VENDETTA (Demo)
Level by Symo96
Walkthrough by Dutchy.
3 Secrets.
Level 1-Prison.
This
prison has several Zones we have to get Key Cards for.
Red Zone.
Lara in a
prison cell, the door opens by itself? Go out and right to a control room
where you will find out what caused the door to open, that dead guy under
the button for cell 2. To the right is a valve wheel on a door…
For a Secret:
Push the other 3 buttons opening the cells. Go out to the corridor and right
into cell 1, to the right, behind the blocks is
Shotgun ammo. In the other
corner is a grey pushblock, push it against the back wall and then pull/push
it against the blocks (the blocks in cell 2 are the clue to how they should
end up).
Go to cell 3
and move the grey block in between the two others so they resemble the setup
in cell 4. A trapdoor opens up in cell 2, go back there and left in the
corner down the trapdoor to get
Secret #1,
the Pink Dragon (no sound). Get
back to the control room.
Raise the Platform and a
Security Key.
Turn the
valve on the door right and follow the passage, at the end turn around and
climb down the ladder, turn around and go out to a walkway, look right and
spot a double platform in the corner. To the left is a button for later. In
the opposite side of the hall are 3 grey walls.
(Let’s do this the
intended way, as you could get the Security Key without shutting down the
Propeller and that changes the gameplay.)
Look down
into the pool below standing with your back to the button and spot an
underwater lever. To the right of the lever is a big propeller we need to
stay clear of. Hop down and swim left along the wall to get to the
underwater lever opening a door in the opposite corner*, roll and swim back
straight to the opposite wall, left to where that door is and then left
again to the grey wall above the water, keep along the left side of that
grey wall in the right hand corner and climb out right at the low part in
the back. Push the button there to raise that double trapdoor** up in the
hall. Back into the water and swim to the opposite wall again, into the
door* you opened with the underwater lever, swim up in the shaft. Climb out
and run to get that Medipack.
Push the button and hop up out of the tunnel. This is the only way to get
back upstairs out of the water, so remember that.
Timed Swim.
Head back
into the control room and right through the door, down the ladder an on the
walkway right, run jump and grab the double trapdoor**. Go inside and flip
the switch turning off one of the Propellers. Use the button right to get
back to the passage, go right to the walkway and left to the Timed button.
Push the
Timed button and get into the water fast, up in the hole under the grey wall
in front of the Propeller, climb out and up the ladder fast before the hatch
closes. Run jump straight out into the other wall and use the switch there
to stop the second Propeller.
Task for a
Secret later: Walk to the edge of the passage and look left a bit, you can
see there’s a passage behind that central block, run jump in there and push
button [1].
Drop into
the water and swim up where the underwater lever is, climb out on the low
ledge and pick up 2x Automatic
Pistol clips there, back into the water and swim behind the now
motionless Propeller, into a dark tunnel and grab
4x Flares. Swim out and straight
across to get behind the Propeller under the walkway and pick up the
Security Key.
Use the Security Key, Red Key
Card.
Swim out,
right around into the open door and get back up to the control room. Through
the door, down the ladder to the walkway. Go left and use the Key on the
lock, inside and up the ladder, to the left is the
Red Key Card.
Approach the doors in the corner to open them and go right to the
Control room. Use the Red Key Card on the wall with the buttons. Turn
around, leave the control room and go straight through the corridor to the
Main Hall, check the corners to get a
small medipack and
Flares. There are signs
everywhere, it looks like we need weapons for Yellow? so let’s go green,
maybe we’ll find some…
Green Zone.
The Ducts, to the control room.
The door
to the control room is closed, but cell G-02 is open, push that block left
into the corner so we can reach that opening in the ceiling.
But first
make a note of those “arrows” on the wall, in this cell we have L>R-Down and
Up, go out to Cell-04 and through the door and window you can see L>R-Down
and Up. Go back into G-02.
Grab up
into the duct and take the Flares.
