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Level: TombRaider Resurrection 3: Burial Chambers back home search
Author(s): WebKnight
total rating:8.88 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Dimpfelmoser 10 8 9 9
Doug E 9 9 6 9
eRIC 10 8 10 9
eTux 10 9 9 9
Freeman Porter 10 9 10 9
Gerty 10 8 10 9
Hendrik 10 8 10 9
Jason 10 8 9 8
Jay 9 8 9 9
Jez 9 8 8 7
Jose 9 8 8 10
Kristina 9 8 10 10
Loupar 9 9 9 10
Magnus 9 7 7 7
MegaGamer 10 9 10 10
MichaelP 10 7 10 9
Miguel 9 9 8 9
Momster 10 9 10 9
Monika 9 9 9 9
Mulf 7 5 5 7
Nomad 10 9 10 9
Orbit Dream 7 7 7 9
Phil 8 9 9 8
RaiderGirl 10 9 9 10
Ryan 9 8 9 9
Sash 9 8 10 9
Sheevah 10 8 9 8
Tombaholic 8 8 10 9
Torry 9 9 10 9
Treeble 10 9 10 9
vienna 10 9 10 9
Xela 9 9 10 9
Xxenofex 10 8 10 9
category averages
(33 reviews)
9.30 8.27 9.06 8.88

Reviewer's comments

"This is quite an involved level (actually, two levels) for its age. The main section takes place around a central subterranean water chamber that requires many flooding and draining actions to access various areas that each have different tasks to achieve, and the highlight was definitely the raising block puzzle, although the spike run had its moments. The continuous backtracking and refilling/draining the water did get a little tedious though. The second level is really just an epilogue, but I found the cool lighting and texturing to work quite well on this part. I do wish I could have understood the voiceovers, as my German is virtually nonexistent. It kept me occupied for a while, though, and is definitely worth a go." - Ryan (01-Feb-2018)

"The series switches gears again for its third instalment, reverting to the contemplative style of the first. After a plodding beginning, which is probably best passed over in silence (although the flipmap which eventually grants you access to the ‘Burial Chambers’ of Menes is nicely done), you enter a large yellow room, which serves as a hub for the rest of the first level (this instalment comes in two levels, of which the first is the longest by far). You will have to drain and flood this room repeatedly in order to access the various rooms and corridors that go off from it and in which the actual gameplay takes place. Sounds like a combination of two TR1 favourites, “St Francis Folly” and “Cistern”, how can it go wrong? It doesn’t, in fact, and that’s presumably why this game scores so high; the tasks you are called on to perform are fine and varied; but the gameplay is bogged down no end by the almost total absence of camera clues, because the relation between cause and effect is random all too often; which means you’ll have to traverse the hub room and climb that bloody ladder time and time again just to check which door may have opened now. I don’t think I’ve ever played a high-scoring level in which the lack of cameras was aggravating to such a degree.
It didn’t help that the first level failed to convince me visually. The hub room is essentially yellow "presumably gold, but it looks just yellow"and it brings on, in spades, the gaudiness (dare I say garishness) that the previous instalments had conscientiously avoided. Each of the rooms that go off from it seems to have an aesthetic scheme which is all its own and doesn’t mesh with any of the others’ or that of the hub room at all (most egregious: the cave made from Settomb red rock and housing a gleaming green structure with TR2 “Floating Islands” textures; this works excellently on its own, but has no ties whatsoever to the design of the rest of the level, not to mention anything Egyptian). There is much variation here, but it comes at the cost of coherence.
The second level makes up for this to some extent by boldly switching to a kind of modernist ambience, an entirely unexpected move that I think works quite well. Some say this second level is only a pretext for the lengthy flyby at the end, but actually it does have a reasonable amount of gameplay of its own. The flyby wraps up the story, but it’s a cop-out: apparently Menes (our antagonist since the first instalment) was the son of Narmer, and now Narmer breezes in to tell his son, ‘let the mortal (= Lara) go’. Now that’s a deus ex machina if ever I saw one. Other than that, the unification of Egypt is narrated in terms awkwardly similar to a phrase that was bandied about by politicians and editorialists at the time of the German reunification (Es wächst zusammen, was zusammengehört, roughly: ‘Things that belong together now grow into one another’). In fact, it was rather more likely a lethal pissing contest between local chieftains: just take a look at the Narmer Palette, which is actually featured in the flyby, but of which you don’t get a good view (otherwise you could tell that it’s all about captured cities and decapitated foes). The trilogy ends on a high note, but it’s one that sounds somewhat jarring to my ears." - Mulf (22-Jan-2018)

