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Level: Infiltration back home search
Author(s): Snap125
total rating:6.53 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
alan 6 5 6 7
bERT 7 8 10 8
Blue43 6 6 7 7
CC 7 6 10 9
David 5 2 6 7
Dimpfelmoser 5 5 8 7
eTux 6 6 8 7
Gerty 6 5 8 8
Gonxii 5 6 7 7
Jay 6 5 8 8
Jose 5 5 5 7
Kristina 5 6 6 6
MichaelP 6 5 8 9
Mulf 5 6 6 5
Nomad 5 5 7 6
Orbit Dream 8 2 5 8
Phil 7 7 7 7
RaiderGirl 7 6 8 9
Ryan 6 6 7 7
Sash 6 6 6 7
Scottie 5 6 6 7
Torry 9 7 9 8
Treeble 6 6 7 7
vienna 6 7 7 8
category averages
(24 reviews)
6.04 5.58 7.17 7.33

Reviewer's comments

"This is a short level that won't unduly tax you experienced raiders out there (even the kitchen sequence is simple enough as you should hit upon what has changed soon enough). It's quite well put together texture/lighting wise for its age (quite dark in places, but usually only in corners) and the atmosphere isn't lacking too much, putting aside the relatively sparse audio. On the downside, the gameplay is a bit repetitive and I found the levers and crawlspaces to be somewhat overused, and the locusts and bats were rather unfitting for a presumed ship environment. The soldiers are mostly friendly, but one turned hostile just because I shot a barrel, the cheeky bugger." - Ryan (03-Apr-2018)

"Well, people: if you extol that cooker ‘puzzle’ as a highlight of this level, you deserve all the German levels that have ever been foisted on you"it’s just too bad that the rest of us have to suffer as well. Dimpf got it right: it’s not a puzzle, because its ‘solution’ is implausible and entirely random, hence only one step away from the notorious toaster switch; and so for me, it was a low point rather than a highlight. (I notice that Orbit Dream, usually one of the most vocal critics of German gameplay but acting as an accessory here, was the odd one out who had the bad luck to come across the wraiths before opening the trapdoors above the water pool"serves you right!) The level has other low points, all mentioned in previous reviews"except, strangely, for the locusts, which most reviewers seem to regard as par for the course in a level built with the City wad. Those same reviewers mention the bats as out of place, but locusts are apparently A-OK?
Anyway, I found the level mostly enjoyable regardless, because its atmosphere makes up to some extent for shortcomings in the gameplay department (the beginning of the level is particularly evocative), but mostly because of the builder’s decision to supply all the SAS with AI objects, so they don’t attack you unless you choose be a dick. Seeing how he supplies you with a generous arsenal that would seem to be useless under the circumstances, and how he expects you to go back and find the grenade gun at the end of the level (when you could simply hop into the helicopter, thus ending the level), I suspect he was actively tempting players to surmise that, hmm, now that they’ve got the firepower, they might as well go postal after all. But judging from the reviews, we’re the kind of people who hold on to our moral principles not only when it happens to be convenient. Go us!" - Mulf (23-Jan-2018)

"The beginning of the level looked good. Lara in the middle of a dark ocean with strong currents and a ship she has to enter to. Textures are from TR2 Diving Area section. There are some friendly guards, but others will turn against Lara in any moment. There are also some malfunctioning turrets, but not all of them will be like that! You will find some wraiths too that are killed with water. I couldn't find any pool of water nearby for the final wraiths, so I only ran to the exit. There is a lot of backtracking in crawlspaces, jumpswitches and levers. 28 minutes, 2 secrets." - alan (29-Nov-2017)

"This level didn't do much for me I am afraid. Besides the good-looking start, the design didn't quite deliver the experience of wandering in a ship. It was more akin to a complex with long corridors and standard rooms. The 'deserted' feeling was definitely there, however. From dead soldiers lying around to pulsing lights and to ice spirits there was an atmosphere of doom so good job there. The real criticism should go to the gameplay however, the level was a bit boring for me since there was nothing to do besides pulling levers and shooting a can to dose out the flames. Lighting work was good but there were some stretched textures. You can check it out for atmosphere or if you are a fan of ship levels." - Nomad (28-Apr-2017)

