The
Building of Russia
By Xiao Yan Ping
Walkthrough by Robin Burgess [rjb]
Abbreviations: CPS = crawlspace; SG = shotgun; pfm = platform; bec =
because; psg = passage;
J&C = ‘jump & cling’ (eg ‘J&C lever’); RJ&C = ‘run, jump &
cling’; R&J = ‘run & jump’;
SJ = ‘standing jump’; N & W = ‘normal’ & ‘wideshot’ (as in SG shells);
WT = wall-torch; AH = air-hole (when underwater); PP = pressure pad/plate; MS =
moveable structure; bflp = backflip; smslt = somersault (so: ‘bflp-smslt’
also); SmJ = smoke jet; :. = therefore.
[NB. It seems what needs to be done to correct the problem is to download 3 new
WAD files (as a single zip package from one of the TR utilities areas)
featuring ‘The Lost Library’ & ‘Guardian of Semerkhet’ levels plus a
variation of the ‘City’ WAD folder - the last is the reqd one. When unzipped
(somewhere else safe) replace the custom level city.WAD file in
‘trle’/graphics/wads folder with the newcity.WAD file (& rename it city.WAD).
Then it MIGHT be necy to re-build the city.TOM file using the converter prog.
to make a slightly diff. (bec of ‘newcity.WAD’) city.tr4 file.]
Start in enclosed gantry type psg (3 flares, 3 SMPs, LMP). Crevice upper left.
Drop to near ‘stove flames’ (SF). Crevice to ladder instead. Seems to be
serious glitch when clinging to ladder in game. Loaded Shotgun (+ 6 shells) in
alcove @ side. Dark below except over actual ‘pick-ups’. Can get down to
shotgun but CANNOT climb ladder back up. Have to leave these :. which makes
encounter with gunman with m/c gun (MG) round corner (drops nothing) tricky!
Shimmy round to 2nd platfm to drop , then round to 3rd is where MG approaches.
(Predom.col. [Pcol] green.) Uzi clips = 30 rounds on ledge & can RJ&C
to block oppos. & shimmy rt, or hoist if go rt a bit (CANNOT stay up onto
‘cabinet’ ahead of low block - prog. causes Lara to fall back down - another
glitch?) for loaded Uzi Guns (ie +30 rnds). Trigger for MG is raised psg block,
so avoid it!
If continue along metal psg (mpsg) E a drop down to SMP or a R&J
across the pit it’s in to next part of mpsg. Can only hoist up @ RH edge of far
side of pit. BEFORE this, can go from low block to top of adjac. ‘cabinet’
& crawl along until drop @ rt to another pit where E a lever. Cannot yet
see what this does. Hoist up @ rt & slide down to same pt as just above. (Pcol
blue) 2nd pit (not countg ‘shotgun’ pit) has 2 boxes of revolver rounds. Ramp
up @ then drop down to pink walled mpsg. MG round next LH corner, who drops
(wideshot - [W]) shotgun shells. Notice green door @ left in wall. Have passed
some flares AT the corner. Can see E a crawlspace (CSp) ahead in mpsg. If
allowed to ‘stay’ MG may use grenades! Lever opens ‘green’ door (ie. door to
green mpsg). Next 2 ladders come to also ‘don’t work’: so glitch that makes
level unplayable @ moment.
Discover, when CAN use ladders, that @ top of 1st one, @ RH side, can
backflip somersault (‘bflp’ & ‘smslt’) - BUT NOT if need to ‘throw away’ a
used flare, when Lara DOESN’T catch hold) to land neatly & standg, on
cabinet behind, where E a small journey to left to Uzi Guns. Can then easily
reach uzi clips on low ledge, hoist & crawl along to lever to open ‘green’
door later, & drop to 2 pits for SMP & rev.rnds. Then fwd to ‘pink’
mpsg, then RH corner to 2nd (or 1st) MG. If he uses grenades rather than m/c
gun, LESS vulnerable bec they work @ a distance - can zap him with pistols. Then
flares & his (W) shotgun shells to pick up. Hoistg up & along ‘green’
mpsg, (+ red ceilg) come to ladder/drop @ rt. Alcove @ rt below with J&C
lever. Fwd, by more SF, ladder up & across left to CSp. Inside Csp (need to
‘drop & cling’ & quickly hoist up to change from ‘ladder’ mode to
‘cling’ mode) is 1st secret area and loaded Revolver (+ 6 rounds).
