INFERNAL TOWER
Level by Quentin Cartier
Walkthrough by Phil Lambeth, to supplement the outline provided by Obig (which follows below).
After the opening flyby, in which you're given a quick tour of the eponymous tower, run forward through the dark passage and turn left once outdoors. Jump into the water-filled trench near the corner, swim through the NE opening and let the current drag you into a long tunnel. Time your way past the circular blades and loop around right near the end into a triangular opening. Follow to an underwater lever that opens a door in the wall at the end of the tunnel, flip turn and swim there before you run out of air. Surface, pull out and shoot the vases, one of which contains a small medipack.
Shoot the crocodile that was following you, jump back into the water and return to the circular blades. Swim left into the alcove near the blades for the SHOTGUN, continue past the blades and pull out at the end of the tunnel (the water level has lowered and the strong current has gone away). Run forward, climb the wall ladder on your right and loop around left through a narrow passage for revolver ammo. Reverse roll, find the ladder and climb up to slide down toward the tower. Go around the left side of the tower, and when you turn the corner at the back wall be on the lookout for a spike pit. Jump past it, shoot a harpy and climb the wall ladder near the NW corner. Shift right, drop onto the ledge and note that you'll need to raise a block here in order to reach the jutting S structure.
For now, jump N onto the rocks, go to the wall and look left for a floor hole with shotgun ammo. Go E, and about halfway to the far wall you can loop around left and pull up onto an ivy-covered ledge. Make your way up the NW corner, pull up right in front of a slope and climb over the block to your right to find a closed gate. Emerge outdoors on an upper ledge, jump the ledges E and time a running jump past the spikes onto the ledge jutting from the E wall. Pull down the wall switch to open the gate you saw earlier, make your way back in the same manner and go up the torch-lit ramp to a series of ladders that bring you to a crawl space on your left. Drop down into a dark passage that overlooks the top of the slope you saw earlier from down below. Note the poised boulder, save your game, hop down left, slide a bit and jump with a right curve into an alcove to escape the triggered boulder.
After it rumbles by, hop back onto the slope and jump almost immediately to grab a ladder in the ceiling hole. Climb up, shift right and pull up into a passage where you can pick up the CROWBAR before pushing a floor lever that retracts spikes you may have seen earlier down below. Get back down onto the ladder, drop onto the slope to trigger a second boulder, jump over the spikes if necessary and jump with a left curve near the bottom to land in the alcove next to the block as the boulder rolls by. Get down to the ground and head over to the SW where the spikes retracted. Pull up onto the sloped block, back flip onto the slope behind you, jump to grab the ladder, climb and pull up and back flip onto a ledge with the HORSEMAN'S GEM. Get back down to the ground, go around to the opposite (NE) corner of the tower to find the receptacle for the gem.
The nearby face door panel slowly opens, so pull inside the tower to see a second face door panel. Hop down right, side flip over the circular blade trap to activate the first of two spike traps and step on it when the spikes retract. This activates the second trap, so quickly run past it and turn the corner to find a floor lever. Push it to open the second face door, return and time another punctuated run past the spikes. Hop down two times past the opened face door to land next to a closed gate, jump into the water and swim into a maze-like area. Locate the nearby ceiling hole, note the closed NW gate and swim up for a large medipack. Get back into the water, swim into the SW passage and through the narrow opening ahead to find an underwater lever that lifts an underwater gate (as well as an unseen door) and releases a crocodile. Flip turn, swim through the narrow opening and up to surface before the croc arrives. Turn around, pull out of the water and climb up left where the second door opened.
Step forward into an underground room, pull up between the two lion statues and search the sarcophagus for flares. Hop over the sarcophagus, enter a hidden crawl space, light a flare and locate the UZIS and uzi ammo for SECRET #1. Return, go to the NE corner and activate the wall switch to lower a block behind the fountain. Pull up into the opening and find a floor lever that opens a trap door elsewhere. Go to the NW crowbar door and open it for shotgun ammo. Exit this room E, hop down and climb the W ladder past the opened trap door. Pull up into a well-lit passage and step forward to trigger a brief flyby.
Begin a pushblock puzzle by pushing the W block one time to reveal a new block. Push this one two times N, turn right and push the next block one time E. Turn left and push the next block one time N. Go back along the passage you've created, loop around left at the wall and push the lone block two times N. Reverse roll, go to the SW block and pull it one time E and one time N. Go around it and hop into the shallow floor hole for SECRET #2. Pick up the REVOLVER, pull out of the hole, loop left around the previous block and return it to its original position (one time S and one time W). Go to the back row N and move the block on the right three times S. Do the same with the block on the left (three times S), then pull the NW block one time E and one time S. Go around it and enter a new area N.
