THE LOST TEMPLE OF ZEUS

 

Levels by Lakota

 

Walkthrough by Phil Lambeth

 

Note by Moderator:  Many thanks to manarch2, vimmers and Mugs for pointing me to the secrets I'd either missed or couldn't find.

 

 

Level 1: THE LOST TEMPLE

 

Your adventure begins with an FMV that shows Lara walking in a cave toward an underground temple.  The doors open as she ascends the steps, then close behind her after she passes a sleeping skeleton and enters.

 

Take either the right or the left corridor and go down the stairs to trigger a flyby through the large room below.  You can see two Poseidon statutes with missing tridents, so your goal in this initial area is to find and place them.  Go down the steps ahead and approach the central structure to trigger the spike traps.  Take a running jump over a random fire (I was not burned in the process) to find wall switches on the E and W sides of the coffin-like structure.  First, hop onto the top of it for some pistol ammo (unfortunately, you don't have unlimited pistol ammo in this game).   You can pull down either or both switches now to open double doors at the E and W ends of the room.  Let's take the W doorway first, for no particular reason.

 

W Doorway: Timed Run, First Trident

 

Jump over the spikes/flames, run forward and pull up into the W doorway.  Run through a fixed camera field until you trigger another flyby that takes you through a pool room lined with pillars and fish statues.  When camera control is restored and you enter the room, you're reminded of Lara's ability to perform a ledge jump (by holding down the action key and tapping the jump key).  Facing W, take a standing jump toward the nearest pillar so that Lara grabs the bottom of the dark strip.  Perform a ledge jump as just described and pull up onto the top of the pillar.  A cut scene, accompanied by heroic music, tells you that you have 45 seconds to conquer a timed run.  The timer doesn't start until you leave this pillar, however.  Take a running jump W to the next (and higher) pillar.  Grab the dark strip and shimmy left around the corner.  Before Lara's feet have a chance to become "set," perform another ledge jump and climb up to pull up onto the top of this pillar.  Ignore the large medipack for now and reverse roll.  Take a running jump S to the next pillar, then turn to your right and take a running jump to grab the opening in the W wall.

 

Pull up and run through the timed doorway (with plenty of time to spare, no doubt).  Follow the passage to a small room.  Take the large medipack, the SHOTGUN and some shotgun ammo from the pedestal for SECRET #1.  Exit the way you came, at the opening take a long running jump NE for that large medipack, then take a running jump S to the next pillar.  Take one step forward, then a standing jump S down to the right edge of the next pillar.   Turn left and take a running jump E to the next pillar.  Grab the dark strip and perform a ledge jump to reach the top of the pillar.  Turn left and line up for a running jump and grab N to the next pillar.  Pull up, turn right and take a running jump into the E doorway.

 

Follow the passage to a room where you'll find the first TRIDENT on a glowing pedestal.  The moment you pick it up you're assaulted by two wraiths while the N door in front of you opens.  Run forward and slide down to a veranda.  Quickly line up for a running jump N and grab the central patio.  Pull up, turn left and jump W into a side alcove with a bird statute.  Stand there until the wraiths self destruct on it, then run around a bit and jump back to the central patio and run around some more to make sure a door opens in the floor of the pool below.   Hang from the N or S edge and look down.  If you see a fish design in the center of the pool below the patio, you need to pull up and run around some more.  I believe the trigger is located in the bird statue alcove and not in the patio

 

Anyway, when you see that the opening is there, drop down into the water, swim into the opening and follow the S passage to a larger room.  Pull out S and walk forward to the pedestal for shotgun ammo, a small medipack and crossbow arrows for SECRET #2.  Swim back to the opening, surface and pull out of the pool.  Notice that the SE fish statue is slightly different from the others.   Push it two times S, then climb up onto the platform and use it to pull up onto the S veranda.  Jump over to the central patio and from there to the N veranda, where you'll awaken a sleeping skeleton.  Use that shotgun to blast it over the edge,  then enter the small room and pull the block out of the N wall.  Get up onto it and jump to grab the opening in the ceiling.  Pull up into the next floor and find another block in the N wall.  Follow the W passage until you meet a gladiator.   Pepper him with pistol ammo until he falls, then continue along the passage until you meet the moveable block from the other side.  Push it once S, then run back along the passage, climb up onto the block and use it to access the hole in the ceiling. 

