Levels listed...
TR5 - 33
TR4 - 3180
TR3 - 179
TR2 - 138
TR1 - 65
73449 reviews (20.4/level)
3585 (99.7%) walkthroughs
454 Hall of Fame levels
1252 levels rated >= 8
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release date: |
01-Jan-2008 |
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# of downloads: |
237 |
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average rating: |
9.23 |
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review count: |
31 |
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review this level |
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file size: |
50.80 MB |
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file type: |
TR4 |
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class: |
South America |
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Reviewer's comments |
"Lara sets up an elaborate path for a boulder to travel through so she can reach a mask. It's really quite fascinating to see the final result, it's like watching a marble course. I just wish the premise was communicated a bit better, because if the course is not complete and the boulder reaches one of those gray tiles, you will watch Lara get stabbed by spikes and get confused. It's easy to do this by accident because you don't know which switch will pull the final trigger. There are also a few missing camera cues and a jumpswitch is a little too high up, making the drop potentially lethal. Outside of that there is a separate boulder trap run which is pretty intense and a lot of fun, a pushable block puzzle which is a little long-winded but nice, and some perilous jumps across collapsing tiles. Visually speaking there's a nice variety of good looking areas. Very enjoyable adventure overall. 57 minutes." - JesseG (06-Dec-2020) |
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"One of the best trle i have played.It was truly a riddle which u have to solve.Loved all the way through u could make the right path for the boulder.I dont care about contrasts and lighting , i just love the creativity and the puzzles and this one is a must play.Noticable moments:up to the watermills , i spend many min trying to make the pole side jump until o find the lever, tricky and nice shooting bongs, runaway from the boulder part.Found 2/3 secrets alone(waterfall and inv path) the last one i didnt find was so clever btw.Just dl this already" - Petaludas (03-Jun-2020) |
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"Probably the most unTC14ish level of TC14, I guess this was
done deliberately in order to troll the BTB guessers -
however the final boulder reveals a lot... I don't mind the
former nor the latter, since it's all done very good and
makes sense except from the pickup ending which is never my
cup of tea, and the cratepush part which could be a bit
shorter because why not. I also missed some more contrast
since the entire Peruvian pack has something in it which
makes it too bland without special lighting care taken. The
pauses between challenges could be greater, for the entire
thing is rather action than adventure: we're thrown directly
in the middle of agility test and we're never able to
encounter any truly on-topic landmarks like stepped pyramids,
lost valleys or temples - however it's all fine if you're
looking precisely for such bit of entertainment for a change.
Yeah, definitely recommended." - DJ Full (20-Nov-2017) |
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"This was another long and highly enjoyable
level in the Peru series. The amount of
tasks to accomplish here is quite diverse
and action-packed, supported by great
audio. Enemies don't play a major role
here and textures are not as of a high
standard, but the gameplay is what counts
here. Not giving anything away here, but
the final flyby is something special. A
must play." - Ryan (25-Apr-2016) |
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"The gameplay is very nicely flowing throughout the whole level, and the challenges presented here are often highly creative, diverse and excellent without being too difficult - perhaps the boulder run is the only really tricky task but with a bit of a plan and a strategy on hand it's much more doable than without. My favourite tasks are the shooting of the gongs (simple but clever), the mentioned boulder run and of course the truly fantastic preparations to make the boulder run where it belongs. Actually I thought about a 10 in the first category but the waterwheel room and some of the platforming tasks are just too ordinary and the progression is a bit too straightforward so that you never have to think much about what to do next. The enemies are not so nicely used as the few I found mostly got stuck in objects. I'm also not sure if I liked two of the secret hideouts (invisible tunnel/invisible walkway) but the last one was well hidden. The architecture is quite solid, yet feels a bit boxy at times and generally the visuals stand a bit behind the gameplay and are more on the functional side, the lighting is rather bland while the texturing is clean enough and colourful. Good stuff and deservedly one of the best levels of the competition, despite the looks and enemy placement being a bit too secondary." - manarch2 (18-Mar-2016) |
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"This is based around a "four trials" concept, and each one has
a lot of attention paid to it. There are some great looking
areas like the "greenhouse" rooms and waterwheel, and the
continuous use of windows into other areas also adds to
things. The only weakness is that the lighting is a bit flat
at times, and in general could have done with a bit more
