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).