TEMPLE OF THOTH

 

Level by trtimes

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

 

Run forward into the dark of night and shoot two scorpions. Continue to the temple entrance and look for a small medipack and flares under the wall statues on either side. Climb up higher between the statues, go left and jump the gap to the next ledge. Go around behind the columns and find a wall switch that opens nearby doors. Go between the columns and drop down into an enclosed courtyard. Shoot two more scorpions and push two buttons at the SW and SE corners to hear the sound of a falling trap door.

 

Go through the E opening into a small room, pull up three times into an upper room and shoot a bat. Climb down the ladder in the E floor hole next to the closed gate and pick up revolver ammo along with the REVOLVER. Note the closed gate, climb back out and return to the lower enclosed courtyard. Climb the W (or is it E, hard to read the compass in the dark) wall ladder and run forward past the opened gate to shoot another bat. Hop out left onto the stone ledge and take a running jump onto the central cage to lift a gate somewhere.

 

Jump back with a left curve to grab the previous stone ledge, jump to the corner block in the direction of the flame blower, wait for the flames to subside and take a running jump onto the two connected breaktiles, continue with a running jump onto the block just to the right of the far corner and jump straight up to minimize your health loss from the triggered blade trap. When you land, pick up the revolver ammo and LASER SIGHT, drop to the ground and shoot a scorpion. Go to the lighted wall torch and pick up flares, climb the nearby wall ladder and pull up in front of closed gates.

 

Turn around, combine the revolver and laser sight and look up left to see a mounted lion's head. Shoot the gem in its mouth to open the gates behind you (probably pushing you over the edge, forcing you to climb back up again) and step into a partially flooded room where flame blowers will activate on either side. They turn on and off intermittently, making it easy to get past them, but beware of the dart traps in the intervening alcoves. Go along either side, pull up after passing the flame blowers but don't continue forward or you'll trigger a trap door that will drop you down to your death. The jar on your right hides a small medipack. Hop up past the flaming jars (the trap doors will open) and push the wall button to open a gate outside.

 

Turn around and look down past the trap door to see an alcove to your left. To get there safely, stand at the opposite corner and stand jump with grab to land on the near left corner of the alcove.  Pull down the wall switch to open a door, reverse roll and stand jump to grab the ledge with the button. Pull up and get back past the flame blowers (you can crawl underneath both the flames and the darts). Climb down the ladder to the enclosed courtyard and exit N (or is it S) where the gate opened. Go through a hallway, shoot a bat, hop over a small pool into the next opening, shoot a scorpion and the jar on the corner block for shotgun ammo and go through the opening on your right.

 

Shoot all the jars in the next room and search the blocks on which they were perched for a lone pickup of uzi ammo. One of the water holes leads past an opened door to an ivy-obscured alcove where you can pick up the CROWBAR and get a totally unnecessary cut scene. Return to the previous room and activate the crowbar switch to lower the cage in the enclosed courtyard. Exit this room, turn left and return to the courtyard. Take a TORCH from the central plinth. The nearby wall torches are all too high, so use the corner blocks to get up into the high niche, hop to the stone ledge and into the wall opening there.

 

Throw the torch down into the outer courtyard, drop or slide down there, retrieve the torch and go through the opening near the left button you pushed earlier. Hop up three blocks into the upper area and jump with grab over the floor hole and past the opened gate into the next room. Take a running jump either to the right or the left ledge to avoid the boulder that falls from the ceiling. Hop down and follow the boulder's path down the ramp into the next room. Use the side ledges to get across, drop the torch for a moment and shoot the jar for flares. Make sure the torch isn't too close to the flame tile you'll be activating shortly, jump into the water and find more flares and the WATER CRYSTAL in the seaweed and debris at one corner.   

 

Surface, pull out and activate the corner jumpswitch to open the underwater door you undoubtedly noticed. Jump back in the water, swim into the opening and up the shaft, pull out and shoot a bat. Move the two pushpieces onto their marked tiles to lift the nearby gate and go on through to encounter another bat. One of the jars hides a small medipack. Jump into the central pool, swim down to find a second WATER CRYSTAL hidden in the seaweed, note the ladder and underwater pushblock and return to the previous room. Place the Water Crystals in their receptacles to lift the next gate and enter a small fountain room.

