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The Quest of Gold 2 - The Gold Mine by TC14

afzalmiah 7 9 9 9
Alien Autopsy 6 7 6 6
Bene 9 9 8 9
CC 8 9 9 8
DJ Full 9 8 9 7
Engelchen Lara 8 9 9 7
eTux 7 7 9 8
Gerty 8 9 8 8
Jay 8 9 9 9
JesseG 7 9 7 8
Jorge22 9 9 9 8
Jose 10 8 8 10
Kristina 8 8 9 9
manarch2 7 8 8 7
MichaelP 8 9 8 8
Moonpooka 9 8 9 9
mugs 8 6 8 8
Obig 9 8 9 9
Phil 9 8 10 9
QRS 8 8 8 7
Ravenwen 9 8 9 9
Relic Hunter 8 8 9 8
Ryan 8 9 9 8
Samu 8 9 9 9
Sash 7 7 8 8
Selene 9 9 8 8
Sutekh 8 8 8 8
Torry 7 9 9 9
Treeble 8 9 9 9
 
release date: 07-Feb-2005
# of downloads: 91

average rating: 8.28
review count: 29
 
review this level

file size: 267.00 MB
file type: TR4
class: nc
 


author profile(s):
email(s):
tc14trle@gmail.com

Reviewer's comments
"Much like the previous level, there's a certain non-linearity to this level which might have gotten the best out of me were it not for the walkthrough. The mine in itself is quite big, with several branching paths which can turn out to be just as big, and there was a fair share of running to and from the main hub area. Lots of explosions going round, but I have to admit the sequence with the four rock crushing machines was a tad frustrating and relied more on luck than anything else. Much like the drunken yeti in the first level, I though the secret gold mine with the workers was a brilliant touch, and I hope to see more of that in the upcoming levels of this massive game. Let the records show that I'm playing the 2008 re-release (level ID #1836). 45 minutes, 3 secrets. 09/21" - Treeble (12-Sep-2021)
"The next section of this gigantic levelset definitely ramps up both the complexity and the challenge. The gameplay is undoubtedly more involving and there are some great tasks to get your teeth into, but it's also rather a spread out and non- linear level which means it's easy to become disorientated, so do be careful and maybe have the walkthrough to hand if necessary. The atmosphere is well up to standard, the construction and object usage is on point and exploding barriers in order to traverse deeper into the mine is a nice concept, and the friendly guards were a definite help. The spiky roller thingies took quite a few attempts to get past, though." - Ryan (01-Feb-2020)
"Part two of this mammoth level set sees Lara entrenched in a mine with way too many avenues to explore and because of this confusion reigns supreme and you tend to go over the same avenues time and time again looking for the next key or pass card. Sure, if you follow the walk through you save yourself and immense amount of time and frustration as you are guided to the paths in order but if you are stubborn and persist to rely on logic then this becomes a nightmare, as there is no logic to the progression. Having said that there are some clever aspects to the level such as detonating areas (once you locate the detonator keys) to gain access to other areas within the mine. The helpful guards were a nice touch. Lighting was good throughout and the only real obstacle that gave me pause were the large crushing machines that took absolute perfect timing to get passed unscathed." - Torry (26-Nov-2018)
"While I was excited about the idea of playing the mine level, it wasn't as good as I expected. I liked the puzzle with chemical elements and the idea of having to drill through ice - what mine could do without explosives and drills? These were the strongest points and I remembered them as cool. The abundance of corridors is quite tiring in the long run and overall I found this certain adventure a bit dull... I had to bite my lip and breeze through, as I see so many good reviews and hope that nice levels will appear next. Thankfully it wasn't too long. At the end I had to reload a lot, as the switch which was supposed to turn on the drill (to destroy the ice) was bugged - good thing I save frequently. (I played the updated version which was in the huge pack, I decided to review them in separate parts though, as I don't know when I will finish the big pack - I would expect it to be tested for bugs more)." - Alien Autopsy (28-Dec-2016)
"Although still boxy and wallpaperish at moments, the underdone graphics and discreet sound produce an unexpectedly good mining atmosphere. Again, local audio supports the ambience when needed. This level has more solid puzzles than its precedessor. They still require memory usage (player's not PC's), but not that much path repetition, and whenever they do, it's always rewarding. I think I took an unintended path shooting the ball with the shotgun, but it only improved nonlinearity and didn't damage anything (the game is better than the author wanted). I don't understand how the minecart pushable could switch off the fire, but this is the only nonsense. The armed guards understood their bad behaviour and now they are Lara's friendly cooperators in fight with common enemy... however the miners seem not to agree with them, possibly cursed with evil gold - so the fight gets more variety even though bears and eagles are correctly gone and there are only two enemy kinds to kill. SUMMARY: The adventure goes deeper, and I'm more and more immersed. It would even be good as a single level, but I of course primarily advise to play it in continuum with the whole series." - DJ Full (15-Apr-2015)
