LARA RETURNS TO THE COLISEUM
Levels by Lukasz Croft
Walkthrough by Phil Lambeth, with the help of Tom's notes
Level 1 - The Colosseum
Begin in a stepped corridor. You have no compass. Run down into the next room (passing a keyhole on your right) and note a second keyhole directly ahead. Hop up onto the grate for some flares, then pull up left onto the higher ledge. Hop down the other side and note the closed gate (for later) while you crawl into the corner to pick up the small medipack. Go the other way and safety drop into a lower room. Run around the large dirt mound (pausing for some shotgun ammo in the corner) and from the other side, in front of the closed double gate, shoot the bat and jump up onto a flat area.
Angle to the left and jump up still higher (this may take a few tries). Locate a hole against the wall at the top of the dirt mound and jump into it. Turn around and push the big button to open the double gate. To get back out, hop back from the button, angle to the right with Lara's back in the corner and jump up to the dirt mound. Carefully make your way to the other side of the dirt mound and take a running jump to grab the lower vertex of the crack in the wall. Shimmy to the right and pull up into the opening. Run forward, draw your pistols and shoot the bat before it can push you back over the edge.
Continue into the passage and trigger a cut scene showing a bell. Step forward with pistols drawn and jump up to shoot the bell and open the door beyond the grate to your right. Go back, safety drop down into the lower area and enter the open double gates. Go to the far end and note the closed gate with the keyhole to your right. Go to your left, pick up the small medipack in the water and use the ledge to jump up and grab the opening in the corner. Pull up, but don't step forward yet. Hop up onto the block to your right to extinguish one of the flames, then hop back down and pull the table once away from the block. Two more flames then erupt, but you can side flip between them without harm. Jump back onto the block to put out the flame underneath the table, then hop down and push the table once more away from the block.
You can get up onto the table, so do so and jump carefully into the indentation in the wall. Push the table once to the other wall, then get up on it so you can hop to the far corner and pull it once. Pause for the shotgun ammo in the other corner, then get around to the other side of the table and push it into the corner. Use it to pull up into the opening. Jump down the other side and make your way along the passage (there's a small medipack in an alcove to your right) and jump up into the opening. Shoot a bat and continue until you reach the gateway you opened by shooting the bell. Go through and climb the ladder into a new area.
Follow the passage to the end and climb up the ladder into a higher passage. A gladiator steps up to attack you, so draw those pistols and start filling him with lead. He'll eventually die, and when he does he'll drop the GOLDEN KEY. Pick it up and go back the way you came, side flip over the flames and drop down into the lower passage. Go across to the dark corner and insert the Golden Key in the keyhole to open the gate to your right. Go inside for SECRET #1 as the gate closes behind you. Pick up the shotgun ammo and back flip onto the wedge against the wall and jump off to grab the higher ledge. Pull up and turn right. Take a running jump and grab to the far ledge, pull up and take the small medipack and another GOLDEN KEY. Return to the central ledge and jump to the other alcove for some flares.
The exit gate is open again, so drop down and leave this room. Go back around the huge dirt mound in the next room to alert another bat. After disposing of it, go to the other side of the dirt mound and jump up to the top of it as you did earlier. Go past the hole against the wall and take a running jump without grab to land inside the exit passage. From here, return to where you began the level. Remember that there are two keyholes in this area. Don't use the one underneath the grate. Instead, enter the nearby passage and insert the Golden Key in that keyhole. The purple gate to your left opens, so go inside for SECRET #2 and drop down into the next room.
Shoot the bat and move the nearby table a long way from the dark room along a corridor to a well-lit room. Shoot another bat, pick up the shotgun ammo in the next room and move the table to the other side of the central slab and against the tall column, where you can use it to climb up and claim another GOLDEN KEY. Jump to the ledge on your right for some uzi ammo, then hop back to grab the edge and shimmy right and around the corner until you can pull into a small space for a large medipack and SECRET #3. Safety drop from the other side, leave this place and return to the other keyhole.
Many thanks to Pablito for pointing out the location of the following secret:
Hop up onto the grate and pull up left as you did earlier. Hop down the other side and note that the closed gate you saw earlier is now open. Enter for SECRET #4 and pause to kill the gladiator who steps forward to challenge you. After that, explore the upper ledges of this area and jump to the corner blocks for flares and a large medipack. Return to the grate and hop down. Now you can insert your spare Golden Key to release a couple of trap doors. Drop down into the opening on your right, as there's a lava pool beneath the other one.
