BACK TO BASICS 2007:
Hell Hath No Fury
Level by staticon (Kevin
Learwood)
Walkthrough by staticon
Disaster! Lara's favourite crowbar has been stolen by
a London street-gang that is known to have a hideout in an abandoned complex of
tunnels and rooms beneath the city.
The complex was part of the old Mill Lake Underground
terminus. The station has long been disused, having closed when the tunnels
collapsed. The whole area is now due for re-development and is, for the most
part, fenced off from the rest of the city.
This will not deter Lara from getting revenge on the
gang and retrieving her beloved crowbar.
Using a commercial wheelie bin as a jumping off point,
she climbs over the fence and lands on the other side. At the end of the street
is the barred gate of Mill Lake Station. All she must do now is get inside.
Filled with anger and a desire for revenge, Lara sets
off on her crusade to recover her property. Pity the fools who stand in her way
for, as we all know only too well, Hell hath no fury like a woman robbed of her
crowbar.
There are five secrets in this level.
Having used the wheelie bin to climb over the fence
from Treadwell Road, Lara is facing East looking down Grabpenny lane toward the
disused Underground station in Mill Lake Street. Even from this distance, she
can see the closed and barred entrance. A look behind the grille will reveal
some flares but we will get them a little later.
Head down the lane toward the station. At the
junction, have a look around. At the North end of Mill Lake Street, there is a
trapdoor in the road but it is closed. A look at the Southern end of the street
reveals a pile of packing cases. Close examination of these may reveal
something behind them. Shoot them to see what it is.
Aha! A button. Give it a press and a
camera will show the trapdoor opening at the other end of the street. Go there
and drop into the passage below.
As you climb the stairs at the end of the passage, you
hear the trapdoor closing behind you. No matter, we still haven't found our
beloved crowbar yet so we will worry about escape when the time comes.
At the top of the stairs is a small room with a closed
door to the right and a large fan behind a grating to the left. The fan is
enclosed and can do no harm and what the thing with the pipes does is anybody’s
guess.
Press the switch by the door and head up the steps to
the entrance hall. A look to the left and right reveals closed doors at both
end of the hall. Leap over the barriers and a door closes the passage you just
entered by. Look around and, near the computer, which, oddly, seems to be on
and editing a TR level, you will see an electrical distribution box. Shoot it
and see what happens.
A pair of doors have opened at the west of the hall
allowing you access to the area inside the station gates. This is where you may
have seen the flares so go get them.
You may also have spotted a jumpswitch just inside the
freshly opened doors. Operate this, and the doors at the other end of the hall
open. Just leap the barriers once more and head down the non-working
escalators.
At the bottom, turn left and head out onto the
Northern platform. Drop onto the track. Exploration will show that the west end
of the tunnel is a dead end - this was a terminus station, after all. Head down
the east tunnel. Near the pile of earth at the end is an alcove. Enter here and
push the block to reveal a ladder going upwards. Though if you wish to collect Secret #1, keep pushing the block as far as it
will go.
Go back to the ladder and climb to the top. You are in
a small room with a lever in it. Throw it and a camera shows a door open in
another collapsed tunnel. As we passed no such door in this tunnel, it must be
the other one.
Back down the ladder and make your way to the
platform, through the escalator hall and out onto the Southern platform. Dispatch
the two gang members who attack you. Remember
that the west tunnel will be a dead end so just head off down the eastern
tunnel.
Climb to the top of the earth pile and crawl through
the gap near the ceiling. Down the other side and through the door we opened
just now. At the top of the ramp, enter the room and dispatch the armed thug within. Pick up the Shotgun Ammo that he drops.
In this room, there is an exit at the northern end of
the room, three alcoves in the East wall and three electrical boxes on the West
wall. Each alcove has two burners and a cage within them. The cages need to be
moved out of the deeper alcove and placed on the bad in the non-burning part of
the alcove. To do that without being barbecued, we need to turn off the front
burner while the cage is moved out.
Fortunately, if you shoot the electrical boxes, you
will see three switches. Operate a switch and see which flame goes out. You
will also learn that the switches are timed. Why can nothing ever be easy in
this profession?
Throw the switch of your choice and sprint to the
appropriate cage. Pull it out before the burner re-lights and manoeuvre it to
the pad. Do the same for all three alcoves. As the cages are removed from the
back burners, you may have noticed items left there for you to collect.
