Level: Big Trouble in Siberia, Part 1 / Scene 2&3 back home search
Author(s): Walrus
total rating:8.59 Gameplay &
Objects &
Sound &
Lighting &
CC 8 8 9 8
Dimpfelmoser 9 8 9 9
Fairy Godfather 9 8 8 9
Gerty 8 8 9 9
Giovanna 9 9 8 8
IndyDallasJones 9 8 9 9
Jay 8 8 9 9
Jose 6 8 9 10
Kristina 8 8 9 9
Loupar 9 8 9 10
MichaelP 8 7 10 10
Phil 8 8 9 9
RaiderGirl 10 10 10 10
Ryan 8 8 9 9
Sash 8 7 9 10
Torry 7 7 9 9
Whistle 8 8 8 9
category averages
(17 reviews)
8.24 8.00 8.94 9.18

Reviewer's comments

"The impressive opening flyby really draws you into this game, and once I crossed the finish trigger after around 90 minutes, I definitely felt that this was one of the better games from the olden days. The atmosphere, textures and lighting are really on point and the sights are just as pleasing as in the previous Siberia part. The gameplay is actually quite straightforward initially, but it definitely gets more complicated and varied as you progress, with some quite challenging rope swings, jumps sequences and even a couple of flipmaps. Unlike others, I had no issues whatsoever with game crashes, even though I did go for the offending secret. Definitely worth playing." - Ryan (06-Jun-2018)

"From the impressive opening sequence, I realised that this was going to be one of the better offerings from all those years ago. This really does evoke the original Siberia level, especially in the initial area. The gameplay varies from the rather prosaic lever throwing to some much more entertaining stuff, good agility tests and rope swinging around huge ice caverns. Enemies are mainly guards, but you do get occasional assistance from your allies. If you like the Siberia experience, you could do a lot worse than this one." - Jay (15-Apr-2018)

"This second part is better than the previous, but the author lets you continue to the scene 3 without the necessary items, so be sure to explore well all rooms before abandone the first level. There are some tasks difficult to figure out, like the moveable block in the corridor or the machine you must shoot; also you'll have to kill one of your white friends to get a card. Many flipped rooms, a lot of jumps and movements; this time there are more pickups than the previous part; my game crashed when I opened a door in the outside area. Like in the first part (scene) the best is the architecture, lights and textures." - Jose (19-Apr-2010)

“This is a good, workmanlike two-parter set in an Arctic environment. There were some nice touches from the earlier commercial releases that we don't see much of any more: the huge machines that are encountered near the end, for example. There were also some very larges areas to navigate, but this was made much easier with the help of Dutchy's excellent walkthrough. I was surprised to find a major glitch, however, that hadn't been fixed by the author by the time of my late (7/04) download. When you used the Armour Key (to obtain a secret, according to Dutchy), the game crashed to the desktop. And when you reached the end, instead of an exit trigger you got another crash to the desktop. These are only minor objections, however, as the overall gaming experience was quite fun and challenging. Highly recommended.” – Phil (01-Aug-2004)

“You can play this together with part 1 and it is worth while. The level starts with a flyby way back in the sea and ends when Lara slides into this level. There is again lever pushing and be sure to push them all as some doors need more than one lever. This is a vast level as you travel back and fro from level 2 to level 3 and in doubt do have a saved game handy on a strategic place. There is some useful camera work but still, do remember doors that are closed. There are also subtle hints, I thought anyway, so look good. There is again some hefty rope swinging to do (again to find some levers) and apart from that more cards to gather and I even found one key I never used. The enemies are guards and the white ones do help Lara, however there is one you have to shoot as he carries something that Lara needs. I was stuck for a while and going over the level to figure out where I needed to go, I found even some secrets. All in all not too frustrated difficult so give it a go, you won't be bored. Found 3 secrets (but 1 was from part 1 I think) 02-03-2004” – Gerty (28-Mar-2004)

“The starting flyby is incredible, almost like you are Lara swimming towards the shore. But obviously that's not right, because you see Lara sliding down that slope from Scene 1. Walrus has created a huge environment to explore in, and has done a brilliant job. If you remember the submarine level from the original game, at the freezing Russian port, then you'll have an idea of the first area. Straight away you are aware that the white guards are your friends, and the black guards are the usual, who shoot at you. The sewers with beetles was very realistic. It all opens up through the levels to look something like euro tunnel meets underground water system. I felt bad killing one of the white guards to get his card here. I did shoot that red engine out of frustration, but nothing happened until I read that, yes, you need to shoot it, but only in a certain place, and you get a flyby. The camera of Lara swimming underground was good, but I got a bit fed up running and climbing around three times to the doors there and elevators. In fact some people are going to find it a bit of a pain because you do need to go back to some areas a lot and the distance is vast, especially as sometimes you don't know exactly where or what door you've opened. I dropped into a rock tunnel, came out near water, shot two guards and crates for ammo, and ran into that now open door. Was that the end? Apart from the tedious running around this is a brilliant level and highly recommended.” – CC (18-Nov-2003)