Pick up the nearby small medipack and then take a running jump and grab across the lava pool. The trap doors then lift back up. Step forward, pull up right and slide down to an opening that overlooks a lower area. Jump forward with grab to the slope and slide down into a trench. You can pull up onto a flat area at the left end of the trench. Off in the distance you can see a suspended boulder. Hop up to the top of the rocks and slide down the other side into another trench. Jump over the hole in the floor to trigger the boulder, and when it drops down the hole and comes to rest below, follow it and slide down into a trench. Go to the right side of the trench (as you face the wall), back flip to the slope behind you and jump off to grab the edge of the alcove. Pull up and climb up the block to your left.
Hop down into a lower area and note the crowbar receptacle ahead. Don't go there now, however. Turn to your left and see the crowbar behind the closed door. There's another, higher closed door just next to it. Now head further into the room and find the SHOTGUN behind one of the pillars. When you pick it up, the higher door in the corner opens. Pull up onto the block there and hop down into the alcove on your right. Save your game in front of the timed button. When you push it, the door in front of the crowbar opens briefly. Hop back, turn slightly to your left and jump up to the block. Hop down and go around to your right to claim the CROWBAR before the door closes. Hop back into the trench, shoot a bat and use the slope in the corner to reach the alcove the way you did earlier.
Now that you have the crowbar, hop down into the lower room and insert the crowbar in the receptacle with Lara's back facing the corner. When the nearby gate opens, enter the next room and walk past the sleeping skeleton. Go around to the left, pull up onto the block and hop down into the dark hole for some uzi ammo. If you go for that shotgun ammo in plain sight you'll awaken the skeleton, but you can easily avoid it by jumping into the gap in the far corner. Slide down into a trench and pick up the small medipack in the alcove. Pull up onto the right side of the slope and back flip onto a block. Turn around and pull up onto a higher ledge. Use the elevated corner to pull up left, then pull up into the dark opening ahead. Pull up onto the block to your right for some uzi ammo and SECRET #5. Get back down and take a running jump across the pit and grab the crawl space. Pull up inside and safety drop from the other side.
Pick up the small medipack at your feet and take a look around. You're in a tall room with a central structure. On the other side of the structure you'll find receptacles for two artifacts you don't yet have. On the right side of the structure you'll find a button. Push it to activate the blade trap and raise a block overhead. Vault up and jump to one of the low corner blocks when the blade has passed by. Quickly pull up and jump to the raised block. You need to take a running jump to reach and grab the higher ledge, as you're stuck in place when you try a standing jump. Pull up and take a running jump to activate the jump switch in the wall with the painting.
Another block, higher up, is raised, so shoot the bat and get back up the same way you did earlier. Jump to the second raised block. This will attract another bat, so it would be wise to hop back down, where you have more operating room, and deal with it there. Get back up and take a running jump and grab to the highest ledge area. When you pull up you'll awaken a skeleton, so draw your shotgun and blast it over the edge. When order has been restored, look around and you'll see two closed doors in the corners of the room, together with a sleeping skeleton and a central statue. The statue is the key to opening the doors, but they're timed. Stand between the sleeping skeleton and the statue, and both doors open. It doesn't matter which way you go, so let's first choose the one behind you and to your left. Jump over there and enter the passage before the door closes.
You've activated a blade trap, so quickly run past it (the nearby button simply re-opens the door for you) to the other end of the passage and drop down into a lower area. A gladiator comes up to challenge you, and he's tough to kill in these cramped quarters. But be persistent, and when he's dead you can pick up the small medipack he drops, and shotgun ammo in an alcove. Stand next to the central statue near the blocks, and another timed door opens high above in the corner. Turn quickly and jump the nearby blocks, then turn again and take a standing jump and grab to the first of four sloped surfaces. Pull up, slide and jump off the first three, and when you reach the last one curve to the left as necessary to have room to land safely on the pillar in the corner. Nip to your left into the passage before the timed door closes. Push the nearby button to re-open the door (you may have to push it twice).
There's another blade trap in this passage, so crawl carefully underneath it and continue down the passage. A trap door gives way when you walk on it, depositing you onto a block below. Turn right and drop down to the next level. Jump forward over the gap and pull up right into a passage. Push the button to open the door at the other end, go there and drop down into a room that looks like an art exhibit. Run about a bit in this room to arouse two gladiators. When you hear the heroic music, you know they're on their way. Kill them and pick up the GOLDEN KEY 2 dropped by one of them. Shoot the vases in the corners of the room for some target practice and shotgun ammo, then use the key in the receptacle in the block to open the door above it. Hop up and exit this room.
