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Level: Out of the Tombs back home search
Author(s): Tabsdad
total rating:7.85 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Bene 8 8 9 9
CC 7 6 8 8
eRIC 7 7 8 8
EssGee 7 8 8 8
eTux 8 8 7 8
Gerty 8 7 9 8
Jay 8 7 9 9
Jorge22 8 8 9 9
Jose 7 7 7 9
Kristina 8 8 8 9
MichaelP 8 7 9 8
Obig 8 7 9 8
Orbit Dream 7 7 8 7
Phil 8 8 8 8
Ryan 8 7 8 8
Sash 8 7 10 9
Xxenofex 6 5 7 7
Yoav 8 7 9 9
category averages
(18 reviews)
7.61 7.17 8.33 8.28

Reviewer's comments

"This level doesn't seem to have a cohesive theme to it, as you seemingly travel from an Egyptian temple, to a warehouse, a library and a Greek palace of some kind. The areas surprisingly manage to hold their own charm, although the lighting is really too dark in some places. Enemies are mostly SAS guards and the gameplay, although containing a couple of ever so slightly tricky sequences, shouldn't be too difficult for any players. I quite enjoyed this one, and I recommend it if you can adjust to the mixed setting." - Ryan (17-Nov-2016)

"Nothing special in this level, a good environment very well textured but it's based only about pull switches with no puzzles. I don't know if it's possible reach the end without the blue gem; in this case the player should need to go back a very very long way. It would not hurt to place some cameras when using certain switches, and all those hundreds of pickups were not very necessary. Even so you can take a try; it's not a bad level." - Jose (09-Sep-2013)

"Although(in my opinion)at over ninety minutes far outstaying its welcome,this level's biggest failing its its complete lack of a tangible sense of place.The texturing is eclectic,to say the least;and the single location ranges from something resembling an Egyptian tomb,to an army warehouse of some kind,to a Library environment and finally a Grecian style Palace.This wildly varying mix prevented me from being immersed in the adventure as a whole,and it therefore became little more than a succession of moderate challenges and simple puzzles.The lighting was too dark on many an occasion (usually with the intent of hiding important switches);and the number of superfluous pick-ups was quite extraordinary.The enemies were fun to deal with,however;and,provided you discovered all the hidden switches,progression was generally straightforward.Although generally well constructed,this is not a level I'd have an urge to re-visit any time soon." - Orbit Dream (20-Jan-2013)

"This is a nice little gem of a level that took me a little more than an hour and a half to complete. It's too dark, of course, but what else is new. It's billed as a Rome level, but it has to me more of a Base level "feel" with all the SAS who pop out from every conceivable corner. Gerty has provided a well-documented walkthrough (the pickups are profuse). There are some tricky sequences involving unexpected spike balls, but other than that the level of difficulty is not too high. I really enjoyed this adventure. Recommended." - Phil (04-May-2012)

"This was an interesting hour long raid and probably my favorite from Tabsdad's levels so far. The settings are wonderfully textured and lit, and there are quite a few memorable tasks to be done. The cave with the jeeps offered some cool stuff to do, of which I liked the shimmy path for the crossbow, but I think I managed to approach the pillar a short while before I should have by jumping over the movable box - but that doesn't subtract significantly from the gameplay. The earthquake cave was another highlight, both visually and gameplaywise - and the room that harbors the gem probably the best looking one in the level. There were some small script issues, as one of the keys I found was named load, but that's a minor fault. The rest of the gameplay usually revolves around some well hidden switches or crawlspaces, which, while not really my favourite type of gameplay, was OK for a while, but got a bit old when closing in on the end of the level. If there'd be any fault with the looks, then I thought this level was maybe a bit too much on the dark side, but not excruciatingly so. The only real bummer with this one for me was the split-second camera bug, which was probably caused because the initial boulder rested on a trigger tile, but the cause and effect of the switches is not too hard to figure out, so this was an annoyance more because it robbed a bit of the professional feel from the level. As they say, God lives in details. All that said - this was an overall fun raid - maybe a bit longer than it should've been really, but enjoyable nonetheless. Didn't find any secrets." - eTux (24-Aug-2008)

"This is a well designed level with some nice heavy architecture and texturing. It is unfortunately at times a very dark level, and although the author provides plenty of flares to keep you in the light, the prevailing darkness spoils it for me. This level could have been so much more enjoyable if it had not been for this. The areas that are well lit look terrific. There are spooky flying skeletons and plenty of SAS guards to contend with, and lots of items to find. Your main goals are to find a pharos knot and a horseman's gem, but these are only to help you progress further in the level, and after raiding this otherwise interesting tomb, poor Lara leaves empty handed. There are a few strange occurences too, with gates opening before they are supposed to and others where you come to levers that close already opened gates - these are a bit confusing. Have the Binoculars close at hand too, as you seek out some of the very well hidden crawlspaces. There are no sound faults in the level, music is suitably used and camera clues are adequate. This is a fun raid with no super difficult tasks. Just be prepared for a bit of eye strain." - EssGee (10-Mar-2007)

