ANGKOR VAT
Levels by 911
Walkthrough by Phil Lambeth. Video walks have also been provided by Saki Croft, by kapil4417037 and by Steven3517.
Level 1: ANGKOR VAT
Hop down N for shotgun ammo, pull back out and follow the S opening past a dead tree to a hallway with another dead tree (there are tons of them in the area, so I won't continue to mention them). Continue to the NW opening, go straight through the next N opening to find more shotgun ammo around the corner. Go back, take the first right and then an immediate left into a S room. Get on the tree trunk and take a running jump to grab the E ledge over a doorway. Pull up for SECRET #1 and grab the shotgun ammo, flares and small medipack.
Drop from the ledge, go through the E doorway at your feet and turn right. Lara looks up left as she passes a tree. Continue to a niche with a large medipack, pull up onto the E block with the lion statue, hop into the niche formed by the tree trunk and pull up into the E crawl space. Emerge on a balcony overlooking an outdoor pool and jump down into the water. Swim into the N opening and pull out into a small room where you'll be attacked by two bats (in my game I had to change targeting from manual to automatic). Push the floor lever to lift a nearby gate and return to the pool.
Swim across into the S opening and come to another pool. Surface and pull out N, go through the opening ahead and jump across to the NE balcony where the gate lifted. Enter the E room, shoot a wart hog and find shotgun ammo in the N side passage. Go back, continue through the next E opening and go up the steps on either side. Note the spike-protected landing, go through the E passage to a fixed camera and enter the crawl space next to the stone face. Go around and emerge in a room with another floor lever that disables the spikes you noted. Search the side niches for flares and uzi ammo and go back the way you came, pausing for shotgun ammo in the NW niche next to the other stone face.
Go around the spiked plinth and jump into the W opening. Follow to a balcony with another floor lever, but don't push it now for obvious reasons. Turn left and take a running jump S over the railing to grab the platform. Pull up, turn right and jump to grab the ladder, shift right around two corners to the other side, hang left and take a rolling back flip to grab or land on the W platform. Pull up if necessary and take a running jump to the N balcony. The floor lever here is safe, so push it to lift a gate somewhere.
Get down to the floor of this room and go through the W opening. Jump over to the NW balcony, go through the N opening and take a running jump onto the tree limb. Walk right as far as possible and take a running jump to grab the E ledge. Pull up and go through the opening where the gate lifted. Shoot a few bats and push the floor lever to turn off flames protecting a jump switch. Climb the N column, jump over W for flares and find that the flames have returned, meaning that the floor lever was timed. So drop down, push the floor lever twice, climb the column again and loop around left to activate the jump switch to lift a large gate between two lion statues.
Exit this room W, jump to the tree limb and slide to the floor. Run W past the tree and turn left in the hallway. Enter the same E crawl space that Lara continues to look at and jump down into the pool. Swim through the partially obscured SW opening, follow and pull out W at the end, enter a room with two blocked openings and go through the N opening where the gate lifted. Follow to an outdoor courtyard and shoot a wart hog. Crawl under the NE tree limb for crossbow arrows and look for shotgun ammo in an opening carved in the trunk of the central tree. Hop up the NE tree where you found the arrows and side flip to its highest point. Step down NE for SECRET #2 and grab the UZIS and uzi ammo.
Drop to the floor and go through the middle S opening. Enter the crawl space at the end of the passage and follow around to drop into a small room. Exit NW, climb the N ladder and follow the passage to a balcony. Push the floor lever to lift another gate down below and side flip over the railing. Enter the W opening and proceed to a room with a flame-protected reach-in switch. Pull up S where there's a gap in the railing, turn around and jump to grab the ladder block. Shift left around three corners (passing an alcove with a wall switch) and back flip onto the E ledge for SECRET #3. Grab the SHOTGUN, large medipack and flares. Jump back to the ladder block, shift right over to the W side and pull up into that alcove.
Pull down the timed wall switch to extinguish the flames, drop down, reverse roll and quickly use the reach-in switch and hop back before the flames return. Another gate has lifted, so exit E, turn right in the courtyard and go through the left opening in the S wall. Jump over the spike trap and into the water hole at the back of the room. Swim around the corner and pull out E to a fixed camera. Go up the steps, shoot some bats and turn around at the top step. Use your binoculars with light (control key) to find a nearly invisible brass ball (1 of 4) hanging from the ceiling. Jump up and down while firing at it with your pistols. You'll know you've hit it when you experience a brief earthquake.
