Clockwork Orange

Back to Basics 2010

Level by MichaelP

Walkthrough by the author – passages within *** can be omitted if you are not interested in collecting the secrets.

 

Welcome to Lara’s playground....first steps...

After the introductory flyby, which shows you already a few vital things (so watch it carefully), orient Lara towards the first building on the left hand side and enter through the second doorway. Pick up the Blue Key on the big table (which you won’t use until much later) and a small medipack and flares on the ‘window sills’ on the right. You will probably notice that Lara is looking at that raising block that blocks the first doorway, so go there and climb it from the inside (press action and up).

You can see the high jump switch on the other high side a little to the left. Make your way there by a series of jumps on the raising blocks. At one time a baddie starts shooting at you from above. We will deal with him later. Pull the jump switch to open a door near the start of the level. Then drop down and walk further towards the back area of the central pool to spot another jump switch just above water level. Drop and pull it to open a nearby grated door in the water. Swim there, pick up a Rose Jewel which apparently has fallen out of its receptacle here and make your way back to the start of the level.

Playing with levers and a scooter…

We have six levers here - but at this time, you can operate only the first one. So let’s do that and you can see that a path opens up to the first doorway on the right hand side. Get the scooter from near the little hut (and don’t miss the small medipack there on the roof) and ride the wooden walkway into the first doorway on the right. A bat swarm will pester you. Keep driving and watch out as a boulder will crash down from the top. It will damage the slope, so that you actually do not need the scooter any more to go up. So park your scooter and go towards the back end of the room. (Always remember where you park the scooter, as you will need it throughout the entire level.)

Jumping around…

Go to the back of the room and spot the ladder on one of the blocks. Climb up and pull up on the left hand side. Slide and jump with a left curve, slide again and jump with a (strong) right curve and slide again (as far down as possible) and jump a third time with a left curve to land on the ledge. If you do it right you will not hit your head and drop down. From the ledge, carefully time a jump diagonally across and immediately jump from the slope, keeping forward pressed to make it above the opposite slope and land on the ledge behind it. Jump up to the next ledge, turn right and jump and grab the block there….

*** Shimmy to the very right. Pull up and jump immediately with a right curve and grab the next block. Again, shimmy to the right, pull up, jump with a right curve, drop and grab the ledge. Shimmy to the right, pull up and backflip (no twist), immediately jump when you land on the next slope and grab the wall ladder. Climb down a bit and then jump with a twist, land on the slope, drop and grab the edge. Shimmy around the corner to the left and pull up to pick up Secret #1: A Carneval Mask, small medipack and revolver ammo. From the secret ledge you can do a running jump back into the corner and then again jump and grab the first block. ****

Pull up, slide and jump with a bit of a right turn in the air, land, slide, jump with a left turn, land, slide and jump and grab the ledge at the back end of the room. Here you can find a second Rose Jewel which has also fallen out of its receptacle – so pick it up. Then drop down to the floor and place your two Rose Jewels at the side wall and a camera will show you that the first lever trap door has been activated now. Take your scooter with you back to the starting area.

Flooding and Draining…

Pull the newly accessible lever and see (most of) a path opening up to the first room on the left side. Pull again the very first lever to actually fully clear the way. The use the scooter and drive into the room with the big table and up the slope. You will hear a door open at the bottom, which we can use later on to get up there without the scooter. Time to go swimming, so drop into the hole and already notice the red shimmering light – we’ll get the secret a little later as it cannot be accessed right now. Pull the underwater lever and swim through the door that it opens. Get out of the water and climb up into a warehouse of sorts. Scattered around you can find 3x shotgun ammo. At a pillar near one of the windows is a wall lever. Pull that to see the door you came through close – and thus opening up a new exit for later. Also notice the manhole and nearby unlit torch. This is for a secret much later, so remember it.

Move across to the other side and find the turn switch and use it. You hear a flooding sound, as you just raised the water level below. You may also see a swarm of small rats beginning to chase you, but just dive into the water and now you can swim through the small crack into the second basin. Climb the slope and backflip to land on a ledge with an unfriendly baddie shooting at you. Kill him and pick up the shotgun ammo he drops. From that ledge just run straight towards the opening and grab it (jumping will not work as the open grated door blocks your way). Pull up and you get into the third basin. On the left you can see a wall switch, but it is underwater for now. So do a running jump and grab to the high opening and crawl through and drop into the fourth basin. Pull the underwater switch to lower the water level again. Then use the ladder to climb out of the water, jump with a twist to the opposite ladder and go back through the crawlspace to the third basin. Now you can pull the wall lever and will see that you have activated the next lever trapdoor in the starting area.