Back out of CSp, down & rt & to ground. Up ladder @ end of mpsg,
oppos. SF, left & down into ‘pink’ mpsg & left to Csp. Beyond short
CSp, hoist up @ rt to ledge where E 2 MGs, one below hoisted ledge (where E
SMP) & one @ end of mpsg (Pcol lilac!). Nearer MG appears to drop SMP,
further nothing. Can hear SF ‘behind’ thro’ wall while on SMP ledge. At far end
of mpsg, slightly slopg up mpsg @ left (Pcol grey) has some snow on it (cf. ‘Russia’).
If jump up & shoot @ far guard over ledge, he comes to join near one,
‘beneath’ ledge, for ‘cover’. Don’t know yet what J&C lever operates. When
pull it, given pict of a trapdoor openg to some water below that has a ‘single
sq.’ of mpsg next to it (ah, in an area predom. YELLOW in col.). Since this is
in a ‘secret’-type area, phaps that is too. Can just see a slightly higher
(mpsg ‘end’) next to ‘single sq’.
At end of snowy mpsg, becomes v.dark & E a drop down with ladder, to
pit with SMP @ bottom - at 1st area seemed yellow in col, but may have been
‘light’ feature on binocs + flare-light. All still dark w/o flare. Can hoist up
to left of ladder & pit to another mpsg. As walk/run across LH opng (shown
‘remote’ view from her left), fired at by MG who drops 2 uzi clips. (He
alternates with grenades.) Can see E some more flares @ end of mpsg. Where the
MG was completes a small cct, past some brightly lit (non- operable) computer
panels, & @ the corner of the cct is the water hole where opened the
trapdoor - so if it hadn’t been opened, where would we go next - so this ISN’T
a secret area (so it was just the Csp). Yes, seems E nowhere else to go, so
HAVE to find that J&C lever AND earlier lever where had to crawl along
cabinet top & drop down to the ‘pit’ to reach it.
Dropg down into water, blue (deepish) lower pool & blocks, all underwater,
ahead. Fwd past LH barrier, in alcove @ rt E a loaded Shotgun (+ 6 N rounds) -
good if had to miss 1st shotgun - & box revol. rnds. Fwd (left from alcove)
E small gap to another channel where can go up to single sq surface, where E MG
on yellow single sq @ one side & seems to be a psg oppos. him (he drops
another welcome box of revolver rnds). In fact, nothing else in deep ‘channel’.
V.yellow mpsg ahead, turng left & then rt, becomes ‘cream’ & dark, then
come out of dark to yellow again & reach ‘Von Croy’ symbol @ end, where E a
hoist up @ rt. Grey/black, q.well lit mpsg goes fwd & seems to lead to a
larger area to the rt of the main psg @ the end.
As go fwd, ‘quirky adven.’ music (should be more ‘danger’ in it?) starts
& then shown (from a ‘remote’ ahead), that 2 MGs patrolling in area ahead. Area
ahead seems q.well lit too. One of 2 MGs drops (N) shotgun shells. (Seems that
Lara’s shotgun has greater range than guns MGs are carrying - a great advantage
if can ‘back off’ while shootg.) Discvr have entered a HUGE industrial area
with high ledges & ducting, large bldgs within the area & a lit gas
outlet/flame high above one of the bldgs - from a chimney, in fact. Bldgs are
brown or grey & much of roof area is blue. Can hoist up @ rt to bldg where
entered - seems like a green ‘track’ runs fwd. E box of (N) shotgun shells on
ground in alley/gap over 1st bldg. See that ‘track’ is part of ‘roof’ of these
lower bldgs.
Can hoist up again so @ ‘2nd floor level’. As jump over to further roof
can see (W) shotgun shells (& E an SMP with them) in 2nd gap/alley on
ground. Have to go to RH end of 2nd part of alley to (easily) hoist back up
(sloping roof too close to high bldg to bflp-smslt). Can see opngs high in side
wall & at least one lever. (With binocs - on ‘cream’ sqrd pattern sq. ledge
- long blue narrow slide/ramp runs down from it.) Need to be careful of several
slopg/slides on roofs. Beyond final roof slide down - far end of huge room -
where E box rev.rnds to pick up on steps, shown ‘remote’ view from within room,
well away from steps, that E another MG patrolling (drops nothing). (Suffic.
warning to shoot from steps.) Steps lead to short ‘intense blue’ mpsg with what
looks like a crate- side, rather, than a door, blocking the psg - cannot move
it. (Crowbar needed?) In centre @ end of vast ‘room’, E wrought iron gates that
show poss. a further sectn of the WH/industr. complex.
