SILENT VENICE, DEADLY VENICE
Level by Shadoofus
Walkthrough by Phil Lambeth
The level is subtitled "Shadoofus' Cringe April Fools Level." April Fool indeed. Here you need to press F6 to save your game and F5 to load a savegame, and it's easy to get mixed up in the heat of the action. Also, before beginning you should be aware of the builder's full-capped warnings in the accompanying text file:
WARNINGS - THIS LEVEL MAY BE DISTURBING TO NORMAL AUDIENCES. PROCEED WITH CAUTION.
TRIGGER WARNINGS MAINLY INCLUDE ENHANCED VIOLENCE AND UNSETTLING ATMOSPHERIC PIECES
NOTES - THE GAME DOES NOT HAVE ANY HEALING PICKUPS, THE MEDICAL SUPPLIES YOU GET AT THE START IS ALL YOU HAVE.
BE CAREFUL WITH ENEMY ENCOUNTERS AND NEVER TAKE RISKS. ONCE YOU RUN OUT, YOU ARE OUT OF HEALING!
THIS ALSO APPLIES TO AMMO. YOU ONLY HAVE SO MUCH OF IT WITH THE PISTOLS NOT BEING ABLE TO HURT ANYTHING.
YOU CAN USE THEM TO BREAK GLASS AND STUN SOME ENEMIES, BUT YOU CANNOT USE THEM TO KILL ANYMORE.
Head N toward the canal, turn left and find a narrow ladder near a closed door. Mount the ladder and climb up to a balcony. Note for later the wall switch that opens the W door, but for now go to the NE corner of the balcony and take a running jump to grab the first of two swingpoles that bring you to the next balcony. Hang from the far end of this balcony and activate a jump switch that raises a scaffold to your left as you land. Jump across the canal, climb the ladder once again and use the swingpoles as before to get to the E balcony.
This time, take a running jump and grab to a third balcony, pull and and jump to a wooden platform. Note two more swingpoles ahead. To reach the first one you'll need to make a curved running jump. Land from the second one on a wooden platform, stand jump to the final swingpole and jump to the final balcony. Enter the building, go up the steps and turn left in the next room to find blue glowsticks in the back corner. Head S down the steps and Lara will look to her right at some dangling ropes. Take a running jump to grab the first one, line up with the second one, jump to grab it and turn a bit left to jump to a balcony with a floor lever.
Push it to open doors down below, safety drop to the walkway and run forward to enter the opened W doorway. Grab the blue glowsticks to the right of the entrance, pull up onto the NW block for the SHOTGUN and hop down S. Turn around to find that the block you hopped down from is a pushblock. Pull it one time S, turn around and face a row of three more pushblocks. First, pick up 2 x shotgun ammo, then move the middle block two times N and two times W. Get up onto it and pull a fourth pushblock one time so you can get around it for more shotgun ammo. Exit to the canal, turn left and follow the walkway past the raised scaffold and climb the ladder once again.
Repeat as described above along the swingpoles and balconies, arrive at the last balcony and go up and down the steps with those ropes dangling off to your right. This time, jump S across the gap and run forward to meet your first enemies, three soldiers and two mummies. If you hurry, you can run past the soldiers into the side room to your right, grab the MAIN BUILDING KEY from the plinth and beat a hasty retreat without significant health loss. In my case, the soldiers who kept firing wildly managed to kill two of their buddies during the brief battle. Jump down into the canal and swim to your left. Continue around to the jetty and pull out.
Turn left and run to where you began the level. Go up the steps and use the Main Building Key to open the S doors. Enter the building, turn right at a closed door and go up the steps to an upper balcony. Go around to the left, jump up to grab a crack and shimmy right around two corners. Pull up into an alcove, pull down the wall switch to open the door you noted and jump down to the balcony. Go downstairs and past the opened door into a passage that leads to a floor lever. Push it to open a floor trap door, exit this building and run N back to the canal.
Turn right and get up onto that scaffold you raised earlier. Stand jump S onto the balcony and run forward to the wall. Turn right, take a running jump W to grab the swingpole and jump to the far ledge. Turn left and jump to the raised wooden platform, face SW and take a running jump to land on the sloped roof. Slide, grab and shimmy left around the corner to pull up onto a block. Turn left and use two swingpoles to get over E to the next block. Use the sloped roof to shimmy left and pull up in front of an archway. Run forward and turn right into a side room.