colour, but it's still in the upper end of the levels I've
played so far. The gameplay flows well and shows many
different gameplay styles, there is one long block puzzle, but
even that is creative. What really puts it over is the ending,
which is genius in how it shows the results of everything
you've done (which also has the bonus of making it one of the
few Back To Basics levels so far to have a truly satisfying
ending). It's very unlikely that this is not going to be in my
top three favourites of BTB Peru." - Mman (07-Nov-2012) |
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"Everything was great in this level. Nice rooms, wonderful equipments. Traps and puzzles aren't too difficult. Only you can have little problem with quite long escaping from boulder. Enemies weren't a problem too, so I think it was unecessary to put revolver or shotgun." - Andzia9 (14-Nov-2009) |
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"Now this is the second time which I play this level and I am still absolutely delighted. I am a fan of time runs and here we have a very good one. Lara must flee before a Rollingball which is always close behind her. And, besides, she must pay attention which she was not speared . Or burns. Or falls into a dangerous lake and dies. But then it still goes on. She has to go completely upwards and then still by a long way with crumbling tiles under which deadly water lurks and along two spike traps. Such duties properly give pleasure. Well, maybe it's a little bit too difficult for beginners, but otherwise is this the most difficult place in the whole level. All the other duties are solvable without any problems. And there is a lot to do here, before one can take the mask. Very well good was the place where one had to shoot at three signs to let burn three death's-heads. There the player had the choice between a light one and a little more difficult way. One could use either the revolver which I have not found, however (if there was then generally one), or one could belabor the signs with the guns. Then, however, one had to create a small time run and a jump on a slant with previous 180-degree rotation. However, sounds more badly than it is actual. A cutscene at the levelend is especially worth mentioning if one has done all duties and one presses a lever which activates a Rollingball. This Rollingball opens the door to the mask and is pursued on the whole way down by the camera. If one has really done all duties. If not, than Lara has a small problem with the health. Opponents were the normally big red dinos and the small green dinos. One should better establish no body contact with these small green garbage critters, otherwise one has behind a crease in the optics and cannot see any more right. All together I had quite a lot of fun and will play the level certainly sometime again." - Scottie (07-Jul-2009) |
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"This is a very good level with some clever gameplay. That is its main strength. I really liked the multi-wheel ascent area. The level features several tight timed runs, and tricky maneuvres to perform certain tasks. Despite some well designed rooms there were things that let the level down. The lighting and texturing whilst adequate, had some offputting feel to it. There's no doubt there's lots of bright colour throughout the level, but for example, having the 4 balcony wings of the main hall tinted four different colours made no sense to me in terms of creating realistic atmosphere with continuity, except to help with orientation. The final deadly pool with multicoloured skellies and statues was bizarre to say
the least. I also didn't like the idea of placing dry land plants in underwater tunnels. Additionally these were placed in areas that had no natural light for the poor things to grow. This lack of attention to natural detail really started to bug me as the level progressed, especially since there had clearly been a lot of thought put into gameplay. Cluttered static objects in the main hall usually lead to raptors being embedded in pillars - stuff that might have been avoided with use of grey boxes. The final boulder sequence is terrific, and there was obviously a lot of thought put into making it follow all the paths that it did. Something strange happened where I was killed by the boulder the first time I played this area, and then when I played through the area again, I was able to finish the game. All in all a good challenging outing." - EssGee (14-Mar-2009) |
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"The first rooms look wonderful. But in following rooms there are wallpaper textures so it doesn’t look well. Lighting is perfect but in some places textures should be changed. Level has completely amazing gameplay. The last flyby with boulder is just marvelous. The run with another boulder is also very good. Atmosphere wasn’t very good but if I could give 11 to Gameplay & Puzzles I would do it. Congratulations to the author for this pretty level." - jawi (01-Jan-2009) |
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"I am very impressed by this level, how it is constructed , and how everything has been set up, especially how the course of the boulder has been thought out. All the genius of the author , is displayed here in this great map. The player has to raid 4 areas before being able to grab the last artefact without being killed by the damn boulder. My favourite area was the one with the zip line and the breakable tiles , great and enjoyable gameplay here ! Beating the boulder in the corridor was also great fun, the pushable/raising block puzzle well done and the place with all the wheels very impressive.
