The Lost City of Varaldun
Level by Mytly
Walkthrough by
Mytly
Key:
RJ = Running jump
RJ+G = Running jump with a grab
SJ = Standing jump
SJ+G = Standing jump with a grab
N, S, E, W = the directions on the compass
The secrets
often involve short side quests or preliminary setups. Actions that are required only if you’re going for the secrets are
marked in purple.
There are some
shortcuts experts can take if they can manage some really tricky jumps. These
shortcuts are marked in green.
If you need savegames for any reason, you can download a package of 4 savegames here . Their
locations are marked in the walkthrough. Further instructions
in the package.
Waterfall Area
Lara slides down a
waterfall. A flyby shows you some of the surrounding areas. When it ends, get
out of the water, shoot a crow, and explore the area for some goodies: shotgun shells
in a clump of poppies to the S of the river, and a small medipack in the cave
behind the waterfall. Open the door in the S wall. A female ninja greets you beyond –
kill her and take her shotgun shells. Climb the steps. Note the
keyhole for later. Jump onto the wall on the left of the steps, RJ+G to one of
the windowsills in the building opposite, and shoot out the window. Get flares
from between some crates, and a small medipack under the moveable crate near
one window. Find the moveable crate in the middle of the room, and pull/push it
twice. Open the floor trapdoor that was under it and drop down.
Inside the Factory
Go down the corridor.
A flyby shows you important spots in the room ahead. There is a stream of molten metal flowing down the
factory floor, so don’t even think of going down there. Instead,
RJ+G the hanging wooden platform. Note the door behind the spikes, which is for later. Now, RJ+G towards the ledge with the thumpers.
(Lara won’t grab anything – but you need to press action to lower her
trajectory or else she will hit her head against the upper ledge). She’ll land
in front of the first thumper, losing a tiny fraction of health. Time a run
past the first thumper, and stop immediately on the next square. Do the same
twice more, pull the switch at the end of the ledge, and return past two of the
thumpers. RJ+G to the open door to the left.
Kill another ninja,
and take her Factory
Keys. Use the keys in the keyhole on the far wall to open a trapdoor
above (these keys will stay in your inventory and can be used again and again).
Bounce on the sloped columns on the opposite side of the room to jump up to a monkeyswing, swing your way to the other side of the room,
drop onto another sloping column and jump immediately to the ladder ahead.
Shimmy around the corner and up through the open trapdoor.
Trapdoors and Timed Runs
(If you want the
first secret, follow the instructions in purple. Otherwise ignore them.) At the corner of the corridor ahead, turn around and use
a jumpswitch. You can see a block retracting, leaving a hole in a wall. Continue
down the corridor and into the room beyond, which is the upper level of the
thumper room. Note the three lowered trapdoors and
the hole in the wall. Pull the switch ahead, roll and run to the
trapdoors (two of which are now raised). If you’re
going for the secret, RJ to the first trapdoor, take a
sharp right turn and RJ+G to the hole in the wall. Get Secret # 1: a Secret Disc
and a shotgun. The timed trapdoors
are already lowered, but the third trapdoor is now raised, so RJ to it, and go
back to the timed switch. Pull it again, and run to the trapdoors again.
Try to land on the first one such that you have enough room to RJ to the next
one, and then SJ+G the ledge ahead.
Note the door on the
left – you’ll come through the other side of it later. For now, go right. Get
some shotgun
ammo from near the window, and notice another door that’s also for
later. Look down the hole in the floor with the two
rotating traps. Stand in one corner, turn around, look down to see
when the higher trap just passes by, then safety drop down and immediately let
go, before the lower trap reaches you. This way, you won’t lose any health.
Find the moveable
crate and move it to under the switch high on the wall. Get the large medipack
that was under the crate. Climb the crate and use the switch to open a door in
the corridor with some steam traps
opposite. Kill a mechanical beetle. Move the crate to the edge of the chasm,
climb it, and RJ+G the opposite side.
Fun with Conveyer Belts
Don’t pull up on the
moving grey part of the floor (a conveyer belt) – shimmy right or left and pull
up on solid ground. There are a couple of strategies to get to the top of the
sloping corridor, depending on your patience and whether or not you’re willing
to sacrifice some health. The simplest method is to jump onto the conveyer
belt, keep running against it (regular running is not fast enough to counteract
the conveyer belt – sprinting is effective, and RJs are the most effective),
and dodge the steam emitters as much as you can. The longer but healthier
method is to jump diagonally from alcove to alcove when the steam emitters are
off, and stay off the conveyer belt until you reach the door.
