TOWER OF SUMPTA/BENEATH THE TOWER

 

Levels by Isis (Sue Wicks)

 

Walkthrough by Phil Lambeth, to supplement the one prepared much earlier by Obig (see further below)

 

 

Level 1: TOWER OF SUMPTA

 

Begin facing some temple ruins while a monkey strolls past you. Turn back to your left, go to the waterfall and face it standing left and take a running jump to grab the edge. Pull up and run to the wall. Pull up higher through the leaves, turn right and follow the ledge E until you can jump over SE to a floor lever that opens the doors to the ruins. Jump back to the previous ledge, go up NE between the trees and hop up to the explosive arrows for SECRET #1. Shoot a giant flying bug and continue E to the wall.

 

Safety drop S onto a raised slab for the SHOTGUN, follow the trench W, jump over the water hole and go around the corner to the opened doors. Enter the structure and stay to your right as you make your way E through the huge interior and come to an outdoor pool where a flyby is triggered. Loop around right to find flares in an alcove, jump into the pool and find the floor hole. Swim down and follow the passage to meet a crocodile coming from the other direction.

 

It won't follow you back to the pool, where you could pull out and kill it without undue effort, so your better strategy may be to grab the shotgun ammo on the ledge near the S wall and quickly swim up to pull down the ceiling switch. A trap door opens behind you so you can pull out before the croc causes too much damage. Alternatively, you can swim back to the pool and wait patiently while the croc passes within pistol range in the floor hole so you can fire at it until it dies. In either event, pull out past the opened trap door and trigger another brief flyby that warns of the approaching Shiva. When you face it directly with a drawn weapon it uses its swords as a shield, so you'll need to dance around while firing in order to kill it. 

 

Head down the N passage to awaken a fire wraith. The trap door closed behind you when you pulled out, so you can't simply retreat to the water hole to extinguish it. Loop around left and find two plinths against the S wall. When you take the TOWER KEY from the left plinth the trap door opens, so go back there to deal with the wraith and then return to find a spare SHOTGUN on the other plinth. Go back the way you came but continue E past the wall torches to find a large medipack. Pull up into the SE alcove and use the reach-in switch for a cut scene of a pushblock near the outdoor pool.

 

On your way out of here, pull up onto the NE ledge in the main passage for shotgun ammo. Jump into the floor hole, look for more shotgun ammo on the ledge to your right near the S opening and continue to the outdoor pool. Pull out N, hop down into the trench and move the pushblock against the E wall to open a nearby door. Jump out of the trench and go through the NW opening past the opened door and run past the trees to awaken a giant flying bug. Slide down N toward the ruins, turn right and find a low crawl space partially obscured by leaves in the E wall. Crawl inside for SECRET #2 and pick up the CROSSBOW. Grab the shotgun ammo at the NW corner of this clearing and return to the ruins.

 

Pull up at the entrance and run forward to hop into a water hole. Swim W while trying to avoid the darts, turn around and look up to find the underwater lever on the arch. Pull it to lower a block down at the NW corner, taking unavoidable damage from the darts. Swim past the lowered block, surface and pull out to trigger flame blowers ahead. Loop around right or left, jump to grab the opening in the S wall and pull inside for SECRET #3. Pick up the large medipack, hop down and go through the N opening to trigger spikes. Time a standing jump past the spikes and run past the flame blowers. Another flame is triggered in the floor hole ahead, so time a jump past it and note the closed door on your right.

 

Face the closed door and save your game. Take two back flips to trigger the spike ball behind you and also to open the door ahead and release another spike ball. Run forward, jump over the floor hole and immediately back flip to avoid both spike balls as they roll down and drop into the hole. Pull up into the E passage for a large medipack and go up the W ramp. Vault up into the opening and shoot two crocodiles roaming about below. Hop down to draw a third crocodile from the N crawl space and go down the W passage for a small medipack.  