Loop around right (mind the dart traps) to the SE corner and pull down the timed wall switch to raise a block back near the entrance. Go back, jump onto the left side of the raised block, turn left and jump straight up to open the ceiling trap door. Avoid the dart trap, climb up the W ladder and do battle with a demigod in the next room. When it dies a second demigod is awakened. When all is quiet, jump through the opening in the S wall, hop down onto a wooden bridge and engage a harpy outside. Go across the bridge and shoot the large vases, one of which releases a skeleton that you can blast off the bridge with the shotgun. Another vase hides revolver ammo. The sarcophagus at the top of the steps contains flares. Climb the pole in the dark SE corner past the ceiling hole and back flip into an upper room. Shoot a bat and activate the jump switch in the N wall to lower a block in the central structure and attract another bat.
Pull up E onto the central structure and pick up the CARTOUCHE PIECE 1. Slide back down the pole, exit to the bridge, go across and when you reach the entrance to the fountain room, turn right and jump the ledges counterclockwise around the tower. When you reach the wall crack, jump up to grab it, shimmy right around the corner and drop onto a small triangular ledge. Continue your counterclockwise jumps around the tower, pick up the CARTOUCHE PIECE 2 and go back the way you came via the ledges and the wall crack. When you reach the bridge, face the entrance to the fountain room, hop back on the bridge three times, stand right, turn a bit right and stand jump with grab to glide onto a ledge under the bridge. Loop left around the fern plant, jump up to grab the monkey bars and monkey swing S through a fixed camera until you can drop into an opening for SECRET #3.
Hop down into a room with a mummy. Quickly pick up the CROSSBOW and explosive arrows, blow the mummy away and pull down the S wall switch. Safety drop from the opening to the ledge below, slide down and turn right past the shallow pool. Climb the blocks E (one of which appears to have been raised by something you did earlier) and pick up the large medipack, crossbow arrows, revolver ammo and uzi ammo at the top. Get back down, go clockwise around the tower to the NW ladder and find that a block has been raised on the adjacent ledge. Climb up past the ladder rungs until you can shift right, drop onto an invisible block that rests on the raised block. If you save and reload, the invisible block disappears and you'll drop onto the raised block, but it's not necessary that you do that. Take a running jump S onto the sloped ledge, jump SE into a gap in the tower and return to the nearby ladder you used earlier.
Climb up past the opened trap door, greet a mummy and approach the SW receptacle. Combine the two Cartouche Pieces, place the BA CARTOUCHE to open the double doors to your right. Step outside onto the ledge, stand jump from the right corner onto a smaller ledge and make your way clockwise around the tower in similar fashion until you reach a ladder. Climb up to a closed face door (that doesn't react to the crowbar) and go around right until you come to a pushblock. Pull it one time, hang from the edge and shimmy past it and a second pushblock. Pull up, pull the second pushblock to make some room, shimmy left past it and push it two times E. Return to the first pushblock, push it to the W corner, reverse roll and pull/push a third pushblock against the first pushblock. Reverse roll, pull a fourth pushblock one time W, go around it to find a wall switch that gives no clue as to what it does.
Hang from the edge, shimmy right past two pushblocks and pull up at the corner. Make a counterclockwise trip around the tower, jumping as appropriate, until you reach a rectangular crawl space containing revolver ammo. Return to the ledge, hang from the edge and shimmy right along a wall crack, pull up at the obstruction and crawl some more to an opening near the NW corner. Step inside to trigger a boulder and awaken a crocodile. Hop back to deal with the croc and wait for the boulder to roll by before going past an opening to your left (spike trap) and looping around to find a higher opening. Drop down N next to the boulder, shoot a scorpion and pick up CARTOUCHE PIECE 2 (you may need to stoop). Climb back out S and loop around left to trigger another boulder. Retreat to the opening, wait for it to roll by and loop around left once again.
Proceed up the winding ramp until you turn the corner and meet another scorpion. Look back S to see the ceiling monkey bars. Jump up to grab them and monkey swing along the track to an opening with CARTOUCHE PIECE 1. Monkey swing back to the corner, drop and stay left as you come to an opening at the SE corner. Loop around right and hop to the ledge for a small medipack and look through the crack to see a needed pickup. Jump back and hop to the longer ledge on the E side of the tower. When you reach the far end you'll step on a trigger tile and hear the sound of a block rising behind you, but don't worry about that. Continue your counterclockwise trek and you'll soon reach ceiling spikes. It's easier to shimmy than to jump past them, and that will avoid triggering the second set of spikes.
