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BtB2020 - Nest of the Souls by Adriel

Adrian 10 10 10 10
Allicya 10 10 10 10
BlackWolfTR 10 10 10 9
Dick 9 10 9 10
eRIC 8 8 7 8
Gabriel Croft 10 10 10 10
Glouglouton 10 9 10 9
Jay 10 10 10 10
Jorge22 9 9 9 9
Jose 7 9 9 10
Josey 9 10 8 10
Lizard Queen 10 10 10 10
Magnus 6 6 7 6
manarch2 8 8 8 8
MichaelP 9 9 10 9
MigMarado 10 10 10 9
Mman 9 9 9 9
Mytly 9 10 10 9
nad 10 10 10 10
Phil 10 10 9 10
Relic Hunter 9 9 10 9
Ryan 9 9 9 9
Topixtor 8 8 7 7
Treeble 9 10 10 10
release date: 14-Jun-2020
# of downloads: 443

average rating: 9.19
review count: 24
review this level

file size: 129.00 MB
file type: TR4
class: Cold/Snowy

author profile(s):

Reviewer's comments
"Another mammoth entry in the competition and in this case not only in length but literally in size. The whole architecture of the place is absolutely huge and breathtaking. At the very beginning you are being overwhelmed with vistas of places in the distance and wonder if and how you would ever get there, but amazingly you will be getting there after all. The whole way this level is interconnected and specifically used vertical gameplay is utterly impressive, but I have to say, can also be easily very confusing to players. You need a very careful eye and explore very closely to find your ways, but when you do, it is a superbly rewarding experience. There are so many things gogin on that I cannot even begin to describe any details here, maybe worth a mention of the little bluebird puzze and how you need to move a mountain of snow to bring a torch to where it needs to go. The grand finale is then rather fast paced and stright forward and one of these days I may come back to find the remaining secrets as I only got 4 nice ones out of 7. Ambitious but very well done and not to be missed! [150 min]" - MichaelP (29-Aug-2020)
"A very detailed level that you can see Adriel cared to work well in every corner. The gameplay is very enjoyable, creative challenges and puzzles that made the journey even nicer. The rooms are well designed and beautiful along with a very well used soundtrack, this being said helps the level to deliver us a good atmosphere. The overall level architecture is so big and complex that even Level Editor couldn't handle it very well: sometimes we get frame drops but not that much, so it didn't bother me at all. Last but not least, although it's a complex level the author cared to put clues and directions so we don't get lost in a very big scenario. Well done." - Gabriel Croft (29-Aug-2020)
"This is the 3rd level I chose to play selecting ones least downloaded at the time. What I liked about the level: 1) This is a vast level. Areas are huge, open and very realistic. 2) The gauntlet task at the beginning pool area was very nicely designed and quite manageable. 3) The semi water filled crawlspace at the bottom of the cavern is simply gorgeous. It looks exactly like an illuminated glacier when you’re crawling underneath it. What a beautiful take on the normally boring crawlspace. 4) All tasks (even the ending Boss sequence with the wraiths, if you know what to do) are very manageable. 5) I like how you don’t have to waste your ammo and medipacks on the “onslaught of Yetis” and can just run past them to get down to the middle level where they won’t bother you. What I didn’t like: 1) You can get easily lost and thrown off track searching for the 3 Dhama Jewels as there is so much to do and so many open areas to explore. 2) I had lagging issues in several of the larger areas but nothing that hindered progress or made the game crash. 3) Found a bug where I got stuck in an ice crevice wall crack on the way back from retrieving the gong stick and had to reload to a previous savegame, but this is so minor compared to the otherwise excellence of this level. In conclusion, this is a magnificent game. It is for the most part an exploring game with a nice mix of traps and tasks that kept my interest throughout the level. As vast as this game is, I believe it is still suitable for average players especially if you are patient, save often and save your ammo and medipacks for the ending Boss sequence." - Lizard Queen (27-Aug-2020)
"Nest of the Souls sees Lara head to Tibet in search of either the mythical kingdom of Shambala or maybe the soul gem (basically a magical heating pad). I’m not really clear on which, but I suppose it doesn’t matter. Shambala and/or the soul gem can be found in a forgotten monastery in the mountains. It doesn’t look like any monastery I’ve ever seen (and this is my ninth in just a few days), but what it lacks in monastery-ness, it makes up for in size. You get some pretty huge areas, and they’re mostly used well. There are a lot of different floors and areas to this monastery, and it’s neat how you can see other parts of it long before you get there. I thought returning to the central room later in the level (first for the torch and then for some platforming) was