Back
to Basics 2007 - Following A London Sect
Level by TimJ
Walkthrough by Selene and Harry Laudie, with a
few paragraphs contributed by Phil Lambeth.
The level takes place somewhere in London and starts with
Lara standing inside a building of some sort. Go right and right again when you
reach the first burning candle, pick up the flares next
to the second one in the SW corner. There is a key
lock and a trap door in the north corridor. Leave the building now and two guards attack from the left, so start off by
killing them, but be careful not to run into the barbed
wire at the north end of the street. Pick up the small medipack and Uzi clips they leave behind and go across the
street. Behind the yellow cab (right of the burning fire) you'll find some more flares.
Turn right and go down to the far end of the street,
on the right side of the building where you came out. You
may have noticed a small side alley to the south that you'll come back to later.
At the west end next to the fire there is a garbage bin you can climb. Turn
around and do a running jump towards the swing pole, pressing Action to grab
onto it. Swing around, let go and press Action again to grab the yellow hanging
"box" ahead. Climb up on top of it. The sound you're now hearing
tells you there's a crow nearby and it's
begging to be disposed of. You can either kill it from up here or drop down to
the street for some more space. If you choose the latter you'll have to make
your way back onto the yellow box again afterwards.
On the facade of the building to the SE you might spot
a black grated platform. That's where you're going so do a running jump over to
it, then do another one to grab the crevice in the
grey pillar east. Shimmy around the left corner and pull up onto another
platform. Turn left and you'll see a crevice in the wall ahead with a yellow
crate at the far right end. You'll have to reach this crevice and it's quite
tricky, but a running jump slightly SE while pressing Action should do (since
the crevice actually runs all the way to the left end of the wall, even though
you can't actually see it). Shimmy right and pull up into a room with some
pipes spewing out fire.
Time your run past the horizontal pipe first, running
as the fire subsides. Turn right and
time another run to get past the vertical flame as
well. The crosshatched floor tiles in this area are
fire traps. You'll find a switch in
the south wall and a glass-protected button in the east wall. I'd recommend that
you save your game before pulling the switch, as the next part is quite
difficult. Pull the lever and a trapdoor drops below Lara's feet, sending her
plummeting down to a slope. The moment she hits the slope, jump forward across
the fire-trapped floor to land on a
second slope. Now you have to slide almost all the way to the bottom before
jumping and Lara will land on a third slope. Jump forward to grab the swing
pole, swing around once and let go, grab another pole and swing into the alcove
ahead (a door closes behind you) before, if all goes well, the flame emitter between the two swing poles goes
back on. If Lara catches fire, simply reload and try again.
The black tile ahead is
fire-trapped as well, so avoid stepping on it. Stand right before it
and jump up while pressing Action to grab the monkeyswing.
Swing forward and left, and as you do this a flame
bursts out from the wall back on the ledge where you came from.
Going back there is not an option, in other words. Continue swinging, turn
right and go forward until you can drop down onto a safe floor. Turn left and
stand/jump SE down to the safe floor section here to retrieve some Uzi clips. Now walk forward until Lara stands
with the slope where she first dropped down on her right-hand side and turn
around. Look up to spot a jump switch, jump straight up while pressing
Action to grab and activate it.
Now you'll have no choice but to go through the slope
jumping sequence again. Stand facing south and sideslip right onto the first
slope in this room. Go through the jump sequences again, grabbing both poles
again and in through the door that has now opened again. This time stand at the
opening with Lara's back to the fire room and hop backwards, grabbing the edge
on the way down. She will put her legs up on a climbable wall so climb around
to the right and all the way down as far as possible. You can now climb all the
way to the right and stay below the flame emitter
without catching fire. As the flame subsides back flip/roll to land on the slope behind, then
immediately jump while pressing Action. Lara will grab a second jump switch and
pull it down. The tile at the bottom of the slope is now safe and you can do a
standing jump to get back through the open door again.
Now the flame that came out of the wall is disabled so
you can once more use the monkeyswing to get back to
the other side. Drop down here and this time climb up through the open
trapdoor, making sure Lara is facing S. Time your run past the vertical flame
again and this time jump left over the open trapdoor. The glass cover is no
longer preventing you from reaching the button, so you can now press it in
order to open the door to the left. The open door partially bars your way, so
be careful when you go around it not to step on the black grated fire tiles below the pipe to your left. Go
into the next room, and on the right wall there's a button, but this only
closes the door you came through.
