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Lara Croft Regresa 5-7: Chile by Raider Croft

alan 5 6 6 5
Ceamonks890 3 5 5 4
DJ Full 6 8 6 5
dmdibl 6 6 6 7
eRIC 4 6 6 4
eTux 3 5 5 4
Jay 5 6 6 6
Jerry 6 5 7 7
Jose 3 4 5 6
manarch2 4 5 6 5
MichaelP 5 6 5 5
Nuri 6 7 9 8
Obig 6 6 7 7
Orbit Dream 4 7 4 5
Ryan 5 6 5 6
Torry 6 7 7 6
Treeble 5 6 7 7
release date: 30-Jun-2001
# of downloads: 101

average rating: 5.62
review count: 17
review this level

file size: 100.96 MB
file type: TR3
class: Base/Lab

author profile(s):

Reviewer's comments
"The second part in this series doesn't have as many aggravating issues such as unmarked climbable walls and walk-through walls (though, yes, they're still there), but on the other hand it takes a nose dive into shooter territory. So much shooting, in fact, it becomes quite tiresome to play -- and this is coming from someone whose levels were mostly shooters. There's a fair amount of padding so you keep running back and forth and everytime you do, new enemies spawn. One of the levels featured a lot of crawling as well, so it was no surprise to find so many enemies stuck into walls. The textures mix and match every base level in the official games, but as a whole, visually, it works. Also, Lara looks dashing in that new camo. 60 minutes, 5 secrets. 10/19" - Treeble (13-Oct-2019)
"Now this chapter of the adventure is a classic shooter. There are many enemies that appear almost everywhere. I didn't see much of improvement in level design. It's pretty much comparable to the first part in India. But at least most of the climbable walls have ladder textures." - Nuri (04-Jun-2019)
"Not much an improvement over the India section, in all honesty. The environments are a bit cleaner this time around and I never encountered any crashes either, but the gameplay still doesn't offer a whole lot of enjoyment. The backtracking is by far the worst point here, and by the end of final Chilean level, you'll have had more than your fair share of it. Enemies and secrets are well placed (aside from a walkthrough wall and a safe lava pool), but they do get out of hand at times, although plenty of ammo is provided. The majority of the rooms and corridors look very similar here and I would have liked a bit more outside exploration. The persistent alarm sounds were irritating too. I'm onwards to Spain now, but I'm not holding out hope for substantial improvements." - Ryan (02-Nov-2018)
"CHILI: To move on to this level set you had to pick the destination via the rotating globe as per the original Tomb Raider 3 game but that is not as easy as it sounds. The one that refers to this set of levels is "Espana" which to me means Spain and not Chili. However, this is what the player needs to select. This lot of levels had an inordinate amount of back tracking. So much so that the entire three levels started to become boring. The simplistic maze had an unmarked climbable, and you could dive into Lava without fear. Both simply not on. Then I found that the rodents dropped medi packs. Where do they keep them I wonder? Overall a 6." - Torry (01-Apr-2018)
"When I finished the last India level the globe appeared and I selected the 'Chile' part of the globe, but it sent me to the U.S. levels, so I had to reload for the globe to appear again and select the right one. It looks like there was a little problem with the scripts there. Anyway, after a frustrating search in India Lara visits a security base in Chile. Here you find what you usually see in base levels, lots of tough guards with their pistols and rifles (some of them are accompanied by dogs), cards and security passes to find. Cameras always show you when a door or trapdoor opens, except for a time when I pulled an underwater switch but I assumed what door had opened. Again, there's a lot of backtracking, which gets boring after a while. Make sure you have enough ammo to fight lots and lots of guards, especially in the final area of the third level." - alan (08-Mar-2018)
"The second installment has us explore Chile in default order and I played in such, wary of some TR3 games failing to work if you tweak with Adventure Globe, unknown if it would happen here. When I finally translated the storyline enough, it told me that order is exactly intended - again, it would be much better if the storyline was in English (or Polish, lol). Again it begins bad, this time with a long pushable, but then leads us through another set of quite interesting rooms and climatic ending. All is rather a base shooter with fitting yet occasionally unfair enemies, I'm particularly sensitive to post-crawlspace attacks, here occuring definitely too often. Secrets are useful but some not well thought, I don't approve of a phantom wall in the first level or forced repassaging of entire second one, which will occur again if we miss a certain climbable wall - marked but still too vague, and because of that one my runtime of that part was twice longer. In the concluding level, we again need to backtrack a lot for no reason, however that one has best atmosphere and object usage, the truck room and the final gardens eventually of a Core standard quality, so levelinfo screenshots don't really do justice. SUMMARY: A bit better but unfortunately repeating major gameplay issues known from the first episode." - DJ Full (21-Mar-2017)
"I'm really glad I'm playing this series as a complete game rather than taking each part separately, or I would have struggled to get through this out and out shooter. Luckily, I'd amassed a decent amount of medipacks and weapons from my previous outing in India. In some respects, I preferred the India levels - the sightseeing was better at least. This is mostly base and underground and could have been almost anywhere. Let's hope Spain proves a bit more interesting, both in terms of gameplay and eye candy." - Jay (03-Jul-2016)
