CREATE A CLASSIC 2019 (Unreleased) - WILLARD'S HIDEOUT

 

Level by DaroRaider

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

Open with a discussion between enemies posted in two different areas. When Lara makes her appearance, she's in a caged area next to a crate with flares. Note that four blue artifacts are already in her inventory, but nothing else. Go around the stacked crates to find a water hole. Jump into the bone-chilling water, swim through and loop around left into an adjacent passage. Pull out into a small room for a large medipack. Swim back to where you made the loop, go through a diamond-shaped opening and pull out into an outdoor area so you can thaw out. There's nothing to do here yet, so jump back into the water and look for a side opening up to your right (and not the one just to the left of it).

 

Pull out into a caged-off area and push the button in the fence to open the gate. Go on through to activate teeth doors in the building ahead. Time your way past them, light a flare (unless you've boosted your gamma as I did) and go down the dark stairway to a lower room. Loop around right and pull down the wall switch to raise a platform somewhere. Go back upstairs, past the teeth doors and the opened gate, into the icy water and loop around left to pull up into the first outdoor area. Use the crate near the fence to take a running jump and grab the stacked central crates. Pull up, jump to grab the monkey bars and monkey swing forward and left to the raised platform.

 

Drop down and pull the timed switch to open a trap door in the building down below. Safety drop to the ground, reverse roll and dash to the opposite corner before the trap door lifts back up. Drop down into the passage to see a poised ice boulder, a button blocked by a plastic shield, and the baddy whom you saw in the opening cut scene (and whose back is facing you). Crawl toward him and a grate opens to your left. Stay near the left corner as you crawl inside (if the baddy is alerted prematurely he'll set the floor on fire) and follow to an unoccupied room. Grab the small medipack from the ledge, pick up your PISTOLS and jump away from the doorway as the baddy is alerted and the door to the passage is opened.

 

The ice boulder is also released, and somehow the baddy avoids being squashed by it. Shoot him as he enters, pick up the GUARD'S KEY he dropped and go up the now-safe ramp. Push the button at the top (the cover has also lifted) to open a trap door and climb up to the outdoor area with the raised platform. Run diagonally across to an opening with steps leading down to a closed door. Open it with the Guard's Key and enter. Go up the steps ahead and into the room on the right for the SHOTGUN. Continue around the corner to find a water hole. The water is ice cold, so jump in and swim quickly to where you can pull out into a room with a central column, on the other side of which is a wall switch.

 

Pull it down to open a door somewhere, swim back to the previous room and return down the steps to the entrance that you opened with the Guard's Key. Turn left to find the door that you just now opened. It leads to an outdoor area, so go there and jump up to grab the monkey bars. Monkey swing forward and left to drop down to a ledge. Take a running jump over the gap to grab the far ledge, pull up to trigger an ice boulder and hop back to hang from the edge until it passes by. Pull back up and follow up the boulder ramp. Turn left at the top and take a running jump to grab the ice column. Pull up, jump to grab more monkey bars and monkey swing to a crawl space on your right. Release, grab and crawl inside.

 

Crawl around and drop down the other side into a partially flooded room. Of course, the water is ice cold, so quickly wade over to the nearby slab and jump up to start the recovery of Lara's health bar. Push the wall button to open a door, jump into the deeper water on your right and swim to the opening. Pull out and find the door you just opened. Step outdoors as the door rudely shuts against your body and push the button straight ahead. Note the trail of dynamite grains in the snow, leading to a TNT crate. The door to your right opens, and there's a plunger inside, but you don't yet have the detonator you need. Nor do you have the crowbar to open the other door in there.

 

Loop around left and pull up onto the ice ledge. Turn to face the frozen lake, stand left and take a running jump onto the slope to your left. Slide and jump forward onto a flat surface. Turn left to the wall and jump up to grab the crawl space. Pull inside and follow around to an opening where you can stand. Take a running jump over the water and grab the ledge. Pull up and shoot a dog as you round the corner. Pick up the large medipack, flares and shotgun ammo and jump back across the water. Go through the crawl space and hop down to the frozen lake.

 

Go to the hut to your left, the one with two red flags in front. On the other side of the hut is a lake that's inexplicably not frozen. For now, stand facing the front door and pull up onto the roof. Turn left and locate a flat ledge where you can pull up. Walk forward and pull up higher, drop down the other side and follow the passage until you slide down to find yourself inside the hut. Run forward and pull down the wall switch to open two doors. Exit the hut and loop around left to re-enter through the other door.

