BACK TO BASICS 2010 THE HEART OF VENICE
Level by Die Basis
WALKTHROUGH WRITTEN BY SELENE
Pickups: Flares, large medipacks, small medipacks, 3x Yellow Keys, Blue Key,
small waterskin, crowbar, Holy Wine, Carnival Mask, torch, Access Card, normal
shotgun ammo, Ashes of Paolo Lucio Anafesto, shotgun, Bundle of Keys, Heart of
Venice + 3 Secret Roses
Enemies: Dobermans, thugs, rats, phantom
Start off in a hallway with three closed doors. Turn right and go behind the
potted plant. Pull the hidden switch to lower a block somewhere under water,
revealing a secret pickup. We'll get to that later.
For now go to the other end of the hallway and push the button to open the
nearby door, stairs leading down to the waterfront. Dive into the water and
swim left, between the two gondolas N/E there's a small spot where you can
climb out of the water. Head left past a wooden door and pull the chain to open
it. Kill the two Dobermans waiting in the courtyard, then pick up flares from
one window sill and a large medipack from the other.
Standing on the sill where you found the flares, do a running jump to grab the
block by the left wall. Pull up and runjump to the red awning. Lara will start
sliding off, so grab the edge on your way down and shimmy right until you can
pull up onto a wooden platform. Pull the switch to deactivate a spike trap on
the ledge across the courtyard, then drop down to the ground.
Return to the block from before via the window sill, but this time turn around
and runjump to grab the ledge running above the entrance. Go to the left end
and since the spike trap is now inactive it's safe for you to pull the lever. A
camera shot shows a gate opening in a nearby area.
Drop down to the ground, leave this courtyard and go right to the chain you
pulled before. Hop over to the grassy area and here you'll find the gate that
opened. Climb the ladder in the N/W corner and backflip onto the red awning. As
Lara starts sliding, immediately jump forwards with a sharp right angle to land
on the nearby balcony.
Pick up a small medipack and turn to face the balcony E. Do a long running jump
with a last-minute grab to reach the balcony. Pull up and go to the end, pick
up the Yellow Key. Return to the edge, jump to the awning and slide down. Grab
and safety-drop to the ground.
Go back to the water and dive in again. Swim over to the stairs where you came
down to begin with and keep going to the S wall. Near the S/W corner the slopes
have some flat spots that you can use to climb out of the water. Notice the
blade blocking your access to the ladder on the left side; we'll deal with that
in a moment.
For now use the key in the keyhole to the right to open the gate next to it. Enter
a small courtyard and at the far left end you'll find a switch. Pulling it
stops the aforementioned blade, the trick here is to get it to stop when it's
standing straight out from the wall left of the ladder. This way Lara will not
get in touch with the blade while climbing the ladder. If it doesn't work out
on the first attempt return to the switch, reset it and try again.
That done climb the ladder and dismount on the balcony to the right. Keep going
up the next ladder and once again dismount to the right. Go to the very edge of
the balcony and look down at the left wall to spot a window sill. Hop back
once, turn left towards the sill and do a standing jump towards it. With some
luck Lara should land directly on the sill.
Draw guns and shoot the window, enter the room and run up the ramp as far as
you can go. Jump over the slope and up to the top. From here position Lara with
her back to the second slope, approximately in the middle and save the game. Hop
backwards and slide down the slope while pressing Action. If done correctly
Lara will drop and grab a jump switch at the bottom of the slope, pulling it
down to open the main gate not far away.
It’s time for us to explore new grounds, so swim through the open gate E. Take
a mental note of the wooden panels by the dock to the left (opposite of the
gondolas just as you come through the gate). On your way towards the central
structure you’ll also pass by a garden area surrounded by a fence on the
left-hand side- another one of the places you’ll visit on this side of town.
The central structure turns out to be a pavilion of sorts with a huge stone
block in the middle. Notice the submerged ornate tile on the E wall of the
pavilion. Swim around it to the right and find an underwater lever, pulling it
raises a wooden platform nearby.
Turn around to face S and above the gondolas at the end you’ll find the raised
platform. Swim over to the wall and climb out of the water onto the left dock. There’s
one window on each side of the double doors, shoot out the left window and
enter the building.
There’s nothing of particular interest in the first room, so just continue down
the stairs. At the bottom right side you’ll find a button that opens the double
doors. Draw weapons, go up the stairs straight ahead and take down the thug
waiting for you. Pick up the Blue Key he drops, as well as a large medipack in
front of the window. Also push the button to open a door leading out to a
balcony somewhere else.
Go back down the stairs and up the ones to the right. Push the button on the
first landing to open the door, pick up the small waterskin in the revealed
alcove. Continue up the stairs and you’ll come out onto the balcony seen when
you pushed the button before.
Head left and jump onto the red awning. Press Action to grab the edge on the
way down and shimmy all the way to the right. Pull up, grab and roll in
mid-air, finally press Action to grab hold of the platform mentioned earlier. Pull
up and runjump to the next red awning, shimmy right and pull up onto the flat
section.