"In the same line of India levels, no puzzles to solve and only look for cards, keys and pull switches. This time there are hundreds of enemies to shoot, I think excessive, I had to use all the avaliable ammo and finish in the last room full of enemies only with the pistols. The last level was very bad, reach the end of the level, pull a switch and run all the long way back to the very beginning to pick up something and back again to the end of the level the same way. As before, the best were the helping cameras and the texturization. Let's see what Lara does in my country." - Jose (07-Dec-2015)
"On to Chile now for the next three levels and let's just say that there doesn't seem to have been much improvement made from the first part of this massive series(in fact I think its even gotten worse in some aspects.) While the enemy variety is about as good as before, the inclusion of more decorative objects do add an appreciable amount of life to these somewhat blandly-textured environments(that at the very least, are an improvement from India.) Unfortunately however, everything else on the other hand wasn't given nearly the same amount of attention they should have, with too little ammunition available for stronger weaponry to help balance out large numbers of enemies thrown the player's way(which alongside a continually concerning number of other basic design choices left unchecked from before), lead to a generally frustrating experience in the long run. Overall, I'd only recommend giving the Chile sections a go, if you have both the patience and the virtual bloodlust for opponent body counts. Otherwise, you'd be better off skipping these levels entirely and moving onto the Spain sections instead." - Ceamonks890 (20-Sep-2014)
"I have to say I was a bit confused when I had to select "Spain" from the spinning globe in India to start the Chile levels, but I suppose the series hasn't been a shining example of coherence so far, so why start now.
Maximum Security (3, 5, 5, 4) 14 min, 1 secret - Why indeed, the inconspicuous route has never been Lara's style, so you start the game set in a base of fully armed men on high alert with near-constant alarm sounds through the time it takes you to get through this particular level. More annoyingly so - you have to push a block for the length of the entire starting room with that as your soundtrack. The gameplay is what you'd expect from the author's levels so far if you made it through India - there's mass-murder of the base's inhabitants - whether it be canine, rodent or primate, a small maze-like room for no good reason and a handful of switches and puzzle items. I didn't actually mind most of it - but the rats in a crawlspace were a most irritating faux pas that I probably resented the most from the brief time spent here.
Underground (4, 5, 4, 4) 16 min, 1 secret - The setting changes to a more subterranean location, and with some laser-evading along with the usual suspects to spicen up your experience. I encountered the bug where a baddy holding a crucial item did not appear after the water maze(-ish area) but it seemed to be solved when reloading a save. Speaking of baddies - you encounter a LOT during this level - the final statistics said I had 33 digital souls on my conscience - and that's without killing the random helper guys. I resented the maze-like area, because it seemed to spawn dogs out of every nook and cranny - and because it is far too easy to miss on a crucial item placed here. That said - I did like the set up - as, provided you have not missed something, you come back full circle to the start of the level and are able to explore new areas as a result. Much preferable to the author's usual backtracking.
The Ceremony of Chili (3, 4, 5, 4) 23 min, 0 secrets - Speaking of which - don't let the seemingly decent 20 minute net gaming mislead you into thinking this level is an improvement over the preceding relatively brief ones. Much of the duration comes in play due to the dreaded backtracking - I'm not exaggerating when I say you'll basically cover the entire distance of the level probably no less than 3 times. Which would be bad enough with the distance and the never ending supply of soldiers as it is - but then there's a passage with a near-invisible tripwire that drains Lara's health, and a lengthy crawlspace section to traverse en route. Three. Times. To make matters worse - it is easy to miss out on crucial puzzle items (key card under boxes) and thus make you travel the entire distance an additional 2 times at least if you did not have the foresight to leave some earlier savegames. The end fight is formidable, but I didn't have many problems with it even without doing that good in terms of conserving ammo. I did like the final city area - and actually would've much preferred to see this side of Chile, rather than its secret base facet.
Not much of Chile here could be considered an improvement over the India levels - maybe the looks are not quite as rough, and there's an increase in body count if that's your thing, but essentially there's more of the same - and the game was at best a change of scenery - though, to be fair - there isn't much in the way of walkthrough walls and unmarked climbable surfaces anymore." - eTux (09-Mar-2013)
"The series continues in a base type setting, the author claims this to be in his homecountry, Chile. I had many critisism points on the very first Indian level of this series, and all these points can be said to this levels, too. I can't say much different about all three levels, even if there were quite many camera hints, they all were very boring to play through and had an equally high number of mistakes, such as unmarked ladders in dark spots, texturing mistakes, too many enemies without much ammo, non-working flares,... The objects were quite fitting to the scenery, as well as the general texturing, but - as I said before - there just were too many guards and dogs, gameplay was very annoying. Right at the beginning you had to push a block through a very big room to climb it up, it took nearly as long as the rest of the level. The crawl corridors with rats in it was very bad, as you can get stuck with the rats easily. There was a secret to find in level two that was very strange as when you jump over a lava pit you get the secret, after reading the walkthrough I found the secret in the save(!) lava, so you only get this for your own when you think you die. Not good. The third level did not have this many mistakes and it was overall better, but when regarding the number of mistakes in the first two levels some players, I think, easily want to give up." - manarch2 (07-Mar-2011)
