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Level: Egyptian Mythology 4 - Nofretete's Lost Palace back home search
Author(s): Jedi Master
total rating:8.31 Gameplay &
Puzzles
Enemies,
Objects &
Secrets
Atmosphere,
Sound &
Cameras
Lighting &
Textures
Akcy 8 7 8 8
Cuqui 8 8 9 9
Dimpfelmoser 8 7 9 9
Doug E 7 8 9 10
eRIC 10 8 9 10
Fairy Godfather 9 8 8 9
Freeman Porter 8 8 10 9
G.Croft 8 7 9 9
Gerty 7 7 8 9
gfd 7 6 8 8
Janina 10 8 9 10
Jorge22 9 9 8 9
Jose 4 7 8 9
JRaider66 9 7 8 8
Kristina 9 8 10 10
Leandro 7 7 8 8
manarch2 6 7 8 7
MichaelP 9 7 8 9
Momster 8 8 8 9
Obig 9 8 9 10
Phil 7 9 7 9
QRS 10 10 10 10
RaiderGirl 8 8 8 9
Ryan 7 8 8 9
Samu 9 9 8 8
Sash 8 8 8 9
Treeble 7 7 9 9
Whistle 8 7 9 9
Xxenofex 8 9 9 9
category averages
(29 reviews)
8.00 7.76 8.52 8.97

Reviewer's comments

"This fourth segment actually left me with mixed feelings overall. First and foremost, the surroundings take another leap in quality with the majority of the hub rooms having great visual quality, wonderful texturing and lighting and great use of music. But about halfway through, boredom set in and I was left with the feeling that the gameplay was too repetitive with far too many levers to search for to open doors as well as a few too many tight corridors for my taste. There are a few flybys to point the way to necessary locations, but the camera hints were a bit lacking in places. One wraith also refused to self-destruct until I had entered and exited the water many times." - Ryan (02-Mar-2018)

"For a while, I was afraid this level was never going to end. I'm part of a minority here, I know, but there is such a thing as "too much", and if this level was cut in half and offered as two different installments, I might have enjoyed both pieces a lot more. The main hubs in this level are symmetrical, so you end up going off in two or four separate branching paths which ocasionally lead to two or so more -- and ahead of time, too, because you also have a non-linearity feel to factor in, you might reach receptacles with only one item of a pair and thus you end up going back and forth (but also up and down as there are about three different layers here) quite a lot of times, opening one door at a time. And then towards the end you get a diagonal rope swing jump, just to wrap it up all nicely. Fortunately, looks are solid, just like the previous level, so while my experience might not have been the most positive one yet, it was still a pretty one. 95 minutes, 3 secrets. 01/18" - Treeble (20-Jan-2018)

"The first part of the level was very tedious and boring; claustrophobic labyrinth of narrow passages with an abuse of the fiery tiles, ladders and monkeyswings; I think the author never should let the players abandone this zone without the pieces to form the portal guardian. The only fun I got here was the moveable blocks puzzle; I think the backtracking was totally unnecessary. The huge second area with the pools and big buildings was a bit better, but not so good for me: too many items to get and too many switches to pull to open hundreds of doors. At least the cameras helped me a lot even when I never visited that places before. Again, the best was the texturization, the architecture and enough ammo to deal with the enemies." - Jose (12-Jul-2016)

"I suppose that when this level first came out it must have seemed better than sliced bread to most raiders. It has a lot going for it: nice bright colors and attractive surroundings, nonstop action, reasonably taxing jump sequences and enemy encounters. However, it also has a lot of what I least like in a custom level: a lack of cut scenes so you don't know what it is you just did, a seemingly endless series of lever pulls to open doors that do nothing other than reveal another lever to pull, excessive backtracking through areas already explored, and traps that can be figured out only through trial and error (and dying in the process). Frankly, contrary to earlier reviewers, I had more fun in the first three levels. Finally, I need to point out that, even though the "play any level" feature is enabled, you need to have picked up the crowbar in level 3 in order to obtain the necessary golden stars that are found here in level 4. I had already played about half of level 4 before I learned this, and I was not a happy camper." - Phil (16-Jun-2016)