Pull up S into the short passage for shotgun ammo, return and jump the ledges in a counterclockwise direction (noting two corner receptacles as you progress) until you reach the plinth on the S side of the tower. Grab the PHAROS PILLAR and go back to the longer ledge on the W side of the tower. Take a running jump onto the ledge jutting from the W wall, turn left and stand jump to grab the row of burning tiles. Shimmy left to the safe tile, pull up and jump to the SW corner to place the Pharos Pillar and hear the sound of a block lowering. Jump back to the safe tile and take a running jump N to grab the longer ledge.
Pull up, go to the other end and take a running jump N to grab the row of burning tiles. Shimmy right past them, pull up near the corner, combine the two Cartouche Pieces and place the BA CARTOUCHE in the corner receptacle to raise a block in a room you visited earlier. Go to the E end of this ledge, jump up to grab an invisible wall crack and shimmy an unforgivably long distance around corners until you can drop onto a corner ledge. Line up with the rope, take a running jump E to grab it and jump off without sliding up or down so that you don't overshoot the ledge ahead. Continue with a jump E to reach a block that allows you to reach the tower with a running jump next to the spikes.
Get past the spikes and make another counterclockwise circuit around the tower to reach that lowered block at the SW corner. Enter the interior portions of the tower, look left to see the raised block from the cut scene, loop around left to climb up onto it and reach the next higher level. To get even higher, go to the flowing water and stand jump SW to land on the corner tip. Pull up E two times, turn around and take a running jump NW, curving right to land on a ledge around the corner. Jump the ledges in a clockwise direction until you reach an unfinished section on the N side of the tower. Enter the narrow opening, avoid the spikes and resume your clockwise circuit. You'll soon come to a jump switch that disables the spikes. Return to find a pushblock that you can now pull onto the spike tile and create a small earthquake.
Loop right around the pushblock, vault up N, turn around and jump up to grab a higher ledge. Pull up and go around right or left to an indoor pool. Shoot three crocodiles, jump into the water and pull the underwater lever in the N wall to lift a gate somewhere outside. Pull out, hop up SE onto the corner block and look for uzi ammo on the adjacent ledge to your right. A harpy will soon show up, so deal with it and go to the SW opening. Face N and safety drop to the ledge below, stand jump SE to a lower block, drop from it and slide to an interior area and go through the N opening as the gate slams down to shut you in. Shoot a scorpion and the jugs on the raised slab to reveal revolver ammo, then push the floor lever to drain the room above.
The N gate has lifted, so go around to the S side of the tower, stand jump SW where the water flow has ceased to land on the same corner tip, and make your way up and around to the N side of the tower as you did earlier. Pull up higher S, go around to the interior and either safety drop or climb down the NE ladder into the drained pool. Push the floor lever to raise a block outside, use the ladder to climb back out and deal with the skeleton if one should appear. Go to the SW opening and hop up SE to find the raised block. Use it to pull up N next to a closed gate and jump the ledges in a counterclockwise to reach a wall switch on the other side of the tower. Pull it down to lift the gate next to you, pull inside the opening and slide down into a room guarded by a demigod. When it dies, another demigod takes its place. Both of them drop a HORSEMAN'S GEM, which you can place in the wall receptacles to lift the S gate and create another small earthquake.
Pull out S, go around in a counterclockwise direction once again to find that the tower structure at the NE corner has been altered. Pull up W, hop up higher to the very top of the tower and run toward the water hole to end the level.
INFERNAL TOWER
Author: Quentin Cartier
Review:
This is an interesting level. Your objective is to get onto the top of a tower. Meanwhile you have to solve puzzles and shoot enemies. There are harpies, crocs, bats, skeletons, mummies and demigods on the level. You have quite enough weaponry against them. Right at the beginning of the level find the Shotgun in the water, and the UZI, the Revolver and the Crossbow from the Secrets. There are 3 Secrets on the level. After a small underwater maze I found very hard the first one: the UZI, in a crawlspace behind a sarcophagus. Unfortunately there are no added sounds but the textures are fit well to the level.