In far diag. corner of ‘room’ (oppos. to entry pt) E 2 uzi clips. Then @
far left, round back of high bldgs, see several grids that recog. as SF, though
they’re not lit, + intervening platfms. But they do come alight as step on
them!! Presum. E somethg @ far end. At far end reach a turn back in mpsg -
‘complete’ this time & shown E 2 more MGs coming from new psg. (One of
orig. 2 - see above - dropped his shotgun shells ON a SF, so out-of-bounds - so
important reason to deal with the 1st 2 early. When step on a certain sq. shown
that E steps up as part of next section of psg. The 2 new MGs betw them drop a
LMP and 4 ‘flash’ grenades. These steps are the way onto the roof sections seen
on ‘middle’ bldgs from afar. Can see some (N) shotgun shells in far corner
almost above where picked up uzi clips & a SMP (with binocs) near where
entered SF ‘jumpg’ path.
E a curious pit in centre of 2nd floor area, near tall, grey bldgs -
phaps a trapdoor later? When picked these items up, next move would seem to be
to go clockwise rnd central grey bldg & climb up long ladder. (Good thing
‘glitch’ sorted out!) But where and how to get off? Can reach up to a level
where want to ‘get off’, then ‘drop-catch’, so ‘hanging’ only, then quickly
shimmy left or rt & then ‘round the corner’? No, this doesn’t work. Way off
is to climb high enough & then simply bflp off to a high enough platfm -
Lara’s hands on the 3rd rung from the top is JUST high enough - we’re looking
for a blue metal platfm (bmpfm), in fact, a zig-zag shape, exactly @ ‘top of
flame chimney’ level to the rt. We see (binocs) a laser sight on the bmpfm
behind, that E 2 to the left (orientn as if just off ladder & facing it
still) with smoke rising from them, that E 2 fwd (one diag. left) with levers,
that E several pltfms to the rt separated by slopes, E a small pltfm behind rt
with some flares, & that E numerous opengs & ledges all at about this
height or higher. (Lower blue roof @ left goes nowhere else, anyway, nor does
any part of the chimney itself - nor its flame!)
Discover that when go to bmpfm with laser sight that E an MG in an
alcove to the left - given a ‘remote’ view from the rt - shooting. Can RJ&C
to lower platform (pfm) near where he was, then hoist up & see E ledge with
more than one level beyond - MG has dropped nothing. From end of this ledge
(which slopes down slightly) can prob. R&J diag. left across to behind
where the high slopes interspersed with the flat bmpfms. (Can see some uzi
clips @ extreme RH end.) In middle of where MG was, can drop down to where
flares are. Can RJ&C back from lowest pfm to where laser sight found. Then
can R&J back to central zig-zag bmpfm. CANNOT reach flares from zig-zag.
In fact, from ‘laser sight’ pfm can R&J to (slightly lower) single pfm
below where MG shot from. Hoistg up, going down @ left for flares, up again
& left again & along slopg bmpfm, CAN R&J diag. left to end of pfm
by wall & pick up uzi clips. Hoist up to block ahead to see E SF directly
ahead below. Need to jump diag. left, OVER LH dbl slope, to next safe pfm. No,
incorr, as no progress poss. Instead, RJ&C to next block ahead. Have just
seen from pfm above that this block slopes away down from 1st block. E a hole
immed.past slopg block & SF past that, so must hoist & slide down
slope, then J&C to next block & hoist up. E SF then hole next, so
R&J to next block - or direcly to lower bmpfm beyond final LH dbl slope.