neat, but most of the level has you enter side areas and then having to backtrack back to where you came from. Sometimes this works well - there’s this one time when you have to make it down a mountainside, then later have to climb back up the way you came, but you didn’t really need to worry about the platforming much on the way down so it feels completely different coming back up - and other times it’s simply doing the same exact thing in reverse. Mostly though, it’s standard BtB 2020 fare - no more, no less. I liked some of the larger rooms, but mostly I just thought the level looked fine. I also get the feeling that the larger rooms were built without gameplay in mind, and then the author added the gameplay after the rooms were already mostly finished. They just come off as a bit… awkward? I don’t know, I could be completely wrong. At seventy-five minutes, the level felt a bit too long. After spending quite some time looking for three gems I needed in order to open a door, I was ready for the grand finale, but then I had to go through a whole different area before that. The level ends with Lara finding the soul gem… and maybe Shambala? I’m not really sure." - Magnus (27-Aug-2020)
"I waited a lot before reviewing this as it's probably the most controversial one for me - and, having not found all secrets and probably being unable to cause some bug prevents me to enter at least one of the secret places needed for the others, I was hoping I could figure out something more before giving relatively low, or rather medium, scores... yeah I didn't really enjoy this one as much as others, mainly because I couldn't get past the amateurish, wallpapered and... plain flat appearence of most outside areas, with interiors not being much better either... but I'm not here to bash the incredible effort of the author, as the large scale of the enviroinment paired with how well it is interconnected is a clear sign of extreme care and dedition; some areas actually look really nice, like the big starting area and the top of the temple were all the soldiers are! Lighting is however generally flat, or not well-worked, as well as texturing being often uninspired and, as said before, terribly wallpapered with some msitakes here and there; so, visual quality is fluctuating a lot here, but I'm mostly disappointed by it sadly... audio tracks aren't used in the best possible way either, with the various bgms trying to "cut" the levels in portions as each one plays only in certains areas and immediatly changes as you enter the next; sometimes it works kinda well, but most of the time it gets a bit dull and repetitive as the game goes on, expecially since some epic tracks don't really fit the clueless exploration one is forced to make in almost every TR level... So after all of that, redeeming qualities: gameplay! Arguably the most important aspect, here it's pretty well executed with a variety of tasks, verticality over horizontality, enemies mostly in big bunches but all making sense, basically a perfect balance between exploration, puzzles and action; secrets were sometimes nice, other times too easy, and only some of them gave actual useful prizes to the player. A fair bit of backtracking is present, a bit too much for my taste but nothing destructive. Combat is balanced, but as always there is an abundance of ammo laying around; to be honest I was expecting some epic mega showdown after, later in the level, you learn something spooky is going on, but unfortunately the few yetis and that wacky final battle between 2 easy-to- kill hammergods and those 3482296 ghosts (never saw that many in one instance) didn't really satisfy me; the ending in general feels buggy, rushed out, and not worthy of the rest of the level. The room with all the dead bodies to pull out was also a no brainer for me, just WHY. I will stop here because many people will probably enjoy this a lot more, probably I was simply burn out from the Tibet overload and should have waited a bit instead of playing every single entry in a short period of time... in conclusion, fluctuant in quality but mostly still an enjoyable raid, at least gameplay-wise, and with some extra care and polishing your next entry could be something really enormous. Keep going." - Topixtor (10-Aug-2020)
"This is set in a series of temples built into a huge abyss. This is a massive level in scale and reveals more as it goes, the main temple parts look great, but some of the side areas are a bit simpler and the biggest parts have some repetitive texturing; there's so much that I imagine engine limits were a factor but it does harm some of the more out-the-way parts. The lighting however holds up pretty well throughout. Objects are used well, and it uses a lot of the set while still feeling natural, including some nice enemy uses later on. Despite being on a strong PC certain areas lead to performance issues, but at least the sheer size gives a good reason for that.