Run about one step into the room and hop backwards
towards the door again as some barrels roll
by from the right. Three rats attack as
well, so kill them before continuing into the room. Shoot away the crates in
the left corner to find a small medipack. Now go to the right corner of the room and shoot some
more crates. It's very dark in this corner so either use
the binoculars or a flare to spot a switch behind the barrels to the left of
the crawlspace. When you have pulled it crouch and go through the crawlspace.
On your way you're attacked by two rats, the only thing you can do here is to draw guns and shoot
them as well as you can (their attacks are not sustained, so you'll have an
opportunity to fire at them). Continue crawling north through the water until
you reach a room with a thug (possibly a member of the sect mentioned in the title?) and his faithful dog. Kill them, then pick up the flares in the near
corner as well as the RED KEY the thug drops.
Go back through the crawlspace, killing
yet another rat on
your way (come up to a crouch and draw your pistols as soon as you see it out of
the corner of your eye). Return to the room with the fire pipes, navigate past the fire tiles and blowers, and this time drop down to
the ground from the west opening where you came in to begin with. Go south, and
in the small niche left you'll find a keyhole with a red frame, use your newly found key here to open the door next to it. Shoot
the circuit box to the right and pull the switch to
open a trapdoor at the end of the alley. Leave this room and go left, here
you'll find the trapdoor I mentioned. Drop in, jump to land on the opposite
slope and press Action to grab the edge, then drop
down. Above you there is a jumpswitch and I'd recommend you to save before
pulling it as the next part can be a bit hard. Pull the switch, lowering the
trapdoor below you so that Lara lands in a pool. There are two rotating fans in
the pool causing a very strong current. If you're not careful the current will
easily sweep Lara into the fan behind her, causing her to be instantly
shredded.
What you have to do here is to keep
swimming forward to the east (so keep pressing the Up arrow key). It
will go slowly and make it seem as if she's butting against a wall, but
eventually the camera angle will change back to normal as Lara reaches the
pillar ahead and that's when you know that you have beaten the current (for
now, anyway). On the back (east) side of said pillar there is a lever.
Pulling this opens a door in the west wall directly opposite the pillar. Swim
to your right around the pillar (to the left there's another fan blocking your
way), being careful not to be swept along the current toward the fan to the
right, and struggle your way over to the opposite wall and through the open
door there. Swim/wade up to the end where you can climb up and drop down to
enjoy a magnificent fly-by through a partially submerged metro station that
eventually comes back to where our heroine is now standing.
Drop off the block and swim north along
the submerged railroad tracks. Pause just past the light metal crate to your right,
where you'll find some flares that
you'll most likely need, as this area is quite dark in places. There are
additional flares
at the bottom of the escalator just beyond the turnstiles to your left. Swim up either side of the escalator until
you surface, then run the rest of the way up to alert
a thug
coming down the stairs from your left.
Kill him, then proceed up either stairway until
you reach a room where three SAS are warming themselves near a makeshift campfire. Kill them one and all, then
collect the Uzi ammo
and small medi-pack left behind by two of them.
Avoid the barbed wire near the north wall. The nearby crates are empty,
and you don't yet have the red key to open the door in the west wall, so go
back down the stairs and return to the partially submerged metro station. There are two sections in the main area above
the tracks where you can grab some air if needed. You can also pull up onto the overhang where
it meets the east wall and crawl forward to pick up a small medi-pack
for SECRET #1. Nothing on the west side, sorry.
Now let's explore the section on the east
side of the tracks. Inside the open SE
doorway is a niche to your right where you'll find some Uzi ammo.
Continue along the winding passage and you'll soon reach the water's
surface. Wade forward
a short distance and then run along the passage until the camera angle
changes. Step forward, turn into the
alcove to your left and open the door.
Inside the small room is a device with a glass-covered switch and a
receptacle on either side, each requiring a pickup that you don't yet
possess. There's nothing more to do here
at the moment, so reverse roll and continue south down the corridor and over
the grate. Turn right at the
T-intersection and open the door. Guess
what? Another small
room with a similar device bearing a glass-covered switch and a receptacle on
each side. Go back the way you
came and swim to the main area outside.
Turn to your right and swim past the larger central opening and into the
NE opening. When you can surface, run up
the ramp past the steam blowers and continue north as the camera angle
changes. When you reach the top of the
ramp, run straight ahead into the dark wall and jump up to activate the jump
switch. Continue north and make a
hairpin turn around the work bench.
Vault up into the alcove for some Uzi
ammo, then continue north through the small
doorway. Follow the ramp until you reach
a closed door requiring a green key you don't have (although it's in plain
sight just beyond the grate behind you.