Next objective is the base of slope to left (RJ&C to near the very
LH edge), then shimmy to rt & hoist up to pfm. 3 ways to reach CSp @ rt: 1.
to jump to LH slope, hoist up @ very RH end (where highest) & bflp-smslt to
catch hold of edge of CSp; 2. To posn Lara such that she can jump to RH slope
in such a way that she’ll slide down backwds, then cling hold & shimmy to
left until able to smhimmy ROUND LH corner to CSp edge - will be using this
method soon; 3. J&C directly diag. rt to catch hold of edge - now, which is
easiest?! Hoist up into CSp, then crawl fwd until can stand. V.dark. E a v.deep
pit ahead. Can R&J OVER pit to dark ledge @ far side, then hoist up to find
a crowbar! So all (3 that we know of) ‘crate’ doors might be openable now. R&J
back over pit, go back thro’ CSp, now can use method in reverse to shimmy all
the way rt to be able to stand again on the slightly slanting bmpfm where
started.
The next task is to reach the nearer ‘lever’ bmpfm. By R&Jg to the
long LH pale blue slope, & slidg down to catch hold, can then shimmy rt
until can hoist up. From the pfm there can drop down diag. rt to the lever pfm.
The lever opens the nearest ‘crate’ door in the wall - couldn’t reach with
crowbar - (note the door doesn’t open immed, until go nearer to it) & can
R&J diag. up into the opng or return 1st to the higher pfm & R&J
from there (with ‘cling’ as reach wall).
Inside opng is grey, turng mpsg & turns to left & becomes dark
further on. As reach darkness (flare) shown brief ‘remote’ view from behind,
where E a psg left or str. On. E, in fact, a small block here, with 2 psgs
leading off. The 1st passes a closed ‘crate’ door @ the left & then comes
to the outside, by some more revolver rnds. At just this pt we are made aware
of 2 MGs to the rt outside, on the 2nd ‘lever’ pfm, though. The RH psg ends up
@ another ‘crate’ door. Can use the crowbar on the 1st (LH) ‘crate’ door, to
reveal a lever the other side in an alcove. Cannot open the other ‘crate’ door
with the crowbar, but the lever does. The nearer of the 2 MGs is directly
outside this new opng, however, if he’s not been dealt with! The 2nd lever pfm
is directly outside the new opng, so none of the careful travellg round by the
SF pfms is necessary - challenging, though! One way of tackling them is to go
to the very back of the RH psg, in the dark, & use the laser-sighted
revolver. By zooming in, one shot (2 are needed) can be loosed off against the
stationary ‘nearer’ MG. As soon as you have shot, he moves, though, &
continues movg. The one bonus of the shot is that the other MG ALSO starts to
move. With good timing, it is still poss. to deal with BOTH MGs with just
another 3 revolver shots. Once the 2 MGs are dealt with, it is poss. to go back
to collect the rev.rnds (assumg they were left as a bit ‘too dangerous’ to pick
up earlier) and in fact, can then R&J diag. rt from THAT opng directly to
the 2nd lever pfm (takg care not to ‘bang’ head @ top left, when a trip
downwards would follow!). Can now pull lever & see ‘fly-by’. (Next but one
para.)
[nb. Now know this para. is not necy.] Not clear if this is way that is
best, but: can RJ&C to RH front edge of nearer SF bmpfm - note it doesn’t
burn Lara while hanging from the edge - then (note E 2 ‘sqs’ betw this pfm
& the next rt) shimmy all the way round to the rt, until next to the wall. Note
then that flame appears 3 times before there is a bit of a gap. DURING that
time, hoist up & bflp-smslt & catch hold of edge of 2nd SF bmpfm. Shimmy
to the rt as far as the 2nd corner only - not going as far as the wall. If we
went to the same posn on this 2nd pfm as for the 1st & tried the same
manoeuvre to the next pfm over - which is 3 ‘sqs’ away, then it wouldn’t work -
need a RJ&C to reach 3 sqs - OVER the SF?!! We’re aiming this time for the
pfm @ the top of the long slope/slide down. If we hoist & bflp, we go too
far; if we just ‘jump-step’ back it’s not far enough.
The solutn is to jump from the 2nd corner. THIS flame seems to only come
on once (phaps twice) - no: 3 or 4 times quickly tog, then once more, then
‘safe’ for a short time. When safe, hoist up, turn diag. rt & then jump to
the pfm. Can land easily (some ‘damage’ from nearby SFs with both these jumps).
Once on this bmpfm, it is an easy jump to the lever bmpfm. When we operate
lever given a ‘fly-by’ & discover it is the wrought iron dbl gates @ ground
floor level that are opened.
