Art History
Level by Leroy Perkins.
Walkthrough by Dutchy.
CS= crawlspace, MS= monkeyswing. Jmp =jump, MP= medpack, Have fun!
Some names are in red to point them out, so you can remember them when you have to get back
there later. There's also a helpful map at the end of this walkthrough, also
provided by Dutchy.
Go forward and pull the switch L of the gate to open it. Use the Jmpswitch just
L of where you go through the gate and see a trapdoor open somewhere. Go on and
arrive at Square 1 (Sq1) enter the house W of the Sq and get the Uzis and Ammo
on the pedestal R side, behind the table in the opposite side of the hall is
more Ammo, leave for now and go into the SW street of Sq1, follow to the
Orange
street,
leading to a closed gate in the end and several alleys to the R and go into the
2nd alley R, then R, pass under the street and come to the Boulder alley, go up
and a Guard (horseman) comes to you, so shoot him in the chest, hopping
back, but be careful, on top of the slope a Boulder will come from the L
if you get too close. After shooting him go into the passage behind the E fence
and follow through to a button on the wall at a fence. The button will open a
hatch near Sq2.
Go back to Boulder
alley and R, stay close to the fence (when you didn’t trigger the Boulder yet)
and run quickly into the corner, then follow up to a MP. Open the gate
to Sq1 with the button and go R into the alley NE of Sq 1, follow to a small
square with a closed gate to the Graveyard L (needs Graveyard Key), a passage into the
building around the R with a closed door to the Basement (needs the Basement
Key). Follow the alley to the E and look L in the opening of what I will call
the Ammo
house
just around the next corner to get the Ammo and Flares. NE of
this pickup is another alley with a closed door (Red House Key)and a gate (Alley Gate Key). So go S and
come to Square 2(Sq2).
Square 2.
Behind the wall of the
E building is an alley to enter the building, a Thug comes out, shoot
him before he will get to the Ammo hidden in the W building, pick up the Ammo
there and notice the open hatch in the ceiling SW, go out and into the
SW corner of Sq2 and shoot the Dog to get some more Ammo in that
corner. Re-enter the alley the Thug came out of (E building)and follow
to a button on the wall, it will open a trapdoor in the S building (just L of
the gate you are standing next to), so go out and into the S passage, drop/grab
into the pit to use the Jmpswitch (a door opens on the balcony E of Sq2) and
get out fast, a Rat is nibbling at your toes. Get out to Sq2 and into
the W building, climb up into the hatch facing S.
The Basement Key.
Turn and head N, get
the Ammo R and shoot the Guard, follow to the N side where you
can do a runjmp/grab to the upper floor of the small building across the
street, get the Ammo and crawl back, drop/grab the lower floor and turn,
runjmp to the E balcony of the building you came from and runjmp/grab into the
S building, get some Ammo L and follow the R hand passage, Shoot a Guard
to get his Ammo and follow through the open door to a balcony, shoot the
Dog around the corner and get the Ammo. Go back onto the balcony,
look N and kick the wooden fence (in the L corner down), shoot the windows of
the opposite building and runjmp/grab into the R hand window and get the Basement
Key, some Ammo and Flares from that room. Drop down to the
street and go back in the direction of Sq1 (W) and just around the corner of
the little building where you picked up the Ammo and Flares before is that
small square with the passage and the closed door, about straight ahead coming
from the alley. Open that door with your Key.
The Waterskin.
Go R and shoot a Thug
and some Rats, get the Ammo from the Thug and go into the other
passage at the entrance. Shoot the glass on the floor (by ducking and shooting
it with the pistols), get up onto the crate and grab the MS above, drop in the
end and shoot the rest of the glass, go back to the alcove at the crate and get
the Ammo, follow the rest of the passage, shooting a Dog and in a
small room to the R is a sloped part of the floor in the SW corner, climb up
and get the Flares S, jmp back and into the room E. Get the Ammo
on the cabinet and standing in front of the cabinet in the NW, you can open a
trapdoor to a room below. Drop and shoot the Thug, get his Ammo
and go N, shoot the Dog and get the Waterskin in the L passage.
