THE CURSE OF JAYAVARMAN II

 

Levels by Mohrruebe

 

Walkthrough by Phil Lambeth. This game is so long that kapil4417037 had to break up his video walk into four parts. Here's the link to Part 1.

 

 

Level 1: RUINS NEAR PHNOM KULEN

 

You drop from a helicopter into a lake. Grab the shotgun ammo next to the half-buried crate, swim NW (there are poisonous sea urchins in the lake, so avoid them) and pull up onto another crate for a small medipack. Walk under the bridge support and shoot the jugs for an antidote, noting its medicinal qualities on your screen. Go around to the S end of the lake (you may note a barred underwater opening along the way) to find another antidote near the wall, then shoot the crate between the nearby palm trees for flares. Continue N past two more palm trees and pull the skeleton away from uzi ammo.

 

Continue W around the lake, vault up onto the crate and take a running jump to grab the jutting bridge support. Pull up and hop NE to the upper ledge. Go around the perimeter in a clockwise direction with jumps as appropriate, shoot two baby spiders (their bites will poison you) and pull the skeleton toward the empty jars to reveal the CROWBAR. Jump into the lake, swim to the NW crate, pull out and exit this area W. After a series of flybys, run forward and climb the block, turn left and take a running jump S to grab the crack in the taller block. Ledge jump up to the top of the block as four tigers gather below, target and kill as many as you can from up here before jumping across to the S ledge.

 

Hang from the edge, shimmy right past the slope and pull up in front of an entrance blocked by dirt. Stand to the left of the entrance, jump up to grab the wall crack, shimmy right and ledge jump up to grab a higher crack. Shimmy left around the corner and drop to a ledge. Try to activate the nearby crowbar switch with negative results. Drop into the triangular hole just beyond the crowbar switch for crossbow arrows. Pull out W (not N, or you'll slide back down to the valley floor), shoot the NE jars for an antidote and jump over to the E ledge. Grab the uzi ammo next to the skeletal remnants, jump back to the previous ledge and vault up onto the SE slab. Jump N to grab the column top, pull up and take a running jump to grab the opening in the S wall. Pull into the crawl space and follow around to crossbow arrows for SECRET #1.

 

Return, flip out of the crawl space and get back up to the column top. This time, stand jump W to grab the wall crack. Shimmy right around two corners and drop down to a ledge on the other side of the dirt-blocked entrance. There's a crowbar switch over here as well, and this one works. The S door lifts open, so go on through and note the onscreen warning along with the foreboding music. Go around left and shoot the jars for an antidote, then walk past the central plinth with pistols drawn to target some bats in the distance. Their bites are poisonous, so try to make fast work of them so you won't have to use an antidote. If you shoot the empty jars near the W wall, you will only awaken two baby spiders.

 

Save your game before taking the SERPENT GEM from the central plinth, as two swivel-headed Shiva statues will be awakened to attack you from opposite directions. When both are dead there's nothing left behind for you to pick up, so exit N, drop from the W side of the ledge and grab the nearby uzi ammo. Hop NE to the flat corner and take a running jump N onto the column top. Take two more running jumps with grab to reach a lower ledge surrounding the N building. Jump over W if you like for a small medipack (pickups seem to gather near bone fragments in this game) and return.

 

Run to the E end of the ledge (hopping over the gap), jump up to grab the wall crack and shimmy right a bit and ledge jump up to grab the higher crack. Shimmy right around the corner and ledge jump back to grab a ledge in front of a small cave. Pull up and go around to the W alcove for shotgun ammo. Return to the small cave, hang from the edge and shimmy right until you can pull up in front of a crawl space. Go on through and emerge in an open area overlooking the lake. Go left and hop to a turn wheel that lowers a platform on one of the bridge supports.

 

Follow the ledge in the other direction until you reach the lowered platform, hop onto it and take a running jump E onto a section of the ledge that you otherwise could not have reached. Step forward, note the barred opening on your right and make your way along the ledge, jumping as necessary, and be prepared to shoot a bat when you reach the lighted wall torch. There's a cleverly hidden jump switch in the NE corner. Face S, sidestep left and jump up to activate it and lower the bars you passed by a short while ago. Return there, go through the opening and shoot one or two baby spiders.

 

Loop around right and shoot the jars for an antidote, shoot the panels in the SE alcove and drop down into a passage next to a crawl space. Go on through for an antidote and uzi ammo, return and follow the passage around the corner and slide down to trigger a flyby through the area ahead. Turn left and head E past a pile of rocks to find an opening you can crawl into. Drop down into a lower passage, hear the sound of a door opening and go around the corner into a small room with two knights. The door closes behind you, trapping you inside until both knights are dead, whereupon it opens again. Take the explosive arrows and CROSSBOW from the plinth for SECRET #2, exit and return to the outdoor area.

 

Head S toward the wall and pull up onto the ledge at the SE corner. Pull up higher for shotgun ammo next to the ubiquitous bones, jump back NE onto the slope, slide and grab. Drop to grab the wall crack and shimmy left to the end. Ledge jump up to grab the higher crack and shimmy a bit more left to pull into a crawl space. Drop from the other side into a passage and follow to an antidote. Return, drop to the valley floor and go across to an opening at the NW corner. Go around to a small pond, avoid the sea urchins and pull up into the S opening. A flame is triggered as you walk forward, and your attention is drawn to the jump switch in the ceiling hole.

 

To activate it, face the flame and back flip onto the slope in the ceiling hole. The flame then becomes intermittent, allowing you to get around it, but don't become complacent because a spike trap is waiting down below. When the flame subsides, run a bit SE and jump to a safe ledge. Turn right and note the wall crack and opening above it. Stand jump to grab the crack, ledge jump up to grab the opening and pull into an upper passage. Enter the W room with pistols drawn to exterminate the baby spiders waiting inside. There's a small medipack at the SE corner, some scattered bones and empty containers. Pull down the W wall switch to neutralize a spike trap and exit E.

 

Face SE at the opening, save your game and run off the edge to land on the ledge below. Go around the corner and time a run S past the spikes, looping around in front of the flame to find a turn wheel that extinguishes the flame ahead. Pull the skeleton away from the GOLD KEY, and a cut scene shows you where it's to be used. Time a run past a final set of spikes and slide down to the valley floor. Loop around right to the S receptacle and open the nearby door with the Gold Key (interesting animation). Go inside and save your game in front of a timed wall switch. You've got 15 seconds after pulling the switch to reverse roll, run out right, jump onto the E slope and jump off with a roll to land on the first of several raised platforms. Run and jump W along the row of platforms to the corner, hop NW onto a higher platform, turn around and hop S onto the highest platform and continue onto the ledge. If you get there in time the platforms will remain in their up position.

 

Make your way along the ledge with a couple of hops to a floor lever and get ready for another timed run. This time you have 15 seconds to make a counterclockwise circuit along the raised platforms and upper ledge area (with a running jump N to clear a gap at one spot) to reach a W opening that leads to a veranda with a golden Buddha statue. Take the KHMER KEY from the plinth, and a cut scene shows you where to use it. Go back to the last raised platform (which stayed up), face NE and take a running jump down to the opening to the left of the next raised platform.

 

As you enter the opening (the collision is glitchy here) you hear the sound of snapping spikes. Time a run past them and pick up the explosive arrows for SECRET #3. Go back past the spikes, jump up SE onto the raised platform and enter the E opening. Turn right at the crossing, jump SE onto a ledge and follow the short passage to another raised platform. Stand at the NE corner of the platform and take a running jump through the hanging roots to grab a thin ledge. Pull up for crossbow arrows, poison arrows and a large medipack, walk forward and jump across with grab to glide into the N opening and run off onto the slope. Follow the passage around, slide down to the valley floor and loop around right to the NW opening.

 

Hop down into the shallow pond, and this time go to the deeper water N. Swim around right, look for an opening in the ceiling and continue W to see a chain. Pull it to lower underwater bars, return and swim NW past the opening into the lake where the level began. Pull out onto the NW crate, go through the W opening into the valley with the columns and let's now divert for some pickups that may have been missed earlier. Continue across into the dark W cave and shoot the jars for crossbow arrows. Exit and find an opening in the S wall partially obscured by vines. Crawl inside for shotgun ammo, exit and look for a large medipack near the SE column.

 

Climb the short NE column, get over to the S temple wall the same way you did earlier, jump and shimmy your way over to the SW corner and jump the column tops over to the N temple ledge. Go to the E end, jumping the gap, use the wall crack to ledge jump up to the higher crack, but this time shimmy left and pull up onto the higher ledge. Shoot a couple of baby spiders and loop around right for flares. Go W past the entrance, use the raised NW mound to pull up higher and go around to face the E swingpole. Stand jump to grab it, swing around and jump off while pressing the sprint key to give yourself an extra boost so you can grab the hanging cage. Pull up, stand jump to grab the next swingpole and jump to grab the crack in the column.

 

Shimmy left, pull up and find the receptacle for the Khmer Key. Use it to open the door back at the entrance, safety drop to the lower ledge and enter the temple. The door closes behind you, so drop to the ground and deal with four tigers. The jars near the SW corner contain an antidote, and there are flares at the NW corner. Enter the N opening and shoot a couple of baby spiders. Grab the small medipack and save your game before pushing the timed floor lever. Blocks are raised outside, so exit and run well to the left of the central mound, hop up onto the entrance ledge near the wall torch, turn left and jump to the first of several raised blocks. Make your way along them to the one in the NE corner, turn left and take a running jump W to activate a jump switch that neutralizes a spike trap surrounding a red gem.

 

Return to the floor lever and, for a secret, save your game again for a tighter timed run than the one you just conquered. Repeat what you did to reach the raised blocks, but when you get to the second one near the W wall, turn left and take a running jump E to grab the middle block next to the large tree. Pull up, take running jumps with grab (1) to the next block slightly NE, then (2) N to the one in the corner, pull up, turn right and pull up into the E crawl space. Grab the explosive arrows for SECRET #4 and safety drop to the ground. You now need to get that red gem with the tightest timed run of all, so push the floor lever for a third time, and when you reach the NE block just past the central block, turn right and make your way clockwise along the remaining blocks to reach the E ledge with a running jump and grab.