"A good level from year 2001. I liked enemies that wont shoot me if I dont shoot them. Gameplay is quite average. I liked lighting and textures. Athmosphere and cameras OK. Recommendable for players who are looking short shiplevel." - vienna (05-Jan-2017)

"This is a short (35 minutes) level from the early years that still plays remarkably well. It wouldn't be entirely correct to call it a ship level, but that's where all the action takes place. You make your way through corridors and holds until you finally reach the outer deck. There are no human enemies (the soldiers don't become aggressive unless you shoot first) and although it's dark in places, more than ample flares are provided. Yoav has provided a thorough walkthrough, even to the extent of pointing out a grenade gun that has no real use. In fact, when you awaken the wraiths near the end, you're close enough to the exit to make it unnecessary to take the trouble of dousing them in the pool. An enjoyable raid." - Phil (13-Sep-2016)

"A ship leve resembling those of TR2 in the middle of the ocean. This level was rather easy with levers to pull and opening doors to get through. Atmosphere and lighting were OK. A 30 minute level recommended for those who like ship levels" - Gonxii (08-Nov-2015)

"I liked the opening to this level, with Lara on a raft in the middle of the ocean, jumping in and finding her way into the ship. After that, it all got a bit routine, exploring, throwing switches, initially ignoring the friendly guards and then shooting them after they decided to turn ugly, plus rather too much crawling through ducts. The locusts and bats seemed a touch out of place on board a ship, but I did enjoy blowing up the sentry gun - well, who doesn't?" - Jay (11-Jul-2015)

"Not very interesting this ship level, even when the soldiers are not aggressive (except the ones in the kitchen), the tasks were not funny with backtracking through the same crawlspaces. Also I had to find some secret places to continue playing and couldn't find a way to destroy the active sentry guns. I don't know why in the last flyby two doors open when you only need to approach to the helicopter to finish. Pull a lever, pull another lever, pull a jumpswitch... it was all what I did apart of running to escape from the locusts. The level is very dark in some rooms, but I found enough flares to explore. The guns and ammo I found were unuseful. The best for me was the texturization." - Jose (18-May-2015)

"This under 30 minute level has a simple but interesting game play where Lara enters a huge mysterious freighter with plenty of dead and still alive soldiers. The goal is to find a few levers to open doors and make her way to the upper deck area where a helicopter waits to take her home. The soldiers were all friendly and could be ignored, except for the two in the dining room area, which acted up for no reason and had to be put down. There were also a couple of sentry guns and although they were mostly defective, some working ones were placed in strategic places. I never figured out how to destroy them so I just ran by and took the damage. The level had a nice layout, solid texturing and actually pretty well done lighting for the most part. Everything looks simple and functional with decoration kept to a minimum. Since it was entertaining and a pleasure to play through, it definitely gets my recommendation. (26 min, 3 secrets)" - Blue43 (24-Oct-2011)

"Why could Lara find almost all weapons in this level? She had to fight against nobody. And would not have it been better if this level was built thus which one may not go certain ways? Since nevertheless infiltration is called which one explores unseen the surroundings. But Lara can run everywhere, it disturbs nobody and she was attacked by nobody. Merely completely at the level end some of these mysterious attackers appear. Here potential was given away anyway. But apart from the fact this was a pleasantly smooth level. The crew ignored Lara, hence, one had to do nothing except to run through the ship. The duties were relatively easy and the level was built quite reasonable. However, all together I am of the opinion which the level builder could have made more with this level." - Scottie (16-Feb-2010)