Sprint through the
door, then jump onto the right conveyer belt at the junction. Keep running
against it until you can RJ+G the alcove with the chain (Savegame 1). Pull the
chain to change the directions of the conveyer belts in the room. Jump down,
and run forward to the part that’s now stationary. RJ+G the conveyer belt on
the opposite side. Try to grab it a little to the right of the alcove, because
Lara will move to the left when she pulls up. Jump into the alcove and pull
another chain to change the directions of the conveyer belts again. Climb down
and ride the conveyer belt to the end (note that it can take Lara up a slope
that would be normally too steep for her to stand on). Turn the valve wheel to
flood the lower part of the room. Expert’s
Challenge: You can skip both chains if you can manage to RJ+G the opposite
conveyer belt directly from near the door.
Jump into the water
and swim through the low opening. In the room beyond, pull the timed underwater
lever, turn around and climb onto the trapdoor behind you. Turn right and SJ+G
the higher block. Get the small medipack. Turn around and RJ+G the
opening opposite, taking care to avoid the swinging chain.
Trap Gauntlet
Watch the flyby
carefully, as it shows you the route through the upcoming traps. Drop down and
walk forward until you hear the rollingball
drop behind you (alternatively, turn around and hop backwards so that you can
see it drop). Sideflip onto either of the sloping
sides and hold down jump so that you bounce over the ball. Stand one square in
front of the spikes, turn around, and
hop backwards twice when they go down, safety drop to the crumbling
platform below, roll immediately and SJ+G the monkeyswing
ahead. Swing to the end, drop off, and climb onto the walkway above the monkeyswing.
SAVE! The upcoming
jumps on the crumbling platforms are
very tough. You can save in mid air if you think you’ve done the jump correctly
(in a new slot, obviously!), but otherwise it has to be done in one go. Take a
diagonal RJ to the first one, and roll in mid-air. Run with a left curve to
land on the one opposite (this has to be a blind jump, since if you stop to
line it up, the platform will crumble). RJ with a sharp left
curve to the next one. Depending on where you land, RJ or SJ+G to the
next one. From there, just jump into the water below (Savegame 2). Expert’s Challenge: It’s possible to skip the monkeyswing and two of the crumbling platforms entirely.
When the spikes go down, take a curved running swandive
to the crumbling platform on the right. Lara hits the edge and somehow winds up
standing straight on it. From there, continue to the remaining two platforms as
normal. It may be possible to do this with a regular RJ or RJ+G, but I haven’t
managed it. (Credit to DJ Full for discovering this
shortcut.)
Through the Glass Ceiling
Pull out on your
left. Use the switch to turn on a mechanism that lowers a rope from the block
in the ceiling. You can’t reach the rope from here, so swim to the opposite
side and RJ+G it from there. Turn to the right until Lara is facing the ladder
above the wheels. Swing once, but don’t jump yet. Wait till Lara has her feet
around the rope again, then swing once more, and she’ll go higher this time –
high enough to grab the ladder. Climb up and out onto a glass floor. Kill a ninja
and get her shotgun
shells, and kill a mechanical beetle. Turn the cog switch at least 4
or 5 times, and then run to the left. At the edge of the glass floor jump down
to the flat part of the conveyer belt and RJ till you get through the lowering
door.
Jumps through Fire
A camera shows you a crowbar
on a wooden platform high up – that’s your destination, of course. But first,
explore this room for some goodies: flares on the right side, uzi clips
behind the crates at the far end, and a large medipack in the pool. Also note the cog
switch in the corner.
Use the switch next
to a crate with a flame emitter
on it to turn off that flame. Climb the crate – which turns off the timed flame above the pillar ahead – and
RJ+G that pillar. Do the same to the next pillar (taking care to land a little
to the right to have enough space for running), then run with a sharp left
curve to the next one, RJ+G the next one, RJ+G with another sharp left curve,
RJ+G again, roll, and RJ to land on the wooden platform. Needless to say, all
flames above these pillars are timed. If Lara catches fire at any point, jump
into the pool below.
Get the crowbar, and
see a camera shot of spikes lowering before a crowbar door (remember this door
from the thumper room?). A wraith shows up, so drop into the
pool below, and stay underwater till it explodes. Get the large medipack
now if you didn’t do so before. Get out of the pool, and go use the cog switch
in the corner 3-4 times, and run for the door. Ride up the conveyer belt and up
the slope.
