Level: Setback 5 - The Building Site back home search
Author(s): Thierry Stoorne
total rating:7.95 Gameplay &
Objects &
Sound &
Lighting &
CC 8 7 8 8
eRIC 8 8 8 8
eTux 8 8 7 9
G.Croft 7 7 8 10
Gerty 7 7 8 8
Jay 7 8 8 8
Kristina 8 8 8 8
Magnus 6 7 6 7
MichaelP 8 7 7 8
Obig 8 8 9 8
Phil 9 8 8 9
RaiderGirl 8 8 8 9
Sakusha 10 10 9 9
Sash 8 7 8 9
TimJ 7 7 8 9
category averages
(15 reviews)
7.80 7.67 7.87 8.47

Reviewer's comments

"This older series is getting better and better, and I'm sorry that there's only one more level to play. The level jumps, by the way, worked fine for me from 4 to 5 and now from 5 to 6, so the problem with the current bundled download is only with the first couple of levels. Anyway, I had a wonderful time here, mainly because the lighting is impeccable and the surroundings are visually appealing throughout. The gaming time is cumulative in your statistics, and I haven't kept track of how much time I've spent in each level, but I've logged more than six hours over five levels (while using the walkthroughs), which means that I've gotten a big bang for my buck. There's nothing here that's particularly innovative, and the tasks (while challenging in places) are easily achievable by the raider of average skills. Still, these levels are a load of fun to play, and that's why I'm here in the first place. High recommendations." - Phil (03-Sep-2010)

"I think this level is the best of the Setback series. It is really original with a lot of good ideas. The building site is really well built and it seems real. The gameplay is interesting even if it is linear. A lever will open a door behind which there's another switch which opens another door, etc.. There wasn't a lot of puzzle to search. Generally if there's a puzzle broken in two parts we get the two parts at the same time... But there's also differents traps we can avoid easyly and a lot of well placed ennemies (sometimes really annoying). The quick bike run was also surprising but was a good idea. I never think I'll pass to the other hand of the fences with a bike before I found this vehicle. Really a good idea. I did not like the secrets which are essential to finish the level. I'd have prefered "real secrets" I should have searched a little bit to discover some strange places of this astonishing building site. The atmosphere was really good. There was a lack of cameras. Sometimes it was annoying to have to guess what did the lever I just used. It was often logical but sometimes not. The level was really well textured and lit. The end was a little bit weaker. It's a pity. Anyway I think it is a good level and even if it hasn't anything very special I recommend it to everyone especially the beginners." - TimJ (16-Mar-2007)

"I called Setback 6 "a nice ending to a nice level series", but for some reason, I don't seem to have reviewed this level previously. I don't know what made me think I could give my opinion on the whole level series without having played all of it. But a nice level this is - the problem is, that's all it is. It's 'nice'. Not 'great'. Not 'excellent'. It's a fairly entertaining forty-minute adventure, but there are too many little things that drag it down. First and foremost, the gameplay. There are too many doors and levers, and rarely any cameras to help you out. You often have to backtrack to previous areas when a new door opens up. There are tons of enemies, but so much firepower that they're more a nuisance than a threat. Also, you have to find all three secrets. I found this out after checking the walkthrough and then the reviews when I got stuck right near the end. How fun it was to run back to a box I hadn't destroyed in a corner somewhere because the author couldn't make the correlation between the spikes and the secrets clear. They're not too hard to find, but there's nothing stopping you from not picking them up until you realise that you need them when you get to the end of the level. Overall, the gameplay is rather pedestrian, and challenging traps and jumps are few and far between. On the plus side, though, the level looks really good, although a bit bland. The building site (looked more like some sort of excavation site to me, though) is very realistic, but the level lacks any real 'wow' moments. In the end, this level series falls short of competing with the likes of Tarragona or The Rescue, but it's still an entertaining adventure in its own right." - Magnus (21-Oct-2006)

"After Lara has discovered the exit of the fortress, she finds herself in a city full of construction projects. In this level, her main goal is to find the armor of Horus in order to gain access to the final room, which leads to the next level. During her trek, Lara will confront a few frustrated construction workers, who don't want her to get the armor. Perhaps they are on strike because they have stopped building. Instead, it seems that they want to kill any living being in their path. So their function is no longer to create, but to destroy. Their orange garments make them look like inmates who have just escaped from their prison cells instead of construction workers. There are 3 secrets in this level (the gauntlets, the greaves and the breast plate of the armor of Horus) that the player needs to have so that he or she could finish the level. In this level, Thierry is fine-tuning his level editing skills. The gameplay is more diabolical than ever, especially since the enemies can come in groups of four in tight spots (more than once), the jump switches are pretty hard to reach, one can get easily lost, and some jumps are challenging. The objects are quite original. The motorcycle is no longer a sidecar and the enemies have been retextured. Some textures are quite original. The author has even provided a bit of comic relief in order to ease the tension that is building up in this level. There are a few DOZY-accessible areas where the author put textures where he is making fun of the DOZY user (I've used it just to have a look at the whole area). He wrote 'Cheating is not nice!', and this made me laugh for a while. I thought that the barbed wire was harmful, but it turned out that it's harmless. It took me an hour and a half to play this level. I am looking forward to the sixth and final level of the series." - Sakusha (22-Apr-2005)

