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.