 

Find and pull two wall switches opposite the pushpieces on the side ledges, then push the pieces onto their marked tiles to drain the previous room. Return there, climb down the ladder and push the block as far as possible. Get up on it and pull down the wall switch way to light the flame tile back where you left your torch. Go back to the pushpiece room, jump into the water hole and swim back through the passage. Surface, pull out left, pick up the torch and light it. Save your game and use a side ledge to jump past the water trench. Go up the ramp and don't forget to jump over the floor hole at the opened gate.

 

Toss the torch down one of the other floor holes, drop down after it and carry it to the outer courtyard. Light the four bowls around the central obelisk and luxuriate to the relaxing sounds of Lara's theme music. An approaching scorpion soon brings you down to earth, so leave the torch where you'll be able to find it again if necessary, go through that opening to the left of the already-pushed wall button and climb or hop up to the upper room. Hop or climb down into the floor hole next to the opened gate and  find that the door down there is now open. Go to the end of the passage and take the flares for SECRET #1.

 

Climb back out and drop down one of the other floor holes to return to the outer courtyard. Go through the opened N (or S) gate and deal with two jackals. As you step forward into the next room an overhead fixed camera takes over. Hop right around the corner of the central pool and pull down the wall switch in the side room. Go around to the side room on the other side of the pool and pull down the wall switch there to open the gate opposite the entrance. Before going there, jump into the pool and find flares hidden in the seaweed.

 

Pull out and go to the opened gate. A burst of action music greets you as you step into the next room, so prepare to be attacked by two jackals and a scorpion. Go around the perimeter of the room and shoot two huge jars next to the statues for a small medipack and flares. The smaller jars are empty, so jump into the central pool for uzi ammo and note the closed underwater door. Pull out at the lower corner, and on one of the columns surrounding the pool is a jump switch that opens a gate somewhere.

 

When you approach the wall opening to the left of the entrance, you'll active spikes and a dart trap. Take an angled running jump past them both and go to the back corner to trigger open a floor trap door. Jump over the floor hole (death tile below) and turn left past the opened gate. Jump over the strip of death tiles and activate the crowbar switch to open that underwater door you saw earlier and light fires close by. Take the TORCH from the plinth, jump over the death tiles and carefully light the torch on one of the flames. Walk forward to trigger another floor trap door, jump over the death trap and avoid those grates in the next room. Hop over the grates at a sharp angle, side flip over the dart trap and drop your torch for a moment to jump into the central pool.

 

Swim past the opened door and grab the WATER CRYSTAL in the alcove. Pull out and retrieve your torch. You already have a lighted torch where you left it in the outer courtyard, but unfortunately the gate leading back there is now closed. Go to the large opening between the statues and the gate ahead opens automatically. Drop the torch to pick up a small medipack and shoot the fish lurking in the water trench surrounding the next room. Jump into the water and look for flares near one of the corners. Pull out and find an interior water trench where you can grab some shotgun ammo. Pull out, retrieve your torch at the entrance to this room and hop over the outer water trench.

 

Go around to light the four bowls at the corner tiles surrounding the inner water trench. Gates at opposite ends of the room will open and you'll hear the sound of a trap door being triggered. Bring your torch to the new room to the right of the entrance gate and drop it where you'll be able to find it. Shoot the two approaching scorpions and go around clockwise to the far left corner to find a pushblock at the end of a short trench. Shoot the jar to get it out of your way and move the block to the other end of the trench. A cage lowers, so jump into the nearby water trench and look for uzi ammo. Pull out and jump to the central island for a large medipack at the base of the palm tree, then return to the entrance and run up the central path.

 

Take the second WATER CRYSTAL from the plinth, note the cut scene showing you where it's to be placed and go around to explore the other side of this room. At the far wall past a swinging chain is a button that opens dual gates in the previous room. There's nothing of interest in the island or the water trench on this side, but you'll probably awaken a giant flying bug during your explorations. Retrieve your torch, hop over the trench on your way back to the previous room go to the entrance where you shot the fish earlier.

 

Drop the torch, jump into the water and find the opened trap door. Swim into the short passage for uzi ammo and pull down the ceiling switch. Pull out, grab your torch, hop over the water trench past the opened dual gates to your left, note the nearby pushblock and leave the torch here for the moment. Jump back to the hub room, turn left again and jump past the opened gate to the arched opening. Loop around right and left at the entrance to find shotgun ammo and flares on the ornate chests.

