Level: Revenge of Osiris - Secret of the Pyramid back home search
Author(s): Pouco2 Thierry Stoorne
total rating:9.05 Gameplay &
Objects &
Sound &
Lighting &
Casual Raider 8 9 9 8
CC 9 8 9 9
DJ Full 9 10 10 9
eRIC 9 10 10 10
eTux 8 9 9 9
Gerty 8 8 8 8
Jay 9 10 9 10
JesseG 9 9 10 10
Jose 7 8 8 9
Kristina 8 8 8 8
manarch2 7 9 9 9
MichaelP 8 9 10 9
Mman 9 10 10 10
Mytly 9 9 9 9
Phil 10 9 9 10
QRS 10 9 10 10
Ravenwen 9 9 10 10
Relic Hunter 9 10 10 10
Ryan 9 9 9 9
Samu 9 8 8 8
TimJ 10 9 10 10
category averages
(21 reviews)
8.71 9.00 9.24 9.24

Reviewer's comments

"There are some highly enjoyable challenges to perform in this level. Sloping pillar jumps, an alternating ledge room, swimming gauntlets and skeletons to avoid, all in a quest for several White Stones. The architecture was nicely designed and lighting and texturing nearly faultless. At the end Lara leaves civilisation for alien territory..." - Ryan (22-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)

"I didn't like fact that textures were almost the same as in previous level - I know it was needed as it was actually still the same place but somehow I didn't like this set. Thankfully gameplay was more engaging this time with some nice acid and jumps. However going back here and there even with knowing where to go was boring after 4th time entering the same corridor and doing the same sequence run. Big minus for that. Otherwise it's decent level with interesting ending that made me very, very impatient for next level. Finding THAT thing inside pyramid was surprise for me. Recommended for rather experienced raiders." - Casual Raider (06-Oct-2013)

"Just as in the previous level, the start is quite fun with a nice ball shooting sequence, the fairly easy cage puzzle, the alternating ledges room and a challenging underwater maze; I loved the complex and detailed architecture of this level, but afterwards found everything rather unspectacular and mostly a lever-hunt. The game has a few different setups that get repeated several times, as find a wheel – use it to lower a cage – use lever inside or blocks with two levers of which one opens a door to a receptacle. But this level also is fascinating enough as it enjoys with little things, such as the steep slopes to get up into a room (with only a lever…), the partially flooded rooms that have a very narrow tunnel where the water comes out, the timed run in the waterworks room that for some reason heavily reminds me on the one in TR 5’s Coliseum. I am sure that if the builders put these rooms a little closer together and created a level half as long as it actually is, it would be much more fun to play through without all those backtracks and levers. The game picks up at the end again, with a surprise kind of enemy, getting more and more spacy, resulting in a really spectacular room that reminds me on some other alien levels like “Stargate” or to some extent “Mysterious Alien Cave”, and with the actual “secret” of the pyramid, which appears to be a well-built spaceship. A small mistake was the fixed camera in this room so that it’s quite difficult to manage one particular jump. All in all the finale was worthwile to do all those tasks before. Two fairly easy secrets to find. 54 minutes." - manarch2 (26-Feb-2012)

"The most impressive aspect of this level is the architecture, which is superb and innovative, using a number of shapes and styles rarely seen in the blocky world of the Level Editor, such as slanted pillars and a spaceship made out of room geometry. Better yet, the architecture is beautifully incorporated into the gameplay, for example, jumping between two slanting pillars to reach higher, and climbing diagonal ‘ladders’. The gameplay flows smoothly from start to finish. Complex jumps and traps are the norm right from the beginning, just as in the previous level, but there are also some nice puzzles and an enjoyable timed run. I especially liked the room with the shifting tiles. Though many of the tasks merely involve finding switches, getting to them through the complex architecture is part of the fun. The only negative thing I can say about the gameplay is that there is an unnecessary amount of backtracking in certain areas.
While the setting of this level looks fairly similar to the previous one, the overall looks are slightly better, partly because the orange and green chequered tiles are fortunately toned down a little, but mostly because of the aforementioned impressive architecture. The lighting is pretty good – the only thing I dislike is the weird purple colour of the water. It seems actively misleading since it doesn’t look much safer than the deadly green water it replaces in the various water-changing puzzles.
The twist in the end – the ‘secret’ of the pyramid – is somewhat spoiled by the name of the next level. Of course, the spaceship you find in this level is only a small shuttlecraft that takes you to the huge mothership in the next level.
Overall: A very enjoyable level, with particularly memorable architecture." - Mytly (23-Feb-2012)