"This is an excellent level from year 2001. Puzzles are very good but not too hard. I almost missed a piece of key on boxroom but still noticed marks on floor. Atmosphere and sound are excellent but there could be more camerawork. Textures good and brightness is enough. Enemies are OK. Very recommendable level but the second level is quite short." - vienna (09-Nov-2016)

"I really like when there are scenarios included in custom levels so it was a disappointment webknight did not include a translation of the spoken words in the level (what a shame this was his last level). My effort to understand it only yielded there was a king who unified and reigned over egypt, he had a son and either the father or the son is called Menes. Very good cutscene nevertheless, I am not sure but I think this is the first real custom cutscene in trle history. Anyway, the levels were amazing as well. Superb level design. The gameplay was excessively good in the first one, I did not mind the continous backtracking in the center room because it was a creative puzzle and I liked figuring out what I should do next with the water levels. There are also many other puzzles especially box puzzles and I did not once get bored. The spike jump sequence was also good. The second level is a lot shorter but oozes atmosphere with its design and lightings. The silently watching Horus statue creeped me out. It has been a very long while since I struggled in combat in tr and I liked there were few medipacks, so the fights with demigods were tough. I found 5 secrets but one was a golden star I never used. A very good effort!" - Nomad (12-Oct-2016)

"This two parter is quite a marathon raid. The first section takes place in and around a vast area that requires a lot of flooding and draining action to enable Lara to access different areas so there is inevitably a lot of to-ing and fro-ing, but since it's mainly swimming it is at least quickly accomplished. The mix of settomb and TR1 Egypt textures work well together and the main room certainly is impressive. The second section is full of moody lighting effects (and no, for once I don't mean it's too dark) and looks equally good. The game overall is full of (occasionally quite involved) puzzles, agility tests and traps. Enemies are well placed and not over done. It should be within the capabilities of most players and certainly is well worth playing." - Jay (28-Sep-2016)

"I'm sure that,back in the day,this would have been the sort of level to 'wow' many a player;but,played today,it all felt somewhat long-winded.Gameplay,despite being full of varied tasks,became a wearisome thing in the first level due to the repetitive backtracking and seemingly never-ending flooding and draining sequences - with not a single camera clue to give you any direction.I appreciate that the central area was a thing of grandeur,but the builders determination to have you criss-cross it innumerable times quite spoilt the experience for me.The second level was far more succinct;but the choice of a dreary demi-god as the 'end of level Boss' was disappointingly anti-climactic.The atmosphere was decent enough;and the texturing and lighting were of a high standard.It impresses,without a doubt;but it's just that it goes on for far too long." - Orbit Dream (14-May-2016)

"This is by far the author's best work. It's dramatic; it's large; and it's enticing. It starts off where the previous level ended, but quickly adopts a grander feel once you enter the first major room, which is basically the Water Temple from the Legend of Zelda Ocarina of Time. Lara must pull switches to raise and lower the water level, so that she can collect pieces and work her way to the burial chamber. Everything from the lighting to the sound design to the puzzles was well thought out. There are only a couple of areas with noticeably missing textures. The burial chamber itself feels like a satisfying conclusion to WebKnight's trilogy. I am very glad that I got to witness the author's growth through this three-piece adventure. It is just too bad that there is nothing more to play by them." - Xela (03-Nov-2014)