 

Pull up to the next floor.  The NW jar is empty, the NE one contains a skeleton, so don't waste your ammo.  Follow the S passage to the next room, where a gladiator is aroused by more heroic music.  Kill him, then shoot the jar in the S alcove from a safe distance.   After the flaming explosion, enter the alcove for pistol ammo.  The W alcove contains shotgun ammo.  Head down the E ramp and safety drop to the room below.  You're in a familiar corridor, so go down the S stairs to the room where you began this level.

 

E Doorway: Flaming Columns, Second Trident

 

Jump to the central structure and pull down the E switch if you haven't already done so.  Hop down E and pull up into the doorway.  Follow the passage to an armory where you meet up with another gladiator and more heroic music.   After doing him in, note the closed door in the S wall and go N into the adjacent area to find a small medipack on a pedestal.   Go N up the stairs, either right side or left side.  The SE jar at the first landing contains shotgun ammo.  Continue up the stairs to the top and cross the bridge N to a room with a fixed camera angle.  From the pedestal take the pistol ammo and the shotgun ammo.  Go back across the bridge and find a wall switch on the other side of the carved statue mural.  When you pull it down the large gates behind you open, revealing two rows of columns with timed flame blowers.   The left row leads to another secret, so let's take that one first.

 

Wait for the flames to subside, then take a running jump to the first column on your left.  Pull up in a corner, where you'll be safe.  When the flames subside once more, take a running jump to the second pillar.  While you're still in the air you'll be subjected to an annoying camera angle (Lara's interest being directed elsewhere), so hop back and grab the edge of the second column as soon as you land.  The third column has a perpetual flame, so pull up onto this second column and, when it's safe to do so, step forward and take a standing jump to grab a climbable surface on the third column.  Instead of pulling up, drop until Lara is grabbing the bottom of a dark strip as she did earlier.  Shimmy right around two corners, allow Lara's feet to become "set," then take a rolling back flip to grab the fourth column.  Now, before Lara's feet become "set" this time, perform a ledge jump to grab the top of the column.  Pull up in the right corner, wait for the flames to subside, then turn left and take a running jump into the E opening. 

 

The door closes as you enter.  Pass another closed door and follow the ramp down to a room.  Go across to the pedestal and take the pistol ammo, the shotgun ammo and the small medipack for SECRET #3.  As you exit you're greeted by a gladiator.  The door S at the top of the ramp is now open, so follow down the facing ramp and through the next room until you reach a pole.  Jump to grab it and slide down to the room below.  Run E, do battle with another gladiator in the next room, and approach the N door to make it open.  You're back in the armory, so run across to the N stairs and go up to return to the flaming columns room.   This time we'll take the row on the right.

 

This one is much easier.  Jump and grab the first column on your right when the flames subside.  Jump to grab the second column, pull up and slide down the other side, jump off to grab the third column.  Pull up and jump to the sloped fourth column, slide as necessary and jump off to grab to the W opening.  Pull up and follow the passage (a door slams shut behind you) to an area guarded by a gladiator.   The jar in the nearby alcove contains shotgun ammo.  Continue N and take the second TRIDENT from the glowing pedestal.  Two wraiths appear, the kind that can set you on fire, so run forward and slide down the slope.  Jump off near the bottom so you won't land on a flame tile, then run forward into the water to douse the wraiths.  Pull out and continue N to a room with a pole.  You're given advice to jump forward off the pole by pressing the jump key, so climb the pole and do just that.  Shoot the NW jar for a small medipack.  Shooting the SE jar creates an explosion and leaves you with pistol ammo.

 

Jump back to the pole and continue climbing upward.  Jump off to one of the corner ledges and hop into the S passage.  Follow to the next room, and the heroic music means another gladiator.   Go down the W ramp and safety drop down to a familiar corridor.  Go S down the stairs and across the room to the Poseidon statues.  Affix the tridents to open the S double doors.  Enter (the doors close behind you) and go to a small room with a central pool.  The NW jar contains shotgun ammo.  Shooting the SE jar causes one of those explosions and leaves you with pistol ammo.  The pool is empty, as is the far S room (but note for later the receptacles with the Greek letters).   Entering either side passage takes you to another level.  Since the E passage takes you to Underneath the Temple (Part II), let's take the W passage to keep things in their proper order.