 

Pull up safely, but before approaching the plinth enter the crawl space and find a turn wheel that opens an important nearby door. Return to the plinth and face E. When you take the SERPENT GEM a wraith is released, so when camera control is restored after the flyby, reverse roll and take a running jump to grab the W swingpole. Turn around in place (end key), swing around and jump off to grab the sloped roof, shimmy left to the corner and ledge jump back with a right curve to land over the railing onto the walkway (note that you won't be able to make it with a rolling back flip). Hop over the railing at the corner and run into the W room where the door opened. Jump into the pool to extinguish the wraith, pull out and shoot the jars at the entrance for explosive arrows.

 

Go around the perimeter for shotgun ammo and a spare CROSSBOW, hop to the lion statue in the pool for an antidote and exit. Turn left and go back to the NE corner for explosive arrows, reverse roll and make your way in a counterclockwise direction around the ledges, jumping as necessary (be careful at that mound near the SE corner), until you reach the E doorway. Go on it, shoot the jar on your right for crossbow arrows and hang from the edge. Drop onto the block in the lava and jump the other low blocks until you reach the one near the E wall. Stand at the back edge, jump to grab the swingpole, swing around and jump to grab the ledge. Pull up and use an explosive arrow to eliminate the awakened skeleton.

 

Note the torches on the plinth ahead but ignore them for now. There are two wall switches as well. Pull the one on your right (S) to raise and lower the lava blocks. Stand near the wall and take a running jump down to the lowered block (the swingpole will change your trajectory so you'll land safely). Enter the S passage and pull down the wall switch to raise and lower more blocks. Jump to the low block and use the swingpole to get back up to the ledge. Pull down the other switch on your left, turn around and run off the edge onto the lowered block. You can't reach the next block W from here, so take the long way around in a clockwise direction to get there. 

 

Hop down in front of the N opening and pull down the wall switch in the passage. Exit, stand jump to grab the taller E block, pull up and get across to the S opening. Pull the wall switch back up, use the swingpole to get up to the high ledge and pull both switches back up to their original position. Approach the plinth and a cut scene will show you two wall torches that need to be lighted. Take a TORCH and light it on the handy flame nearby. Take a running jump onto the nearest block and make your way across the lava room with standing and running jumps as appropriate.

 

Once outside, walk to your right and toss the torch to the ground, noting where it lands so you can easily find it again. To get down safely, go around the ledge to the S side, look for the jutting block below, hop back from the edge and hit the action key to glide onto the block in front of those wall torches you need to light. Retrieve your torch, light the two wall torches and the door between them opens. Enter with your torch and leave it here on the veranda just in case you may later need it. Take a running jump down to the SW column, safety drop to the ground and enter the lower N opening.

 

Prepare to shoot one or two bats and a tiger inside the next room, go to the far wall for uzi ammo and place the Serpent Gems in the hard-to-see receptacles to lift the N door. Before entering the next area, look for an opening in the E wall beyond some hanging roots and hop inside for an antidote next to a harmless flame. Continue N into an enclosed courtyard and find a crawl space up in the NE corner. Crawl around and flip out into a deep room to trigger a series of flybys that preview your upcoming tasks.

 

Deal with two approaching skeletons and search this room for flares next to some bone fragments. Go to the SW column and jump up to grab the crack, shimmy around to the N side and ledge jump back to grab the higher crack in the NW column. Shimmy around two corners to the N side, ledge jump back to grab a crack in the wall, ledge jump up to grab a ledge, shimmy right a bit and pull up. Turn around and jump onto the broken NE column, jump over to the NE ledge and shoot the jars for crossbow arrows. Jump back to the broken column and note the jump switch for later. For now, make your way along the ledge alcoves in a clockwise direction until you reach the S ledge.

 

Jump to grab the left side of the higher crack in the SW column, shimmy right around the corner, ledge jump up to grab a higher crack, shimmy right around the corner to the far end, ledge jump back to grab a crack in the NW column. If you like, you can pull up in a crouched position to attract a bat now rather than later. In any event, shimmy left around the corner and ledge jump back to grab an opening in the W wall with bars blocking any further progress. Pull up, hop back and hit the action key to glide onto a slope. Slide and grab, shimmy right (the jars to your left are empty), pull up and find a wall switch that lowers the bars in the opening above.

 

You can get there without dropping to the floor and starting all over. Hop S to the ledge with the empty jars, grab the crack in the S wall, shimmy left around the corner, ledge jump back to grab the column crack, ledge jump up to grab the higher crack, shimmy left around the corner, ledge jump back to grab the crack in the next column, shimmy left around the corner and ledge jump back to grab the W opening where the bars lowered. Pull inside and continue to a passage with squishy blades on either side.

 

Turn right and time a jump N past the blades. Shoot the jars for an antidote and grab the small medipack. Go back past two sets of blades and save your game. You need to time both the blades and the floor flame to get to the S wall, and this can be done with a standing jump and a simple run if you're lucky. Or you can try a running jump at the end. Even if you bump into the last set of blades, you'll suffer no damage if you manage to get over them. Turn left at the wall and face a spike trap. Instead of sliding, just take a running jump over the spike field onto the next slope and jump without sliding to grab the block.

 

Pull up twice and note more spikes ahead. Jump over them and turn left into a short N passage that overlooks the room with the columns. Take a running jump to grab the first of three swingpoles. Use all three (you need to use the sprint key for extra distance in order to reach the third one) to land inside the N opening. Go down into a passage where two skeletons are awakened. At the W end are shotgun ammo next to a skeleton and jars containing an antidote. If you go to the E wall you'll hear the sound of falling debris. Find the crawl space near the NE skeletal fragment, shoot two bats that are attracted and pull inside for explosive arrows. The SE opening takes you down near the jump switch you noted earlier, but that's for later.

 

Enter the N lava room and the door closes behind you. Time a jump over the flame onto the NE block and continue with a running jump NE onto the short ledge against the rock wall. Jump down NW onto a flat spot in the lava rocks and continue in like fashion in a clockwise direction until you reach the ledge on the N side of the lava room. Push the floor lever to open a nearby trap door, go the central plinth and take the WOODEN HUB to attract a wraith. As you might suspect, your immediate objective is to reach that trap door you just opened.

 

To get there, retrace your steps along the blocks (in a counterclockwise direction this time) until you near the NE corner. Jump into the N passage, loop around right, jump up W past the opened trap door to grab the opening, pull up and run forward along the ledge. Take a running jump W to grab the jutting ledge, pull up, take a running jump onto the rock ledge and follow around with appropriate jumps in a counterclockwise direction. Jump the column tops to a S wall switch that opens a door down below. Hop back, safety drop to the ledge, run forward into the previous passage and the door closes behind you. Wraiths can normally pass right through walls and doors, but apparently not this one.

 

Turn left to the SE opening and slide down to a ledge overlooking the room with columns. Jump to the broken column and activate that jump switch you noted so long ago. Floor trap doors open beside you as you land, so drop down into an underground area and shoot the W jars for crossbow arrows. Grab the shotgun ammo next to the S bone fragments and pull the nearby skeleton away from explosive arrows. Go through the E opening down toward a small pond, shoot the jars for an antidote, pick up the ANCIENT SHAFT KEY next to the skeletal remains (cut scene) and search the water for a large medipack.  

 

Note for later the spike-trapped chains in the N openings and return to the previous room. Pull up past the opened trap doors and go through the N opening. Turn right into the E side room and shoot a couple of baby spiders. The S jars hide an antidote and there's a large medipack among the N bone fragments. Pick up shotgun ammo near the E steps leading to a closed door and look for a wall crack high up in the N wall. Jump up to grab it and shimmy right around the corner. Pull up into a dark opening. Shoot the jars for explosive arrows and SECRET #5. Exit W to the main corridor and loop around right to find another high wall crack.opposite the entrance.

 

Jump up to grab the crack, shimmy left as far as you can and ledge back to grab a crawl space in the opposite wall. Pull inside for more explosive arrows and SECRET #6. Drop back down, head N and around the corner and wait for two skeletons to gather so you can destroy both with a single arrow. The way ahead is blocked, so go back S, W and S to a passage where you can see water in the distance. Shoot the jars for an antidote, turn right into the W side room and find a large medipack at the NW corner. Continue into the corridor to awaken a couple of bats and turn around to see swingpoles spanning the room.

 

Jump E to grab the first swingpole, swing around and jump off with the sprint key depressed to grab the second one, turn around and swing and jump with sprint to grab the higher swingpole, and finally swing and jump with sprint to grab the W ladder. You may have to shift right or left to initiate Lara's climbing animation. When you've done that, climb up to an upper room, shoot the awakened skeleton and pull down the wall switch to open a door in the room below. Turn around, deal with another skeleton and climb back down the ladder.

 

Drop from the bottom rung to the previous room and look up to see the opened door near the SE corner. Stand facing E near the SW corner, make sure you're lined up with the upper doorway and jump to grab the lower swingpole. Swing around with sprint and jump off to grab the higher swingpole. Turn around, jump W with sprint to grab the higher swingpole, turn around and jump with sprint to grab the next swingpole. Jump to grab the E opening and pull inside the passage to face a spike gauntlet. Time a run past the first set of spikes to a safe tile and save your game. When the closest spikes spring up, sprint down the passage and take a roll near the end to clear the last set of spikes.

 

Shoot the jars at the corner for explosive arrows, turn left and face a flame gauntlet. When the nearest flames subside, run N down the passage without sprinting and you should get past safely. Turn right at the corner, hop down to a lower passage and run to the end. Hop down even lower and shoot a skeleton, a bat and a baby spider. Search the area for a small medipack. The E passage is spike-trapped at present. The W passage is blocked by bars, but there's a crack in the N wall inside the passage that you can jump up and grab. Shimmy right around the corner, ledge jump back to grab the crack in the column, shimmy right around the corner and ledge jump up to grab the crawl space.