"The second level of this mega series is slightly better than the first. While gameplay was mostly about running around the huge and complex mine area, there certainly were many things that made real fun here, like the motor traps (one is a bit unfair though) and the puzzle with the statue. The atmosphere was mostly good, with decent (if a little flat) lighting and good object usage, but texturing had some lacks in it and wasn't as good as it could've been. The enemies were really nice here and the idea of the many guards that help to shoot the mini ahmets and workers that dig for gold is great. I liked the flipmap ideas like the ice or some bridge creations, but there were problems with the triggers as Lara had to stay on the tiles to make the triggers work. In general a good level and I look forward to the next level of this series. The three secrets I found in 30 minutes are nicely hidden." - manarch2 (11-Jun-2011)
"This second level from TC14 was pretty good. He has definately improved on his lighting and he still has so much good ideas. The only problem I had was the really annoying gameplay where there was more than one way to go and I always got stuck and had to go al the way back. It really annoyed me! Other than that he did have some good ideas like the drill to break the ice and other things I may hhave forgotten. Very nice lighting and textures, the guards are friendly now but there are mutents around the mine. This level definately improved from his first level but the gameplay. Nice level." - afzalmiah (28-Mar-2011)
"If you've ever wonder what exactly non-linear gameplay is, here is a great example. Absolutely dozens of mine cart paths stem from a single room as Lara pushes mine carts, activates drills and makes things go boom underground. You have friends to help with some beasts that are out for your blood, but you're own your own with those pesky diggers ready to beat you with their shovels - nice work with all these custom objects. I did however think the level might have gone overboard with its expansiveness; it is hard to pick up after you stop playing for a bit and remember where you are. There were many keys, keycards, and tanks of various gases to collect. It was a poor time for the author to decide to leave out some camera cues for using a few switches or keys. Some passageways are hard to maneuver through and sometimes Lara gets stuck. Do not get me wrong, it was a good level to continue the series with, though (and this is the first time I'm writing this) the level would have been more enjoyable with at least a little bit of linear structure to it." - SSJ6Wolf (07-Feb-2009)
"Just as I was sure it would happen, the levels in this series get better and better! The Gold Mine is a fantastic section, constructed with impressive detail and complexity and spiced with generous and varied gameplay, quests and puzzles. There is quite a number of paths to explore, several to open up one way or the other, while you have to look for several items that are necessary for the accomplishment of your mission. The combination of snow textures with rusty metal ones gives perfectly the look and feel of a mine. There are a few nasty traps, as well as monster enemies, but the friendly guards take care of the latters. The gameplay is much more elaborate than in the first level, and I'm expecting things to get even more fascinating in the next section :)" - Ravenwen (18-Sep-2007)
"I found this level to be much better than this author's debut level. Very complex gameplay and a lot of things to do. I especially liked the friendly guards and they helped me a lot. I do admit that I almost ran out of medipacks, so in the end I killed all the guards and I managed to get another small one from them ;) A lot of tr3 objects and you almost get the feeling that you are about to enter the lost city of Tinnos any moment! Great atmosphere and good use of the few flybys. I got stuck for about an hour, both times the culprit was hidden crevices hehe." - QRS (10-Feb-2007)
"We last saw Lara blaze a trail through the wildlife and forests of a Canadian mountain. She has now made her way into the gold mines. If the player has not downloaded the .tr4 for the entire game, you need a savegame from the first level to continue here, as the first task is to use the crowbar to open a door. Initially it looks like we might have some difficulty making our way through this labyrinth of tunnels and caves, all connected by mine cart tracks. These mine carts can be moved and give the impression this place is still a viable prospect. It was brilliant coming across the miners digging for gold. They are none too pleased when they notice this female wandering about and attack with their shovels. On the other hand those red coated gunmen, determined to prevent Lara from entering the mine last time, now ignore her