"Despite the long crawlspaces you have to traverse repeatedly, the more lever-door based gameplay and a bit weird puzzle that turns off the gas for the kitchen stove (a camera hint would've been appreciated) I have to say I really enjoyed this experience. I had a laugh at the start of the level seeing that the lilo from "Verschollen" actually took her somewhere, the view from it towards the huge freighter was impressive, and its insides lived up to my expectations pretty well too. The spooky atmosphere was the highlight for me, but in the end I was missing a kind of resolution to the mystery of what happened to the folks on the freighter, as Lara ever so conveniently managed to escape before finding out anything of significance. Nevertheless, I had my fun here, and the interesting and well done setting more than makes up for the lackluster moments. A pity only, that we weren't able to take all the guns we found here to the sequels. Found 3 secrets." - eTux (12-Jul-2008)

"Rene always brings something different to his levels, having finished the other two recently I'm glad to say I've also enjoyed the ride on this one. It's a bit on the dark side, but it's rather fun while you go back and forth opening doors to proceed until you eventually reach the helicopter that'll take you away from here. The opening was also very interesting and the starting point was very similar to the ending of Verschollen, if I'm not mistaken. Anyway, gameplay is a bit too much on the simplistic side, relying on levers and jumpswitches mostly, and I particularly enjoyed the moment when 6 or 7 wraiths charged at once, but they lasted seconds as there's water to cool them off right beneath them. Speaking of which, Orbit Dream mentions the numberous SAS and I suppose fighting them all would indeed be a hard task, but you'll be happy to learn this - they'll only attack you, if you attack them first. So, just leave them aside and kill the real bad guys (ie those pesky bats!). 20 minutes, 2 secrets. 01/07" - Treeble (30-Jan-2007)

"Spooky start in mid-ocean black night a huge ship in front of you and you're standing on what seems the flimsiest of rafts (how she got there is anyone's guess). Terrific atmosphere. Once on the ship there is the usual door opening and duct crawling but it's not bad in fact it's very well done. Appropriately textured for a ship with a lot of Offshore Rig textures. You get good camera shots and flybys of what's ahead and I liked the fixed camera of the side of the ship when you're trying to blow up the machine gun (which wasn't necessary but then I didn't know this at the time). Now this must be a ship that sails in all oceans because there are locusts on board and bats and something awful must have happened because there are a lot of dead soldiers around the ship some can be pulled and one yields a shotgun. Also the other soldiers are like the walking dead they don't shoot at you. And the wraiths give you the impression that you have stumbled across a ghost ship. One wonders if that helicopter at the end is to be trusted! I loved it. Great job Rene." - CC (16-Apr-2003)

"Another small jewel created from simplicity. From the first setting of this little marine base level it is clear this author has atmosphere to sell. It's night Lara stands on a platform (1 tile by three) with nothing but dark blueish water around her... How a simple construction creates a nightmarish beginning. And you still have to make your first step ie diving into the water. ...And being sucked down giving you the impression you may have stumbled upon the joke level Titanic II the sequel but luckily it is not. Strange things happen though I think the author may have meant it to be special: the enemies do not attack you which gives this level an even more eerie atmosphere. This author also knows how to use necessary items (flares health packs) in an economical way not JUST spreading them around. The cameras are perfect (special mention for the blue wraith sequence near the end - just great!). Gameplay wise on the other hand it's just adequate (regular pull and hang lever searching + one medium hard jump). A must play in my opinion in between big levels." - bERT (11-Mar-2003)

"Starting out in open water on a raft and diving in you'll find out the current won't let you swim. What to do? Right look up. Once inside the ship it is a nice change NOT to have to shoot everything in site. Although what those bats are doing in that ship is still a mystery to me. There are however sentry guns but luckily most of them don't work and the last one you can shoot with the revolver and laser sight you will find. There are also some wraiths but with water nearby they are no threat. Opening doors and finding pull and jump levers that is all and you'll leave with the chopper. 17-12-2002" - Gerty (22-Dec-2002)