 

Return to the crawl space and go all the way to the N wall for SECRET #4 and 2 x shotgun ammo. Go back to where you can stand up in the passage and jump up to grab the S ledge. Pull up for the SMALL WATERSKIN, get down and exit past the flame blowers and the spikes to the water hole. Jump in and swim past the lowered block and the darts to pull out S. Exit the ruins and run all the way S through the woods, past the opened door and the pool to a room with a small waterfall. Pull up onto the W block for the CEREMONIAL OIL and a climbable cage rises on the E block. Use the cage to reach the upper ledges and shoot the jar in the alcove at the SE corner (the jar in the adjacent alcove is empty). Hop inside for the GATE KEY and get down to the surrounding ledge.

 

Enter the NW passage, pull up higher and draw the shotgun as you meet a skeleton around the corner. Run past it and exit to an outdoor area where you can blast it over the edge (or use the crossbow with an explosive arrow if you prefer). Search along the ledge for explosive arrows, flares and a large medipack, then locate the receptacle for the Gate Key near the N end of the ledge. Place it to open a door and jump down into the pool below. Pull out, go through the S opening to the room with the two blocks and jump into the waterfall opening. Pull up into the alcove for SECRET #5 and pick up the small medipack and shotgun ammo. Get back out and use the shallow water here to fill the Small Waterskin.

 

Go to the W side room where there are two openings. The W opening is blocked by an active flame. Go through the N opening where the door was opened with the Gate Key and go down the steps to a lower room with a flaming plinth. Pour the water into the bowl to quench the flames and find a large medipack in the SE alcove. Exit to the previous side room and continue past the now safe W opening and enter the SW crawl space. Crawl to a room where you'll find a second TOWER KEY on a plinth. Hop onto the adjacent block and open fire on a crocodile. Return via the crawl space to the room with the small waterfall and exit N.

 

Turn left and go up the W steps into those huge ruins you haven't yet fully explored. Turn right at the entrance and go up the steps to awaken two skeletons. Continue around the perimeter in a counterclockwise direction until you reach a ledge with two receptacles on facing columns. Place the Tower Keys to lower the block at the W opening and deal with a third skeleton. Shoot the jar for a large medipack and jump the ledges to the S wall for a small medipack. Return to the jutting ledge where you shot the jar and stand jump W with grab to land inside the opening below at the cost of a small amount of health.

 

Go up the steps and climb the long ladder to an upper ledge. Either jump back and forth across the E slopes or jump and slide and shimmy to the other side, where you pull up, back flip and jump with a curve to land on the ledge. The E door opens automatically, but for another secret face NW and hop up onto a flat spot. Go up the slope, hop down N and go left to a crawl space that leads to flares. Go back the other way over the block for SECRET #6 and shotgun ammo. Use the block to get back onto the S ledge and return to the E doorway.

 

Enter the next room as the door slams shut behind you. Of the three jars in this room, two of them each hides a TORCH. Go to the N plinth, pour the Ceremonial Oil into it, go to the SE corner with the torch and drop it near the floor lever. Push it to ignite a wall torch up at the NE corner. The flame is timed, but generously so. Pick up the torch, hop onto the ledge against the E wall and go to the other end. Hop back from the edge and stand jump onto the first of five slopes and continue with jumps along the others until you land on a flat ledge where you can run forward and light your torch before the flame goes out. Turn around, hop onto the slope and slide to the floor.

 

Note a nearby CEREMONIAL OIL, which may puzzle you unless you go to the plinth only to find (as in my case) that what you'd poured into it earlier has mysteriously vanished. If that should happen to you, pour the contents of the replacement container into the bowl and light it with your torch to flood the temple ruins. As soon as camera control is restored after the long flyby, reverse roll and exit this room W (the door has re-opened) while two fire wraiths give chase. Take a running jump from the ledge into the water below to douse the wraiths, locate the underwater lever on the nearby column and pull it to lift the S gate behind you.