"Well, you can't get much further from tombs than here, in a museum, in Cleveland, lol. Unless the author meant that what we see in this museum originally came out of tombs! This is a good looking, compact, well laid out, lighted and textured level, with plenty of tasks and fun to play. I can't really call moving a few crates around as puzzles, because that's all you do... move them around, to reveal openings. If there was any moan at all it would be the darkness, and trying to find objects, crawlspaces, levers, etc. in this darkness. This museum has a large underground area, guarded by gunmen and ghostly flying skeletons. Perhaps these are the guardian spirits of the museum artifacts. Some interesting climbs, shimmys, crawls, jumps, exploring, and plenty of things to shoot along the way. Overall this is a very easy level. However, some things might cause a bit of confusion. Experienced players will chance jumping over that fire in the jeep room, long before they find the switch to turn the fire off. And certain switches are not needed at all. I used one of them and found that I actually closed a gate instead of opening it, when in fact it was open anyway. Confused? So was I. I got the feeling that I did certain tasks the wrong way round, and not as the author intended. These hiccups, the old step-back-and-press-action at cuboards, and being able to hit the sky in high places outside the museum, made me think that this level wasn't quite finished before releasing. The flipmap rooms were brilliant. Lara makes her way around large underground rooms and finds a blue gem. Taking it causes an earthquake and she must make her way out through the collapsed architecture. I found the lasersight, but nowhere to use it. There are a lot of pickups, in plain sight, or hidden in vases and cupboards; but as the author writes, this was intended as the first part of a series. So it's not unusual in a case like this for Lara to arm herself to the teeth in preparation for what may come in a second level. Hopefully, one day, we'll see that second level." - CC (18-Apr-2006)

"Here, Lara is raiding some kind of underground depository, maybe under a museum. The setting is good with textures of AOD. Although the lighting is quite appropriate, there is a little problem with the smaller shadow bulbs at times : when Lara walks out of these shadow cones, she is in full light for a very brief moment, which is weird. Gameplay wise, this level has Tabsdad's trademarks with some sneaky openings or switches to spot. I enjoyed the 2 most interesting areas, the cave with the jeeps, and the other big cave with a well made earthquake and flip map. Yet I think the level is a bit too long for its own good, and too many cupboards to open for pickups. Still, a good level." - eRIC (13-Jun-2005)

"This level was a very good adventure. We are exploring in a museum and its store-rooms air-ducts and basement. We can choose among many weapons and with them we can easily kill the armed soldiers and flying skeleton-harpies. We can open doors with levers and switches one of them is a little bit difficult to find; we can get to it standing on the crates in a store-room above in the dark. I couldn't find any secrets on the level though there were many such places. I neither had to use medipacks the emphasis was not on the fight but rather on puzzles. I liked the earthquake room which suffered change after picking up the blue diamond. This we have to use only at the end of the level. Hard jumps timed runs are missing from this level. The textures were good and the added sounds had just increase the tension while going through the museum. :) I advise you to play this level. You can find a Hungarian walkthrough (as we don't have English version) savegames and pictures here: http://www.freeweb.hu/treditor/12/out_of_the_tombs.htm " - Obig (08-Dec-2004)

"A very easy-to-play-level only some well hidden ways gave me a small challenge. The atmosphere was not too bad but nothing special. I needed one hour to finish and had no problems. I found one bug with the cameras - they don't work correctly and that makes the game a little harder because I did not see where to go." - Xxenofex (09-Oct-2004)

"Most part of this level is inside a big building not a museum not a gallery but certainly not a base. You start with a quest for the crowbar and the more I was into this level the more I found out that Tabsdad is a sneaky builder. As there are some switches you better do not touch and let's not forget the sneaky crawlspace you have to find to progress. Getting to the crowbar is small adventure and a fun one to do. You need a Knot some keys and a gem to continue. Bit puzzled as I could get the Knot after pushing a block and found a bit later a lever that showed me the Knot but Lara already had that one in her backpack. Nice earthquake that will make you do some jumping and the level starts to unfold. I am still mighty puzzled as I found a couple of switches you better NOT use and I might have done an illegal jump in the outdoor area as I jumped over a balcony to a small ledge and came at the room where one has to place the gem as after placing it the level ends. Some cupboards you can only open if you take one step backwards so be warned. 23-07-2004" - Gerty (15-Aug-2004)

"Nice design not too daring but with great balance also in the action and the searching. Lots of things to do places to go. I thought this was in Rome but it's in Cleveland in fact maybe some museum. That's fine but what are the Egyptian SAS men doing so far away from home? Call me a nit-picker if you will... The strength of this level isn't in the traps which aren't many or very memorable but in the searching. Very well done. Too well at times... Finding a way to open the main gate to the final part of the level is puzzling or maybe I'm just too blind. I don't even know how I did it... The earthquake part was interesting (don't think you'll find a big quake here fortunately not things just shake a bit and the scenery changes). In the end Lara seems to fall into the void... Could this be the end of our friend? Strange ending isn't it? Finally I'd like to advise Tabsdad not to allow dozying in future levels - that can easily tempt the player. (August 12 2004)" - Jorge22 (14-Aug-2004)