Left is a door* and in front is a trapdoor that will open when you run over,
so run jump over that thing, the second one is where we need to go down, so
just walk onto it. Pick up more
Flares there and go into the duct opposite the fan. Walk to the end and
hop up forward to a thin ledge in front of a door. Turn around and stand
jump back up to the higher duct, turn around and a stand jump/grab up, turn
around and a stand jump/grab over to the upper duct, down the hole and flip
the switch that will open a door*. Jump/grab back up, run off the end with
Ctrl, towards that fan so you’ll end up on the thin ledge again. Turn
around, back up to the door and take a step forward. Now stand jump with
Ctrl to get over the slope to the fan. Up in the ceiling is where we came
from. Go left at the next fan and find a pit with glass shards.
- Task for a
Secret later: stand jump grab over the pit and right around is a switch
opening the door at the thin ledge. Stand jump/grab back over the pit, go
left/right and stand jump up to the thin ledge to use
button [2]. Run off the thin
ledge with Ctrl as before and go to the glass shards.
Stand jump
up left into the duct, up left is a way back to cell G-02 in case you forgot
to make a note of the hints in the Cells. Straight and down is where we need
those hints. A room with 8 levers.
Lever Puzzle, Control room.
Following
the clues in the Cells, the right hand wall should be L>R- D,U,D,U. Turn
right and right in the passage is where the door opened. Open the remaining
Cells 01,03,04, go into the opposite passage and use the button to open the
control room door. Go left into G-04 and on the blocks are
Automatic Pistol clips. Go into
G-03, roll and spot the clues. R>L-Down-Up.
Last cell
G-01, (ah…there is no G-01..) the “other” G-04 and make a note of the clues,
R>L-Up-Down. In the corner behind the blocks are
Harpoons. Back into the control
room and right to the lever room. On the left hand wall from L>R pull down
1,3 and 4 and the door opens, pick up the
Green Key Card. Go to the
control room and use it. Go back out and straight to the Main Hall, take a
left to the Blue Zone.
Blue Zone.
Clues and Supplies.
Through
the cell block to the control room and use all 4 buttons to open the cell
doors, back to the corridor and right into B-01, hop over the blocks and
find Harpoons. Back out and into
B-02, between all the blocks is a
message:
“Looks like
a Map of the area, it says trapdoor 0 and both 3 (could be bad
translation?)”.
Back
outside and into B-03, check all spaces between the blocks for a
small medipack,
Uzi clips (in the window),
Shotgun ammo and a
Medipack.
Back
outside and into B-04, left into the back corner for a
small medipack and then go to
the entrance where you’ll find a grey block in the other side, push it once,
turn left and pull the one there once, hop over that block to get the
message that was underneath:
“…After
arrived on 5 to go 6 activate both then go back…”
Trapdoor Puzzle, the Blue Key
Card.
Back
outside and into the control room, right into the passage and pick up a
third message:
“Red
light:nothing Green light:trapdoor Yellow light: fire”.
Go left to
#0 (nothing is Timed, so don’t worry about that). Save there, turn left and
use the lever, run jump and grab across the pool to the #2 tile.
-Go in
right and jump over to the fire tile at #3. Through the opened door and use
the switch left, roll and use the lever there too (“trapdoor
0 and both 3”
).
-Jump/grab
back to #2, go left and jump/grab back to #0 to use the switch left and pull
the wall lever we used there before back up (the trapdoors at #2 switch).
-Go back
to #2, left and jump to the fire tile at #1, go in left and use the lever,
jump back to #2.
-Hop up
left, down onto the trapdoor and time the swinging hook to jump to #5, turn
right and time the swinging hook to jump to #6, use the lever and the switch
(“After
arrived on 5 to go 6 activate both then go back”
).
-Jump back
to #5, left through the room with the swinging hook, down onto #2 and jump
right to #1 and now use the switch right.
-Make your
way back to #0 and flip the switch left back up.
-Get via
#2 back to #3 and use both switch and lever again.
-Back to
#2 and left, back to #0 where the switch left should go back down.
-Go to #2,
up and through the crane room to #5, left to #4 and use only the lever on
the left there, there’s now a trapdoor to reach #7.
