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The Experiment - Forgotten Cave (Demo)

Author: Bojrkraider

Download: Here

Unzip Bojrkraider-ForgottenCaveDemo.zip, then copy jama.tr4 tempelj.tr4 files in the Data, the rest into main directory and let this adventure begin.

Story:

Lara is on "the vacation". She enjoys her new small swimming-pool. Then the buttler cames out and tells her, that the phone is ringing, but he is unable to answer, because Lara has activated the quest-house mode switch which changes the house into a training place. But she doesn' matter. The phone doesn't stop, so she decides to answer it anyway. After completing the puzzles, she switches house back to the normal-house-living mode. On the other side of the telephone wire is an archaeologist, telling her that he had some problems on the excavation site; it is located behind the mountain range of the Italian Alpes. The excavators found a hidden mine, they somehow managed to restore the electricity, so the lights now work. But after that the excavators don't want to work there anymore. They don't feel very well near the mine opening. They're reporting of sudden fear and bad feeling when near it. And he felt the same. He knows the history of Lara and her strange adventures. So he asks her if she would like to explore the mine and find the sorce of that unpleasant feeling, because he wants to continue the excavation. He also explains that he knows how stupid this is to hear, but also some of her quests were just unbelievable. Well, Lara is on vacation, ofcourse, but her adventurer spirit isn't... She visits the caller, gets some informations and is given a key to the mine. Archaeologists had closed it to be sure that no one goes in anymore. Lara is at the place, but she has no luck. The key felt into the water by accident and she just can't find it now. Anyway she doesn't intend to go all the way back for a small key. There will just have to be some alternative way of getting into the mine. After some troubles with searching the alternative way into the huts, Lara luckily finds there a key. So she doesn't need to go back! She opens the entrance to the mine. Dark and... dark. But the lights must work, they said. Whell, what now, there seems to be no path, just some bats. After some investigation she finds a hidden switch that lovers the fence to the lower levels of the mine. She finds also a hidden message of the mineowner, warning people of this place. Now, this is interesting. Lara now won't stop. So something must be under the elevator! After playing with dynamite, searching for hidden paths and making the elevator work, Lara has two options: leave the area or go deeper into the mine. Ups, suddenly there is no way back! So, what are those strange caves with shining stones?

Review:

This level is huge and beautiful. Having seen such ideas realized by the editor I truly became a slack-jawed raider. The first great idea is the transparent gate where I used the combined Broken Handle-t and To Sharp to Handle. The next level awaited with a squadron of mutant spiders coming in the way leaving back 5 pieces of Remain of a Spider I could not use anywhere. Lara also has taken home the two Golden Proteuses found in two Secrets. The collection became larger by 4 Mushrooms, a Spider Guardian Key and a Little Wheel -- or maybe they will come handy on the next level. She has also left the Flippers back when she went into another dimension.:) I have never seen coming over the tide by Flippers. Neither have I seen cutting the beam with an Axe. I have no idea how Bojkraider managed to carry out such stuff. It's simply fantastic. He also managed to walk on land with the Flippers on - it made me fall off the chair. Enemies are of a great variety too: shiny scarabs, mutant sharks, spiders and at the end two giant spider moms. For a moment we can catch a glimpse of a Viking fighter - or have I seen God Odin himself for a moment ? :) What a finished version may look like if this level is called "demo"? There are no added sounds but textures are fab. Mushrooms on the plains are beautiful, too. This level is a must to play. With a little assistance, though, I managed to find all 4 Secrets. The one in the water demanded me to sacrifice one of my medipacks for lacking a breath of air.

Walkthru:

1. Forgotten Cave:

Secret1:

Savegame:

Go straight and crawl through the passageway. Pick up the crossbow ammo from behind the pillars in the 1st Secret. Use the pillars to get high and you will arrive in a hall with a waterfall. Watch out for rolling rocks and do not fall into the water for there are tides drifting you away. Slide down the slope on the other side. Arriving into a small hall shoot the spheres on the wall, climb up to the storey and do the same. A trap door will open so you can climb down into the lava hall. Jump into the passage that is in the wall without grabbing. At the sphere you can pick up the Broken Handle while squatting and the To Sharp to Handle at the skeleton. Do not shoot into the sphere: it hides beetles. Jump back onto the main platform, it has a ladder on the side. Turn right, grab the ceiling and monkey swing around. Fall behind the pillar, combine your requisites, put it in place - it is a transparent door. Jump on the pillar, and again through the ceiling monkey swing to the small crawling space. Grab the ledge and pull yourself up. Crawl left and going down into the water you will be drifted away.

