GENOVA PRINCIPE
Level by Francesco
Zecchinelli (FZ)
Walkthrough by Phil
Lambeth
Lara starts in a train
station. Everyone else has apparently left for the evening, so she's on her
own. Take a stroll about the spacious surroundings. After a while you'll
discover that there are night watchmen on duty, four SAS to be exact. One
you'll alert near the SW corner, in front of one of the "Genova P.
Principe" signs. After killing him, run east along the tracks and you'll
hear approaching footsteps. Locate the stairs going down into an underground
area and shoot the second SAS you'll find there. Note the closed door in the
east alcove and go back up into the station, as there's nothing else to do here
for the moment.
Continue the long run
toward the east end of the station (noting the graffiti on the third pillar
from the end, where the author's initials have been spray painted in red and
presumably his picture is posted right above that), then make a horseshoe turn
to the left and start running back up the central tracks. You'll encounter two
more SAS, and when you've punched their tickets you should be free of human
harassment for a while. Keep running forward until you reach the train, vault
up onto the ledge to your right and pull up onto the top of the train. As you
run toward the front of the train, jumping over the sections as you reach their
junctures, you'll spook a couple of bats that need to be killed. At some point
before you reach the front end of the train, stop and turn to your right and
pull up onto the cement canopy, which will alert a third bat. Then hop back
down to the top of the train and take a running jump and grab to the slightly
higher concrete canopy on the south side.
Pull up, turn to your
right and run to the west end. Be careful not to go too far and fall back down
to the station floor. Stand in the SW corner, facing the south wall. Take a
running jump and grab the crack that's hidden in the darkness. Shimmy to the
right as far as you can go and pull up into a bricked area. Draw your pistols
and kill another bat, then step forward and pick up the small medi-pack. Throw
the floor lever in the alcove to your left, and a cut scene shows the door
opening in the east alcove back in the underground area.
Light a flare and
vault up onto the ledge in the NW corner. Step forward past some rubble to your
left and turn right into the concrete passage. Turn right again once inside and
pick up the flares in the alcove ahead. Hop back and turn left to face a dark,
closed-off passage. Run inside and draw your pistols. For some reason there's a
confused SAS in there, guarding absolutely nothing, so put him out of his
misery and add to your kill count. Run inside to the end, flush out and shoot
the bat, which drops some flares. There seems to be nothing else to do in here,
so exit this area, return to the place where you pulled up and safety drop down
to the station floor.
You can explore the
track passages in the west wall, where the camera angle becomes fixed the
instant you enter, but there are no apparent pickups in any of them. (If there
were, you'd have to grope about blindly to find them.) Instead, return to the
steps leading to the underground area and go inside the east doorway.
Head down the wide
hallway and turn left at the bend. Shoot the SAS in the next room and pick up
the small medi-pack he leaves behind. Continue down the stairs and emerge
through either opening into another huge underground train yard. You can spend
a lot of time looking around, losing camera control when you near the south end
or enter the tunnels at the north end. However, your only productive activity
is to locate the hole just off the tracks near the NW corner. Drop down into a
lower tunnel and use the crawl space to access a new area to the west. Run
across, past the columns and the huge dirt mound on your left, and step down
into the next area with a closed door in the alcove to the left. Turn right and
go through the doorway into a new room.
Turn left just inside
the entrance and run alongside the south wall until you reach the SW corner.
Turn left into the passageway and locate the steps at the end. Wind your way a
long distance up the steps until you reach a couple of blocks to climb, then
continue up the steps until you reach a ramp leading down to a barrier. Shoot
it for fun, then continue around to the end of the passage for a large
medi-pack. You can hardly be blamed for feeling cheated by having come such a
long way for such a meager reward. But don't despair; there's more. First shoot
the bat, then reverse roll and return to the ramp. To your right is an opening,
so pull yourself inside and step forward to the other end.