 

Flip turn and swim into the S opening. Follow around the corner to meet a crocodile and swim past it (the gate behind you has closed) to where you can surface and pull out into a dark room. Run past the falling water into a hallway and loop around left for flares. Save your game at the top of the E steps and run forward to trigger spikes just around the corner. Sprint past them into the next room but turn right immediately so you won't slide down into a fire pit. A spike ball is activated on your left, so hop up SW without stopping to land on a ledge next to a closed gate. Go around to the raised slab and pull the chain to lift the gate.

 

Enter the W room as the gate closes behind you (of course) and a Shiva comes out from behind a column. Play hide and go seek while running around the column and turning periodically to fire at it. When it eventually dies it drops a TORCH, but don't pick it up yet. Grab the shotgun ammo at the NE corner and shoot the jar in the NW corner for more shotgun ammo.

  

Run into the S side room toward the wall torches and awaken a fire wraith. You can either (1) draw your pistols and fire at it to make it lose interest in you or preferably (2) turn E to where you see a wall receptacle flanked by two jars and shoot the jar in the N alcove to release a water wraith that will engage the full attention of the fire wraith so you won't need to be concerned further about either one. Shoot the two E jars for a small medipack and flares, retrieve the torch from the fallen Shiva and light it on the bigger flame issuing from a W wall torch. Go to the E receptacle and thrust the lighted torch into the opening to open two doors and release two more Shivas.

 

Each one leaves behind a EYE PIECE when it dies. The S opening leads to a dead end, so go through the W opening and turn right to enter a dark room. Combine the eye pieces and place the EYE OF SUMPTA in the N receptacle. The iris door rolls away, so follow the passage to an underground pool and jump into the water. Swim to the bottom and locate the underwater lever in an alcove adjacent to the central column. Pull it to raise a climbable cage, swim back up to surface and pull out E.

 

Climb up onto the adjacent block, jump W toward the central column and climb up to the top of the cage. Pull up W into an upper room, vault up N and push the floor lever to lower a block down below. Get back down to the lower ledges, go past the lowered block into the E opening and follow the passage to be taken to the next level.

 

Level 2: BENEATH THE TOWER

 

Follow the passage to a flooded indoor area, where you'll be greeted with a brief flyby. Jump into the water and swim down to the nearby SE corner for shotgun ammo. Across the pool and higher up near the N wall is a small medipack, and around the corner is more shotgun ammo near the far SE corner. Pull up onto the ledge there for flares, jump back into the water and swim into the W alcove near the second shotgun ammo pickup for SECRET #7. Continue down the shaft for a large medipack, flares and explosive arrows, return and pull out onto the ledge.

 

Go around the central structure to a floor lever that lifts a gate back in the SW entrance passage. Return there, light a flare and look up W to see an opening in the ceiling. Pull up into a higher passage where the gate lifted and run forward to find a TOWER KEY. Get back down and return to the floor lever. Jump over onto the E ledge in the water and from there into the opening in the E wall. Enter the next room and shot the jar for a SHOTGUN. Continue through the N passage, deal with a skeleton and come to a deep pit. Jump across to greet another skeleton.

 

Around the corner is a receptacle for the Tower Key. Use it, enter a small room and push the floor lever to change the configuration of the blocks back in the flooded area. Exit this room and turn left for a short cut to the flooded area. Find a pushblock to your right and push it away from the N opening. Enter the passage and turn right in the next room for shotgun ammo. Use one of the corner blocks to take a running jump to grab the upper ledge, pull up and see a skeleton waiting for you on the other side of the gap. Approach the edge and a block will rise next to you. Use it to grab the ceiling tracks and monkey swing across the gap. Bug alert: When I reloaded from a previous save, the block failed to rise this time. However, you can get across the gap with a running jump and grab if you hang from the edge, pull up and reverse roll before initiating the jump.