because they're too busy fighting off the ahmets. This level is so well built that you actually feel like you are there. We soon become very familiar with all the twists and turns as we find areas we cannot finish because we need something else. So, in my case, I visited most of the rooms more than once. But this is not just a seek, find and use a pickup level. To cross some deep pits we use tightropes, at least three, and swing on ropes. We have to move huge batteries, dodge some ice boulders, find three cannisters, avoid being skewered by numerous drills, blow up new routes to other tunnels, blue balls to shoot (actually this was the only task that didn't quite fit this environment. A swinging lantern would have been more appropriate), and try to pass a lot of dangerous spiked drilling machines. A set of five in a corridor was a nightmare to pass. Having tried all the 'trick's I eventually just ran for it feeding Lara one medpack on the way. It was great ropeswinging, jumping, and walking these tightropes high above the tall caves. This level, for me, is far superior to the first. Our goal is to use those cannisters to start a huge drill. This breaks through the ice and opens a route into the next level. I love the idea of this being a continuous logical quest. As we leave this level we know that we have not reached our goal yet, which makes us want to carry on...." - CC (05-Jul-2006)
"This sequel to Canadian Forest is even better. Lara has discovered the gold mine and in this little treasure she has to make her way through snowy and winding passages throughout the mine. There is one main area and despite of the many sideways it is never difficult to find your way back there. Luckily the mines aren't as hostile as the forest in terms of enemies: the armed guards do for once not harm Lara(provided she doesn't harm them) and they also deal with those beastly ahmets for her(as for those only two of them posed as a threat). However, there were some cranky workers who obviously wanted to pay her back for letting the beasts kill some of their co-workers and so decided to give her a taste of their shovels. These enemies and allies really spiced up the level, well done!!!! There were also the kind of traps you can imagine to see in a mine(drills, rolling sylinders and even giant ice cubes that functioned as a sort of sliding boulders). The gameplay and the search for the three bottles of oxygen, nitrogen and carbon proved to be fun and innovative and made it a thrilling experience. This level too was a bit blocky, but it definetely shows signs of approvement and with a good lightwork and lovely music too. I must say I definetely liked this one a lot better than the one before and it really bodes well for Lara's continued journey!!!" - Selene (31-May-2006)
"I enjoyed this one quite a bit more than the first installment that was set in the woods. The gameplay was crisp and straightforward, and I liked that touch where the good guys would periodically gang up on an ahmet. The tinmen converted to miners was also quite inventive, and that was a nice effect when they turned hostile and attacked Lara after she initially walked blithely past them to complete a task. The mine setting made you feel at times as if you were actually there, which I suppose is another way of saying that the player tended to become immersed in the gameplay. No matter how you put it, that's a sign of a good level. I'm looking forward to the remaining segments in this series, which shows no sign of being completed in the near future. That's a good state of affairs for gamers." - Phil (25-May-2006)
"This level is really good when comparing it to the previous part of the serie. Now the environment looks much better and the level doesn't contain as many enemies as the previous part contains. Still I would have wanted to solve more and better puzzles but on the other hand it doesn't matter very much because there are many other good things in the level like avoiding traps and so on." - Samu (22-May-2006)
"I remember that December in 2004 when I played the first level of the Quest of Gold, and I quite liked it and said I'd eagerly be awaiting the next installment. Well, nearly a year and a half has passed and now there's twelve more levels that I have to play, lol. The Gold Mine takes place in, you guessed it - a mine. Continuing on from the previous level, we arrive in the mines where we must look for detonation cards to blow open passages in the tunnels (frankly, I was quite surprised that the mine didn't collapse after the big explosions) to find much needed items, like the element bottles that we need to power the excavation drill in order to get to the Indian Sanctuary. Lara gets some help in this level from the wrath of the wendigos from the sentries that guard the mine. The gameplay here is quite non-linear, meaning you can do the tasks in any order here without really getting lost. Only time I did was trying to open the door that lead to the second detonation card, but there's a walkthrough for that. I can't say that there really were any bad things in this level, but my gripe was some of the running past the machine parts which took quite a lot of health from poor Lara, as I had only one small medipack when I finished the level. Well, two down, eleven left to go..." - Relic Hunter (01-May-2006)