 

Pull inside and crawl around to an opening. Hang from the edge, release to grab a column crack, shimmy right around the corner, ledge jump back to grab another crack, shimmy left and pull up into a crawl space. Crawl around to another opening, drop down to the other side of the spike trap you noted earlier and pull down the wall switches to disable two of the spike fields. Pick up the shotgun ammo between the switches, step onto the disabled NE field for the NAGA KEY and stand jump onto the SW field for the SHOTGUN

 

The receptacle for the Naga Key is in the E passage at the right corner (hard to see). Use it to lower the bars (noting that it remains in your inventory) and enter a familiar passage. Pull up into the E alcove ahead for uzi ammo, hop back down and proceed S, W and S toward the water you saw earlier. Go past the pond to your right into the SW corner and find the receptacle for the Ancient Shaft Key. Use it to lower the bars to your right and hop up past the statue to find a side passage to your left. Enter, shoot a bat, pick up the shotgun ammo next to the bone fragments and pull into the NE crawl space for uzi ammo. Exit to the main passage, turn left and walk down to the edge of a pit.

 

Stand jump to grab the swingpole, swing around and jump off to land on the other side of the pit and awaken a skeleton. The jars in the E corridor contain an antidote. Pull up into the N crawl space, drop down the other side and take the ORNATE LION KEY from the plinth in the small room below (cut scene). Use the corner block to get back up into the crawl space, flip out into the corridor and go around to the pit. Stand left, jump to grab the swingpole and swing around with sprint to jump off to the other side. Go N through the passage to the pond, turn right and wade E to the room with the columns.

 

Continue past the columns (avoiding the floor hole) through the E opening, pull the skeleton on your right away from a spare CROSSBOW, jump into the pool (watch out for the poisonous sea urchins) and swim into the W alcove for shotgun ammo. Pull out N and use the Ornate Lion Key to hear the sound of a trap door opening. The area below the room with the columns is now flooded, so return there, jump into the floor hole and swim through the E opening. Continue to those two spike-trapped alcoves you noted earlier, pull the chain in each one to raise blocks in the room with the pool and return for air.

 

Pull out, Go E to the pool room and hop up SE onto the lower raised block. Pull up higher, jump to grab the cage hanging from the ceiling and climb to the top. Jump to the upper ledge, run along the perimeter to awaken two skeletons and destroy them with a single explosive arrow. Locate the receptacle in the E wall and use the Naga Key to hear the sound of a trap door opening. Drop down into the pool and look for the WOODEN COG next to a skeleton (both of which weren't there before). Pull out E, go to the NE receptacle, combine the Wooden Hub and the Wooden Cog, then place the WOODEN COG SWITCH to open the E door so you can exit and finish the level.

 

Level 2: TEMPLE OF JAYAVARMAN

 

Click here for Part 2 of kapil4417037's video walk.

 

Run through the tunnel toward a pond to trigger a flyby through the area ahead. Jump into the water for the UZIS, pull out W and head E to attract two tigers. Loop around left to lure another tiger from its NW lair, go inside for uzi ammo and shoot the jars from a distance if you'd like to release a baby spider. Exit, pull up E onto the short ledge for uzi ammo and continue around E to see a receptacle near a closed door. Face W while picking up the uzi ammo at the SE corner and draw your pistols immediately to target a baby spider.

 

From there, head W and turn left at the dirt mound to face a closed S door. Go to the W wall near the dirt mound, sidestep right and jump up to grab the wall crack. Shimmy left, ledge jump up to grab a higher crack and shimmy right until you can pull up onto a corner ledge. Hop down to the top of the dirt mound and walk to the right of the small tree. Take a running jump to grab a crack in the E column, shimmy left around three corners and drop to grab a lower crack. Shimmy left to the column, ledge jump up to grab a higher crack and shimmy left around three corners until you can pull up onto a ledge above the receptacle you noted earlier.

 

Push the skull button to lower an overhead platform. Hang from the edge, shimmy back right the way you came and around the column, drop to grab the lower crack, shimmy right a bit and ledge jump up to grab the higher crack, pull up into the crawl space and follow around left to a floor hole. Hang from the edge on the right side and drop to grab a crack. Shimmy left past the sea urchins and drop into the water. Go around the column for shotgun ammo and use the column cracks to get back to the upper area. Go around and crawl W to a cave-like entrance. Jump SW onto a lower ledge and push the skull button to lower a couple of cages in the outdoor area.

 

Face slightly NW and stand jump to grab the opening in the W wall. Pull into the crawl space and stay left until you reach a floor hole. Hang from the edge, shimmy left around the corner, drop to grab the crack and release to land on a block and suffer no health loss. Hop down into a room with two cages and a wall switch. Note the on-screen hint and pull down the switch to lower a nearby block and a third cage that was resting on top of it. Hop into the space between the cages and push the lowered E cage two times. Go around and push it one time S into the door alcove. Go through the connecting passage to the next cage and pull it three times E. Turn left, pull the first cage one time N, hop over the cages and through the passage to move the third cage next to the other two and onto the raising block tile.

 

Push the wall switch back up to raise the third cage, go to the SW block and use the crack to ledge jump back up to the crawl space passage. This time, however, turn left at the junction and stand up to shoot a bat. Take a running jump over to the NW ledge and push the skull button to lower another overhead platform. Face NE and take a pixel-perfect curved running jump past the column to grab the crack in the N wall. Shimmy right and pull into the crawl space. Follow around to a spike-trapped room, stand up on the safe square and face W. When the nearest spikes spring up, run along the perimeter and take a running jump NW as you near the corner.

 

Stand jump S to grab the opening in the ceiling hole, pull up and grab a small medipack on the short ledge. Pull down the wall switch to lift doors down below and run NW into the floor hole to land safely on the dirt mound.  Face E and time a clockwise run past the spikes  to the crawl space. Return to the far opening and safety drop to the ground. Head E toward the receptacle and the trap door on this side of the pool will drop down with a crumbling sound if you step on it. But for now, loop right around the dirt mound and get on the cages you moved earlier. You can now pull the higher cage from the wall, so do that. But don't conclude that the purpose for all this work was to allow access to the higher crack in the W wall, for you accomplished that much earlier by using the dirt mound to grab the lower crack and ledge jump up to the higher crack. No, the real reason will soon become apparent.

 

In any event, get back up to the top of the dirt mound and stand jump N to grab the first lowered cage. Pull up and take a running jump NE, curving right in midair to grab the column crack. Shimmy right around the corner, ledge jump up to grab a higher crack, continue shimmying until you're over a jump switch and release to activate it and open a trap door that was covering a water hole against the N wall. Jump in and swim down for crossbow arrows NW, continue up NE to surface and pull out in a dark underground area. Hop up into the NW alcove, face N with your back to the wall and jump up to open the ceiling trap door.

 

Pull up into a room where two skeletons will awaken, grab the antidote in the SE corner (shoot the jars if necessary) and the small medipack in the NE corner and the uzi ammo next to the wall switch, then pull down the switch to lower one of the cages in the outdoor area. To get there quickly, simply slide down the S opening to land safely next to the pool. Return SW to the row of cages and use them to reach the lowered cage with a running jump NE. Jump N to the top of the dirt mound, continue with a jump N to the next lowered cage and take a final running jump N to grab the third lowered cage. Pull up and stand jump NW to grab the wall crack. Ledge jump up to grab the opening where the door lifted earlier, pull into a room and do battle with two knights.

 

Pull down the wall switch to lift another door, take a running jump slightly SW to grab the lowered platform and pull up. From the other end take a running jump slightly SE to grab the opening where the door lifted. Pull into the room, grab the spare CROSSBOW and vault up past the W opening to awaken a skeleton. Pick up the antidote in the corner and return to the previous room. Stand facing the triangular E opening and take a running jump to grab the swingpole. Swing and jump to land on the other side of the gap. Shoot two baby spiders, grab the large medipack near the NE corner and the UZIS next to the SE roots. Shoot the SW jars for an antidote and get into the triangular N opening.

 

Take a running jump to grab the platform, pull up and hop down E onto the ledge with the skull button. Safety drop to the ground in front of the receptacle and step on the fragile trap door near the NE corner of the small pool if you didn't do so earlier. You'll drop into an underground room with jars containing an antidote (which you'll need as two bats are released) and a floor lever which you're warned not to push should you have arrived here prematurely. However, you've now done all the required prep work, so save your game for an elaborate timed run along a route you've already explored for the most part.

 

Push the floor lever, turn right and run to the E wall. Pull out past the trap door and loop right around the dirt mound onto the row of cages. Jump the lowered cages N as you did earlier, and from the last cage jump NW to grab the wall crack. Ledge jump up to grab the opening, pull up into the room and turn left. Take a running jump out of the opening to grab the lowered platform, pull up and take a running jump from the far end to grab the next opening. Pull up into the room, turn left and jump through the triangular opening to grab the swingpole. Swing around and jump to the next room, turn left while avoiding the debris on the floor and jump to grab the next lowered platform. Pull up and jump from the far end to grab the ledge next to the tree roots. Pull up, run a bit to the left and jump to grab a wall crack. Ledge jump up to grab the upper ledge, pull up and run along the ledges in a counterclockwise direction, jumping as necessary until you reach the timed door.

 

Go inside and take the ELEPHANT KEY from the plinth. A cut scene shows the receptacle that has been referenced several times already. Exit this room, turn right and follow the ledge around to a baby spider and uzi ammo. To get down quickly, stand in front of the timed doorway facing the lowered platform and run off the edge to land safely in the pool below. Pull out, go to the E receptacle and use the Elephant Key to lift one of the stone doors. Enter a hallway to trigger a flyby through the next area.