-Back to
#5, left over the ledge onto the trapdoor and time the cranes (stand in the
middle and run jump when they go apart) to jump to #7, use the switch to
kill the flames and get the Blue Key
Card.
-Get back
to #5.
- Task for a
Secret later: Turn left and jump over to a new trapdoor in front of #6, from
the trapdoor look up left, the fire in the niche should be off, so jump in
there and push button [3], a
door opens up somewhere. Get back to #5.
Make your
way back to #0 and out to the control room where you can place the Blue Key
Card. Leave to the Main Hall.
Yellow Zone.
Go
straight into the Yellow Zone, still no weapons found, so we’ll have to do
without…
From the
control room go through right and find a panel with a Timed button, first
look at the panel and the symbol just right and up above the button. Looking
into the room left you can see the Timed door across the room and those
symbols are the light fixtures in the ceiling. The tiles below them won’t
trigger all the other doors to open, releasing a bunch of Thugs. So, push,
run through the doorway and jump a bit to the right onto the grey tile under
the fixture, a stand jump a bit left and another hop to the safe side, Go
get the Yellow Key Card and get
out, jump back without triggering Thugs and go use the card in the control
room. The Trapdoors to the Upper Level open up.
Upper Level.
Run
against the pillar coming from the yellow Zone and climb up, back flip off
and turn around. You are standing at the door
you opened with the [3 buttons] if you found them all. Go in and collect
Secret #2, a
Rainbow Dragon and
2x M16 clips. Get back out.
When you
go up the stairs in the wide passage, the alarm will go off and Thugs will
come out of a door in the hall with the trapdoors.
Wait till they
are on the stairs, skip back past them and into that open door, keep left
into the back and find
Secret #3,
a Red Dragon and a load of
Ammo and medipacks. Turn around
and go left through the automatic door, back to the Hall.
Up the
wide stairs and right into the passage, the floor will give way, just slide
and end up in water. Keep going left and down where possible (there are some
Frogmen) to where you can climb out left. Step through the door and hop back
as a Thug will push some barrels down the slope, when he comes in, run out
left down the slope and roll at the pit, hop back grabbing the edge and
drop/grab the ledge below. Pull up and go right, hang into the pit and
shimmy right along the crack to the opening in the back, hop up into the
duct, run jump and grab over the dark pit and drop down into a passage. Turn
left and to the end, push the button to open a gate in the other end, behind
you. Go there and hop up to a switch, the gate closes behind you and the
level ends… When the stats screen is showing, hit Enter and the next level
will load.
Level 2 – Prison - Lockdown.
3 Secrets.
Drop down,
there’s a keyhole in that corner, go along the slope and pick up
Automatic Pistol clips. Take a
left in the next corridor and then a right, right again and on a bed are
Flares. Back out and through to
the end of the corridor where you’ll find a button to open one of the
sleeping quarters where we came from, wait for the baddy to get close and
run past him, at the end go right into 01-04 and on the left top bed are the
Automatic Pistols with 2x clips. Shoot that guy and pick up
3 Ordinary Keys. Return where we
came from before and open the Restroom right, left around to the back and
through to the showers where you’ll find a
small medipack. Through to the
toilet area and find Uzi clips,
a small medipack and
Shotgun ammo. Out to the
corridor and right to the Dining Area, open with the Keys. The cook and his
buddy aren’t too friendly, shoot them. Pick up
Automatic Pistol clips and the
Iron Key.
Using the Iron key, the Armoury
Key card.
Return to
the ramp where the level started and use the remaining Ordinary Key on the
lock, go up the ramp to the higher corridor, go left to the Prison and up
the ladder in the back corner, back flip off and in that passage is the lock
for the Iron Key. Follow through and slide down, quickly run forward and
climb up right into the passage, pick up
Automatic Pistol clips, the rest of the passage is laden with traps,
breakable floors, Darts and Blades. Not too hard, most of them are just
stand jumps over, Run through another spike wall room into the dark passage
with a water hole. Stay close to a wall and climb out at the other end. Jump
over the Blade and run down, jump over to the ledge. Jump back and climb
down the ladder, follow the passage. In the end is a lever, not sure what
it’s for yet, but could be an escape for later or just a trap, pull the
lever and immediately back flip. Now go to the windows and shoot them, the
door straight ahead will open, shoot the bloke and get his
Armoury Key card. You are
actually back in the Dining Area.