Cross the glass
floor, jump onto a coal bin, and SJ+G an alcove opposite. Open the door with
the crowbar. You’re back in the thumper room. Go
straight ahead to the room with the rotating traps (now blocked), and open the
door on the right with the crowbar. Get Secret
# 2: the second Secret Disc, a large medipack, and shotgun shells. Return to the thumper
room. RJ to the hanging wooden platform and jump to
the door where you saw the spikes lowering. Open the crowbar door and
enter a new room.
Melting and Freezing Pools
Kill a mechanical beetle.
Note the two pools: one frozen and one liquid. Jump into the latter and use the
underwater lever. Get out, climb the block that expanded from the wall, and
jump straight up to grab the underside of the conveyer belt. Hang on for the
ride and drop off on the wooden bridge. Note the two doors and the jumpswitch
above the E one and alcove above the W one. You can do the next few tasks in a
various different orders, but the following is the most efficient way. Stand on
the W side of the wooden bridge facing E. Grab the upper side of the conveyer
belt, shimmy roughly one square to the right, pull up and RJ+G straight ahead.
Lara will move off to the left, and will therefore be able to grab the
jumpswitch. The door below it opens. Go inside, use
the Factory Keys in a keyhole next to a window to raise a trapdoor just
outside. Now go stand on the E side of the bridge, grab the conveyor belt,
shimmy left, pull up, and RJ +G to the alcove opposite. Get a torch
and drop down onto the bridge. (Make sure you don’t drop the torch to the
floor, or you’ll have to go get another one.)
RJ onto the raised
trapdoor, stand on its SW corner, and jump into the
alcove with the burning wood. Light the torch, turn around, SJ back onto the
trapdoor, and RJ back to the bridge. Light the pile of wood in the middle of
the E room. A flyby shows mechanisms starting up, and the frozen pool melting.
Leave the torch where you can easily find it again, and jump down into either
of pools, as a wraith
is behind you. Stay underwater till it dies, and use the underwater lever in
the newly unfrozen pool to open the W door. Get back onto the bridge, get your
torch and go light the pile of wood in the W room. A similar flyby shows the
other pool freezing. You can throw away the torch now.
Jump in the pool to
get rid of another wraith. Pull/push the cage to right opposite the
alcove with the chain. Climb on it and RJ+G to the alcove,
pull the chain to open a door above the conveyer belt. RJ+G to the cage again,
and climb onto the wooden bridge from it. Climb onto the conveyer belt, and
this time you can simply stay put for the ride. Move the table, and pick up the
Fuse.
A trapdoor above a ladder opens. Run against the conveyer belt and drop down to
the wooden bridge. Go through the E room, up the ladder and out into the
vestibule of the factory. Use the Factory Keys to leave. A wolf attacks – kill it.
Waterfall Cavern
Go to the cave behind
the waterfall and use the Fuse on its holder next to the door. Go inside, and
watch as a flyby takes over. It shows some important spots in an underground
cavern with a lake, buildings built into its sides, a large rock pillar in the
middle, and a waterfall falling through the hole in the roof. Your destination
is the top of the pillar, but you can’t get there directly. For now, climb down
or jump into the water below. Get some uzi clips and shotgun shells from the bottom
of the lake.
Swim to the S side of
the lake, get out of the water, and kill a couple of snakes who are trying to get too
friendly. Jump onto the first flat rock in the lake. The next rock is too far
to jump to directly – instead, take a RJ to the sloping base of the rock pillar
to its right, and hold jump to bounce to the rock. RJ to the flatter portion of
the base ahead, and from there, RJ+G the final rock. (This jump is tricky – if
you can’t make it normally, then set up a normal RJ, jump once straight up, and
then RJ, and you should be able to grab the rock.) Grab the crack on the nearby
(manmade) pillar, shimmy to the left, and drop down to grab a jumpswitch. A
door opens high up on a wall.
Swim to the E side
and wade out of the water. If you want the large medipack in the NE corner, you have to
RJ to it and back. Walk up the high spot before the swingpole, RJ to it, and
jump off it with a sharp right curve to land in the doorway up ahead.
