Back To Basics 2010

Cannaregio

by

Tinka

Walkthrough by Moonpooka for trle.net

Health Weapons & Ammo

Essential Items

Secrets ~ 4

Story: Lara has to find the Mafia's Headquarters and destroy it because the Mafia has threatened to light all the explosives they have placed beneath the city of Venice.

Arrival

1 ~ Open the south door.

You begin the level in a brightly lit room. To your right (S) there is a glass door with a room beyond and an open room between two trees. Ignore the open room for now, head left (N) and collect the Glock17 from the low gap in the wall. Note the glass door in the NE corner of the room, and then head through to the open south room. Go left in the room, jump behind the Celtic cross in the NE corner and push the cross forwards once. Doing this will open the south door outside, but it will also trigger a witch to appear above you. The witch will fire deadly bolts at you; so kill her quickly and then head out to the main room and enter the newly opened door in the south wall.

The Movable-Harps Room

1 ~ Open the NE corner door in the main room.

In this room, there are three movable-harps behind glass windows - west wall, east wall and south wall. There is also a movable-harp in an alcove in the west wall; but this harp is trapped, so we won't be touching that one! Spot the harp behind the window to you right (W) and the patterned-tile in front of it. Shoot out the window and pull the harp onto the patterned floor-tile. Head over to the east wall, shoot out the window and pull the harp out once onto the patterned floor-tile. Now head to the south wall, shoot out the final window and pull the harp out once onto the patterned floor-tile. You will now see a shot of the door opening in the NE corner of the main room. Head back out to the main room, run over to the NE corner and head through the newly opened door.

The Timed-Block Room

1 ~ Use the timed block to get to the upper floors.

As soon as you enter the room, a dog attacks from the main room. Take the dog down, and then pick up the Flares. Note the patterned floor-tile by the west wall. This is a block that you will raise by using a timed-lever on the east wall. Also note the hole in the floor to the east of the timed-block tile - but ignore it for now because you need the sewer access key before you head there. Ok, so now we need to do a timed-run to the upper floors. So, head to the lever on the east wall and use it to temporarily raise the block at the west wall. Now roll and run to the block, stand-jump onto the block, quickly turn around and pull up to the higher room before the block lowers.

The Two Upper Floors

1 ~ Extinguish a fire above the sewer access key.

The two upper floors are small maze type rooms; but it's not difficult to find your way around, so don't panic. Walk straight ahead (E) then go right (S) into the dark alcove. Face west and pull up to the upper room. Go R - R - L - L and kill the bats that show up. Now use the switch on the south wall to extinguish a fire below the sewer access key.

2 ~ Open the way to the 1st secret.

Head back into the south passage and note the lighter block at the end of the passage (east wall). Lowering this block will give you access to the 1st secret; but you need to find two switches to lower the block.

Secret Switch 1 ~ Go R - R into a dark passage, enter the crawl space at the end and crawl through to a tiny room. Use the switch on the east wall to lower a block in the lower maze and reveal secret switch 2.

Secret Switch 2 ~ Leave the crawl space and go L - R - L and drop down to the lower floor. Head north, and then go L - R into the following north passage. At the end of the passage, go R - R, spot secret switch 2 on the west wall and use it to lower the block and reveal the secret area on the upper floor.

3 ~ Pick up the sewer access key.

Before you head off for the secret, drop down the hole to the south and pick up the Sewer Access Key (blue rose).

4 ~ Get the 1st secret.

Climb out of the hole, head past secret switch 2 and go L - L - L - R. Face the west wall and pull up into the higher maze. Go R - R - R, find the secret area in the east wall is now accessible and nip inside for the 1st Secret ~ Compass.

5 ~ Access the sewers.

Leave the secret area and enter the west passage. Go L - L and drop to the lower floor. Head north, and then go immediately left and drop down into the timed-lever room. Now drop down through the hole in the floor (east of the timed-block).