Pull up onto the ledge, shoot the windows in this room and also across the way, jump over there, hop down and use your shotgun to kill a dog. Go to the NE corner for the UZIS and return to the window sill. Jump across W with grab to land safely, hop down and turn right into the archway. Turn right again, locate the ladder but don't try to use it to climb down. Safety drop instead and head S past some crates. Turn right, locate the SW alcove and pull up into it. Turn around and take a running jump to grab the swingpole. Jump N onto the block, pull up higher and follow the ledge around right. Take a running jump S onto a lower section of the ledge beneath the arch across the way, face SE and take a running jump to grab the block next to the sloped roof.
Pull up, grab the CROWBAR to your right and note the nearby E balcony. You can't shoot the window to get into the building from this side, so jump back to the arch and look down S. Jump down into the water, swim forward and pull out to meet a soldier. Go through the N opening and come to a deep room. Hop down to a ledge, hang from the left edge and shimmy left around the corner above a crawl space, drop and grab and shimmy right around the corner. Drop, turn around and stand jump to grab the ceiling. Monkey swing toward the jump switch, turn left and drop to activate it to raise a platform behind you.
Turn around, jump to the platform while avoiding the swinging crate and drop from the N edge onto a lower platform. Turn right and slide down to a ledge and face a gauntlet of deadly traps. Stand left, get down on one knee and crawl hop two times with the sprint key to get past the spike ball and blades unscathed. Stand right, save your game and take a running jump to grab the swingpole. Swing around until the spike ball is moving to your left, release and jump onto a platform. Vault up onto the ledge, hang from the left side and release to grab a crawl space. Pull inside for blue glowsticks and flip out the other side.
Jump to grab the N ladder, climb up and back flip onto the ledge. Run down the W ramp to a pool with deadly current. Take a running jump NW to grab the swingpole, swing and jump to a ledge next to a crate, get up onto the crate and monkey swing W to the far wall. Drop and go to the S end of the ledge. Take a running jump over a swinging blade and grab the wall crack. Shimmy left around the corner, pull up into a crawl space and continue past the opening to a floor hole. Hang to a fixed camera and shimmy left around corners until you can pull up E in front of an opening.
Follow through another fixed camera, flip out onto a ledge below and jump to grab the stacked blocks. Pull up, take a running jump SE onto a slope, slide and grab and shimmy right to the corner. Pull up and back flip onto a ledge next to a ladder. Climb to an upper room and stand jump N over the gap. Grab, pull up and crawl past the swinging spike ball. Take a running jump to the next ledge, a running jump with grab to the next, pull up and run up the ramp to meet another soldier to your right.
Follow the ledge E, jump into the canal and swim E until you can pull out to your right. Pull up W onto a higher ledge, follow around to the N opening pull the dead soldier away from shotgun ammo. Proceed N to engage a live soldier. At the top of the ramp is another soldier. Find more shotgun ammo under a dead body and note the N ladder. Locate the E crowbar door and open it to a room strewn with more dead bodies, one of which covers uzi ammo and the other the PETROL CANISTER and the FANCY KEY.
Exit this room, climb the N ladder and pull down the wall switch to lift the gate. Vault up onto the ledge in the next room, pull down the wall switch to your right to open the E door and step outside near the spot where you began the level. Mount the ladder to your left and climb it to the balcony yet one more time. Pull down the wall switch to open the W door if you didn't do so earlier and loop around left to find a pushpiece in the shape of a harp. Move it NW onto the marked tile, find a second pushpiece at the SW corner and move it E onto the other marked tile. The W door opens, so follow down the ramp to a library.
You hear the retching sounds of approaching mummies, so quickly turn right and pull the dead body away from shotgun ammo. Run away to a safe distance and check the most recent PDA entry. If you can read it, you've got better eyes than I have. From the entrance, run SW to find a wall switch on a shelf next to a marked floor tile. There are two other such switches, one near the far NW corner and the other nearby on a E shelf. When all three have been pulled, doors open in the W wall. Go on through, shoot a soldier and open the crowbar door. Use the Fancy Key to lift the gate and run toward the waiting helicopter to end the level.