 

Level 2: UNDERNEATH THE TEMPLE

 

Follow the passage to an upper room with a pole.  The jar across the room is the explosive variety, and it leaves you a small medipack.  Jump to the pole and slide down.  Note the closed S door at the first level and continue sliding down to the floor.  As you enter the N passage you're admonished to save your game, so do so now. 

 

You need to get past three tiles guarded by intermittent flame blowers.  It's not all that difficult.  The way I did it was to press my nose against the wall, wait for the flames to subside and then side flip over the tile as heroic music cheers you on.  I saved after each successful jump.  When you've passed this gauntlet, proceed into the next room and avoid the "water" at all costs (it's deadly).  Jump to the NE ledge to activate a set of spikes in the adjacent channel.  Jump N, then NW and shoot the jar for some pistol ammo.  Jump back to the previous ledge.  Face SE and jump to the slope on the other side of the spike channel.  Jump back and forth from one slope to the other, using the left arrow key to bring you inexorably to the other side of the channel.  Spikes will pop out periodically, so don't lose your nerve.

 

When you reach the other side, jump to the safe SE ledge and pause to catch your breath.  Jump E toward the open doorway.  The N jar contains crossbow explosive arrows, the S jar is explosive and leaves you nothing.  Enter the E passage and follow to an open area.  The jar in the alcove to your left contains a large medipack and can be safely shattered.   As you enter the next area there's more heroic music, signaling an enemy of some importance.  Indeed, a gladiator on horseback comes trotting toward you. You need to maneuver yourself so that you're to the left as the horse approaches you, so that you can shoot the gladiator on his right side.  When you're successful, the gladiator will be knocked off his perch, where you can then shoot him in the chest until he falls.

 

There's a closed door in the N wall.  Enter the passages in the E and W walls.  The jar near the W opening is empty, but the one near the E opening contains flares.  In both passages there are facing slopes against the far walls.  In the E passage, stand with your nose against the slope to your right. Back flip onto the slope behind you, jump forward and back flip off the first slope.  Jump forward off the second slope and grab the S ledge above you.  Pull up and jump to the W opening.  Shoot the jar on the ledge in front of you.  It explodes and leaves you something.  Take a running jump and grab over there to find that it's shotgun ammo.  Pick it up and jump W to the wall switch.

 

Pull down the switch for a static cut scene showing that closed door in the main room below.  Safety drop to the floor and enter the W passage.  Use the same technique described earlier to access the upper ledge.  Jump to the E opening, shoot the jar across the way, wait for the explosion to run its cycle and jump over there for some pistol ammo.  Jump forward and pull down the wall switch to open that door down below.

 

Safety drop to the floor and enter the open N doorway.  The door slams shut behind you.  The right side passage leads to a dead end.  The left side passage leads to a crawl space.  Crawl inside and follow around in a clockwise direction until you reach an opening.  Lower Lara down the other side (or hit the jump key and Lara will flip out) and enter a dungeon-like room with a sleeping skeleton.  First, pick up the shotgun ammo in the near corner.  So far, so good.  Go across to the SW corner and pick up the pistol ammo.  Now, facing the skeleton, pick up the CROSSBOW for SECRET #4.  Sure enough, the skeleton awakens, so let him have it. 

 

Get back into the N crawl space and return to the anteroom.  Run up the central ramp to a high ledge overlooking the previous room.  There are two jars here.  The W one contains shotgun ammo, the E one is empty.  Stand at the ledge's edge and take a running jump to grab the first of three horizontal poles.  Swing around, jump to the second pole, repeat for the third pole and jump off to land on the upper S ledge.  As you run forward into a new area, you're admonished once again to save your game.  Do so.

 

You can do this either on the right side or the left side.  Choose your preference, slide down the slope and jump with a curve to the spike tile.  As soon as you land, take a running jump to the central spike tile.  Without stopping, take a running jump to grab the S slope.  You should be able to accomplish all this before the spikes become active.  Pull up, slide down the facing slope, jump forward and then back and forth between the slopes, using the arrow key to bring you either left or right.  When you reach the applicable spike tile, take a running jump S to safety. 

 

Go S past the wall torches into the next area (but note the hole in the ceiling in the torch passage).  A gladiator comes out to challenge you.  The next room appears barren.  However, there's a moveable block in the S wall.  Pull it back into the previous passage, just beneath the hole in the ceiling, climb up onto it and jump N to grab the ladder.  Climb up into the upper room, run forward and take the pistol ammo and shotgun ammo from the pedestal for SECRET #5.