"Yes, there is still quite a lot of backtracking and way too much needless running for the next lever, but this level is different to the previous levels and actually in a positive way. It's not of the same old kind, but actually has some clever approaches which are still rather far and few, but overall I enjoyed this level much more - small timed tasks, nice usage of ropes, longer and more elaborate trap gauntlets and some nice ways of progression, all that in big, but for a change decently made surroundings. The texturing is fairly good in this level, and the lighting is at least not totally flat, but still misses 3D effects in many parts. Overall, the atmosphere is much more appealing with strong architecture and sound usage. The cameras are actually lacking care as they are - in two meanings - rushed, but they do a significantly better job in guiding the player to his next task. While not everything is so sweet in here (in particular the drabness of some areas), the feeling of "being there" is definately stronger than in the first three parts, and overall it only gets topped by its successor. (1:05 hours)" - manarch2 (21-Mar-2014)

"I found this level very enjoyable and it's more similar to author's latest levels than previous Egyptian Mythology levels are. The lighting is done with care and areas are not too light unlike in Egyptian Mythology 1-3. Gameplay and level design are also very good and interesting. This level was maybe a bit too non-linear to my taste because I got lost many times when trying to find some door or switch. I think also that this level isn't very peculiar because textures are pretty standard and areas as well. However, this is the best Egyptian Mythology part I have played this far." - Samu (04-Feb-2007)

"As we go around the first big room, looking down from the balconies, raises the expectation. Once there, the backtracking begins, we go through the same areas several times, this reminded me the levels of Legacy of the Gods, the overall building of the level indicates Jedimaster found his style. The secrets were easy to find this time :). We don't get explosive ammunition for the skeletons, so we have to fight them by shooting them from edges with the shotgun or headshots, it's more challenging this way. Other than that, fights are secondary in the level, it's all about doors and finding a way to open them." - Akcy (13-Nov-2006)

"This is a masterpiece! First we are treated with slopes and lava, then there are burners, collapsing floors and when we think we can take it easy a tough block puzzle awaits us. Only to be followed by a huge area with so many doors that you have to be a pro not to be confused :) This is the best of the Egyptian series. Luis has discovered his great skill of making huge areas filled with connecting rooms with deathtraps etc. One of Luis Martins best levels ever in my opinion. Warning! This level is much harder than the previous 3. Full score from me. 2005-05-08" - QRS (09-May-2005)

"Dors doors doors and even more doors... Well if I'm to think of the impression this level gave me that's it. Well built as always with Luís interesting and challenging but you really have to have a good sense of orientation to get through this level. In this level the author was still looking for the fine mark of his works - traps very difficult ones - but you can already see it being drawn. As in South America he also started using that kind of textures that make my computer run a little slower - that was not so good. Anyway I did enjoy the level and I managed to find my way around most of the time but of all the series this is also the where I got seriously stuck once running around like a blind bat for a long time in search of the receptacles for two stars... They were there. They weren't anywhere special really. But there were just so many doors I had to get stuck somewhere... Great building and only maybe a kind of bug - or was it? There was a room where if I used any gun I'd always have a fire wraith chasing me if I didn't use any there wouldn't be any wraiths. Well I suppose that must have been on purpose. If it was then it was clever and interesting. Nice work! (November 15 2003)" - Jorge22 (18-Nov-2003)

"As you can see by my score I very much liked this level but the only thing I will say in this review as all else has been said by others is that this is just so extremely similar to Egyptian Mythology 3 in environment traps puzzles everything that if you read my review for that one it will be just as valid for this." - Sash (17-Sep-2003)

"A very long level that took me over 3 hours to complete. Unfortunately some of this was to do with aimless wandering around wondering what door I'd triggered or even if I knew which one wondering just where the heck it was. The gameplay was good though very good at times although I certainly found quite a few difficult moments and almost became frustrated now and again. Jedi has put more cameras on this level and no invisible deathtraps! Fans of the series will be rejoicing :o) There was a distinct lack of enemies on this time a few dogs skeletons and a couple of spirits. However there was an excellent encounter with no less than 4 of the aforementioned skellies attacking you on top of a bridge spanning a deadly drop! A very good level; very good looking to boot." - gfd (14-Jul-2003)