This is by far the longest level so far, and the gameplay has a nice ramp up with the first half being focused on exploration and platforming, before moving on to heavier combat and more intense sequences (which also comes with some story development). The layout is very intricate and there are some great moments where major parts suddenly link up or reveal a completely new view on an earlier area. There was a small path I missed that got me stuck a while in the initial parts of the level, and, since the path links back to the main "hub" anyway this could have been avoided by just shutting a certain door until you follow this path. It does generally provide clues to guide you to where to go though. While the size was generally justified a couple of areas did also feel a little empty for their scale, but these were exceptions. A massively ambitious level given it's size, and with a few more bits of polish it would be hard to beat, but it's still another favourite of what I've played so far. He's not part of the contest, so I guess this isn't revealing anything, but the huge scale (sometimes to the point of borderline excess) actually reminds me a lot of Thierry Stoorne's style." - Mman (07-Aug-2020)
"This ends up being my last level of this year’s Back to Basics, and it was quite a grand level to wrap up the series with. This takes place in a monastery complex situated within a ravine featuring grand halls and perilous heights. Each environment has an enchanting atmosphere with particles used very well to make me feel like I was actually there, with howling winds on the outside, a sun just peeking up the canyons overlooking the ravine, and the steam vents in the warmer areas. With this environment, most of the gameplay is exporation and platforming based, and features additional elements to keep things interesting. The warming of the ice pools at the beginning with accompanying fire traps to dodge nicely set the tone for the level’s difficulty with tasks that are clear and not too easy to execute. Tougher challenges like avoiding boulder traps, spikes, and rotating blades are present among slower paced puzzles are here too, like the birds puzzle. Some combat is also present with mercenary thugs and leopards roaming around, along with some yetis at the end and a more combat oriented finale. What impressed me the most was how the map has a way of providing shortcuts back to previously visited areas. It had this effect of making a normally daunting, multi-layered map feel more accessible and navigable. While overall a beautiful level, the wallpapering of some textures took away from the atmosphere a little and made areas kind of artificial, and the blockiness of the level becomes a little more apparent at the upper level of the map. For a final raid in the Back to Basics series, this was a great send off to an experience of many levels that despite a similar theme, have each brought out something unique and exciting to celebrate the still burning flames of this community. Great work!" - Relic Hunter (30-Jul-2020)
"Great level! Truly amazing, in my view. Congratulations to the builder and everyone involved with BtB2020, which is already a massive success! Thank you!
I loved the sheer dimension of every major room and of the level itself. It took me a while to get my bearings, but every moment seemed to pay off with another clever way to get around. Everything was connected.
I feel there should be a camera telling Lara where to go after getting the Cintamani stone. I had to look it up and even with the walkthrough the darned thing was not intuitive to me. There were also some rooms that seemed bland in comparison with most of the level and below the standard of the package.
Other than that, wonderful! I truly recommend it." - MigMarado (28-Jul-2020)
"Lara explores a set of monastery buildings perched high on a mountain top. The setting is incredibly impressive, especially the windy, snowy exterior areas and the complex way the buildings are interconnected. The sheer verticality of the whole map is amazing – for instance, Lara’s final destination is a room that’s visible from almost the beginning, but far below, and she has to cross it from above multiple times before she finally reaches the ground floor. The complex map sometimes makes it hard to navigate, but somehow I managed it – even without the walkthrough! – and felt justifiably proud of myself.
There are lots of tasks that I really like, such as tipping over the burning lamps into icy water to warm it up and enable Lara to swim in it without freezing. I also enjoyed the whole sequence where you have to create a path to the upper floor of a building, by ringing a gong that causes snow to slide off the roof. I initially groaned a bit at the ‘three birds’ puzzle, because I hate direction-based tasks, but it turned out to be surprisingly simple and clever. I would have given full marks for gameplay, if it weren’t for one rather big oversight on the builder’s part – it’s possible for a player to skip the entire torch sequence, as the door it is supposed to open (one of the two doors to the room with the Cintamani) opens on its own when you cross the walkway towards it.
The level is visually excellent too. I especially liked the outdoor areas, with distant buildings visible through the fog. The interiors of the monastery are beautifully decorated and lit. However, the texturing can be a bit wallpapered in some of the large areas. Also, the sky changes from a whitish, overcast one to an orange, sunset one rather randomly in different parts of the level, which is a little strange.