Placing the third cage on its pad opens the door at
the North exit but the flames are still burning bright in the alcoves. We'll
come back to them in a minute.
Exit the room and find yourself in a small chamber
with a Yellow Dibber on a low raised
section of the floor. Pick this up then throw the switch on the west wall as we
do not yet have any keys which, obviously, are needed for the lock by the door.
Throwing the switch causes a flyby camera to show you
the fires in the alcoves going out, as if you hadn't guessed that that was the
function of the switch already. Go back and collect the goodies from the, now
cold, back burners then return to the small room and use the Friss Key in the lock (the red one).
Enter a new, dark room with its central area enclosed
in a cage. There are also a couple of passages leading out of this room but one
is behind a closed door. Go down the open passage and use the Hann Key in the green lock. The door to your left
opens.
Enter. There is a ladder on the wall directly ahead
but you cannot climb yet as a trapdoor is blocking the opening. Instead, turn
west and head toward a pool with a flaming pillar at its centre. Atop this, we
can see a Blue Dibber which, if you looked through the glass in the open
passage we just left, you will know we need before too long.
As the pillar is burning, there is no point in losing
health to retrieve the Dibber even though you can do it that way if you like
seeing Lara burn.
Instead, dive into the pool and explore. In the East
wall, you will see an opening. Swim in and along a passage to an underwater
switch. A camera will show the trap door opening that was preventing our climb
just now.
If you wish to pick up Secret
#2, then take a look to your left as you leave the square underwater
tunnel. In a tricky to get into alcove in the rock, you will see some more flares. The best approach angle to get them is 45
degrees to the square.
Climb out of the pool and go up the ladder to a short
passage. At the end of this, you can monkey swing to a passage on the other
side of the room. Do so, and on the way, admire the smooth curve of the
superbly domed ceiling.
In the opposite passage, you will find another Friss Key and a lever. Take the key and throw the
lever. If you are listening carefully, you will hear the flames go out in the
pool room.
Do a run/jump from this passage and land on the
formerly burning pillar. Collect the Blue Dibber
and see the door to one of the glass passages open. Make your way back to the
glass passage and place the Yellow Dibber. The door to the other passage from
the dark room opens.
Head down the aforementioned passage and use the Friss
Key to open the door to your right. Enter and follow the passage to a shaking
room with pillars that are alternately sloped or flat. Get the timing right and
jump your way to the other end.
At the end, turn right and throw the lever that you
find there. A camera shows the last door in the glass passages opening. Exit
through a corridor and staircase in the South as a glass wall now prevents you
from enjoying the changing pillars for a second time. Head to the glass passage
and place the Blue Dibber.
Though you don't see it, a section of the cage in the
dark room has sunk into the floor allowing access to the interior of the room. Go
there and discover a ladder. Due to an idiosyncrasy, you have to jump from the
floor and only grab when Lara is at the highest point of the jump. She will,
then, grab the ladder and you may climb into a small room with only one other
exit and an infuriating fixed camera view that is apparently, looking through
the wall. There is also some Shotgun Ammo
to be picked up before exiting.
Draw a weapon before leaving this room as you will be
attacked almost immediately. Having disposed of the thug,
wait a moment as he will drop the Shotgun
which is very useful but he hangs on to it for a while. Just be patient. You
may also notice that there is, in fact, an observation window into the small
room you just left, after all.
Continue on, around a corner, and find yourself in a
bizarre, pulsating passage. There is also another
thug running toward you. Dispose of him - the shotgun is very quick
- and pick up the ammo that he drops.
Continue along the corridor into a black area with a
fire to your left and, apparently, a tall building's roof directly ahead of
you. Above the flame, there appears to be a brick lined passage that opens into
the empty air above you and, to the North-West, a passage set into the
darkness. It's all very strange.
Jump to the roof. The obvious exit in the North is,
for the moment, barred by a door that requires a Yellow Dibber to open. As we
don't have one at the moment, there must be one in the strange dark place.
To get to it, stand almost opposite the exit in the
North and slide down the roof. Grab the edge and see an alcove. Drop, grab and
pull up into it.
Follow a short passage to a hole in the floor with a
ladder down one wall. There is also a crawlspace to the right in the East wall.
You only need go in here if you want Secret #3
but you can easily work out how to get it.
At the bottom of the ladder, you find a short, brick
passage with two great stone blocks. These are, of course, pushable. Start at
the East end of the passage and push the block as far South as it will go. Turn
West and head toward a pit with a trapdoor at the bottom of it. No way down
yet.