From the lever you can jump up to the opening back to the second basin, but it is closed off now by the grated door. Indeed, because you anyway have to raise the water level again to make your way out. So, repeat the jump and crawl through to the fourth basin and pull the underwater switch again to raise the water level. As you cannot use the ladders now, climb out into the opening on the side and find the shotgun and importantly - another wall switch. This one shows you a block lowering in the jumping room that we have been to before. Time to get out now! So, from the wall lever jump up and crawl through the higher crawlspace, drop and grab and shimmy left around the corner and onto the ladder. This can be a little tricky, if Lara refuses to move onto the ladder, but keep trying and it will work eventually. Drop into the water; make your way through the next opening and the small crack back to the first basin. You have probably heard another baddie shooting at you from above, but ignore him for now and just swim out through the new exit and a current will take you back to the main area. Climb out and go back to the room to collect your scooter. Go into the now open door on the left, endure another pesky bat swarm and jump carefully over the two blade traps. These stop when you reach the top, but if they are in an inconvenient position, you can use the lever there to move them properly out of the way. Push the door open and find your scooter again.

*** Drop into the water hole again and now find the secret area to the left open. Pick up Secret #2: A Carneval Mask, small medipack and revolver ammo. Pull the underwater switch and climb up into the warehouse again to flip the wall lever near the window one more time. Kill the baddie with your shotgun while you are here. Then dive back in, swim through the current and return the same way as before to find your scooter. ***

Lighting up a few fires….

Drive your scooter back to the starting area and use the newly accessible lever. It opens the way to the next building on the right hand side. So, drive there and up the slope and park your scooter again. You will notice two wall torches that are in need of being lit. Remember that block we had lowered? Time to go there now, but first make sure you go to the levers again and flip the very first one a third time - so that the block raises again under the burning wall torch! Then make your way to the first (jump) room and repeat the trip to that corner ledge. You do not actually need to bring your scooter along this time, as there is a rope that gets you up the slope (backflip to the slope and forward to grab the rope). Once up in the corner ledge, climb into the new opening and up the ladder to reach a zip line. Use it and land on the ledge which has two torches (one spare in case you drop the other somewhere). From the ledge you can do a running jump to the block you just raised again and light your torch there. Drop down and make your way across to the room with the wall torches where your scooter is parked. You can go through the now open door on the right to bypass the slope. Light the two torches to open the door and enter the next room.

More jumping to do here, with torch in hand. Start with your back to the slope on the left hand side. Backflip and keep jumping forward several times at the right time, with a bit if a curve here or there and you should eventually end up on the ledge at the top. Quickly drop your torch and finally kill the baddie that shot at you earlier. There will also be two dogs waiting around the corner, so kill them as well.

*** Before moving on, shoot the bell that you can see across the jump room and you will see a short flyby of the next secret, which we will collect shortly. ****

Now, walk into this upper room and to the doorway on the other side. Turn around and spot and pull the jump switch. Go back into the room to find the ceiling trapdoor that it opened and climb in to find the crowbar. Now pick up your burning torch again and go to the doorway. You need to perform a long running jump diagonally to the left and land on one of the raising blocks. From there, a few easy jumps across the other raising blocks get you to the wall with two windows. Jump carefully into the first window sill. Drop the torch by pulling your pistols and shoot the window. Pick up the torch again, enter the small library and light both wall torches there. This will activate the next lever trapdoor at the starting area. It will also activate two fire wraiths, so hold your nerve and just run straight out of the window (with torch in hand, as it is still needed for a secret!) and land on the wooden walkway below. Safely drop the torch there and dive into the water to get rid of the wraiths and swim back to the starting area. (Note: There is also another way to bring the burning torch into the library, which does not require the jumps illustrated above with torch in hand (although you do need to get up there to collect the crowbar anyway…)

Exploring the Green House…

Flip the newly accessible lever and notice the path that it opens for your scooter into the last room on the right hand side.

*** Now drop into the trench where all these lever trapdoors are. Through shooting the bell before you can now climb through an open crawlspace under the middle trapdoor and on the other side you can pick up Secret #3: A Carneval Mask, small medipack and revolver ammo. Climb back out and use action and up to get out of the trench again. ***

Find your scooter again in the middle room on the right hand side and drive it along the wooden walkway to the adjacent room. You are entering the Green House. Before driving up the slope here, get off your scooter and push the two harp objects one square forward each onto the (lowered) raising blocks. Then ride the scooter up the slope, which opens a door to the right and connects you to the previous room. Go to the back wall and push a button there. Then use the crowbar on the door in the corner, go inside and push a second button. This raises both the blocks that you pushed the harps onto.