Among the levels of this BtB2008 context , this is my favourite and certainly one where the wad in general has been used to the best effects in the service of the game." - eRIC (01-Mar-2008) |
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"Very hard at this point to discuss which one is the best game of this competition. After "Sweet memories" and "Pachacutec Incas Valley" there is another good level. This level starts with a big ambient with a temple right in front of Lara, and inside there will be the entire adventure. The graphics are good in this case as well but probably not as good as in "Pachacutec Incas Valley", but still a great atmosphere. Good use of textures, of lights and here, too, we can assist to a beautiful platform section, especially the place with the big wheels.
The gameplay is very funny even if the game is not as complicated as "Sweet memories", but you can spend more than one hour and have fun with it. I really enjoyed to see the final sequence, in which the movement of the rolling ball is so learnt. Another very intelligent game, these year the competition is very high-level, so try it!" - diamond (29-Feb-2008) |
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"First time around while testing I was sold and playing it again to refresh my memory I still like this level a lot. There is quite a lot to do though. Apart from collecting artefacts your main goal is to get the boulder rolling so the end up where they should. And in doing that; you get an amazing flyby of a boulder. In between there is more action, as there are traps and jumping to do and oops I forgot the boulder run, but it was easier this time around, as I knew what to do. Exploring is a must. The secrets were a nice added bonus, as they weren't that easy to find. I also loved the waterwheel room that looked quite impressive. I'm still no big fan of the big wheel and the run afterwards, but in some games it is easier than in others and this one was not so hard." - Gerty (24-Feb-2008) |
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"Certainly one of the most ingenious of the BtB Peru levels, all of your quests here will affect the main hub where later you'll have a boulder run through this path to open the final door. From the main room there are four rooms with different puzzles. I didn't mind the dual layered push block puzzle, but the jumps over the collapsible platforms had me going for a while, especially because the collision of the objects beneath them would always hold Lara back. I was originally going to take off a point of the objects category because of that, but the gorgeous and intrincate water wheels room later more than makes up for it. There was a really tight boulder chase which was fun as well, but you will reload once or twice because you just can't predict what comes after the trapdoor along the way. The environments are rich and colorful, but the best of this level certainly is the gameplay. 70 minutes, 2 secrets. 02/08" - Treeble (22-Feb-2008) |
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"That's a classic "four areas-four tasks"-level. But how it all comes together in the end is really outstanding! You simply have to play and see it! The gameplay is very entertaining and has a lot of action. I especially liked the water wheel valley! So you get quite some breakable tile jumping, a nice boulder chase and trap passage, some timed target shooting, a longer pushable puzzle etc. Texturing and lighting is well executed, but not always fully convincing. Alltogether this level is in my Top 3 of the contest. And very enjoying expierence! So you have to play it!" - Raymond (22-Feb-2008) |
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"This was a great level !!! With my newer very small understanding of the level building process, I have new appreciation for the mastery of the tools at hand. The multiple waterwheels, that run from the boulder, that I thought had no end... very good !!! I did get stuck behind it, but figured out that I was supposed to be in front all the way, which took many many tries. I've become very fast at hitting the F5 button...
The boulder course at the end was the longest I've ever seen, and probably very difficult to design. It was so cool, I did it a few times (I used to love pinball, an old game most of you don't know about...).
Of course the scenery, and arrangement of the various challenges was very good, and rather compact, if that's the right description.