You are now in another small maze and you can see the receptacle for the sewer access key over on the north wall, but before heading there, enter the east passage and locate the floor-hatch at the end of the passage. Use the "action key" to open the hatch, and then drop down into the flooded passages below. Swim straight on south, and then swim right (W) and pick up a pack of Flares. Swim out of the passage and go R - L for a LMP and Glock17 Ammo. Now turn around and swim around into the north passage, and then swim straight ahead and climb out of the flooded passages.

Ok, so now we can access the sewers. Go left (W) right (N) and place the sewer access into the receptacle on the north wall. The glass door to your right will open and a dog and thug will come rushing through. Kill the enemy and then head through the door into the sewers.

The Sewers

1 ~ Obtain the code card.

Drop into the pool ahead and note the closed glass door in the east wall of the pool. Collect the Glock17 Ammo from the SW corner of the pool, and then swim through the north opening. Ignore the openings to the east and west and swim straight on northwards as far as you can. Pull out of the water and note the wall ladder to your left (W) - but ignore it for now. Run straight ahead (N) to the outside area, gun down the three waiting baddies and pick up the Code Card that one of them drops. Another guy will leave you some Glock17 Ammo. Also, note the closed wooden door and keyhole in the north passage.

2 ~ Use the code card to open the door in the pool.

Head back into the south room and climb the ladder on the west wall. At the top of the ladder, pull up and arrive in a dimly lit cavern. Head west into the green tinted passage and take down the three baddies that attack. One of them will leave you a LMP. Continue on westwards, and then go L - L and head towards the closed east door. The door will open as you approach it, so go through and find yourself inside another cavern.

Head forwards and note the closed glass door to your right (S). Now make your way northwards and enter a green tinted area with three closed glass doors and a blue keyhole. Head to the NE glass door and use the code card on the receptacle to open the glass door. Now head inside the door and use the lever on the east wall to open the glass door in the pool at the start of the sewers.

3 ~ Head to the newly opened door.

Head out of the passage and make your way back to the ladder at the start of the caverns. Drop down the ladder and dive into the pool (S). Swim straight on southwards until you arrive in the first pool, and then go left (E) and swim through the newly opened door.

4 ~ Use two wheels to open a new door.

At the east end of the small flooded chamber, there is a closed wooden door in the south wall; which you will open later on. Turn immediately right (S) and pull out of the water. Use the wheel on the pipe, and then side-flip over the pipes to the east side of the chamber and use a second wheel to open a door at the south end of the chamber (you can't see the door because it's up in the ceiling).

5 ~ Head to the newly opened door.

Immediately side-flip to the right to avoid an activated steam vent, and then side-flip between the pipes. Run southwards to the end of the pipes and look up. You can see an upper passage, so pull up into the passage and find the door you just opened with the wheels.

6 ~ The slopes room.

At the end of the passage, climb the ladder - but don't pull up at the top. Save your game here because a tricky slope-run awaits you. Now pull up at the top of the ladder and slide-jump your way across the slopes. When you reach the fifth slope, slide and curve-jump to the right so that Lara lands on the following slope to her right (which is safe to stand on). There is a passage to the north with a closed glass door at the end.

7 ~ Open the north passage door.

Face west, spot the rope and run-jump to it. Swing to the chain-pulley on the south pillar, and then use the chain-pulley to open the door at the end of the north passage.

8 ~ Open the wooden door in the small flooded chamber and flood the slopes room.

Jump back to the rope and swing to the safe pillar by the north passage. Head up the north passage, enter the newly opened door and use the chain-pulley in the north alcove (once only) to open the wooden door in the small flooded chamber. Only use the chain-pulley once or the door will close again. Head up the east passage and go left for a SMP, and then head up the south passage, enter the room at the end and use the wheel on the pipe to flood the slopes room.

9 ~ Head to the newly opened door in the small flooded chamber.