"Here we have a drastic change compared to the previous level, and not only regarding the surroundings. Gameplay is quite fine, with that nice idea of friendly guards, one fine puzzle and the neat use of tightropes. Enemies are very well staged and chosen, keeping you on your toes while not too invasive or disruptive. I loved the level layout, with tunnels and passages organized around a central room. My main reproach would be the sheer number of low ceilings and pipes which would have you crouch way too often to pass (gets tedious after a while). Playing this directly after the first level of the series, I certainly see improvement and a much better sense of balance when it comes to the gameplay. Interesting and fun." - Sutekh (13-Mar-2006)
"I really enjoyed this second adventure in the Quest of Gold series. Lara arrives in the spooky gold mines and here she will have to track down a number of items to make various things happen, like two circuit boards, three cylinders, keys revolver and sight, plus access cards. This is quite a large exploration level with many routes to follow, all of which lead off from a main room so it's not so confusing if you mark which route you have taken. Enemies are underground beasts which don't pose much of a threat as long as you don't fire at them, but if you happen to then don't stress because the guards here are all friendly and will take the beasts out for you. The workers however are not so friendly and will attack you with shovels; bless, they probably haven't had a tea break in years! The atmosphere in the mines is fabulous and at times it's very creepy so play with the lights off for the best effect. This place is also riddled with traps such as rolling ice cubes, drills and rotating wall barriers and I found every room had something different to offer; you'll even get to do some tight rope walking. I found two secrets and this time came away with two of the bigger weapons, Uzi and revolver, but where is that shotgun? On to part three then!" - Moonpooka (28-Jan-2006)
"This second instalment in the Quest of Gold series is nicely set in an underground snowy mine where werewolves prowl and loads of allied men cause more trouble than they are worth. I say that as every time one was around Lara would target them and as I like using the pistols for light instead of cracking flares I was prone to accidentally shooting them, in the end I just shot everything I targeted, friend or foe and this made life a whole lot easier. In this mine you have to find 3 gas cylinders to open the way to the end, and although there aren't many puzzles to solve, apart from a movable objects puzzle, there is a lot of exploring to do as well as some nasty drill and rotating crushers to get by and a couple of explosive moments which suited the environment perfectly. I reached the end after almost an hour with 2 not very hard to find secrets collected and pretty much thought the only annoyance, besides the targeting of the allies, were the tightrope walks as I found I couldn't take more than one step before Lara got shaky and would have to rebalance and this got a little tedious on this one specific long tightrope, otherwise I enjoyed this level very much." - Sash (07-Jan-2006)
"Out of the forest and into the mine for part two of this entertaining series. I felt quite lazy standing around whilst the guards bumped off the ahmets - jolly kind of them I thought. It's just as well that the guards are friendly since there's some really deadly machinery in this mine. There are miles and miles of tunnels to explore - all rather confusing, but a good atmosphere. Unlike the guards, the miners aren't at all friendly and attack you with their shovels (cleverly done I thought). I also really liked the moveable mine carts. In fact the only thing I didn't enjoy very much was the tight-rope walking; I always find that exceptionally tedious. Still, a minor niggle and I'm very much looking forward to the next instalment." - Jay (04-Mar-2005)
"I found this to be quite an intriguing sequel which very nicely carries the storyline along and the use of objects throughout is really excellent. The drills, the machines you need to pass unharmed, the ice boulders, the tightrope walking and add to that a small pushable object puzzle, the search for a few cards so that you can explode your way deeper into the mines and some rather tricky bits and pieces, like the rope swing and this hour long raid for the three bottles that you place near the end turns out to be a lot of fun. And those symbols just before the end of the level make you want more in the upcoming next part of the series." - Michael (27-Feb-2005)