“After spending a lot of time lately in dark tombs it was nice to spend ninety minutes exploring this level as most of it took place outside in large brightly lit areas. It looks like some construction has been going on here but don't expect a lot of traps - maybe a boulder to two and a couple of orange jump suited thugs toting wrenches. Don't expect it to be easy either - much of the level is spent running back and forth finding switches and pushable blocks running over a timed platform pushing boulders around opening doors etc and with no camera work you'll spend a lot of time looking around for what to do next. This is not always simple as door triggers and other switches are well built into the environment making this a level that all explorers will love” - RaiderGirl (30-Oct-2003)

“The atmosphere and the surroundings are great in this level but there is (sometimes) a bit annoying gameplay - too much back and forth. The crane in the beginning where you have to find a way to let down the rope and the excavation site looks really good. The inside areas are a little more ‘common’. Lara has to find the 5 pieces of armour which are hidden in three secrets to be able to finish this level. Enemies are guards and dogs. There are a lot of levers to be found and sometimes that’s very hard since no camera shows you what has happened and again a lot back and forth. Anyway an enjoyable level recommended to play!” – G.Croft (10-Oct-2003)

“This level was a good adventure again. Instead of sometimes you must run up and down and pull numerous levers I loved it. This is a huge level with buildings and channels. You have to collect the 5 pieces of the armour which can be found in the 3rd Secret. The shootable switch on the top of the crane was a good idea I discovered it very hard. The moveable rock blocks familiar from the TR4 already didn’t make trouble as I remembered how much time it needed for discovering they are moveable. The enemies are workmen armed men and dogs. There are many of them at some places and they attack from behind but Lara has quite enough weaponry. You will have even the Grenade Gun although it won’t be needed. Numerous coloured boxes are moveable. You have to force open many grates with the Crowbar. There’s only one timed run which is a bit difficult. The real work is finding the levers. Lara can use even the green motorcycle although only for a short time. :-) The shape of the rolling stone balls are interesting: they are not rounded but look like came off the stone. Interestingly the barbed wire don’t hurt Lara but she must jump over it for getting the Breast Plate. The added sounds are a bit average and there should have been a bit more of them. The texture is also everyday but fit well to the location. Unfortunately I haven’t played the previous levels yet but I am going to play them. So the Savegame was very useful for me for running the level.” – Obig (06-Oct-2003)

“Another great level in the Setback series but this time around far too many jump switches and levers and not enough of the accompanying cameras that were really needed this time. The motorbike was a little underused here you only needed it for a single jump but whatever fancies the author I'll accept it. The setting here is great starting from the area with the crane and the well hidden box on it to the huge building site where you spend most of your time. At start the lever pushing without a hint was rather annoying even if you could predict where the next door opened. The last rooms seemed a bit rushed to me but were fine anyway and I was more or less satisfied when I reached the final room with all pieces of the armour. Am already looking forward to the next installment of the series.” – eTux (05-Oct-2003)

“A savegame is provided from the last level and just as well I kept one for my Mac. In fact I tried to start without the old savegame and the game wouldn't let me. So you literally run through that last corridor of 'Fortress' into the area behind. I was stuck for ages trying to figure out how to get out of that yard with the crane and in the end had to dozy around to see what on earth I could do. So simple so hidden a box to shoot! I have no problem using dozy to 'have a look' if you're really stuck like in this case but I wouldn't recommend using dozy to get say 'up there' in any level because you may snooker yourself altogether if you've missed essential items triggers enemies and switches along the way etc. The look of this level is excellent. There is a lot of running back and forth to find lots of levers especially pull-down ones some hidden behind blocks and some needing blocks to get to them and a chronic lack of cameras to show what you just did (gameplay marked down). I really liked the use of the boulders and pushable crates. The guards have changed to ninjas and crazy mechanics with dogs and a couple of scorpions. And there's a very good reason to be here - you HAVE to get the five pieces of armour it's really only three picks ups as gauntlets and greaves are together. Good fun all the same.” – CC (01-Oct-2003)