 

Go through the office, jump into the icy water and swim to the other end of the passage where you can pull out to your right. Pull up into the higher passage and go past the ice window to an opening. Jump over the gap, pull up and follow the dark passage. Hang right from the hole at the end and safety drop onto a ledge. Safety drop again and land on a slope. Slide down to a passage leading to a wide gap. Take a running jump and grab the other end. Pull up and run forward into a room with four covered buttons. Go to your right and pull up into a screened passage. Ignore the opening to your left for now and stand jump over the water hole to grab the pipe support.

 

Pull up, turn right and pull up into an outdoor area where two baddies are waiting. Enter the arched opening just past the RX Tech building and turn right to find a dog. Splash through the shallow water to a wall switch that lifts the cover from one of the buttons you saw earlier. Exit this area and loop around right to find an opening that brings you to a wooden bridge. Safety drop from the bridge and find a water hole. Save your game, jump in and swim as fast as you can to a shaft leading upward. When you pull out you trigger an ice boulder ahead, so run forward and scoot to your right just before it reaches you.

 

Follow to a room guarded by a baddy (why don't they ever drop anything?). Locate a partially flooded side room and pull up onto the pipe support. Jump to the central crate and pull out into an outdoor area near a hut, where you'll find a rocket. Locate the nearby shallow pond and pull down the wall switch on the other side of the central slab to lift another button cover. Go back down the way you came, return to the ice boulder passage and jump into the icy water. Swim back to the bridge area. Get on the higher, darker crate, stand at the corner and back flip onto the slope. Jump off to grab the bridge and pull up.

 

Go to the end opposite from where you entered earlier and pull up into the crawl space. When you can stand up, jump the gap and pull up in front of a ladder. Climb to near the top and back flip onto a ledge. Go around counterclockwise to find an alley. Follow to a pushblock and move it around the corner as far as it will go (noting for later the button it was hiding). This allows you to pull up into an opening higher up in the building that leads to the ROCKET LAUNCHER.

 

Return to the button you saw and push it to open the nearby door. Shoot the baddy inside and push the button to lift a third button cover. Return through the alley, go left in the outdoor area and safety drop down to the bridge. Run to the other end and go through the opening to a previously visited area. The doors to the RX Tech building are now opening and shutting in the manner of teeth doors. It's dark inside, so light a flare and make your way past the first and then a second set of teeth doors until you reach an office. A corner door opens upon your approach, so enter and find a ladder. Climb up and back flip to an upper office area. You'll soon come to a hallway with multiple wall switches.

 

Counting from left to right, pull down the first, third and fourth switches. After a while, a cut scene shows the cover lifting from the final button. The sabotage has been noted and a baddy is now posted in the room. Climb back down the ladder, drop into the passage with the ice window and climb down the long ladder at the other end to the partially flooded room. Wade across to your left to the opening and climb the ladder in the grated shaft. Run forward and drop down to the room with the buttons. Shoot the baddy and push all four buttons to open a trap door outside. Go back the way you came, jump over the grated ladder shaft, jump over the water hole to grab the pipe support and pull up into a familiar outdoor area.

 

Climb up into the storage tank where the trap door opened and back flip to pick up the DETONATOR KEY. Go back down to the pipe support, hop down with grab to land in the passage (if you miss, just pull quickly out of the water) and go through the side opening and the grated passage. At the end, climb the long ladder to your left, pull up left at the top and push the button to open the door. Loop around left for the shotgun ammo you undoubtedly saw earlier, then run across this outdoor area to the frozen lake. Loop around right to the building with the plunger and use the Detonator Key to blow up the TNT crate and link the frozen lake with the unfrozen lake.

 

Follow the frozen lake around left to the hut with two red flags in front. Pull up onto the roof as you did earlier and run to the far left corner. Take a curved running jump (or side flip right) to land on the ice slope so you're sliding backwards. Grab the edge and shimmy right until you can pull up onto a flat surface. Loop around right over the ice bridge and jump down to an area with two gray blocks. Use the farther block to pull up onto a triangular ice ledge. Hop forward into the opening and follow around to a fenced-off area. Run around the hut until you find an alcove with a button. Push it to raise platforms in the unfrozen part of the lake.