Make your way back to the slopes room (which is now flooded) and drop into the water. Swim to the NE corner and pull out onto the north ledge. Now head down to the pipe room (where you used the two wheels earlier). Taking care not to take too much damage from the steam vents, side-flip left over the pipe and drop down into the small flooded chamber. Now go R - R and swim through the newly opened door.

10 ~ Locate the crowbar in the flooded maze.

Start by going L - R - R for a SMP, and then turn around and swim L - L - R - L and grab some air from the pool. Return to the small flooded chamber and swim back into the maze. It's pretty simple from here and you only need to make your way over to the SE corner of the maze to find the Crowbar. But be quick, as there are no air pockets inside the maze. When you have the crowbar, leave the flooded maze and head back out to the pool.

11 ~ Locate the wires.

Swim through the north opening and go immediately right (E). Swim ahead and pull out into the room. Run straight ahead to the east wall, and then face left (N) and pull up into the room above.

Start by looking up and noting the monkey swing. Now spot the white box on the west wall and shoot it to reveal a switch. Use the switch to raise a platform in the next passage, and then nip up onto the block nearby and grab the monkey swing. Make your way over the monkey swing until you can drop off onto a platform, and then look NW and spot the platform you just raised with the switch. Stand-jump to catch the monkey swing and swing over to the platform. Now jump up into the east room and roll about to avoid the bats that show up. When the bats have dispersed, head to the north wall and shoot the white box on the left. Now use the crowbar on the box to retrieve the Wires.

12 ~ A timed-run for the circuit box access key.

Head into to the SW corner of the room, look up on the west wall and spot a jump-switch. The jump-switch is timed to a trap-door down in the west pool room, and you really do need to move fast to get there in time. So, save your game before proceeding! Use the jump-switch, then drop and roll, run L - L and drop down to the lower room. Quickly run around to the hole you arrived in this area by and drop down it. Sprint west to the pool, drop into it and swim straight over into the west room. Now pull out of the water, sprint straight ahead to the west wall and pull up through the timed trap-door before it closes. Now walk ahead and collect the Circuit Box Access Key and Glock17 Ammo.

13 ~ Open one of two secret doors in the villa.

To get the next secret, you need to open two doors in the Villa. So, before leaving the room, locate the crawl space up in the north wall (behind the decorative column) and pull up inside it. Head into the tiny room and use the switch on the south wall to open one of the two secret doors in the villa.

14 ~ Use the circuit box access and wires.

Drop back down to the pool and dive in. Swim into the NE corner of the pool for some Glock17 Ammo, and then swim through to the next pool. Swim into the north pool and pull out of the water. Climb the ladder on the west wall and head back up to the caverns. As you did before, make your way through the caverns until you come to the blue keyhole. Use the circuit box access on the keyhole to open the glass door to your left, and then head inside the door and place the wires on the gap in the pipe (to the right of the white boxes). Doing this will open the glass door in the NW corner behind you, and also the final door in SW corner of the cavern (you will have to nip around to the south side of the cavern to see this final door).

15 ~ A timed-run for the bundle of keys, a bottle of brunello di montalcino and a code card.

Before doing anything else, explore the east passage (near the blue keyhole area) and note the closed wooden door at the end of the passage. This is a timed door and all will become clear soon.

Leave the blue keyhole area and nip around to the south side of the cavern. Enter the newly opened south door and make your way to the wall lever at the end of the passage. Use the lever and you will hear the wooden door back at the blue keyhole area open - but it will close before you can even think about getting there. So, head back around to the blue keyhole area and enter the NW corner door. Use the lever inside the door and your time begins now. Now roll, sprint into the east passage and get through the wooden door before it closes. Collect the Bundle Of keys from the table, and then take out the dog and two baddies that show up. There are three more items to collect before leaving the room. A bottle of Brunello Di Montalcino from the other table. Code Card from the SE corner of the room (under the clothes rail). Glock17 Ammo from the ledge by the door.

16 ~ Make your way to the villa.

