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Unreleased-level-Shambala-Waterworks

Official name by versions:

- English:                      Shambala Waterworks
- German:                       Shambala Wasserwerk
- French:                       La Station Hydraulique de Shambala
- Italian:                      Acquedotto di Shambala
- Spanish:                      Depuradora Shambala

A level existed between Shambala Santuary and Palawan Lagoon: Shambala Waterworks. It was never included in the final game due to lack of time mainly. No one has seen this level since 1999 and no one knows if it still exists somewhere in the Disney/LucasFilm archives or if it is lost forever. But many files have been forgotten in the game folder. (models (but a lot of missing textures), scripts, voice lines (text only) and some other various files.

Two areas of this level have been cut and integrated in two other levels of the released game:

- The Diversion room 2 (The flour mill): Now in Tian Shan River. (The water channel in the room was different (2m wide and 2.5m deep, and swimable) and you can see a walled-up entrance that is no longer used, formerly leading to other parts of the level)
- The Ice boss arena: Now in Shambala Santuary. (Originally, the Shambala Santuary level ended after giving the flower to the old lady).
- Loading screen:               Still in the game files.
- Ice boss arena:               LucasArts dev promotional public screenshot, era ≤ 1999 found on the web. (Early design of the arena, very different).
- Diversion room 2:             LucasArts dev promotional public screenshot, era ≤ 1999 found on the web. (The river was smaller here, and no entrance on the visible wall).
- Diversion room 1:             LucasArts dev promotional public screenshot, era ≤ 1999 found on the web. (The ice dam should be nearby, but still solid, there is no water).
- Diversion room 2 again:       LucasArts dev promotional public screenshot, era ≤ 1999 found on the web. (Very different, probably an early version, the sky is visible, why??? This room is supposed to be underground).

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Content and goal in this level

-The level was built around a large central cylindrical cave in which the main puzzle is located, the goal was to open 4 portcullis doors leading to the ice boss arena and Urgon's laboratory. A system composed of 4 channels and a water wheel allowed these portcullis doors to be opened. The player must place the water wheel in front of one of the four channel holes to open one of the 4 portcullises, only if the chosen channel is supplied with water. Divert the water flow is the role of the 3 sluices distributed in what are called the diversion rooms (there are therefore 3).

-The first step was to find a "Silver key" and melt an ice dam in the DivRoom 1 (Power room) in order to supply water to the whole station. For that you had to find an Oil jar, break it on the ice dam and fire the oil with the Zippo.

-The water now flows through channels and can now be diverted to Diversion Rooms 2 or 3 using the sluice in the Diversion Room 1.

-The next step was to complete the "Diversion rooms" 2 and 3 (also called "Div rooms") in any order you want, which must be opened with "Gold key" and "Garnet key". You had to divert the waterflow in any diversion rooms and divert the waterflow again using associated sluices gates. (two directions in each rooms 2 and 3, which makes 4 channels.

-We do not know at the moment how these 4 channels are connected to the central cylinder and how they act on the wheel.

-Once the four portcullis doors were open, it was possible to descend into the ice boss arena probably from the west and not from the south (as currently). The arena and end cutscene were similar to the released version.

Third theoretical version of the layout (extremely simplified)

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Level voices lines (not included in the released game)

In intro cutscene. (shw_opening.cog - var indyline)
"SW01J01.WAV" "Brr. Cold in here."

Voice line when action on a door in the "River area". (shw_rivervoice.cog - var inrivspot)
"SW01J02.WAV" "The stream is frozen solid. Ice won't spin too many waterwheels..."

Voice line when action on a door in the "River area". (shw_rivervoice.cog - var inrivhint)
"SW01J02A.WAV" "If I could melt the ice here, the river would flow again, I'll bet."

Not present in the official SHW COGS files. (Maybe in general voice cog or just never included???)
"SW01J02B.WAV" "I need something to heat this ice up and melt it."

Voice line when crossing a surface in "First area". (shw_powervoice.cog - var inwheelspot)
"SW01J03.WAV" "A waterwheel and four different sluiceways. Why so many...?"

Voice line when crossing a surface in "Wheel cave" (shw_portroomvoice.cog - var intheyknew)
"SW01J04.WAV" "They certainly knew how to use water power here..."

Voice line when Indy have contact with a gate (var gatedev), probably a sluice. (shw_sluicevoice.cog - var inhmm)
"SW01J05.WAV" "It's a sluice-gate. The monks must have used it to direct the water flow..."

Not present in the official SHW COGS files. (Maybe in general voice cog or just never included???)
"SW01J06.WAV" "Here's where the monks made flour for their daily bread..."

Voice line when crossing a surface in "Diversion room 2". (shw_div2voice.cog - var intheyknew)
"SW01J06A.WAV" "Quite a milling machine. The first step in pounding out the monks' daily bread, no doubt."

Voice line when Indy take a "flask", (the oil jar). (shw_rivervoice.cog - var inflaskspot)
"SW01J07.WAV" "Some lamp oil...I might be able to warm things up with this."

Specific items of the level

alt text

- shw_jar_oil.3do               - Oil jar : Melt the ice dam.
- shw_divkeyblue.3do            - Sapphire key : Open diversion room 1.
- shw_divkeygold.3do            - Gold key : Open diversion room 2.
- shw_divkeyred.3do             - Garnet key : Open diversion room 3.