"Yeah... this level sure was packed with puzzles, because there are a lot of them! The challenging puzzles made the game entertaining, so I was hooked on my computer! The enemies were good and place in nice place. The atmosphere was great, and the level was lighted well. In my opinion, I'm surprised that this level hasn't hit the hall of fame yet, but it should have a long time ago, since this was a great game. Download this nice, challenging, and entertaining level. It's worth the download." - MegaGamer (08-Apr-2014)

"This is an extremely "busy" two-parter that lasted about two hours. It gets quite tedious during the middle portion, where you have to flood an area, perform a task, drain the area, perform another task, etc., etc. I would not have embarked upon this adventure without Cher's very helpful walkthrough, but with its assistance I found it to be an enjoyable enough raid that's packaged in classic Egyptian garb. There's nothing here that can't be accomplished by a player with basic skills, so if you haven't recently played this trilogy (Burial Chambers is the third of three releases) by our sadly departed "boss," dust it off and have a good time with it. Recommended." - Phil (01-Sep-2008)

"Excelent work. A level with a lot of flipped water rooms and clever puzzles to solve; a lot of blocks to move and very nice textured. I missed some cameras in certain places when I triggered something and over all, some flares for the dark areas (I couldn't find any pack). Few enemies to shoot, enough weapons and ammo if you discover the secrets but few medipacks (I found only one) so don't waste them. The second level is short but interesting anyway with some special effects. A level worth to play." - Jose (22-Jul-2008)

"Over the years the skills of some level builders have progressed in leaps and bounds, what with custom textures, patched tomb.exe and pure inventiveness. This level is now five and a half years old (someone somewhere said it was one of the first community levels ever released). There is no use of custom textures, hence the slightly lower score (is this fair? I don't know), but even so this level is so well designed that standard textures work superbly. Having said that it was a bit dark in places and the camera went a bit mad on about four occasions. There a few missing textures but no waifer thin walls, that I saw. It is primarily a puzzle level with very few enemies, except near the end, which are always well placed. You don't see too many flying beetles and rotating whirly blade thingies in levels nowadays. As I said a well designed level with puzzles in the side rooms within the main puzzles which are the main rooms. There is quite a bit of going go back and forth to fill and empty the chambers but this never got boring for me. The mere fact that this level can hold it's head up amongst some of the more modern levels, all this many years later, is a testament to it's timelessness. If you have passed this level by then don't overlook it any longer. Give it a go. I feel you will not be dissappointed. I wasn't." - Jez (01-Apr-2007)

"A great offering from Dirk with absolutely the best flooding draining puzzle I've had the pleasure to complete in all of my Custom level playing career. The way the water level affects the whole level is amazing - there are various tasks to be done - including 2 brilliant timed runs movable block puzzles and more - like acquiring various puzzle pieces while changing the water level also the start puzzle with the breaking in of he wall was nice. The texture choice maybe was not my favourite thing and even though with a little searching everything needed can be found there was a lack of cameras that hint you on where to go on. The 2nd has more enemies but not so much to do as it is designed specifically for the story telling fly-by. The end hints that Lara finally has gotten out of here but as I understand we can expect Resurrection part 4 sometime soon too so am looking forward to it. A great level - worth a play." - eTux (29-Jan-2004)