"It took me half an hour to complete this level mostly because of the darkness. The game play is quite simple with a few levers to push and a raising block. It had me going around clueless though for a while because of that trick in the kitchen. After shooting the barrel a fire turns off somewhere and there is no hint to let you know what happened. SAS guards and bats wraiths that extinguish in water when in fact are water spirits and they are supposed to extinguish with the eagle statue will be in your way and a sentry gun near a door. The level ends while approaching a helicopter." - Kristina (10-Dec-2002)

"Don't worry unduly about your health after reading Orbit Dream's review. Ian obviously didn't find the lever that opens the grate above the water in the room where the wraiths attack. You are not meant to survive with the grate unopened. Here you get half an hour of classical base raiding with doors to open SAS guards to shoot (never noticed that they were harmless) and the compulsory crawls. At the start I found it rather exiting as the atmosphere is very convincing but in the second half the gameplay revolves more and more around lever pushing so I wasn't really sad when I reached the end after getting the useless grenade launcher. And I don't really see the appeal of the cooker puzzle that everyone else fell in love with. You shoot a barrel in room D and that turns off the cooker in room A. Honestly what kind of logic is that?" - Dimpfelmoser (12-Sep-2002)

"I just love ship levels so I couldn't wait to see this one. It starts out with Lara outside the ship and your first objective is to get her inside - which unfortunately is pretty easy. It isn't long before you run into your first soldier and you have the choice to either kill all of them or keep them alive. I figured looking that stupid was punishment enough already so I left them alone. Anyway a few doors crawlspaces and switches later it's over and I was left thinking how sad it was that it only lasted 20 minutes - it could have been so much more. Not that it wasn't enjoyable - I just wish it had been longer." - RaiderGirl (25-Jul-2002)

"Another ship level you could play this level either of 2 ways shooting the armed men or not shooting them as they held no danger against you this level ended quickly and although textures gave a great feel of being inside a battleship. It just didn't hold that much interest with me the somewhat puzzles where extremely easy to work out although there was a nicely done sequence where you shoot a gas cylinder in one room and find that it turns off the flame on a cooker in another so you can enter a secret hole there were a couple of nice camera angles on the deck but oh too soon you hear that lovely music that precedes the end and your left wanting more much more!" - Sash (21-Jun-2002)

"This level turns out to be surprisingly short at about 30 minutes but nicely set within a ship with good textures used and lighting well applied. There are some rather friendly SAS locusts bats and wraiths spread across the level and I found three secrets and many rather useless pickups including the grenade gun when actually the level is already over. A highlight is indeed the 'cooker puzzle' although why there is no camera used on this one is beyond me. Nice long flyby though near the end." - Michael (21-Jun-2002)

"Well I liked this level. I love anything that ain't got sand and scorpions LOL. The cooker puzzle took me a while to figure out let me tell you. This one is FUN to play and isn't that the whole idea?" - Torry (21-Jun-2002)

"A simple and linear level. Interesting that none of the soldiers attack you (presumably they do if Lara shoots them first) and there is nothing else to kill but a couple of bats. Nice use of exploring though an overuse of hiding all the doors/pickups etc in dark corners becomes predictable. Nothing special." - David (21-Jun-2002)

"Oy Vey; let my Lara go already! I mean what has she done to deserve this? Several ghosts and a vicious little bats attacking her at once with potentially trigger happy guards standing nearby and long slow crawls through air ducts to reach the nearest water; all the while draining her of precious life. This is a well made level with really excellent attention to detail and smart puzzles; I was particularly impressed with the 'flame in the kitchen' puzzle. But come on! All those enemies (and that's not including the guards). It became far too tough. I had to resort (after numerous swear-filled reloadings) to the unlimited Medi-pack solution (which of course is cheating) in order to get through. I can see how the level needs this challenge as it's pretty short otherwise. But surely simply having the guards be your enemies from the word go (they stand around dumbly otherwise) and cutting down on those damned ghosts would have been a better solution?" - Orbit Dream (21-Jun-2002)
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