"In this level there are plenty of those things from the previous levels. Some hopscotch pushing blocks. You have to be economical with the Crossbow ammo 'cause you need to shoot controlled many times eg. aiming the lion's heads. Don't jump into the water until you have found the Ornate Handle and the Hathor Effigy. Unfortunately I jumped in without having them and I had to load the game as I couldn't return for them later. For fighting with the skeletons the most effective weapon is the Shotgun there are plenty of Shotgun ammo in the level. You have to collect 2 Pharos Knots and you get a Gem for them. If you have already played the previous levels it's well-known that you need to shoot the vases in the water too. You have to find the Scrolls again. But what's good is that in this level you can already see which and where you have just opened and where to go. There are no added sounds but I loved the textures." - Obig (22-Apr-2003)

"Very considerate of the author to provide a saved game as I threw mine away. For me at first it was very confusing and later on a very tedious level. It starts way up in the building and you have to make your way down through narrow corridors with lots of doors to get finally down. There are so many more doors closed and finding the necessary items is not so cut and dry as it may seem. I had a hard time and when I needed to use the portal guardian I only had half of the key in Lara's backpack. Lucky me I had a saved game specially set aside from each of the floors and basically had to start from scratch. Shooting lions head is not that obvious but playing his previous games I knew what to expect. Overall this is a bright level and that suits me fine. The tedious bit is almost making every jump twice as you will die no matter how hard you try not to. Tedious was also the back and fro as there are a million doors to open. 20-02-2003" - Gerty (24-Feb-2003)

"This is definitely the best of the series yet. The traps and object placement has become very interesting and the levels though large with many doors are easily manipulated with some patience and skills. The cameras are getting really good and they seem to be incorporated in all of the right spots. I still have concerns about medpack placement though. Luckily enough I stocked up in the earlier levels but I haven't found but maybe 1 in the last two levels. Maybe I am missing secrets but I think they should be more accessible. I'll survive anyways though on to 5!" - JRaider66 (01-Feb-2003)

"This level has also too many doors and switches and is as complex as the previous. I enjoyed it though because it wasn't too dark so it wasn't a pain to search around. There are gems knots a pillar and a portal guardian and the traps are mostly fire tiles and maybe you are close to drowning a few times. The player has to back track a lot and pay attention to the flybys fortunately they are many so you won't get lost well at least not much plus going many times from the upper level to the down one and so on. The enemies are just skeletons and fire wraiths at one room Lara was being chased by fire wraiths every time she tried to pull out from water except from one spot I don't know if that was deliberate or not. Other than that everything else was well done and the setting is very convincing. Arm yourself with patience and start playing." - Kristina (30-Dec-2002)

"A complex level. I think that this one is better than previous. Brilliant atmosphere with nice textures and enjoyable gameplay. The main room is beautifully designed. There are huge areas to explore firetraps very well hidden secrets difficult timed runs and good puzzles. To open the doors you must pull lots of levers shoot some vases or lionheads and fill some areas to end the level. A great adventure fun to play." - Cuqui (03-Dec-2002)

"I thought that Nofretete's LOST Palace was a fitting name for this level as I found myself lost many many times - and often quite frustrated and tired of running around the same areas over and over again looking for the most recent door that had been opened. There's quite a bit more activity in this level with many difficult jumps collapsible tiles lots of deadly traps and tiles and a couple of large areas broken into levels that has you going up and down between levels a lot. The enemies - dogs and skeletons - are easy to take care of but the fire elementals can be downright pesky and I'm pretty much getting tired of them by now. There aren't a lot of pickups either so try to conserve what you've got. I thought I'd never find all the objects - two stars two gems two knots a pillar and two scrolls as well that you don't actually use in this level but probably will use in the last one. Overall a magnificent looking level and quite fun till I started getting a little frustrated towards the end." - RaiderGirl (09-Sep-2002)