Shoot the vases in the next room for revolver ammo and a small medipack. Open the chest in the corner for the UZIS and another GOLDEN KEY 2. Another gladiator appears, so kill him. Unfortunately, he's not carrying anything useful. Use the key in the nearby receptacle to open the gate. In the passage beyond, jump over the marked tiles which disguise a spike trap. In the next room take the COLOSSEUM STAR from the plinth, then shoot the vases for flares and a small medipack. Be sure to remember the spike trap when you exit this room. Go back to the room where you did battle with the pair of gladiators. Pull up into the exit passage in the corner and hop down into the hole. Jump back over the gap and pull up onto the block just beneath the open trap door. Pull up left, wait for the blade to start going away from you, then quickly crawl past it. Drop down into the room with the sloped pillars, and exit through the opposite corner. Avoid the blade while you push the button twice to open the exit door.
You're back in the tall room. Stand next to the statue if necessary to re-open the other timed door. When you're inside the passage, push the button twice to open it again, then time an easy run past the blade trap. At the other end of the passage overlooking the lava room, take a running jump to the sloped but stable pillar, then pull up to your right. Take a running jump around the obstruction, either to your right or left, curve around to grab the ledge and pull up. Take another running jump around the left side of the next obstruction and curve right to land safely. Hop to the pillar against the wall and push the button to trigger a flyby that tells you certain things have happened. The squishy block on the previous ledge starts moving, one of the battering rams starts swinging, and a rope hangs down from the ceiling. Go back to the central pillar the same way you got here, then take a running jump from the lower sloped portion and grab the rope. Slide down to the bottom, climb up one notch, then swing and jump off to the next ledge.
Look down at the lava and you'll see an artifact on a block. You obviously can't get it yet (if at all), so take a running jump around the left of the hanging green obstruction and grab the tall pillar. Pull up and run down the passage, whereupon you'll be chased by a wraith. There's a convenient water trench in the next room, so jump in to douse the wraith and pick up the small medipack at the bottom. Climb out and approach the alcove that's protected by a burner. Step up to the very corner of the opening, and when the flames subside take one step into the alcove and jump up into the opening. Another wraith will then give chase, so you'll have to go back quickly and take refuge in the water. Repeat the previous jump and you may or may not scare up another wraith. If you do, repeat until the wraiths stop appearing.
When the coast is clear, go to the end of the passage and climb down the ladder into the next room. As soon as your feet hit the floor, heroic music starts playing. A gladiator comes at you from one side of the room, and shortly thereafter he's joined by another gladiator from the other side of the room. If it's any consolation, of them drops a small medipack when he dies. Pick up the uzi ammo in one corner, then locate the table and move it to the central building. You need to position the table beneath four alcoves, two on each side of the building, and pull up and push a button inside each one. When you've pushed the fourth button a door opens high up in the front of the building (and yes, you have to push the table there as well).
Pull up into the opening at the front of the building and run down the passage into an alcove with the second COLOSSEUM STAR. When you pick it up the spike trap right behind you is activated. Run past it, turn around and shoot the vase in the alcove to your right for some shotgun ammo. Climb back down to the previous room, where you'll encounter yet another gladiator. This one isn't carrying anything useful, so pause to kill him or climb quickly out of the room as you prefer. Backtrack past the burner alcove and through the lava room. Note that both battering rams are now swinging, and that the artifact you saw earlier on the lava block has disappeared. Use the rope to swing to the central pillar, turn right and take a running jump with grab to glide into the opening in the wall. Follow the passage past the blade trap and deal with the awakened skeleton that's waiting for you. Return to the tall room and get down to the floor more quickly by using the "hop back and glide to the next level below" technique. Insert the two Colosseum Stars in the receptacles to open the gate behind you.
Go to the ornate tile in the far corner, which is a disguised trap door. You'll fall down into a lower area where you'll need to kill a bat. Take the nearby large medipack and note the closed trap door. Go the other way, climb the pole while avoiding the rotating blade and backflip into the room above. Grab the revolver ammo hidden by one of the vases, get back onto the pole and climb up to the second level. Back flip, shoot the vases, pick up the small medipack and push the button imbedded in the painting to open the trap door you saw down below. Climb all the way back down the pole, go to the other end of the passage and jump into the water hole. Swim to the far end of the passage and turn left to swim underneath an overhang. Continue until you see a hole in the floor. When you swim into it the current will grab you and carry you along the long passage below. Follow, stopping for revolver ammo on the way if you have enough air, until you reach the end.