 

Drop down the other side, deal with two skeletons and pull up onto the N block for flares. Hop down S, go back to the ledge, hang from the edge and drop to grab a crack. Pull up into the crawl space and follow to a ledge overlooking a large room. Spikeballs are activated to roll down from the slope ahead, but they can't reach you where you're standing. Note the column just to the left of the slope, on top of which an intermittent flame appears. Follow the spikeballs as they roll away from you and take a running jump onto a flat ledge just beyond the flaming column. Hop up NW onto the corner of the column where you'll be safe from the flames. Face N and take a running jump to grab the flaming column against the wall. Shimmy right if necessary, pull up in the corner and wait for the flames to subside before pulling up onto the block to your right.

 

Take a running jump E to land in the water below. Swim down for explosive arrows, surface and pull out. Go to the SE corner for a small medipack and find shotgun ammo next to the SW column. Go to the NW corner, pull up several times for 2 x shotgun ammo, a small medipack and flares on a higher ledge for SECRET #8, deal with two giant flying bugs and follow the passage where the bugs came from. Pull up at the end for a CROSSBOW and encounter two skeletons on your way back. Turn left when you reach the ledge and follow to a ladder. Climb to the top of the column and face SW. Take a long running jump to grab the column you jumped to earlier, pull up and hop up SE onto the ramp where the rolling spikeballs can't reahc you. Jump SW onto the next column and follow with a running jump over to the S ledge.

 

Run past the structure on either side to attract two skeletons, pull the chain near the S wall (brief cut scene of an opening gate) and return to the ledge. Take a running jump to grab the NW column and pull up for shotgun ammo. Jump back onto the ramp away from the path of the spikeballs and make your way back over to the flaming column against the N wall. This time, save your game before taking a running jump over onto the W column, because the flame goes out for only a split second during most of the cycles (which is random and therefore unpredictable), so you need to have the good luck to jump during the longer cycle.

 

Pull up into the N opening and follow the dark passage to a floor hole. Turn around and climb down the ladder to a lower room, ignore the empty jar and follow the passage to an open area with an underground river. Note the closed underwater gate, jump into the water to attract two crocodiles and pull out to deal with them. Go through the N hallway to a forest setting with temple ruins. Jump onto the nearby tree limb to awaken two giant flying bugs and run off the N end to land on a lower limb. Turn to your right and run off SE to land safely in the water below. Swim S into a tunnel, and when you hear the sound of an approaching crocodile, flip turn and swim back so you can pull out and kill it.

 

The tunnel is for later use, so head W through the forest and find blocks leading up to a NW opening. The door ahead opens upon your approach and closes right behind you, so loop around right to the NE opening and your attention will be drawn to an artifact in the next room. For now, turn back and start shooting all the jars, one of which conceals a giant flying bug. Collect the SHOTGUN, shotgun ammo and large medipack, but leave the TORCH for later. What appears to be a closed door at the SW corner is actually a pushblock (or one side of a pushblock), so pull it two or three times to clear the way, push the floor lever to ignite a flame in the next room, pick up the torch and go there to light it. The jar in this room contains a spare torch for some reason.

 

Push the floor lever back to its original position to raise a block in the next room NE, go there with your torch, hop onto the raised block and light the wall sconce. Go over to the raised block at the NE corner, light a second wall sconce and you can now pull up onto the central slab for the EYE PIECE. When you pick it up the exit door opens in the first room. Return to the forest area, shoot another giant flying bug and

jump into the river. Swim through the S tunnel and up through two ceiling holes. Follow the winding passage and you'll soon emerge in the open area where you dealt with the crocodiles earlier.

 

Pull out, run to the W wall, back flip onto the slope and jump off to grab the block. Pull up, turn left and pull up higher through the leaf cover and take a running jump NE onto the tree limb. Go around clockwise, being careful not to slip and slide down to your death. When you get to the SE corner, face E and jump to grab the unmarked climbable wall. Make sure you're not carrying a flare, climb up to a crawl space, release and quickly grab so you can pull inside. When you can stand up, light a flare and go to the E wall. Turn left, jump over the floor hole and go around the corner to find a floor lever. It's timed, so save your game before pushing it.