"Burial Chambers: Most of this intriguing 90 minute level was spent in the pursuit of filling and emptying rooms with water to different levels this means a lot of swimming and I sure love getting my hair wet. You also get a few of what I also have loving affinities for; movable block puzzles and timed runs. Nothing is too complex to work out but you will definitely have to use your thinking cap on more than one occasion and that is always a plus in my books. The enemies here don't really rate much of a mention with only a few giant wasps but as this is a puzzler you are too busy to even really care about their rarity. With great sounds and music 4 secrets to find and a very full task list this is a definite winner of a level now onto level two. Hall of Demetrius: After the length of the first level this was a bit of a surprise when it ended suddenly after 25 minutes. It was also a surprise as the texturing was very different having a stark feel with the use of a lot of clean white surfaces and coloured lighting. Most of this level is spent in one sizeable room where you have to make some nice moves shift a few objects kill a handful of demigods and place a couple of pick ups to end with a great flyby come cut scene but I couldn't understand what was being spoken about because of my lack of German. All in all a great time to be had with a lot of originality to make it stand the test of time." - Sash (22-Sep-2003)

"About time I finished this level as I started this one a long time ago and at first I got stuck at those bloody spikes and the second time I just completely lost my way. Still third time around was a lucky one as that spiked run didn't bother me that much (knew what to do) and don't even know where I got lost the last time. It is still an impressive game with the draining and flooding of that huge room. There is so much to do that I didn't notice that Lara hardly had to use her guns. Nice block puzzles sneaky timed spike puzzle also the fire timed run all there to get the Timeless Sands The Eye of Horus Cartouche and then the Sun Goddess and the Powerstone. The next level there are some enemies but in the mean time I found so much ammo and different weapons it was a piece of cake. Ropes to swing jumping to do more artifacts and great flybys. Lara left with a star still in her backpack but that was OK with me. Found 4 secrets. 13-05-2003" - Gerty (18-May-2003)

"The best level of the series. It's an exploration level with the better puzzles I've seen in custom levels. The main chamber got me stuck at the beginning but once solved it was very entertaining to play. Great flybys superb lighting and clever puzzles (perhaps too many blocks). I've enjoyed the whole game and I finished with 10 secrets in 5 hrs of net game. I think I need a rest...." - Loupar (20-Apr-2003)

"A great adventure with no doubt. A little darkish at times and with me having no flares left imagine stopping every now and then to use the binoculars. This was the first time I flooded and drained an area about a hundred times I am exaggerating of course but not quite as the three water levels are used so good and so much that seemed a hundred times. Not many enemies though but mostly puzzles oh! The thousand blocks puzzle I was pushing and puling for some time. That kind of puzzle is repeated often in the game. Two cartouche pieces that you need to find one required at the first level as well as the Eye and sun goddess plus the timeless sands. Much swimming mines at an area a star I couldn't get because I never found a crowbar and then comes the second part which to my surprise was very short. After a little monkey swinging and placing the two cartouche pieces and the Eye the level ends. A couple of demigods to fight and dogs. Surely a set of levels that you must play." - Kristina (02-Dec-2002)

"This is the most ingenious gameplay I've encountered since the Lost Valley and playing it again after 9 months I still needed a little over two hours to reach the end. However I died not as much cause the first time around after each lever I pushed I checked if the mines were gone. Dirk really brought the concept of flooding and draining to perfection; it's truly amazing how much you can do with simply changing the level of the water. Also this features the most intricate pushable block puzzle I can remember and there was a time when I thought I would never get out of there again. While you set out from the main room to complete the various tasks you will notice that there is a distinctive lack of enemies; or probably you won't notice as you are so absorbed in the plot and the many thrills that await the bold raider. The second part then brings forth a few demigods and dogs but by then you've collected enough weapons and ammo to dispatch of them easily. The first part is textured in a rather traditional way that fits the impressive architecture perfectly while the Hall of Demetrius has a more modern feel to it that I found rather inappropriate but as you spend so little time there anywhere it didn't spoil the big picture for me. There are two excellent timed runs some really awesome flybys and I liked the storyline that starts deep down underground in a moss grown cistern then leads you to the huge golden burial chamber and at the end you even get a glimpse of the sky. An absolute classic." - Dimpfelmoser (03-Oct-2002)

