
Levels listed...
TEN - 23
TR5 - 35
TR4 - 3212
TR3 - 186
TR2 - 150
TR1 - 77
75434 reviews (20.5/level)
3665 (99.5%) walkthroughs
477 Hall of Fame levels


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release date: |
02-Oct-2024 |
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# of downloads: |
444 |
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average rating: |
4.50 |
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review count: |
5 |
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review this level |
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file size: |
103.00 MB |
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file type: |
TR4 |
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class: |
South America |
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| Reviewer's comments |
"SPOILER ALERT! My reviews tend to be very detailed in what I saw and enjoyed so if you think this will spoil it for you stop reading now! Playing version dated Oct 2, 2024.
What I liked about the level: 1) No enemies is always a good thing in my books. 2) The sloped jump sequence was enjoyable. More of this please! 3) Very good to put skeletons over unmarked spikes to indicate danger. 4) The rocky ledge across a large dark cavern was cool to traverse.
What I didn’t like or thought could be improved: 1) Not fond of forced health loss especially through unavoidable floor spikes. 2) Unmarked fire tiles should have a hint of danger (similar to the skeletons over unmarked spikes). 3) Getting stuck when swimming through narrow triangular underwater corridors can get frustrating. Would suggest using more square corridors. 4) Camera shots should always be provided after every lever and trigger tile to let the player know what happened to help the player proceed. 5) Just a wishlist but even though there are sufficient air pockets, still would have preferred an underwater “aqualung” for unlimited air to make the underwater searching more enjoyable. 6) Invisible blocks in front of closed doors can be avoided by rotating the door or placing the door within a portal between rooms.
Conclusion: I always enjoy levels where the builder chooses no enemies because the builder has to find different ways to make the level more interesting and worth playing. Yes, the level was full of activities but they would have been more interesting if the tasks were more varied. If you don’t mind consulting a walkthrough because of the lack of camera shots and hints, you may enjoy this level even if you don’t like underwater levels if you know where all the airpockets are and don’t mind swimming to search for textured trigger tiles in underwater locations. Not suitable for beginners." - Lizard Queen (24-Feb-2026) |
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"A step forward in terms of use of objects and building a sense of place, but two steps back
from the author's first level in terms of scale, gameplay, and the *choice* of objects: the
mix of India and Peru *and* Egypt, along with the inconsistent but often pitch black
lighting did not make the visual experience of the level enjoyable. The author's (at this
point) signature gameplay mechanic of hunting for just the right textured floor tile to
trigger a door (often with no camera hint) is rife throughout, as are cavernous underwater
spaces and the need for constant flares. Like the author's other levels, though, there are
hints of interesting (and often creepy) sound design, some areas that look well-constructed,
and some creative use of textures. I hope the author keeps building, but I also hope that
before the next release, they seek out community with other builders to help them improve
and beta test!" - Cbl (13-Jan-2026) |
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"At the risk of repeating myself, this is
challenging for all the wrong reasons. This
is definitely one for masochists only. If
you enjoy scouring vast underwater areas for
numerous levers and trigger tiles, with
pretty much no camera guidance, while having
to return for air after pretty much every
action (and getting trapped in the atrocious
collision a lot of the time), then go right
ahead. Added to this, you have spiteful,
cheaty booby traps and pretty much no
variety to the gameplay otherwise.
Personally I found it so much of a drudgery
to complete that I shamefully used a video
walkthrough to try and keep my net game time
as short as possible. Sorry, but this was an
utter chore." - Ryan (02-Apr-2025) |
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"I took a quick break from a longer series to play this and try to help on the walkthrough front, but gave up on that idea as soon as I entered the second massive underwater room. Little did I know there'd be like twelve dozens more of them before the finish trigger would show up, but it proved to be the right decision. I'm sure one of the monetized youtubers will already have this covered so they're at least making something out of this, whereas us oldtimers would do it just for the benefit of our ever shrinking community for no goals other than just because. Anyway, there's a reason nobody is playing these levels, and poor us completionists who have to endure releases such as this (could this actually be the wake up call we needed and didn't know?). It's like the author took everything wrong with the first release and made it twice as big and four times as boring. It's too experimental, triggers are randomly scattered, unmarked death traps, and cainesque levels of overdone underwater areas. Sorry, but no. The quest for the four keys could have been fun, but that concept doesn't seem to exist as what you need to do is find about a hundred (give or take) trigger tiles in narrow underwater crevices, and you're free to curse Core Design for the pathetic collision as Lara will get stuck against the wall often. At least one of the underwater levers require you to pretty much glitch your way to it, as it's below an object and you need to find the right alignment and hold Action so Lara will move into place halfway through the wall. Unless the author is just outright trolling the community, which I sure hope is not the case, these levels feel like just a huge waste of time and are likely to remain on the review wishlist. If you actually play this, you will have a hard time. A boring, annoying, stressful time — don't play if you're depressed, it might be just the incentive you needed to look into getting that lobotomy you've been flirting with for a while. For what it's worth, however, the final sequence of tiles combined with spiked slopes and boulders was fun to disarm (and then obviously you have to do it a second time in a mirroring room), but it takes a whole lifetime and then some more to finally get to that point. 75 minutes. 01/25" - Treeble (19-Jan-2025) |
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"There's progress from the builder as this part is much better organized and scenery is more impressive and interesting. But there's too much of everything, mostly water. Four key challenges would work better if each was of different nature, but they're like sanctuary of water, water and water. In short, a good level if you like water, but if you don't, maybe skip it." - DJ Full (08-Oct-2024) |
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