Congratulations to the designer." - Juno Jim (05-Feb-2008) |
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"What an amazing and great level.... I very much liked the idea to prepare the way for the rolling ball, so that Lara did not have to die after pulling the switch for the mask room. And I also enjoyed greatly the multiple riddles, timed runs and thrilling jumps, everything was made with great class :) And I don't think that the gameplay is too hard; I for one could solve everything very well. This level counts to my very favorite ones ;)" - Eva (02-Feb-2008) |
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"There's no doubt in my mind but that this level was crafted by one of our premier builders. That doesn't necessarily mean, however, that it's a fun gaming experience. I refer, of course, to that maddening, over-the-top boulder run about halfway through, which is the sole reason why I've assigned a 7 to gameplay. Even if I'm the only one with this opinion, I call 'em like I see 'em. I have to hand it to the builder, though. He or she has fixed it so that enabling the flycheat doesn't help very much. If you simply fly up to dodge the boulder at the beginning of the run, then drop down and stroll leisurely with a smug whistle along the path it followed, you find to your dismay that the boulder has come to rest in front of the switch that you need to pull in order to continue. I eventually conquered this sequence, but even with DOZY it was no cakewalk. I had such a bad taste in my mouth at this point that for the rest of the level, whenever I encountered those silly break ledges or heard action music, I punched in DOZY and simply flew past the problem. (If the builder doesn't play square with me, I can certainly return the favor.) Fortunately, I waited until the next day to finish the level, and by that time I'd cooled off somewhat. The complexity, ingenuity and visual beauty of this level are simply stunning, and the last part of it is great fun. But for that unfortunate boulder run, I'd pick this level to win this year's BtB competition. Too bad." - Phil (25-Jan-2008) |
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"Another amazing game from the BtB08 project, and also the most challenging so far. There are several tricky tasks to achieve and tough situations to go through, but you are rewarded with the most brilliant gameplay that tests both your skills and your mind. All the elements here are used in a very creative way, and the given objects are combined inventively so as to produce a challenging, entertaining and unforgettable adventure. Starting off, you are called to accomplish a series of tasks so as to flood a room in order to access a lever that will get you through the next section of the level, where a cleverly set trap ends the game for you if you are too hasty, warning you that there are still more riddles to solve before you can actually get there. All the sequences are brilliantly organized (some examples: the boulder chase, the water-wheel room, the fire & slopes room etc). Atmosphere and texture-wise, this level is equally amazing. Nice choices of music too. Definitely not to be missed!" - Ravenwen (21-Jan-2008) |
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"One of the better Peru levels, empathizing good game play. The design is a bit rough, with blockish room elements, so it suffers by comparison to the best in the contest, but that is because of the incredible competition this year. Also the raptors don't really seem all that enthusiastic about attacking Lara; sometimes they're off against a wall sniffing out the trail of a capybara. Clearly the author is capable of pulling off brilliant design as can be seen in the inspired waterwheel room: not only is this completely fresh and beautiful, but it has a high quality of game play as well. As said, here the play is the thing. The idea is to go down a central tunnel, shimmy, drop, and pull a switch, resulting in a flyby that ends with Lara's grisly death. This clues one that a better idea is to first open each of the four crowbar doors and complete the tasks behind them. These require Lara's brains and agility: a block puzzle, a mad dash with a boulder on Lara's heels, a waterwheel room, and a hunt for two gold medallions. I don't want to imply that these tasks are easy, but they should be accessible to players of all abilities. The payoff is a wonderful flyby sequence showing the results of all Lara's labors, which makes for a satisfying ending. Highly recommended." - dmdibl (17-Jan-2008) |
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"This is my favorite btb-2008 level thus far. I was especially surprised about the quality of gameplay which in my opinion couldn't be done better with the provided wad. You have to uncomplish many different sort of tasks in this game like a challenging push block puzzle and many tough and inventive jumping tasks that will really put even the most experienced raiders on their toes. Objects are used well to spice up the surroundings and this level truly looks good. I don't know what else I could say, so play and enjoy this level by yourselves." - Samu (16-Jan-2008) |
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"So that's what all the death defying tasks accomplished: the ending fly-by explains all. Clever and imaginative with a wonderful use of waterwheels and cogs, not so wonderful(but exhilarating) boulder chase that left me stranded with the boulder flying past and a need to re-do that experience yet again. Some parts I didn't understand such as what what *was* Lara doing grabbing that invisible pole on the bridge? A secret that I didn't get? Doesn't matter as the different parts come together making the whole a satisfying, fun revelation. Well thought out traps and puzzles and at times, seamless gameplay make this a must play entry. Well done!" - Bene (11-Jan-2008) |