 

Push the floor lever to open a nearby door, go back the way you came, jump over both floor holes and pull up S. Back flip twice, jump off a slope into a higher S passage and turn around. Stand jump up N to a ledge, walk forward, stand jump onto a slope, slide and jump to a ledge. Continue with a running jump with grab to glide safely into the opening just beyond the timed door. If you don't get there in time, return to the floor lever and push it two times to repeat the timed sequence. Vault up left for the other EYE PIECE and the timed door will re-open. Safety drop from the doorway, exit this area via the crawl space and shimmy left before dropping onto the tree limb (otherwise, you'll fall back into the water).

 

Take a running jump W from the tree limb to a ledge with a closed door. Combine the Eye Pieces and place the EYE OF SUMPTA in the receptacle to cause the door to roll away. Enter the next room, drop down to the central steps and go all the way down to a passage. Hop down a floor, continue up some steps and you'll trigger a flyby through a new area. Jump into the water surrounding a huge dead tree and pull an underwater lever at the SE corner to open a nearby door next to the entrance passage. Surface, pull out and go W past the opened door. Follow the winding ramp to an opening, hang from the edge and shimmy right along the invisible crack. Pull up into the corner alcove, reverse roll and take a running jump to grab the first of three jutting ledges.

 

Pull up and save the remaining ledges for later. Jump straight up from the far edge to grab a higher ledge, pull up and take a running jump into the E opening. Follow to a pushblock and move it away from a trap door that opens and drops you a short distance to a TOWER KEY. Return to the upper ledge, drop to the lower ledge and jump the remaining ledges E to a door that opens automatically.to a room with intermittent flame blowers. Of course, the door closes behind you after you enter.

 

The SE jar contains a large medipack. The SW jar releases a fire wraith, so quickly time a run S past the flame blowers and loop around left to find an alcove with a jar. Shoot the jar to release an ice wraith, which is intended to interact with the fire wraith so that both will leave you alone. They remained independent in my game, however, so I simply left the fire wraith in its jar and shot at the ice wraith with my pistols to make it lose interest in me. Hop up into the alcove to grab the TORCH and return to light it on one of the flames. Drop it near the floor lever that raises a timed block against the S wall. Push the floor lever, pick up the torch, get past the flame blowers and hop onto the raised block and into the S opening before the block lowers.

 

Follow the passage into the next room to find a dormant Shiva. It won't awaken unless you set it on fire, so apply the torch and beat a hasty retreat while drawing your favorite weapon. After you kill the Shiva, shoot the jars in the corner for the SMALL WATERSKIN and go into the W side room to find a second TOWER KEY on a plinth. When you pick it up the nearby door opens, so enter and pull up to a short passage overlooking the room with the dead tree. Take a running jump NW down to the lower ledge and run forward to find receptacles for your Tower Keys. Place them to raise a block in the pool to your right so you can fill the Small Waterskin and pour its contents into the bowl at the NW corner.

 

A block lowers in the passage behind you, so reverse roll and take a running jump slightly NE to land inside an alcove. Pull the chain to raise a climbable cage, drop from the edge and grab a wall crack. Release to land on a slope and back flip to land on a jutting ledge. Face W and jump up to grab the higher ledge, pull up and run toward the Tower Key receptacles. Loop around right past the lowered block and blast two waiting skeletons off the side. Turn left and hop the ledges to a block at the NE corner. Stand right and take a long running jump S to the lower corner of the next block. Vault up in front of a ladder and climb until you see the opening behind you. Back flip onto the ledge and go around to find the raised cage SE.

 

Jump to grab the cage and climb to the top. Pull up onto the ledge in front of a ladder and climb to an upper passage. Follow to a room with a reach-in switch and use it to open the trap door behind you and animate a huge flower at the top of the dead tree. Safety drop from the floor hole at the cost of some health and pick up SUMPTA'S SWORD. Hop back from the S side, slide down the tree and grab, pull up and back flip into a S passage. Follow the passage, pulling up two times until you reach a hallway and awaken four Shivas. If you've saved enough explosive arrows you can deal with them in short order. Pull up into the left opening in the E wall and find a pushable door to your right. Push it once so you can access the conventional pushblock to your right.

