POOSAY OPS - SURGE TEMPLE

 

TR1 Level by Shadoofus

Walkthrough by Treeble

 

Note: This custom level takes advantage of the community developed TRX engine. That is to say, it includes new features you don't usually see in TR1 levels, such as inventory item examination, a journal, and new movements. You can sprint, and also jump backwards while hanging on walls by holding the Down cursor key and pressing the Jump key. You might have to reset your "User Keys" first, by going into the Military PDA > Keyboard and then holding down the [R] key until the bar gets filled.

 

Hop across either of the spike pits to come to a locked door. Just opposite the lock is an alcove housing a switch, which raises a trapdoor over the spikes in the far pit. Get on the raised trapdoor and push the block into the wall as far as it will go to reveal a second block on your left. Push that one twice to reveal yet another block to the left, which, again, you should also push.

 

Loop back around to the trapdoor and now you can climb on top of this last block you've just pushed to reach an opening high up to find the PERUVIAN SKELETON KEY. Use it to unlock the door and take a jump towards the right, over the next spike pit, to land in front of another locked door.

 

On the other side of the wall divider, safety drop into the spike-less corner of the pit and cautiously walk through the spikes to find a sexy small medipack in the other end, then pull up and run forward to dodge the incoming boulder. The passage is blocked by a door and there's nothing at the top of the slope, so go towards the boulder resting place and jump to a sloped wall on the right to immediately bounce off into an opening near the ceiling.

 

You slide down into a new area. Mind the bats flapping about and throw the switch to open the way back. Don't go through yet, though. Take a small medipack from the skeletal remains, noticing a locked door (for much later), and dive into the water to find a narrow passage just beneath the entrance. Swim all the way to the back to find the first GOLDEN IDOL, then swim back to the previous room.

 

Swim around the massive structure in the middle to find a place you can climb out of the water. There are four switches, each of which operates a different combination of sliding walls up above. You want to "fill" the wall, so, facing the switches and counting from the left, activate switches #1, #3 and #4 (ie. ↓↑↓↓).

 

Opposite the switches is a wall crevice in the wall: grab it and jump backwards onto the middle structure. As you climb up, you'll see two more switches which are used to bring more sliding walls to the front, which are necessary to reach the idol receptacles way high up. You only have one at the moment, so you can ignore them for the moment and use the platform jutting out of the wall to take a running jump and grab the top of the wall you filled with the four switches. Shimmy all the way to the right and drop down on top of another unlucky fellow, loot their small medipack and grab the crevice past the skeleton to resume shimmying to the right until you can pull up. Save your game: as you'd expected, as soon as you lay your hands on that second GOLDEN IDOL a boulder rolls down, so quickly hop backwards in a curve twice to grab the edge and safely watch the bolder roll by.

 

Now you can either glide into the platforms below (suffering some health loss) or drop into the water and work your way back up again. Insert the two idols into the slots above the flanking sliding walls to open the central double doors.

 

You come to a room with swinging axes. You can cautiously perch across the pillars in the room, standing in the middle of the tiles to avoid the double axes, and take advantage that you don't need a full run up for a running jump. (Alternatively, drop into the water and swim to the far end of the room, where you can climb out, and pull up to the top of the column on the right, which is the last one you'd have jumped to following the intended path). Grab the nearby opening in the wall and loop around to find a large medipack and a switch to raise a trapdoor nearby.

 

Jump onto said trapdoor and over the slope into an area filled with furniture, as well as four wolves. Dispatch them and go all the way to the back for another large medipack and, more importantly, the SILVER KEY. You now need to get back to the entrance past the swinging axes. (You can take a shortcut by taking a running jump over the nearby balustrades and hold Action to glide onto the second pillar counting from the entrance.) Hop across and swim around the tall structure to pull up on the entrance ledge and go through the door you'd opened with the nearby switch earlier on.

 

Take a running jump to grab the crevice in the wall divider and shimmy all the way left to drop in that spike-free corner of the pit. Pull up and unlock the door. With your shotgun in hands, make short work of the two bears before they to do so of you. You must one-shot each of them, because you really only have two shells. Inside their den, retrieve the EDEN'S TOUCH sample from the middle and you'll get a SIDE PASSAGE KEY with it.

 

Go back to the room with the structure surrounded by water (either by walking through the spike pit or by grabbing the crevice and jumping backwards at the end of the shimmy), then head left and unlock the door just past that skeleton.

 

Mind the bats but ignore the dart-guarded bridge for a brief moment. Safety drop to the bottom of the pit below, where two wolves await, and take the ANCIENT SWORD from the sunken skeleton as the sole SECRET in this level. Behind the nearby wall is a small medipack and shotgun shells. Pockets filled, proceed to the opposite end of this area and use the blocks to work your way to the top. Take a running jump to grab the crevice, shimmy left and pull up. The switch opens the door leading back to the beginning of the level, so retrace your steps all the way to the side door you'd opened in the room with the tall structure surrounded by water.

 

This time around, cross the bridge and the following break-away floor tiles to reach an opening in the wall. As you step outside, you'll find a snowmobile conveniently nearby to make good your escape.