Head S to spook another bat, turn left and go down the steps to a dark room. Look for flares next to a skeleton and climb the ladder in the SE alcove. Back flip near the top onto a ledge and jump up to grab the ceiling bars. Monkey swing W across the room and drop down to a ledge with a spoke wheel. Face N and pull the spokes three or four times, hop down right and run past the lowering E gate into the next room. Take the STONE KEY from the central plith and hop back quickly before the spikes are triggered.
You're not yet finished in this room. Go to the NW corner and pull up into the crawl space. Climb the N ladder and pull up W onto a balcony for SECRET #4. Run to the N side for uzi ammo, the LASER SIGHT, the CROSSBOW and a large medipack, then use the monkey bars to get across to the W balcony. Drop down and shoot the hanging brass ball (2 of 4), run forward for crossbow arrows and uzi ammo and exit through the W opening. Jump the gap to grab the ladder, climb to the bottom and drop to a previously visited area.
Run down the steps, jump into the water trench and swim around to pull out N. Jump over the spike trap and return to the outdoor courtyard. Go to that NE tree, side flip onto the highest point as you did earlier to get the second secret and face W. Combine the laser sight and crossbow and target the brass ball (3 of 4) that's hanging in the balcony alcove. Side step left to get as high as you can and shoot it.
Get down and go through the right opening in the S wall. The brass disc hanging over the entrance appears to have no significance. Take a running jump over the pool for a small medipack, then jump into the pool, swim S and find three doors that you can open. The order doesn't seem to be important, so open the E door, swim up, pull out right and take the revolver ammo from the plinth. Back flip quickly into the water as multiple spikes shoot out. Return and open the S door. Enter the passage and meet a crocodile. Flip turn, swim back to the first pool and use the submerged platform to pull out while you await the alligator's arrival.
Return to the S passage and follow to another pull. A flyby of the area is triggered if you pull out W, but not if you pull out E. If you happened to pull out E, shoot some bats and swim over to pull out W. Watch the flyby, climb up higher W and follow up the steps. Hop into the E opening past the tree and pull down the wall switch to lift a gate next to the tree. You'll find uzi ammo on the nearby balcony. Return to the tree, stand at the N opening where the gate lifted and take a running jump with grab to land on the middle of the slope ahead. Activate the jump switch to retract the spikes below that otherwise would kill you, go to the N floor lever and push it to light the overhead torches (and maybe do something else).
Climb the S ladder and go through the opening ahead to excite some bats. Continue forward through the next S opening and go up the steps past a closed gate to a balcony. Pick up the flares and pull down the wall switch to lift the nearby gate. Go back down the steps to the lifted gate and slide down the slope, noting the spikes down below. Slide a bit and jump to grab the ladder surface. Climb up to the opening and step forward for an extra pair of UZIS. Turn around, jump to activate the jump switch to retract those spikes you saw, slide and drop down into a trench.
Enter the S crawl space for SECRET #5 and pick up 2 x uzi ammo. Return, pull out W and shoot a wart hog in the outdoor courtyard. Standing near the entrance, look up NW and shoot the hanging brass ball. The nearby column has ladder surfaces but you can't reach them with a direct jump. Face S standing right, back flip onto the slope and jump without sliding to grab the ledge. Pull up, turn around and jump to grab the ladder. Shift right around two corners and back flip onto the balcony. Follow around and jump to grab the E ladder. Climb up, shift left around the corner and drop down to an upper ledge.
Go to the spoke wheel ahead and pull it facing E several times. The suspended gate is down below where you can't see it from here, so back flip, turn a bit right and hop back, then stand jump with grab into the opening so you'll glide onto the ledge below. Run forward and left past the lowering gate and push the floor lever in the next room to trigger a burst of warning music with a cut scene showing a lowered rope in the outdoor courtyard. There's an opening past the N lion statue, so go there and drop down next to a crawl space. Follow to a slope and slide down to the courtyard.
Get to the column ladder as you did earlier and repeat the moves described above to return to the upper ledge with the spoke wheel. Take a running jump S to grab the jutting ledge, pull up and turn left to face a lowered rope. Jump to grab it, turn a bit to your right, swing forward and jump off with grab to land inside the SE opening. Climb up further E and shoot the brass ball (4 of 4) in the distance, draw your pistols to target some bats and jump across to the floor lever. Push it to open the gates below, take a running jump E to land on the ledge in front of the opened gates and go through the passage to a room with spikes.