Go back down and swim to the main
area. Make a hairpin turn to your left
and swim into the larger central east opening.
Turn left at the T-intersection and continue until you can surface. Run across the enclosed bridge to the west
side and follow the passage past the open doorway to your right. When you reach the water to your left, wade
forward until you're able to swim, then continue forward and pick up the small medi-pack
near the turnstile. Flip turn and swim
back the way you came.
Enter the room you passed by earlier and
save your game in front of the switch to your right. When you pull it down you see a cut scene of
a door opening and you hear a burst of action music that's indicative of a timed
run. Reverse roll, exit this room and
turn left. Make another quick left and
sprint across the bridge into the water.
Swim forward, turn right and keep swimming until you reach the companion
bridge. Turn right, surface and sprint
across the second bridge. Make a hairpin
turn to your left into the open doorway.
Once you're inside, the door stays open.
Look through the crack ahead and you'll
see a fuse box in the wall SE. Draw your
pistols to shatter the cover and reveal a switch, and a trap door is also
lowered to your left. Jump up to grab
the crawl space, crawl inside and lower Lara down the north side. Pick up the RED
KEY and crawl back up. A grate in the east wall bars your way, and
you can't get at the switch that's so tantalizingly near, so exit this room,
make a hairpin turn to the right and cross the bridge back to the east
side. Swim back to the main submerged
area and continue over the turnstiles to the west. Surface and run up the escalator, then up the
stairs and into the room with the campfire where you wrought all that carnage
earlier. Use the Red Key to open the
door in the west wall.
You face a slope with two fans and barbed wire in a
pit. There is also a barrel on a far upper slope. Slide down
the slope and jump to the pole between the fans. Press the forward key and
swing around once. Then release the key to jump safely over the barrel onto the
more even ramp. Run up the ramp and shoot a thug.
The thug drops a large medipack.
Shoot a box in the corner for Uzis and Uzi ammo. Climb onto a block and pick up YELLOW FUSE #1. Drop into the corner and press
the pushbutton on the wall. You get a cut scene of a platform rising over the
pit. Go to the entrance and grab the ceiling. Monkey swing over the pit and
back to the door. Go back down the escalator and swim over the turnstiles into
the flooded station again.
There are two tunnels to the north. Swim
to the end of the left tunnel and see a timed underwater lever on the east
wall. Pull the lever and swim south. Loop around to the left through an opening
in the wall and swim up the right north tunnel. At the end, pull up through a
timed door in the left wall. Once you make it, the door seems to stay open. Hop
into the north tunnel where it is dry. Stand jump to the north to get over the
bump. Go north and follow the tunnel to a construction site. Shoot a thug and his dog. At the end of the tunnel, look up to the right. You can see a V-shaped
notch in the column. You can pull up there and onto the column for flares. Look to the north-west and see a ledge
and an opening in the wall. You cannot get there yet, but remember where you
saw it.
Drop to the ground and enter the lower
north-west opening. You enter what appears to be the basement foundation under
a church. Shoot an annoying bat.
Go east and into the south-east archway. Shoot two bats and pick up Uzi ammo.
Go north to an archway for a small medipack. Go north into the
water and you can see a closed door. Return to the basement and go to the
north-west corner. Stand on the mound of dirt and pull up to the north ledge.
Jump into the opening to the south. Then run and jump to grab the middle ledge
to the south. Pull up and see a chandelier with fire in the middle of the
ledge. There may be another bat
to shoot.
Go to the middle south ledge and look down
south to see a ledge with an opening. Take one step back, and stand jump
forward with grab to glide onto that ledge. Go to the opening and run and jump
to the south-west to grab the ledge you saw from the column. Run and jump with
a right curve to the north-east to grab the edge of a beam. Pull up and go
south over the beam. Pick up Uzi ammo for SECRET #2.
Jump down to the ledge and safety drop to the floor. Go back to the north-west
corner and climb and jump again to the middle ledge with the chandelier with
the fire.
Go to the north-east corner and jump down
onto a lower ledge. Immediately hop back and grab the ledge. Hang there while
two barrels roll over your head. This trip was only to trigger the barrels so
they are not in your way later. Shimmy to the right and pull up onto another
ledge. Go east a little and pick up the PIEGA
(green) KEY. Notice the lock on the other side of the
fence. Safety drop to the ground.
Go back to the north-west corner and jump
south into the opening. Now turn to the west and jump to grab a higher ledge
and pull up. A fence prevents you from getting to the ledge with the fire.
