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Revenge of Osiris - City of the Priests by TC14

Casual Raider 9 10 10 9
CC 9 9 9 9
DJ Full 9 10 10 9
eRIC 10 9 9 9
eTux 9 8 9 9
Gerty 9 8 8 9
Jack& 10 10 9 10
Jay 9 9 10 9
JesseG 9 9 10 9
Jose 9 10 9 10
Kristina 9 8 8 9
manarch2 9 9 9 8
MichaelP 8 9 9 10
Mman 9 10 10 10
Mytly 8 8 9 9
Phil 9 10 9 8
QRS 10 9 10 9
Ravenwen 10 10 10 10
Relic Hunter 10 10 10 10
Ryan 9 8 9 10
Samu 9 9 9 10
TimJ 10 10 10 10
Treeble 8 8 8 8
 
release date: 07-Feb-2007
# of downloads: 87

average rating: 9.20
review count: 23
 
review this level

file size: 248.59 MB
file type: TR4
class: Cave/Cat
 


author profile(s):
email(s):
tc14trle@gmail.com

Reviewer's comments
"Much like the previous levels used areas from TR2, this one seems to replicate the layout of the city of gold we saw in TR2 Gold. It's a rather long level with a lot of platforming to be done, the one issue I had was the "lingering" dead bodies as not only they can push you to your doom in those narrow bridges but I also had one fall right by a lever, so I had to revert to a previous save game. 65 minutes, 3 secrets. 06/23" - Treeble (18-Jun-2023)
"Another fun level in this great series. More lava here, as in TC14's previous level, Lava of the Depths. I liked the block puzzles in the later part of the level as well as filling QN area with lava to be able to claim the Eye of Osiris. I wasn't a fan of the backtracking and long shimmying exercises as well as the fact that enemies still had collision, so they could die in inconvenient places. But the level is great, looks-wise. I like the red and blue colour scheme." - Ryan (19-Sep-2016)
"Like always for linear plots, I rate all levels equally yet with different score combos to highlight ups and downs of each part, links to which are embedded in common text. We begin in Thierry's Parisian Streets and how not to repeat the con remarks for this builder. Why not to take a bike if the streets are so wide? Why not to return Lara with a rapid sewer current? Or maybe why not to put her on the back of a city pigeon for faster travel? Ideas to kill redundancy are numerous and would also work for atmosphere... but no, again we have backtracking, lack of shortcuts and passage repetition. Thankfully as imperfect as in path design, Thierry is brilliant in isolation craft so I didn't mind the extra travel that much. So far. Then we go into Church which sustains the mood despite of dropping the scale, and makes it spookier in return. But this is an exercise in bad combat. Riding a bike under sentry fire. Pulling up onto an edge with a running dog. Getting perforated by a SAS while wading through the water... Of course you want to be smart to avoid health loss but the author made sure to prevent that. Think about it: there's a group of dogs and a bike. It rings a bell to run over the beasts, but the vehicle gets impaled with spikes blocking the passage to break your plan. Then you want to fight these dogs from the entrance corridor but a rollingball forces you into the room. So you escape on the nearby ledge to shoot them from above, but an invisible collision panel feels just like deliberately applied to make that attempt futile as well. The only combat the author approves is direct encounter what instead of challenging is horribly annoying. All this time you only have the pistols and don't even tell me about that red herring revolver. When finishing this part I was absolutely infuriated so it was great to embrace delightful chillout of the following Airport. Again we have a red herring, this time a medikit, and the breakable walls are way too hidden, especially if one of them is secret and the other one isnt, but we can relax among realistic bars, pass through check-in gates, enter metro wagons, climb escalators and explore a secret hotel. In the end I felt ashamed I never tried Leeloo's levels before, and I will soon repair that mistake with The Hangar. But before that we leave France and pass into Egypt, to the plot core. The Temple feels convincingly buried, has neat layout and local visual gems. It's another one of Thierry, but the path design is incomparably better, just like if not his. What may confuse beginners is a quadruple slot which looks like a multi-item combo but in fact requires progressive filling, and the treasure pool challenge which may cause you to save the game just before you die. Next TC enters the stage with his Lava section, as we proceed deeper into the Earth crust to get literally overflown with magma. It's one of these levels where you can feel the heat and play with fire while utilizing loads of cracks, crevices and ladders like this author got us used to. The design is a bit subpar and