NPCs

  • Ice boss (x1) : Confirmed as enemy
  • Ice monster (x?) : Uncertain but very probable as enemy
  • Ice butterfly (x?) : Uncertain but probable as neutral
  • Spider (x?) : Uncertain but possible as enemy
  • Soviet infantry (x?) : Confirmed as enemy
  • Shambala holy woman (young only) : Confirmed as friend (cutscene)

Level scripts infos

***** NOW USED IN TIAN SHAN RIVER (02_riv) (Integrated Diversion room 2) *****

- shw_hammer.cog                - Simple script used by each of the three hammers to control Indy's crush death.
- shw_Hammer_cam.cog            - Controls the hammer mill status in the diversion room 2, once used by monks to produce their flour. In the original level, the machine only worked if Indy directed the flow of water in that room. (Using a sluice system located in a room that no longer exists, probably "the main cave"). If the water is diverted away from the diversion room 2, the machine is stopped and reset to a standard position which prevents Indy from climbing to the upper floors.

***** NOW USED IN SHAMBALA SANCTUARY (03_shs) (Integrated Ice boss arena) *****

- 04_shw_cinematic_3.cog        - Cutscene triggered when Indy open the door at the end of the level, the holy woman sends him to Palawan.
- shw_bosscinematic.cog         - Cutscenes triggered when Indy entered in the arena showing the ice boss and when killing him.
- shw_fogswitch.cog             - Change the fog when Indy crosses surfaces (4 for artivate and 4 for desactivate).
- shw_iceboss.cog               - Ai, movements and general actions of the ice boss.
- shw_imp1control.cog           - Small cutscene triggered when Indy pick up the Urgon part.
- shw_noledge.cog               - Prevents Indy from hanging onto the ledge before the ground (thing) collapses below him (And then, not to pass his hands through the ground). By default the surface is not "hangable", it becomes "hangable" 1 second after the fall of the ground (Thing).

***** NO LONGER USED IN THE RELEASED GAME *****

IN PROGRESS

- shw_alldivrooms.cog           -
- shw_arenacue.cog              -
- shw_bucketdevice.cog          - Control the bucket device, where Indy release the the gold key that opens access to diversion room 2.
- shw_bucketvoice.cog           - Simple dialogue spoken by Indy when he comes into contact with the bucket device model "This looks interesting".
- shw_caveamb.cog               -
- shw_commiecreator.cog         -
- shw_div1locked_door.cog       - Control a door in diversion room 1 that opens with a sapphire key.
- shw_div2ext_commies.cog       -
- shw_div2locked_door.cog       - Control a door in diversion room 2 that opens with a gold key.
- shw_div2voice.cog             - Simple dialogue spoken by Indy when he arrive in diversion room 2. "Quite a milling machine.  The first step in pounding out the monks' daily bread, no doubt."
- shw_div3intcommies.cog        -
- shw_div3locked_door.cog       - Control a door in diversion room 3 that opens with a garnet key.
- shw_div3roomkey.cog           - Mini-cutscene showing Indy picking up the garnet key.
- shw_entranceamb.cog           -
- shw_entrancedoors.cog         -
- shw_fallfx.cog                -
- shw_galleriecommies.cog       -
- shw_grill.cog                 -
- shw_hint.cog                  - Generates clue crosses on the game mini-map after certain actions performed by Indy. The code comments left in the file are extremely useful to reconstruct the level and know the order of events.
- shw_lamptorch.cog             -
- shw_maindoors.cog             -
- shw_mastercam.cog             -
- shw_newriver_thaw.cog         -
- shw_opening.cog               - Cutscene started when Indy start the level. Music "mus_shw_intro.wav" is played and the entrance double door is closed behind Indy. He say "Brr.  Cold in here."
- shw_piertrap.cog              - Control the "pier trap", where 3 blocks can fall on Indy, this script doesn't seem finished, probably urgently just before the game is shipped.
- shw_portculliswheel.cog       -
- shw_portroomvoice.cog         -
- shw_powergear.cog             - Control the 4 gears that must be in contact with the water wheel to open each of the 4 portcullis doors.
- shw_powerroom_sluice.cog      -
- shw_powervoice.cog            -
- shw_realpowerwheeldoors.cog   -
- shw_riverthrust.cog           -
- shw_rivervoice.cog            - Cutscene started when Indy open a door and arrives at the "river area".
- shw_roomamb.cog               -
- shw_sluicevoice.cog           -
- shw_switch_doors.cog          -
- shw_theboss.cog               -
- shw_tub.cog                   - Control the "tub", it can explode if Indy shoots it. (the "tub" would never have been used in the original level (?)).
- shw_tub_clue.cog              - Simple dialogue spoken by Indy when he walk on a surface near the "tub" "Hmm.  Something's in there..."
- shw_whipthruwall.cog          - Cutscene started when Indy destroy a cracked wall with his whip. These variables "int dragonplayed=0" or "sound dragon_cue=mus_shw_monkchant2.wav" suggest that Indy enters an area with one or more big dragon heads statues, which is most likely diversion room 3.

End