Take a running jump
across to the dark alcove on the other side, then push the floor lever to your
right. A cut scene shows the door downstairs opening to give you access to the
motorbike. Jump across to the previous alcove (if you drop down instead, you'll
be returned to the previously-explored area near the beginning of this level)
and go all the way downstairs. When you get back to the dark, rubble-strewn
area, turn right and run back along the south wall as you did before. Turn
right at the end and go through the open doorway to the motorbike. Get on and
drive it straight ahead (skirting the concrete barrier directly in your path),
and over the huge mound of rubbish into a new area you couldn't access on foot.
Dismount and say sayonara to the motorbike, as you don't really need it any
more.
Go into the next room
to the north, the one with the pinkish brick motif. Wind your way around the
train to the other side of the room, where you'll face three openings to the
west, two of which are blocked by barriers. The barriers are there for a good
reason, so don't bother shooting them. Before proceeding, however, climb onto
the filing cabinets near the north wall and drop down into the enclosure on the
other side for a small medi-pack. (There's another small medi-pack on the south
side of the train, also surrounded by file cabinets.)
Now climb into the
middle west opening and note the pattern of light gray and dark gray tiles on
the floor below. There's also another small medi-pack ahead and to your left,
but you can forget about getting that one. What you're about to navigate is a
flaming floor tile puzzle, and since there's no water in sight you want to be
careful not to step on one of the tiles that will ignite in flames the instant
you do so. Your objective is a jump switch on the other side of the room, and
the safe path there is as follows: Run off the edge onto the tile just below
you, then the next two adjacent dark tiles (diagonally ahead and to your right)
are safe. Note the dead or wounded soldier to your right when you reach the
third tile, but don't attempt to give aid or try to find any pickups under his
body. Turn to your left so you're facing west. The next four tiles ahead are
safe. When you reach the fourth one, turn all the way to your left, and the
next two tiles south are safe. Then move to the adjacent tile to the SW and the
final tile to the NW, and you're standing beneath the jump switch. Activate it
to open the door directly behind you in the east alcove.
Return to the other side, using the same route in reverse, then hop down
onto the concrete floor and run through the open east doorway. Turn left
(there's nothing productive in the darkness ahead) and run along the tracks. Turn
right at the end and run across another set of tracks, then turn left where you
appear to be blocked by a mound of rubble. However, you can get across by jumping up to
the top on the far right side. Do so and slide down to the other side as you
lose camera control again.
Turn left when you
reach the wall, and draw your pistols to shoot the SAS who comes around from
the other side of the train to investigate. Note the closed door to the north,
then turn left at the point where you saw the SAS and go to the west wall next
to the train. Pull up and then run down the path next to the train, and you'll
emerge over the area that you ran through briefly as described in the previous
paragraph. Turn right and walk out to the north end, then take a running jump
and grab to the other side. You can pull up into the alcove, but there's no
need to. Simply shimmy to the left until you can pull up into the next alcove.
Turn around and take a
running jump over to the south side. Lara will slide upon landing, so grab the
edge and shimmy to the right until you can pull up. After shooting the bat,
jump back across to the north side, turn left and run to the other end. Hop
back off the edge, grab and shimmy to the left until you reach another alcove.
You probably hear the footsteps of another SAS by this time, so shoot him from
here if you can; otherwise, turn around and jump across to the free-standing
structure on the south side. Slide, grab, shimmy to the right and pull up. Take
a final running jump back across to the north side and grab the crack. Shimmy
to the left until you reach the alcove in the NW corner.
Pull up and enter the
dark corridor. In the next room is a floor lever. Throw it for a cut scene
showing the door opening near the train where you shot the SAS earlier. Exit
this area and safety drop to the tracks below. Shoot the bat and run back down
the tracks to the east, shoot the SAS on the way if you didn't get him from
above earlier, turn right at the end and go over the second set of tracks, left
and over the rubble, around the train to the left and through the open north
doorway. Slide down the slope to end the level.