“The sequel of Dynamite the fortress with the same grey textures for the buildings also some textures from TR1 TR2 gold TR3 gold but mostly it is VERY GREY and rather dark. Many orange armed workers to kill and jump switches to find a fuse to shoot a few movable boxes a timed run on a raising ledge jumps and a couple of traps. The pace is rather slow and the level is not difficult but it is possible to get stuck several times. A well made level where you have to find three secrets (the armor of Horus) to access the final room waiting for Setback 6. I don't know what the motorcycle was good for.” – eRIC (28-Sep-2003)

“Still very much in the fortress vein but with a lot of building work going on. I really liked the way boulders and moveable blocks were large chunks of masonry it gave a nice feeling of realism to the whole thing. Initially I found the amount of backtracking a little tedious but I persevered and I'm glad I did because the gameplay became more interesting as the level progressed and I had a lot of fun. The overall aim is to collect the five pieces of armour (found in three lots) and there is much exploring and lever pulling along the way. Enemies are dogs and spanner-wielding chaps in orange boiler suits. I do hope there will be a Setback 6 as this time I've actually remembered to keep a savegame and I've got loads and loads of goodies in my backpack. This author certainly isn't stingy with the pickups. 27.09.2003” – Jay (27-Sep-2003)

“This is made of ingredients which could turn it into an absolutely brilliant level: solid architecture with a few surprising moments created by raising blocks mostly triggered by jump switches the cranes the movable blocks boulders a timed trapdoor a cool green bike for a jump and a rather cleverly thought out course but - and for me that was a big BUT - the 90 minutes of net gaming time spent here turned into quite a few hours actual time for me because you are left with pretty wild guessing as to what most of the literally dozens of levers and jump switches trigger which leads to a lot of running around and backtracking and this got quite frustrating after a while. Enemies are two dozen or so workers in orange suits (also maybe a few too many) and some dogs and scorpions. You need to find the three secrets which hold the five armor pieces (thankfully at least a little bit of camera work is used to point you towards those) and the two eye pieces to end the level. All in all this will be a great adventure for you if you are lucky enough to find your next step quickly – I sure didn’t and it ended up being more tedious than fun. And for Gerty and Sash: I am fairly sure you actually did enter the room behind the gate at the start through a crawlspace and pulled a jump switch there it’s only the door that never opened ;-)” – Michael (26-Sep-2003)

“If you like jumping and figuring out what to do next this is your game. It sounds easier than it actually was. The back and forward in the beginning was a bit overdone and frustrating as although there was some camera work it was in my opinion not enough as most time I spent wondering around what happened after using a lever. Once in the open area you can see what you have to do but how to get there that part I thought was done very well. Getting the parts of the armor is your main goal here and the enemies here are some guards with guns or with huge spanners and a dog or two. Pushing blocks and finding levers getting some keys it is all there. You will know if you don't have the complete armor as spikes will hold you back from entering the next area. I still wonder what was behind the gate at the start of the level. 22-09-2003” – Gerty (25-Sep-2003)

“Obviously what we have here is the continuation of the series. In a setting somewhere in a desert I believe with hostile Arabs and dogs Lara is searching for the pieces of the Armor. Be aware that the three secrets are essential for the completion of the game. The author used many blocks which Lara is called to either lower or raise some well hidden switches and a lot of passages that lead either to levers or to an underground waterfall. One particular box on a crane was very hard to spot and many times although you see switches and gates with levers behind you need to search for a way to access them with the solution not being so obvious at times. The camera work although helpful isn’t enough and the result of that is confusion at most part of the level. Reaching the end Lara had only the two greaves and two gauntlets in her back pack which means she had to do some back tracking and spot the breast plate to be able to access the last room. The gate that holds the valuable item is behind a wire high up and I must admit it was a very good hiding place. I am glad the author provided a savegame with the download for those that hadn’t played the previous level or didn’t keep one of their own. Play this level or even start from the first ‘Setback’ for a few hours of good classic Tomb Raiding.” – Kristina (24-Sep-2003)

“What a perfect level to follow Setback 4. This one is very much in the same vane with you once again playing inside a fortress and a bloody well built one with a surprise ending coming across an Egyptian building hidden underground. This one probably isn’t as puzzle based as the last but the progression through is great and though some may say there are too many jump switches and levers it is the actual getting to them that is the fun. I found myself like in the last level stuck just once with quite a bit around me to do still but not realising how to continue until the quite easy but not overly obvious solution like in the last level came to me and it was one of those smack myself in the head moments. Lasting longer than its predecessor this time 75 minutes with 3 secrets found which were all the pieces of armour and a fair amount of orange suited shooters and spanner wielders the only thing this could have done with would have been some camera help apart from the nice flybys as some distance could be covered trying to locate what had just happened but other than that this was a whole lot of fun. Now if I could just find out what I missed behind the one gate I left unopened near the start of the level!” – Sash (22-Sep-2003)
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