Walkthrough by G&D
Productions
NOTE:
The Cave is
a remake of Sheep
in Wolf's Clothing by the same builder. Although the
gameplay is similar, there have been changes requiring both
the earlier level and the walkthrough that had been written
for it to be withdrawn.
Lara starts by overlooking a small lake. Turn around and
enter the opening you see there. Follow through and go
through another opening W. Keep going and find some
flares in an alcove
on your left hand. Go down the sandy slope and enter a huge
underground cave.
The Cave.
Swim to the Island, there is nothing there but you can shoot
a pesky fish. Then swim over to the Island S and on it
you’ll find a Silver Key.
Back to the main land and along the N wall is a Keyhole near
a burning block, opening up the gate. Climb up the burning
block in the corner, near the door and get in or do a
diagonal runjump over that corner of the block so you land
just inside the gate. Follow through and dive into the water
at that hole in the floor. Follow through and climb out at
the end, open the chest and get
Philippa’s Gem.
Safety drop through the hole at the end of this passage and
go back down to the underground lake. Now take a right and
follow the side of the lake around the corner to the far W
of this cave and spot a receptacle near a switch on the
wall.
Timed Entrance.
Use the Gem; a block rises so you can use the timed lever
there. The door is a few block jumps back, pull, roll run
curving right and jump with a left curve onto the next
block; run off this one, curve left and jump into the
opening. Follow through and watch the flyby of this huge
room.
The Huge Room, the 1st
Thistle.
On the back of the NE pillar is a ladder, climb to the
crack, briefly let go and grab again so you hang, then
shimmy left around the corner. Turn around, grab the next
crack and shimmy around, then take a running jump SW with a
left curve to the S wall and grab the crack, shimmy right to
the end of it.
Go N and jump on a block there, face S, another jump and
grab and shimmy around to the other end and hoist up in a
corner so you won’t burn on the emitter. Then a back flip
and jump/grab to the monkey climb and climb N before you
drop onto the ledge N.
Standing on that different looking tile you see some
platforms coming up E, they are timed of course. Best way to
deal with it, is face N at the burner, run N onto the tile
curving right and do a running jump from about the middle of
that tile and then another curved running jump to the second
trapdoor and save on the safe tile behind it.
Take a running jump straight over that little fence to the
crack in the E wall, climb right and drop onto the platform.
Turn around and stand to the right and use Ctrl to jump and
grab up. Next jump is awkward so stand all the way back in
the lower right hand corner and take a running jump with a
slight curve to the slanted block and grab it.
Hoist up, slide, jump, slide and grab the ladder. Once on
the ledge, go to the other side and do some more jumping.
Jump along the right hand side of the sloped blocks, as in
the corners you have to jump hard to the right. You will end
up where you started, but those brown blocks have been
raised.
These are also timed. Runjump onto the left hand side of the
first block, runjump onto the second block with a roll and
standjump right curved up onto the ledge above and once up,
open the chest there. Aha,
the Shotgun and aha, a
Skeleton.
Timed Exit.
Jump to the pillar E and get the
1st Thistle. Now take
a swan dive into the water below and get out of the pool to
leave SW. Almost at the exit you will hear that timed door
opening and closing. Stand a bit back from the tile that
opens the door and run around the corners to sprint left
through the open door.
Swim S along the W wall and find a large hole in the bottom,
in the W wall is an opening, dive into the opening, climb
out at the end.
The Tower Key.
Turn SW and climb up into the opening in the wall, turn
around and take a running jump onto the sloped pillar SE,
jump and climb up immediately as there’s a timed burner on
the tile you stand on. On the pedestal is the
Tower Key (Gem).
Watch out for the wraiths,
so back down quickly and into the water to get rid of them.
The Keep, the 2nd Thistle.
Swim to the far SE corner of the Cave and find another
building, “The Keep”. Swim around to the back of The Keep,
there is a ledge where you can climb out of the water. Run
to the front and use the Tower Key.
Timed Blocks.
Save your game, as the lever E is a timed one. Pull,
backflip/roll, run leftish and jump onto the lower block,
curving hard right a running jump onto the higher block.
Land as close to the right hand side as possible so you can
turn a bit and grab up to the platform above, run and jump
with a right curve to the next platform, quickly get against
the ledge and grab up.
Get the Laser Sight
from the chest and use the ladder on the wall to climb up.
Shoot a Crow and open the chest for the
Revolver.
Stand on the W side of the roof near the monkey climb, shoot
the ball in an alcove in the S wall (pistols will do fine),
this opens the gate, take a running jump with grab to the
monkey climb to get in.