Turn around at the entrance and climb the ladder. Shift right around the corner if necessary and drop down onto a ledge. Jump S to grab the rope, swing forward and jump off to a ledge with a floor lever. Push it to retract the spikes below and safety drop to the floor. Hop down into the hole, pick up a second STONE KEY and exit this room NW. Safety drop to the room below, jump into the pool and swim through the N passage. Open that third and final W door and enter a small room. Swim toward the opening on your right (open, that is, if you shot all four brass balls) to attract an crocodile, retreat to the N outdoor pool and use the submerged platform to kill it.
Go back and continue through that opening for SECRET #6. Collect the uzi ammo, shotgun ammo, flares and crossbow arrows, exit to the N outdoor pool and use the platform to pull out. Exit N, run straight across the courtyard and into the NW passage past a lion statue. When you reach a new courtyard, shoot the wart hog and enter the S side room. Shoot a crocodile, pull up into the W alcove and pull down the wall switch to lift a gate. Hop down, shoot another crocodile and go across into the N side room. Shoot a wart hog and stand on the N tree root facing W. Jump up to grab the end of the branch and pull up.
Take a running jump SW right through the jutting limb and go through the NW opening. Follow around to a balcony and place one of the Stone Keys in the receptacle in the W alcove. One of two stone doors rolls away from its mooring. The wall crack at the other end of the balcony leads to nowhere, so don't waste your time with it. Go back through the passage, loop around right when you emerge note a similar wall crack. This one is more productive, so jump to grab it and shimmy left until you can drop down onto a balcony. Go through the W opening and follow around to another balcony. Place the second Stone Key in the receptacle in the W alcove to cause the other stone door to roll away.
There's a small pool down below, so jump NW over the railing so you'll land in the water and not lose any health. Pull out into the courtyard and go through the W opening where the stones rolled away. When you enter the next room spike rows are triggered on either side of you, and the stone doors resume their original position to close off any retreat, but nothing horrific happens. Just continue through the W opening and slide down to be carried to the next level.
Level 2: TEMPLE RUINS
Jump with a roll as you begin to slide so you can grab the gaping mouth as you emerge and safety drop to the floor. Turn around and grab a SHOTGUN on the ledge NE and flares on the ledge SE before going through the W passage where you dropped down. Go around the apparently empty but spike-protected plinth and hop down into the shallow water. Wade into the E alcove for the GOLDEN SKULL KEY and return N or S, since the area W is for much later (unless you wish to wade in a short distance now to attract a snake you won't have to deal with later).
Use the steps on either side to exit E through the passage and go down into the open area to find three openings, one of which is completely blocked by hardened lava. You can step a bit past the E opening if you like in order to eliminate another snake. However, you now need to go through the N opening and turn left in the next room to awaken two skeletons that approach you while you're helpless to move. Use your shotgun to blast them into the nearby hole and go up the steps where they came down. Jump N across the gap, loop around right and jump S across the next gap. Enter the opening ahead and follow to a room with a spike-trapped floor.
Continue left along the safe path and pull down the wall switch to disable the spikes, side flip right and climb the NE ladder. Shift left at the top and drop down to a room with a floor lever that lifts a gate somewhere. Take the CROWBAR from the nearby plinth and return the way you came. Take a running jump N across the gap, continue forward up the steps and into a new area with a deep central pit. Take another running jump to the NE platform and continue with a running jump NE toward the opening where the gate lifted. Enter the room ahead but beware of the spike-trapped areas.
Hop SE onto the safe ledge, climb the N ladder and back flip into the niche. Choose your preferred pickup, either the small medipack or the flares, because when you take one the other will burst into flames. Get back down, go to the other safe ledge NE and repeat. In this niche you'll find a floor lever that lifts a gate in the next room and awakens a snake. Grab the uzi ammo in the corner, deal with the snake and go through the E openings and up the steps to a room with a pole. Climb up facing E or W, back flip into the upper room and go through the W opening to find uzi ammo on a plinth.