cramped in comparison to the author's flagship projects, but still very good and enjoyable, however since that moment the project gets confusing as the opportunity to miss or do something wrong appears - for instance I could only solve the statue pushable after multiple corrections and I had to repeat half of the level when the zipline didn't retrigger. But the most serious and easily evitable mistake was the door cube pushable. Once raised, the portals shouldn't close because using the block every time to unlock them makes no sense especially in a level where it's so easy to commit a mistake and try again. What I particularly liked was a nice touch of the barriers surrounding the rocks sticking out of the lava stream, what made that part of platforming much easier. Then we descend even deeper to cool down in the Underground Lake, but I unfortunately recognized the retextured ship level of TR2, and instead of lukewarm depths of volcanic cavern I kept imagining an overturned rusty vessel no matter how fine TimJ's rendition was. But at least the map was familiar, and tasking got ambitious with the multilevel pushable, though it went too ambitious with the underwater lever. Since the place is huge and the lights draw attention away, I couldn't locate that spot even with the walkthrough in hand, and only thanks to TRGamer's let's play video I could get enough help to breach the gates of sunken Castle of Corpus Fatalis, likely a pun of "over my dead body". This map is made from scratch, outstandingly atmospheric and the most suitable word would be "epic" despite of not so big size and darkness. One nice trick to strenghten its grandeur is the lack of ceiling substituted with progressive fadeout, so we can imagine the central hall much higher than it really is. Then we unlock the City of the Priests, another element of TC's dense world, even more lava-soaked than his other bit made for this game was. Here I noticed external cooperation of the French forum, with MagPlus's Apophis warriors really making this part feel like a sequel to The Rescue. If I missed something in this level and the entire volcanic episode, it was the sound of flowing lava - while we get the Xian ambience for mystery mood, the river of molten rocks is absolutely silent. Eventually, we enter the underworld Kingdom to get some Swedish vibes, for either this has been inspired with QRS's Limbo or vice versa. The part is really open but not confusing at all, and platforming over the floating islands was pure pleasure. This is possibly also the moment of the adventure where the greatest amount of customized objects dwell, including the Obole puzzle making for a serious closure hitpoint and perfect for transition, however in the final scene I missed some music, waves on the river and actually showing Charon's boat sail the waters into the Farplane. Very soon it appears this one holds a very tightly embedded realm of Lost Spirits, filled with randomly arranged floating islands, multiple intersections, start positions and sometimes even requiring the right choice for correct progress, while not even mentioning you are in such situation - seriously, the thunder plain and the final fight of the chapter might remain in my heart forever, but learning fluent French would be less confusing than solving this whole chapter. Often I had no idea what to do, some doors never open, some levers are never pulled, certain things are hard to guess like the monkey swing because no other texture of the kind is grabbable, or the cross puzzle hole because no other object like this is interactive, or the water corridor secret triggered with an invisible shatter - however the last one may be discussable as well as the requirement to grab an uraeus from the active spike trap. As a result I failed multiple times to proceed without a walkthrough and only after a whole day, what is as much time as the whole preceding content took me, I grabbed the key to the Osiris's Pyramid. Here's Thierry again, even better than his previous bit, and possibly in his greatest solo map. Despite of structural simplicity and intense combat, the place feels incredibly calm and relieving while offering total immersion, rewarding tasks and both casual and unusual geometry. Only the crawling part could be shorter but I liked the exploration very much - in the end every square in sight appears accessible. The bike part is really unexpected in such place, and the final teleport flyby is properly satisfying as we teleport into space... or at least I thought we should, but before that we unexpectedly visit an extra pyramid level which is fully unlike the ordinary pyramid design, with each corridor intricate and attractive, and transparent