TEMPLE OF DANGER II

Level by Opaque79

Walkthrough by Treeble


The adventure begins as Lara slides down into the temple. You can see a closed door to your left and a ladder to your right, barred by a trapdoor. Jump over the V-shaped slopes towards either flame in the back of the room and operate a lever to lower the trapdoor. Climb the ladder and backflip off the top. Shoot the vase for a small medipack, then drop to the bridge on your side and throw the lever to open the door below. Before returning to the lower level, jump behind the small pyramids to retrieve a small medipack and some shotgun ammo.

As you walk into the next room, you'll hear scorpions crawling about, but don't worry as a small pool of water prevents them from getting to you. Once they're dealt with, you'll notice two pathways on opposite ends of the room, each watched by a jackal, and a door requiring two keys. Each pathway houses a key, so let's begin with the one on the left (East) wall.

Ahead of you is a string of rooms with three dark doorways each. You need to cross them in the correct order to proceed through different colored chambers; every time you cross a wrong doorway, you are brought to the entrance of this area (and, likewise, each new chamber might house baddies or ammo pickups). So, from the start, cross the doorways in the following order: center, right, center, right. This takes you to
SECRET #1: the UZIS and a pack of flares. Cross the doorway ahead to return to the beginning.

Now, let's go and get the key piece we're actually looking for. Cross the doorways in the following order: center, right, right, left. The TEMPLE KEY awaits retrieval atop a pedestal, and upon crossing the doorway ahead you'll notice one of jackals has been awakened. Deal with it and then head towards the pathway on the opposite (West) wall now.

This would be a good time to save your game, as you need to perform a series of jumps across break-away wooden tiles. Jump to the one ahead, quickly angle to your left and hop across past the swinging blade, then run through the short path to the other end. From the last tile, sideflip to your right to land atop a solid structure and immediately roll and grab the edge to dodge a boulder in the nick of time.

Climb back up and go through the narrow corridor the boulder came from. At the top, turn around and spot a ladder to a small passage in which you can crawl in to collect
SECRET #2: a small medipack. Return and make a running jump across to the final break-away tile to the opening in the back end of the room.

You see the next key in the distance, basking under god rays, but don't be hasty as either of the two moving walls might squash poor Lara. Carefully time your moves and retrieve the second TEMPLE KEY, plus a large medipack, and then retrace your steps. Although the wooden tiles are now gone, you'll notice that a series of platforms have raised along the wall. Hopscotch your way back to the entrance, defeat the second jackal and use both keys to open the door. Safety drop and slide to the next floor.

Two jackals await for you, so dispatch them. You'll notice that you now need a pair of gems to open the next gate. Retrieve the large medipack in the dark NE corner and then go through the open hallway on the opposite side of the room. Follow up the stairs and, at the top, position yourself near the edge while close to the left wall, then angle Lara so that a running jump (without grab) will get her to the left of the deadly flame on the walkway.

Once you land the jump, defeat the beetle to your left and hop to the center row of the walkway. Jump to a block above the entrance and use the jumpswitch to open the double doors below. Move towards the lava-filled chamber and you'll hear massive spinning blades right above you.

From your starting position, make a running jump to your left and keep moving clockwise around the room, retrieving shotgun ammo along the way. Near the opposite wall, look up to spot a jumpswitch (1) on the pillar. After the bend, jump to the double doors and make a small detour for another jumpswitch (2) on the platform between two pillars in the center of the room.

Jump back to the closed doors and turn to your right, make a running jump and steer Lara in midair to land on the platform behind the pillar, then time your next two jumps to avoid the spike trap. Just as you land safely, spot the next jumpswitch (3) on the pillar to your right, and then climb the wall and backflip to reach the top.

You should have enough health supplies should the blades cause you damage, but be careful as they might push you down into the lava. Jump over the blades to collect the SHOTGUN on a pillar to the right, more shotgun ammo near a closed gate (we'll be back here shortly), and, finally, to what matters the most: the ledge on the far side of the room where the last jumpswitch (4) is. With all four jumpswitches down, the double doors below open, so drop down safely and head inside.

As you walk in, two giant scorpions scutter towards you. Jump over them and use the broken pillars in the next room to dispose of them safely. Once they are defeated, the blocks atop the short flight of stairs will retreat, allowing to collect your first TEMPLE GEM. Picking this gem also opens the gate near the giant blades in the previous room, so get back to the ladder and make your way across to the new area.

Save your game and assess the situation in front of you. You need to run past three sets of traps built the same way: hammers, spikes, and a flame emitter. Time carefully your short runs (personally, I waited until the flames were about to go off), stopping just before the next set of hammers to give you some breathing room.

Beyond the deadly bridge, two demigods await for you. When you're finally in the clear, you'll hear a gate nearby opening. Retrieve the supplies and then collect the second and last TEMPLE GEM from the pedestal. This deactivates the traps in the bridge, so you can safely retrace your steps all the way back to the room with the receptacles.

Use both gems to open the exit gate and run upwards the ramp to finish the level.