 

Get back down and push the block S until it comes to rest under another ceiling hole in the gladiator room.  Get up onto the block and jump up N to grab the ladder above the hole in the ceiling.  Pull up into an upper room and shoot the explosive jar N.  Run forward and pick up the pistol ammo after watching the flyby.  Save your game here as suggested and step out to the edge of the ledge facing W.

 

When the flames stop issuing from the mouth of the nearest lion's head, take a running jump W to grab the ledge jutting from the N wall.  Ready your shotgun as you pull up, as a skeleton is awakened on the S ledge.  If you're lucky, you can dispose of him as he gets set to jump.  If not, he'll jump over to you, so wait until you can see the whites of his eyes before blasting him into oblivion (otherwise, you'll simply bounce him back to his home ledge).   If you prefer, you can simply blow him away with an explosive arrow. Jump S to the skeleton's former perch after noting the closed E door, and face the nearest S ledge.  Now you have to face more flame blowers.  Jump to the ledge when the flames subside, but don't pull up right away.  Hit the look key so you'll know when it's safe, then pull up and take a running jump diagonally to your left to grab the next ledge.  Wait here as well before pulling up, then take a running jump to the S ledge where you can take the LAMBDA from the glowing pedestal.  A cut scene shows a nearby door opening.

 

Turn around and jump back to the previous ledge when the flames are down.  Hop back, grab the edge and use the look key to determine when it's safe to pull up and jump NW to the next ledge.  Repeat the procedure, hopping back and grabbing the edge, and at the right time pull up and take a running jump and grab to the N ledge.  Pull up and take a running jump to the ledge jutting out of the N wall.  Turn left and wait for the flames to subside before taking a running jump and grab to the ledge in front of the open doorway.  Pull up, enter and note the on-screen admonition to save your game.  Look down N and survey the traps before you.   What you need to do is slide down the exact center of the slope, jump over two spike traps, then jump to grab the rope. 

 

Swing forward and jump off to land inside the N passage.  Follow to a small room and safety drop to a lower passage.  Go to the T-intersection and look up left to see a spike barrel.  Don't go there yet.  Instead, go to the shaft to your right, hop back to grab the edge, release and grab the crawl space just below.  Crawl to the other end and either flip or lower Lara into the next room for SECRET #6.  The jar in the SE passage contains a small medipack.  The jar against the W wall contains shotgun ammo.  The jar against the S wall is empty and explosive, so leave it alone.  

 

Go back through the crawl space, hang from the other side and perform a ledge jump to return to the spike barrel passage.  With your back to it, hop back onto the ramp to trigger the barrel, run back down and to your right as the barrel rolls past you and explodes in the shaft (obliterating the crawl space you just used).   Run S up the ramp, and when you reach the upper room you'll need to deal with a gladiator.  Loop around to the right and follow the N ramp to a door that opens upon your approach.  Jump to grab the pole and climb up.  Jump off into the N passage and follow to a brief pit stop in The Lost Temple.  Jump across the pool, enter the E passage and you'll be taken to the next level.

 

 

Level 3: UNDERNEATH THE TEMPLE (Part II)

 

You come out in a room that looks very similar to the start of the previous level.  Shoot the explosive jar from a safe distance and go over for the pistol ammo.  Jump to the pole and start sliding down.  Note that there's no closed door at the corner ledges, so slide all the way down to the floor.  Follow the N passage to a room with a flaming bowl.  Loop around to the right, enter the S passage and kill a gladiator

 

As you enter the next area, flames galore are activated.  Naturally, the jar in front of you is the explosive variety.  It holds pistol ammo, so jump there and get it.  Take a back flip and hop back until your back is against the entrance wall.  There's a wall switch in front of you, but you need to wait until the laterally moving flame blowers move away from you before running forward to pull it down.  When you do so, the N door ahead of you opens, so hop back, jump up onto the bridge and run through the open doorway.

 

Run up the ramps to the next room, where more flames are activated.  A flyby warns you of a perilous upcoming tightrope walk.  Of course, the "water" is deadly.  The builder obviously intends that you choose either of the tightropes to make your way across the room, hazarding the timed flame blower along the way.  Actually, I got across quite easily by instead jumping to a side ledge and using a side flip to get past the jugs and the pillars.  When you get across, go up the N ramp and meet a gladiator.  Continue to the top and find yourself overlooking the previous room.  There's a long tightrope that you need to cross the old-fashioned way, but at least there are no flame blowers to impede your progress.  But come to think of it, and I hate to be a wet blanket, you can avoid the tightrope here as well by hanging from the edge and shimmying all the way around.  It's tedious, but no more so than using the tightrope.  It's unclear whether the builder intended to show such special kindness to the tightrope-challenged among us.