"This level is a fantastic continuation of The Canadian Forest. By the way, you'll need the first level to play it, and its last savegame, but at least you'll be able to play the levels one after the other. Though, the first savegame of this level can be downloaded also, and then you'll be able to play this level separately too. There are many puzzles to solve, and you'll need some skills on this not a bit linear level. You have to collect three Bottles in order to finally get to the buried Indian temple. You are adventuring in a mine, rather a gold-mine. The gunmen are our allies, usually they also settle the misshapen beasts for us. We don't have to use Medipacks either on the level, even you can pass through the milling machines unscratched with a running jump. However you have to kill the workers, because they attack Lara with their shovels, and one of them has a Card too. In order to shoot the swinging balls on the level, you'll also need the Laser Sight and the Desert Ranger; you better pick up these first. The textures are very good, fitting for the level, and the experience of the adventure is also much better with the added sounds. Noone should skip this fantastic level. And it's not a bad idea to preserve the last savegame; maybe you'll need it for the continuation.. :) You can find a Hungarian walkthrough (as we don't have English version), savegames and pictures here: http://www.treditor.hu/15/the_gold_mine.htm " - Obig (27-Feb-2005)
"This is one of those levels I breezed through - finding a crawl space and a shootable swinging ball easily and then I came to an abrupt halt. This quickly became more like 'work' than play. lol I could not even find the second ball and when I finally found it, I could not find a way up to it and the rope, where others found it easily. I had forgotten one of the first rules of raiding: when in doubt - shoot at everything. It wasn't until I found a secret that it dawned on me what those thingies set in the wall were. Since 'the dog ate my notes', I'm relying on memory alone, so here goes: The second in a series, this one, being underground had a different feel and gameplay that I enjoyed. There was none of the backtracking after finding a much needed item that I found tedious in the first. There's very good game-flow (or, in my case, should have been good game-flow) and a difficult though deceptively simple puzzle involving a mine cart and one segment needing perfect timing through machine parts. I've always liked Lara having help and in this case, the guards help her repeatedly - even when it means giving up a life to give her access to a needed weapon. I'm hoping that doors that could not be accessed in this level will be opened in the next and as that level will be released shortly, I am looking forward to it with much anticipation. This author keeps getting better." - Bene (24-Feb-2005)
"Part 2 is set in a mine and Lara needs to find three oxygen bottles and a key there. Puzzles are well though out and many traps to overcome while she meets mine workers who attack her with a spade. There are also some supervisors but they do not harm Lara. You get to do quite a bit of tightrope walking - nice idea. The mine itself is well designed with some deep chasms and two chip cards to find that allow you to explode your way through. Atmosphere and sound were solid, lighting was too dark in places and I ran out of flares, so could only use the binoculars then. Textures were also not always cleanly applied. Personally I liked part 1 a little better." - Engelchen Lara (21-Feb-2005)
"Like I normally do, I didn't keep a saved game so I had to play part one all over again. This is still a big NO in my book. It is nice to play on a later date everything in one go, but there are different ways to do this. There is one more whine I have and that is the tight rope walking, it slows the game down tremendously and I bet it is a pet peeve of almost every player. Apart from that this is a great game. Situated in a mine with loads of corridors to explore. Sweaty hands as my fear of heights kicked in, in that enormous room where you had to use the rope. There are nice flip maps used and the hunt for the three bottles is an adventure on its own. I had a good laugh at the golden room, but also had a battle on my hands in there as well. I also used the 'old' download and although I did get the revolver I shot the blue balls with the shotgun. There are nice traps in this one, not that easy but for me a first. All in all a pleasant game that will keep you captured till the end. 17-02-2005" - Gerty (21-Feb-2005)
"Great level! One of the best I've played last times. But there are some things to comment. You have to play 'Canadian Forest' first and keep a savegame to play this second level, 'cause you need the crowbar near the beginning and the author didn't put it in this level; could provide a savegame for that people who have not play the first level; a bad detail. Near the beginning, if you jump over the slope right of the explosive crate, Lara burn in flames! but that is ice, isn't it? In my game, 'wendigos' don't attack Lara if you don't shoot them, but in the room of the second detonator car yes, they attack!? Why there is not flares in a level with so dark areas??? The high crawlspace in the main room was very well hidden! It costs me a great work to discover it. During all level, the guards shoot the 'wendigos' and killed them, but near the second detonator area are the 'wendigos' who killed guards (to get the revolver). Sometimes are difficult tasks like pass through the four cylinders set, but on the whole gameplay and puzzles are very good, objects excellent, good atmosphere and textures, ... A level which experienced players will love." - Jose (16-Feb-2005)