Pull out, pick up the uzi ammo lying next to the nice-looking fountain, and climb up onto the nearby ledge. You'll activate four rotating blades, so quickly jump to the next ledge (noting the ornate floor tile between the ledges) and hop down into the far trench. Search the chest (with your back against the wall) for the LASERSIGHT and the REVOLVER. A block is raised in front of you, so climb up on it and stand with your back in the corner. Combine the revolver and the lasersight, look up and shoot the gem in the lion's mouth. This opens a trap door on the floor between the two ledges (where you saw the ornate tile earlier), so go there and drop down into the room below. Kill the gladiator, then shoot the three vases, one of which hides a small medipack. Jump up onto the ledge and down into the trench on the other side. Run underneath the closed trap door to trigger a boulder above it. Then go to the button between the blocks and save your game for a timed run. Push the button, reverse roll and run around the sleeping skeleton, then jump onto the ledge and from there to the ladder. The boulder has already dropped into the trench by this time.
Climb the ladder, pull up into the passage just ahead of the closing trap door, and find yourself in a small cramped room with a table. Move the table to the other corner of the room, climb up on it and take a slightly angled running jump and grab to the opening. Pull up into a higher room. Both tables can be moved, but when I took the far table (the one not resting on an ornate tile) and moved it on the four available ornate tiles, the far gate opened. Pick up the shotgun ammo in the corner and exit this room. The gate closes behind you. The door at the other end of the passage opens upon your approach, but it's timed. If you don't get through in time, go back to the trigger tile to re-open it, and this time run through before it closes. In the next room, the vases are empty. Use the crowbar in the floor device to open the door in the corner.
Hop over the ramp into the next room for a small medipack, then slide down the ramp into a den of lions. Shoot them both, then push the button in the wall of the dark side of the room to open the gate on the other side and release a third lion. After you kill it, pause for some shotgun ammo near the gate and exit the den. Climb the ladder in the next room, backflip at the top onto a ledge, turn around and shoot the vases for some uzi ammo, then take the CROSSBOW from the plinth to end this level.
Level 2 - The Colosseum 2
Jump off when you near the bottom of the slope to land on a ledge. Turn around and jump back to the flat area, then angle slightly to the right and jump up to another flat area. Pick up the crossbow poison arrows for SECRET #6 and do a slide/jump back to the ledge. Drop down the other side. A skeleton may stumble and fall to its death from above you, which will be to your advantage later if that should happen. Go to the opposite corner of the room and locate the table in the trench. Pull it back three times, then vault up onto it and stand at the edge facing the torch. Jump up to grab the ladder, then climb up, shift right around the corner and drop down onto the ledge. If you didn't attract a skeleton's attention earlier, one will be awakened now. Jump over to the far ledge for some shotgun ammo, then go to the other end of the room and hop into the opening.
You have several choices here, but begin by turning left into the cave-like area. Pick up the revolver ammo in the alcove, then hop back and pull a block out from the wall to your left. Push it into the alcove and enter the revealed passage. Angle to the right and jump up into a higher passage. At the end of the passage, push the block all the way to the other end. Pick up the flares at your feet for SECRET #7, then go back a short distance and hop down to your left. Slide down even further and locate the large medipack for SECRET #8. Return to the passage and go back the way you came. There's a deep pit opposite the entrance to the cave-like area. Climb up onto the block to the left of the pit and jump up to a higher area where you'll get a fixed camera angle.
Note the ornate tile just ahead (which is a closed trap door), a closed gate and two keyholes. There's also a central pillar with a vase perched on top. Jump into the water beyond the golden keyhole and swim to the other end of the passage. Surface for air and note several openings at surface level. Pull up into the passage where you can see a floor hatch. Pull up the hatch and hop down into the hole. Shoot the lion and pick up the small medipack. Go around the corner and find the large medipack for SECRET #9. Go back to where you dropped down and pull back up to the passage facing the water. Dive in and swim to the opposite side around the central pillar. Pull out and run forward into the next room. Kill the gladiator, then shoot the vases on the platform and get the uzi ammo. There's a ladder in the wall underneath a ledge, but it does you no good. Locate the other ladder in the dark corner next to where you shot the vases, climb up and backflip onto a ledge. A skeleton is awakened on another ledge, so ready your shotgun and blast it to the floor below when it jumps toward you.
Jump into the room next to the ladder. The three vases in the alcoves at floor level are all empty, but the elevated vase hides a GOLDEN KEY 2. Drop back down to the room below and exit. Jump into the water, swim down into the hole at the corner, go to the other end of the short passage and pull up to your right. Step forward and pull up into the higher room. Walk around to your left, hop over the gap and use your key in the keyhole next to the iron gate. When it opens, go inside and pull out the table, then get around to the other side and push it against the central pillar. Vault up onto it and pull up onto a corner of the pillar. Shoot the vase, then stoop down to pick up the GOLDEN KEY so you won't get hit by the poisonous darts. Get back down without standing up, then use the key in the other keyhole. The trap door opens to your right, so drop down and jump over the slope into some water.
