This is the stongest of the three modules in the The Jungle Has Fangs Trilogy, but I still can't rate it five stars. The key NPC in the latter two modules is continually described as "tricky". He allegedly has plans to "betray" the characters, but never really does. His presence and usage alone is the reason for subtracting a star.
The first part is a pretty solidly blended puzzle and combat encounter. I strongly encourge DMs to make use of maps and minis for this module, and pay close attention to the action economy. The arrangement of the obelisks is very smartly done, but it requires paying close attention to the mechanical aspects.
The second part is good, too. The main antagonist has good reason to play with the characters, messing with thier heads and toying with them like food. That gives the GM a lot of leway to stretch out the encounter if needed, building in some roleplaying to a combat scene. DMs should not neglect to have her use the magic item she's carrying - it isn't just loot for the players to sweep up.
The closing part is weak, primarily because it involves the aforementioned NPC. One big part is that his description changes from one scene to the other. There's a good reason for the change, and the NPC could explain it a bit to give the players and characters information about his culture and species, but the opportunity was missed. This is also the point where he claims to have "fooled" the party, but the reality is that he helped them just fine the whole way. Sure, their goals aligned. If it had been handled more elegantly in the previous module, he could have been a reasonably storied ally, instead of some cackling villian.
TLDR: The best of the series, but might have been better as a standalone module.
[4 of 5 Stars!]