 

Save your game before continuing. Along one of the walls (N or S) are three alcoves, each with a wall switch. Pull all three (the middle one comes with a cut scene showing a door opening.) On my first attempt, two of these alcoves were blocked by a force field, but this didn't happen when I reloaded my savegame and tried again. The opposite wall has two such alcoves, together with an empty coffin. Pull only the switch one the left (the one on the right is spike-trapped). There's a cut scene of the pool in the next room, and a jackal attacks. Enter the next room, shoot a scorpion and the jars for target practice and a small medipack. Jump into the pool, grab the flares hidden in the middle clump of seaweed and enter the opening where a gate has apparently opened as shown in the cut scene.

 

Stay low to avoid the nasty collision as you swim to a smaller opening that leads to another room, turn right through the opening in the wall, go up the shaft and swim past the fish to some steps where you can wade out and draw a weapon. Turn around to face the water, kill the fish and look up left with the combined revolver and laser sight. Shoot the hanging brass ball to hear the sound of something rising. In the near left corner (as you face the water) is a pillar in an alcove. Pull it out and shoot the jar that was behind the pillar. Pick up the flares and pull down the wall switch to turn off the flames that were keeping you from climbing the wall in the opposite corner.

 

Go there, climb up to the jump switch and release to activate it. The gate near the top of the steps opens, so stand at the threshold and jump right or left to avoid damage from the dart trap, not to mention the boulder that drops straight down from overhead. Note the short passages on either side and step forward to trigger a remote camera shot. Climb down the long ladder and steer clear of the skeleton and the other bone remnants (spike traps) as you go across the pit to push a floor lever that produces another sound of something rising. Note the closed door overhead and go back around to climb back up the ladder.

 

What you heard earlier were blocks rising in the near upper corners of the pit, so take running jumps to get onto them without touching the deadly ledge floors. Push the two wall switches to lower trap doors in those short passages near the fallen boulder. As you face the pit, enter the left passage and hop down past the opened trap pit. Enter the crawl space and come to an ceiling opening. Stand at the high corner and pull up to a room with several notable items, including two pushpillars. Save your game, for a reason I'll explain in the next paragraph. As you face the raised cage, push the left pillar away from the cage and the right pillar toward the cage.

 

The cage will lower and flames will be ignited, allowing you to take the large medipack from the revealed plinth. The first time I tried it, a force field prevented access to the plinth, but this didn't happen when I loaded my savegame and tried a second time. While you wait, watch as one of each of a half dozen additional pickups are added to your inventory. Return via the floor hole and crawl space, and get into the opposite side passage near the fallen boulder.

 

Hop down to a lower passage and continue to a dark room with a circular ledge surrounding a deep pit. Shoot the bat and avoid two mummies that are patrolling the ledge. Safety drop into the pit with a slight loss of health and note two wall openings. Pull into the lower opening to find a wall switch. There's no indication of what happens when you pull it down. Go to the opposite wall, pull up into the opening, turn around and stand jump slightly left to grab a sloped surface on the central structure. Pull up and back flip onto the upper ledge.

 

Turn left and squeeze past the face mural to climb the corner column. Turn right at the top and take a running jump onto the central structure. Push the wall lever to flood the area and summon a fire wraith. Quickly hop back and drop down into the water to douse the wraith and search the underwater ledges of the central structure for flares and shotgun ammo. Swim around to the side with the face mural, pull up onto the slope and back flip onto the ledge. Go around to the opening in the opposite wall, run past the mummies into the passage and pull up past the opened trap door.

 

The room with the pit and the spike traps has also been flooded, so jump in and swim across to the opened underwater door in the far wall. Grab the large medipack inside and surface. Strangely enough, you can't pull into the opening just above the surface, but the side ledges are no longer deadly. Pull out onto one of them and stand jump into the opening. Push the double doors open and prepare to deal with the demigod that's firing at you from inside. When he dies a second demigod is awakened, so take care of him as well.

 

Search both pools for two GEMS and pull out at the higher corners. The jars in this room are all empty, so don't bother. Go up the steps and place the Gems to open the door between the receptacles. Enter the hallway to the next room and shoot a harpy. Hop over the side railings with the cat statues for flares and a small medipack, continue forward and take two TRIDENTS from the plinth.