“A lovely initial flyby through the icy waters of Siberia to a base on the snowy shore welcomes the player to these levels. From here you are thrown into a vast journey that sometimes got confusing but almost always enjoyable through the base and the icy caves and sea around it. There are jumps aplenty as well as loads of exploration as you go back and forth between both levels, the more often if you forget something crucial, but it was a bit of a lever pulling level more than a puzzler, this though was not a great issue because it was all done so well. What I did think was not on was the machine you have to shoot to make it start as there is absolutely no hint at this and who would think to shoot a machine other than accidentally. For all it’s worth though this was a great set of levels, lasting about 120 minutes with 2 secrets found, that atmospherically was just spot on.” – Sash (24-Sep-2003)

“I was right to think that the first part of this sequel was only a taste and that it would get better. The backtracking is necessary here as well and this time between levels but it's not frustrating. The armory key, two cards and two plug keys are items to find and proceed. The many switches take something of the game play as it becomes a little boring and once you get used to the author's tricks progression is smooth. One thing that I would never have thought of doing without help was to shoot the machine at the second part of scene three. I think that was too much, the player gets no hint, at least it could have been a camera showing that machine when you step in that area or something so that you can focus to it and search there. Other than that everything was well done, a little swimming, much climbing and guards to kill. It's best to play this from the beginning; it helps to get guns, health and an idea of how you can progress through the parts. A good level in general.” – Kristina (07-Feb-2003)

“These two levels are better than the first. They are very well built and the atmosphere is superb. There is lots of exploration and scarce but well placed enemies. The gameplay is not difficult and requires a continuous pass between levels. I only found one problem: I got the armory key but when I tried to use it the game crashed to the desktop. I hope I haven't missed something important. I've enjoyed these three levels and I'm waiting for the next.” – Loupar (28-Dec-2002)

“Part two and three is a double level that you morph between on a number of occasions and like the first level, you continue to cover ground you have already seen before. This is something I personally don't like but seems to be a trait of the author's. Part two opens with a stunning fly by showing the waters off Siberia. After some searching you will find a switch (think underwater here) that opens the doors and you are off. Don't shoot the good guys (not until much later), as they will help you along. Also, look for a door that really is a pushable block and try all sides of any grates in the ground to see if they will open. You can easily get stuck here if you are not systematic in your approach. Part three continues on and it appears that the first part of this is just to stock up on the inventory although there is a much-needed card you will find here. Plus, if you explore hard enough you will also locate the key to the shed on the shore, which just happens to be the armoury. Later in the level you will come across an engine, which you are required to shoot to get it to start. That is ridiculous. Good Grief. I have said this before, if you cannot make something ‘real enough’ to seem plausible then leave it out. Also, a few switches around this area were very difficult to spot. On the upside the textures really were great and the lighting was good, which as I know, is so hard to get in these levels. I found both of these levels to be somewhat tedious. The whole idea of having two or more switches to open something got ‘old’ very quickly. Don't get me wrong, these are good levels but they could have been so much better.” – Torry (14-Oct-2002)

“Definitely a vast improvement to the first scene of this series. A traditional arctic base adventure with heaps of good jumps, a lot of swimming and a cleverly hidden jump switch. You meet some SAS guards but there are some white clad allies who help you to take care of them. One of those friendly fellows you have to kill though in order to get the magnetic access card. You progress to and fro between levels so your health gets restored that way and you hardly need any medi packs. The base is beautifully textured and the concrete hallways and Russian design go so well with the omnipresent snow. Sometimes the place seems just too big, especially the outside area you slide into at the start. You run and swim a lot before you can finally proceed and as you have to backtrack a bit the long distances can become slightly irritating. However, the gameplay is pretty fast paced as you usually get some hints as how to proceed. I like the camera work a lot; from the impressive fly by at the start to the spectacular overhead view of Lara swimming in the waterway near the pumps, it all adds to the great storyline.” – Dimpfelmoser (13-Oct-2002)