Bridge of Switches
In this room, there
are 8 crowbar switches on a bridge: some of them open the circular door, some
have no effect, and one closes it. To find out which ones to use, (as the
camera clue shows you) drop into the pool below, get some shotgun shells, note the closed
door (for later), and look up at the underside of the bridge. There are 4 white
squares there, corresponding to the switches you have to use, and one black
square, corresponding to the switch that closes the door, and therefore to be
avoided. Note the pattern, and get out of the water and on the bridge again.
Use the 4 correct switches (if you need a reminder, hang from the side of the
bridge and use look to peep under it). If you do happen to use the switch that
closes the door, you can reset it by standing on its other side and using you
crowbar again.
Go through the
circular doorway, note the corridor on the right, but ignore it for the moment.
Jump over the pool on the left using the sloping blocks: RJ+G the first one on
the right, pull up, jump to the one on the left, bounce to the flat ledge, RJ
to the next sloping block, and bounce to the opposite side. If you fall into
the water, climb back out using a raised block below where you started.
Mirror and Rollingballs
In the next room,
there are 4 curved ramps with 4 rollingballs poised
above them, and 4 switches corresponding to the balls. The reflection in the
mirror shows a slightly different version, so study it carefully before pulling
any of the switches. The idea is to stop the balls from rolling onto the parts
of the ramp marked in black in the mirrored version. As you can see, the one
third from the mirror is all black, so don’t use that switch at all. For the
other three, use the switch and then immediately use it again to raise it, and
stop the balls. The first one has some breathing space, but for the other two,
you can’t afford to hesitate at all. When the three switches are used, a
trapdoor will open in the middle of the floor. Drop down, collect the Bridge Key,
and immediately get out of there as a wraith is hot on your tail. Drop into the water
outside to get rid of it. Explore in the water a bit to find some uzi clips,
then get out using a raised block below where you
dropped in. RJ to the flat ledge, then carefully jump
to the far side of the double-sloped ledge, and bounce to the opposite side.
Four-Switch and Raisingblocks Room
Now go down the
corridor you saw earlier. When a rollingball
starts pursuing you, sprint to the end and left into an open doorway. Before attempting the puzzle, drop into the water and use
an underwater switch to open the secret doorway in the room with the 8 crowbar
switches. Go back there, and collect your prize: Secret # 3: the third Secret
Disc and uzis.
Return to the 4-switch and raisingblocks room. If you
prefer not to backtrack now, you can get the secret later.
Use all switches
except the SE one to raise 3 of the 4 raisingblocks
in this tall room. Don’t raise the 4th one, or you won’t be able to
proceed. Climb on the first one, jump diagonally onto the slope to the right of
the next raisingblock, and bounce to land on that
block. SJ to the flat ledge just above, then RJ+G to the flat
ledge across the room. Jump to the highest raisingblock,
and climb through the hole in the ceiling.
Back in the Waterfall Cavern
You are in a balcony
overlooking the waterfall cavern. Press a button to lower a rope from the
cavern ceiling. Get yourself a shotgun from a table. RJ
over the railing to grab the rope and swing to the central rock platform.
Kill a crow.
Pick up the Varaldun Codex (a souvenir for Lara)
from the pedestal. From the ledge closest to the opening where you entered this
area, you can RJ+G directly into that opening. Alternatively, drop into the water
below, and climb out using the ladder. If you
didn’t get Secret # 3 earlier, you can use the swingpole to get back up to the
room with the 8 crowbar switches again, and get it.
The Bridge
Return outdoors, and
kill a crow.
Go back to the gate for the factory courtyard. Go to the bridge and use you new
key to open it, and run across. Just before the far
end of the bridge, use the look key to break out of the camera view, and look
over the railing to your left. The top of two walls form a corner just beyond
the railing. Carefully swandive/sideflip diagonally over the railing to land on the top of
the nearest wall. Run along it to the NW corner, where you’ll find Secret # 4: the fourth Secret Disc, uzis and uzi clips.
Drop off the wall,
and pick up a torch
from the poppies directly below. Go towards the gate in this courtyard, and a ninja
will ambush you. Drop the torch carefully, kill her, open the gate, and kill a wolf.
Take the torch outside and light it on the campfire across the river. Return to
the bridge, go to the SE courtyard, open the crowbar door, and light the
campfire inside. The double doors on the bridge above open.
The Vestibule
Go through these
double doors. If you want another secret, take the torch with you, or else
throw it away. In the vestibule, you can see two doorways and a closed
trapdoor. The latter can be opened using 5 secret discs – since you don’t have
that many right now, ignore it. You can choose to go through the right door
first or the left door. I recommend the right one first, but it’s up to you. If
you go left, take the torch with you, or else leave it in the vestibule. Go
through the right doorway, note the spikes and the red keyhole, and open the
double doors at the far end.