"One of the very best levels I have played for the puzzles maybe the best. I have thoroughly enjoyed solving this big puzzle with the three levels of flooding. It is great well thought and with no bug. Very logical players do not need any help to solve it. There is also very good puzzles with raising and movable blocks. And I like also the atmospheric big cave with the temple in the middle. Only a few bats and some giant beetles to kill some good traps and 4 secrets found. The second level is shorter with a fun gameplay and a great camera sequence custom texturing and more enemies dogs and demigods. In one word: a masterpiece. I am wondering what kind of level Webknight would have turned out if he had continued to build levels?" - eRIC (28-Sep-2002)

"WOW I am so impressed! This must be by far the best custom level I have played thus far as gameplay goes. Part 1 Burial Chamber is so puzzle packed I was happier than a pig in you-know-what. Difficult yes impossible well I did it. Webbie is truly a genius. What a terrible shame he has left us. I am so in awe of this wonderful level words escape me. The other reviewers have said it all. Part 2 Hall of Demetrius still loaded with brainwork but with some nasties thrown in for good measure. I spent a little over 2 hours playing time in this atmospherically gorgeous level but in actuality it was days. I did take a point off of textures due to getting caught between moveable blocks and being able to jump out of them. Otherwise magnificent." - Momster (08-Sep-2002)

"Oh yes my kind of level and after 550 levels played this is now high on the list of my favourites simply because it has a really intricate architectural design and great puzzle ideas which kept me attached to the PC for the whole 2+ hours of playing time. Burial Chambers (1:40 hours 10/7/10/8): After a few minutes of 'warm-up' (nice flipmap when you pull out a crucial block in the wall) which introduces you to the concept of levers changing water levels and with a timeless sand in your backpack you make your way into the big main chamber textured in Gold and the introductory flyby with a nice voice over raises the expectations and you will not be disappointed. As a first step you will have to open the doors to the three levers that will allow you to flood the chamber (and in fact also the surrounding rooms) to different levels so that you can access different areas. I really enjoyed the logic of it and while you had to think a bit about your next move it is all not too complex to figure out and keeps a nice flow in the game. On the sidelines the gameplay is spiced up with a timed spike/jump sequence climbing past the big revolving blades another timed run between fires and a really neat movable/raising blocks puzzle. You will find the two eyepieces a cartouche and then the Sun Goddess and Powerstone which when placed produce another fantastic flyby and make the exit accessible. What this level does not have is enemy action (there are only a few wasps and bats). Also I thought it looks a little weird for the water to have no textures and there is an occasional invisible block with some of the doors. The texturing especially in the huge chamber seems a little repetitive but fits the atmosphere well. I found four secrets here. The inner Chamber (0:20 hours 8/8/10/10): The second level is really just a continuation of the first but it does have its own charme. The dogs and demigods provide for a little more shooting action here but what is most remarkable is the rather different texturing and the especially colourful and rather funky lighting - a matter of taste I guess but it worked well for me. You need to make your way around this room rope and monkeyswinging to open the right doors before you are rewarded with yet another great flyby with voice over and escape into sunlight through the Horus door. Two hours of excellent TombRaiding. Not to be missed!" - Michael (21-Jun-2002)

"At the outset I have to say that this is a VERY frustrating level to play. I am not a fan of having to retrace your steps (or in this case strokes) to open doors to find switches to open more doors. The object here is really quite simple. Charge the electrical conduit so as to disable the minefield on the final platform but to get to this point is sheer madness. What you need to do is fill the bathtub empty the bathtub fill the bathtub etc etc and whilst the water level is at the correct heights find those doors and switches. In the mean time you will pick up a lot of items only two of which you find and use near the end of the level. The rest are carried forward to level 2 of this set. The movable block puzzle is a doozy and one you MUST solve to find that final essential item to disable the minefield. Well thankfully the second level of this set (Hall of Demetrius) was a much simpler level than level 1 and progressed quite nicely without taxing the brain box too much. The colours used in the great hall were fantastic AND you finally get to use all those pickups from level 1. All in all a nice set of levels with 'Burial Chambers' being the hardest." - Torry (21-Jun-2002)