 

Push the block to reveal a reach-in switch. Use it to open double doors, drop back down to the room below and find the opened doors at the SW corner. Go down the steps toward the bright shining sun to end the level.

 

 

 

Tower of Sumpta - Beneath the Tower
By Sue Wicks (Isis)

susan@wicks5119.fsnet.co.uk

Extract the sumpta_beneath.zip and copy the files from the sound_samples.zip into the Sound/Samples directory and the setup.exe into the Program Files/Core Design/Trle directory. As we run the program it will install the files there. In the case your program is not there, copy the tower and tower 2 files into the Graphics/Wads directory, and those from the Audio into the Audio directory. The others should go to the main root. Run the Level Converter and build the tower.TOM and tower2.TOM files. Run the trle.exe and enjoy the game!

1. Tower of Sumpta

Jump to the waterfall, climb up and move left, behind one of the trees there’s some ammo. Pull the lever and descend. On left side of the structure, in the rear corner you will find the secret #1: the shotgun.

Enter the large gate. Go left first, shoot the vase and jump onto the block; as there’s nothing there you can get the secret #2 here. Then continue right until you reach another area with pool. Jump into the water and lure the crocodile out. After killing him jump into the water again and on the other side, high on the right side of the ceiling, pull the lever. Climb out and shoot the first Shiva. There will be enough of them; but they aren’t too difficult to overcome, as you can always hide away or climb up somewhere where you can shoot them easily with pistols. Lure the fire wraith back to the water then back on the left pick up the first TOWER KEY. Get another shotgun next to the KEY and go back. In the right corner where there’s a large medipack climb up and pull the lever in the hole. Swim back and you will see that near the large pool the moveable block has got out of the water. Push it as long as you can and the large gate opens next to you. It’s not worth it to do harm to the monkeys so they won’t attack you either. On the other side of the area there’s a crawlspace in a small square. Here you can get the secret #3: the crossbow.

Jump in the water, pull the underwater lever and swim through the open grate. Getting outside, there’s the secret #4: large medipack in a small alcove behind you. Timing your run well, mind the blades and the fire blowers, then standing back to the abyss after two single jumping back runs, jump back again and run right immediately. In this way you have avoided two spiked balls and the fire too. Continue ahead. Shoot the crocs and go right but be prepared to shoot another croc attacking from the crawlspace. You can climb up in the middle and collect the SMALL WATERSKIN. (There’s the secret #5 at the end of the crawlspace.)

Go back to the large pool and across to the side room. (There’s the secret #6 behind the waterfall.) Collect the CEREMONIAL OIL from the right side platform and climb up the outstanded grate. Get the GATE KEY from one of the vases on the right. Go to the other side via the small corridor and get down to the left. Use the KEY here. Get back down to the small waterfall, fill your waterskin (standing in the water select the skin from the Inventory and USE). The grate on the right has opened. Below stand face to the fire vessel and pour water on it. If you stand on the wrong side or get too close Lara catches on fire; but if you are too far from the vessel, Lara pours the water beside it. :-)

You can cross the extinguished fire above and via the crawlspace collect the TOWER KEY #2. Backwards a croc attacks you. Go back to the large chamber, up to the stairs on the right and place the KEYS in their holes. Next to the vase, where a large medpack can be found, stand on the edge of the platform and after a single jump hit the CTRL. Climb the ladder and after a bit of hopscotch reach the other side. (NOTE: If you push the arrow keys during jumping Lara changes her direction in the air.)

Reaching across, don’t enter the door but follow up the slope and on the other side; a bit lower you will find secret #7. Now enter the door and shooting the vase you find 2 torches – altough you will need just one. Get the torches via the sloping section to the now off tea-light, because after you have pulled the lever you have to be there in time so you won’t have leisure to pick it up. So pull the lever, get across and light the torch.