There IS a continuation of the ‘industrial’ theme within, though it seems much
smaller. (If we miss the 2nd jump above & slide down the slope, an MG
appears on the far roof ahead & starts shootg.)
Clearly the slide is the way to go to the gates, when the MG will duly appear. So
from the central zig-zag bmpfm it would seem E only 2 poss. ways to go. (Thought
might have seen in ‘fly-by’ that parts of area ‘behind’ the slopes by the RH
wall were SFs. Yes.)
If pull lever & go down slope, then MG is on TOP of the roof, &
drops 2 uzi clips. (If slide down RH side of slide, with revolver ready, then
(usu.) able to shoot him before he can shoot Lara. Shldn’t forget ‘crate’ door
in v.blue psg in corner, before going to the dbl gates. The crowbar opens the
door & inside is the 2nd secret area, & some revolver rnds to pick up. Inside
the dbl gates area find another ‘crate’ door (crowbar? - No) @ far end & E
a ledge that can hoist up to high up in far section, back @ left. Psg beyond
predom. blue. A J&C lever within the drop down ‘pit’ beyond. This opens the
‘crate’ door. E a ladder down beyond & can see an opng below. At bottom of
the ladder is a slide. Need to jump to rt OFF wide slide as soon as can past opening,
or continue all the way to a large pool below. Going back to the rt on the
ledge reached, in dark come to some revolver rnds in secret area (3rd at this
stage, but prob. NOT continue from this pt). E also a SMP here. (Nb. really
needed revolver for MG on roof when coming down slide, as he seems to be able
to shoot from a long way away, & it took 5 shots from the shotgun rather
than 2 rev. rnds.)
E some rev. rnds on the floor of the pool. Surrounds v.blue. E some
flares on the pool side @ the left and 2 blue doors that Lara can open herself.
An MG appears (drops rev.rnds) - phaps from RH door that opened - No, he
appears as go round pool side - certain sqs. ‘trigger’ him - if R&J round,
then he doesn’t necy appear. Ah, E 2 MGs. One drops rev.rnds, the other one an SMP. When open LH door, see that E
an MG @ far end of slopg up psg within - seems to stay there. E also a CSp with
a broken grille low down fwd of entry pt & a control box-bldg over the
centre of the pool. E an LMP just inside the LH door @ the left. E 2 flames to
either side of slope on blocks as go up, & place to hoist up to @ top. Then
a 2nd hoist up where an MG appears (drops nothing) in a grey room with more
‘Von Croy’ symbols. E some more rev. rnds @ the far side of the central column &
2 bats(!) fly down from roof. E stepped blocks @ RH side of room that lead to a
leapg session over grad. rising blocks. 1st is a diag.left R&J. Then MG
from below, who drops some (W) shotgun shells. Return to ground to retrieve,
then back to same central pillar saw from below.
Next is a diag.rt R&J. Then a jump to a slopg block fwd, such that
can hoist & bflp to a corner (pink) pfm. Then a hoist up to a CSp, where
can see SFs in room below. Not right to jump down to floor from block below CSp
as Lara catches alight - poss. room leads to a place where either come back to
swmmg pool or to huge warehouse? Have to wait & find out. Guess is that all
this is part of later section of game, so leave rest - 2 other psgs to
investigate from pool also.
The RH psg, w/o MG behind the door, leads up (with hoist) to a place
where E a deep pit going left & what looks like a mky-swg above (JUMP fwd
to cling to it) & also a smoke jet from left to negotiate. Going thro’ CSp,
come to dark tunnel & more flares with SMP @ rt on ledge & psg to left.
Psg goes fwd rt twice then left (parts pitch black like other parts of this
area) to T-jnctn. MG with grenades comes from rt (drops nothing) - where also
dark. Higher CSp almost oppos. psg & @ RH end of psg E a low CSp. Low Csp
goes thro’ to a left turn where E an MG in ambush (drops nothing), thro’ to a
high CSp & a left turn, where E rev. rnds & an LMP in 4th secret area. Returng
via high CSp & low CSp to psg, other high Csp comes immed. to what is
clearly further along the ‘pool-room RH door’ mky-swg psg, past the 1st smoke
jet. Cannot go any further - so this would seem to be a combination ‘window on
what’s here’ and trap - if drop, don’t survive.