Greenhouse Courtyard
Go down the stairs.
Find a small
medipack in a bunch of poppies near the SW corner of the courtyard.
Open the double doors, and note the pickups under the table (for later). Use
the switch to open a timed door up on the balcony you just came down from. Once
inside that door, pick up uzi clips from a table. Shoot one
of the windows overlooking the courtyard, climb on the ledge, and RJ to the top
of the greenhouse. Kill a crow. Shoot a window in the building to your left
and RJ in.
Spikes, Slopes and Swingpoles
Note the rollingball on your right, and then carefully note the
layout of the room beyond. SJ+G the ladder on your right, drop to use the
jumpswitch, and slide safely to the floor, as the spikes on part of the floor
and a block in the corner are deactivated. Climb the block,
face the swingpole, and SJ+G to it. Swing with a hard right curve and roll in
the air to land on the slope in the far right corner, and bounce off it to grab
the ladder. Shimmy around a corner and as far to the right as you can go, and a
little up. Jump off the ladder with a twist to land on the slope behind you,
slide a little and then jump to the flat spot ahead. Turn around, RJ+G to the
swingpole, and jump with a slight left curve to land in the alcove in the far
wall (Savegame 3). Expert’s Challenge: You can
swing directly from the low block to the flat ledge in the far left corner, by
doing a curved SJ to the swingpole. (Credit to manarch2 for
discovering this shortcut.)
Push the button to
see the rollingball roll out of the passage you came
in from. Shoot out the window and safety drop down. The rollingball
has smashed through a wall of the greenhouse, so jump past it to get in (if you
prefer, you can shoot out the half-broken panes of glass so as to be able to
enter more easily). Use the lever to open a door in the red brick building, and
go there.
The Warehouse
Note the alcove
opposite the entrance – you need to get a crate in there, but the ones on the
ground floor are too heavy to move, so head one floor up. Go up the ramp and
through the transparent tubes to find a moveable crate. Pull it till the
junction of the tubes. SJ+G from the ramp to the alcove in the NE corner,
follow the passage to the middle tube, jumping a gap on the way. Pull the crate
into the tube as a far as it can go. Turn around and climb the ladder,
back-flipping off at the top. Hop down to the top of the central tube, then take a diagonal RJ around the lamp to the right. Climb
into the alcove, avoiding the swinging chain.
Use the lever to raise a trapdoor on a lower level. Get back onto the central
tube, then take a diagonal RJ to the left tube. Be
careful of the falling rubble when
climbing into the alcove. Use the lever to raise another trapdoor. Use the switch on the left to lower the block in the room
with the double doors.
Drop down to the
ramp, go inside the central tube, and push the crate once. Go to the NE corner,
jump the gap, and push the crate over the trapdoors, and until it reaches the
corner. Go to where the crate was, and use the switch to raise a block. RJ+G that block. Pull the crate once. Drop down to the
crates on the floor, and RJ+G the trapdoors from there. Get behind the crate
and push it onto the block. Go use the switch for the block again to lower it
and the crate. Push the crate all the way to the alcove. A door opens high up
in the warehouse. Climb up to the top of the central tube, go into the passage
opposite, and pick up the First Spike Key from the room beyond. Leave
the warehouse. Go into the room with the double
doors. Move the table to where the block was, and get the pickups beneath it: Secret # 5: the fifth Secret Disc, a large medipack and revolver
ammo.
First Spike Room
Go up the stairs, and
into the spike room. Use the key to disable the spikes. Climb onto one of the
lower ledges, SJ+G the higher one on the opposite side, then repeat for the
next higher ledge, and finally climb onto the highest platform. Pickup the revolver,
and see a camera view of a door. Get flares from the windowsill between the two
rooms, and then drop down.
Courtyard with Pool
Return to the
vestibule, pick up the torch you left there
and go through the left doorway. You need another spike key here, so keep going
and through the double doors. Go down the stairs and into a courtyard with a
pool. There are 3 piles of wood scattered around
the pool – light them all and a door will open in the NE corner. (You can throw
away the torch now.) Drop into the water, and swim to the end to get Secret # 6: the sixth Secret Disc, shotgun ammo and revolver
ammo. Return to the courtyard. Get the small medipack near the entrance
to the stairs. Kill a snake in the pool, then
jump into it to find an underwater switch under the bridge. Pull it and a timed
door opens upstairs. Get out of the water, sprint up the stairs, turning left
at the half landing (you came down the other path), and right at the top of the
stairs.