 

When you get over to the E side, by whatever means, enter the passage and jump to grab the pole.  Slide down, but not all the way because of the butt-warming flame tile.  Jump off S to grab the next pole, and now you can slide safely down to the floor.  Draw your shotgun, look up and shoot the grate in the N wall.  Climb inside the crawl space and follow the passage to a room with a sleeping skeleton.  Take the small medipack and the pistol ammo from the raised tiles.  When you pick up the crossbow arrows for SECRET #7, the skeleton is awakened, so deal with him accordingly.

 

Return to the previous room via the NE crawl space and go up the S ramp.  You hear the sound of triggered spikes as you near the top, so carefully jump over the spikes to grab the ladder in the S wall.  Climb up to a room that appears somewhat similar to the previous tightrope room.  There's a large medipack on the central ledge with the fish statues.  The pool contains nothing of interest.  The E and W passages are open, the S door is closed.  Enter the E passage and shoot the left jar from a safe distance.  Both jars will explode in flames, the one on the right leaving you a small medipack.  Of course, you could have just shot only the jar on the right to avoid the pyrotechnics.

 

Use the block to jump to a hole in the ceiling.  Pull up into an upper room and pull down the wall switch.  A cut scene shows the flames going out on the N side of the pool.  Get down and go across into the W passage in the pool room.  Shoot the left jar for some shotgun ammo.  The jar on the right explodes when shot and is empty.  Another block, another hole in the ceiling.  Get to the upper room and pull down the wall switch for a cut scene showing that the flames on the S side of the pool have now gone out.

 

Get back to the pool and find four moveable blocks.  There's no need to move any of the blocks except the NE one, unless you want the next secret.  If you do, then move the blocks as far as they will go, and a path will be opened in the water.  Swim down and locate two stashes of shotgun ammo for SECRET #8.  Get back to the NE block, climb up onto it and pull up onto the upper ledge.  Use the tightrope to get across to the W ledge (no shortcuts for the tightrope-challenged this time, I'm afraid).  Run around and take a running jump and grab the S ledge.  Pull up and enter the W passage.  Follow to a room with two pedestals and a wall switch.  Take the pistol ammo from the pedestal on your right, which alerts a gladiator.  After he's gone, take the shotgun ammo from the other pedestal and pull down the wall switch.  A cut scene shows the closed upper door in the S wall. 

 

Exit this room and turn right when you reach the ledge.  Take a running jump S and grab the next ledge.   Instead of pulling up, shimmy left around two corners.  Pull up when you've passed the second pillar.  Follow the ledge past the closed door to the far end.  Take a running jump N and grab the ledge.  Pull up and enter the E passage.  Deal with the gladiator, then take the shotgun ammo and large medipack from the pedestals.  Pull down the wall switch to open the door in the S wall.  Go back there and enter. 

 

Go up the ramp as a fixed camera takes over.  Enter a room with giant swords hanging from the ceiling.  They pose no threat, however, as they can be easily avoided.  I played chicken with all six until they dropped.  Don't run into the blades, however, even after they've dropped, or you'll die.  Go to the glowing pedestal and take the OMEGA.  A cut scene shows a door opening down below.  Run back down the ramp, drop to the floor below and enter the open S doorway.  The door shuts behind you as you run down the passage.

 

In the next room, vault up onto the raised tile.  Shoot the two jars, just for fun.  The one to your right explodes and leaves you nothing.  The one to your left leaves a large medipack.  Jump up to grab the grate and monkey swing W.  Turn left at the intersection and get that medipack.  You can jump from here to get on top of the grate, but alas, it appears there's nothing up there to reward your cleverness.  Get back on the grate, monkey swing toward the center, turn left at the intersection and continue to the W end.  Drop down and enter the open W doorway.

