Opening the tomb, polishing the pins, counting the coinsβ¦
A minigame in Caraβs world
Pull the pins, save the gold
A tomb under the dunes, cut open. Cara waits on a ledge beside the treasure chest; above, chambers of gold, water, sand and lava are held up by brass pins. Tap a pin and it slides out, and whatever it held falls. Pull them in the right order: get most of the gold into the chest, and keep the lava, the snakes and the boulder away from Cara.
Three worlds, twenty tombs: the desert, an ice cave and a jungle temple. βοΈ Ice cools lava too, and heaps on snakes like sand. π Gems are a bonus: lava cannot melt them. A stone pressure plate opens the iron gates once something heavy rests on it. Lava or a snake must never get into the chest. Stuck? π‘ shows the next pin.
π§ Water and π₯ lava make stone, and stone is safe. Lava melts gold and burns snakes. Sand buries snakes, and a dropped boulder squashes them. Three stars for nearly all the gold; jade for every new star.
Look at it flat (2D, like the ads), from a little to the side (2.5D), or turn right round the tomb (3D). π Call Cara and she watches, and helps if you ask.
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