There should be large blocks to the left and right of
Lara at the moment. Start with the one on the right and push it as far North as
possible. Run back round the central pillar and push the block into the alcove
with the ladder. If you wish to collect Secret #4,
go back to the first block you pushed and pull it back to where you originally
found it, run back round the central column and find an alcove with a Medipack.
Having picked up the secret, push the first block back
into the South wall them go toward the pit and pull the last block as far as
you can. Back around the pillar for the last time and find a switch in the
newly opened alcove. Operate it and hear the satisfying sound of the trap door
opening.
Go down the ladder and drop into the bottom room. In
this room, you find two burners alight - one with a cage upon it - and a
grating in the North East corner. Under the cage, you should be able to see a
Yellow Dibber. Simply slide the cage from one burner to the other and the
flames will extinguish. You will also find that the trap door has swung shut
again so, no way out that way.
Pick up the Yellow Dibber
and stand on the grating.
As if by magic, you are transported to an enclosed
corridor. Run to the end and climb up the shaft. Near the top, backflip into a
small room with a wheelie bin. There is a door in the West wall and, up in the
ceiling, a passage leads off somewhere. This passage is too high to reach so it
must be the way we need to go.
Sadly, we cannot move the wheelie bin as the floor is
slightly buckled. Hmmm, what to do?
Go through the West door. To your left, note the oil
drums - stacked in a Health and Safety approved manner at the top of a slope. Operate
the switch on the wall and get out as quick as possible. The drums all roll
across the room and down the convenient slope in the North wall. Fortunately,
the drums have shaken the kink out of the floor in the previous room and
allowed the wheelie bin to roll down the slope where it now provides a useful
and convenient means of accessing the roof hole.
Go up. Follow the passages to another shaft with a
ladder. Continue the ascent and backflip at the top. Be prepared to defend
yourself this time, though. Another of those pesky thugs
has heard you coming.
Run through his very empty flat once you have disposed
of him and open the door ahead. Climb down the ladder and drop back out onto
the platform by that strange rooftop. Fortunately, the flame has gone out now
so it is quite safe.
Jump back onto the rooftop and head for that passage
in the Northern darkness. Inside the passage, place the Yellow Dibber and enter
the next room. The door closes after we entered so, once again, no returning by
that route.
This room has two exit doors, an exit crawlspace
protected by inordinate amounts of barbed wire and two switches protected by
glass covers. One of the doors has a keyhole by the side of it. As we are still
carrying a Donn Key, this must be
exactly what is required so go use it.
Eureka, you may call out in glee and amazement. It
worked and the door has opened. Well, don't just stand there - go in and have a
look around. Find a room with a raised section in the centre with a burner on
the go. (Strange that no-one has put a kettle on yet.) Through a grating in the
wall opposite you can see a large fan spinning and, beyond that, a switch on
the wall. In the ceiling, the inevitable, unreachable, passage.
One of the plates on the raised floor section is more
ornate than the rest. For the moment, stand with your back to the door and face
the grating in the South wall and jump onto the ornate plate then back off
again. A large block rises from the floor. While it is up, walk up to the block
so that Lara is as far forward as she will go without climbing the block.
Wait - and the block drops once more. Now, take one
step forward and rise up with the block. Jump forward once then jump and grab
into the ceiling hole and pull up. Run along the short passage and safety drop
into the room with the fan and switch. Did I mention the thug with the gun in here? Well, there is so do
the business and show him who is boss. Conveniently, he drops a LaserSight that we may need later.
Press the button and see one of the switch covers
opening. Exit this room either by running through the fan blades and taking a
little damage, or climb one of the blocks either side of the fan. Out through
the grating which snaps shut behind us and back to the barbed wire room.
Press the newly revealed switch on the block to open
the door at the North end of the room. Go here now and find out what delights
await ahead.
Wow, a swingy bar. Run, jump, grab, swing, etc. to the
other side and follow a short passage to a room with climbing platforms and a
pool of lava. Lovely.
I don't know about anyone else but, me, I'm useless at
these collapsing tile puzzles. I have found, however, that it can be done a
variety of ways but, personally, I prefer the easy route.
As the fly cheat is disabled, that option is out so we
will have to climb.