"The author is really an artist to create rooms with great architecture and for the choice of the textures. He has used some of the Eidos textures that are not often seen in custom levels and has put them together to create something beautiful and unique. The main room with 2 levels grassy bridges fountains many doors and ledges in the midst of water is awesome and you have plenty to explore here and there as well as in the other smaller adjacent rooms. Just one thing: you must have found the portal guardian before going down in the main area to not be stupidly stuck later like me. With a background catacombs atmosphere I was excited to explore this huge area flood another big room at the end and eventually find the 2 scrolls before going to level5. What an enjoyable gameplay you have to go here to see by yourself." - eRIC (02-Sep-2002)

"The best of the series thus far. Part 4 Nofretete's Lost Palace starts out with a difficult slide always looking out for those burning tiles. I spent rather a long time in this upper area trying to find my way down to where the 'real action' begins and in reading the thread found this was the second time I'd played this level which by now had become hauntingly familiar. I had not previously played 1-3 of the series and can only think that I picked this in the hopes of others playing along at the same time being beneficial to myself in those early forum days. I must say though that having played through the series this time it gave me a greater appreciation of part 4 now. The author has used a few more camera shots which are always helpful but sadly lacking in the previous installments also moveable blocks a little easier to locate. There is a lot of back and forth in this part and it does sometimes get frustrating going up and down that ladder all the time. I had some trouble getting the portal guardian to work you had to be placed just so. Once that was done it was fairly cut and dried. Some of the areas such as where to place the stars were difficult to locate but then once found you wonder how you could have missed it. I found it helpful to make notes of compass locations in this level as there are so many entrances both swimming and above ground off of the main area. There are a few skeletons which can be shot off the ledges with the shotgun and dogs are encountered usually in the rooms entered that have water in them and a couple of fire sprites which pose no threat. You will find and use 2 blue gems 2 stars 2 knots and 1 pillar. You will find to take with you 2 music scrolls. I spent 2 hours 45 minutes and found 10 secrets in the series so far." - Momster (01-Sep-2002)

"JediMaster's levels get better and better. Part 4 was best until now. Not so many unfair places the pushing blocks look now a little bit different than the walls. At the beginning there are a lot of jump combinations and a lot of firetraps. A lot of doors opened by pushing levers or by shooting at vases and lionheads. Finally you will reach again a huge room with many doors underwater and above. You can easily loose the orientation here so try to play the level in one session. There are not so many enemies anymore the skeletons are easy to be shot down with the pumpgun. It takes a long time to find all needed objects like pillars knots blue gems and the golden stars and also to find the places to put them in. At the end you have to fill some rooms with water and open the final door to end this nice level with 2 music rolls in Lara's backpack. Recommended!" - Freeman Porter (23-Jul-2002)

"An the seemingly endless quest continues...and it turns out to be more and more fun at that. Another long adventure which took me 2:10 hours of net gaming time but I did get stuck a long time not finding one knot because I missed swimming through an underwater tunnel. But first thing first it starts with a rather tricky jump sequence and throughout the level you will have lionheads to shoot spikes and fire emitters to avoid the already known death tiles collapsible tiles and underwater levers to handle and after a smart little movable block puzzle at the top make your way down to a huge area in which you spend most of the time searching for the next doors that has opened. You will need the portal guardian from above two gems two stars two knots and a pillar to finally acquire the two scrolls which you carry over to level 5. The flooding effect near the end is nicely done and while there are more helpful cameras this time the flybys could use a little improvement. Enemies are actually scarce with a few wraiths skeletons bats and dogs. All in all a fabulous adventure but you better have a good sense of orientation and a decent memory otherwise this can become very frustrating." - Michael (15-Jul-2002)

"Phew! The difficulty here isn't hard puzzles or difficult timed runs it is to find your way through all these levers and doors and up and down and up again in huge areas. In other words - this is not a linear game! Keep your brain sharp - I have a lousy memory so I have made a LOT of running to find the right door. :-)" - G.Croft (21-Jun-2002)

"A good Egyptian level. Here we have fun puzzles, a lot of traps and nice tomb graphics (I mean some dark areas, a lot of flame and many small corridors with good use of textures). May not be the ultimate Egyptian experience or the level you have been waiting to play your entire life, but if you liked 'Tomb of Seth' and other levels of the same style, this one here may worth your time." - Leandro (21-Jun-2002)

