Costa Rica - Episode Three (Refreshed)

- Release date
- 04-Apr-2005
- File size
- 289 MB
- Class
- South America
- Engine
- TR4
- Duration
- very long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| CC ↓ | 9 | 10 | 10 | 9 |
| DJ Full ↓ | 8 | 10 | 10 | 8 |
| Dutchy ↓ | 9 | 10 | 10 | 10 |
| Gerty ↓ | 9 | 10 | 10 | 10 |
| Jay ↓ | 9 | 10 | 10 | 10 |
| JoeTheCrazyGamer ↓ | 10 | 10 | 10 | 10 |
| Jorge22 ↓ | 10 | 10 | 10 | 10 |
| Jose ↓ | 9 | 9 | 10 | 9 |
| Juan Carlos ↓ | 10 | 9 | 10 | 8 |
| Kristina ↓ | 9 | 10 | 10 | 10 |
| Loupar ↓ | 10 | 10 | 10 | 10 |
| MichaelP ↓ | 8 | 9 | 10 | 9 |
| mugs ↓ | 10 | 10 | 10 | 10 |
| Navi ↓ | 8 | 9 | 10 | 10 |
| Obig ↓ | 9 | 10 | 10 | 10 |
| PedroCroft_ ↓ | 9 | 8 | 9 | 9 |
| Petaludas ↓ | 9 | 10 | 10 | 9 |
| Phil ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 10 | 10 | 10 | 10 |
| Samu ↓ | 10 | 10 | 10 | 10 |
| Scottie ↓ | 10 | 10 | 10 | 10 |
| Treeble ↓ | 10 | 10 | 10 | 10 |
| Category averages (22 reviews) | 9.32 | 9.73 | 9.95 | 9.59 |
Three Kings Convention: An absolutely brilliant level. There are two level kinds that I find especially good. This are Base/Lab-Level and VCI-Level. I find it much more pleasant to walk around in such buildings, than to wander around somewhere in the desert. Hence, this level is exactly my Cup of Tea. However, the downtimes of the laser traps are a little bit too short. Here to get through resembled more an gambling game and was partly very harmful for the health of Lara. But otherwise it has properly given fun to scurry through the building.
Finding a Way out: The way out is found quickly, even the opponents cannot stop Lara from fleeing outward into the sunlight. On the way outward Lara must solve many riddles and find some key. A time run was also present, but he was rather harmless, because one had enough time. Then outdoors I had to kill only a few dudes and already I had a free road into the next level. If this goes on in such a way, Costa Rica becomes one of my favorite level. Until now it has given damn a lot of fun.
The haunted House: Good gracious, this makes me fear and anxious. Uncanny music, gigantic rats and zombies who want to be released. And that quite immediately at the level beginning. What will probably still expect to me? Many keys, even more doors, a lot to and fro, even more zombies and gigantic rats and a few hardly to be recognised pushblocks. Partly it was a little bit a lot to and fro, but anyway this level is built very good. And the background sound fits perfectly to the ambience.
The Garden: The level in itself is great, but is a little bit too wet for my taste. I do not like to wade forever and three days through waist-high water, there I always have the feeling as if I went in slow motion. However, the other parts of this level were really good.
Sewers: Still thus a wet level. But I have liked this level substantially more than The Garden: No question, The Garden was good, but had his weaknesses. Here, however, I could hardly put out some weaknesses. The steel bridge in the deep hole which one could drive up and down was very good. The riddles were always understandable and there were enough camera hints. However, Donald was a little bit stingy what the torches regards. Though there are only a little dark places and Lara has at least about 30 torches in the luggage, but I rather have at disposal 20 or 30 more than I have the feeling, I would have not enough. But it is ok as long as there are only so little dark places.
Sewers Courtyard: The cut scene at the level beginning was really brilliant. Now I know that some opponents wait for me. Let them have it! It is only bad that the Dudes have built up Sentry-Guns. However, this becomes a running the gauntlet. Well, one cannot have just everything in the life. And really, the inclined player gets exactly what the cut scene at the level beginning promises: Some Sentry-Guns, even more dogs, a lot of opponents and a few riddles. In other words, a Shooter and nothing as a Shooter. Because this level is built, however, very good, as for example the area by the train, it gives damn a lot of fun.
Riding the Night: A train level! Really a train level! I love train level! Pity is only that I had to shoot the sweet little animals. Or wanted the lions only play a little bit? No notion, but before they do something silly, I have shot them prophylactically. You never know.
Arabic Desert: The level starts good with a really entertaining cut scene. And afterwards? Then I play not with Lara, but with Kurtis! It happens too seldom that we player play with another figure than Lara. However, a problem is the level beginning. Donald would have had to build the dunes higher, because one can jump upwards and is then at the "End of the World". However, this is already the only criticism point, because otherwise this was a very good level.
Back to Saudi Arabia: I was already in this level, indeed, it was in Saudi Arabia Episode 1. The only strange and some illogical ones was the way to get the Amulet of Horus. The stings all around the sarcophagus were unnecessary. From above I could not jump down, so I had to go through the stings and climb onto the coffin. This cost me 2 big Medipacks. Such a thing must not be.