The Alley Gate Key.
Now go on through the
passage in the SE corner, follow the passage over the top of the MS, shoot the Thug
around the corner and get his Ammo, follow the passage to a window and
shoot it out, look R across the alley to spot the opening. Stand on the R side.
Turn L a bit and sidejmp R to land into that opening. Follow to the trapdoor
you opened with that 1st Jmpswitch. Shoot the Thug and go climb over a
bookcase to come to a small passage with a crate and some Firewood, climb over
and shoot the Rat, which will leave the Alley gate Key.
The Bell Key part 1.
Climb back up and go
to the opening to the street, standjump/grab up to the roof over the window you
shot before. Up there you can shoot the R hand window and get in, shoot the Guard
and get the Bell Key part 1, go out to the roof again and L, jmp to the
lower roof to get the Ammo and drop to the Square from that roof. (be
sure to save some Revolver Ammo for the final part of the level!) Go in the
direction of Sq2 and into the alley around L corner at the Ammo house. The gate
L in the end can be opened with the Alley Key. Inside is a shallow pool where
you can fill the Waterskin. (I had to find the right position first or Lara
wouldn’t fill it.)
Putting out the Fire.
Go all the way back to
the house W on Sq1 where you got the Uzis and enter the W passage, run out onto
the R hand ledge when you reach the old broken down staircase and then jmp to
the part still up in the E, follow the parts to the W wall and go N (shoot the Rat
if you wish). To the L is another pool with a Fire on a block, blocking
access to the button behind it. When you reach the N end of this wall, drop
hang from the wall on L side and drop onto a sloped block below (ignore the CS
for now, that’s for later) slide/jmp and jmp/jmp to land on the very corner of
the block with the Fire (exactly on the corner or you will be set ablaze). Use
the Waterskin to put out the Fire, then duck and shoot the logs with the
pistols. Push the button to drop a trapdoor behind you, so you can use the
Jmpswitch that is over it.
Hop into the water and
swim through the hole in the bottom to the other pool and re-climb the stairs
to the wall and now drop/grab the CS you saw, drop/grab once more to the crack
below and go R to the corner, drop/grab and go R all the way to where you can
climb up the ledge next to the Jmpswitch, get into the alcove and runjmp/grab
the switch to open the door N in the staircase. So swim back again, go climb to
the wall and jmp over to the door.
Follow to a balcony
over the Hall, runjmp to the S landing and go jmp to the balcony SE, go down to
a room where you can pick up the Shotgun on a cabinet. Return to the
landing S and jmp/grab the Chandelier, jmp to the next and over to the N landing.
The L door is open, go follow the passage to the button to open the other door
on the landing. Enter that door and follow the passage to a crossing, straight
leads to the room where you got the Shotgun (maybe it was meant to get that
now), so go R and down to the Painting Gallery.
The Painting Gallery.
In the are 3 paintings
on the wall. I numbered them from L to R as 1/2/3
Push the paintings
1/2/3 to open the SW gate R of you. It will lead you to the Spike bag room,
hop in the water and look under the 2nd Pillar for a crack you can swim in,
follow the tunnel to Secret#1, some Goodies, you can just shoot
this Log Fire to get the Ammo from under it. Swim back and to the S side
of the Spike bag room to climb up the ledges and pull the switch (which will open
the exit back up) Standjmp/grab to the pillars and then shimmy around to the
opposite side and go on like this till you can get back into the Painting
Gallery.
Push the paintings
2/1/3 and the NW gate opens, go in to collect the Ammo there.
Push the paintings
3/1/2 and the SE gate opens, go in and on the first block, turn around and use
the Jmpswitch to re-open the gate, nothing much to do here for now, so go back.
Push the paintings
1/3/2 and the centre W gate opens, go in and up to the 1st floor of the room
you were before, jmp around the L wall to the landing after you opened the door
with the button, shoot the Guard and get the Revolver. Drop down
and go back.
