathway. Go forward, then right onto the green moss to climb on it. Reaching the top, exit out of the hole and into the courtyard. Note the pit down, and turn right to jump up onto the ruins with a window next to them. Climb over to the other side, where you'll face a boar. Kill it with your pistols, and proceed to the other side of the small area [other side of the window you passed], where you can interact with a hole switch to open a door in the courtyard. Climb on the moss parts of the wall to get out, then jump down carefully and go into the small room you opened- right in front of where you would be on top. Use the switch inside of the small room, which unlocks something you'll need in a short while. Go down the pit mentioned earlier, facing a crocodile you should use your pistols to get rid of. Proceed forward until you see a ledge up i	nto a small room with yet another hole switch. Use it, and go back to see you flooded the area. 

Note that you should not go down the pit first, as you'll become softlocked due to a bug in the original. 

Go into the water and swim forward to find a ledge you can climb thanks to the water: in the 3x3 room facing the hole switch directly. Go up, then into the small cave portion before you face a shiva statue with some spike holes in the floor. Move forward and- huzzah! The statue came to life. Quickly battle it until it drops dead, then move using the staircase to the upper floor. Once up, use the first switch on your right before stepping back to avoid the flames from engulfing you. You might see a door, but that's actually the door from the previous areas glitching in... huh. Go past it, then into the chamber with the golden skull before snatching the skull and finishing the great cambodia level!

! Do note that you can skip the switch and tank the spike damage, completing the level faster. The door also seems to not function properly as it lacks collision regardless of state. 


<========== Thor's Cambodian Hideout ==========>
<========== Remastered by Shadoofus ==========>

<> Starting Equipment:
	- Pistols 
	- Binoculars
	- Bronze Compass 
	- Shotgun 
	- 2 Shotgun Shells 
	- 1 Small Medipack
	- Lara's Notebook 
	- Strap-On Flashlight
	
<> 2010, Somewhere In Cambodia, Asia <>

<> New Moves Explained:
	- When on a ledge, you can press JUMP + UP to jump upwards to grab the ledges about 4 clicks up. 
	- When on a ledge, you can press JUMP + BACK to jump backwards to grab a ledge 2 sectors away as a base to understand the distance. 
	- You can crawl into and out of crawlspaces that are 1 click, 2 click and 3 click off the ground. Regular crawlspaces are also accounted for.
	- You can crouch, allowing you to use your pistols freely when crouch-moving.
	- You can roll while crouching by pressing ROLL. 
	- When sliding on a slope, hold UP to start running instantly. 
	- You can climb on overhangs if you're on a ladder: walls that are about 45 degrees on the ceiling are overhangs, and can be climbed on by generally going up from a ladder. 
	- You can jump off a monkey by standing still and pressing JUMP. Be careful, as TRNG can kick Lara off the monkeybars if she gets out of the monkeybars range on the sectors. 
	- Shimmying is a little faster. 
	- Swingpoles are jumped off of by letting go of ACTION during the animation. On the start of the next cycle, Lara will jump. She generally makes two sectors worth of distance.
	- Handstand climb was replaced with a faster climb on animation. 

<> Notes about your gear: 
	- The flashlight is your infinite light source, and you can turn it on and off in your inventory or by pressing the 7 key on your keyboard.
	- The Diary is an all in one place to save, load, check stats, change options and quit game. It also contains new moveset information aside, 
	though most will be explained here. 
	- Medipacks heal less - 400 for the small one, 750 for the large one. In turn, dangers are not as frequent and less sparce. 
	- Compass will see use in the walkthrough later on. 

<< Temple Undergrounds >> 

We start next to a campfire. Enjoy it's warmth for a moment before going up onto the ladder in front of where you spawn. Climb onto the slope, then next to the wall and perform a ledge jump backwards, to grab the ledge. Climb up, and jump onto the swing to grab the ladder bit on the wall. Climb left into the very small space before turning around and pulling the pulley to open the doors leading into the lower half of the temple, with a nice torch lighting up to signify its state. Go through the door and past to the slope, opening the double doors. Turn on your flashlight and ready your pistols to attack the <4 Bats> that attack you, while making sure you don't step into the teeth spikes that pop out of the floor. Go past the teeth spikes when you defeated the bats and when they are not popping out, and jump up onto the pedestal to get a torch, ironically making the teeth spikes stop too. 