 

Head N past a shallow pond into an outdoor area where you'll be met by three tigers. Search the area for shotgun ammo next to a skeleton, hop into the NE alcove for an antidote and shoot two bats. Hop SW onto the block fragment, go up to the ledge and continue N. Jump onto the stone archway, jump E to grab the hanging cage an pull up for an extra CROSSBOW.  You can't reach the E side from here, so jump back to the W archway, jump NW down to the ledge and follow around clockwise. Jump E to grab the sloped edge, shimmy left around the corner to pull up and hop onto the top of the archway. Continue in like manner until you reach the E archway and go in past the roots into a dark opening.

 

Light a flare to locate the crawl space, enter and flip out the other side into a hallway. The jars hide a baby spider but are otherwise empty. Go S and loop around left to find a wall crack in the E entranceway. Jump up to grab it, shimmy right and pull up into the N opening. Run forward to a crowbar switch and activate it to lower blocks in the entranceway below. Get back down and face a lava room. Save your game and time a running jump to the SE spike tile when the flameblower is about to subside, stand jump past the flame blower onto the next spike tile and continue with a running jump to the E ledge. You're not yet out of the woods, as two knights will then engage you in close quarters.

 

Pick up the nearby large medipack and pull the cage out of the middle passage. Push it against the column and get up on it to push the skull button. A block lowers in the E wall, so after climbing onto the top of the column for another CROSSBOW and explosive arrows, get down and take a running jump into the new opening. Pick up an antidote as SECRET #7 registers, followed by explosive arrows and a large medipack. Get back to the ledge where you met the knights. The spike tiles are now disabled, so make your way back to the W area with relative ease.

 

Enter the N hallway to hear the sound of crumbling debris, run to the far end and hop up NW for an antidote. Slide down and run across past the palm tree into the S hallway. Pull up onto the ledge to your left for shotgun ammo, hop down and find the low W crawl space. Enter and drop down the other side into a shallow pool away from the sea urchins. Shoot two crocodiles and go over to the SE corner. Jump up to grab the S wall crack and shimmy right. Ledge jump up and pull up into an alcove. Turn around and take a rather precise running jump to grab the N archway (it helps to roll after pulling up before initiating the running jump). Pull up, run forward and jump onto the raised platform in the NE corner.

 

Push the skull button (cut scene of bars blocking an opening in the pool), turn left and take a running jump to grab the swingpole jutting from the stone face. Swing around and jump off with sprint to land on the NW raised platform. Push the skull button to lower the bars down in the pool, run off the edge into the water and swim into the N opening.  There are spike traps ahead, so time your way past them and surface in a small room with a central ledge. Pull out and take the YANG PIECE from the plinth, swim back past the spikes and use the SE wall crack to get up to the alcove. Repeat the moves described in the previous paragraph to reach the W archway.

 

Walk down to the S end, hang from the edge facing W, release to grab the crack, shimmy right and pull into the crawl space. When you can stand up, push the cage into the hallway below, hop down and wait for two skeletons to attack from your left. Head S toward a small pool, find an extra SHOTGUN at the SW corner and shoot a baby spider. Note the bars blocking the W and E passages, enter the S passage and find the wall crack just beyond the empty jars. Jump up to grab it, shimmy right and ledge jump back to grab the crack in the W wall. Shimmy left, ledge jump up to grab a crawl space and pull inside for poison arrows and explosive arrows for SECRET #8.

 

Drop to the floor, using the wall crack, return to the pool and find the crack in the NW column. Facing W, jump up to grab it, ledge jump up to grab a higher crack, ledge jump back to grab a crack in the column behind you, ledge jump up to grab a higher crack, shimmy right around the corner and drop down onto a grated ledge. Shoot two skeletons and find the jump switch on the SW column. Activate it to lower a set of bars down below and do the same with the jump switch on the SE column to lower the other set of bars. Safety drop next to or into the pool and exit via the E passage to an outdoor area with a central column.

 

Run around a bit to attract two baby spiders and use the dirt mound at the NE corner to pull up onto the surrounding ledge. Go to the NW corner, shoot the crate for another SHOTGUN and grab the nearby small medipack. Proceed S to attract another baby spider and pull the skeleton away from the UZIS. Continue to the SE corner and look for a jump switch above some stacked crates. Two of the crates are pushblocks. Grab the flares near the lower pushblock, then push the block onto the platform. Get up behind the higher pushblock and push it onto the lower pushblock. You can now activate the jump switch, so do so and get a cut scene of a nearby wall.

 

Hop down, go back W to attract one or two bats and stand on the SW platform. Look up W to see a high jump switch, then turn around and take a running jump E to grab the swingpole. Swing around and jump with sprint to grab the next swingpole, turn around and do the same to grab the higher W swingpole, then swing around and jump with sprint to activate the jump switch. Doors open in the N wall, so make your way there to find that the left opening is blocked by debris. Shoot the nearby container for an antidote. Enter the other opening, hop over the obstruction and come to a hallway with a turn wheel at either end.

 

Shoot the jars for an antidote and find a small medipack near the small tree. The W turn wheel is inoperable, but if you turn the E one you'll hear the sound of rushing water. Exit to the outer ledge, safety drop to the ground and you'll see that the moat surrounding the central column has been drained. Drop down and find the floor trap door. Open it but don't drop down or you'll find yourself stuck. Pull out N, use the NE dirt mound to get back up to the surrounding ledge and return to the N room. The W turn wheel now works, so use it to flood the moat once again. Get back there, swim down past the opened trap door and find a chain that unfurls a drawbridge and releases a horde of enemies.

 

Return to the courtyard and do battle with many soldiers. It helps to take refuge in the W passage, deal with the soldiers waiting there with explosive arrows, then wait for others to arrive and pick them off one by one. You'll continue to hear footsteps, so search the passage for dropped 2 x shotgun ammo and return to the courtyard. Run to the NE dirt mound, pull up to the surrounding ledge and engage as many as four additional soldiers posted up there. Pick up the dropped small medipack, 2 x shotgun ammo and large medipack, go to the drawbridge and run across to the plinth bearing the YIN PIECE.

 

Drop down into the pool, pull out and exit W. There are more soldiers waiting for you near the central pool (four in my case), but they drop no additional pickups. Continue into the W hallway, where you'll quickly be stymied by a deep pit. For a secret, stand left, hang from the edge, slide and grab, drop to grab the crack, shimmy right around the corner and pull into a crawl space. Drop down the other side into a hallway, go to the W end and reverse roll to shoot a baby spider. Pick up the shotgun ammo, go the E end and pull the skeleton away from a large medipack. Save your game and go through the S opening to engage four knights all at once, not to mention something poisonous in the middle part of the next room (possibly the skull posts), as a door closes behind you to block any escape. Try to stay close to the walls as you engage the knights, and when all are dead the exit door re-opens.

 

Go around the room shooting jars for crossbow arrows and an antidote, then take crossbow arrows and explosive arrows from the central plinth for SECRET #9. Leave this room, go through the crawl space, hang from the other side, shimmy left around the corner, ledge jump up to grab the slope, shimmy to the right corner, pull up and jump with a roll to grab the slope behind you. Shimmy to the right corner, and when you hear the sound of the spikes ahead, pull up, and when you land on the other side of the slope, jump with a right curve onto the hopefully dormant spike field and immediately side flip right onto the ledge. Wait for the spikes to retreat and take a running jump SW onto the block. Jump W to grab the ledge and pull up into the hallway.

 

Draw your crossbow and use an explosive arrow or two to clear the area of bats and baby spiders. Enter the N side passage to awaken a skeleton and pick up the nearby uzi ammo. In the S side passage is a crawl space high in the E wall. Pull inside to trigger some spikes, get as close as you can, get up on one knee (space bar) and time a roll past them (sprint key). Shoot the jar for an antidote and return the same way to the side passage (yes, a lot of work for little reward). Locate the receptacle in the central area, combine the Yin and Yang Pieces and use the YIN YANG SYMBOL to make the stone faces move aside.

 

Enter the W passage, shoot a baby spider and note the swingpoles overhead. Go to the dirt mound, stand close to the N wall facing E, back flip onto the slope and jump off to grab the first swingpole. Swing around and jump with sprint to grab the next swingpole, do the same to grab the wall crack, shimmy left around the corner and pull up into a crawl space. Drop down into a lava room at the other side and save your game for a tricky run across spike tiles. Begin with a standing jump onto the nearest tiles just as the spikes there have sprung up, then continue with running jumps along the remaining tiles, swerving as appropriate. Save again when you reach the other side.

 

Shoot the container to your left for an antidote and go up the steps to awaken a skeleton. Grab the flares in the W alcove and run down the S hallway to awaken two more skeletons. Search the area for shotgun ammo next to a propped up SW skeleton. Go back N past the hanging rope, turn around to line up with the high jump switch, jump S to grab the rope, swing forward and jump off rather precisely to activate the jump switch (it may take several tries). Trap doors open in the floor behind you as you land, so reverse roll, jump into the water and swim S for a large medipack. Pull the chain in the S alcove to lower bars not far away and return N.

 

Pull out of the water, go to the S end of the hallway and turn left into the E passage where the bars lowered. A flyby will preview your upcoming tasks. Run forward past jars containing a baby spider, look for a skeleton near the wall to your left and pull it away from shotgun ammo. Near the opposite wall is a small medipack. Continue E and you'll attract a couple of baby spiders. Shoot the jars near the NE corner for an antidote and locate the lower opening in the S wall near a stone bridge. Pull into the opening, ledge jump to grab the crack, shimmy left to the next column and pull into a crawl space.

 

Go around the back of the column to an opening and jump NE to grab a crack in the next column. Shimmy left around two corners, ledge jump back to grab a crack in the SE column, shimmy left (there's nothing in the crawl space to your right) and pull up onto the E ledge. Push the skull button to lower a bell in a room above you. Safety drop to the floor, use the lower opening in the S wall to get back up to the crawl space in the wall. Crawl around to the other side of the column as before, but this time jump NW onto the stone bridge. Face W, stand jump to grab the grated ceiling and monkey swing to drop onto the next stone bridge.