"Lara is warped to some other secret Egyptian complex. The theme here is a continuation of the previous, but set almost entirely inside. What distinguishes it is the use of a lot of interesting and irregular shapes in the architecture, making it feel both distinct and familiar at the same time, and there's a major surprise at the end... The lighting and texturing is excellent throughout and it's possibly the most solid section so far in that regard (with the possible exception of the Underground Lake/Castle part).
Gameplay is another mix of elements, after a linear start you reach an area that slowly opens up as you explore, until almost every area connects together. The difficulty isn't too challenging (although there are quite a few enemies) and it all flows well and provides a lot of exploration. Plus the unorthodox geometry I mentioned above leads to some non- standard platforming. While there's no real flaws I can't really say anything especially sticks out either. The ending foreshadows something completely different..." - Mman (19-Feb-2011)

"Lara's searching for a...spaceship? That's quite the secret to be held in this old pyramid. Actually it seems to be a simple space craft that will take her to the real deal in the next level. But before she can think about her space travels, Lara must conquer the depths of the pyramid. This level was a good difficulty for me - nothing too confusing or overwhelming, but there are plenty of places that will get you thinking, and the timed run was fun as well. There are many challenging enemies here too, though I wish some would have better aim. As usual everything looks great. Again, very enjoyable." - SSJ6Wolf (02-Jun-2009)

"Like in the precedent level , I really love the setting with the harmonious textures , and the gameplay was fun and not difficult despite some backtracking , there is also clever things like the jumps to do on the slanted pillars to reach a higher room , the fun timed trap door and the flooding of adjacent rooms. The end prepares the way to a smooth transition to Osiris starship. Great level with good architecture that I enjoyed playing a lot." - eRIC (28-Jan-2009)

"Just like in the level preceding this one - there actually is a whole lot to do, and a lot of areas to explore, but as long as you try and sit through this in one go, it really shouldn't be all that confusing. The entire level pretty much is set inside some secret chambers of the pyramid (hence the secret of the pyramid, I assume), but before you yawn - I have to say that this was really well done and feels fresh and innovative even for an Egyptian game. The architecture is amazing, it's wonderfully lit, has great application of colours, and I especially liked the pattern formed by the brown and turquoise rock tiles, as it served as a great visual unifying element for the final Egyptian settings in the game, and here in particular. While, as said, the gameplay could get a bit confusing, there's enough of camera guidance to never feel lost. It does rely a bit too much on making you run around and flick an excessive amount of switches, but compensates it with a number of other cool moments like a neat timed run, a shifting floor tiles puzzle, neat enemy battles, and a handful of inventive jumps (like the one between the 2 steep slopes, in particular). The 2 secrets were pretty easy to find. From a story point of view - I guess the secret in this pyramid was the small space shuttle at the end, and if it wasn't for the title of the next level giving away the surprise, I'd probably would've found it surprising indeed that some alien force is behind it all once again, but I guess the author's took the liberty to take this element from the Stargate story book, and while as such it isn't particularly original, it gives both - the builders and the players more diverse settings to play in, and I can certainly live with that." - eTux (15-Jul-2008)

"Quite a bit of action to get started here and some tricky jumping in a nice room with alternating ledges. Initially this is then a fairly linear, but still entertaining level with good camera guidance, many gems to find and use and quite a few enemies as well (demigods, skellies, harpies, guards and at the end these tough androids). Later there is a bit more back and forth, and interesting timed run and a very cool shuttle to find and eventually 'use' to get to the next level (70 min., 2 secrets)." - MichaelP (11-Jun-2008)

"This level was quite better than the previous one in my opinion. One trap which I remember well and that I found really great was the room with a poison pool at the bottom and a chess floor which change every three seconds (or something like this). The level was really beautiful and could be a bit confusing at some times. There was various tricky jumps, some timed runs and some interesting traps. I liked the jumps on steep slopes to go up : it was really original (I took this for my balloon level by the way lol). I jumped from my chair when I came across the first cyborg ! Even if I was in the making of the adventure and knew the next level I was surprised ! I wasn't expecting such an enemy here !! It is really a good level. The secrets were easy to find..." - TimJ (20-Jul-2007)

"This level can be quite confusing at times, with many routes and unusual jumps on fascinating structures and colourful rooms inside this pyramid. The amazing architecture really gives the impression that we are inside, and making our way through that well known shape. Very impressive and quite beautiful in places. And although there is a lot of action, i.e. dodging rolling balls and boulders, timed runs, climbing, shimmys, slides, tough swims and jumps to tiles that suddenly change, this level is more like one gigantic puzzle. We shoot balls, lower cages in corridors, find and use cog wheels, hidden blocks in walls, jumps across half submerged cages in a toxic water room, and so on. Enemies are demigods, transparent flying and walking skellies, alien gunmen. In a way, the extraordinary architecture, tasks not necessarily associated with an Egyptian level i.e. finding cog wheels, are leading us to our ultimate goal and totally different environment, in the next level; and we eventually come across a spaceship, find a way to start it up and watch the flyby of it leaving earth." - CC (07-Jul-2007)

"This level is a nice steppingstone towards the level that comes after this one. Play it and you’ll see what I mean. This is quite a solid level and I had no problem to proceed here. Lots of switches and those open a lot of doors and nice enemies to slay. Hopefully you have medipacks to spare, as I had to do a swim over and over again as I almost ran out of medipacks in the beginning." - Gerty (04-Jul-2007)