Discover later that the ‘RH’ door from the pool that leads to mky-swg
& 3 smoke jets seems to be intended as a route to the area we’ve just
investigated via the CSp from the pool room. Can use mky-swg - least ‘damage’
from smoke jets if go near to LH side, BY jets themselves, & go past
rapidly, rather than tryg to wait for a gap - to get TO the CSp. (Cling &
drop & cling to CSp edge from mky-swg.) Thence we would be able to
investigate the psgs ‘within’, incl. the 4th secret area. (Nb. The MG that
appears by the high CSp posn would then be one to negotiate as 1st leave CSp
‘within’. Phaps author orig. intended that could NOT enter CSp from pool room -
only exit from it.) Now know that route for game now proceeds from ‘LH pool
room blue door’ route, from the high CSp posn reached from the pillar-jumpg
past the bats & MGs & near the SFs seen in the dark psg ahead - see 2
paras above.
Continuing, then, find that @ left, while standg on block beyond CSp, E a
climbg wall, but that this doesn’t extend further rt. What does extend is a
crevice. So need to jump up & cling to ladder, climb up to the crevice
level, drop-cling, so no longer on a ‘ladder’ & then begin to shimmy to the
rt. Better is to remain clinging to CSp/block & start to shimmy from THERE
to rt. Nb. The CSp/ block is also a ‘ladder’ material, so need to do the
‘drop-cling’ there anyway. Can shimmy round to rt @ far end, onto the block
there & hoist straight up into the CSp there. In fact, need to do that as
the far block is too high to jump back up to & E no ‘ladder’ sectns that
end. Beyond the CSp is a hoist ‘back’ up to a slopg mpsg, though an MG awaits @
the top of the psg. With 2 x ‘jump up, wait for target-lock, fire revolver’ can
shoot MG (he drops nothing).
As go fwd, E another MG just rnd the RH corner. Can sideflip left &
loose off 2 rev.shots here too. (He also drops nothg.) Up & round the next
RH corner E a 3rd MG @ the top end of the 3rd sectn of psg (also drops nothg) -
same strategy to shoot. Beyond this MG is a large(ish) room with a few
interrelated light blue, high blocks. If go past final one where come in E a
slope down beyond so don’t lose any health as go to floor. E some uzi clips on
some packg cases @ left of room on grnd. But another MG lurks round corner
(drops further uzi clips) where E a lever in far diag. corner, which opens a
door high in LH wall @ far side, oppos.far blocks reached by mky-swg in
ceiling.
In order to return to the high level, need to go back to far side of
orig.high block where entered, where E some flares & in dark a place to
hoist up, back to entry pt. As go along mky-swg another MG starts to fire from
his hiding-place behind the farthest high block. Usu. he fires a quick-firing
rifle/m/c gun, but sometimes he favours a grenade gun - this latter is much to
our advantage, as a grenade shot @ Lara while on a mky-swg will always fall
below, whereas Lara is most vulnerable on the mky-swg if shot at with a
rifle/mc gun. (He drops some [N] shotgun shells.) From the opened door, E a
single sq.pool opng. These leads to a long blue tunnel down, then horizy. for a
long way. Partway along E an opng above to a closed grating. At the end of the
blue tunnel is a door that opens as Lara approaches. This leads into a room
with 3 platfm-ledges & closed doors, & a higher ledge with a lever
above it. There is a blue ‘openable’ door on the ledge oppos.the lever platfm,
a paving type pathway laid across the centre of the pool floor & some (N)
shotgun shells in one corner under the water. The 2 side doors cannot be opened
as yet, but the blue one leads to a metal floored psg. Think, in pool room, can
hear fairly rapid footsteps.
As start to move along psg, E an MG (drops SMP) who comes along. (Can
use shotgun - 3 normal shells - w/o injury, if wait @ a corner for him, then
angle slightly to left of ‘facing straight @ MG’, then shoot & roll - if
facg MG directly, tend to run into him when roll, so being shot at while with
back to him - not good.) Psg goes fwd & then turns rt twice. Then in RH
alcove, where a bit darker, E a J&C lever. When return to pool room, find E
an MG patrollg @ higher level where lever is, oppos. opened door. Lever has
opened door @ rt. Can shoot MG from psg with pistol before he sees Lara. Can
swim over to RH ledge & door. (Can see MG by lever has dropped some
rev.rnds.)
