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Level: Level 2 - The Cliff of the Mine back home search
Author(s): NepT1
total rating:6.05 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Catherin 5 5 5 5
Dutchy 7 7 7 5
eRIC 6 7 6 5
Gerty 7 7 7 6
Jay 7 6 7 6
Jose 6 7 6 5
Kristina 5 5 5 5
MichaelP 7 6 8 6
Moonliteshadow 8 7 7 6
Orbit Dream 3 4 5 5
Phil 7 7 6 7
Ryan 7 6 6 5
Sash 7 7 7 6
Treeble 4 4 5 5
Whistle 6 7 7 8
category averages
(15 reviews)
6.13 6.13 6.27 5.67

Reviewer's comments

"This is a fairly routine raid of something under 40 minutes, made a bit more compelling by virtue of a nice pushblock puzzle near the beginning and a nifty raising block puzzle at the end. Dutchy's walkthrough provides smooth sailing through both, and in between you deal with sentry guns, soldiers and a demigod, although the necessary firepower to deal with everything is provided by the builder. Lighting is good, eliminating the need for flares, but the surroundings seem rather crude. Three secrets are documented in the walkthrough, only one of which comes with a weapon (the shotgun). An innovative level for its time (2002)." - Phil (06-Mar-2018)

"As I was playing through this level, I couldn't help but wonder if it had been thoroughly tested. I got myself stuck permanently in one situation, and as most doors close behind you, making it impossible to backtrack, it's quite possible there are a number of permastuck situations if you do things in the "wrong" order. Speaking of which, it's actually possible to reach the other side of the cliff with simple jumps through end-of-the-worldish areas, but fortunately your way to the finish trigger is barred so you can't cheat the level like that. It's a fairly simple and straightforward early TRLE outing, with the ever present unmarked climbing walls and stretched textures, but also a few trial and error lever sequences. For the latter, save often and in different slots and you shouldn't have too much trouble getting through. 25 minutes. 03/18" - Treeble (04-Mar-2018)

"Part two of this adventure began well - I always enjoy sneaking around blowing up sentry guns. After a while though, it all became a bit bogged down with pushing blocks around and a rather confusing series of levers to throw, which had me ultimately running for the walkthrough. Good in places, but I think overall I preferred part one. Onwards to part three!" - Jay (20-Feb-2018)

"Provided you have the walkthrough within arm's length, this can actually be an entertaining little level, but it does have a few negative aspects: bland, dull texturing and lighting, fairly tedious block puzzles and a disconcerting flyby. Nonetheless, I quite liked this one because the gameplay is otherwise quite varied and enjoyable, with a nice mixture of well paced guard and sentry gun fights, a couple of short but nice timed runs, and a quite complex lever/raising block sequence. A little end note: if you miss the gem and reach the relevant door without picking it up, you can get back out because the wall of the hole is actually an unmarked wall (bit of an odd choice)." - Ryan (28-Jan-2018)

"Of all levels from the author, this one clings less with me. Still , not a bad level and there is an elaborate puzzle with levers, doors, and raising blocks , and a couple of movable blocks puzzles, but I found the gameplay less inspired. Some of the rooms have textures very stretched and the unanimated textures for the waterfalls are surely not atmospheric. Like in levels 1 and 3, make sure to add an Background Audio loop named 034 in your audio folder (The original Audio loop 110 works well here). Textures are from Angkor Vat. Enemies are SAS, some little scorpions , a demigod , and a couple of sentry guns that are not difficult to destroy." - eRIC (01-Nov-2008)

"I have twice attempted to play this level,and both times I could get no further than a door requiring a Gem. After a consultation of the walkthrough,I ascertained that I was almost at the very end but that,in both cases,I had missed out on a sizeable chunk of the adventure through no fault of my own - I was (twice) under the impression that I was,erroneously,doing what the author intended me to do. The Gameplay,it must be said,was not really my cup of tea and mostly seemed to involve block-pushing in enclosed spaces,and complicated lever-activation sequences (while being shot at by invisible guards). The texturing was rather haphazard and the lighting bland to the point of non-existence. With the walkthrough to hand this would probably be an acceptable little level,but it hardly seems worth the effort." - Orbit Dream (25-Sep-2006)