However, jump onto the north ledge and Lara looks at a triangular space in the
wall. Reach into the space and pick up BLUE
FUSE #1.
Carefully jump to a lower ledge and then safety drop to the ground. Go south to
exit this basement and return to the metro tunnels.
Follow any tunnel to swim back to the
flooded station. Swim into the north-east tunnel and follow the tunnel again
back to where you saw the locked door. The fence beside you was where you found
the Piega Key. Use it now to open the door and follow
the tunnel. Climb a ladder and shoot two thugs. Follow a north tunnel to a church area and shoot a crow. Pull out a movable block from the west
wall. Get into the alcove behind the block for a large
medipack and SECRET #3.
Pull up onto the canopy over the four columns. Use the floor lever and get a
cut scene of the door in the basement area opening. Exit this church area and
go to the west. Slide down the slope to a ledge in the basement. This is a
shortcut and there are no barrels to kill you.
Go north into the water and go through the
open door. Climb the blocks and pull up into a triangular opening to the east.
Climb another block and you are in a room with a fire. Shoot the barrel in the
north-west corner. A small fire starts and explodes a section of the north
wall. Enter the next room and shoot the fuse box in the north-east corner. Pull
the switch inside and the door opens in the west fence. Shoot the guard and pick up YELLOW
FUSE #2. Exit the room and return to the
basement. Be careful of the vibrating barrels and go south to exit back to the
metro tunnels. Go south and swim into the flooded station.
Swim to the south-east corner again and
follow the tunnel to the rooms needing the fuses. The first room needs the blue
fuses, so continue to the second room and place the two yellow fuses. The glass
panel opens to reveal the switch. Pull down the switch and get a cut scene of a
fan stopped in the underwater tunnel. Exit and return to the flooded station.
Enter the left south tunnel and climb the second box at the left wall. Pull up
into a tunnel in the east wall. Follow the crawl space and swim back to the
tunnel with the fans. The south fan has stopped, so swim south and into a
tunnel in the east wall. Pull up into a tunnel and shoot a bat. Follow the tunnel to a crosshatched
wall. Climb the wall into another tunnel. Follow the tunnel and drop into a
small room. Shoot a box to release a rat. Shoot the rat and pick up BLUE
FUSE #2. Follow the tunnel and ladders back to
the tunnel with the fans.
Enter the hole in the west wall and swim back
to the flooded station. Swim to the south-east corner again and follow the
tunnel to the rooms needing the fuses. Enter the first room and place the blue
fuses. The glass panel opens to reveal
the switch. Pull down the switch and get a cut scene of a fan stopped in the
underwater tunnel. Exit and return to the flooded station. Enter the left south
tunnel and climb the second box at the left wall. Pull up into a tunnel in the
east wall. Follow the crawl space and swim back to the tunnel with the fans. The
north fan has stopped, so swim north and into a tunnel in the east wall to get
behind the north fan. Swim north and into a tunnel as the camera view changes.
You exit into another tunnel with a fan. Turn to the left and slowly swim north
against the current. Swim to the north-west corner and pull up onto a ledge.
Climb a ladder into an open outdoor area.
Shoot a thug
and his dog.
Pick up flares and go east. Enter a niche and open the door. Enter the room but do not
go near the south windows. The barbed wire outside the windows can damage you.
Go north up a ramp and follow the ramp to see two closed doors. Open the east
door but the opening seems to be fenced off. Open the north door and enter a
room with a closed door. Return to the ramp where you see a floor lamp. Look
for a jump switch on the east wall. Pull down the jump switch and you hear a
door open. Return back to the north room
and enter the open door. Follow the tunnel to a small room. Then follow the south
tunnel to an opening overlooking the starting area.
Use the zip line to get to the ledge at
the far west side of the area. You are on a ledge near the roof the church
where you started. Go west to enter the north side ledge next to a fence. Turn
left and you are on a ledge on the inside of the church. Just follow the inside
ledge and turn to the right into an opening. You are on the south side outer
ledge. Go west and shoot a thug.
Wait until he disappears and pick up an OLD
KEY. Follow the ledges back to the zip line.
Beware of the barbed wire on the ground and safety drop to the ground. Enter
the church again and go behind the west wall.
Use the key and the trap door opens. Get
into the hole and slide down to the end. You get a cut scene of a thug who
disappears. You now face a room with some deadly pools. Carefully run and jump
over a deadly pool and be careful of the fire on your left. Run east into the
alcove where the thug was seen. You get a small flyby and the level ends.
22-jan-2007