Dark mpsg beyond opened door, with another laser sight (so needed
v.soon) & further flares to pick up in 1st sectn of psg. Psg turns left
& E a closed gratg in ceiling of psg. (becomg lighter). A bit further, just
before 2nd LH turn E a low, dark CSp @ rt. If go rnd LH corner E a ‘crate’ door
blockg psg. (unopenable). Csp leads to tunnel where can stand @ end. Fwd is a
crevice/crack where can see part of a swinging ‘container’ of some sort. If
shoot with laser-sighted revolver numerous pieces of something shatter from it.
‘Crate’ door is now opened. Behind this posn & above is a hoist up to a
dark CSp which becomes a low tunnel to 5th secret area & a Crossbow (loaded
with 10 normal bolts) and some (W) shotgun shells. (Can switch laser sight to
crossbow & shoot swinging bauble with that instead.) (Can hear footsteps.) When
come back thro’ 1st CSp, see door aside & that mpsg continues to another
(pink) LH corner ahead.
As go along psg, a bat follows. (Wideshot shotgun?) At corner, an MG
approa. from beyond (drops more rev.rnds). Contin.along to dark psg (flare
again) when E some uzi clips on floor, just in front of another lever. Operatg
the lever results in a short scene of going along the blue under- water tunnel,
then up to see that the closed gratg above is now open. Returng along the psg,
3 rt turns, to the pool, can see that the final door, oppos.the one just
exiting, is open as well now. Swimmg across to it & going thro’ (before
underwater tunnel thro’ gate below) come after a short psg to a huge ‘Von Croy’
symbolled, slopg-edged block, with a trapdoor (with a handle @ one side) far
above @ the top. Can’t reach this, as cannot climb either slope @ the sides of
the huge ‘block’.
When swim along tunnel & up, hoist to a pfm where need to hoist up again,
then see a psg ahead and a dark alcove behind, above where hoisted out. The dark
alcove has a LMP & another lever. The short psg ahead ends @ the top of the
closed gratg that saw in the ‘bat, CSp, crossbow’ psg (2 paras.up) from below. When
operate lever, shown, with short ‘wonder but a bit of danger’ music, that the
pathway in the pool room has been raised right up (so can now reach high lever
in room) & that the pool water has been drained away. Find that by returng
to water hole below lever, that can no longer open door that used to lead into
the pool room. Can instead drop down thro’ the now open gratg that is @ the end
of the psg across from the lever, & turn back to reach erstwhile pool room.
Can now run onto the raised pathway & hoist up to the lever pfm,
& pick up the rev.rnds that the MG there dropped. If drop down to the pool
floor now, the pathway is too high to hoist back up & the door in the pool
bottom (with water behind it) will not open, either - so don’t go down there! Operatg
the lever on the pfm leads to a short scene showg the large slopg ‘block’ has
been changed into giant steps @ both sides, so that we can now reach the
trapdoor @ the top of the ‘block’ & we experience a short ‘earthquake’ type
period. We can now go via the pathway thro’ the RH door & hoist up/jump to
each of the steps in turn, to reach the trapdoor.
E a few little ‘bugs’ from this pt on, as though phaps the author is
near the end & he’s overlooked some things in haste. It is poss.to rise up
thro’ ANY part of the trapdoor above, rather than having to open it - this
means that cannot return below if do so. Also, above the trapdoor, where we
find a dark(ish) alley, several parts of the surroundgs appear/disappear as
walk/run around. E also a block @ the RH end of the alley/street that can be
used to reach a long ledge attached to the bldg (nothing up there), but the
block disappears, & doesn’t return, once go far enough to left of alley.
Can jump up & down thro’ OPENED trapdoor & if angled to left can
shoot 1st of 2 MGs who ambush. Can then hoist out & go towards RH MG who
appears from behind block. In dark RH corner are some (W) shotgun shells (so
not finished yet!) & when go to near roadblock/‘danger: men @ work’
barriers (can be easily shot out of way or jumped over) then hear ‘achievement’
music. E Russian bldgs @ left, some (openable?) double gates fwd (with a grey
psg beyond - a return to these as the final act?) & an alley @ rt (stormy
sky above). Along alley is a closed trapdoor, then a deep hole @ end. (Can drop
to bottom if full health but nothing there.) Below alley surface, facing
alleyway, @ hole can then drop & cling to CSp openg.