 

Get back down to the area with the two gray blocks. Jump into the icy water and swim quickly over to the hut. In the alley to the left of the hut is a place when you can pull out right.  Face the raised platforms and take a curved running jump (either right or left) to grab the nearest one. Pull up, hop to the adjacent platform and take a running jump to grab the third platform. Pull up, turn right and take a running jump with grab to glide into the opening. Run down the stairs, shoot the waiting baddy and pick up the GUARD'S KEY.

 

Return to the opening and jump back to the raised platform. Note the opening in the ice wall ahead. For a secret, turn back to your right and jump into the water between the metal structure and the ice shelf. Loop around left and find a small opening beneath the ice shelf. Follow around and pull out into a tunnel that leads to a small room. When you take the health crystal from the slab for SECRET #1, the grate ahead opens. Crawl out to the opening you saw earlier, jump down to the raised platform on your left and jump to grab the raised platform to your right. Take a brief swim and pull out next to the hut.

 

Run across the frozen lake (avoiding the melted part in the middle) to the next hut and use the Guard's Key to open the front door. Enter to find another keyhole in the far right corner. Go through the opening to the left of it and climb the ladder in the dark corner. Pull up to the second floor and find part of the wall missing. Loop around right to see part of an enemy on the floor ahead. Step forward and hop back quickly to trigger a last-gasp poison attack from the dying alien, after which you can safely enter the alcove and push the button to open a nearby grate.

 

Climb back down the ladder to find the opened grate opposite the keyhole. Enter the crawl space to alert a baddy and drop down the hole to find a large medipack at the end of the passage next to a water hole. Jump in, swim to your right for the SSBN KEYCARD on the raised slab, swim back and quickly pull out. Return to the crawl space and exit the hut. Sorry, but it's time for another ice-cold swim. Face the small ice island with the stacked crates and jump in. Just past the island is an opening in the metal structure. Swim up inside and pull out into a control room with a slot for your Keycard. Insert it to lift a cover behind you, allowing you to push the button to open the nearby door.

 

Follow the passage past a closed grate and the inaccessible crowbar, triggering a cut scene of the same dude you saw at the beginning of the level together with dialog indicating that your presence has been detected. An extremely annoying alarm goes off as well, so try to ignore it as you push two more buttons that bring you to a machine room. Locate two pushblocks and move them to expose a wall switch in the central column that turns on the machine and opens a trap door that was blocking a ladder back in the corridor. Return there, climb up, back flip into the upper room and shoot a baddy.

 

Go around to locate a crawl space, crawl through and push the button in the next corridor. Shoot two baddies, enter the first bunk room on the left for 2 x rocket (pull up onto the upper bunks here by using the crouch key, not the up arrow key), then raid the other two bunk rooms for 4 x shotgun ammo. Note the covered button in the corridor and push the button in one of the bunk rooms to open the exit door. Enter a partially flooded room and turn right to push the button on a slab. A nearby grate opens, so crawl through and slide down to an area you explored earlier.

 

Shoot the baddy, turn right and pull up left. Push the button to open the door to a room with icy water. Take a running jump slightly to your right to land in a corridor and wade quickly to the far end. Step up left at the corner (for some reason you can't vault up), push the button to open the door and step forward to find a pushblock. Pull it once, wade back the way you came and find a crawl space up to your right in the corridor. Pull up into it and crawl to an area on the other side of the pushblock. Push it once to open up the corridor, turn around and jump over the water to a corner crawl space.    

 

Crawl through, drop down and pull down the wall switch (cut scene of some new area). Return to the pushblock, hop onto it and pull up into a control room with a guard whose back is turned toward you. Dispose of him and pull down the wall switch in the corner. Hop over the floor to the connecting corridor and push the button to open a nearby trap door. Hop down to a flooded area. Jump into the deeper section to swim to the corner for another SSBN KEYCARD and return to the control room.

 

Hop down the floor hole onto the pushblock and from there to the floor. Turn left and wade back through the water trench to the entrance on the far end. This time jump into the water slightly to your left and find the underwater opening. Swim through and up a shaft to pull out into a control room you visited earlier. The receptacle for your new Keycard is right in front of you, depending on where you pulled out, so use it to lift the cover in the bunk room corridor.