Enter a short passage and prepare to deal with another thug just around the
corner. Pull the switch at the end to raise another platform, go back outside
and dive back in the water. Swim over to the pavilion and this time keep going
E. Just before the dock on the right side Lara can stand up, just a perfect
spot for filling the waterskin.
Next swim N/W towards a closed wooden door. To the left you can climb onto the
recently raised platform and enter the garden mentioned earlier. Pour water
onto the scale to raise both a block and a wooden platform.
Go back in the water, swim towards the pavilion and turn right to face W and
the gate you came through to begin with. The block and platform are found on
the dock to the left. Climb up and use the blue key to raise the red curtain. Push
the button ahead and go through the double doors that open. Head right and pick
up a small medipack near the corner, then push the harp onto the ornate tile
identical to the one it stood on to begin with. A block rises, letting you
climb up onto the chandelier. Do a running jump to the next chandelier and from
there a standing jump to grab the jumpswitch on the wall.
The second set of doors opens, letting you into a beautiful mirror room. Go
right towards the mirror and look near the right wall for a crowbar (naturally
this can only be seen when you look in the mirror). Not only did you get what
you came into this building for, you’ve also been shown where to use it.
Return outside and dive back in. This time you won’t even have to go that far:
the wooden panels that can be pried open with the crowbar are located straight
across the channel. Go up the wooden ramp, position Lara underneath the gilded
handle of the trapdoor on the left side and facing the back wall. Press Jump
and Action to make her hop up and grab the handle, pulling the trapdoor down.
Climb up onto the next floor, here you’ll find (among other things) a yellow
keyhole. We don’t have any keys left in the inventory, but that’s about to
change. Climb onto the table and then the chandelier to find the Yellow Key
(what a brilliant hiding place that was).
Using the key in the keyhole and enter the small library. Go around the shelves
and you’re met by….a dead end? Not at all: stand with Lara’s back to the slope
and take three steps ahead. Backflip onto the slope, leap forwards and press
Action to grab an overhead monkeyswing. Shimmy around to the left and position
Lara directly above the jumpswitch. Drop, grab and see a door open in a so far
unexplored location.
Back on the floor return to the previous room and go through the red curtain
behind the table. Head up the stairs to reach the door you opened a moment ago.
Pull the switch to open a grate elsewhere. Climb onto the block, but don’t use
the zip line just yet. First of all we’re going on a detour for some secrets
and other necessities.
Turn right and do a running jump to grab the lower part of the yellow wall. Pull
up onto the roof, head right and jump across the flat parts of the roof until
you reach the end. Jump onto the larger roof, facing upwards, and grab the
edge. Drop down onto a balcony and go to the far S end, just by the potted
tree. Do a running jump over the railing to land on a ledge, at the end of it
you will find Secret Rose # 1.
At this point you can’t go back up where you came from, so dive into the water
on the E side. Swim towards the pavilion and go left from there until you reach
the garden with the water scale. Climb onto the wooden platform and turn your
focus towards the wooden door at the end. There’s a gap in the fence above the
door, so standing on the platform you can do a running jump through the gap to
land on the other side of the fence.
To the immediate right of the door there’s a lever, this can be used to open
the wooden door and leave you with an easier way of going back and forth
between the two areas. Swim towards the orange tower ahead, on the other side
of it you’ll find the block you lowered at the very start of the level and with
it Secret Rose # 2.
Turn around, swim N and climb up onto the dock to the right. Enter the secluded
garden and run up the stairs at the centre. Push the cross out of the way to
reveal a bottle of Holy Wine. Return to the water and swim E past the two
speedboats. Locate an underwater lever on the wall of the orange building
ahead, it raises a platform on the right side of the same building. Climb onto
said platform, jump to the white balcony of the building across the channel and
pick up another Yellow Key.
Dive into the water and climb out of the water behind the orange building. Here
you’ll find a keyhole. Unlock the door to the storeroom, approach the doorway
and kill two rats, being careful with the swinging crates just inside the room.
Cautiously run past the crates as they part (also being careful with the fire
inside) and climb the stack of crates near the S/E corner to find a large
medipack. There’s also a box of flares on the right window sill. Behind the
other set of stacked crates you’ll find a jump switch, pulling it down sets off
the sprinkler system. The entrance door reopens, the fire on the floor is
doused and you can pick up the Carnival Mask before leaving the building.
Swim back to the tower and keep going W until you reach the end. On the dock to
the left there’s a pedestal for the mask you just found. The trapdoor above the
chain to the right opens, leaving you to climb up and backflip onto the
balcony.
First of all a small detour for the final secret. Climb behind the table and
runjump past the potted tree, across the railing and grab the next balcony. Push
the door open by standing in front of it and pressing Action. Inside you’ll
find some flares. Push the next door open as well, climb the ladder and
dismount on the left-hand side. Cross the bridge with the glass windows and
find Secret Rose # 3 on the other side.
Go back across the bridge, outside and return to the previous balcony. This
time do a running jump through the gap in the railing to grab hold of the
balcony across the channel. Pull up and head right, do a long running jump with
a grab to the last balcony. Shoot out the tower windows and do one final long
running jump with a slight left angle and a last-minute grab to reach it.