Climb either ladder, back flip at the top and jump the facing slopes, using your arrow key to bring you into an alcove with a wall switch that lifts another gate nearby. Spikes are also activated in the pole shaft down below, so carefully time a drop past them and exit S and W to the room with the deep central pit. Hop SW onto the platform, jump across W to the next platform and hop toward the NW opening. You hear the sound of a platform dropping as you step inside. Safety drop from the N side of the ledge into the water below, avoid the snake and pull up into the NE alcove. Hop up E, turn around and activate the jump switch to lift the gate in the SE alcove, and shoot the snake before jumping back into the water.
Save your game here, because the timed sequence that follows is something I could not reliably repeat, and your experience may differ from what is described below. The posted videos were of little help to me.
Swim through the narrow E opening and pull down the central ceiling switch that shows a cut scene of a gate rising and a nearby platform lifting simultaneously. This does not appear to be timed, but I could be mistaken. Loop around left for flares and then around right for uzi ammo, exit and pull out at the SE alcove. Continue past the opened gate, blast the skeleton into the nearby pit and find shotgun ammo in the SE mural niche. Jump up to grab the crack in the S wall, shimmy right around the corner, pull up onto the ledge and jump N to grab the ladder block. Shift right around two corners to the other side, hang left and low, take a rolling back flip and grab the N opening. Pull up and walk forward onto a ledge overlooking the pool room. Take a running jump E over the flame to grab a bottom step. Pull up and follow around to a floor hole.
Drop down into the hole to a fixed camera and an opened gate. Hang from the edge and release to activate a jump switch that raises a platform. It's unclear whether this jump switch or the ceiling switch pulled earlier initiates the timed sequence. Perhaps both are somehow involved. You'll drop back into the pool, so pull out at the SE alcove and repeat the moves described above in making your way back to the floor hole with the jump switch. This time, jump over the hole and follow around the corner. Jump to grab another ladder, shift left around the corner, climb up as far as possible and take a rolling back flip to grab the jutting platform. Pull up and enter the W room before the timed gate closes. If you're successful, save again now in a separate slot.
Blast two skeletons into the spike-trapped pit and use your crowbar to pry the PURPLE GEM off the W wall. Push the N floor lever two times to re-open the timed gate and exit this room. You can hang from the edge of the pit and disable the spikes, but there's nothing to be found down there and if you drop into the pit you can't climb back out, so resist the temptation. From the outside ledge, use the two raised platforms to get across to the E opening and hear the sound of the platforms dropping behind you as you enter (apparently a trigger of some kind and not a timer). Hop SE twice, first onto a raised platform and then toward the S opening.
Go down the steps and loop around right in the next room to find a crack in the N wall. Jump up to grab it and shimmy left until you can pull up into a crawl space. Grab the shotgun ammo and crawl around to the end of the passage. Climb down the ladder and collect 2 x uzi ammo. Climb the S ladder, pull into the crawl space and crawl forward to emerge on a balcony. Go around to the E opening for SECRET #7 and enter a room similar to the one you left at the end of Angkor Vat. There are no pickups to be found, so climb the ladder in the far wall and pull up into a room with two flame-protected reach-in switches. Wait for the flames to subside and find a large medipack in the one on the left, revolver ammo in the one on the right, then climb back down and exit to the balcony.
Go around right or left and stand jump down toward the giant stone head. Hang facing W so you won't land on spikes and safety drop to the floor. Go E down the steps and left through the N opening you visited earlier. Turn left in the next room and drop down into the pit where you disposed of a pair of skeletons. Climb down and follow the tunnel past some shallow water to a crawl space. Enter and shoot the small jar for shotgun ammo, exit and continue along the tunnel until you reach a ladder shaft.
Climb the S face, pull up at the top and enter the next room to trigger ominous music. Grab the shotgun ammo next to the skeleton and stand jump or take a swan dive from the edge into the small pool below. Pull down the ceiling lever in the W alcove to lift a gate somewhere and search the corner alcoves for 2 x uzi ammo and shotgun ammo. Surface, pull out of the water and exit S. Go around the waterfall on either side and climb the ladder in the S wall. Pull up into a room with empty jars and a floor lever that floods the area.
Jump into the ladder hole and swim to the previous room and down for a small medipack. Exit N, surface in the larger area and pull out S. Use the reach-in switch in the alcove to turn off the flames in the N reach-in switch behind you. Swim over there, shoot the jars on either side of the alcove for 2 x uzi ammo and use the reach-in switch to lift another gate somewhere. Jump into the water, swim left and pull out E. Enter the next room and go up the steps on either side and loop around right for shotgun ammo and loop around left for uzi ammo.