"WOW! This is one of the best custom levels I've ever seen and it's worth all the delay on the release. In the first level which took me about 2:30 hours you will have to fill in and empty the main chambers; this was the most creative puzzle I have solved in a custom level. Also this level had a lack of something: enemies. You won't find many enemies (I've found some bats and a few giant flying creatures). The level was done only by puzzles and beyond the water puzzle there's the blocks puzzle. Those were ingenious very well thought out. Also I have to say that you can't hurry or else you will die just as I did lot of times :) I found 4 secrets here. In the second level which was very short in comparison with the first (20 minutes and it was over) had some cool lighting effects an almost 'FMV' sequence which I have to say it was a great even if I didn't understand nothing. This shorter level had lots what the previous didn't have. Some dogs and LOTS of demigods. In the very final room I could see some sand... maybe on the next level Lara will be out of this damned pyramid??!" - Treeble (21-Jun-2002)

"This was a very enjoyable level with some good puzzles including an original one using water to reach different levels of a room. The progression was fairly easy though with little in the way of enemies or traps to slow Lara down. Design-wise the levels are impressive. Lighting and sound were excellent throughout and the FMV-like sequence at the end was a real treat. I only wish Webknight had included a translation in his notes for those of us who don't speak German." - Tombaholic (21-Jun-2002)

"The third level of Dirk's 'Resurrection' series is one of the best levels I've played so far. The thing I loved most was his attention to detail - every room seems perfect down to the last detail. The textures are gorgeous the rooms perfectly designed lighting and shadows are used well to enhance gameplay and the stunning fly-bys left me in awe of what he was able to create. Brilliant puzzles deadly traps and fierce enemies have been combined to create a level that is exciting from start to finish though it can be frustrating at times. There were few enemies which was nice because I could explore without having to look over my shoulder every second. The second part 'The Hall of Demetrius' seemed almost easy compared to the first but is still better than a lot of levels that are available. There are a few tricky rope swings jumps and battles with dogs and guardians. The lighting is just superb and the fly-by was a work of art. It seems as though Dirk has done a lot of research on pyramids and Egyptian Gods. The puzzles he creates are just what you would expect to find in a pyramid guarding the body of an ancient Pharaoh. Dirk has managed to create four of the finest levels I've seen so far and proven himself to be a master of the level editor." - RaiderGirl (21-Jun-2002)

"This is an extensive and lavish production from Dirk. Not unusually I had to beg help in a couple of places where I got stuck. I would hasten to add this was to a small extent due to dark corners where many flares were needed and bits not seen (hence the mark of 6). This level is well worth playing and shows Dirk's skills off well. These home brewed levels just seem to get better. Eidos eat your heart out!" - Doug E (21-Jun-2002)

"Excellent level especially for players who prefer good puzzles over too much fighting. The water puzzle with the three levers to flood the room high middle and low is probably the best I've seen yet. In some rooms Lara must push and pull so many boxes that she needs a really good training ;) I've found 4 secrets out of 5 playing time was about 2:30 hours. Download and enjoy." - Freeman Porter (21-Jun-2002)

"A soon as I started the first of those two levels I got bored. I don't know why since they're excellent levels (especially the first one). Maybe it's because of the slow gameplay. For instance in one place you come to a pushable block. You push it and find another pushable block and another. In another place you have to rise (and lower) the water-level. That however was a different and clever puzzle. The texturing was pretty good and so was the lighting. The flybys were very well done although I would have wanted Lara to speak English. I found five secrets (don't ask me how I only remember finding one) and the thing that annoyed me the most was the lack of cameras showing which door had just opened." - Magnus (21-Jun-2002)