Costa Rica Jungle: I have no problem with the fact that the local inhabitants were put into the knight's slot and stand something, however, it is very strange that they make the noises of the knight when they fall down. This takes away the illusion that one fights here really against the local inhabitants.
Military Base: The robot at the level beginning is quite clingy and annoying, but in the WT there was for this robot a tip of Gerty how one can get rid of this robot. And it has really functioned. Hence, the other both robots were also no problem. However, I have not understood the switch riddle at the level beginning. There 6 switches were in a row and, as far as I could recognise it, no hint which switch one had to press. It looked very much afterwards, as if one had to act here after the Try and Error principle. Such a thing is always bad and irritates only. However, this is only a matter of minor importance, because the level looked really first-class and played itself also in such a way. Above all the tampers were brilliant.
Caves of Altamira: Till present I thought that a time run in the first level of Russia Episode 2 of Donald Forgues is the longest time run in the Level building history, but there I have really been mistaken. Since here Donald offers to us a 4 minutes Timerun. And the distance is built something like that from first-class which I could not get at all enough of it. Of course I have made this run quicker and was at 3:36 minutes through (and have left, besides, still time), but this was only to test whether I make it or not. I have played the next level in the longer and heavier version.
Dark Dongeon III: However, this longer version was not hard. A Wraith has irritated for a short time, however, this was also the only difficulty. The other opponents were easy to defeat. However, the level had a great sound and looked very good.
The ultimate power: And in the end still a good level with a boss opponent who is to be defeated easier than my first thought. A little bit has merely disturbed me which one had to balance a few times one after the other on ropes. The cut scene at the end was really worth seeing.
Now where I am at the end, I am sure that I have played this level only partly. It is probably in such a way that I had broken off about 5 years ago sometime because the level was too difficult at that time. It is good that now I have completely played through Costa Rica, because one may miss such a level by no means. I have seen many very good built places and could marvel at some very good formed cut scenes. Thank you to Donald for many hours which I might spend in this level." - Scottie
Three Kings Convention. Brilliant opening flyby before we find ourselves in an office/lab type building where Lara explores many many rooms, from darker storage areas to the brightly lit offices and lab rooms. It all becomes a tad confusing at times in the labyrinthine corridors, running back and forth to find what we hope is another newly open door. And we could lose a lot of health trying to get through savage lasers in our search for items suitably placed on desks or in cabinets. Enemies carry useful items, like discs and keys. It's not so easy to find well hidden blocks in walls, but the torch helps. Lara seems to have a different torch throwing action. Love the way doors open throughout these levels. Loved the flybys. But wasn't amused as I tried for ages to find where to put my hard won disc.
Finding a Way Out. We hear a voice saying he wants Lara alive, but the security must have faulty earphones. She is ambushed at every turn. Luckily these guys can be dealt with from a distance if we take our time. Some nice object manoeuvres here, like the box falling off the conveyor, the moveable barrels, and the rope that rises out of a basket ala snake charmer trick. This takes place in a lovely, almost Roman town scene where we climb high above, as well as run around the ancient streets. Again, the final receptacle is an obscure texture on the wall. If the player doesn't know what or where it is they will be totally stumped. Great lasersight tease here, well placed, and well used.
The Haunted House. Excellent way into this level, through a broken window from the Roman street outside. Ultra spooky in a dark and dank atmosphere. Great creaking door sounds, plenty of zombies crying 'help me', eerie music, excellent texturing, what more would you want? Well, in this case less would have been more. Think doors doors doors keys keys keys zombies zombies zombies. Throw in a couple of wraiths, some rats and bats, discover a magnificent staircase, push some things around, smash statues with giant hammers, a chapel, and it's as good as any House of Horrors movie. Freezing the water in one impressive room was a surprising addition.
The garden. The 'garden' is more of a pool courtyard, with the rest of this level being the almost tedious wading through the vast flooded basement of the haunted house. Burning the floor to get down there was a brilliant idea. And once down there it's beetle heaven, with many trips to the pit to dispose of the stragglers. This serious flooding means a lot of swimming. But as that includes some clever routes and underwater doors to open, this is much more interesting. And also more challenging as we negotiate another level with umpteen routes that take us up and down many stairways, tackling emaciated dogs and overgrown crows, a timed switch run, another timed fire emitter run, target shooting sessions, good use of the torch, and finally open the trapdoor into...
Sewers. Considering the length of time Lara spends swimming in this labyrinthine sewer system it's just as well the water is crystal clear. Otherwise it doesn't bear thinking about. We have to negotiate many twists and turns and clever swim routes to avoid scalding Lara to death. But there are also huge areas away from water, not least being the excellently designed deep pit with scaffolding and caged walkways; another area where we need to rotate a monkeyswing so we can get into different entrances; a useful elevator that needs a batterie; another deep pit where we must raise and lower the metal walkways; a timed run, and flooding and draining more pits. All huge and all extremely well put together. Great fun, but yet again can be frustrating if you don't know where you need to go next. Walkthrough time here.