Leave the caverns and head back down to the pool room. Head north to the outside, and then enter the north passage and use the bunch of keys on the keyhole to open the villa door.

The Villa

1 ~ A timed run for the front door key.

Head inside the villa and kill the dog that attacks. The west doors will open as you approach them, but there's nothing to do inside that room. Enter the north room and take a SMP from the NE corner. Head around to the closed west doors and use the "action key" to open them. Go through, turn left and walk ahead. Now look behind the plant at the south wall and you will find a wall-lever. The lever is timed and it will temporarily open a compartment behind a painting in a room at the top of the villa. Use the lever, then roll and run north into the hallway. Now go L - L - L up the stairs and sprint into the east room. There's a dog waiting for you in here, but you can run past him and take him out in a short while. If you made it in time, the painting on the east wall will be open and you can jump inside the compartment and pick up the Front Door Key. You can now take down the dog and collect a LMP from the south window sill.

2 ~ Get the 2nd Secret.

Head out of the room and go down two flights of stairs. To your left is the secret door you opened back in the room where you collected the circuit box access key. Go inside and use the code card on the receptacle to open the second secret door. Now head inside the door and collect the 2nd Secret ~ Compass.

3 ~ Use the front door key.

Leave the secret room, head right and go down the stairs. At the bottom of the stairs, go left and use the front door key on the keyhole. The door to your left will open and you have access to the garden.

4 ~ Open an underwater door in the pool and get the headquarters key.

Dive into the pool and swim around to the central area. Swim under the gondolas and locate the underwater-lever on the west wall. Use the lever to open a glass door in the NW corner of the pool, and then swim around to the NW corner of the pool and spot the newly opened door in the north wall. Get some air before entering the door, and then head through to the flooded chamber and collect the Headquarters Key from the NW corner. Also note the trap-door in the ceiling to the south of the key pick-up area. This is a secret area that will open later on.

5 ~ Get inside the headquarters.

Return to the pool outside and pull out on the east side. Head to the east end of the garden and use the headquarters key on the keyhole on the north wall. The big doors to your right will open; but top up with health before entering the headquarters because you are going to be meeting some pretty mean guys in there.

6 ~ Locate mask piece 1 and a bottle of brunello di montalcino.

As you enter the headquarters, two baddies and two dogs will attack. Gun down the enemies and then note the closed glass doors to the east and west. Make your way to the NW corner of the lobby and enter the west room. Gun down the two baddies and take Mask Piece 1 that one of them drops. Now nip into the SE corner and grab the Brunello Di Montalcino (in case you missed the previous one).

7 ~ Locate mask piece 2.

Head back out to the lobby, go to the NE corner and spot the stairs in the north wall. Walk a few steps up the stairs, and then look to your right (E) and spot a glass window. Shoot out the window and collect a SMP and Glock17 Ammo. Continue up the stairs to the landing. Shoot the three dogs that attack and note the mask receptacles and door at the east wall. Head to the NW corner of the landing, use the crowbar on the wooden door on the west wall and enter a small box room. Take out the two baddies and pick up Mask Piece 2 that one of them drops.

8 ~ Use the two mask pieces.

Head back out to the landing. There's another crowbar door over in the SE corner, but there's nothing inside the room so you can ignore that place. Go to the receptacles at the east wall, combine mask piece 1 with mask piece 2 to make the Carnival Mask and place it onto the left receptacle to open the door to your right.

9 ~ Locate the waterskin.

Enter the new door and arrive inside a large box room. Shoot the bats that show up to greet you, and then head to the south side of the room and locate the movable-table with a mirror on it. There are in fact two of these tables; the other one is on the north side of the room, but we only need to move this one. Under the table, you will find the Waterskin.

10 ~ Locate the bag of soil.