enemies making us sure we're really deep already. The gate to let us out from the first slot with the White Stone is another one which should remain open once open, otherwise it forces passage repetition if we visit the place too early. The transition to alien scenery is made very well but just like in case of the Kingdom boat cutscene, we should really see the shuttle fly as we get ourselves abducted onboard the Osiris's Spaceship. The surroundings are simply breathtaking: the outer space introduction, the hangar section the control room - I have a feeling the author was under impression of the Cygnus from The Black Hole movie, and if the plot wasn't Egyptian this dystopian, almost a derelict-like ship would be a great host for creepy humanoid workers or an evil robot like Maximilian (yeah you need to watch that if you haven't already). Certain design shouldn't occur like the water tank, another place we can save in, unaware of imminent death. Multiple passing through the could be easy reduced either, and I even had to cheat for shells when it appeared they aren't provided for the Horus fight they're crucial for. I eventually hacked Osiris's security system and defeated the guy Somewhere in the Farplane, where a nicely controlled timed challenge may give us two different endings, producing one of these moments worth to die in. SUMMARY: This is a very solid and seriously coherent team work where every participant cared a lot, with original plot, new graphics and even music tracks. Sometimes you may need a walkthrough to deal with annoying mistakes and properly enjoy unforgettable highlights which make this game obligatory to play at certain moment, so why not now." - DJ Full (25-Jun-2016)
"Amazing models for enemies! I didn't like that hot and magma environment from previous level was continued in this level as well. Very nice gameplay with 2 moments where I didn't know where to go or what last pickup opened up. I enjoyed some jumps and most of the level, especially enemies. Recommended for experienced players." - Casual Raider (22-Sep-2013)
"In my review for the builder's"Lava of the Depths" I have complained about the non-existent"hot" feeling, and here, I think, the builder has actually managed it. The start that included climbing down the shaft we got to see in the Underground Lake level was a nice touch, but I am not too fond on these bluish textures that don't fit the overall scenery in my opinion. The gameplay is much more varied and fun in contrast to the two levels before; there are a lot of puzzles with medium difficulty, not too long but also not too short or easy. Jumping around the lava areas also was a bigger part of the game; maybe you have to shimmy a few too many times around one block (the lever puzzle in general was a little too long). My favourite parts were perhaps the area with several huts reminding on Furniture of the Gods from TR 2 Gold (there are actually more areas that have the same architecture), the fire room with some very intelligent platforming and the, even if crudely designed, lava room with the hands and bridges to jump on - what leads to the worst aspect of this level; the texturing was quite a mix (even overlooking my personal issues with the bluish ones) of detailed and well-arranged rooms to areas with more or less one texture used to design the walls. Two of the three secrets in this level were purely fun, one of them requires a very hard straight curve jump (you'll know what I mean while playing), where the only critique is that putting a safe square in the lava is pretty unrealistic, and the other requires you to think a bit and think about how to proceed. The third one rather was hidden along the way. The enemies were another strong part of this level, the small ... pharaohs (?) were a bit hilarious and I liked how you get a glimpse of a demigod from several rooms but you actually never fight him. The only negative point here are two unfairly placed demigods that attack while Lara is still inserting an item and cannot react to them. The end was well done, with collecting the Osiris Eye one can see but not get way before in the flooded lava room, and a fantastic looking final room. Summarizingly - the most coherent and fun instalment up till now. 65 minutes." - manarch2 (26-Feb-2012)
"I am surprised to see that this level is already in the Hall of Fame, while Lava of the Depths is not. IMO, LotD is far superior in every way, except maybe the visuals. Lookswise, it's hard to fault City of the Priests - the blue and red colour scheme throughout the level is lovely. I also like the psychedelic final room that houses the transporter to the next level - a suitable indication of the surreal level to come.