Use the switch and watch the flyby, nothing more to do so
dive into the water and swim to the N, at the end go left
(W), swim down into a gorge and locate the open trapdoor in
the bottom. Follow the tunnel, hoist up at the end and get
the 2nd Thistle.
Beware of the nasty fish
that can bother you, swim back up to the Cave, to the Castle
(S) and climb out.
The Castle.
Use the two Thistles on the front door of the Castle.
Go into the first passage on the right and at the end near
the two closed gates, look up and shoot the ball there in
the ceiling, this lowers a block in another room. Pick up
some Revolver ammo in
the SE corner. Back to the entrance and go W, passing a
staircase on your right, a bit further on is an opening in
the floor. You opened this by shooting that ball, use the
switch in there, pick up
Flares (N), go into the (W) passage, twice left (S
and E), the door is on your right.
Inside go left and you come to an opening of the Castle wall
where you see some columns in the lake. Don’t go there just
yet, first jump up a block E and use the switch around the
corner, now you can jump to those columns you saw outside.
Go to the opposite side of the lake.
Climb into the opening in the wall, follow through, climb
the ladder at the end, pick up some
Revolver ammo from
the cave floor W, along the edge. Look for a reddish alcove
in the Castle where you can shoot a ball. The door behind
you opens, go in and use the switch in there. Watch the fly
by, go back to the Castle via the ladder and columns, go
left. Right at the brown pillars, right again and over those
stairs to come back to the entrance. Go W again and right
around the corner is the block (NE) you raised.
Climb the block and jump over the opposite ledge, go left (U
turn) and drop backwards to grab the edge of the floor and
shimmy to the left. Pull up to use the switch in the end,
crawl back out and drop to the floor. Go SE and around the
corner to the left is the opened door. Climb the block
inside, and up the ladder, back flip and pick up
Shotgun ammo NE. Head
out NW and you'll come to the battlements of the Castle.
Go left, around the corner left again, where you’ll find a
timed switch in and alcove to the left.*
Optional: From here we can
first go for the one and only secret in this level. Get onto
the outer wall S and climb down to a lower ledge, look down
for the reddish alcove where you shot the ball before. Take
a running jump with a wide curve to get there and pick up
Secret # 1
,
Revolver ammo.
Dive into the water below, swim left (E), back into the
castle and go straight W, passing a staircase, back into the
open door on the right, climb the block, use the ladder and
once back up, go NW and left to the battlements, go left and
left around the corner where you left off to find that timed
switch around the corner in an alcove.
Continue:* Save, use the lever and roll, take a
running jump up onto the outer wall, roll and jump off
backwards and use the switch, side flip left. Go back to the
timed switch and use it for the second time (first you have
to wait for it to get back up). Roll and run out to the
left, around the corner, jump over the wall and down below
to the next switch. Flip it and side flip before the burner
turns on again. Again back to the first timed switch and use
it for a third time.
Roll and jump up straight, roll again but now take a curved
running jump to the higher battlements (N). Jump to the very
top and keep on running to a switch in the NE corner. Take
the small medipack
there and drop down to the lower W part. There will be a
skeleton roaming
around.
Jump to the outer wall of the battlements and then climb
down the S end where a platform went down to another switch.
This will raise a pillar behind Lara in the lake. Take a
running jump to the pillar and from there a running jump to
the burning tile SE. This tile is quite safe, because it
will only burn as long as you are on the pillar. Climb into
the alcove and grab the
Scottish Scroll.
Dive into the lake and swim left around the corner, back to
where you can climb out to the entrance (shoot those fish if
you like). Go straight W again, right around the corner to
the block NE, climb in and jump over the passage again, this
time go straight into a small room and place the Scroll on
the pedestal there. Lara will play the Harp and a door W
opens. Get in and pick up
PHILIPPA’S GEM. Go out and down, this time don’t jump
but drop into the lower passage and head E to the room you
visited at the start. se the Gem left near the doors.
The Last Thistle.
Run over both trigger tiles N and get up onto the block that
will be raised S. Take the monkey climb to the N first, at
the end let go and grab the column, hoist up and the fire W
goes out. Jump down, back on the block, now use the monkey
climb to the W.
Once up get the Thistle
and a trapdoor above opens up. Climb up and jump on the
battlements, turn around and take a running jump to the
higher battlements. Go towards the blue flag that is gently
blowing in the wind and put the Thistle in its receptacle to
watch the final flyby.
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