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"An impressive longer offering from this year's BtB series that takes you on a journey of 4 various sets of tasks in your quest to create a path for a boulder that eventually, in guidance of a neat concluding fly-by, unlocks the treasury where yet another mask is lying there, waiting for Lara. It's true that some more detail in making the environments more organic and believable is sacrificed in favor of the functionality of the level, and some of this could've still been salvaged by more attention to lighting, the object tint (some pedestals and the like are too bright in dark corners, etc.) among other things - but the looks are decent enough all the same and you'll hopefully be distracted by all the fun you'll be having completing the author's fiendish tasks anyway! There's a particularly nasty boulder/trap chase, an interesting pushable block puzzle, some good platforming in a water room and a pretty cool hunt for 2 golden medallions - all accessed through 4 crowbar-doors you access from the hub area of this temple like structure. As far as enemies go - you mostly encounter the velociraptors time after time, but the emphasis in here is put on the puzzles, and because of that I felt that this is the level that could've done almost without any of them, especially because sometimes their placement seemed a bit clumsy and redundant. If there's anything else I'd point out - is that as good and clever as the puzzles are - the overall concept didn't seem very convincing to me and left an aftertaste of an overglorified assault course. Instead of feeling like raiding an authentic temple scenario, everything here feels neatly prepared to fall in the right place for Lara (which essentially is true for all levels out there, but still) and that kind of robs some levels of sophistication from the overall design. That said - that's kind of a high-end criticism and many builders even have ways to go before they get that far themselves, so if nothing else - you can take that as a praise for the builder's other skills instead. And I certainly didn't let that detract from my overall enjoyment here, as while more on the tough side - this is a fun level you should not miss out on." - eTux (10-Jan-2008) |
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"And what a riddle! Maybe it doesn't have the best graphics in the entire Back to Basics - Peru series (only because some of them are, let's face it, near perfect) but it certainly has some very high moments with loads of defying traps and intriguing moments. My only complaints are the somewhat tedious cage push/pulling at a certain time and the fact that there is a possible red herring in an otherwise inspired run against a boulder. Speaking of boulders and inspiration, the last part is definitely inspired. Highly recommended." - Jorge22 (10-Jan-2008) |
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"Simply excellent. One of the best levels I've ever played. Half lineal but you know what to do in every moment. Sometimes you do something and you don't realize why you're doing that, but when advancing through the game you'll know the intelligence of this builder. Certainly, sometimes you'll have to be lucky 'cause there are some tricky tasks you can't control at 100%, but if you persevere you'll finally get it. The long sprint with the rolling ball at your back was really fantastic, as the final cameras to show you all the movements of the rolling ball. Perhaps I missed some more enemies and guns but even so the level is very enjoyable and secrets are very well hidden. Only a defect: the pain you feel when you finally retrieve the mask and the game ends 'cause sure that the players would want more and more. Many thanks to the author for those hours of big fun." - Jose (09-Jan-2008) |
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"Well, I think I have another favourite in this level. It's quite well named, as there is a strong puzzle element. Not that agility tests are neglected - I particularly liked the waterwheel/swing bar sequence; it was an elegant construction - and there are some extremely interesting, well thought out challenges to meet. As for the end cut scene with the boulder, it was nothing short of brilliant. This is a very clever level and another one I can highly recommend." - Jay (05-Jan-2008) |
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"The first level I have played of this years BtB . I believe I must have picked one the hardest in this year's competition ,if not the hardest of `em all !
Hellraising action in the red area , cleverly designed puzzles and nicely designed areas make this issue a must-play ! I can only guess who the builder was but there are not so many out there who take such delight in testing the player`s skills to the very limits ! If I ever get hold of him he shall be roasted on open fire and his bones be sent to hell wandering around in despair,
eternally chased by flaming boulders over crumbling platforms ! Until that day
take my ratings as a reward for an unforgettable BtB experience ." - Ruben (05-Jan-2008) |
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"Another long and involved adventure which took me 70 minutes to get through. It won't win any prizes for its looks as they are at times a bit simplistic and bland, but it sure gets the prize for the most brilliant flyby near the very end. This flyby shows you how the boulder finally takes the right way that you have 'created' for it by resolving the tasks behind the four crowbar doors in the central hub room. And quite some tasks these were - plenty of fun jumping, timed sequences, runs over collapsible tiles, a tight boulder chase, a wonderfully crafted waterwheel room, a creative (if a bit tedious) pushable block puzzle that also includes some target shooting and more. I felt enemies were only thrown in as an afterthought (a few raptors) and the one secret I found was reached via an invisible walkway, which felt very out of place with the otherwise clever design of the rooms. Not an easy level to complete but a lot of fun to make your way through!" - MichaelP (04-Jan-2008) |