Go to the central plinth and take the second GOLDEN SKULL KEY to awaken a skeleton. Either jump over the railing as it's coming up the stairs toward you, or engage it by blasting it into the pool with your shotgun. Swim across and pull out in front of the W opening. Another sleeping skeleton is waiting just inside, so either evade or engage as you wish. Follow the passage around to a ladder. Jump up to grab it, back flip into an alcove for revolver ammo, jump back to the ladder and climb up to a closed gate. Turn around, jump over the hole and pull down the wall switch to open the gate. Go on through to a veranda and jump either to the SE or the SW opening and go up the steps to a S passage leading to a room with receptacles for your Skull Keys.
Use them to open the large door, go on through and jump over the spike trap. Go up the steps and pry a second PURPLE GEM from the wall as a skeleton awakens behind you. Hop back, take a rolling back flip over it and retreat the way you came. Jump over to the N veranda and into the NW ladder passage you used earlier. Climb down and follow the tunnel past the crawl space and shallow water to climb out N. Loop around right through the S passage and turn left into the partially obstructed E opening.
Shoot the snake just inside if you didn't do so earlier and search the NW alcove for flares. Run up the tree trunk, hop up SE onto the limb and jump to grab the crawl space in the E wall. Pull inside and follow around to a floor hole. Climb down the ladder and drop to a new area. When you walk a short distance down the steps you cause a drawbridge to drop down, so you'll either need to find an alternate way to get to the other side or a way to bring it back up. Return to the ladder shaft and climb up N for a small medipack. Get back down, go E down the steps and search the landing for flares NW and uzi ammo SW, go to the opening in the railing and take a running jump E into the water below.
Pull out anywhere, even through the railing, and shoot two waiting snakes and go toward the E opening to attract another snake. Get past the tree, shoot yet another snake and continue N into the next room to awaken a skeleton. Lure him back to the pool and blast him into the water, or simply evade him. There are flares in the tree niche. Continue W into the next area. There are two spike-filled trenches with monkey bars over each one. Choose either side and monkey swing to the other side while being pestered by a bat. Go to the W wall, turn around and jump to grab the E ladder.
Climb up and wait for the slicer dicer to make its circuit before you pull up. Turn around, jump over the gap and make your way up to the NW alcove. Pull up higher W, then S, and take a running jump E to grab an alcove with shotgun ammo. Pull up to the top of the structure, grab the flares and go down the opposite NE side for a large medipack. Pull back up to the top of the structure and enter the N alcove to find a timed wall switch that opens a gate on the E side of the structure. Save your game, pull down the switch after you're sure the slicer dicer has passed by, reverse roll and return to the top of the structure. Turn left and take a running jump E with grab to land in front of the timed gate with a slight loss of health. Jump forward immediately before the gate closes and light a flare so you can see the arriving snake.
Exit the short passage S and Lara will look left as she emerges in a dark hallway. Go the other way, into the W alcove, turn around and jump up to grab the ladder. Climb up to a ledge and Lara's attention will again be directed forward. Face S and jump slightly left to grab the crack in the wall. Shimmy left over the spikes, passing a jump switch you can see down below, continue around the corner and pull up. Grab the large medipack and pull down the N wall switch to retract the spikes. Return to the wall crack, shimmy right over the jump switch and release to activate it. The S gate opens as you land, so run forward and follow the passage to a crossing.
Go around on either side and loop around to find the third PURPLE GEM on the E wall. Pry it off and drop from the W landing into the water below. Pull out anywhere and go up the W steps past the lowered drawbridge to awaken a skeleton. Lure it down to the pool or simply climb the pole past the ceiling hole with the rotating blade and back flip into an upper room. Collect the flares and small medipack, go through the S opening and up the steps to a closed gate. Open it with the wall switch and wait for the snake and a bat to arrive. Go through the W opening, run straight across the next area into the W passage and continue around the spike-protected plinth that you should remember from the beginning of this level.