Swim forward into a large underwater area and locate two underwater levers to pull. One is in a niche in the far left corner about halfway up, and the other is near the ceiling at the near right corner. When you pull the second one, a trap door opens in the floor directly beneath the second lever. Return for air, go back and get the shotgun ammo at the far right corner, then swim down through the open trap door. Continue forward until you see a place ahead where you can pull out (and with two gladiators greedily awaiting your arrival). However, before pulling out turn around and see a narrow niche in the wall behind you and to your right. Swim through and down, and pick up the CROWBAR and some uzi ammo for SECRET #10. Get back out, pull out of the water and do battle with the gladiators. Neither one drops anything useful. However, you can shoot the vase in the niche near where you pulled out of the water, for some shotgun ammo.
Open the gate between the wall torches with your crowbar. Be careful as you step forward, as the green tile triggers a boulder. To avoid it, jump over the tile onto the white slab to your right. Kill a bat, then pick up the grenade gun ammo next to the skeleton. Return to the white slab, which you can move. Pull and push it onto the white tile to open a door high overhead. Vault up onto the sloped platform and pull up to your right. Take a slightly angled jump and grab the breaktile to your right. Pull up, quickly turn left and jump into the opening. Vault up higher, wait for the rat to appear, then go through the crawl space to a place where you can stand up, and two more rats will show up. Crawl into the opening on your right, drop down into some shallow water, shoot a rat and pick up the revolver ammo. Be sure to step on the trigger tile on the ledge (to open a trap door in the next area), then get back out and crawl through the opposite opening.
Drop down into a lower passage and find the open trap door. Safety drop to the passage below and go toward the opening. The door swings open as you approach. Safety drop into the room below as the door swings back shut. Kill the lion and two gladiators, then go to the near right corner of the room and pull up into a niche in the pillar. Jump up to grab the monkey bars, monkey swing to the right corner and press the up and down arrows together. You'll be magically transported to the top of the overhead ledge. The nearby vase is empty, so take a running jump and grab to the pillar in the corner of the room where you entered, pull up and take another running jump to your right. Grab the edge, pull up and push the floor lever. More heroic music. The vase on the next ledge is empty as well, so go back the way you came and use the ladder on the first ledge to get back down without damage. Another gladiator is waiting for you, so kill him.
Exit this room and drop down through the hole in the floor. (The vases on the platforms are empty.) In the next room, go past the sleeping skeleton and shoot the vases in the alcoves for a small medipack and some grenade gun ammo. Use the sloped pillars to jump to the flat surface in the far corner of the room (or simply back flip from the second pillar). Jump up to grab the ceiling, then monkey swing around to your left (going to the next corner of the room is a dead end) and drop down into the alcove for a small medipack. Note the overhead trap door nearby. Grab the ceiling again and monkey swing in a loop around to your right. Release directly over the jump switch and activate it to open the timed trap door and awaken the skeleton behind you. Quickly repeat your jump to the corner block and monkey swing to the ledge and jump up through the opening before the trap door closes. You probably won't be able to avoid being hit by a dart, so hug the wall while restoring your health.
Slide down into the large room below and deal with a gladiator who steps out from your left. After he's dead, explore the area where he came from for some grenade gun ammo on a lower balcony, then go to the other side of the room where you'll find two receptacles close to each other, and a couple of vases that you can shoot for some flares. Don't try to crawl into the small triangular space; you won't be able to get back out. Go to the far right corner of the roof and find a climbing surface on the pillar there. Climb up to the top of the bridge and jump across to the next bridge. Save your game in case you miss the next jump. Turn back to your right and take a running jump to the block upon which the spittoon rests, curving right at the last instant to make the grab. Pull up and hop down to pick up the COLOSSEUM STAR on the ornate tile. Get back down (the safest way is to jump straight across to the other bridge, pull up where the other spittoon rests and slide down to the other side of the bridge, jump across and use the ladder). There's another gladiator down there, so you'll have to deal with him.
