The Old Library
Level by CoolKing
Walkthrough by DJ Full
WARNING: MEDIS CRITICAL!!!
Go left to find the lever in front of the door. Pull the switch and the door
opens, letting you climb the following bookcases. Throw a jumpswitch
to open the exit, but not this one next to you, in the dark. So go back and
through the gate you started the game in front of, to fight the first enemy,
which is a SAS. Dying baddie drops a revolver - it will be useful in this
adventure. Go into the dark hall and realise the action takes its place in
Venice. Pull the lever near the S door to open the door - but again, not the
one you expected to open. Get to the SE corner to find another lever, raising
the trapdoor on the N of you. Jump into the water the trapdoor was covering and
swim out of the underwater chamber through the SW passage. Resurface, exit and
throw another 2 jumpswitches. The left of them
reveals an alcove next to you, containing another revolver with a laser sight
to combine with it. The right switch seems to close the door on the top of the
first bookcase you climbed, but in fact the portal remains open.
INTENDED WAY
So return to the water and keep close to the bottom to
SAVE right under the hole leading to the previous dry room. Now try to get on
the bank as close to the SW corner as possible, to be able to jump between the
two sentries as soon as you stand up. Sprint away, passing by a SAS to lure him
away of the guns range and kill him in some safe place. He drops nothing.
SHORTCUT
Don't throw the right jumpswitch
but just stand on its tile to open the door on the top of the first bookcase.
Get through this portal safely, as the sentries won't activate nor will do the
SAS.
Now get on the top of that bookcase I mentioned, go through the door and,
behind the short passage, drop on the stone above the
lava line. Grab the opposite ledge, pull up and press a switch. Go back to the
starting place to enter the alcove revealed on the S and throw a lever located
there to open the far gate on the NW. Go through the portal, throw a jumpswitch to open the next door and watch out for unmarked
burning floor next to the metal fence. Jump over these death squares and throw
the RIGHT jumpswitch (the left one spawns a sentry
you can't avoid). On the closest tile on the S of the right jumpswitch,
there is another unmarked piece of burning floor. Jump N over it to fall into
the hidden pit with a laser sight at the bottom (it's probably SECRET #1). Get
out (but not on the burning floor!) and enter the next gate. Press the switch
to open the door in the next corridor, ignore the bike and use the ramp in the
revealed room to get on the shelf. Throw another lever up there. Go back to the
corridor. Still, ignore the bike and get to the far door to face another
sentry. A crawlspace hidden on the right of the block with Bartoli's
organisation sign allows you to bypass the gun and blow its napalm tank with
your revolver in sniper mode (combined with laser sight). Pull the lever in the
dark and take some revolver bullets and two big medis
(you may find them very useful if you didn't take the shortcut) from the place
the sentry was once standing. Go back across the pool and enter the left door
at the end of the corridor. There is a jumpswitch
under the monkey swing, but you don't need to grab the bars at all to throw the
lever. I think this room was supposed to be much higher. Anyway, the switch
opens the last door in the corridor... and lets 5 SASes
out of the passage behind them. So automatic targeting and
the revolver advised. Kill the thugs and before you see what's behind
them, switch to manual and the pistols.
Now wait in front of the gate, on the right of it, to rapidly shoot 4 more
baddies, one by one coming out from the following passage. When you save your
life, enter that corridor and climb the ladder at its end to get to a narrow
red corridor. Sprint through it and pull the lever behind the corner. Now watch
out not to fall into the unmarked pit under the jumpswitch
at the end. Hit it and fall back into the first sentries room (if you didn't
use the shortcut, hide behind a column to avoid their bullets). The door on
your right is finally open, so get through it. After passing another corridor,
go upstairs. On the top, take a look at the room behind the slope and assume
the builder gotta be kidding. Either use the rapid
fire method, or just ignore all the opponents, throw two side jumpswitches in front of the exit door, then the last
ground lever in the following corridor to reveal the final slope and slide down
to finish the game. The second method is much easier, much faster and much less
annoying.