"If it hadn't been for the level title,I would never have known that this was taking place in Chile;as all you see are the usual repetitive Base corridors populated by platoons of guards. If running,shooting and backtracking is your thing,then you might derive some entertainment from all of this;but it gets rather tiresome after a while,with only the enforced 'killing strategy' (the author is somewhat sparing in his weapon pick-ups) keeping the player absorbed. Little has been done with lighting,and the background sounds are either persistent alarms or somewhat out of place radio static. TR2 Oil Rig it isn't;although those in the mood for masses of bloodletting may get something from it." - Orbit Dream (23-Dec-2010)
"These three levels were a bit disappointing for me - rather than being an improvement vs the initial four India levels, I found them a bit of a step back. We have a Base setting here and in total you will spend just under and hour in the three levels with 5 secrets to find and countless guards and dogs to kill. There are a few blocks to push, a bit of swimming, but the only real gameplay highlight was a timed run for a secret. These are really only plain shooter levels with quite a bit of backtracking on occasion. Onwards to Spain then..." - MichaelP (21-Oct-2010)
"1: Maximum Security In Chili - We are in a base on the level. Baddies, dogs, rats are enemies, but we have a lot of weapon. If we find secrets end of the level, we can pick up many ammo for UZI. There are 3 secrets, on of a timed run in a gap. We have to collect 2 keys, and a cage pushing for the next level. Textures are nice, I couldn't find any bugs. If you like fighting, don't miss it. 2: Underground - We are in a base on this level too. Baddies, dogs, rats are enemies. We will meet with a dolphin topp, but he can't hurt us. :) We must be careful at the small labyrinth, don't miss aboe the codecard the Serpent Stone. I found 2 secrets. Textures are great. 3: The Ceremony Of Chili - Well its a realy level, would be good as a standalone level too. We are in a base. We have to look around for the yellow, blue Serpent Stone, and for the two Cards. The first Card is well hidden, I don't have any idea about the pushable rocks :) Many baddies and dogs are enemies. On one corridor you have to look the black laser, while the laser go to the middle of the corridor. Textures are very good, I can suggest for everyone." - Obig (25-May-2010)
"This world looks better than the Indian world, mainly because there is less outside areas which are more difficult to look convincing. The levels are also not too long which is a good thing, there is many enemies through out. The first level is simple but pleasant, the second one has a good atmosphere and I like this short timed door up the blocks. I could not finish it though as I could not find a Card, the walkthrough says that an enemy should show up in one room (this is the room after the underwater area with the whales) but he never showed up, so I don't know if it is a bug or if I missed something. Well, as this level is short I did not missed much and could continue the adventure by choosing the next level from the menu. The 3rd level is the longest and would not be bad if it did not displayed a return to insane backtracking with the redoing of the same passage with an almost invisible laser and a crawlspace from one side of the map to the other side." - eRIC (20-Dec-2009)
"I agree with an illustrious reviewer that this second entry in the series seems much better, and not just by comparison. Much of these three levels is base infiltration, and this plays to the author's current strength. While his previous outdoor levels were weak, here buildings have appropriate textures, and sparse, though consistent, decoration with objects. This is inside, so the well-lit environment works. For puzzles we get Lara finding a push block in a wall, or a whole set of push blocks hiding a keycard in the third level. There are lasers that Lara has to jump over. But there isn't much need for puzzles when there is constant action with the appearance of dogs and various guards, and Lara is always running short of ammo. There is some back and forth, but for me this worked in the third level. If it had not been for the MP5, and its ammo that Lara had hoarded throughout the levels, the finish would have been difficult. Lara took out two guards from above, then dropped into a room with five remaining guards, and used the last bit of MP5 ammo to finish them off. More ammo would have been welcome throughout, particularly for the Desert Eagle." - dmdibl (19-Dec-2009)
"Although this is rather a shooter I found this underground/base-like level much better than the preceding India levels. There are still some annoying things in here, be it the looping alarm sound or the lack of ammo vs. an immense number of dogs and guards (too many for my taste), or the builder's persistent liking of maze-like rooms. Puzzles are still missing, there is only the one or other block to push and one timed run, so it is still searching for buttons and keys in the first place. Also there is a lot of backtracking that spoilt the fun for me, especially in the last third of part 3 (I would give one more point in the gameplay section with less backtracking), and if you miss an essential item as I did you have to do long, long runs. If you don't use the walkthrough it will surely take you ages to find the last keycard, the more so because you don't know you need one a little later. But altogether this three-parter was more interesting and enjoyable than the preceding India levels, especially for players who like shooting." - Jerry (15-Oct-2009)