“Wow! The setting in Scene 1 was already good but this is very impressive. Maybe a little too vast the outside area, although that allows for a great introductory flyby, but all the inside areas were excellently designed and really gave you a feeling of being there. Special mention going to the sewers where beetles chase you around. Even though there is quite a few things to do, gameplay was a bit of an issue for me, as I ran around a lot without seemingly doing the right things in their respective order, despite actually good camera guidance, so as a hint: get started by going into the water and to the right side and make sure you enter level two with the required keys (blue key, card) or you will have to go back (which you can, but the path is long). That movable block was another tricky bit and of course who would even consider shooting a machine to get it to run…I was not quite able to find the key for that secret room which apparently holds the Uzi, but with only a handful of SAS in each of the two levels that was not a great loss. The one sequence with monkey swings, jumping with turns and slide-jumps and rope was great fun to master – as was the repeated use of slopes to jump that extra bit higher. Also the elevator was well done in Scene 3. Overall, despite some frustration, a very enjoyable 90 minutes of net gaming, but much longer time spent in front of the screen wondering what to do next.” – Michael (02-Sep-2002)

“Game play very sound with enemies mainly of the Ninja/SAS type. Flame puzzles and the fact you have to work out routes to switches and back again to doors etc are some of the main problems to overcome. Another are a number of tricky jumps. Towards the end shoot ‘large objects’ to proceed, not an obvious action! The ‘transformer’ room (The one in the Title picture for this section), was rather disappointing and more could have been made of it I feel (but I'm not the level writer?). The atmosphere was ok and perhaps more could have been made of sound. The lighting and textures were good and made some of the scenes stunning.” – Whistle (12-Aug-2002)

“All I can say is 'congratulations' to Walrus on this amazing level that's become one of my favorite out of the 450+ that I've now played. It's set in an arctic environment with a blend of many textures that include TR3's Antarctica and TR 2 Gold's Cold War levels. This isn't your typical obvious boulder trap and switch right beside door level but will take a combination of clever thinking and good control of all Lara's movements to complete. There are very few difficult parts though - rather it's mainly a level of exploration so it has a few moments where you wonder what to do next but it's usually not long before you figure them out. This could almost be broken down into 4 or 5 separate levels with the many different environments - the game really grabbed me and I played for at least 5 hours straight till I was finished, though my time only said two hours. The time and effort put into this level are obvious with its well done textures, lighting, camera work, and sound - the only thing I could see wrong was the sound of the seagulls at the beginning which really didn't fit in with the arctic environment. An amazing level and in my opinion as good, if not better than some of the original levels. Definitely a level everyone should play and I hope he's working on the next one right now.” – RaiderGirl (29-Jul-2002)

“Eventually in this level everything falls in to place except the door under the stairs. Two ways to get into scene 3 from scene 2 and vice versa. A lot of running around between levels to fit keys from the other. Careful exploration required as usual in a good level to find the next step. If in doubt, shoot when there seems no way to go; how else would you start an engine? I now have plenty of ammo and look forward to the continuation of this series.“ – Fairy Godfather (21-Jun-2002)

“Big Trouble in Siberia by Walrus is a very fun level (3 so far)! Has a good bit of Siberian-snow-ice texture, which Winter-type-level-lovers will enjoy, although alot takes place indoors. The Lara winter-camo suit looks great & there are a couple EXTRA TRICKY areas, which ups the anty in the difficulty rating! Also has tricky rope swings. (Hints: 1. Floor grate in Scene 2 that leads to scarab beetle infested tunnel: must position yourself just right for Lara to lift it open! 2. Scene 3: SHOOT the 'red engine' alot until starts operating! It has good atmosphere, textures, & snow-suit clad enemies which I like to see, but aren't too difficult to kill. Are plenty pickups & alot of special places to get to & figure the ways out. Overall a VERY ENJOYABLE project with the view of a GREAT overall level series-game in progress! I just hope Walrus continues this story w/more wonderful sights & sensations.” – IndyDallasJones (21-Jun-2002)

“Great construction of the two levels with possibility of passage between the two. A Lara in perfect Antarctic costume is placed in a spectral landscape, all to greatest effect; to emphasize therefore the great number of textures that the author has used for this job. Very clever also the enigmas and the aquatic maze. A more positive comment for Walrus; he has demonstrated being creative, like the lever design. A great diversion therefore with only one negative point...... Couldn't there have been more medikits?” – Giovanna (21-Jun-2002)
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