 

Follow to a slope and slide down backwards.  Grab the edge and shimmy left around a corner.  Pull up and enter the E passage.  Take the pistol ammo and large medipack from the pedestal for SECRET #9.  Drop down to the floor below and go up the N ramp.  Follow to a room with a gladiator.  Loop around to your right and run down the N passage.  A door opens at the end as you approach.  Get on the pole and climb to the top.  Jump off and enter the N passage.  Follow to another pit stop in The Lost Temple.  Turn left at the pool and enter the room you explored earlier without success.  Now, however, you have a couple of artifacts.  Insert the Lambda and the Omega in their appropriate receptacles to open the S doors.  Go through either one and follow the E passage past a room with jugs.  Slide down the slope ahead to be taken to the final level.

 

 

Level 4: ZEUS' THUNDERBOLT

 

Note by Walkthrough Writer:  I'll leave it to the language experts to debate whether it should properly be Zeus' or Zeus's.  According to the Harbrace College Handbook:  "If the singular ends in an s or z sound, add the apostrophe and s for words of one syllable.  Add only the apostrophe for words of more than one syllable unless you expect the pronunciation of the second s or z sound."  Examples:  James's book, Moses' law, Xerxes' army, Hortense's coat.

 

Continue sliding down a couple of slopes and jump off near the bottom to land on a bridge.   Beyond the flaming bowls, the jar on the right is explosive and contains pistol ammo.  Jump back to the slope you slid down, release to grab the ladder, and climb down.  Parts of the floor below look suspiciously deadly, but all is well.  Hop down, go around to the other side and see a closed trap door.  There's nothing more to do down here, so climb back up the ladder and back flip to the bridge.

 

Take a running jump W across the gap and turn the lion's head in the W alcove.  The S gate opens, so go inside and shoot the explosive jar for a small medipack.  The surface far below looks like deadly TR3 lava, but it's actually harmless water.  Drop down and swim into the N opening.  Follow to a room, pull out and run to the pedestal where you find shotgun ammo and a large medipack for SECRET #10.  Go up the E ramp and follow the passage to a raised tile.  Vault up onto it and pull down the overhead trap door.  Climb out into the area you explored earlier.  Use the ladder to return to the bridge, jump back to the W area and enter the S passage once more.

 

Note the funny-looking horizontal strips on the walls around you.  You can jump and grab them, so start with the lowest one in the E wall.  There's a similar strip right above it, so perform a ledge jump to grab it.  Shimmy left around the corner until the third strip comes into view above.  Repeat until you reach the top strip, then shimmy left and pull up onto a ledge.  Take a running jump into the N opening and prepare to do battle with a gladiator.

 

Continue up the ramp to the next room.  The SE jar (non-explosive) contains pistol ammo.  The NW jar (explosive) contains a small medipack.  Save your game as suggested and approach yet another tightrope challenge.  When you reach the ledge at the halfway mark, go left and take the shotgun ammo from the pedestal.  Reverse roll and return to the central ledge.  You could continue E and come back here later, but this would require some needless backtracking.  Instead, turn left, get back on the tightrope and continue N until you reach the other side.  Try to ignore the dropping flame balls, which appear to do no harm other than to distract you.

 

When you arrive safely, step forward, pull up into the higher room and take the first GREEK HELMET from the glowing central pedestal.  As soon as you do so, three skeletons materialize around you.  Deal with them.  When all is clear, take the pistol ammo from the E pedestal and the crossbow arrows from the W pedestal.   Go back S and make one last tightrope walk to the central ledge.  Turn left and go E into the passage, down the ramp and continue to a slope.  Slide down and jump off near the bottom so you won't land in the burning oil.  Turn left and the door will open upon your approach.  Drop down into a familiar area. 

 

Jump across to the central ledge with the flaming bowls, run forward and take a running jump over the gap to the E area.  Turn the lion's head in the alcove to open the S door.  Enter the passage and jump to the pole.  Slide down a bit, but watch out for the spike trap at the bottom.  Wait until the spikes are triggered, then slide down until your feet are about level with the tips of the spikes.  Turn to face the N crawlspace, jump forward to grab the edge and crawl in.  Stand up when you're able to do so and run down the ramp.  You find yourself at the edge of a deep pit.  This time there are no tightropes in sight.

 

Use the ladder you saw in the fixed camera to climb down to the floor below.  Something seems mighty ominous down here, but as you run about this area nothing bad happens.  Yet.  Go to the facing ramps in the center of the room and start with the S one (since the N one is presently blocked).  Run up the ramp to the next room, where a flyby heralds a coming spikefest.  Save your game as suggested and make your way to the S side of the room (running over the spike fields does not trigger the spikes).  Pick up a TORCH and jump to the central flame bowl to light it. 