2. The Temple:

Savegame:

Kill the spiders, collect the 5 pieces of Remains of a Spider. Put them into the mounting in the wall, one of them you can find behind a moveable stone. You can find a trap door under another mobilized stone. Go down and watch out for the fire breathers. May I suggest using one of the corners where Lara’s legs are just hanging, then letting her go down a bit I directed her left and fell back to the first level.

3.Forgotten Cave part 2:

Secret 2-3

Savegame:

Turn around and shoot the spider. Behind the pieces of sharp cliffs you can notice a small green platform. Jump there and make sure you jump by the right side of the sharp rocks and do not stop because of the instable floor. Get into the blue cave. Head left, pull the block once and jump back to avoid getting slim by a falling block. Get yourself to the other side and see the way to go. Climb up and down on the other side. Pick up the 1st Axe at the skeleton and kill the spiders. Fall into the hole and climb up into the new hall on the other side. Head left into the great hall, go up the wall on the right and reach the crawlspace. Pull the lever inside which will open the great gate in the previous hall. Head left and fast your steps up a bit behind the pillar on the slope, then stop on the middle floor tile to avoid getting slim again. Go straight and at the end of the slope pull yourself up into the space. Head left on the other side to arrive in a small hall.

Notice 4 floor tiles with patterns. You will have to pull blocks out of the wall and push over these tiles. There is a 5th one on the other hall, so push it beside the torch. A door has opened at the blocks: you can pull a lever. Pick up the torch and go back to the sloped junction. Throw the torch through the gaps so as to pick it up again on the other side. At the junction head right again to arrive into the great hall. Drop the torch and don't forget where you have done that. Before you arrived into the great hall, a door had also opened on the right. Step in and head straight until you arrive in a hall with a thorny ceiling. Climb down at the middle, kill the spider and pick up the Key to Broken Path 2. Climb up and in the hall with pillars get down to the floor level. Pay attention to climb up on a high pillar in a corner on a ladder to pick up the 2nd Axe near the skeleton. Down on floor level pull the block that’s in water to the middle of the hall. By using the pillars jump on the slope and shimmy sideways. You arrive in a fire room where you can end up spiders, pull the lever on the wall that will extinguish the fires. You can climb up there and getting down into the hole you can pick up the Ruby Gem. Monkey swing through the ceiling and possess the Key to Broken Path 1.

Pull the block in the water (that you have just moved around) into the hole to block its way. Th hall is filling with water, you have to go and swim then climb out. What an idea it is! :) But wait until you pull the next move! :) Go into the large hall turn right and stand in front of the beam and cut it with the Axe. Jump over onto the small platform then go way back to where you have opened the two-leafed huge iron gate. Fit the Ruby Gem into its place on the right. Go get the torch and light it beside the Ruby Gem. Go right out into the great hall and set the invisible rope on fire that holds the big middle rock. Now go and find the place with two key holes. Jump on the small platform behind the pillar and set the rope on fire there, too. Now head to the direction where you have found the Key to Broken Path 2 and light the rope there again. You can drop the torch now and go back to the two keyholes. Pull the lever, see a platform emerge and you can fit the keys into place one after another and the gate will open. Use the Axe to cut the last beam up there to make the rock fall.

Use the second rope to jump, but climb down to the bottom of it and fall down into the hole. At the end of the hallway climb up the ladder, but on the other side do not climb down the other one but jump on the opposite cliff to get a grip. Shimmy sideways and by carrying out a back flip (+END) grab the crawling space behind. Get in and go left. Climb up into another crawling space and hang yourself down on the other side WITHOUT letting go of the ledge - shimmy left first. Come across a lever and pull it. Now go back and climb down on the other side. Make a save before pulling the lever ‘cause the small platform will rise only for a limited time. This is a platform you will use to jump to the other side. Jump there straight to the wall and grab the gap on the wall. Go right and you can pick up the 1st Golden Proteus in a crawlspace, the 2nd Secret. Climb back in the crawling space, fall but grab the ledge of the slippery part. Climbing up on the slippery part do a back flip to grab the ledge of the walkway and climb into it. You arrive into a hall. Climb down, head left to the opposite side, climb up in a gap and pull a lever. Climb back, jump ahead and pull another lever.