 

Go to the N end, locate the crack in the NW column ahead and jump to grab it. Shimmy left around two corners, ledge jump back to grab the crack in the NW corner column. Shimmy left, pull up onto the W ledge and push the skull button to lower the same bell still further. Note the jars in the crawl space near the SW corner, stoop to shoot them and get them out of your way, then jump to grab the crawl space and pull inside for an antidote. Safety drop to the floor and go to the opening in the S wall between the stone bridges.

 

This time, pull inside the opening and crawl through the tunnel to an outdoor campsite inhabited by grave robbers. Hop down onto the nearest crate and kill two of them. Hop to the ground, shoot the barrel next to the crate for revolver ammo and go clockwise around the perimeter to flush out three more grave robbers. Two more are stationed on a platform near the SE corner. When all is quiet, shoot the jars hidden in a clump of weeds near the E wall for explosive arrows. From there, go NW and find an extra CROSSBOW between a column and stacked crates. Go W toward the pond and shoot a bat in the small cave past the waterfall. Pull the skeleton near the empty jars away from more explosive arrows and exit to the campsite.

 

Use an explosive arrow to shatter the wooden contraption on the lower crates near the S wall and climb to the top of this stack. Take a running jump E to grab the platform where the two grave robbers were stationed and pull up to attract a lone grave robber on the S ledge to your right. Shoot him from here, then jump across to grab the ledge and pull up to be surprised by yet another grave robber. Shoot the crate against the S wall for the REVOLVER and kick open the nearby door. There are stairs to your left and a closed door requiring a key at the end of the hallway ahead. Kick open the W door to a control room occupied by three grave robbers. After dispatching them, grab the small medipack in the corner and exit to the stairs.

 

Go up to a closed door, kick it open and confront two grave robbers. The one stationed on the central crate drops the STOREROOM KEY. Shoot the crate against the E wall for a large medipack and kick open the NE door. Shoot the barrel around the corner for uzi ammo and return to the previous room. Pull the SW pushblock away from an opening that leads down to an underground mine tunnel. Loop around right past the mine cart and pick up a small medipack. From the mine cart, head W and shoot a baby spider. Continue W, hop up past the opening and engage a couple of bats as you slide down to an apparent dead end.

 

Go up the N slope on the right side and jump straight up to open a ceiling trap door. Turn around, jump up to grab the opening and pull up in front of a crowbar switch. Activate it for a static cut scene of the area below, drop back down and take a running jump up E past the opening. Run around the tunnel area to attract more of those damnable bats and possibly a baby spider or two, using antidotes as necessary to restore your health until your bloodlust has been satisfied with all local vermin having been eliminated.

 

To orient yourself, return to the opening where you first slid down to the tunnel area (near the NE corner). From there, go S, W and N to find a mine cart in the NW alcove. Go just past the mine cart, face E while standing right and jump straight up to open the ceiling trap door. Turn around, jump up to grab the opening, pull up and back flip over the ceiling hole to find another crowbar switch. Activate it for the same cut scene of the area below you saw earlier. Drop down and make your way over toward the SE corner of the tunnel area. In the E alcove is yet another ceiling trap door. Position yourself facing the wooden slats in the S wall and jump up to open it.

 

Face W, stand away from the wall, back flip onto the slope, slide a bit and jump to grab the lower part of the ceiling opening. Pull up in front of a third crowbar switch, and when you activate this one the resulting cut scene shows a door opening. Drop down, exit the alcove, turn right, then left, and find the opening in the N wall opposite an alcove with a spider web. Pull into the opening and run forward for a grenade and the GRENADE GUN (sure looks like a rocket launcher to me, but no matter) that registers as SECRET #10. Turn around, hop down to the tracks and return to the exit passage near the NE corner.

 

Go through the building, down the stairs and loop around left to the receptacle for your Storeroom Key. Use it to open the door to a small room and shoot the crate for the LASER SIGHT. Be prepared to engage two grave robbers as you exit to the hallway, one of whom drops a small medipack and the other uzi ammo. Exit outdoors N and from the other end of the ledge take a running jump to grab the wooden platform. Pull up and jump to the first set of stacked crates. Stand at the    NE corner and take a running jump, curving right around the hanging roots, to grab a ledge in front of an opening in the E wall.

 

Pull up to activate flames and squishy blades in the area ahead. Save your game, stand left, and when the flames subside time a running jump up and past the squishy blades.   Hop down into the trench and pull up right into a crawl space. Hang from the other end but don't drop to the ground if you want the next secret. Ledge jump up to grab a higher crawl space, pull inside and light a flare so you can see an pick up explosive arrows, an extra CROSSBOW and an antidote for SECRET #11. Back out of the crawl space, drop and grab, drop and slide to the ground. Use the lower SW crate to get back onto the wooden platform, but this time jump both sets of stacked crates so you can jump N to grab the column crack.

 

Ledge jump up to grab the top of the column and pull up. Turn left and take a running jump W to grab the next column. Do the same to the next column W and take a running jump NW to land inside an alcove. Face SW and take a running jump to land underneath a mushroom-shaped stone structure. Shoot a crocodile down in the water to your left and continue SW for flares. Continue counterclockwise around the lake to find shotgun ammo, go past the bamboo shoots and loop around right to find a small medipack in a small cave.

 

From the mouth of the cave take a running jump SE to grab a wall crack. Shimmy left around the corner and drop onto a ledge. The jars to your right hide a couple of baby spiders. The jars further on contain an antidote. Turn around and find the W alcove between the jars. Go there, pull up to excite a couple of bats and loop around left for a spare CROSSBOW. Stand facing the triangular N opening, combine the crossbow and laser sight and fire a normal arrow at the lowered bell in the distance. Watch the ensuing flyby as two stone face doors move apart not far away.

 

Drop back down to the ledge, head NW and take a running jump down to the column top. Turn around and take a pixel-perfect running jump without grab onto the S ledge with the weeds (again, you can gain additional distance by hanging from the edge, then pull up and reverse roll before initiating the running jump). Run to the S wall, turn right and pull up into a higher W passage. Walk forward, jump over the spike trap to grab the ledge, shimmy left or right to the wall, pull up to trigger a boulder ahead and hop back to grab the edge. When the boulder passes by, pull up and run into the room ahead to awaken two knights.

 

A door closes to lock you in but re-opens when both knights are dead. Take explosive arrows and yet another CROSSBOW from the plinth for SECRET #12 and exit this room. Jump over the spike trap and drop down the floor hole. Enter the E alcove for an antidote and return to the campsite. Climb onto the crate near the N wall, jump into the pentagonal cave opening and target a critter beyond the far opening (either a baby spider or a bat). Drop down into the hallway and find the opened stone face doors at the E end. Jump over the skull spears to the steps and face S.

 

Stand left and take a running jump onto the slope. Jump back and forth over the skull spears, using the arrow keys to bring you over to the S ledge. If you're lucky you'll get there without touching one of the skulls and being poisoned. Otherwise, just pull up S and use an antidote. The receptacle for the Naga Key is in the W wall. Use it to lift the gold door and go on through to finish the level.

 

Level 3: THE CURSE OF JAYAVARMAN

 

Click here for Part 3 of kapil4417037's video walk.

 

Run forward and the door ahead opens automatically. Enter an impressive room with a central pool. Go around the right side of the pool for flares, continue past closed doors and a keyhole to the NW corner and pull the skeleton away from the UZIS. Jump into the water and open the N door. Swim inside, pull the chain, flip turn, grab the shotgun ammo in the corner on your way out (avoid the poisonous sea urchins) and go to the S end of the pool. Open the door there, pull the chain inside and pick up uzi ammo before exiting.

 

Blocks have risen in the pool, so pull out E or W onto a platform, back flip onto the blocks and jump to grab one of the middle ledges. Pull up, head S and shoot the panels in the window in front of you. Take a running jump to grab the opening, pull inside and shoot a baby spider. Shoot the remaining window panels in this room and pull down the wall switch to lower a platform outside. Pull up into the middle opening, jump right or left to grab the edge of a platform, pull up and then pull up higher onto the platform that was lowered.

 

Hop onto the wooden platform that's hanging from the ceiling, time running jumps N past the swinging spike logs and activate the jump switch in the N wall to open a door down below you. Turn around and jump at an angle (so you won't bump against the wooden platform) into the pool, pull out and go N past the opened door. Shoot two crocodiles and run forward to find revolver ammo next to some bone fragments. Pull into the opening at the NW corner and crawl to the other side. Drop down into the next room to trigger a huge squishy block and find the wall switch near the SE corner that opens the exit door in the S passage.

 

For a secret, approach the squishy block and note the crawl space in the W wall. Get on your knees at the corner of the crawl space and roll into it (sprint key) when the block starts to lift. Inside you'll find the MAGIC POTION which seems to provide temporary invulnerability and also registers as SECRET #13. To get back out, crawl to the SE corner, and when the block starts to lift, hit the space bar and sprint key in rapid succession to roll to a safe spot. Time a run into the E passage and pull down the wall switch for a cut scene from the opposite side of the squishy block.

 

As you exit this passage, the raised tile on your right is safe, so run onto it and loop around into the parallel E passage. Shoot the container for explosive arrows and run out right onto the ledge. Enter the W passage and pull down the wall switch to lower the bars between the squishy block and a lava room. Enter the lava room, jump over to the NW corner and save your game in front of the timed wall switch. When you pull it down a block rises against the N wall to your right, and you need to reverse roll and make a counterclockwise circuit around the lava room to get there and jump onto the central column before the timed block drops back down. You also need to steer clear of the flameblowers along the way, and I was able to do so even while they were active. Save again when you arrive safely and take the LION KEY from the plinth (cut scene of the keyhole noted earlier).

 

Face W, jump up to grab the ceiling and monkey swing to the opening in the wall. Release, grab and pull into the crawl space. Drop down at the other end into a dark hallway and deal with two skeletons. Find shotgun ammo in the S side passage and shoot the jars in the W side passage for an antidote. Exit S and trigger a flyby through the room ahead.