The gameplay doesn't quite live up to the looks, though. There is an immense amount of crawling, and plenty of tedious shimmying and general backtracking. The last quarter or so of the level is taken up by an elaborate and very boring switch hunt in which you have to climb/shimmy back and forth between a few rooms several times over. The highlight of the level in terms of looks as well as gameplay is the central 'city' section. I must admit that I have a particular soft spot for it because the builder has copied the architecture of this area from the 'Furnace of the Gods' level from The Golden Mask, one of my favourite levels from the original games. But even without this caveat, this area is a lot of fun, and is only marred by the fact that you can take the zipline down far too early and then get completely stuck. Flooding this area with lava at the end is a great idea. The other enjoyable part is the platforming along breaking tiles and burners, though the invisible platform spoils the impression slightly. The rest of the level mainly involves wandering through long tunnels and caves, with some platforming bits thrown in.
The enemies that keep popping up around every corner and every time you pull a switch get a little tiresome. A number of the enemies fail to disappear when they die, which can be extremely irritating when they block narrow corridors or walkways.
Overall: A good level, but, IMO, not quite in the same league as this builder's other levels, whether those in RoO or other games." - Mytly (23-Feb-2012)
"This level is set deeper in the cave, with more lava and red rock, which contrasts well with the blue and cyan textures that make up the structures of this level. The "city" itself is an area somewhat like the buildings above the gold in "Furnace of the Gods" from TR2 Gold, but the level is divided about 50/50 between natural settings and temple/city areas. As I said before, the textures contrast well, and the lighting is also good throughout. The modified enemies are also fitting.
This level is slower-paced and more exploration based than TC14's first level in this pack (although there's still lots of treacherous platforming), but it's executed just as well as the action approach of Lava of the Depths, with another great interlinking layout and multiple tasks in each area. A problem that comes up is backtracking at some points, including one or two parts where you go back and forth pressing switches without really accomplishing anything. There's also a part where you can reach a keyhole early and get stuck unless you've triggered a rising block first. Those issues are small overall and flooding an area with lava provides a cool reward for reaching the end. The quality of this pack seems to have evened out at a very high level now." - Mman (17-Feb-2011)
"Now this is what I'm talking about. Many interesting environments to explore, including a city that you get to flood with lava, which is always fun. You also explore some lava caves that can be a bit tricky to jump your way through at times. My one gripe is that you're asked to backtrack several times and in some of the caves, and sometimes that is not easy to do, but it's certainly doable. A very nice continuation of the series." - SSJ6Wolf (21-May-2009)
"More lava in this level , which I found even more pleasant than Lava of the Depths. The progression is excellent in the search of the eye artefact. In fact both levels remind a bit of the atmosphere in The furnace of the gods in tr2gold. There are demigods scavengers and Osiris pedestrian soldiers to fight here, and I enjoyed myself a lot. There is good use of lava waterfalls for atmospheric purpose and an impressive room with the big Statues." - eRIC (28-Jan-2009)
"An excellent continuation in the series, that while isn't without problems of its own, solidifies the better traits the levels in the series have had to offer until now. As far as gameplay goes - it still is essentially a switch hunt, and has a number of annoying, repetitive and backtracking moments, like fairly long shimmy paths and the like, but on the whole despite its slow pace is pleasantly fluent, I practically never had to resolve to the walkthrough to figure something out, and while some of the camera angles in the hints and flybys felt awkward, almost like stuffed in a tight space, they were always there to guide you to the next task, and that always works in favor of the player and the builder as well. The enemies are remodeled in a very cool fashion and very fitting for this specific scenario, I also liked how their corpses remained where they had died in an old-school Tomb Raider style. I only managed to find one secret, but