"This remarkable series keeps getting better and better as it rolls along. I'm nearing completion, and it's been a grand adventure. I think it was a good idea for the building team to allow the concluding levels to be compiled by one primary builder, as the story line is hard to ignore as it begins making its bold statement. I think I've had more fun in Secret of the Pyramid than in any of the levels thus far. The gameplay is brisk and challenging, the ambiance and lighting are of the highest quality, and the ending sequence at the shuttle craft is nothing less than astounding. The flyby bridging the next level makes me feel that I'm about to play another "favorite, but we'll see. I'm just at over 19 hours, so I'm on pace with my net gaming time prediction. Revenge of Osiris will be remembered as one of the true classics. Highest recommendations." - Phil (06-May-2007)

"Apparently Thierry saved the best for last, as his two final levels (this and the following one) for the RoO series (with the collaboration of Pouco2 this time) are the most unforgettable among his contributions for the project. Lara is finally inside the heart of Osiris' pyramid and is exploring it so as to find the secret that it's hiding. She has to face traps, solve puzzles, deal with several enemies, and she is doing all that in a very atmospherical and spooky environment of nicely textured rooms. The gameplay is smooth again, perfectly organized, and the effects that are used add up to create a beautiful result. At the end of the level, the setting changes almost completely, preparing the grounds for the next section. Overall a wonderful level, which you will surely have a great time playing." - Ravenwen (17-Apr-2007)

"This level looks similar to the previous, but there are not very original puzzles and you have to pull a lot of switches and open a lot of doors. Your goal is to get a computer disk to activate a small spaceship which will carry you to your next destination: the big Osiris' spaceship somewhere in the space. Gameplay is fast and you will not have problems with the tasks, except for a hard timed run in a water room; there are not outside areas, secrets are easy to find (I found only two) and there are a lot of enemies to shoot (final androids are cool). The best for me was the architecture, the textures and the final white spaceship." - José (09-Apr-2007)

"We have to find gems in this level, pass a room with tiles that change position and explore colourful rooms. There is an area to flood and the occasional enemies to fight. I can’t say that you’ll find anything spectacular as far as puzzles are concerned in this level but there is a nice spaceship at the end that will allow Lara to escape from the pyramid area. I found three secrets." - Kristina (19-Mar-2007)

"Our adventures continue further beneath the pyramid, where lots of danger and excitement await! This level is quite challenging and lengthy with neat tasks to progress used throughout. The areas that are explored here are rather large and there is quite a bit to do here. There's platforms that keep switching around, some rather tough swims, and there's a few timed runs here to do as well. The level continues the Egyptian trend from the previous, and slowly transitions to an alien environment towards the end to bring the player into the next level. I was a bit startled by the alien gunmen deep inside the pyramid, and the docking station of the shuttle had a cool atmosphere to it. It was a very good level, but the swim part near the beginning probably should not have been so medipack consuming. Overall it's a great level." - Relic Hunter (17-Mar-2007)

"There’s a marvellous series of manoeuvres at the start of this level and it rather set the tone for the whole thing. There are some absolutely excellent agility tests to achieve and the gameplay is fluid, coherent and very satisfying. It’s a long level; I kept thinking I’d just about reached the end, but no it kept on going and I didn’t mind a bit since I was having so much fun. Finally got the revolver too (unless there was an earlier one I missed). This is definitely one of the levels in this series that I most enjoyed. Oh, and the secret of the pyramid is possibly not entirely unexpected, but still very cool." - Jay (08-Mar-2007)

"I think that the highlight of this level is gameplay and puzzles because you have to complete many different kind of tasks. This level requires good agility skills and some thinking as well. I liked very much the place where are many tiles that will disapper and apper again forever. I think that it was created pretty smartly. Of course there are many other nice things in this level like the underwater switch puzzle which was quite tight because you can easily run out of oxygen. One of the minus sides is that this level isn't very peculiar and I quess I won't remember most of the areas very long. My opinion is that top level needs to be memorable. Added to this this level was a bit too colourful to my taste but I might be the only one who thinks so. Taken all together I had still fun when playing this level." - Samu (26-Feb-2007)

"This level lacks the amazing outside scenery as the first pyramid level had but it has something else: Better gameplay and a more eerie feeling. I also loved how the authors had combined to Egypt theme with the touch of space during the end of the level to transfer the player to the last level. Great stuff! Lighting and textures are perfect and there are no flaws or badly placed textures anyway. Highlights: The whole room with the spaceship. The underground caverns with all the diagonal corridors. I also liked the start with the shooting of the balls to proceed. Not a new feature but it is always fun to get some target practice at the start of a level. A very solid level that keeps the same standard as the previous one." - QRS (13-Feb-2007)
Tag Cloud from Reviews:
back home search