To the left of the movable-table, there is a static table. Climb onto it, look up SE and spot a hole in the ceiling. Stand-jump and grab the higher box under the hole in the ceiling and pull up. Immediately draw guns and shoot the two rats that come scurrying towards you from the blade-trapped passages. Jump the blade blocking the passage to your left, and then head a short way down the passage and collect the Bag Of Soil. There is also a SMP in the east passage.

11 ~ Open the west door in the lobby.

Jump the blade and return to the large box room below. Enter the passage in the east wall and head to the room at the end. Note the three sloped platforms on the floor. Each platform has a patterned floor-tile, and you will be placing a globe onto each of these tiles. Start by climbing the ladder on the east wall and back-flip off at the top. Head NW and then go left (S) and spot the movable-tables in front of three globes. Walk ahead to the first movable-table and pull it back once to release the globe. The globe will roll into the lower room and land on the corresponding patterned floor-tile. Head north to the next movable-table and run around to the other side of it (Lara is facing north). Pull the movable-table back once to release the globe. The globe will roll into the lower room and land on the corresponding patterned floor-tile. Now for the final globe; which is a tad trickier than the first two. Run around the room and approach the final movable-table from the south. Push the movable-table forwards once, and then immediately back-flip to avoid being crushed by the rolling globe. The globe will roll into the lower room, land on the corresponding patterned floor-tile and the west door in the lobby will open.

12 ~ Fill up the waterskin. Use the waterskin and bag of soil to open the east door in the lobby. Get the 3rd secret.

Drop down to the lower room and head west into the large box room. Leave via the west door and head out to the landing. Look on the west wall of the landing and spot the painting. Head down the stairs at the north wall and make your way down to the lobby. Approach the newly opened west door and save your game! Enter the west room and two fire wraiths will attack. Quickly run out of the room, leave the headquarters via the south door and run out into the garden. Go right, sprint to the pool and dive in. The fire wraiths will follow you and extinguish in the water. Pull out of the pool on the east side, locate the shallow water pool by the bridge and fill up the waterskin. Return to the lobby and re-enter the west room. Go to the scales and place the water into the right one and the bag of soil into the left one. This will open the east door in the lobby. If you want to get the next secret, you must do it before completing the tasks in the east room, or the secret will no longer be accessible.

13 ~ Get the 3rd secret.

Before leaving the scales room, head to the NE corner, locate the jump-switch up on the east wall and use it to open the painting up on the landing. Head out to the lobby, and then make your way up to the landing via the stairs at the north wall. Head to the open painting on the west wall and pull up inside the room beyond. There are two glass windows in the room and both have a movable-harp behind them. There is also a closed wooden door and three patterned floor-tiles. The left window is trapped, so leave it alone. Shoot out the right window and place the movable-harp onto all three patterned floor-tiles. This will open the wooden door and reveal the 3rd Secret ~ Compass. When you pick up the secret, two rats will attack.

14 ~ Visit the east room in the lobby and use the brunello di montalcino.

Leave the secret room, head back down to the lobby and enter the east door. Go to the scales and place the brunello di montalcino into it. Go to the SE corner of the room, pick up the Torch and light it on the fire in the south wall. Now use the torch on the scales to burn the brunello di montalcino. An explosion will now occur, the headquarters will be in ruins, the exit gate in the garden is open and your mission here is complete. Well, almost! You want the final secret right?

15 ~ Get the 4th secret.

Remember the trap-door in the flooded chamber, where you collected the headquarters key from earlier? Well, the explosion has caused that to drop open and you can now access the secret area. So, make your way out to the lobby (what's left of it) and head out to the garden. Ignore the exit gate in the east wall for now and dive into the pool. Swim to the NW corner and enter the flooded chamber through the north gate. Swim around to the NW corner of the chamber, and then swim south and spot the opened trap-door in the ceiling. Pull up through the trap-door, enter the room above and collect the 4th Secret ~ Compass from the end of the south passage.

16 ~ Head for home.

Leave the flooded chamber and head back out to the garden. Make your way to the east end of the garden, enter the east gate and walk towards the canal to finish the level.