wasn't too fond of its placement, as it was located randomly on a lava tile that didn't look any different than the rest (well other than the few pickups that oddly didn't melt away). As far as the looks go - despite the few texture and lighting problems, the odd paper-thin wall and inconsistent architectural elements, they are well set up, with an excellent colour scheme and definitely the highlight of level. I usually don't like it when the settings or areas are inspired from original games, as it is done here from TR2 Gold's "Kingdom" level, but it didn't distract a lot from your main mission and a had a plethora of its own creative moments to make up for it, to make the apparent revisit worthwhile. Overall, this level leaves you with a nice aftertaste and appetite for more. One of the best the series has to offer." - eTux (04-Jun-2008)
"Not so much a city here but rather more caves and lava rivers to move around in, but I really liked the strong red and blue colour schemes that were applied. What I liked a bit less is the at times really rather slow pace, because you get to crawl, shimmy and climb a lot and it feels a little tedious many times throughout the level. Quite a few fierce enemies to battle here too, including ahmets, harpy, demigods and alien/Egypt looking tinmen (cool) and also plenty of traps (burners, swing blades, break tiles) which keep the adrenalin level high. Nicely done how you eventually flood the hub room with lava near the end (70 min., 3 secrets)." - MichaelP (29-May-2008)
"This level is as great as Lava of the Depths (it is a bit logical because there were linked at the beginning of the making of the Osiris adventure). It is a bit more linear but TC 14 managed to force the player to go several times in places that he have already visited but where he'll have to pass through another door. As usual in his levels there are a lot of traps and puzzles. It was a bit harder than Lava of the Depths in my opinion with more tricky jumps and more powerful enemies. I think it's my favorite level of our adventure. I really don't know what to say more. ^^ I'm really happy to have helped you in the correction of your masterpiece, Thibault. :-) Very recommended to everyone of course!! ;-)" - TimJ (20-Jul-2007)
"We've fallen down a shaft into a corridor with two gates. We must choose between fire or water. Fire first and a route down into a hidden city with lots more flowing lava. I take it those snake headed guardians are the priests! What a sight! At first this level looks like it's going to be a piece of cake, with most of the action in a gigantic ornate cave with little huts, temple, zipline, and a tantalising item suspended where we can't get at it. Easy! Hah! If the guardians don't get you, the fire beasts, demigods or harpies might. That is, if you survive the long routes through flowing lava caves, intriguing jumps and monkeyswings, and pass a gauntlet of fire breathing giant heads to find the 'safe' invisible spot! Unusual scenes and tasks are running across the arms of enormous Anubis statues, the three 'Horus' doors opening one after the other, and the lava swallowing up the city but also producing ledges for us to claim that artefact. We finish by swimming through long tunnels up to a psychedelic chamber where we place our stone and jump into the transporter." - CC (07-Jul-2007)
"Another lava level, oh well. This was again full of traps, the usual jumping one has to do in a level made by Thibault. Nice puzzles, well placed enemies and lots of exploring. Better save in different places, as this is rather handy as I got lost a couple of times (could use a bit more cameras to point me to the right direction), but in the end I would say well done Thibault." - Gerty (04-Jul-2007)
"This series keeps getting better and better. This level was challenging but quite satisfying. Much of the gameplay consists of navigating your way past lava traps in different area, but the lighting is superb throughout and the logic of progression shows painstaking forethought and execution. According to the walkthrough I'm about halfway through, and my time clock at this point is a hair shy of 10 hours. Therefore, my prediction of 20 total hours appears to be holding true. I'm amazed that we of the raiding community continue to be blessed with free quality entertainment that other gaming enthusiasts have to pay for dearly. Don't miss this great series." - Phil (16-Apr-2007)