Grab a torch, and return to the campfire to light it. Go back into the temple, going right to enter a small chamber. With a musical track, you'll note 3 torches that you can light: using the piles of rubble, get up to the wall fragments that are exposed to light all 3: the two higher up will open up the series of doors, while the one near the water will open the door next to it. Firstly, once you do that, go past the series of doors opened in order to find yourself in a room with two pedestrals: one contains a <Wooden Pole> and the other contains a <Outdoor Survival Cache, AKA Small Medipack>. Go through the door you opened with the torch, and into the crawlspace down into the other side of the small room. Use your pistols to destroy all the barrels in order to obtain the <Symbiote Singularity> and a <Metallic Sheet>. 

{{ Combine time! You can combine the <Metallic Sheet> with the <Wooden Pole> in order to make a <Makeshift Shovel>! Wowie! }}

Proceed through the small hallway into a drop with a ladder to allow re-tracing your steps, before turning the corner to see a room with the floor completely covered in spikes, giving the indication that you shouldn't step on them carelessly. Jump onto the Swingpole and shimmy to the other side, doing a backwards ledge jump to catch another swingpole onto a ladder. Climb onto the left of you to cross a corner in order to do a ladder jump onto yet another swingpole, making sure you grab the ledge right after, shimmying onto the platform and climbg on top. Jump onto the swingpoles until you reach a platform, them monkey until you get to a safe spot, using the monkey jump to get off safely. Jump up to the jump switch and watch a new path unfold where spikes drop down, which is noted by the floor being lower. Proceed into the small room where you are faced with a cementary of sorts. Using your shovel, come up to the pile of dirt and use the shovel to dig out a skeleton: the two back graves will both have something of note for you: The one on the far left will contain the <Symbiote Catherthis>, while the one on the far right will contain a <Fragment Of The Past -> Wooden Yin Yang Symbol> [ARTIFACT 1/5]. 

{{ Combine time! You can combine the <Symbiote Singularity> with the <Symbiote Catherthis> in order to make a <Symbiote Duality>! Wowie! }}

Once you get both items, use the shortcut made by the spikes, making a stop to pull an SAS's corpse off a <Deceased Militia's PDA>. Make sure to give it a read as it contains quite the important bit of information! Returning to the room with the double doors and the waterfalls, use the <Symbiote Duality> in order to open up the double doors, inserting the puzzle into the small compartment next to them. They'll open up, and you are free to head up the staircase upwards. Skip the room with the pole for now, and head up into the area that is right next to your camp area. Use the level switch found on the wall opposite of the double doors to the campsite to open said doors, giving you a useful shortcut! Now, proceed towards the opening into the courtyard of the temple.

<< Courtyard: The Tale of 3 Turn Switches >> 

Your goal is now to get all of the turn switches open, which should be an easy enough endevour. While you can approach this from a lot of directions, let's go with a semi-optimal one. 

Go into the courtyard, getting your pistols out and taking care of that damn boar- you never liked them anyways. Go up to the broken wall above the pitt on your right, then go up to the tree and turn around: you should see a jump switch you can ready. Jump onto it and it'll cause some spikes to trigger. Go into the hole where they came from and pick up the <Steel Machete - Crowbar>. Perfect timing, as when you jump out of that hole, you'll have a crowbar door you can wedge open: typically, all doors that are dark red and have a hole on their right will require a crowbar to open. Pop that door open, grab your reward: <Fragment Of The Past -> Ornate Wooden Statue> [ARTIFACT 2/5]. Now that you have gotten that, return to the main area by going up the dirt pile and grabbing the large branch section of the tree. Follow up onto the other side of the tree that is next to another crowbar door: either do a backwards ledge jump or something of that sort to reach it from the two slopes next to it. Pop the door open to reveal one of the turn switches: use your compass and ensure that the handle of the turn switch points towards the direction your compass is pointing to north: if you did it right, then a camera should pop out to show you one of the three wooden spike doors have released. That's one out of three done. 