Pull up and crawl around the tower to the other side. Drop down at the central
depression and pull the switch. A box rises across the channel, upon climbing
out of the depression you’ll see it by looking straight ahead and down. Dive
into the channel and swim across, climb out of the water and climb the box. Do
a running jump to the S balcony and go through the building, pulling the switch
to open a nearby door.
You’ll emerge near a large stone bridge. There’s another scale in the N/E
corner and a small medipack opposite of it. Open the manhole nearby and climb
down the ladder to find a pipe with a valve wheel. Turn it and you’ll hear a
door open somewhere not too far away. Climb back up, turn left and shoot the
window. Climb onto the sill, go through the red curtain and ahead you’ll see
the door you just opened.
To the right you’ll find a window with a blazing torch behind it, you can’t get
there yet so just be patient. Continue out to the balcony, turn left and run
with a jump and grab to the next one.
I’d recommend you to save the game before the next part. It’s not necessarily
that difficult, but getting it right might take some practice.
You’ll have to reach the ledge on the left-hand wall and to do so you need to
sail in through the leftmost arch. For my part it worked well to stand at the
approximate centre of the balcony and do a running jump, giving Lara a good
left angle in mid-air. Once you reach it go to the end and do a long running
jump to the last wooden balcony. Pull the switch and you’ll see the stone block
at the middle of the pavilion lower, revealing a third scale.
Look down from the balcony and you’ll see the pavilion nearby. Dive into the
water and get ready to retrace your steps back to the zip line from before. Swim
W and climb the dock to the right. Go through the door you pried open earlier,
up the wooden ramp and climb up onto the next floor. Finally go through the red
curtain, up the stairs and there you go: we’re back by the zip line from
before.
It’s about high time to try it out now, go to the end and land on a balcony. Open
the door ahead and all you’ll see is a burning torch and a glass window. Remember
this place? You passed by on the other side of the window a little earlier. Go
to the end of the balcony and do a running jump back up to the large stone
bridge from before.
Take a quick look up to the left. On the high balcony at the far end a
gun-wielding thug is waiting for you. You’re not going up there so it’s not
necessary for you to try to kill him, just outrun his gunfire the best you can.
That’s the exact direction we’re going now so sprint across the bridge until
you’re safe and sound underneath the balcony. Pick up a large medipack from the
alcove to the right and a torch from the left side. Next you’ll be looking for
a place to light that torch so dash back across the bridge, jump up onto the
right side and hop down to the balcony by the zip line. Light your torch here
and return to the bridge, this time go to the far right side where you’ll find
the second scale.
Drop the torch for a moment and pour the Holy Wine onto the scale. Retrieve the
torch and use it to set the wine on fire. The red curtain nearby rises,
granting you entrance to the Church. Climb the altar for some flares and near
the N/W corner of the room there is a trapdoor for you to open. Inside you’ll
find an Access Card, use it in the card slot on the wall left of the altar to
lower the ornate block next to you.
Pick up the normal shotgun ammo before climbing the ladder. Go on until you see
the floor behind Lara, backflip and go left to the far end. Pull the switch
here and return to the ladder, you’ll find that a block has risen nearby. Climb
onto it and face N.
Draw guns and jump up and down while firing, the goal is to hit the church bell
hanging on the wall (you’ll know that you hit because of the sound it makes). Climb
the ladder back down and a you’ll find that a bag containing the Ashes of Paolo
Lucio Anafesto has magically appeared on top of the cross on the altar. Grab it
and the church door opens, we’re now ready to leave this place.
Run to the bridge and dive off on the left-hand side. Swim straight ahead to
the pavilion and use the ashes on the last scale. An ornate block lowers at the
base of the pavilion, swim down there and save the game.
The block rises behind you and you’re stuck in a partially submerged room. You’re
not alone down here either: a nasty phantom of sorts is hot on your tail
already. Swim right and pick up the shotgun at the bottom near the corner (very
useful for dealing with this sort of creature, but you can also ignore it if
you prefer to spend medipacks rather than shotgun ammo), dodging the blue bolts
as best you can. Keep following the perimeter and at the second pillar on the
left-hand side you’ll find a lever. Pull it, go around the next corner and just
past the gate on the right wall a platform has risen.
Climb onto it and get ready to deal with the pestering phantom. If you’ve
picked up the shotgun this is a very efficient way of taking care of it. Using
the pistols will take longer and you’ll most likely lose much more health. There’s
also a medipack and some shotgun ammo littered around the room if you’re
running low on that, but you’ll have to go back in the water to get it.
When the creature is finally off your back, dive into the water and pick up the
Bundle of Keys left behind. Grab the normal shotgun ammo and a large medipack,
then climb back up onto the platform and use the keys in the keyhole at the
back of the pillar.
A gate opens in the wall nearby, swim over there and the gate closes behind
you. Pick up the Heart of Venice and as you run down the dark passage ahead the
level comes to an end.