 

Four shiva statues come to life simultaneously, and of course a door closes behind you to block retreat into the hallway until all are dead. Grab uzi ammo at the NW corner, go to the NE corner and pull the skeleton away from shotgun ammo, and find an antidote near the S steps. You've undoubtedly noticed the wall switches scattered about the room, and they raised timed blocks at various spots. Begin by standing in front of the NE switch and save your game. Pull it down, turn left and run to the NW switch. Pull it down, take a back flip with a midair roll and sprint to pull down the SW switch. Turn left and run E, but ignore the last switch and loop around left to jump onto the lower timed block. Make your way clockwise along the blocks and take a running jump E from the last one to make an improbable grab of an invisible ledge for a shortcut that the builder may or may not have intended. Pull up and hop toward the plinth for a TORCH and toss it down to the floor.

 

For some extra but nonessential pickups, drop to the floor and repeat the timed run as described above, but when you reach the last raised block in the NE corner, turn left and take a running jump N to grab the column support. Shimmy right around two corners, pull up onto a ledge and hop over E for a small medipack. Get back to the column support, shimmy around left and pull up onto the N ledge. Hop the broken segments to the NW corner past some empty jars and hang from the S edge. Drop to grab the crack, pull into the crawl space for crossbow arrows and ledge jump back up to the corner ledge. Hop back NE and jump up to grab the opening in the N wall. Crawl through, turn around and jump up to grab a higher opening, pull up and face another crawl space.

 

Hang from the other side, shimmy left around the corner and pull into another crawl space. Drop down the other side into a passage, go around and drop down onto a ledge. Hang from the edge, shimmy left around the column support and pull up onto a triangular ledge. Take a walking-running jump S and shoot the jars for an antidote. If you didn't use the shortcut earlier to obtain the torch, hop around the corner to the adjacent ledge and take a running jump E to grab the column support. Shimmy left around this column support and the next one, pull up and follow the ledge to the broken end. Jump N to grab the column support, shimmy left around corners and pull up onto the ledge with the torches.  

 

Grab a torch if necessary, toss it down to the floor and safety drop after it. Light it on the nearby skull pole and light the other skull pole beside it. A huge block lowers to reveal a S passage, so drop the torch, go there and face your next challenge. At the edge of a lava pit, stand jump onto the left side of the slope ahead and without sliding jump off with a left curve to land on the next slope. Slide and grab, shimmy right around the corner and with your shoulder against the wall, pull up and take a rolling back flip to grab the slope behind you. When the flames ahead subside, pull up, slide down the other side and jump to grab the swingpole. Swing around and jump off to grab the next slope.

 

Shimmy to the right corner, pull up, slide a bit and jump with a left curve to land on the sloped block. Slide and grab and shimmy right around the corner. When you see the flames behind you go out, pull up and take a rolling back flip to land safely on the S ledge. Go down into the hallway and shoot two bats. Pick up the uzi ammo and push the SE skull button to open the door to your left.

 

Return to a familiar room, run around the pool to the E wall and use the Lion Key to open the E doors. Step outside, run forward and three tigers will attack from your left. Go to the pond on your right, jump into the water and swim past the waterfall into an underwater cave for shotgun ammo. Look for a ceiling hole, swim up to surface and pull out into a hallway. Beware of the poisonous darts near the E opening that's presently blocked by vertical bars. Draw a weapon and walk W to draw out two baby spiders and activate squishy blocks in the passage ahead.

 

As you approach the first squishy block a skeleton awakes behind you. Time your jumps past the squishy blocks (as they rise you can run against them while jumping without suffering health loss) and activate the crowbar switch facing E. Nothing seems to happen, but another skeleton will soon makes its appearance. Get back past the squishy blocks to find that the bars blocking the E opening have lowered. When you get to the water hole, crawl underneath the dart trap into the next room and take the MAGIC POTION from the plinth for SECRET #14. Grab an extra CROSSBOW near the tree roots and crawl back to the water hole.

 

Jump in and swim back to shore. Wade out and head N toward a small stone building. At some point five or six tigers will charge at you from out of the woods, and you can deal with them now or later. Shoot the slats blocking the four entrances to the stone building, enter and note for later the turn wheel and the closed floor trap door. Exit the building and head NE toward a cave. Shoot two baby spiders inside and look for shotgun ammo between a spider web and bone fragments. Go to the small pond, light a flare and look for a jump switch in the rock column W of the closed trap door. Activate it to open the trap door, jump in and swim through the small N opening for crossbow arrows.

 

Return for air, as you have a long swim ahead of you. This time swim through the larger S opening and follow the passage, ignoring a small opening on your right, to a chain and a closed door. Open the door, pull the chain to open an overhead trap door, surface and pull out into the stone building you visited earlier. For a secret, prepare for a long swim, jump back into the water and turn left past that triangular opening. Follow to a MAGIC POTION for SECRET #15, flip turn and quickly return to the stone building.

 

The turn wheel starts a timed swim, so save your game before turning it. Jump into the water hole, swim N past the first two rows of columns and turn left past the timed door. Continue to the far wall, pull the chain in the alcove to open a door outside and return to the water hole for air. Don't pull out yet, but swim back N to the far wall for shotgun ammo, open the door, swim inside and turn left into an area where you can surface for air. Pull up left onto the slope, back flip onto the slope behind you and jump back and forth, turning around in midair so you can land on the N slope sliding backwards. Grab the edge, shimmy left around the corner and pull up onto a stable spot at the wall. Turn around in place and stand jump W to grab the block.

 

Pull up, stand jump to the corner ledge, turn left and stand jump to grab the column crack. Shimmy left around two corners to the other side, ledge jump back to grab the S ledge and pull up. Go to the plinth for SYMBOLS PART 1 (exterior cut scene), continue to the E wall and use the Naga Key to lift the door to your left. Run off the edge into the opening and exit to the veranda of the larger building.

 

Go down to the front yard and run around a bit to attract any remaining tigers, then enter the W doorway on the left (the one you opened with the underwater chain) and prepare to do battle with four knights as a door closes behind you to lock you in. When all is quiet, take SYMBOLS PART 2 from the W plinth (same outdoor cut scene) and combine the two parts to form the SYMBOL PUZZLE. Exit this room (the door re-opened when the last knight died) and head NE toward a cave you haven't yet visited.

 

Clear the interior of bats and go near the closed E door. Look up N to see a jump switch in a ceiling hole, back flip onto the slope behind you and jump off to activate it and open the E door. Of course, it closes behind you as you enter the next area and are beset by four more knights. Your task is made more difficult this time by the lava pools scattered about the room. When the battle is over, shoot the jars and container for crossbow arrows and an antidote, then take the MAGIC POTION from the central plinth for SECRET #16.

 

Exit this room and the cave, and once outside turn right and climb up to the lower ledge level. Make your way around in a counterclockwise direction with appropriate jumps until you're facing the upper ledges of the S building. Take a running jump to grab the edge left of the railing, pull up and hop onto the veranda. Vault onto the block with the kneeling statue and jump up S to grab the higher edge. Shimmy left around the corner and pull up on the other side of the column. Run off onto the next veranda and find the receptacle for the Symbol Puzzle to the left of the W opening. Place it to open a door and proceed into the building.

 

Look right for crossbow arrows and go up the steps. Turn around to see a jump switch and line up with it behind the dirt mound. Take a running jump to grab the swingpole, swing around with sprint and jump off to activate the jump switch and  turn two statues in the upper alcoves. This exposes gems in the cobras' mouths, so use normal arrows instead of precious revolver ammo to shatter them and lower the bars blocking the N and S hallways upstairs.

 

Enter the S hallway first and shoot a baby spider. Wade into the shallow water, avoiding the sea urchins, and locate a low crawl space to your left past the second column. Enter and pull up right at the end of the passage. Save your game in front of a platforming task involving slopes and spike traps. Stand close to the right wall, run onto the first slope and slide ever so slightly, jump onto the second slope and without sliding jump with a right curve to land inside the SW opening. There are more spikes in the next room, so time a running jump N past them onto a ledge. Take the MAGIC POTION from the plinth for SECRET #16 and pull up into the W crawl space.

 

Drop down the other side into the S hallway and find a large medipack at the NW corner. Wade through the water, continue forward and enter the N hallway. At the spot where the flooring has deteriorated, stand against the E wall and jump up to grab the crack. Shimmy left, ledge jump back to grab the crack in the W wall, shimmy right and ledge jump back to grab the edge of a crawl space. Pull inside for crossbow arrows and drop to the floor. As you approach the next room a giant shiva will step up to challenge you. Deal with it in the hallway and enter the room ahead to awaken a second giant shiva. The jars are empty, but you'll find flares near the NE corner

 

The N and W openings are blocked, so head E and jump into the water hole. Search the E alcove for revolver ammo, swim through the W tunnel and pull the chain to lower both sets of bars in the previous room. Return to the water hole, pull out and go E to awaken a baby spider. Grab the small medipack and return to the hub room. 

 

Go up the steps into the N hallway and three tigers will attack. From the entrance, loop around left and jump up S at the corner to grab the column crack. Shimmy right around corners until you reach the W side of the next column. Ledge jump back to grab the crack in the column across the hallway behind you, ledge jump up to grab the higher crack and shimmy right around corners until you can drop to grab a crawl space. Pull inside for a MAGIC POTION that does not register as a secret, but don't drop to the floor. Instead, ledge jump up to grab the wall crack and shimmy around to the far side of the previous column.

 

Ledge jump back to grab a crack in the next column N, shimmy around one corner and ledge jump back to grab the W column, shimmy right around the corner and ledge jump back to grab the next N column, drop and grab and shimmy right around corners until you can pull into a crawl space.Go around and take a running jump SE to grab the column across the hallway. Shimmy right around the corner, pull into the gap and crawl to a spike trap. Get as close to the spikes as you can facing NE, get up on one knee and save your game. When the spikes spring up, roll two times and step out onto a ledge overlooking the grave robbers' campsite.