 

Go back the way you came, all the way to the far wall, swim down through the floor hole and turn left into the wall opening. Stay low as you did earlier to avoid the collision, surface and pull out. Continue forward through the opening, around the central structure into the room with two concentric moats, go to your right and hop past the dual gates to that pushblock you noted much earlier. Your lighted torch should be nearby as well. Push the block into the passage as far as it will go and turn around to shoot the pursuing scorpion. Get on the block, turn around and jump to grab the ladder, climb a bit and back flip into an alcove with a wall switch.

 

Get down, run through the passage and turn right into an outdoor courtyard. Shoot the larger jars in the far corners for uzi ammo and flares on one side and a large medipack on the other. Jump into the central pool and swim past the opened door for SECRET #2. Grab the UZIS on the other side of the chest, exit, surface and pull out on the other side of the pool. Enter past the opened gate and shoot a bat and a scorpion. Go back the other way to retrieve your lighted torch and return. Hop over the trap door in the alcove to your right (death trap below), pull down the wall switch to open the gate in the opposite passage and go there with your torch.

 

Go to one of the back corners, look up to see the mounted lion's head and shoot the gem in its mouth to open the door below. Pick up your torch, save your game, walk a few steps down the ramp, drop the torch and run the rest of the way down the ramp into the next room with two waiting ahmets. The door has closed behind you, so after dealing with the ahmets go back up to get the torch, bring it into the room and light the four corner bowls without standing too close to them. Shoot the gems in the mouths of two mounted lion's heads to open the gates beneath them.

 

With your back to the entrance, go past the opened gate on your left, loop around right and left and pull down two wall switches to neutralize the spikes. Move the two pushpieces onto their respective marked tiles in the opposite corner. A block will rise, allowing access to a wall button. Push it and return through the ahmet room where the gate in the opposite wall is now open. Continue past it up the steps and shoot two jackals. There are two wall switches in the near corners, partially hidden by large pieces of furniture. Pull them both to open the gate at the top of the steps.

 

Go on through, take flares and revolver ammo from the plinths right and left and continue up the ramp. Reverse roll onto the trigger tile and run back down the ramp before the released boulder and beetle horde overtake you. Veer right or left at the bottom (past the now-burning plinths) and go back up the ramp.  At the entrance to the next room, jump over the deadly ledge and the spike-trapped pit onto a safe block. Pull down the wall switch and make your way back the other way, jump over the dropped boulder and turn right in the ahmet room past the opened gate.

 

Emerge on a ledge overlooking a deep pit. There are Poseidon statues to your right and left. Place both Tridents to flood the pit to the brim and shoot the fish that has miraculously appeared. Swim across the pit and pull out to a burst of light that signals the arrival of fire wraiths. Hop back into the water and wait until they extinguish themselves. Pull back out and go past the opened gate that closes behind you. Run down the path, arm yourself to deal with two jackals and find two receptacles that accommodate those Water Crystals you've been carrying around for all this time. Place them to lift the door between them and step forward into a fixed camera.

 

Run to the middle of the next room and take the AMULET OF THOTH from the plinth. Turn left, hop over the railing, run toward the face mural and jump into the water. Swim through the opening, stay left and look up to find a cleverly hidden ceiling switch to pull. Continue around the corner to your left, swim up the shaft and pull out into the most generously lighted room thus far as a trap door shuts behind you. Continue past the opened gateway and take the EXIT KEY from the plinth on the raised slab. Return to the previous room, run across the closed trap door into a dark passage and follow to a crawl space.

 

Crawl around until you can stand up, turn around to find the jump switch and activate it to re-open that nearby trap door. Go back, jump into the water and swim back to the room where you got the Amulet of Thoth. Pull out, run across the room past the central plinth and jump into the water near the face mural on that side. Jump into the water, swim to the corner and find another obscenely hidden ceiling switch to pull. Continue around the corner, swim up the shaft and pull out into a large outdoor courtyard.

 

In the back left corner is a pushblock. Pull it from the wall, move it aside and pull it back once more so you can get on it and jump up to grab the bridge. Pull up and follow the bridge around the corner to a wall switch past raised gates. Pull it down to open another gate behind you, reverse roll and run to where the bridge intersects. Hop down toward the two flaming bowls and continue through the opened gateway into an ornate room.

 

Run up the steps to the far wall, take the second EXIT KEY from the stand, reverse roll and run back to the water hole. Jump in and swim back to the large room where you got the Amulet of Thoth. Pull out, turn right and go to the closed door. Use the Exit Keys to open it and run up the ramp to end the level.