Overall: A few errors aside, this is a really spectacular level, and one of my favourites in BtB2020. Highly recommended." - Mytly (28-Jul-2020)
"This level reminded me of Minicube...a little. The reason was the builder's apparent disposition of creating a multiplicity of rooms, niches, crannies, action fields, spanning from the high sky to the deep underground, most of them linked to an enormous hub by shortcuts. It is a beautiful big level, full of interesting things to do, not very difficult, centered in exploration. There is only one puzzle room, a simple one, at that, but there are plenty of paths and locations to explore. The game admits no laziness: you must go everywhere, for each place has a lot of things that should be done - by the way, the level is better played with the help of a walkthrough, for there is a great number of actions that would be passed over without this help. I missed a number of camera hints to indicate what happened after some actions (the Gong hitting, for instance), and I always thought that non-stop music is not a good idea. But the main problem of this level, at least for me, is slow motion - a lot of that, in a lot of places. In spite of this, I enjoyed very much the level and I congratulate the author for a very nice job." - Josey (28-Jul-2020)
"It's interesting that three of our most renowned builders were less than enthralled with the gameplay provided by this level, while the riffraff players tend to give top marks in this category. I had to take a five-day hiatus while my computer was being upgraded, and this may have colored my impressions a bit (half played before and half after), but I was in Tomb Raider heaven throughout nearly three hours of total playing time. The surroundings are simply stunning in their use of color and in their aesthetic appearance, and the scope of the game map is impressive as well. As Dick has noted, the sheer volume here (height, length and breadth) is staggering and must have taxed the limits of the engine. Indeed, my computer seemed to lag somewhat from time to time as if it were struggling to keep up. The complexity of the level is such that I never would have made it through without the walkthrough, and with its help I was able to explore every nook and cranny and gather all seven of the secrets. The only thing that keeps me from awarding 10s across the board is what I felt was an excessive use of fixed cameras, even though some could be broken with the look key. This is raiding entertainment at its finest. Highest recommendations." - Phil (24-Jul-2020)
"This is a level that doesn’t just cover a huge area - it covers a huge volume. There are tremendous heights and depths, and locations in the snowy distance to explore. Almost everything you see can eventually be reached. (Reminded me of Psiko’s early stuff.) This was the BtB that immersed me more than any other I've played, and I so wanted to give it a clean set of tens but, alas, like a few others this year, it ended up overstaying its welcome and coming up with some less-than-engaging gameplay towards the end; also, the helpful cameras evident at the start were often absent later, for some reason. Up to finding and placing the three Dharma Jewels - all was well, but the business with the gong completely confused me. Even the walkthrough didn’t make it clear. Only on the forum did I get my answer. I was confused because I had not yet opened up the path back to the start nor accessed the burners so I wasn’t thinking “torch”. Once the burners had been lit the game should have progressed directly to the inevitable boss fight, imo, but instead the builder seemed to be incapable of stopping so we first have to pick up a Buddha Statuette and then a Cintamani Stone, which forced me to the walkthrough again because the Cintamani Stone could have needed placing anywhere as far as I was concerned, I just don’t recall noticing the receptor earlier - on a previous day! Where was the camera!? Anyway, almost a masterpiece. A flawed masterpiece maybe. Certainly the most memorable of this year’s BtB’s - so far." - Dick (21-Jul-2020)
"A very good level where the action takes place mainly around a big canyon (like a hub). Atmosphere should be marked over 10. Gameplay is quite complex (especially in the final area) and it's necessary to read walktthrought several times (and cracks are not obvious). But it was a pleasure to play it." - Glouglouton (14-Jul-2020)
"Long level taking place in a setting designed with great impressive heights ; the first part consisting of 3 quests is the one i like the most especially the one where you get all the way down to the bottom, very fluent and enjoyable gameplay here. After the three quests the level becomes more straightforward , still with reentrances , and becomes a bit tiresome for me, i struggled to finish it, not because of the difficulty as it is quite balanced. This feeling was partly caused by the musics used by the background audio loops, chants instead of real atmospheric environmental audios, which i think is unfortunate , the one used in the last part was the worst , and those before interrupt each other in the same outdoor area. Other builders have used these same tracks for a short one time moment for atmospheric purpose , but here i got no atmospheric highlights. The setting is impressive somehow because of the fascinating heights (there is probably more than 100 clicks between the lower and higher points of the level) but the wallpaper effect in the blocky outdoor areas and the patchwork impression of the texturing in other places is rather obvious. Not many enemies except in the last part. Good secrets. This game has entertaining moments and a few good ideas as well (also a few things unnecessary), globally a lot of work has been put into it, but for me it was a bit too long and not atmospheric enough to be immersive." - eRIC (08-Jul-2020)