"This is set partly in a museum and partly in a classical ruin type area so you get a rather strange mixture of enemies - guards and flying skeletons - but not too many of either. It's an undemanding linear level which makes it a perfect antidote if you've been playing a lot of large complicated levels lately. I rather enjoyed this one I must say. I believe it was intended to be part of a series which might explain the extreme generosity of the pickups. I personally would love to see this continued as a series." - Jay (14-Aug-2004)

"Tabsdad is also one of those authors with a clear trademark building style. Always very classic raiding to expect and a bunch of well hidden openings crawlspaces and jump switches. But apart from that rather straightforward in very solidly designed architecture. Nothing overly special but still pleasing environments. Enemies are only the occasional guard and those increasingly popular skeleton harpies. Secrets seem to be missing completely - or at least I missed them. The highlight is a great flip effect after a little earthquake - very well done. On the downside way too many pickups are provided and it is really rather dark and I had to use lots of flares along the way. A decent hour of fun - try it." - Michael (08-Aug-2004)

"Getting back to basics this is classic TR with Lara in her familiar outfit with lots of exploring. No tricky jumps - but you'll find lots of well hidden crawl spaces some moveable blocks and just plain good Tomb Raiding fun. The level opens 'Somewhere in Cleveland' .........perhaps an inside joke but it is funny. The first time I played I was able to get by the fire without pulling the wall lever that turns the fire off but I went back to a savegame and did it the way the builder intended. There's the cabinet 'bug' in which you have to take a step away in order to open the cabinets. Had me going around in circles for a bit as one of the cabinets holds a key needed to continue. If stuck use the binoculars and look for one of those well placed crawl spaces. No secrets (at least I didn't find any) but getting the Crossbow felt like it was a secret area and there's a very nice logical flow through-out. I didn't find a use for the lasersight but I may have just missed it and it's always good to have. I thoroughly enjoyed this level and was sorry to see it end." - Bene (05-Aug-2004)

"It sure is out of the tombs that is but I never thought Lara's next adventure would find her in Cleveland (maybe she'll visit Six Flags theme park please please please!). Actually Tabsdad has really made a wonderful level to look at set in below and outside of a museum he has also thrown in some brilliant flipmap effects with some large rooms changing because of an earthquake or explosion (not quite sure but things shook for a sec). The game is what I'd call an explorer more than a puzzler there's also a bit of a shooter thrown in for good measure but as I said the exploring is where this lies and Tabsdad sure knows how to hide some crawlspaces and entrances in plain view with pure skill I was so lost at one point trying to find how to open a large set of gates that I used the flycheat just so I could traverse the vast areas thinking I was looking for a gem receptacle when in fact it was something different. I will say that I think the level lasted a little long 85 minutes for the kind of level it is but I was quite tired and playing this late so I think I just might have been impatient to get to bed and knew I'd be cursing myself the next day at work for lack of sleep. There are also two places where you are supposed to trigger gates open with levers but the gates were either already open or opened when I walked to it and if I used one of the levers it actually closed the gate on me but what was an even worse almost unforgivable oversight was that there were no secrets here to find though some pick ups had the feel of being secrets but they weren't. This I hope will be clarified in his next level where secrets will be ample and plentiful like my cleavage in a well fitted bra!" - Sash (28-Jul-2004)

"I don't know what it is with this guy but I love his levels. Sure they don't have custom objects complex puzzles in other words brilliant gameplay but their flow is so good the levels are straight forward but still don't bore you and that takes talent to achieve. For me they are very enjoyable and make me relax. This level takes place in some kind of museum and the player wanders around finding a few items that are needed for progression. I believe we visit areas like warehouses with crates working our way down to some kind of a cave then move to the upper levels and meet SAS and flying skeletons on the way. There is also an outside area where we encounter the 'end of the world' bug and a very low ceiling but it's not that terrible. I am not going to list here the puzzles or the items you'll find I will just say that I never felt so relaxed playing a TR custom level lately and I hope he will continue to build and give us great levels. One thing I would say that needs more attention is the puzzles; the level could be spiced up with one or two more intriguing ones. Then I can give a nine in gameplay which I can't now because as much as I would like to I also need to be fair to other builders which have been more inspired in that category. I would recommend all of the author's levels for hours of pure Tomb Raider fun." - Kristina (26-Jul-2004)

"Just from the beginning you see that is going to be wonderful level especially after you open the black gate in the main room then the textures change to Rome you liked. Well all the level looks nice; in some rooms there is cupboards (to open them take one step back and stand - thought that was a bug for a moment lol). You need to work hard to find crowbar keys gem and deal with many soldiers - after all it's a great level - I enjoyed to play." - Yoav (26-Jul-2004)
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