Run off into the water below and wade along the passage, meeting a snake unless you dealt with it earlier. Go left into the W side passage and climb the long ladder at the end. Pull up into a room with uzi ammo and receptacles for your three Purple Gems. Place them all to open the exit door, climb back down the ladder, wade E, N and E to find another ladder. Climb up to a room featuring sputtering blue electric flashes, but before entering vault up onto the E ledge behind you and collect the UZIS, uzi ammo and shotgun ammo. Shoot the small jars S to expose a small medipack.
Enter the room with flashing blue lights and find a ladder in the SE alcove. Climb up to a passage, jump over two partially obscured floor holes and enter the next room for SECRET #8. Explore the area for uzi ammo and flares in the corners and explosive arrows, a large medipack and shotgun ammo on the W ledge, then jump back over the floor holes and climb down to the previous room. The drawbridge is back in operation, so run across N and approach the central plinth to trigger a transitional cut scene.
Level 3: TRAPPED BY THE IRIS
This short level is a slugfest featuring your favorite enemies from the Atlantis segment of TR1. Reverse roll and sprint across the bridge so you won't fall into the pit as it collapses. You should have plenty of flares on hand, so don't be afraid to use them in these dark environs. Turn left into the E passage and meet up with a crawler that explodes nicely when it dies. Look inside the tree nook for shotgun ammo and head into the N passage. Look on the ledge left for flares and right for uzi ammo, continue into the next room and watch for triggered spikes. Time your way past three sets of them, run off into the floor hole to trigger a spike wall down below and pause if you dare for revolver ammo next to the nearby skeleton.
Run to the E wall and pull down the wall switch to drop a trap door blocking the ladder to your left. Climb up quickly and pull up into an upper passage. Run around the corner, side flip past a circular blade trap, enter the next room to trigger a pair of centaurs and proceed through the NE passage into a room with three crawlers and a flying Atlantean. You'll likely be poisoned during the battle, so replenish your health with a medipack before searching the W alcove for shotgun ammo and a large medipack. You'll find flares in a SE alcove and a small medipack in a NE alcove.
Get on the nearby sloped block and take a running jump S to grab the ceiling hole. Pull up, run forward and slide down into the next room where two crawlers attack. Go through the S opening onto a balcony and jump left over the railing to grab the E ledge. Pull up and grab the uzi ammo and flares. Jump back to the balcony, return to the previous room and jump N up the slope. Jump to the NW balcony and NE to the veranda. Go around left for uzi ammo and return to the S end of this room. Jump SW over the railing onto a lower ledge and stand jump NW to grab the balcony where there's a break in the railing.
Pull up, grab the nearby uzi ammo and go around N to find a timed wall switch on the column near the NW corner. Save your game, pull down the switch to open a stone door and return to the break in the railing. Safety drop to the floor and sprint through the S opening into the next room. Go diagonally left and into the E passage. Sprint past the tree and the timed door to claim SECRET #9. Collect a large medipack, that elusive REVOLVER, flares and revolver ammo. Pull down the wall switch to re-open the stone door and do battle with a centaur as you exit.
Return to the large room and turn right to go through the N opening to the next large room. Locate the sloped block near the NE corner, get on it and take another running jump S to grab the ceiling hole. Pull up, run forward, slide down and go through the S opening to the balcony you visited earlier. This time turn right and follow around to the end. Jump down NW to the ledge, make your way around the perimeter of the room, jumping as necessary to reach the W opening as you hear spikes snapping. Side flip past two more circular blade traps, pause for shotgun ammo in the alcove and continue into a room guarded by a crawler.
Avoid the sunken tiles, which are flame traps, and pull down the wall switch in the S alcove. The exit gate lifts as you're ambushed and poisoned by another crawler. The flame tiles will ignite before peace is restored. Exit this room and get past the circular blade traps once again. When you reach the balcony, jump NE to the lower ledge and safety drop to the floor near a closed gate. The gate you opened with the switch is across the room S. Slide down the slope, jump near the bottom and sprint across the room as spike walls converge. Go up the steps and around toward the next room as a flyby gives you a taste of what's ahead.
Shoot the remarkably tenacious horned demigod and pick up THE HEART OF THE BEAST when he finally explodes. Go through the E passage into a smaller room and climb down the ladder in the floor hole. Enter the E alcove and place the Heart in the receptacle for a level change.
Level 4: BACK TO ANGKOR VAT
There's nothing much left to do here. Climb the W ladder to the upper area, run through the passage ahead and you'll soon trigger a concluding flyby.