Sewers Courtyard. Starts with a great flyby of a helicopter shooting a hole in a wall, lots of gunmen and soldiers opening doors and running around. We are now above ground in an enormous crate storage courtyard inside a multi storie warehouse complex. Apart from dealing with the first batch of guards, dogs and soldiers we must tackle the well placed sentry guns. This, to me, was the most satisfying task in this level. I love sneaking around to find a clear shot at them. We have to climb a tall crane, jump into a small caged area to a trapdoor, smash a few windows, and climb around and open containers. A very odd situation in this very real environment was picking up a medpack that moves a climbable forklift! The place is swarming with gunmen, but the level didn't seem that much like a shooter with everything else that's going on here. We finally find a station with a most impressive looking train...
Riding the Night. Train levels are more or less the same, running from one carriage to the next, from the engine to the last and back again. Occasionally an author will throw in something extra like better looking seating for decor, or in this case a carriage with caged lions. Nice idea of them escaping. It would have been an exciting shocker if they could jump out onto the other carriages and chase Lara, or the baddies, or.... In any case, it's a well made level with a flyby of another helicopter. A good inbetweenie to...
Arabic Desert. Another brilliant flyby of two characters locked in prison talking about what happened. Now this is a great idea. Of using another character, in another location, helping to achieve our goal. In this case the usually useless Kurtis is actually about to do some work for a change, searching Lara's previously raided locations in Africa to retake the artefact, and then fly it to where she is waiting in Costa Rica. But wouldn't you know it, he gets the easy job, as this turned out to be a relatively easy romp in a good looking sprawling Karnak temple. The interiors are gorgeous with lovely glass floors. He only has a few ninjas and demigods to deal with, but Kurtis gets to turn off ceiling blades with the mechanical beetle and use switches inside coffins. Again, confusion reigns with so many routes to take, and the jump to the broken column was simple but very effective.
Back to Saudi Arabia. Still playing as Kurtis, and a rude awakening... disc blades in a pitch black corridor. Then a slide through spikes, collapsible tiles and rolling balls has our boy cursing his luck as he negotiates some tough traps and gauntlets. He finds the Book of Revelations and needs help (from the walkthrough) to work out what should be an easy statue pushing puzzle. A slide into the familiar streetscene and a dash to the waiting helicopter. Possibly the same one that was waiting for Lara last time round! That statue puzzle did not work first time for me, I had to reposition the statues a couple of times before the spikes went down to claim the Amulet. And who on earth would have guessed about the target shooting?!?
Costa Rica Jungle. This is where we see the flyby of Kurtis dropping a crate into the jungle. It contains the Amulet for Lara. But he makes a bit of a mess of it and flies off under fire. Leaving it to Lara to make her way through the jungle to claim it. She has to thread carefully throughout this level or trip over instant death... spikes shooting out of walls, or negotiating a mine field. That, and dealing with the natives, spiders and lots of gunmen, plus running through a labyrinth, torch in hand, until she finally finds a way into the base compound with, *yay*, more machine guns to target. A piece of advice: follow the walkthrough at the end of this level, as it's very easy to jump into the Caves level from here and that is not where you want to go just yet. We'll be back here later on for a short run-through and to grab the amulet in the crate.
Military Base. This is not what you might expect. But a brilliantly designed and textured level guarded by great looking robots that can't be killed. But you can trap them, or simply outrun them. There's a particularly difficult to know about, never mind find, crowbar door. The same goes for the breakable wall parts. Great attention to detail, i.e. the pipes, great atmosphere, and some very clever manoeuvres.
Caves of Altamira. The whole level is about making it to a gate before a thug closes it. You have four minutes. Sounds enough time, but it's very tight, and involves constant running and jumping and finding a bike to get up the steep slopes and zoom along tricky corridors; to enter the penultimate room and try to stand on trigger tiles to open the way to that gate. If you don't make it you can still finish the level, but you'll miss all the secrets and the tasks are much harder in the next level...
Dark Dungeon III. The enemies here depend on how you did the timed run in the last level. But the toughest one is a fire wraith that chases Lara until she finds water. The other annoyance was the looping background sounds. Good to begin with, and lending itself to the atmosphere, but it grates on the nerves after a while. You will progress anyway, through a graveyard, spiky boulders, fire emitters, swinging battering rams, spikes, leaps across chasms, lava pits and find your way to a room of lovely gothic architecture where we place the artefacts we've found along the way. New enemies here are green man-lizards and giant snakes.
The Ultimate Power. Further into the gothic interior to face a large enemy, a giant black gladiator. This fellow, and his retinue, can be dealt with fairly quickly with some advance target shooting. And even if we do lock ourselves in there (the doors close if we cross the threshold) it's just a case of keeping on the move until we can get rid of him in a spectacular fashion. Take a look at Lara in this final level. She's been through a lot. Her clothes are in tatters and she is cut and bruised. But her labours are not over yet. The fun part is crossing this huge room high above on three tightropes, good timed trapdoors run over lava, a mystery chain pulling session and coming face to face with the Ultimate Power and a slide into darkness. Well, not for long, as the brilliant closing flyby kicks in. What has happened. Has Kurtis gone mad?" - CC