 

From here you can target and kill a grave robber posted on a crate down below with your crossbow. Slide to the ground and engage a half dozen or more grave robbers. This might be a good time to invest one of those Magic Potions. When the carnage is complete, roam the campsite shooting crates for a large medipack, the GREEN ORB (cut scene) and a rocket, er, grenade. Use the shorter SE block to jump to the stacked crates for shotgun ammo. Pull up onto a SW crate for more shotgun ammo. In the NW corner you'll find crossbow arrows, and not far away you can jump up to a ledge near a palm tree for more shotgun ammo.  

 

Return to that uneven SE block to reach the S column with a running jump and grab. Pull up, jump SW to the next block and make your way W along the ledge until you can jump N onto the tall crates for an extra GRENADE GUN (adding 3 to your ammo count if you already had it). Get down to the ground and use the SE block again to get onto the stacked crates NW. Take a curved running jump to grab the crack in the NE column (left curve was easier for me), shimmy around to the N side and ledge jump back to grab the crack in the next column. Pull up into the gap and take a running jump NE onto the ledge.

 

Stand jump NW over the ridge onto a flat spot and jump W. Continue W and take a running jump across a gap to grab a slightly higher block. Pull up and jump down SW in front of an opening. Crawl inside and face another spike trap. Roll past the spikes in the usual fashion and continue to a familiar opening. Drop to the ground and run S to the hub room, then turn right and go up the steps into the W hallway. At the entrance hop left over the cracked flooring for explosive arrows and make your way W to startle a couple of bats. When you reach the central plinth you saw in an earlier cut scene, place the Green Orb and watch the ensuing flyby.

 

Before entering the next room, shoot the containers in the corners for a MAGIC POTION and explosive arrows. Enter and go a bit left to awaken a skeleton, then head N to an opening in the wall. Hop inside and jump down to trigger squishy blades ahead. Shoot the jars for an antidote and time your way past the squishy blades with standing jumps. In the next room, shoot the jars for an another antidote and pull down the wall switch to lift a nearby door. Jump back past the squishy blades and slide down into the area where a dragon was spawned earlier.

 

Turn right and run to the NW corner and into an alcove for an antidote while being pursued by a swarm of bats. Kneeling doesn't help much, so there's little to do other than keep moving while consuming medipacks (or use a Magic Potion) until they finally go away. You can delete 110.ogg from your audio folder if the looping action music starts getting on your nerves. Go through the nearby N opening into a lava room, and for a secret turn right and go to the E end. Jump SE to grab the wall crack and shimmy left a bit. Ledge jump up to grab an alcove and pull inside for a MAGIC POTION and SECRET #17. Hang and drop and grab and shimmy left around the corner. Ledge jump back to grab a higher opening and pull into the crawl space.

 

Crawl around to an opening and safety drop back down to the lava room ledge. When the flames subside, jump to the long ledge in the lava and time a run past the rotating statues to the other end where you'll be safe from their fiery breath. Do the same to get over to the N side and pull down the wall switch to lift a door similar to the one that opened earlier. Navigate the flames back to the S ledge and go through the opening into the dragon's lair to attract more bats. Turn right and find the pushblock next to the NW alcove. Pull it from the wall four times, get up on it and jump S onto the block. Turn left and climb to the top of the hanging cage.

 

Turn left and take a pixel-perfect running jump N to grab the ledge in front of the opened doorway. Pull up, run inside the room and deal with two awakened skeletons. Grab the small medipack and push the N skull button (cut scene of the dragon). Exit this room and take a running jump SW toward the opening. Crawl inside, shoot two baby spiders and go into the S side room. Pull down the wall switch to cause one of the hanging cages to change positions, exit via the crawl space and jump NE to the previous ledge. Save your game for a tricky running jump and grab to the nearest hanging cage. Climb to the top and jump E to the next cage, where a skeleton awaits.

 

Continue with a running jump E to grab the wall abutment, shimmy left around the corner and ledge jump back to grab the swingpole. Swing around jump off with sprint to land on the ledge ahead. Turn right and shoot the slats blocking the S opening, go inside and turn left. Push the skull button to lower the bars behind you, reverse roll and shoot a couple of bats, enter the next room. Climb down the ladder in the floor hole and in the room below pick up the shotgun ammo near the reclining skeleton and go through the N opening. Pull down the wall switch, shoot the container for explosive arrows and climb the near ladder to the upper room.

 

Exit to the outer ledge, jump SW to grab the hanging cage, climb up and jump N to grab the ledge in front of the opened doorway. Go inside, shoot a couple of bats and the white containers for explosive arrows, then push the skull button (another cut scene of the now-dormant dragon). Exit to the ledge, jump E onto the dirt mound so you'll slide safely to the floor and run S to the wall opening.

 

Swinging spike logs are activated to impede your way across the lava room ahead. Stand a bit left from the wall and time a running jump to grab the nearest block. Continue jumping the blocks, and be warned that the jump to the block with the MAGIC POTION is a tricky one (for me it was easier to jump as the logs were swinging left, not right). Jump back to the previous long block and jump W onto the blocks against the wall. Jump to the SW corner and go over to pull down the wall switch to lift another door. To exit, retrace your steps past the swinging spike logs and turn left once back outside.

 

Climb the W block, go up and enter the crawl space to your left, hang from the other side and note the spike trap down below. Drop and jump without sliding to clear the spike tile, push the cage two times into the dragon's lair and note that once again the dragon and his bats are quite active. Hop left past the cage and loop around into the S passage. Get past the squishy blocks and pull down the wall switch to lift yet another door. Return N past the squishy block gauntlet and pause for a large medipack in the NE corner.

 

Exit the passage, turn right and run to the pushblock. Get up on it and jump N onto the block sitting atop the dirt mound. Turn left and take a running jump to grab the very bottom of the S hanging cage. Lara's climbing animation won't work until you shimmy right or left a bit, so do that and then climb to the top of the cage. Greet the skeleton with an explosive arrow and take a running jump to grab the S ledge. Pull up, run past the opened doorway and shoot the baby spider waiting in the room ahead. Shoot the container for an antidote and push the skull button in the S alcove to put the dragon asleep for another short nap.

 

Exit to the ledge, turn left and save your game for a long running jump to grab the W opening. Pull up and clear the room ahead of bats. The container in the SE corner hides a MAGIC POTION. Pull down the wall switch in the side room and exit to the ledge. Stand jump right onto the slope and jump off to land on the E ledge. Save your game for another tricky running jump from the ledge to grab the hanging cage, climb to the top and jump to grab the next cage E. Pull up to the top and take a running jump slightly NE to grab the jutting ledge. Shimmy right around the corner, ledge jump back to grab the swingpole, swing around and jump to land on the next ledge. 

 

Shoot the slats blocking the E entrance and go inside. Turn right and push the skull button to lower the bars behind you. Enter the N room and climb down the ladder in the floor hole to a room similar to the one you visited earlier. Enter the S side room, shoot a baby spider and pull down the wall switch. Exit, climb the near ladder and go out to the ledge. The jump to the nearest cage is not as difficult as the earlier ones were. Climb to the top, turn left and take a running jump to grab the ledge in front of the S opening. Pull up, go inside and deal with two skeletons. The jars near the entrance hide explosive arrows. Push the skull button and watch the dragon explode into tiny pieces.

 

Exit to the outer ledge, run off the W end onto the block below and slide the rest of the way down to the floor. Run around to awaken two skeletons and wait until they get close together so you can dispatch them with a single explosive arrow. Go to the gigantic floor hole, look for a spot where you can slide backwards, grab and safety drop to a treasure room. A brief flyby will then conclude this level and take you to the bonus level (assuming you acquired at least 15 of the 18 total secrets).

 

Bonus Level: THE ESCAPE

 

Click here for Part 4 of kapil4417037's video walk.

 

Slide down a slope, jump over the hole near the bottom, slide and grab and safety drop into a shallow underground lake. Although this is dubbed a bonus level, you've retained all items accumulated during the main adventure, so make short work of two approaching crocodiles. Go to the NE corner to find the UZIS between some bone fragments. Near the S wall you'll find some uzi ammo. From there, wade N toward an outdoor area and prepare for an extended battle with a host of grave robbers. Two of them are posted on the tall central wooden tower, so use explosive arrows to eliminate them from a distance.

 

Climb the ladder (face N) to the first level of the tower and go up the winding stairs to the top. Shoot the crate for revolver ammo and return to the first level. Near the NW corner, take a running jump W over the railing to find shotgun ammo on the stacked crates. Jump back to the first level and take a running jump N to grab the stacked crates on the left. Pull up, jump NE to the next stack and continue with another NE jump onto the flat ledge. Jump SE toward the weed cluster and go past them to find a passage in the rocks.

 

Go inside and find a receptacle on your right that fits the Naga Key and lifts the door at the end of the passage. Walk forward to trigger a gauntlet of moving spear traps. They look formidable but are not too difficult to get past. A skeleton is awakened in the next room. Take explosive arrows, a MAGIC POTION and the WHEEL OF THE LAW ARTEFACT (1 of 3 Quest Items) from the plinths and get back W through the passage (the spears are now retracted).  

 

Once outdoors, turn and hop up SE. Go around the ledge to a pond and shoot the waiting crocodile. Wade out NE and crawl into an opening that leads to more spear traps. Run past the first one and stop, then time a jump past the second one to grab a wall crack. Drop and grab twice and safety drop to the floor. You're inside what appears to be a temple complex, so walk around the perimeter of this room to draw out three skeletons so you won't have to worry about them later.

 

Go to the closed S door and climb onto the column block on the right. Stand jump SW to grab the wall crack and shimmy right as far as you can. Ledge jump back to grab the column crack, shimmy left around the corner, ledge jump back to grab the crack in the next column, shimmy right around the corner and drop onto a ledge. Go to the other end, take a running jump NE to grab the column crack, shimmy around two corners to the other side and ledge jump back to grab a gap in the next column. Pull up and take a running jump N to grab the wall crack. Shimmy left a bit, ledge jump up to grab a higher crack, shimmy left and pull up into a crawl space for an antidote.