Getting on you arrive into a hall. You will encounter three spiders and two levers on the wall that will make two blocks emerge. Climb them and... and do not climb into any crawling spaces ' cause it's nothing there but trap in one of them. But down on ground level shoot the two spheres hidden in two gaps by jumping and see the third block emerge. That you can use to go ahead. In the passage you get to from the third block do not use the ladder to climb up but head right, go down to the skeletons and pick up the Flippers. Do not wait a second to escape from the way of a falling rock. Climb up the previous ladder and jumping backwards you arrive to a familiar place. Climb up the ladder and use the other one on the other side to climb down. Press action key on the left side standing on an even surface before the water that will make Lara to put on the Flippers, your latest requisite. Jump into the water, swim right first to get a medipack in the 3rd Secret, then swim left into the passage. Keep left then head up until you find yourself in a hall to meet a mutant shark. Climb out and kill the shark. Crawling through a tight gap you can pick up the Emerald Gem.

See a bars open below. You find three small rooms in the water with three levers. Pull only one of them which will make the bars open back in the water. Swimming up right at the entrance, in the first room (which is actually the middle one) pull the lever on the right side of the fire. In the left room where there is a flaming floor tile at the left lever, pull the middle lever. In the right room pull the left lever opposite the fire. Kill another shark before the plunge and swim through the exit. Swim left at the blue wall and climbing out you can fit the Gem into place. Then be prepared to die and come to life again in another dimension. :)

Secret 4:

Savegame:

Jump into the water, go ahead swimming but choose the right direction - the right waterfall. Fall down backwards, grab the edge of the falls, let go for a moment and grab the gap. Shimmy left, let go and grip again to crawl into a passage. From up there you can observe an interesting phenomenon. Who could it possibly be? A Viking fighter? :)

On the top of the yellow block you will be able to pick up another Golden Proteus, he 2nd one in the 4th Secret. Now you can fall with the water to arrive in a small lake. Pick up the Dwart's Manual to observe which mushrooms are not to be picked. Under no circumstances choose the ones with a big green hat and resort to the ones with red and white spot only if you have to. The task is the following: you find four floor tiles with 3 white flowers on each. Spot four moveable mushrooms and push them over the latter ones. Meanwhile a red mushroom is in the way, but watch out! Stepping into the water a squadron of bugs attack, so try to avoid it. If you succeed, after each a new mushroom will emerge with a huge one at the end, having pushed all four blue blocks onto the white signs. Two of them you find outdoors and the rest are in tiny caves. Back in the hall use the small mushroom to get onto the big one and finally you find yourself in a passage. Pick up the first small mushroom (1. Mushroom) then push the block on the other side climbing down the passage. At the same place in the corner, crawling through the small gap you can pick up the 2nd small mushroom (2. Mushroom).

Go back up where you have found the first small mushroom and climb down to floor level. Back in the hall you can find a huge mushroom. In the small passage way climb the smaller mushroom then the wall, jump from the bigger mushroom to the smaller one and pick up the third small mushroom (3. Mushroom). From there you have to jump to the wall space, climb right and get yourself into the crawling space. Descending on the other side push the block onto the sign. Using a small hump in one of the corners you can climb back into the gap then go back into the main hall. The big mushroom has disappeared – you can pick up the fourth small mushroom (4. Mushroom). Thus, in the passage way, before the previously emerged huge mushroom a smaller one grows out which you can use to get onto the bigger one and get into another hall.

Be prepared for a fierce struggle. Though, it is not as hard as it seems to be. Loading it back a few times I managed even without a medipack. :) Pay attention to one thing: don’t stop moving around and just keep on shooting. Also watch out not to fall down. Jump over the giant spiders with a turning jump (+END) so sooner or later they will end up dead along with the smaller ones. One of them will leave the Spider Guardian key back. Jump into the corner then use the stairs to go down and climb down the ladder. You will be raised up high by a giant mushroom elevator then you can grab the ledge. Pick up before the gate the Little Wheel and this fantastic level is now over.

Walkthru By OBig from TREditor.hu

Translated By Ironman from TombRaider.hu


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