Find the walkthrough and pictures here: http://www.treditor.hu/english/infernal_tower_eng.htm
Walkthrough:
Head to the left outside, jump into the water and swim through the rolling blades. Find a small gap to the right, pull the lever inside and the grate opens. Get a bit air above, and find a Small Medi Pack. Getting back head to the left next to the rolling blades and get the Shotgun in a small alcove. Swim back, get out of the water, collect the Revolver Ammo from the left and climb up the ladders. Go around the building, shoot the harpy, and climb up onto the small platform on the other side. Head towards the sloping area but in front of it take a level upwards to the right. Get to the lever and pull it. Get back and head up the slope, through the open door. Head left and jump into the right-hand alcove because a rolling stone smashes down. Slide down, grab the ladder and pull the lever above.
Admiring the animation notice that the spikes has drawn back. Sliding down jump to the left because another stone is rolling down behind Lara. Get down. Starting from the place where the spikes has disappeared get up and collect the Horseman's Gem. Head to the place where you climbed up onto the platform earlier and place it in the right-hand corner. Climb up to the open door. On the other side get trough a rolling blade and spikes, then pull the lever. Get back and enter another open door.
Jump into the water. Swimming up in the middle find a Medi Pack and pull a lever aside. Swim up and get out of the water. You are in a chamber. Force open the opposite door, explore the sarcophagus and pull down the lever on the wall. Behind the sarcophagus, in a crawlspace find the Secret #1: the UZI. The block on the wall has get down. Pull a lever inside.
Get back to the water and climb up the ladder. Push the blocks above. In front of you find the Secret #2: the Revolver. Heading to the right find the outer area and the lever you have seen in the animation earlier. Watch out the poisonous spikes. Save your game before the lever because the block rises only for a while. Climb up and pull down the trapdoor. Climb up the ladder. 2 demigods attack Lara above but they are in good sporting spirit as they attack one by one.
Go out onto the bridge, kill the harpy and shoot the vases. Take care as the first vase on the right hides a skeleton. Collect the Revolver Ammo and climb up the pole in the left-hand corner. Kill the bats above and pull down the lever on the wall. Now you can get the Cartouche Piece #1 from the pedestal. Getting back jump down from the bridge and land on the platform below. Monkey swing to the other side and find the Secret#3: the Crossbow and some Ammo. Also pull the lever. Kill the mummy. Get down on the ground floor. Heading to the left get on a higher column where collect numerous Ammos.
Go around and climb up the ladder. Climb above the visible block because there's an invisible block above it. Jump aside and then over to the building. Climb back to the place where you met the demigods earlier. Get back onto the bridge, jump along around the small platforms. Grab the gap on the wall, shimmy along and collect the Cartouche Piece #2. Return into the chamber, combine and use it. Getting outside jump around again, by the wall. Climb up the ladder. Head to the right first, pull the block once. Now head to the opposite direction, get the Revolver Ammo from a gap. On the other side climb over before the blocks and push once the earlier block. Push the blocks until you can pull the lever. Find some UZI Ammo beneath one of them. Return to the ladder, the door has opened.
Shoot the croc, jump down and immediately back up and wait till the rolling stone smashing down. Go ahead, climb down to the stone to the left and get the Cartouche Piece #2. Continue your way but turn back in time because another stone comes. Go along and monkey-swing on the ceiling to the Cartouche Piece #1. Getting outside jump to the right for a Medi Pack, then heading in the opposite direction collect the Pharos Pillar on the other side. Get back to the middle, jump onto the platform on the wall. Getting to the left grab the edge of the burning platform, and place the Pillar in its receptacle. Grab the gap, shimmy all over to the right. Swing the rope and through the tall pillar get back on the building. Heading to the right reach the place where you have found the Cartouches earlier. Climb on the risen block and get a level up.
Jump on the outer corner of the small fountain, then up. Going to the left crawl through next to the block. Watch out the spikes and jump along. Pull the lever on the wall next to the brown floor tile. Get back and pull once the block. Get outside and climb up from the block. Reach a pool above. Kill the crocs and the harpies and pull the underwater lever. The grate opens where the small fountains have been. Enter, the vases hide some Revolver Ammo and a scorpion. Push the lever and get outside on the other side. Get up into the room with pool again. The water has disappeared from the pool. Climbing down the ladder push the lever. Getting up find some UZI Ammo next to the risen block, and a skeleton in the room.
On the other side get to the block and climb on it. Find a still closed grate above. Go to the left, all over onto the other side. Pull the lever next to the closed grate. 2 Demigods are inside but don't enter the room. You can kill him with the pistols by standing jumping. They drop 2 Horseman's Gems. Place them inside. Earthquake begins and the 2 other grates also open. Getting outside climb onto the top floor. Walking towards the center of the tower the level finishes.
Walkthrough by OBig of TombRaider.hu
Translated by Petunia of TombRaider.hu