 

Reverse roll, go to your right through the opened door and past the dead baddy to the revealed button in the bunk room corridor. Push it to open the door to your right. Go through, drop down into the dark passage and light a flare. Follow down to a lower passage to find the CROWBAR you saw earlier through the window. Continue around the corner to a crawl space and enter. A grate opens ahead of you, bringing you face to face with a baddy. Eliminate him, enter the room with the water hole, face left and jump in to swim back to where the frozen lake meets the unfrozen lake. Pull out wherever convenient and run to the hut where the dynamite trail originated.

 

Enter and use the crowbar to open the barred door. Step forward onto a ledge overlooking an expansive outdoor area. Take a running jump toward the ladder ahead and grab the ledge beneath it. Climb up, shift right and drop down onto the higher ledge. Step back to the edge, side flip right to land on the slope, slide and grab and shimmy right until you can pull up. Turn around and jump twice to the ledge with the upper flaming barrel. Push the button to open the door and shoot the dog waiting just inside.

 

Run past the crates and up the stairs to an opening that overlooks the frozen/unfrozen lake. Jump to grab the ladder and climb up to the zip line. Ride the zip line down to the submarine, keeping the action key depressed to grab the edge at the last instant. Pull up, turn right and run toward that end of the submarine. Turn left and jump to a flat ledge to the right of the opening in the ice wall. Follow up the steps to the shotgun ammo and then jump through the opening into a room with more crates. Locate the crawl space up to your left and drop down the other side to encounter a baddy. Shoot him in the back and pull down the wall switch.

 

Return to the submarine and locate the nearby trap door you opened with the wall switch. Drop down inside and push the button to open the gate allowing exit to the lake. Get in the motorboat, drive it straight ahead and left a short distance and park it near the short iceberg. Dismount into the icy water (roll or end key + left arrow key) and swim in that direction underneath the sub into a small opening. Follow and pull out right. Step forward and pull up right into an ice passage. Crawl through the opening ahead and jump across the water for a rocket. Turn around and hop to the submerged slab for the GUARD'S KEY.

 

Go back the way you came, swim to the motorboat and drive it back into the submarine. Dismount and exit through the opening in the hull. Enter the nearby hut and use the Guard's Key in the keyhole in the far right corner. Enter for a health crystal and SECRET #2. Return to the motorboat and drive it out into the lake. Loop left around the short iceberg and park close to (but not right next to) the slope near the metal bars. Dismount and grab the slope, shimmy left and pull up onto a flat spot at the corner. Turn around and take a running jump to grab that short iceberg. Pull up, turn left and take a running jump to grab the crack in the ice wall. Shimmy right and drop down to a new hut.

 

Push the button to open the door and find a room filled with crates. Crawl into the far right corner and go up the stairs to a ladder. Climb up to a wall switch that opens a gate for your motorboat (and also turns off that damnable looping action music track, but only briefly). Exit the hut and take an icy swim back to the motorboat. Drive through the opened gate past the submarine and follow to the area with the three raised platforms. Continue to a lower section that brings you through a narrow passage to a new area guarded by a baddy.

 

Dismount, kill the baddy and push the button at the top of the steps. Enter the hut, shoot the dog and push another button for a cut scene of a closed gate. Return to the motorboat and drive it forward a short distance. You can see the closed gate to your left. For a pickup, dismount to your right and swim into the opening underneath the ice shelf. Pull out for a large medipack and return to the motorboat. Drive it around to a fenced opening and dismount. Swim down to the wooden steps and through the opening there. Wade out and shoot the waiting baddy.

 

Pull up to where he was, note the ladder to your left and push the button to open the door to your right. Shoot the dog, follow the passage to another ladder and climb to an upper room. Shoot the baddy there, pick up the shotgun ammo and jump to grab the crawl space. Enter and follow around to an upper passage where you'll find the GATE CONTROL KEY. Return to the first ladder you saw earlier and climb up to an opening. Slide down into the water and mount the motorboat.

 

Drive back to the hut, dismount and enter. Use the Key in the receptacle next to the button you pushed earlier. The gate you saw in the cut scene opens, so return to the motorboat and drive it on through. Negotiate the narrow winding passage with some difficulty and for a secret, jump into the water near the wall of the hut and swim down to find an opening. Follow around and pull out for a health crystal and SECRET #3.

 

Return to the motorboat and drive it to a dead end. Turn the boat around and dismount left. Pull up onto the ledge beyond the red flag and pull up higher to your right to confront two waiting baddies. Dispose of them and run clockwise around the hut to trigger a concluding FMV where Lara interrupts a fellow's lunch and winds up chasing him to an elevator where he futilely tries to make his escape.