(2) If the available velocity is less than for (1) above, then the player (and others) are drawn closer to the station. In this case, LV increases the greater number of times through the loop, but the longer one stays the harder it is to escape (this can most often be seen at Morden if anybody should manage to actually get into the station during the Morden Paradox, Ongar if a Denial is played too early or bifurcated, and in the A-A loop.) This kind of loop is known as a Spiralling Loop, or Vortex Loop. It is in this case, and the following one, that the Barons Court Manoeuvre are most likely to come into play.
(3) The Dollis Hill is a special case, being as it is the only "high" station among those stations capable of regularly hosting a Vortex Loop. While it is the strongest gravitational attractor of all the stations, it alone also has that capability to allow vertical gravity into the equation. As a result, if play passes just close enough that the downhill tendency is marginally greater than the holding tendency, then incredibly high LVs can be attained very quickly: however, this is very risky as getting too close will result in spiralling inwards rather than outwards, resulting in (2) above - and with DH this can be incredibly hard to get out of, as with (2) above. Ruttsborough was one of the first to master this manoeuvre, which greatly aided his high-LV strategy (and thus facilitated play outside the Circle, rather than inside where high LV can be a handicap in the confined spaces.)