Jump onto the solid platform supported by thin poles. For
now, ignore the other platform with a door by it. It is of no use to us yet. Standing
in the centre of the platform, face the South wall and do a standing jump and
grab to the block ahead. Do not pull up yet but, instead, shimmy right until
Lara is facing East.
Pull up and do a short run angled slightly toward the
wall. Do not run off the edge of the block. Face the next block at the East
wall and do a standing jump and grab to the edge. Shimmy left until you are
facing South once more.
Pull up and immediately do a backflip and turn to the
next block. Do a fraction turn to the left and standing jump/grab to the
platform on the North wall and shimmy right until you reach the wall.
Pull up, do a running jump to the platform on the West
wall, turn 90 degrees and standing jump and grab the platform in the centre of
the West wall. Shimmy right as far as you can go and then pull up, angle
slightly to the left and run/jump to the final platform. Before it collapses,
pull up into the passage and enter the small room ahead.
And what do we get for all that hard work? A switch
and a closed door. Throw the switch and see the last cover open in the barbed
wire room. The door in this small room has also opened, so follow the passage
and slide down. There, it was worth the climb after all. Follow the passage
back out to the lava room and exit the way we came in. Yes, you have to do the
bar-swingy thing again.
Back in the barbed wire room, press the switch on the
block by the wire and, hey presto, it dissolves into nothingness. That was a
bit of luck.
Crawl through the space and come to a ,surprisingly,
open door. Step through and enjoy the spectacle of a set of oil-drums bounding
down the steps to harm you. But you are too good for them and they fail in this
intent, leaving the thug at the top of
the stairs to have a go.
Polish him off and pick up the Revolver he drops. That was nice of him. Now we
have something to combine with the LaserSight. Move on into the small room he
was guarding. Hello, what do we have here? A hole filled with water.
Well, there is only one thing you can do here, jump
in.
At the other end of the flooded tunnel, there is a
small opening in the wall to the South. Ignore for the moment and, instead, go
down the pit and follow the tunnel to its end where you will find an underwater
switch. Do the business and watch a door opening in a passage we have not yet
visited.
It is, in fact, the passage through that small opening
in the South wall of the flooded tunnel. Go there and swim in. Follow the
passage until it slopes out of the water.
You will now find yourself in a small hall with a
collapsed roof that blocks the way West. There is, luckily for us though, a
door in the wall to the East. Open, enter and follow the passage to the next
room.
We are in a room with eight cage-like structures, each
with a switch mounted upon it. Four switches are protected by covers and the
other four by burners. On the North wall, there is an electrical box. Head
toward it and shoot at it. It will break, revealing a switch within.
Operate this switch and see which flame goes out. Wait
for it to reset then repeat the process. This time, though, run to where the
flame has gone out and activate the switch there. This will open a cover on one
of the other blocks that will let you turn off the next burner for a while and
so on.
Work around until all the cases have been opened and
the final switch will open the exit door in the North wall.
What, did you expect me to do it all for you?
Run through the opened door and pick up some Revolver ammo. Follow the passage around a corner
and over a bridge. Don't forget to admire the bridge construction. Simple yet
functional.
Continue along the passage with the sloping walls and
deal with the thug by the door at the
end. Now all you need to do is to open that door. Hmmm.
Look up. There is an electrical box in an alcove in
the ceiling. Hopefully you have collected the Revolver and LaserSight along the
way, so, unless you have already done so, combine them, take aim and fire.
Another thug
will set about you as soon as the door opens so give him a couple of bullets
and he will quieten down.
Go along this new passage and come out on the other
side of the hall with the collapsed roof. You will see a door here. Just open
it and enter the large room. Oh, by the way. There are three more thugs in here for you to deal with.
Once they have been neutralised, have a look around.
Aha! There on a high pedestal is the object of the
quest - the crowbar. And it is
completely unharmed. Claim it.
Now, to find the way out. But first, there is one last
secret to collect. Shoot the oil-drum by the East wall. A hole appears. Drop
into it and follow a passage to Secret #5
- a small MediKit.
Return to the big room once more and pull one of the
cages out from the West wall. Either will do. Enter the room beyond and locate
the switch on the North wall. This opens a door in the South wall for a short
time so run through quickly.
Follow the short passage out onto the street. The door
closes firmly behind us but, no matter - we have retrieved the crowbar.
This is, in fact, Treadwell Road where the adventure
started. Time for home, so head South. As you near the wheelie bin, the level
ends.
Thanks for playing and I hope you enjoyed this little
adventure.