"This is a really great level. The textures and lighting are without fault. I found it a little tiresome with the amount of going back and forth between floors. For me I thought the whole thing was a little too difficult and there were a couple of occasions where I almost gave up the ghost. Having said that - well worth playing. I'm off to play the next part now." - Doug E (21-Jun-2002)

"When you enter the huge room avoid the beautiful dive into the water and make your way down through the proper route. When eventually you arrive there are so many things to do so many doors gates slots to fill so where to start. Explore everywhere. Eventually everything falls into place. Variety at every turn awaits you in this superbly designed room. This level is every bit as good as the last. I shall now go straight to the next and catch up with Dimp." - Fairy Godfather (21-Jun-2002)

"The series is getting better I think. Lots of running round looking searching and finding various switches. I think most kind of switch is used somewhere from Lions heads face switches jump switches those of the under water types and shot vases. Don't expect many enemies the peskiest being skeletons and one of the few wraiths towards the end which did not want to drown as they usually do. The first part of the level is reasonably linear but from 1/3 through you are running/swimming back and forth as you opened door or gate to proceed. The atmosphere was good and the lighting fitted the mood of the area. The textures provided good backgrounds to each section and were varied enough to keep players interested. As Egyptian levels go this is rated by me as being well above average (although I am not a raving fan of Egyptian levels) and definitely one to play" - Whistle (21-Jun-2002)

"Fourth level from JediMaster differs in a lot of things from his first three parts of the Egyptian mythology series. He has inserted much more jump combinations and they have become very good. The areas are enormous again, but are fitted out with a lot of objects and look very realistic. The rooms are architecturally from the finest, just like the textures: wonderful! Some camera trips and sounds support the atmosphere in which he also has well set the lights. The opponents were extremely well placed, this strangely fitted in the level. Particularly because of the skeletons which Lara could get out of the way only by revolver and lasersight. I have liked this very well. Because the rooms were very big, however, I lost now and then the overview and had to look a long time for the next door. Only because of that there is not the full score. For me was nevertheless the best level of all four previous ones." - Xxenofex (21-Jun-2002)

"At first I thought: more of the same, shall I really continue? But as it turns out this is the best part so far and not as tedious as it's predecessors. True, there are still an awful lot of doors and levers but most of the action now takes place in a huge area where you have to swim, run and climb to and fro to make progress and the long dark corridors of the past have been surplanted by a truly spectacular set of connected rooms. You usually get a cutscene when pushing a lever or picking up an item but the area is so complex that I always watched it twice to have a better idea as where to head next. What I really hate here are those monkeyswing textures that let you plunge to a certain death. Not amused. Also those hot tiles in the pits that you have to hop over are getting a bit repetitive. If you've played the earlier parts you know that movable blocks are not recognizable as such and that you have to be on the lookout for lions heads. Some of the many errands you have to run off the main area are rather tricky (i.e. satisfying once completed), I do like those collapsible tiles and the flipmap near the end is very impressive. Enemies don't play a major part here. At one point I got attacked by five skeletons (you have no explosives) and I just jumped onto a nearby bridge and easily picked them off one by one as they tried to follow. Apart from them you'll encounter a few stray dogs and the occasional bat but as you stay in the same area for most of the time, I started to feel a little lonely towards the end. Textures and lightning create a truly brilliant atmosphere and if this adventure had less doors and more variation as far as the tasks are concerned it would be close to a classic." - Dimpfelmoser (21-Jun-2002)

"And once again our Jedimaster publishes a hit level not only for the fans of the Egyptian Mythology. The Egyptian Saga with the 3 levels earned already a lot of praise but in the Egyptian Mythology 4 Luis created something great. A level full of surprises. Very complex however with some logic and good 'instinct' the individual sections are all not too difficult to solve. Well hidden Secrets and apparently unattainable switches are the highlights of the Level. Especially plus points (like always) Luis earned himself for the very beautiful and very careful textures and for the architecture of the areas. In one sentence: It is really a full benefit for all Lara fans." - Janina (21-Jun-2002)
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