"I must say that the setting captured me but so did the first level of this series. The sequel was most enjoyable with a lot more to do this time as far as gameplay is concerned. This time we have a mime to explore with many tunnels, each of which has a different task for Lara. One thing that wasn't very pleasant was the many tight ropes; it slows down the pace and is a bit tedious to the player. The werewolves will be there every step of the way but so will the friendly men that will help Lara get rid of them so don't shoot, at least not until you're near the end as one of them has a medipack. I am not sure if this was intentional but the werewolves killed two men while Lara was busy doing something else and that's how she got the revolver so if it was I liked it. The search is for finding keys, chips and three bottles to open the glass floor melt. One of the obstacles won't be easy to overcome but it's a challenge which I liked. I found two secrets. Be sure to use your savegame from the previous level to play this one and at the end keep your last savegame for the next level. It's definitely a level worth playing." - Kristina (15-Feb-2005)
"Like the first, and maybe more than the first, this is a very enjoyable level. This time, Lara continues her adventure in a gold mine with friendly soldiers who help her kill a series of ahmets that live in those depths and grumpy miners that Lara has to get rid of. On her way to finding keys plus two detonator cards and three bottles (Oxigen, Azot and Carbon) and opening some doors here and there, Lara will have to face several very deadly traps, namely blades of which there's a very tough corridor before you find out how to do it. The ambiance is great and reminded me of TR3. I loved the room all made of gold with three miners. Now, for some more negative points: a) A brass ball Lara must shoot is hidden beyond a crack on a wall in a very dark spot - so be warned and don't be a tightwad with the flares as I was. b) Even though it may seem obvious that the previous level needs to be installed in order to continue the game, some of us have a few brain cells missing somewhere and so I think that should have been mentioned in the readme. c) The long tightrope crossings are a bore and should, in my opinion, be avoided. Specially because, contrarily to what happens in Chronicles, Lara can't take more than two steps without losing balance. Apart from that, this is a game I enjoyed very much and I'm looking forward to its continuation. (February, 12 2005)" - Jorge22 (13-Feb-2005)
"The second level in the author's series surpasses the first offering - I liked it quite a lot. First of all the atmosphere in here is great, the setting, though quite blocky, very believable as well (well save for the native gold room, maybe, lol) and well layed out. As in the first level there are a lot of enemies - but this time round you have some helpers to take care of the wendigos, and you only have to battle 6 at most yourself. The cooperative soldiers don't always win (in one place, for your benefit (Desert Ranger gun) actually), but they usually outnumber the mythological beasts and win. The gold diggers on the other hand are a greedy folk and won't really help Lara in the search for the 3 gas tanks of oxygen, nitrogen and carbon. There are no real puzzles, save for some movable object and wagon ones, but it's quite fun from start to finish, despite the non-linear setting which might and most likely will confuse you at times. A great level from the author - recommended if you like underground, ice, glacier settings especially." - eTux (12-Feb-2005)
"In this sequel to Canada Gold Mine (which I thought was excellent), Lara has pushed on down into the gold mine. She is in pursuit of detonation devices that will clear the path to the ultimate prize - Gold !! The familiar mining equipment obstacles are down there - like drills and the big earth movers. Lara will also need her tightrope slippers! There are some beasties roaming about, but as you are alerted early on, the mine guards will take care of them for you. I admit I prefer my guards to be hostile as they tend to get in Lara's way when they're being nice. My main wish in this game would have been to locate the revolver a little earlier on. I didn't understand why we were forced to shoot the swinging lanterns with pistols and shotgun only to receive the revolver shortly thereafter. Ah well. You can't have everything and it didn't make much difference. I thoroughly enjoyed the game!" - Mugs (12-Feb-2005)