*** As you come straight out from the crowbar door room you run into a palm tree. Jump up here and grab a ledge. From the ledge monkey swing, using the roses towards the backwall and drop and grab an invisible crack. Shimmy across and pull up into the crawlspace to collect Secret #4: A Carneval Mask, small medipack and revolver ammo. ***

Go back out and down the slope. Climb up to the lower harp and push it across to the next (lowered) raising block. After a short flyby, Lara and the harp moved up to the next level. Push the harp the end onto the marked square. Then jump across to the other harp and do the same there. This activates the next lever trapdoor at the starting area. So, go back there one more time and flip the newly accessible lever to open up the path across the center pool into the last room on the left hand side.

Mastering the Bell tower…

Once again, back to your scooter and drive it across the new path and up the slope, past the swinging spiked balls and park it near the poster on the back wall. The curtain to the left has opened to connect the previous rooms. But we need to go through the other door and follow through to the wooden bell tower, picking up the revolver along the way. Notice the yet inaccessible underwater switch under the first set of stairs for later. Jump onto the trapdoor and go up the stairs. Jump, grab and pull up to the next trapdoor there and notice the painting on the left, behind which we will find a secret later. Go up the next stairs and again jump, grab and pull up the trapdoor. As you step on the third set of stairs a camera will warn you and show you what is ahead. So, turn around, hop back onto the carpeted steps and run forward to avoid being squashed by the boulder. Once it has come to rest on the trapdoor. Go back there, jump and grab the trapdoor and shimmy to the very right. Then pull up and keep forward pressed to squeeze past the boulder. Go up the stairs and jump to the ledge. Pick up the lasersight and combine it with the revolver to shoot the bell at the very top of the tower. This will let the boulder drop and come to rest on the next lower trapdoor. It also raises a new trapdoor on one of the sidewalls. You need to jump to it from this top ledge, with a straight running jump across the banister. Then turn around and jump to the double window. Shoot it and pull the wall lever there. This drops the boulder down another set of stairs and it will come to rest on the lower trapdoor. At the same time you hear another door opening nearby.

*** Before going for that door, let’s collect two more secrets. From the window sill, you can make a long curved running jump onto the large roof at the back end of the central pool area. Explore there to find Secret #5: A Carneval Mask, small medipack and revolver ammo. Then drop down into the pool and find your burning torch. Bring it along to the first room on the left hand side (with the big table), go up through the path with the (now inactive) blades and you will find that the painting on the wall is now open. Jump up the blocks with your torch in hand and carefully drop into the warehouse. Go the wall torch and light it to open the nearby manhole. Climb down and swim into the canal to pick up Secret #6: A Carneval Mask, small medipack and revolver ammo. Then make your way back, drop into the water, swim through the current and climb out, go again through the blades path and now past the painting through the next door where you parked your bike and back into the bell tower. ***

You can use the trapdoor on the wall to jump back and make your way to the bottom of the bell tower if you did not go for the secrets. In one corner you will find a ladder to climb and near the top you can backflip into the now open door. Go in and pull the wall lever to hear the boulder dropping and the water rushing into the bell tower at the bottom.

*** Go back to the entrance and position Lara near the right hand side and at about a 45 degree angle. Then do a running jump, possibly with a slight right curve to just grab the monkey swing. Swing to the end and drop and grab the jump switch. This opens up the painting at the top of the first flight of stairs, so go there and collect Secret #7: A Carneval Mask, small medipack and revolver ammo. ***

Drop into the water and now you can finally pull that underwater switch under the stairs. It will activate your last lever trapdoor in the starting area. It will wake up two baddies who will begin to roam the area, so be prepared to kill them when you run into them. Swim out through the hole in the floor and back into the central pool and to the starting area.

Making your way to the exit…

Time to collect your scooter one more time (through the blades path) and drive it back to the starting area. Then flip the last lever (number 6) and you will see a few raising blocks change position again and then a flyby which actually shows you the right path across to the other side and via the clock texture at the very end it also indicates to you that you are up for a timed (!) drive to the exit here. However, the path is still blocked, so you have a few levers to pull to clear the way – namely the levers number 5, 4 and 3 again – to bring all the raising blocks into the appropriate position. Once done – mount your scooter and drive quickly and smoothly to the exit door before it closes. There you can finally put your Blue Key to good use and open the grated door with it.  Note: Lever number 6 cannot be reset.  However, the timed scooter run begins when you run it over the ornate tile at the beginning of the course.

The Final Battle…

Enter the next room with a series of colourful arches and meet a first set of enemies: two rats and powerful flying lady who is throwing bolts at you. Kill them before proceeding further into the room.

*** If you have collected at least four secrets you can now place four Carneval Masks on the pedestals. This will make a Golden Key appear in the corner and no further enemies will stand in your way to the exit. ***

Proceed slowly into the next part of the room to meet up with two dogs and another powerful flying lady. And after taking care of them, proceed further to be challenged by two baddies and yet another powerful flying lady. When you eventually kill her, she will drop the Golden Key that you need to open the final curtain and pass through it to reach the end of this adventure.