Before you go down, go up onto the mossy patch that's on the right when you go onto the small platform next to the crowbar door. Climb up, and using backwards jumping and careful platforming, make your way on the ledge from that patch of moss and stone towards the skeleton that you see on a high up ledge- one that was close to the jump switch that you used to get the steel machete. Once you make it to the ledge, climb up and claim your two prizes: a <Outdoor Survival Cache, AKA Small Medipack> and a <Fragment Of The Past -> Ancient Khmer Scripture> [ARTIFACT 3/5]. Safely climb down and into the pitt, making sure you are ready for a crocodile to attack you when you inside of the collapsing cave. Dispose of it and squeeze through the small gap that leads into a slightly larger cave structure, where two bats become angry that you have come here to disturb them. Exact the natural order by shooting them until their bodies are destroyed, then use the pole ropes on the ceilings to both reach the jump switch and to also reach the spot that you have opened right in front of the switch. Make sure to also drag the corpse of the SAS who got stuck here to grab a <Outdoor Survival Cache, AKA Small Medipack> and some <12-Gauge Slugs - Shotgun Shells> for your shotgun. Go into said room, and you'll notice a few wall switches: use the one on the right unless you want BBQ Lara. You'll be shown a camera cut of where a door has opened, so proceed to go there. [I don't have to tell you, it's really close by. In fact, this is more of a guide than step-by-step. Hopefully it's understandable.] 

Once you get through the door you opened, you might note the raising blocks the variety of switches on the wall: pulling them reveals they raise the raising blocks. The way the switches work is like this, going from switch 1, which is nearest to the khmer writing piece on the wall:

- Switch 1 - Triggers the 1st and 3rd raising block going from the spot furthert from the spot where a raised switch is. 
- Switch 2 - Triggers the 2nd and 3rd raising block going from the spot furthert from the spot where a raised switch is. 
- Switch 3 - Triggers the 1st and 2nd raising block going from the spot furthert from the spot where a raised switch is. 

Note how they work, and experiment to get the best starting point. Pick up the <Storage Facility Key> which will cause the doors to close, though not picking it up has no real effect: you can't progress far without it, so pick it up and up to the lever switch, expecting it to get you out of here... only to turn on the mechanism to expose you to a toxic gas. 

Now, your objective is to push the raised block towards the switch to open the trapdoor out of here. I hope you can work under pressure as you only get about 90 seconds to get out, needing to push the block. That's why making sure the two raising blocks next to each other are already raised, allowing you some slack. Get the block under the switch and activate it after alternating the three switches on and off, going through the trapdoor that opened right next to you, allowing you to stop ingesting the toxic gas. Now that you have escaped, open the door with the switch right past the crawlspace and make your way through the shortcuts all the way back to where the door was: now, you'll find it locked again, though you can head straight from the courtyard's entrance from before to use the key on the lock next to a door leading down. Unfortunately, the door opens in a way to block the forward path out of the pitt: thankfully, a displaced fence does not softlock you in the pitt if you go down there. 

Go through the door and down to find yourself in a room with a lot of raising block. Go and jump onto the jump switch to have all of the blocks raise, giving you a new objective: push the two structures into the wall slots, distingushed by the floor texture. Do that, and you'll open a pair of doors in the courtyard as the camera shows, which is where you got the steel machete to be precise. Go through the doors and you'll notice a pitt of spikes: we'll be returning to this exact point in a bit, but for now, go onto the tightrope: might want to be careful and press into the direction Lara is leaning when the camera shifts, as a spike wall is coming in your direction when you begin to tightrope across. Once you're there, quickly hop over the slope into the next area. Admire the Shiva statue and note its location for a moment before dropping down carefully, pushing the block up to the crowbar door and popping it open to open up a shortcut. The gap in the wall opposite of the tree has a shimmy point which you can use to ledge jump up to reach the spot again. Once up, notice the door that was next to the double doors is now open, opening yet another shortcut: go through it and to where the spike wall originally was, and use the lever switch to disable the spikes from killing you. Go into the pitt of disables spikes and through the crawlspace on the side of where you first entered to find a poor skeleton of someone who got stuck there, with a peculiar artifact that you might want to pickup, also known as <Fragment Of The Past -> Golden Ornate Decoration> [ARTIFACT 4/5] Oh, and also make sure to drag the SAS to nick their <Advanced Tactical Recovery Pack - AKA Large Medipack>.

Return to where the Shiva was, and go to the other side of the room from where the first entrance was. Use the monkey ceiling tiles to get through the crawlspace, and jump onto the jump switch to disable the spikes blocking one of the rooms. You might take some damage, so make sure to "borrow" or steal the <Advanced Tactical Recovery Pack - AKA Large Medipack> from the corpse. Return to where you got the medipack and go through the smaller entryway, going up to the crowbar switch, and using your steel machete, use it to trigger the mechanism to trigger the spikes to the turn switch next door. Do the same thing as you did before: use your compass to note where north is, and make sure the turn switch's handle points to that direction. You'll see yet another door has opened, leaving one more to deal with. 