"I think this is the level that I enjoyed the most of all the RoO levels so far. A beautiful level that has everything: amazing atmosphere, varied and challenging gameplay, clever puzzles, high degree of exploration and discovery, sceneries that change and interlace in a masterful way. Lara has arrived in a city where the scary priests of Osiris rule, and she has to find the artifact that will teleport her to the next level. To achieve that, she has to run, jump and climb a lot, kill several priests and ahmets, solve pushblock puzzles, throw levers, find keys and a lot more. All this in a wonderful ambience where the lava and fire elements are dominant again (like in Thibault's first RoO contribution), however there are intervals where you can take a few swims. Action is incessant and fast, and Lara has to constantly be alert and on guard. All the rooms are magnificent, yet the one where you find the first eyepiece and the final one where you use the Osiris artifact are just stunning. There are not always hints on what you need to do, but with the whole action and setting being so well-organized, and with a few flybys that are featured in crucial moments, players shouldn't encounter serious problems in moving on. Everything here is top-notch and just as challenging as it needs to be, so I can't give this level anything less than a perfect 10." - Ravenwen (12-Apr-2007)
"This level is quite good. There are some tricky tasks but there is a good design, good puzzles, well placed enemies, sometimes I missed a camera which help me, very well atmosphere and textures. I enjoyed this level very much. Many thanks TC for your disinteresting work." - Jose (03-Apr-2007)
"This one is full of lava as well and many traps/tasks to complete as well. There are demigods to fight, items to find and many levers to operate. Generally it is a big level as well although it doesn't look like it. There is imagination in most of the levels from this adventure which will please all kinds of players. The timed block you have to raise is a difficult task to complete in time to get back can be done differently. I didn't find the switch for it soon enough so I did all that and got that secret without raising it. In total I found two secrets and enjoyed this one a lot." - Kristina (19-Mar-2007)
"I simply loved this level. It's challenging, fun, and it's hard to get stuck in here. The puzzles and jumping sections around here are fun to do, enemies have good placement, environments are nice, and overall it's just great." - Relic Hunter (12-Mar-2007)
"You can find once again a lot of lava and nice atmosphere in this level just like in Lava of the Depths level. Gameplay is well balanced because this level has different sort of puzzles to solve and tasks that will test your agility skills as well. It goes without saying that Furnace of the Gods level from TR2-gold has inspired author to build this level because many places look much the same. Thats why TC14 hasn't used a lot of his own imagination when building this level and it bothers me a little. A good thing is that author has used totally different textures and objects that make areas look still different than areas in TR2-gold. Overally this was a good level and I enjoyed it a lot." - Samu (26-Feb-2007)
"very nice level with alot off stuff to doo very nice graphics and smart gameplay one of my favorite level only 1 backthrow is that are some powerfull enemys and with ammo u get not very easy to deal with (iff u dont add some extra ammo bye urself hehehe) but all in all a excelet level" - Jack& (22-Feb-2007)
"This is a very colourful level and there are some really beautifully re-textured tinmen about. Between them, the demigods, ahmets and harpies, your health may just take a severe bashing. Plenty of exploring and some fun jumping as you make your way up and down a stream of lava. The ending is excellent, with the main room flooding with lava and then a rising water sequence. Very atmospheric." - Jay (20-Feb-2007)
"This level is similar to the earlier"Lava of the depths" level. Both in difficulty and in texture and map layout. In other words another great level. This level starts very easy and I first wondered if it really was a TC level LOL! After a while it speeds up with the usual jumping, collapsing floors and deathtraps. How do you get inspiration to all this, TC? Top stuff! Highlights where the lava jumping and the large room that was filled with lava during the end of the level. The only drawback in this level is the possibility of getting stuck in that very room. Nothing I will lower the score for of course. You got to have some spare saves in case hehe. As is the previous lava level, I loved the flow of hot lava! Due to the fine textures, you get the feeling that this place is really hot...and I meant that literary! The atmosphere is fantastic and the secrets are hard to find. What can I say? Just another TC classic!" - QRS (13-Feb-2007)