Along Csp tunnel, E a drop down to some (N) shotgun shells, by a CSp to
the left. Just a bit further we come to underneath the trapdoor from the
alleyway. Can jump up & cling to bring this door open just as previous
trapdoor. This is :. a route back to the alleyway level. As crawl through short
CSp, E 2 bats just other side in a brick-lined psg. Psg goes fwd to a
brick-walled room & 2 more bats & a rat appear. In the RH corner of the
new room (small, dark) is a ‘chinese’ lantern-type container, with an SMP
within & the strange ‘erstwhile torch icon’? on top. At the LH side is a
tall ladder up. As start to climb E a 5th bat that descends. Ladder leads up to
a dark, larger area with a number of difft kinds of crate - can hear footsteps,
& ambushed from behind @ rt above a crate - a MG who actually lobs grenades
(drops some more rev.rnds - always V.useful).
In the corner beyond the crate (as seen from steps that Lara reached up
ladder), on the floor, E some more uzi clips. (Both last 2 pickups suggest not
finished yet.) Crate @ LH side of steps is of ‘dbl’ height, so cannot reach
top. If go fwd rt, beyond central dividg partition edges - E a step down: whole
room seems to be warehouse (WH) - another MG shoots from behind left (comes
from behind ‘dbl’ crate) - drops nothg. Can hear further footsteps. One of
blocks fwd left can be hoisted up to - others have slopg tops. In farthest rt
corner, in dark E a 3rd MG who shoots if venture near this area - if go to
block @ left & other blocks, phaps he wld shoot from below if go across his
‘territory’ from above. E some uzi clips in centre of dark, far RH corner
alcove - whether dropped by MG or not is not clear. Can see an opng far above
just above where this MG would have been, so ‘shoot from below’ theory correct?
Many crates of difft kinds, almost all high & E various steps down in parts
of WH.
Hoistg up @ left - don’t see immed.purpose of CSp to the rt of this (can
see from Csp that E nothg on top of high LH ‘dbl’ crate) - can hoist to 2nd
block. Next action seems to be a series of jumps from the tops of slopg blocks
- if one of these is above the final MG, then partic. vulnerable - as with
other MG when on mky-swg.
Seems as tho’ have to R&J from 2nd block, diag.rt to land on 1st slopg
block, then slide down & jump to 2nd, then immed. ‘Bounce’ to land on 3rd. Then
slide down this slope - flare useful as approachg dark - & J&C near
bottom to catch hold of edge of ‘packg case’/ block & hoist up. (Can smslt
@ 1st R&J to slide down backwds, then shimmy rt, then hoist & bflp, so
as to have more time to slide down 2nd slope before jumpg fwd to 3rd slope.)
Can see when hoisted up to highest crate/block that opng leads to
immed.long slide down @ the other side, down a brick slopg psg to the bottom -
& another MG? No, in fact not the last. E an opng @ the bottom @ the rt
into a large chamber with wide slopes down @ both sides to an area that is too
hot to stand on. At the RH side of the chamber is a rope & a juttg out pfm
leadg towards it - & a correspondg pfm beyond the rope. E a lever @ the far
side. When operate the lever, given a short scene of the dble gates ‘above’
openg, accompd with ‘wonder’ music - monastery ‘plain-chant’ kind.
Can use the rope again to return to the initial side of the chamber,
& when go to the place where we came down the long slope, we find that it
has been transformed into a series of about 5 steps, just like the ‘Von Croy’
symbolled ‘block’ near the pool room, below the outside ‘street’. At the top of
the steps E the last part of the slope to negotiate. If stop @ lower edge of
4th step, then can jump up to 5th step & then continue ‘runng & jumpg’,
so that 2nd jump clears the slope to land on the crate top just beyond, where
jumped from to reach slope when coming the other way.
Surprisingly, seems E no MGs in WH this time - no, E one @ left as go
towards ladder (drops nothg) - nor in room below ladder. Can then go along
brick psg & thro’ CSp, to reach recess where @ left is open trapdoor. Can
hoist up into alleyway & E STILL no MGs. When turn rt to go thro’ opened
dbl gates, cannot reach alcove that LH door covers. Can see that psg continues
fwd into ‘distance’ & unfocused darkness, typical of the end of a game. Yes.
Game finishes @ this pt. So last ammo picked up (uzi clips in dark corner) not
used @ all (not used, but COULD have been, theoret).