
Levels listed...
TEN - 23
TR5 - 35
TR4 - 3212
TR3 - 186
TR2 - 148
TR1 - 77
75333 reviews (20.5/level)
3659 (99.4%) walkthroughs
477 Hall of Fame levels


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release date: |
22-Nov-2025 |
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# of downloads: |
776 |
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average rating: |
8.63 |
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review count: |
4 |
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review this level |
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file size: |
844.00 MB |
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file type: |
TEN |
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class: |
nc |
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| Reviewer's comments |
"This second installment in this saga nicely delivers on the already promising opening part
(which is also included in this package, with somewhat streamlined gameplay this time
around). The surroundings are again vivid and imaginative throughout, and there's some
pretty impressive setpiece rooms to admire (like the Lamented Souls room), plus the
atmosphere and music usage is of a high standard. The gameplay has noticeably increased in
challenge, with some rather tricky but not too frustrating timed sequences being among the
highlights. Backtracking is also generally reduced to a minimum, and the builder
considerately provides shortcuts here and there once you've completed important tasks.
Contrary to a previous review, I found the Tinnos mutants to be more annoying than the
ninjas. You'll not be short of supplies at any point (particularly if you locate the
secrets), but Lara often had to fight them in extremely cramped areas which caused more
health loss than I would ideally have liked. Not a big deal at the end of the day, though. I
look forward to future parts in this series." - Ryan (15-Jan-2026) |
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"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 Nov. 22, 2025. TIP: Select Options, disable Ambient Occlusion and High Frame Rate in Display if you experience any lagging.
What I liked about the level: 1) The colourful textures and lighting used here and there are a nice visual break. 2) The water bubbles when jumping into water are beautiful and the nice swimming animation is a wonderful choice. In fact, I like all of Lara’s animations. 3) Loved the “leap of faith” task. 4) The slowly raising Minotaur block was cool and fun to watch. 5) Loved the multi-level maze/pushblock area. 6) Love the PLS (personal light source) in lieu of flares. 7) Thank you to the builder for limiting the area that enemies would travel so players can shoot from a safe distance. My favourite way to tackle enemies is to trigger then run for my life, haha! 8) Loved hearing the class TR music. 9) Traversing the columns in the lamenting souls room was fun. 10) I love mazes! So when I saw there was a “Maze of Madness” I thought the more complicated the better. I thoroughly enjoyed traversing this maze and I thank the builder for taking the time to make it fun and interesting. 11) Loved the slow moving block in mid air. Would have loved seeing a whole bunch of these with which to traverse across the open space.
What I didn’t like or thought could be improved: 1) A unique (or “marked”) texture should be used for climbable ladders even if it’s supposed to be hiding a “secret”. Using unmarked ladders has an unforeseen consequence as it makes the player question if there are any other textures throughout the entire level that are unmarked ladders as well. Good building design considers fairness to the player. 2) Invisible blocks in front of unopened doors. Rotating the doors or placing between portals could fix this. 3) Just a small thing but having a fixed camera to show doors opening rather than following the door as it opens. 4) Timed runs should have an on screen timer to let the player know it’s timed and how long they have before the door closes. 5) Unmarked deadly fire and spike tiles not cool. Some sort of hint should be provided. 6) Just a wishlist but would have preferred the pushblock trigger tile show on the floor of the ledge rather than on the wall. I didn’t make the connection and got to the top not knowing how to open the wooden door. 7) Would suggest preventing the player of leaving the room after picking up Topaz gems so they look around for the very dark and well hidden crawlspace. 8) Tough timed run over floating blocks with curves through two timed doors took me so many times to finally get through. Giving a bit more time would have made this a very fun timed run. 9) Not sure if this is fixable but sometimes Lara’s camera goes back and forth hitting a wall which can be disorienting especially when trying to traverse traps. 10) It is possible to miss a small slope that is necessary to trigger the 1st level boss fight causing a reload to a previous samegame. 11) It is possible to jump into a hole with no way to get back out except to reload to a previous savegame. 12) Got stuck in several illegal slopes having to reload to previous savegames. 13) Thought the gun shot and re-holstering sounds were a bit clunky sounding. 14) A missed opportunity for a really nice thought provoking fire pedestal puzzle. 15) Sometimes when shooting enemies, the items they drop are behind walls, making it impossible to pickup. 16) Severe lagging in the room with multiple blue flame emitters. 17) Just a small point but would suggest that the opening gate close behind the player after entering so players know there must be an alternate way to get out of the area without traversing back across the flame ledges as the only way out. 18) Normally I don’t like boss fights but in this case the ending seemed a bit anti-climactic. Would suggest having at least one of those Tinnos Monsters come to life. 19) Just a wishlist but would have been cool to have the Lacrimosa hidden perhaps in the shiny golden sarcophagus rather than just on a rock at the side of the room.
Conclusion: Despite all the “improvement” comments, I enjoyed this TRLE. The overall impression was “satisfying”, not too easy, not too hard. However, due to the difficult timed run, not suitable for beginners." - Lizard Queen (12-Jan-2026) |
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"I already played the demo, City of Topaz, The sequel maintains the standard of its
predecessor and delivers an excellent performance. The atmosphere and music design are top-
notch, but what I didn’t quite like is that there are a bit too many guards. Additionally,
the graphics feel overly boxy overall, lacking that "wow factor."" - cheng (06-Dec-2025) |
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"Improved indeed. Don't be discouraged by the story: though it speaks of wailing and madness, the tasks aren't so demanding - actually I got stumped by overthinking a puzzle instead, so don't do that. Watch out with the flower pushable, that can softlock possibly because the big door has too much collision. Visually the maps are very much in style of subtle TEN with HD everywhere on blocks, glued with modern rendering effects - but I wish they had comfy texture transitions and went braver at geometry. Same for architecture style transitions, because some areas are empty, other ones have detailed objects, btw those props tend to occupy simple-shaped rooms - all of that feels like conflicting architecture styles without totally deciding on any of them. Which actually does the job of creating a specific, eerie place which isn't so safe to enter for Lara. As for voiceovers: just ditch the AI - it makes it hard to focus on the speech, and we have voice actors for that. Musically it's okay and the ambience is quiet which makes it easier to relax. I'd add more enemy variety because the Tinnos mutants get old very quickly - those I'd mostly leave for highlights, and maybe even added some main boss to guard the critical pickups. Secrets are varied and useful. I still missed two in the second map even though I searched it for 2 hours, so maybe a more pronounced hint could be added." - DJ Full (05-Dec-2025) |
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