That one is easy: return to the area where you had to light 3 torches, and go to the hallway that you first had to traverse: you will note a crowbar door, and you should probably know the rest. Enter the room and go to the back of it to use yet another crowbar switch. This time, you will see the lower floor have their turn switch's spike wall trigger. Remember that pole going down? You can now use it, which is on the way to the courtyard. Go down, and do the same thing to the turn switch as before. If you did everything right, you will have triggered all three wooden spike doors to release, allowing you to access one of the final areas: Make your way to where the camera points, which is the cave entrance to the collapsed cave area. Drop down carefully through the pitt and make sure to quickly get out as two crocodiles attack you. Dispatch of them and go to the centre to get the <Buddha Statue>, probably startled when the stand and other statues explode when you pick it up.

<< Unfinished Business >> 

[[The Temple bursts with activity. 
Some doors have closed off.]] 

With the <Buddha Statue> acquired, it's time to deal with some unfinished business: instead of going up the ladder and the overhang, take a quick detour to the crowbar door in the chamber, going through the double doors, and yet another pair of them until you reach a spike floor and a torch: nearby you'll see a trapdoor you can open from the bottom, one that you saw at the start. Open it up, and grab the torch from the podium as before, using the torches you lit before to get yourself a flame, as the doors outside have been closed off- meaning the way you came into the cave area is the only way out. Go back to the torch next to the spike floor, lighting it and activating the spikes to trigger, allowing you the passage to the <Fragment Of The Past -> Brazen Deity Statue > [ARTIFACT 5/5].

At this point, if you have collected all 5 artifacts, you have collected the full set of the fragments of the past, meaning that the gods that surround you have deemed your efforts worthy. You will be flashed a message of this kind the moment of the 5th secret's collection: 

|| 'The Gods approve of your efforts.            ||
|| Your Path to Godhood is Getting Closer.    ||
|| Disregard the greed for the golden pizza!  ||
|| Seek the resting place of these mortals...  ||
|| And receive the blessing of the gods.'       ||

|| 'CHOOSE YOUR PATH' ||

At this point, you have been presented two options: get the golden pizza, or take the gods up on their offer. Regardless, you still have to get out of this cave. From the point of collecting the deity statue, return to the spot where you got the <Buddha Statue>, and climb onto the ladder, onto the overhang and into the small cave spot from where you entered. Beware, as when you try to leave the spot, the SHIVA statue that had been sitting all this time will awake to stop you from taking the golden pizza, so put those shotgun shells to use in order to put it down. Make sure to wait for its guards to not waste ammo, and it should quickly drop. Now, you're at a standstill on what to do. Let's split the paths at this point. 

[[ Ending Alpha - Degeneration ]]
Should your greed be too much for you, go to the room with the shiva statue via one of the paths that opened, omitting the double doors as they have locked. On the same wall that the first entrance into it is there will be a spot for the <Buddha Statue>. Place the statue inside and go through the door to find yourself in a room with the golden pizza and a few shiva statues covered in Gold. Go up to the artifact and take it- Surely, the Shivas won't actually come to life. As the camera pans to the courtyard, one of the Shivas awakens as Lara is examining the pizza, and with no time to react, the Shiva stabs her with one the swords as everything goes dark...

[[ Ending Omega - Revelations ]] 
Should you choose godhood, return to the graveyard by using the start of the walkthrough, making sure to be careful when passing the spike room. There, you will see a golden shiva statue had appeared out of nowhere with an aura around it. Go up to it and try to pick it up, only for it to start thrashing you around painfully, finally tossing you to the ground as Lara is knocked out. As Lara stays knocked out, the gods talk to her, appreciative of her lack of greed in the end, telling her they'll send her back home with a piece of their garden to see the world for what it really is. As they finish, everything goes dark once again, but with the safety of Lara guaranteed. 

As it should be obvious, the Omega ending is the good one, despite what you might think. Lara dies in the Alpha ending due to her greed making her unable to move forward. I doubt this will be continued, but then again, this wasn't meant to have much substance in the first place. I do hope you find the end satisfying and palpatable.

<========== END OF FILE REACHED ==========>