Go to the entrance where you slid down. Stand on the right side of the slope and jump up to the flat surface. Turn to your left, wait for the dart to fire and then take a standing jump and grab to the alcove upon which a statute is perched. Pull up, squeeze to the left of the statue and take a running jump and grab to the opening in the wall. Pull up, turn right and pull up onto the block. Take a standing jump over the spike pit and pull up in either corner. Wait for the flame blower to subside, then step forward and hop down into the hole. Push the button for a cut scene showing a trap door opening in the room below (from where the first gladiator emerged). Go there, pull up through the opening in the corner, crawl through and find yourself overlooking a lava room.
From the edge of the opening, take a standing jump to the first slope. Without sliding, jump off immediately and grab the edge of the central pillar. Pull up and pick up the revolver ammo. Turn around and locate the lion's head in the upper right corner. Use your combined laser sight and revolver to shoot the gem in its mouth. Turn around to find that a door has opened up in the wall. Take a running jump to the pillar just below it, then hop up through the opening. In the next room the vases are empty except for a rat, and just beyond is a plinth with the second COLOSSEUM STAR. One of the vases in the far corner hides some grenade gun ammo, one of the vases in the near corner conceals a skeleton. Return to the lava room, walk off the edge onto the first pillar, take a running jump to the central pillar, watch out for the dart gun and jump to the block down to your right, take a running jump to the block in the corner beneath the lion's head, and from there take an angled running jump into the open doorway. Crawl through, drop down, go across the room to the receptacles you saw earlier, and insert the Colosseum Stars to open the door between the receptacles.
Enter, climb two blocks and follow the passage to an apparent dead end. However, go back a short distance and stand on the dirt mound with Lara's back to the passage wall. Take an angled jump to the right into an opening in the far wall. Turn around and take a banana jump so you can grab the edge of an opening in the wall where the passage turns. Pull up and attempt to safety drop down the other side, and you'll be warped to the next level.
Level 3 - Catacombs of the Colosseum
The vase in the dark alcove to your right hides a small medipack. Step forward into the room, and when you reach the wooden planks the trap doors in front of the double iron gates will fall open. Walk off either to your right or left onto an intermediate ledge and hop down from there. Explore the hole on one side for some grenade gun ammo and SECRET #11, then climb out and jump into the water hole on the other side. Swim into an underwater area, loop around to your right and locate the shotgun ammo in the alcove. Swim to the hole in the ceiling and surface. Pull out and enter what appears to be a dungeon. Pull up onto the blocks and enter a larger upper room where the camera angle changes. A crocodile waddles up toward you, so draw weapons and kill it. As you wander deeper into the room a second crocodile is awakened.
Look for a slab against the wall near the entrance to this room. You can use it to jump up and grab the bridge overhead. Shimmy to your right until you can pull up onto a flat spot. Beware of the dart trap just ahead, vault up onto the block to your right and take a running jump and grab to the taller ledge ahead. Pull up and pick up a small medipack. Hop back, grab the edge and shimmy around the corner until you can drop down onto a ledge on the other side. The boulders are inert at this point, so run around them, shoot a couple of rats and locate a button to push at the end of the passage. A cut scene shows the double iron gates at the beginning of this level. Turn around and shoot a rat. Go back quickly the way you came, because the boulders will now be triggered by your passing, but if you keep moving they should miss you with plenty of room to spare.
Get back down to the floor and shoot a crocodile. Locate an alcove for some uzi ammo, then use the platform to get back onto the bridge. This time vault up onto the block to your right and jump in the opposite direction. Grab the ledge and pull up, and take another running jump and grab to the crack in the far wall. Note the breaktile underneath you and pull up into the crawl space. Lower Lara down the other side and drop down onto an ornate tile that triggers a squishy block. Shoot a rat down below, then hop down and wait until the block moves to the left. Then step on the companion ornate tile to stop the block in its tracks. Pull back onto the ledge (but not onto the ornate tile, which would trigger the squishy block again) and jump from that lower ledge to the higher ledge where it juts out on the right. Pull up and push the button in the far corner. Get down and pull up out of this room.
Lower Lara down the other side and release to land on the breaktile, thus cushioning her fall to the floor. Go back through the dungeon, jump into the water hole and swim back to the passage where you got the first secret to this level. Pull out, jump across to the next block, turn around, and from the left side of the block take a running jump and grab to the higher ledge. Pull up, turn around and take an angled standing jump and grab to the upper ledge. Pull up to find that the double iron gates are now open. Go inside and pull back the block. Go behind it and push it once more (this is important, so don't fail to do it), then hop up into the alcove behind the gate. You can hear the sound of a trap door opening below, so hop down where the block was and find the new passage. Follow to the other end for a large medipack and SECRET #12.