 

Hang from the opening, shimmy right, drop to grab the lower crack, shimmy right a bit (the floor depression should be right below you), ledge jump back to grab the column crack and pull up into the gap. Take a running jump NE to grab the wall crack between the two torches, shimmy right past the second torch and ledge jump up to grab the higher crack. Shimmy right to a crawl space and pull inside for crossbow arrows. Hang from the edge, shimmy left until you're about a block away from the torch, drop to grab the lower crack and ledge jump back to grab the column.

 

Pull up into the gap and take a running jump S to grab the column crack. Shimmy left around the corner, ledge jump back to grab the next column crack, shimmy around two corners to the other side and ledge jump back to grab another column crack. Shimmy left around the corner, drop onto the E ledge and turn the wheel to lower a block in the NE column. Jump to grab the gap in that column, pull up and take a running jump NE to grab the opening in the N wall. If you happen to miss and grab the wall crack instead, just ledge jump up and pull into the opening.

 

Go through the passage, climb over a block and hop down into a pool room where three vultures are flying around. Jump into the pool and search the floor near the middle of the W wall for 2 x shotgun ammo. Pull out E, go to the NE corner and jump up to grab the column crack. Ledge jump up to grab a higher opening and pull inside for explosive arrows. Get back down, take a running jump W to grab the broken column in the pool, pull up and jump W to grab the swingpole. Swing around and jump off to grab the next broken column, pull up and jump down to the W ledge.

 

Go up the steps and shoot a couple of baby spiders. There are two wall switches in the next room. The N one doesn't work, so pull down the S one to lower the water level in the pool. Before leaving, drop down the SE floor to find shotgun ammo and a large medipack in the room below. Climb back out, go down the steps and turn right to the S wall. Jump E to grab the broken column, pull up (or shimmy around two corners) and drop to the other side. Jump NE onto the small island and take a running jump from the high tip to grab the E ledge. Pull out, go up the steps ahead and vault up into the S passage.

 

Run to the other end, jump into the flooded room and swim right to the NW corner. Pull out into the W passage and save your game. If you hurry, you can get past the spear trap before the floor hole flames have a chance to activate. Stand on the dirt mound and pull up S into an upper room with two baby spiders. The SW jars hide poison arrows. Vault up into the SE opening and stand jump to grab the grated ceiling. Monkey swing to the jump switch and drop to activate it and open a door. You'll drop into the flooded room, and the opened door W is right behind you, but first swim to the E ledge and pull out.

 

Climb N onto the broken column and take a running jump to grab the higher opening in the N wall. Pull into the passage, run forward, climb or jump over the block, get down to the pool area and turn right to the N wall. Take a running jump W to grab the broken column, pull up and use the swingpole and the next broken column to get over to the W ledge. Go up the steps to find that the N wall switch in the next room now works. Pull it down to fill the pool once again, return there, jump into the water and swim across to the E side. Pull out, go up the steps and into the S passage once again.

 

The room ahead has been drained, so hang from the edge, drop to grab the crack and safety drop to the floor. Run to the NW corner, turn left and enter the W opening where the door opened earlier. Run past a flooded section (note the floor hole) and pull up left onto a block. Push the cage once, go back and jump into the floor hole. Swim down while avoiding the poisonous skull sticks and continue carefully N until you can surface and pull out into a plant-filled room.

 

Go to the SW corner, jump up to grab the crack in the W wall and ledge jump up to grab a crawl space. Pull inside for crossbow arrows and get back down. Go over to the NW corner, jump up to grab the W wall crack, Shimmy a bit left, ledge jump up to grab a higher crack, shimmy a bit right and ledge jump back to activate a jump switch that opens a nearby door. Jump back into the water and swim S past the skull sticks and up the ceiling hole. Pull out, return E to the larger pool room and turn around to deal with the pursuing skeleton.

 

More of that tedious column jumping is in store for you, so jump the rails to the closed S door, climb onto the column block on the right and jump SW to grab the wall crack. I won't bore you again with the excruciating details, just shimmy all the way to the right, get to the column behind you, to the SW column and onto the W ledge the way you did earlier. Continue your clockwise circuit along the columns in the same fashion until you reach that opening in the N wall near the NE corner. Run through the passage and down to the pool room, turn right and run to the N wall one more time. Use the blocks and swingpole to get across to the W ledge, go up the steps to the wall switch room and pull the one on the left (S) back up.

 

Drop down the SE floor hole and go out W past the lowered bars. Jump into the water, swim N and pull out. Step forward into the next room to awaken two knights and beware of the skull sticks scattered here and there. Take the KHMER KEY from the plinth (cut scene), exit this room and jump back into the water. Swim down into the floor hole and make your way S past the submerged skull sticks. Swim up past the ceiling hole into the flooded hallway and swim a bit W.

 

Remember that cage in the S wall you pushed much earlier? You can now use the opening you created to get back to the grave robbers' campsite. Do so and go over to the dark S wall. Jump up to grab a high crawl space and pull inside for a spare CROSSBOW at the end of the passage. Get back down, go NW to the mouth of a cave and vault up into the area you saw in the most recent cut scene. Place the Khmer Key in the N receptacle to lower blocks at the top of the ramp to your left. Reverse roll and locate the crowbar door in the stacked crates. Open it and go inside to find the quad bike and shotgun ammo.

 

Mount the quad bike and drive it up the ramp and through a tunnel. When you reach an open area, stay left and drive with speed over a ramp to clear a deep pit. Continue along the path to another open area with a building. Turn right, drive just past the building and turn left. Dismount near the back corner of the building and find an opening in the N wall. Go inside to face a closed door, turn left and pull up into the W crawl space after lighting a flare. Crawl to a spike trap and get past it with two consecutive rolls. Continue to an opening and drop down to a lower room.

 

Pick up the small medipack and go through the E opening to trigger a squishy block. Time a sprint past it and save your game for a trickier jump past another squishy block and a flame blower. When you succeed (I used the sprint key this time as well) save again and get past the final squishy block.  Continue to the end of the passage and safety drop to a hallway. Grab the nearby uzi ammo, go up the steps in the SW corner and shoot the SE container for a MAGIC POTION. Take the RELIQUARY TOWER ARTEFACT from the plinth (2 of 3 Quest items) and push the skull button to lift the S door.

 

Go on through, and you're back at the building where you parked the quad bike. Continue through the S opening to an indoor pool, note the bars blocking the N and S openings in the pool and go back outside. Stand on the dirt mound near the SE corner and jump up to grab the wall crack. Ledge jump up to grab the roof and shimmy right to a flat spot. Pull up and take a running jump W, curving left past the palm tree to land on another flat spot. Hop up SW to a flat ledge, walk to the corner and stand jump S to another flat spot. Take a running jump S past the palm tree to another flat spot and hop SE onto a ledge around the corner.

 

Hop up NE next to a floor hole, but if you wish to divert for a pickup hop down SE onto a flat spot next to the palm tree, slide backwards down the roof and grab the edge, shimmy right around the corner and pull up onto a flat spot. Turn around and take a running jump E to grab an alcove in the rock wall. Pull up, shoot the jars for a MAGIC POTION and safety drop to the ground. Go back to the dirt mound near the SE corner of the building and repeat the foregoing moves to get back up to that floor hole described in the preceding paragraph.

 

Face W, hop back to grab the edge of the floor hole and shimmy left around the corner. Release and activate the jump switch to lower the bars blocking the underwater S opening. Swim inside and around the corner to negotiate a couple of spear traps. Continue to a narrow opening that leads to a room where you can pull out and deal with an awakened skeleton. Take the ANCIENT SHAFT KEY from the plinth (cut scene) and swim back past the spear traps to the main pool. Pull out SE and exit the building. Turn left and run through the E tunnel to find the receptacle for your new key. Use it to open the door and grab the REVOLVER in the SE corner.

 

You'll next the quad bike in the next area, so go back to the NW corner of the building where you parked it and drive past the opened door. Turn left and follow the tunnel to a small pond. Drive around it on the right side and dismount in front of the E opening. Jump over a pit and run past the statues and over another pit to an open area guarded by a host of grave robbers. Use a Magic Token for protection as you wreak havoc throughout the campsite with your powerful weapons. When all is quiet, shoot the box on the N steps for revolver ammo and shoot the box on the crate near the lion statue for a GRENADE GUN.

 

Pull up onto the wooden platform there and take a running jump N to grab the upper ledge. Pull up and jump the broken ledges around the perimeter in a clockwise direction until you reach a skull button that opens the S door. Squishy blades will be activated inside, so make your way past them on the left side to reach the far wall (it can be done with two precise standing jumps, but save your game first). Push the skull button to hear the sound of a trap door opening behind you. Stand jump N past the twin squishy blades, hang from the floor hole and safety drop to the room below.

 

Grab the revolver ammo and large medipack, take the BODHI TREE ARTEFACT from the plinth (3 of 3 Quest items) and the x door opens to provide a short cut back to the camp site. Three more grave robbers have arrived at ground level, so clear the area before climbing up onto that wooden platform once again. Jump N to grab the broken ledge, pull up and go around the perimeter in a clockwise direction, perhaps encountering another grave robber. Go past the first skull button and continue around until you reach another skull button in the N wall. Push it to lift the nearby door and enter a room with a floor hole. 

 

Safety drop to a lower room, shoot a baby spider and shatter the panels blocking the N opening. Push the SE skull button to lower blocks in the S opening, exit to deal with two more grave robbers and exit the camp site via the W opening. Get past the statues and the deep pits, return to the quad bike and drive it to the camp site, using the dirt mounds to jump the pits (save between jumps, as it's not as easy as it looks). Once across, turn left and drive up the steps into the N opening, continue up the dirt mound in the next room and through the tunnel to meet Lara's getaway helicopter.