"I have just wrapped this level up and I have mixed feelings towards it. On the one hand, it's downright brilliant. I think this might have been the biggest single-level release I've ever seen, and not only it's extremely expansive in design but you end up exploring pretty much everything you see in the distance, be it the cliffside buildings or the lake at the very bottom, and then there's even more as there are areas you don't get to see from the get go. I kid you not, I spent the first 20 minutes just running around through all areas accessible from the start trying to figure out what my first move was supposed to be. There are quite a few fetch quests so exploration is the heart of this level, each collectible hidden behind a series of traps or a puzzle. Which brings me to the "down" side. Maybe I'm just getting old, but it's quite complicated for me to keep track of the lengths I had to go and been to, so when there's so much exploration and backtracking in place, I end up losing interest rather quickly. I was ready to drop it during the initial quest for the three dharma jewells, but thanks to a couple of pointers in the stuck forums I managed to find the ones I'd missed and, fortunately for me, from that point onwards it was slightly more streamlined. It's impossible not to appreciate the marvel this level is, but perhaps it was just a tad too much for a single level. That's probably just me, though. Much like all the levels so far, this is a very beautiful level, so it's safe to say we as players have been very spoiled this year. 140 minutes, 2 secrets. 06/20" - Treeble (06-Jul-2020)
"What a superb level. Looks like the winner for me so far. An enormous well constructed map with nicely connected areas. Particularly liked the re-entering the starting area after hitting the gong - a definite wow/aha moment! Absorbing and varied game play with nicely placed secrets (found 7/7). Enemies just right, though the Bosses weren't too tricky if you found the grenade stash or were happy to shoot away with the pistols from a distance. Loved the whole atmosphere - almost made me shiver and suffer from altitude sickness! With such large areas hard not to have a little wallpapering but not too much to drop the score. Took me 4:15 hrs & I loved every minute. If you rushed through in 75 mins you weren't savouring this magnificent level." - Adrian (05-Jul-2020)
"This is one of my favorite levels released. Differently from many of the others, this one does not rely on bunch of dialogs so you can understand the context of the story. I love the feeling that lara doesnt say anything most of the time but you can see from the context lots of nuances to the universe. I felt lots of classic feelings playing this level, and it is incredible that i really felt that i explored a lost place in complexity in this one. I loved everything about that monastery. It is really big but the gameplay is very evolving. I didnt have big problems with lagging due to object quantity (but i think this might really depend on the players hardware used too, but i am not sure). The scenarios are huge and it is the most complex scenario that i really have seen from all the entries. All places are impactful and this is something that is rare to see in levels. I loved the peaceful isolation feeling that the player has in the first part of the level. My favorite part was the yeti ambush, thats so epic. I didnt see any relevant texture issues. I found the lighting pleasant to the eye, its not always realistic, or too complex but i think it is artistic and beautiful. I really recommend this levels to everyone, a very classic but modern adveture with a great scenario and interesting puzzles. Congratulations to the builder!" - Allicya (04-Jul-2020)
"It was a very long and complex level for me. The first part was "obscure" 'cause I decided to explore the deep pit first, but after I found the first key, the gameplay was not so bad. There's a good architecture and texturization with enough pickups to take a good riding; a perfect use of the background musics, I liked the lighting too. No difficult tasks, but a lot of exploration (perhaps too much exploration) and well hidden secrets. It notices a good effort to create "real" environments using certain features, and there are some interesting tasks. Really an enjoyable long level. Good work!" - Jose (04-Jul-2020)