Return to the block and use it to access the higher blocks on either side of the entrance. From the one on the left (as you face the open double gates), you can pull up still higher. Jump to the large V-shaped opening ahead and go forward to the alcove with the wall ladder. Climb the ladder pull up into a new area. Deal with three skeletons, one on each of the three levels of this chamber, then shoot the vases perched about the upper periphery. Most are empty, but two contain crossbow arrows (the explosive variety, so you might want to get this before mixing it up with the skeletons) and a small medipack. You'll also find flares in one corner for SECRET #13. In each of the other two corners of the upper periphery you'll find a button to push. Be sure to step on the ornate trigger tiles on the second level, then jump to the central pillar from the highest ledge. When you pull up and stand on a third trigger tile, you'll hear the sound of a trap door opening down at floor level, so get down there and hop down into the hole. Watch out for the blade trap as you pick up the shotgun ammo and push the button for a cut scene showing a door opening in a previous area.
Leave this area. (I'm not sure what the two breaktiles were for--maybe to make it easier to get back down--as I didn't have to use them.) Climb down the ladder and go to the large opening. You can see a closed gate across the way and a breaktile in the far left corner, but that's for later. Drop down into the trench below, jump into the water and swim to the ceiling hole where you pulled out earlier. Go through the dungeon, pull up onto the blocks and return to the large room you visited earlier. Run across into the corridor and you'll find that the door at the other end is now open. Save your game before entering, as the area ahead is lined with boulders. Run forward to trigger the first one and veer immediately to your right. A pride of lions is released, together with a gladiator, but the boulder will kill most if not all of them as they round the corner to charge up the ramp toward you. Finish off the rest if necessary, then use the crowbar in the device to release a few more boulders that shouldn't affect you where you're standing. Run down the ramp on the right side, next to the fence, so you won't get flattened as more boulders come rumbling down.
Loop around to your right at the bottom and go up the ramp on the right side next to the fence. Another lion is released, so kill it. Proceed up the ramp and trigger another boulder or two before entering the opening in the far left corner. It's likely that you've come this far without triggering all the boulders, so keep that fact in mind when you come back this way later. You'll soon come to a large room. Hop down, kill two lions and pull the irregular white stone onto the nearby Omega tile to open one of the upper doors across the room. Shoot the vases on the other side of the room for grenade gun ammo and uzi ammo, then climb on the shortest block and make your way upward by jumping from block to block. When you get to the ledge with the sleeping skeleton, you can dispose of it now with an explosive arrow if you wish. Jump to the small ledge over the entrance and push the wall switch (to open a lower door across the room). This would also awaken the skeleton if you hadn't blown it away earlier. Get back down to the ground and enter the lower doorway you opened, watching out for the blade trap in the passage. In the next room you'll find a small medipack on the ledge behind the pool. Then jump into the water and swim through the narrow blade-trapped opening into the next room. All the way in the back you'll find the GOLDEN KEY in a little depression (stay low to avoid the dart gun).
Swim back and return to the large room, killing a crocodile along the way. Use the blocks to get back up to the ledge where the skeleton was sleeping, and jump from there to the open upper doorway. Use the Golden Key at the other end of the passage to open the second door. As you enter and move about in the next room, another skeleton is awakened, so deal with it before proceeding. Go behind the columns and locate a gray floor tile. Above it on the column is a jump switch, so activate it to raise a block to your right. Go around to the other side of the block and use the ramp to climb to the top of the block. Turn to your left and take a banana jump onto the ledge across the room. Push the button for a cut scene showing the upper doors opening in a previous area.
Safety drop to the floor and kill a lion. Go back the way you came, through the room with the pillars and the boulder ramps (being mindful of any yet untriggered boulders), into the water and up through the ceiling hole, and back up through the trench into the large cavernous area. Use the moveable block to get up higher. There's a reported bug here, where the block may have turned into a phantom to keep you from climbing on it. If you should experience this, close the trench trap doors by stepping on the gray tiles beyond the wooden flooring. Even though the block is phantom, you can still pull and push it. Try doing this to restore its solidity. It worked for me. When you reach the highest level, jump over to the breaktile and quickly hop forward into the portal before the open doorway.
Enter and shoot a bat. Note the nearby keyhole and closed floor trap door, then jump into the space to the left of the cone-shaped mound and jump forward one more time to find a button on the side of the cone. Push it, then jump around to the far side of the cone and find a pole on a slab. Face the wall squarely and climb the pole. Jump off near the top (with the top of Lara's head just below the gray marking on the pole) and you'll land on a flat surface of the cone. Run over the right breaktile into the open passage (or you can jump over the breaktile and glide into the passage without breaking either one). Run down into the next room and the door slams shut behind you. Climb back onto the ramp and take a running jump and grab to the pillar in the corner. Trigger the boulder by jumping past it (angled slightly to your right so you don't land on the spikes), pick up the small medipack near your feet, then go back and jump back to the previous pillar. Your path to the next corner pillar is now unobstructed, so jump there and open the chest from the other side for the GOLDEN KEY 2. Safety drop from the side.