"What a great level! Very nice puzzles not that easy and just a few enemies (bats dogs and demigods - mainly in the second part) so this was really of my taste. The whole gameplay is very fair. Ah - well there was that spikes room. I didn't make the jumping part although I tried 30 or 40 times. But fortunately I could send my savegame to someone who did it for me. The only thing I didn't like so much was the texturing in the second part in there it seemed like being in a new building instead of an old tomb ;o)." - Sheevah (21-Jun-2002)

"The puzzle factor in this game was outstanding. This was definitely a thinking game and not a shoot 'em up. The 3 cube (cube balanced on a table) puzzle threw me for a while in the Hall of Demetrius. I liked the audio at the beginning of the Burial Chambers and the audio/camera work when you pulled the last lever in the Hall of Demetrius. I almost thought it was an FMV. It's just a pity I don't understand German. This was a really cool level. Can't wait to play Dirk's next level. Well done that man." - Jason (21-Jun-2002)

"TR-Resurrection 3 proofs what a good and intensive work can do. Even in the first part the cameras could be placed to show what happened and you have to take the same way often - maybe 'eternally' ;-) - it was well done. The atmosphere is good and the rooms and music as well - you see good ideas... Water out and in - I liked it - but it was very often to do for me. Real nice I found the idea with the mine - which obstaculized entrance for Lara. Good texturing - at beginning in the 3 rooms like wallpaper (later well placed) - I liked room combination artefacts and the objects - new textured and newly built. The voice of Rio and the others took the feeling above; Webknight put a lot of work in it and like a LD I could only honor it. Good work - hope to get more from you!" - Miguel (21-Jun-2002)

"This level by Webknight is part 3 of his TR-Resurrection series. I am a great fan of TR1 and the Cistern level and this two-parter references back to it but with beautifully textured rooms sometimes of enormous size brilliant lighting effects and sound that makes your blood freeze. There are few enemies but they ambush you and attack as a surprise. The few secrets are well hidden. Part 1 is a masterpiece in itself. It is centered around three levers which allow flooding all or part of the whole level area. This way the main hall gives way to many small adjacent areas where you will also have to solve tricky puzzles via raising or lowering the water level. You can see that the designer knows his editor well. Another tricky puzzle with pushable objects is also fun. Part 2 impresses most with its colours and sound which create a dark and moody atmosphere. The player actually gets told what this level is all about. This part 3 of the TR-resurrection saga is a must for every hardcore TR fan!" - Hendrik (21-Jun-2002)

"This is an all Egyptian Level with 2 parts. The first is The Burial Chamber and a shorter one follows and is called Hall of Demetrius. The design of the rooms is made with much love for details and the outcome are some really beautiful rooms. At the beginning I thought the game rather boring and I almost stopped playing. Well I'm glad I didn't. After having solved the first puzzle with the blocks I started having fun. There were some difficult moments but I managed them all. Rather irritating was one place where I again and again tried to leave the water and Lara just blew up. At the end of part one this problem was solved when the electrical circuit was switched off. I was impressed by the idea of flooding the main room partly or fully and exploring the different side rooms. Let me tell you there were quite a few blocks to be moved in the puzzle with the movable blocks. But you got as reward different and important items. There are not many enemies. They were bats and Giant Beetles in the first part and dogs and Demigods in the second. In the Burial Chamber you had to find The Timeless Sands 2 Eye Pieces one Ra-Cartouche one Golden Star a Golden Disk and the Sun Goddess. Eye Pieces and Ra Cartouche are used in the second part. There you had to find a second Ra Cartouche too. The Golden Star I didn't use. Most probably did I miss something somewhere. I found 4 secrets." - Monika (21-Jun-2002)

"This level was so far the climax of all 175 levels played by me. Definitely beautifully textured with a madness sound and fantastic puzzles. One can call the main room with 3 switches only as brilliantly. WebKnight has shown us here what one can do with the LE. Uniquely also the end with the story of the story. A few more opponents particularly in the 1st part would have been dear to me but this is matter of taste and one cannot do it right for everybody." - Xxenofex (21-Jun-2002)
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