"I missed medkits as there are many enemies to avoid, maybe my Lara got hurt too much at the beginning by the sentry guns and that ruined the gameplay for me. Very good and tricky puzzles and the level also varies and is well designed. You won't get bored. Unfortunately the atmosphere is ruined by the textures." - Catherin (02-Aug-2006)

"This is slightly better than the first level but the textures are terribly stretched and the boulder is not needed at the start. Lara can just go around the rocks and reach the sentry gun area with no problem at all. There is also the 'end of the world' bug that ruins the atmosphere. The lighting isn't better as well, just too bright or darkish. I found three secrets in thirty minutes of gameplay." - Kristina (07-May-2006)

"Another nice level, but a bit harder to play than his previous one. It was nice to outsmart the boulder, even if you could avoid it al together. There are some missing textures and some stretched ones. Was stuck what seems like ages the first time around looking for a lever. What became rather tedious was the lever/block puzzle, as one couldnít reset it. Glad I found my notes so I didnít have to invent the so-called wheel. I did have a bug, as I couldnít get the secret in the pushing block room, as I couldnít move one block. The best (as always) is to outthink the sentry guns." - Gerty (25-Mar-2006)

"At the beginning you don't need to slide down the ramps triggering the boulder. There are some missed textures and most of them bad applied (elongated). In the passage with the levers and doors you can get easily stucked and have to reload a savegame if you don't use the levers in the right order. There are some interesting puzzles, and gameplay isn't too bad, I haven't find flares, and if you don't discover the secrets you can play all the game only with the pistols (the only gun you have to discover to finish the game is the revolver, and I've find it at the very end of the level). The level isn't bad, but it's not the style of levels I like." - Josť (08-Mar-2006)

"Lara starts off high up and it takes a tricky jump to start the trek down which is extremely dangerous! There is a clever block puzzle where I found some ammo as well as the star. Itís quite a relief to finally find your way out. Thereís another block puzzle but not as challenging as the first. A nasty lever leaves you feeling a bit hot under the collar! A lever puzzle near the end finally gets you to the other side. I found this a good short level to play - puzzles to solve with the sounds of enemies close enough to add some suspense." - Moonliteshadow (05-Mar-2006)

"Better than the last Nept1 (level1) level with more to do and NO intrusive musak and a little longer. There was also more to do and more enemies, which also came in multiples. A long jump round the casm to start with and then finding the revolver to get rid of the machine guns. Then down in the casm for a look round and solve some puzzles. And find the Hand and Gem. The textures seemed a little stretched at times but the graphicsan lighting in general set good atmospheres for each of the sections, although occaisionally bits of wall/floor appeared missing. A level to play" - Whistle (25-Feb-2006)

"Again a nice level to play but the same things as in the first level, the lack of attention to texturing really put the level down, because I really liked it with some nice (hard) puzzles a good use of enemies. I would have made sure you could only go down those slopes with the Boulder trap though, it could easily be avoided by jumping into the pool and it would have been a nice dramatic effect, the Boulder coming down the slopes after Lara. Same as in the 1st level, there really should have been a connection between the levels and the script has to be fixed as everything was called Cargar (load?) in my game. Got 3 Secrets." - Dutchy (08-Feb-2006)

"The second of the long lost levels also starts with a nice flyby and is a bit more involved than the previous one. You get 30 minutes in an Angkor type setting where you need to avoid boulders, solve two nice little push block puzzles, kill a bunch of SAS guards and a demigod that seemed a bit out of place, manage an easy timed door and a rather confusing (for me anyway) lever/raising blocks/door puzzle. Near the end you get to outwit the two sentry guns. Found two secrets and specifically liked the very solid camera work in this level." - MichaelP (05-Feb-2006)

"As this is a level built a long time ago this really stood up to the test of time. The setting is an angkor inspired one where you have to reach the top of a temple that you can see across a ravine but canít reach. On the way there you come across many SAS, one demigod and some really well designed puzzles, the best of these a lever and raising block one but apart from that there are some movable block puzzles, some good rolling boulder effects and a nice stealthy moment at the end as you try to eliminate some automatic guns. I collected 2 secrets in the 35 minutes this lasted but think I may have missed one in the room with red blocks that lower as I couldnít get one to go down. Definitely go and check it out as it is a fun little gem but be careful as I think there may be a time or two you can get stuck with no way back, though as I never checked out this theory I canít be exactly sure but it does seem so." - Sash (04-Feb-2006)
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