The exit door is open again, so leave this room and return to the keyhole you saw earlier. Insert the Golden Key 2 to open the trap door behind you. Drop down into the water and quickly climb out to kill a crocodile. Note the closed wall gate and jump back into the water. There are two side corridors. Swim into the one with a dead end and pull the underwater lever. Swim into the other corridor and pull out into a room with a sleeping skeleton (which I could not awaken). Shoot the cartons for some uzi ammo and grenade gun ammo. Use one of the pillar supports to jump onto a higher ledge with two wall switches. Pull them both, then hop down and jump back into the water. Swim back and pull out onto the central platform, then jump over into the open gateway. Shoot the rat that scampers forward, then jump through the V-shaped opening and slide down into the next area.
Draw weapons as you're attacked by two lions and three raptors (watch out, as their bite is poisonous). When all is quiet again, go into the foyer in front of the closed iron gates and look to your right for a moveable block. Pull it all the way into the previous room, as you can use it to access the blocks against the wall on opposite sides of the room. However, it's only necessary that you access one of these blocks, and I used the block on the same side of the room that the moveable block came from. When you climb up and push the button, the iron gates open. Hop down and push the block further, to the far corner of the room. Use it to climb up into the alcove for a small medipack. Finally, push it to the opposite corner and climb up into the alcove for grenade gun ammo and SECRET #14. As mentioned earlier, ignore the second block with the button and leave this room.
Enter through the open iron gates and stay to your right to avoid the gray squishy block. When you pass the squishy block the next gate ahead opens (and the iron gates behind you close). A skeleton is awakened as you enter the next area. The sundials are protected by darts, so give them a wide berth as you cross over to the other side of the room. Shoot the containers for revolver ammo, then look behind two of the bushes (in opposite corners) for a button to press. A block rises at the back of the room, so go there and use the block to pull up into a higher area. Shoot the lion in the next room, then the empty vases, and push the two buttons at the top of the stairs to open the gate.
Jump into the water in the next room and pull the timed underwater lever. Swim straight up, pull out and run quickly forward. You should clear the timed door and the delayed skeleton spear fence in plenty of time. Pull up the floor trap door and safety drop into the trench below. Take a standing jump over the slope and slide down in front of a plinth. Pick up the GRENADE GUN. When you do so, the gate ahead opens, so run forward and hop down into the next room.
Watch out for swords dropping down from the ceiling. I had fun playing chicken with them and running throughout the room until they'd all dropped. I wasn't touched by any of them; if you keep moving you're past them before they have a chance to drop. After all swords are buried in the floor, shoot the vases in the back corner for a small medipack. Climb up onto the central ledge and look for a large medipack. Go around to the back of the ledge and push the block away from the skeleton. That gives you room to pull the skeleton away from the button. Push the button, drop back down to the floor and shoot a skeleton. Push the button in the left wall on the other side of the room (you may encounter another falling sword in the vicinity) and go across the room to the opened gate. Step on the gray tile at the end of the passage to open another gate.
Enter the next room and shoot a lion. At the threshold of the next room, note four gray tiles inside. You have to step on all four, without touching the dirt around them, to open the gate in the far corner. This can be accomplished by taking a series of standing jumps. Once through the gate, follow the passage and jump down into the next room. Use the high ground to jump to a ledge, pull up and shoot the vases for some uzi ammo. Take a slightly angled running jump to activate the timed jump switch on the wall. Reverse roll, jump around the obstruction and up into the passage before the timed gate slams shut. Watch out for the blade traps in the passage and the falling sword at the threshold of the next room. Locate and push five buttons on ledges situated throughout this room. Pause for a small medipack, and make sure you're at maximum health before safety dropping down through the opened trap door. Restore your health upon landing below, as you're in for a royal battle.
Deal with four lions and two gladiators, and when all is quiet pick up the COLOSSEUM KEY dropped by one of the gladiators. Pick up the small medipack and go to the end of the dark passage. Use the Colosseum Key to open the gate. Two skeletons and a lion challenge you. In the next room you meet up with Larson from your very first Tomb Raider adventure. After he's dead, step on the gray tile in either corner to put out the flames protecting the plinth. When you reach forward to take the artifact, the level ends.