"This is another hugely complex, expansive and intertwining entry into this contest. I cannot even begin to comprehend how the builder was able to construct this absolute behemoth of a raid, as well as set up the traps and puzzles in such a complicated environment yet never allowing the player to come to a fatal stuck point. For that reason alone, he/she should be commended. However, I did also feel that it was a bit overambitious at times and that there were a couple of things in each category that were rather overdone. Firstly, as mentioned, the gameplay progression connects rather neatly with the geography of the various main areas, but the backtracking and climbing segments were a little too long-winded for their own good. Secondly, the object placement was a little cluttered at times and made movement a little tricky. Thirdly, the chanting sound effects serving as background audio grated on the nerves after a while, as did the constant switching from one ambient track to another. Finally, the texturing seemed a bit oddly applied in the canyon area (I bet you builders will be able to find more fitting terminology here). I've therefore decreased each category by one point. But overall, despite these nitpicks, the builder has constructed a remarkable piece of work here and should be rightfully proud of themselves. And I have no idea how manarch2 was able to breeze through this level in just over an hour. It took me easily nearly twice that!" - Ryan (03-Jul-2020)
"Phew! This is one title I noticed right away - classic, yet appealing. As for the level itself, I feel slightly divided, albeit more on the positive than on the negative side. It's vast, huge and enormous. It makes you backtrack without an end in sight and it fails to provide so much needed queues too often. So, it's exploration in its rawest form. The traps, several of them, are interesting but perhaps a bit overdone - interestingly crafted, but almost impossible to overcome without saying goodbye to much of one's health. It transforms rooftop jumping (necessary) into a kind of floating isles scenery that isn't really what you'd expect from the floating isles - and that's actually a good idea. Well, it's complicated. The general design looks pretty good and the atmosphere, without really being enticing, is ok, perhaps especially in the final boss fight with all those fire wraiths that don't die in the water. There were a few third person views I'd rather I hadn't had. I missed at least a couple of trapdoors and the revolver, which I could see through a crevice. Final thoughts: I could have done with less, but there really isn't much to fault here." - Jorge22 (03-Jul-2020)
"I am in two minds about this level. On the one hand, it features a lot of impressive sceneries, large open spaces with lots of exploration to be done, several fun traps and puzzles and all that without serious construction errors. On the other hand, I think it's a bit too ambitious for its own good. The texturing in those large and albeit fairly boxy outside areas often feels quite wallpapered, the lag because of quite massive usage of objects is a problem and the background audio is also not ambient and also becomes rather distracting after a while. The lighting is also not quite as realistic as in some other entries in this competition. The progression is rather decent, at the start you might think this is an excessively complex level but actually it isn't so confusing with little backtracking and seldom a moment where you don't know what to do, perhaps in the large courtyard in the second half. I enjoyed the puzzle with the birds, it is a bit obscure but still solvable without guessing, and the usage of the torch is also fine. Enemies are decently used and the seven secrets are quite nice as well. Overall a very solid entry even if less is sometimes more. 75 minutes." - manarch2 (01-Jul-2020)
"This is a huge, complex, fascinating level and definitely not one you’ll be able to finish in an hour! I certainly did get quite confused at times and ended up doing a great deal of exploring, but the gameplay is so absorbing and the different areas so beautifully rendered, that I really didn’t mind at all. The traps/puzzles/enemies elements are well balanced and managed to keep me fully engaged and entertained throughout what is likely to be one of the longest entries (although I’m not quite half way through yet, so I could well be wrong). Magnificent." - Jay (28-Jun-2020)
"What can I say? An extraordinary level. A fantastic setting that at first glance suggests a very long and draining adventure. But as the game progresses you will soon notice that the gameplay is very well thought-out and you hardly notice the size of the area. Because that is really big. But all areas are very well designed, the music fits well to the tasks and the lighting is simply good. One of the strengths of the game is, as already mentioned, the gameplay. With such a large area you never had the feeling to be lost. A compliment to the LB. For me a highlight that I can warmly recommend to everyone." - nad (26-Jun-2020)
"Great level! This level is very enormous but everything is thought out. Sceneries are very beautiful. I really liked the atmosphere, wind blowing and nice music playing. Gameplay was various and we have a lot to do. Environment was great. Various enemies and boss battle. Lighting was very good but sometimes a bit monotonous. Textures also was nicely placed. In different locations there were nicely different soundtracks was playing. I got 4/7 secrets and completed it in 2 hours and 11 minutes. I really liked this level and I definetly recommend it! Thanks!" - BlackWolfTR (21-Jun-2020)