Below pour the Ceremonial Oil into the bowl and light it. Jump into the water which is fairly opposite to the grate, pull the underwater lever and swim through the opening. On the other side, timing your run, mind the spikes but take care of the spiked balls crashing down from the other side. Pull the rope and enter the door. Find the torch, light it and use it at the hole in the wall. Lure the wraiths to the grate where you have entered so they won’t attack you later, but leave the vase in the wall hole so there will only one of them. After eliminating the two other Shivas you have two EYE PIECES. Combine them and use them in one of the Shivas’ recess so you will get to a new area. If the fire wraith is still keeping after you, jump into the water away from him. Pull the underwater lever, climb the emerged block, pull the lever above too and below you can enter the next level.

2. Beneath The Tower

Pull the lever on the other side of the pillar and return via the corridor you came in. Climb up somewhere and get the TOWER KEY. Explore the pool well as it hides many pickups and secret #8. Jump to the open grate opposite and take over the two skeletons waiting for Lara here. Now you can use your keys. Continue the way and push the grate block once and enter passage. Make a running jump from one of the blocks to the area above and shoot in the air. Get to the ladder after a block has risen next to Lara. Abandon the skeletons. On the other side jump back, grab the edge. Let Lara fall for a second then grab the edge below. Crawl and you will enter a large room.

Two spiked balls set out. Work the move of Lara and the fire blowers well as they change after every other exercise. Jump on the pillar on the right, then on the opposite one. Pull the rope at the back. Now jump onto the lower pillar to get some ammo and to the moving balls again from here. Then select the left direction, working your jumps well. Do the same by the wall so you can climb down the ladder into the deep pit, where you will find the secret #9 in a side opening. Get everything from here and from the water then get up to the open grate and enter.

Now you are in a new area. Jump into the water to the right, lure the croc out and take care of him. Then going straight leave the tree and enter the opening to the right. Find the TORCH and pull the grate which looks like a door. If you have pulled the lever outside you can light your torch inside. In the next room jump on the platforms and light the two tea-lights. After the platforms have sunk down pull the lever outside again. Now get the other half of the EYE PIECE. Return to the starting point via the small lake.

On the left side of the entrance stand to the pillar in the middle and with a back-forward jump get up. Jump to the opposite side and go around the trees. Before jumping to the door notice the crawlspace high on the wall. Here you will find the other half piece of the key. Explore this area carefully as there’s a timer on the door which leads to the EYE PIECE #2. Combine them and find yourself in a new area.

Pull the underwater lever and follow up the opening. Above jump back into the deep, grab the edge and shimmy to the right. From the small depression jump through the door which opens as Lara approaches. Get the first TOWER KEY. Descend to the lower level. From the vase on the right side of the door a fire wraith will attack Lara; from the one on the left side, a blue wraith. (My solution was that I lured them to the entrance door where they passed out so Lara escaped. :-) Pick up the TORCH from the shattered vase, light it, pull the lever and get up into the corridor above via the sinking platform.

Light Shiva. Run back in the corridor and destroy him from here. (NOTE: In the case you play only the second level get the SMALL WATERSKIN from the left.) The door opens behind him, collect the TOWER KEY #2. Jumping out from the passage place them in their receptacles then fill the waterskin. Pour the water in the bowl next to it. Enter the open door behind Lara and reach the other side of the room. Stand directly on the right side of the platform and jump to the opposite side. Now jump into the opening on the right, pull the rope and return to your former point. Climb the ladder, halfway up jump back and climb up through the emerged grate.

Climb another ladder. Pull the lever in the hole and climb down carefully. Collect the SUMPTA’S SWORD from the full flower and after a back jump slide down. When Lara can hang on pull up, jump back and you are in the final area.

Four Shivas attack Lara at the same time but abandon them and climb up the wall on the right. Here Lara can destroy them with pistols safely. Then push the block which looks like a door, then push the one on the right too. Pull the lever in the hole and your final task is leaving these marvelous two levels via the open door.

OBig
Translated by: Petunia