TR2 - VENICE'S GATEHOUSE
Author: levyhgb
Download:Here
Walkthrough written by Selene
Note:
I wasn't able to find any secrets and judging by
the reviews it might seem that there are none to find. I couldn't find the uzis
either. If anyone has spotted a pickup that I've missed, please let me know
and I'll have it added to the walkthrough.
Pickups: Small medipacks, automatic ammo, uzi ammo, Key to the Guardhouse,
large medipacks, flares, rifle ammo, automatic pistols
Enemies: Thugs (with clubs and guns), Dobermans, rats
Lara begins her adventure in Venice by sliding
down a slope. Immediately draw guns and dispatch of the thug
that comes charging down the alley as well as his Doberman
companion. In my case the latter got stuck in the double doors ahead,
so getting rid of it should be no problem.
That done turn left by the pavilion and climb up
onto the right side of the tall block, turn left and hop across the slope. Pull
the switch to open the double doors below. Two gun-wielding thugs
come running out of the next room and one of them is quick to fire
at Lara.
Immediately turn right, hop backwards and safety-drop
to the ground. Make your way to the double doors, guns drawn, and get rid of
the unwanted company. One of them drops a small medipack.
In the first room you will find a door on each
side, with a keyhole next to the one on the right. Go through to the next room
and prepare to take care of a thug, a Doberman and
two rats. Go to the right corner and pull
out the ornate block twice. Head around the block to the right and pull it with
you four times.
Return to the corner where you found the block
and flip the uncovered switch to raise two cages nearby. Make your way up to
the tallest cage and immediately retreat to the floor in order to rid yourself
of the two gun-toting thugs. Pick up the goodies left behind: a small medipack, automatic
ammo and uzi ammo.
Climb back up onto the topmost cage, from here
you can safely kill the thug running around
up on the rafters. That done climb up there and pull the switch in the alcove.
An alcove is revealed behind the painting in the same room, so make your way
back down to the ground and move the ornate block so that Lara can climb up
into the alcove.
Pick up the Key to the Guardhouse and return to the ground.
Return to the first room and use the key to open the door. Carefully make your
way past the three rows of statues and their hacking blades, but be swift about it: there are two thugs (one with a gun, one with a club) and
a Doberman waiting in the next room.
One of them drops a large medipack and you can also grab another large medipack and flares
from the white blocks in the room + rifle
ammo from the floor behind one of the blocks.
Take a closer look at the fireplace over by the
right wall. You will notice that two blocks are darker than the rest, these
are moveable. One of the blocks is too high up for Lara to reach at this point,
so let's start with the one left of the fire. Pull it out once and now you need
to move it so that it covers the gap between the white block and the brick wall
(directly underneath the second moveable block).
When you've done so climb onto the block and pull
out the second moveable block once. You will now be able to reach the edge of
the slope on top of the fireplace. Grab said edge and shimmy left all the way
to the end. Pull up and backflip onto the ledge behind.
First we're going for a few pickups. Runjump to
the chandelier and from there do a second running jump to the platform by the
wall opposite of the fireplace. From there do another running jump with a last-minute
grab to the ledge with the inactive blade. Shimmy left as far as possible and
pull up. Grab the large medipack and align Lara with the edge.
What you need is for her to hop back and do a running
jump to grab the next ledge. With good timing this should be fairly easy to
do without being hit by the now activated blade. Immediately pull up onto the next ledge
and jump forwards to avoid the second blade.
Pick up the rifle ammo, automatic ammo and the automatic pistols.
Jump back to the slope (making sure that Lara
lands facing upwards) and shimmy left to the end. Once more pull up and
backflip to the ledge from before. This time turn around and walk to the end
of the ledge slanting upwards. Jump straight up, grab the rafter and pull up.
Use the pistols to shatter the windows to the left.
Hop over there and take out the thug
with the club. He can't move over to where you stand so it should
be fairly simple. Jump over to where he fell and pull the switch, opening a
door somewhere.
The easiest way to get back down to the ground
is as follows: jump back to the rafter by the windows and walk up to the wall.
Turn Lara to face the windows, hop backwards and let her slide down to the ground.
In the far left corner (left of the spike
trap across the room) there is a water hole. Dive
in and swim to the end, here's the door you just opened. Pull the lever, opening
a trapdoor back up by the rafters. Swim back out and return to the rafter with
the switch the same way as before.
At the far end you'll find the open trapdoor. Pull
up and find a switch at the end, this one opens the second door out in the hall
near the start of the level. A thug with a club appears on the rafter below, with
some luck you can take him out from up here.
Drop to the rafter and climb back down to the floor.
Time three careful runs past the statues with the blades.
Draw guns and go through the open door ahead. First you're met by a Doberman.
Next there's two thugs with clubs and
finally a third thug with a gun decides
to join the party. Luckily you'll also come across rifle
ammo, uzi ammo and two sets
of automatic ammo.
Go around to the left and ahead you'll find an
alcove with lots of ornate blocks. Only one of them can be moved though and
that's the one illuminated by the light. Move it out of the way to uncover a
switch. Doing so puts out a fire in front of a door in a so far unexplored location.
Return outside and go back towards the main entrance.
Go around to the other side of the room to find a slope. Stand facing the bottom
part of the slope, pull up onto it and backflip to the wooden floor. Turn around,
go to the end and pull the switch, opening the door you saw before.
Go around to the other side of the wooden floor and in the far corner you'll see another ornate block that can be moved (this one is recognized by being slightly darker than the rest). Behind the block you'll see the recently opened door. Run through it and towards the end of the hallway to end the level.