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"well what i can add to those 2 reviews .....not much .....very clever builded level and very tough time to time .. the boulder chase part with turns and trapps was killer one .. this level could be very frustrating for some inexperienced players but i enjoy it very much ,good jobb" - Jack& (02-Jan-2008) |
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"A riddle indeed, if the player were to explore a certain part of the level before accomplishing the majority of tasks needed to solve it, demonstrates what the aim of the level is and I felt intent on solving this riddle the more I dove into the level. The initial starting area sets a nice outdoor scenario, yet most of the action takes place inside a temple where four different areas must be visited in order to solve Pacha Camac's riddle. The confusing part was how to get started once in the great hall, and for the average player this may be kind of frustrating since a certain passageway can only be reached by using a little trick that many raiders may not know about. Specifically, if Lara takes a step in walking mode, the player can immediately make a jump towards a pole that leads up to aforementioned passageway without making Lara do her usual short run to make a running jump. Only a technical note really, for me it didn't downgrade the enjoyment of the level since I was aware of what needed to be done. Moving on to the level itself, there is a fair amount of exploration combined with some dangerous gauntlets and a little puzzle solving on the way. The level is intelligently designed, a main hub area that splits into four varying locations that each hold a key to solving the riddle. After finishing an area, the player is smoothly lead back into the main hub of the level, so I liked the smooth transition into each new area. Enemies are distributed fairly, giving some combat time for variety in the level's gameplay. Yet, the reason I gave a 10 in that category score is mainly because of the placement of objects and their design that aids the gameplay of the level, and the secrets are quite well hidden too. Granted, I only found one, but it was rather clever how the author placed it behind a waterfall that was slightly telltale from the others in the area. The overall temple atmosphere of the level is done well, accentuated with sound and cameras that let the player know what they have to do next in order to progress. While the textures were all applied quite well, the lighting in most of the level was a bit flat. The best example of lighting done in the level would be the room of burning water with the swinging spike mechanisms and many slopes. There was a slight orange hue in the room that gave the feeling of heat, and the higher the player goes up in the room there is an alleviating feeling of escaping the heat. Lighting is used to indicate areas, mainly to tell them apart from others, yet I think that the author could have benefited from inserting some other soft shades of colors throughout the temple corridors to give the level a better look. Overall though, this is an enjoyable raid that lasted me about an hour. It's not too hard and not too easy, so the average player should be able to get through this without much of a problem. Kudos to the builder for giving a wonderful raid in the Back to Basics package. I honestly recommend the level for the LE community to play." - Relic Hunter (01-Jan-2008) |
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"What an incredible level to play through. It is another HUGE level for a BtB level, and really something quite amazing and so spectacularly designed and thought-out. There were times that were exceptionally challenging in this level, and had me pulling my hair out and wanting to curse the builder to the Incan Underworld. For example, a run from a rolling ball down a very tough trap filled corridor, or a long winded drawn out pushable puzzle from one side of the room to another, and then raised and lowered up and down across the room. However, all that toughness aside, the builder does something at the end that every builder should do: he/she seduces the player with a spectacular finishing flyby that makes everything come together, and causes you as a player to forget any hard feelings you may ever have had during the level. Watching the rolling ball in the flyby gradually and slowly tumble to its destination as the camera slowly pans with it, and hearing the perfectly fitting and timed audio track play along, and seeing how everything in all these rooms was created as one big complex web for this ball to move along is just absolutely breath-taking and leaves you as the player speechless and in awe of this riddle that you just solved. It also makes you think 'Damn, I need to try and come up with an immense cool setup like this in my level!' I don't really know what else to say. Besides the climactic ending, one room/area really stood out as amazing for me: the waterfall room with the waterwheels. One would think that after TRA and all these inspired remakes and all these BtB levels with waterwheels, that an area using waterwheels and a cog puzzle would really be nothing special anymore... but this area was truly breathtaking and beautiful. The mind to be able to set something up like this is truly gifted, and it is amazing watching the flyby showing us all the cogwheel gears grinding and then having Lara jump up and swing over all these waterwheels as they begin to turn. Everything in this level really was perfect in my opinion; the only thing that could have been more powerful in some rooms would have been the lighting. The lighting was great and very atmospheric in some of the trap rooms with lava for instance... yet had it just been even more evocative in some of the other rooms, I would have also given perfect points for this. This level truly is something remarkable and incredible. Everyone needs to play this, and no matter how tough everything may seem at times, or how confusing, or how much you may be getting worked up over the puzzle challenges, the builder truly rewards you with such an amazing final showdown as the riddle is solved. Amazing work!" - Sethian (01-Jan-2008) |
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