The Aquarium
Immediately draw a
weapon, and kill the dual-sword-wielding ninja who attacks you. Get the
Aquarium Key
she drops. Go down the stairs in the corner and use the key to open
a door. Go up another flight of stairs and into a room with 9 switches. The
camera clue suggests you look at the walls under the glass floor: there are 2
stripes on the wall on the left, 3 on the one ahead, and 1 on the wall to the
right. Accordingly, use the second switch on the left (from the group of three
on each wall), the third one ahead, and the first one on the right wall.
Another door opens in the aquarium.
Go there,
use the lever to open a trapdoor directly above the tank. Get a small medipack
in the NW corner and go upstairs. There’s a snake in the tank – you can kill it
from above, but it’s simpler to just avoid it. Drop into the tank, swim into a
passage below, and follow it until you come out below the floor of the room
with the 9 switches. Get the Second Spike Key and climb out of the trapdoor
above. Leave the aquarium.
Second Spike Room
Use the Second Spike
Key in the second spike room. Climb the ledges just as you did in the first
spike room. Get the laser sight from the top, and revolver ammo
from the windowsill. A door opens in the courtyard with the pool, so return
there.
The Church
Go through the door,
and pick up some revolver ammo on the other end of the short passage. Note
the cracked windows on the upper storey of the building to your left, and the
creeper you can climb next to the middle one. Combine your revolver and laser
sight, and shoot that window. Climb the creeper until Lara’s hands are at the
same height as the upper edge of that window, shimmy left as much as possible
while holding action, and Lara will automatically drop
and grab the windowsill. Climb inside.
Pick up uzi clips
on the window sill to your right. You can cross to the other side via the
chandeliers or simply drop down and explore the lower floor first. Get a large medipack from
one windowsill on the lower floor and revolver ammo from the other. Use the lever to
open the double doors to the pool courtyard outside, but don’t leave yet, as
your work is far from done. Climb to the upper level using the ladder behind a
pillar. Shoot out the far right window on that
side, and jump to the wall on the right and then drop down (or drop down
directly, losing a little health). Go to the far end of the courtyard, and get Secret # 7 from a bunch of poppies: the
seventh and last Secret Disc, a large medipack and flares. Climb back up the wall using the creepers. Take a diagonal
RJ from the higher, rocky part of the wall to the window you came from.
Save your game (in
case you run into a possible bug – see the readme). Use the lever on the upper
floor, and two
mechanical dragons will materialize on the lower floor. Drop down
and shoot both. You probably have enough revolver ammo to tackle at least one,
and the shotgun should do for the other. The dragons will spit fire, or if
you’re too far, send swarms of bats after you. If you catch fire, you can run
to the pool outside to extinguish it (provided you opened the doors already).
When both dragons are dead, pick up the Mechanical Hearts they both leave behind.
You’ll see a camera shot of the door in the side of the bridge, so that’s where
you have to go …
The Secret Room
… with
one detour. When you reach the vestibule, use 5 of your secret discs to open
the trapdoor above. Climb up and backflip off the
ladder at the top. Pick up the Varaldun Codex Key
from the table (this can be used to open the Varaldun
Codex, saving Lara the trouble of breaking it open when she gets home, but
otherwise it has no use). Use your remaining 2 secret discs on the pillars to
the W. A transporter beam activates between them, so get in to transport to the
bonus level. (Savegame 4 – If you don’t have the necessary
secret discs, you can use this savegame to see the bonus level.)
Greek Temple (Bonus Level)
This level has no
real gameplay. You can explore the garden a bit, and get a small medipack from the pool.
Then enter the temple, and get a big medipack from the upper floor. Some of the
pots lying around are shatterable – you can shoot a few if you like. Drop into
the water on the left side, swim through a tunnel and emerge into another room.
Admire it, and then get into the transporter to return to The Lost City of Varaldun.
The Lost City of Varaldun
Leave the secret room
and get back to the bridge. Use the Mechanical Hearts in the holders on both
sides of the door to open it. Turn around and climb up the ladder to the top of
the bridge. Grab the flyer and zoom down towards the train that will take Lara
back home. When she lands in the water next to it, the level ends.
Hope you enjoyed it!