To the Armoury.
We could
take the short way there, but then we will miss out on a bunch of pickups.
Best go back through the windows, left to the ladder, up and the traps
aren’t working anymore… Though the water and in the room with the spike
wall, up in a duct and follow through to another room with chairs, into the
passage right and follow through. Drop down into the Infirmary and pick up
3 Medipacks and
3 small medipacks.
In the back, where the beds are is a storage,
but we don’t have the key yet, so remember to come back.
Go out the
door and open the Armoury right. Grab
Shotgun ammo,
Uzi clips,
Harpoons,
M16 clips and
Automatic Pistol clips, go through to the next section to get the
Shotgun, Pistols and the
M16
rifle.
The Security Key, an Iron Key.
Now that
we have some serious weaponry, we can go get another Key… Go out to the
corridor and down to the Main Hall, up that ladder in the back corner to the
Prison and upstairs is a big bloke, shoot him and get a
small medipack and the
Security Key. Get back down the
ladder and head to the Accommodations through the long corridor, left/right
into the Cabins and straight through to where we used the button before, now
go to the right hand wall and use the Key. Back out to the cabins and left
is a newly opened door 13-16, on the right hand top bunk is another
Iron Key. (Using the Security
Key also opened a double door up in the Prison corridor)
Go back to
the corridor, left to the next corridor and left/right through the corridor
to the Main Hall. Up the ladder once more and to the end of that corridor
through the doors you opened. Shoot the resistance and at the end up the
switch to get the elevator down, pull the switch again and get into the
elevator going up. Get out and go left shooting whatever resistance you may
encounter. You’ll come to a room with a ladder on a pillar, more baddies are
about to arrive, so watch out. The one with the Flame thrower drops
3 Ordinary Keys.
For Secrets: Go
into the passage in the back and follow through right to a switch opening a
hatch in the elevator shaft.
Go back
through the room with the ladder pillar and through the next opening and
left is a door you can open with an Ordinary Key, go to a guy leaning
against the wall and the door closes behind you. After a while two other
doors open up.
If you use
the button behind one of the doors, the level will end…. We have to get back
here later to end the level!
But there are
some Secrets to be had, so don’t touch the button and leave through the
other door to the corridor, go left, down the steps and find a small opening
right, leading to the top of the elevator. Climb up into the hatch you
opened and pick up the Secret Cell
Circuit. Drop down in the back, throw the switch and hop into the
elevator going down. Go through the passage with the corpses and open the
first door right with an Ordinary Key. Push the button on the left wall and
see a bridge go down. Get out, right and all the way to the ladder, down to
the Main hall and left up the stairs to the Infirmary, left to the back
where the beds are and open the storage with an Ordinary Key. Shoot the
baddy inside and grab
Secret #1/4,
a Light Blue Dragon. Get out of
the Infirmary, down the stairs and left through the corridor to the Dining
Area. Left into the VIP area and open the door right with that Iron Key, go
down and shoot the windows. Jump over to the right, shoot more windows and
push the button to open a door in the shaft behind you. Jump back and then
to that bridge you lowered. Jump to the ledge at the other side and walk to
the end, Jump down with a left curve and grab the edge. Shimmy right to the
open door, drop/grab and follow in, left around is where you use the Secret
Cell Circuit, the door left opens and inside are
Secret #2/5,
and
Secret #3/6,
the Orange- and another
Light Blue Dragon with
3x Uzi clips. Go up the ladder
in the opposite wall, jump to the bridge and right to the VIP area, go up
and left to the Dining area, right to the corridor, then left to the Main
hall, up the ladder yet again and through the corridors to the elevator
(where’s the Sprint button). Up and left follow through and just before the
room with the ladder pillar right into that room with the half dead guy.
Now push
the button to finally end this adventure.
Dutchy Apr 23-’21-Revised May 04.