 

It turns out that lighting some of the torches is quite safe, otherwise not.  I'll tell you which ones to light.  First, the nearest one SW.  A cut scene shows a pole coming out of a lion's mouth.   NW, neither one.  NE, the one on the left.  Due E, light this one for a cut scene showing a door opening.  SE, the one on the left for another cut scene.  Leave your torch behind and exit this room W.   

 

When you get down to the bottom of the ramp you find a gladiator running about in the room you've already explored.  Kill him and head up the N ramp where the door is now open.  Follow to a room with a lion's head handle.  Turn it to initiate a timed run of 49 seconds.  Reverse roll and sprint down the ramp to the previous room.  Turn right and sprint to the ladder.  Pull up at the top and turn left.  Line up a running jump to the pole, grab it, swing around, jump off and dash into the timed doorway on your right.  Run down the ramp and follow to the next room.  You hear the sound of a door opening as you approach the room.   Run across to the pedestal and take the pistol ammo and shotgun ammo for SECRET #11

 

The fixed camera angle here is annoying, but apparently there's nothing else to do in this room, so return to the timed doorway (the door is open once again).  Turn right and take a running jump E to the next swingpole.  Swing around and jump off to land on the E ledge.  Hop over and take the second GREEK HELMET from the glowing pedestal.  Jump N, then take a running jump W to the last swingpole.  Swing around, jump off and enter the N opening.  Follow the ramp and climb the blocks to an upper room guarded by a gladiator.

 

The S jar is empty, the N one explodes and leaves you some shotgun ammo.  Turn the lion's head handle in the W wall to open the door to your left.  Go there and hop down to find yourself in a familiar area. Jump to the central ledge with the flaming bowls and face N.  You can get there by taking a running jump to one of the ledges lined with pillars, then hop to the N area.  Run forward and insert the Greek Helmets in their receptacles.   The door between them opens, so enter, run along a passage lined with huge bowls, and slide down the slope to your next set of tasks.  A lingering flyby takes you through the next room.

 

Take a running jump NW to the only accessible ledge.  From the N edge take a running jump to grab the swingpole.  Swing around, jump off and jump two slopes to grab the E ledge.  Pull up, turn around and take a running jump NW to the corner ledge.  Pull down the wall switch to lower the spikes on the central pillar.  Return to the previous ledge and find that there's a ladder on the W side.  Climb down to the floor, do battle with a couple of gladiators, and pull up into the E opening.  Follow the passage and monkey swing to the other side.  Pick up the crossbow arrows, then push the block ahead into the next room.  Hop down and take the pistol ammo, shotgun ammo and large medipack from the pedestal for SECRET #12.  Get back to the ladder, climb up to the top of the ledge and jump to the spike pillar.  Jump to the E ledge and turn the two lion's head handles.  The door between them opens, so run up the ramp and follow to the next room.  Watch the ensuing flyby carefully.

 

Run to the E end of the room and climb the pole.  Jump off into an upper room.  The N and S ends are each guarded by a gladiator.  Shooting the S explosive jar gets you nothing.  Shooting the N jar gets you a skeleton.  In each of the SW and NW passages you will find two moveable blocks in the walls.  All are marked with a Greek letter.   Push all four blocks down to the floor below.  When you move them onto their corresponding tiles surrounding the central structure, blocks are raised to give you access to the hole in the high ceiling.  Climb the blocks and use the E ladder to access the room above.  Head E along the passage to awaken three hydras in the next room. 

 

A walkthrough isn't going to be of much help to you here.  All three of the monsters are simultaneously hurling deadly green bolts at you, and you can kill only one at a time.  And your gunfire is effective only when you see a flame in the hydra's mouth while it's holding its head high.  When you see a flash of red and hear a yelp, you know you've scored a hit.  Only trouble is, it requires a number of hits to take each monster down (at least 11 each, by my count).  Assuming you have enough ammo and health and agility, you'll eventually get the job done.  Two stashes of extra shotgun ammo have been graciously provided nearby if you need it.

 

When the last hydra has been vanquished, a series of explosions takes place on the E pedestal.  When all is quiet, go there and take the FORGED LIGHTNING BOLTS to end the level and the game.  A final FMV shows Lara leaving the temple with another conquest on her resumé.