Push the paintings
3/2/1 and the NE gate opens, go in for the Lasersight and push the button
to re-open the gate, go back.
Push the paintings
2/3/1 and the centre E gate opens, go in and up the stairs, pull a switch L and
push open the doors R and go out to an alley, shoot the Thug and his Dog
and head to the E end, push the button near the fences to open a door behind
them. Now the job’s done here.
The Red House Key.
Go back to the
Painting Gallery and out the N entrance passage, at the crossing R and through
the room where you picked up the shotgun to the balcony, jmp to the landing and
drop to the ground floor of the Hall. Out to Sq1 and into the SE corner Orange
streets, 2nd Alley R and L/R/R to come to the open door at the fences, push the
button there to open the door at the other side of the fence, go back to the
street and L, 1st Alley L and into that open door to the Store room. Shoot the 2
Guards and look behind the SE shelves for Ammo, climb the centre
shelf and from looking at the blue doors N, grab up to the walkway above, turn
R and go around, jmping the gaps and over some breaktiles to the far NW corner
to get the Red House Key. Drop down, go out the N blue doors and across
Sq1 to the Ammo house in the direction of Sq2, L into the alley where you
filled the Waterskin and open the Red House on the R.
The Red House and Graveyard Key.
Get the ½ MP on
the cabinet and follow the stairs up to the window you saw before when you
kicked the balcony’s fence, hanging in the window is the Graveyard Key.
Go drop from the window and head around the Ammo House and to the R.
The Graveyard and Bell Key part
2.
Open the gate to the
Graveyard and there are 2 Dogs and a Thug to be shot. Go into the
SW corner of the yard and climb the L wall, go L and look for the switch on NW
wall to open a gate in a CS, go back to where you climbed up to this wall. Look
L and from here you can jmp to the roof of the Basement house and get the MP.
Jmp back or drop down and go into the L hand building of the Yard and look for
a trapdoor around the dark corner, open it to go in, follow to the switch and
open the door behind the fence with it (the one in the SE gate of the Painting
Gallery). Go back out and into building on the opposite side of the Graveyard
has a CS leading to the opened gate. Get the Bell Key part 2. Go back
outside and look in front of the small building for the cross with the circular
ornament, under the cross is Secret#2, a ½ MP.
Drop from the roof and
head to Sq1, into the W house and up to the door in the broken staircase, jmp
over the fence of the balcony and go through the room of the Shotgun to the
passage and L at the crossing to get back to the Painting Gallery, enter the SE
gate and follow up to the alley, open the trapdoor in the corner and go through
the sewer to the murky water. Save here and remember to go N wherever possible,
when you are taken by current, try to cut corners, because when you go past the
turn, it’s hard to get back into the side-tunnel. You’ll finally reach the room
with the open door (Graveyard switch).
The Bell Tower.
Follow the tunnel to
inside the Church. Skeletons drop down from the ceiling in the flyby,
showing you the Bell in the bell tower. L of the hole you came out of is some Ammo
under the glass, shoot the glass to get it and then look under the stairs for
some more. The Skeletons are a bit boring as they are only dangerous when the
swing their Sword, so grab up to the centre of the2nd part of the steps on E
wall and turn R, wait for Skellie to come down the steps and run past him, the
steps will crumble under your feet, time the next move from the 1st step around
the corner and make your way up like this. On top you’ll find the receptacle
for the Bell Key, so combine the 2 parts and place them to open the doors
covering the Bell. Make your way back down and swim back through the sewer (1st
R and follow the current), shoot the Thug upon climbing out of the Sewer
go through the Painting Gallery, Shogun room, drop from the landing and head
outside to Sq1 and shoot a couple of Dogs, 2 Thugs and a Guard.
The Finale.
Go to the Graveyard
and up the wall again and from the side where you pulled the switch you can
shoot Bell in the Tower. The Flyby will show the gate in the Orange street
opening up, so head back to Sq1 and go into the Orange street to shoot 2
Guards and leave this Historic City through the open gate…
The End.
Dutchy Oct-8-2004