Level: Search for the Ora Dagger back home search
Author(s): Ray Croft
total rating:7.75 Gameplay &
Objects &
Sound &
Lighting &
DJ Full 7 8 7 7
Drakan 9 9 9 9
eRIC 7 7 7 7
Gorty 5 6 4 3
Jay 9 8 8 8
Jorge22 9 8 8 8
Jose 6 8 7 9
Lokky99 9 9 9 8
manarch2 7 7 6 7
Moonpooka 9 8 8 8
MrJavi94 7 8 9 8
Phil 9 9 9 9
Ryan 9 8 8 8
category averages
(13 reviews)
7.85 7.92 7.62 7.62

Reviewer's comments

"The first level is a remake of Tomb of Yarok with a few changes , i like it generally and there is a bit of challenge in a couple of places. The 2nd level is more ambitious , a Tinnos/Icy type of level , with a bit of psychedelic touches (spots of coloured lights provided by crystals , jellyfishes ...). Some good use of objects/enemies and some that seem out of place or look strange (the translucent railings separating rooms , the yellow flickering doors ...) The beginning is so-so but once you reach the heart of the level it becomes a lot more interesting as all this part isn't all straightforward and you can do things in a different order i like that, it is easy to miss an opening or a switch. this level is rather long and there are some good ideas , i think though there is a bit too much of these pushable blocks. Some places look quite right while in others the builder still needs to improve his design skills for the shaping of the blocks that is not smooth enough or the texturing when surfaces aren't square. Atmosphere is quite good despite some wrong sfx. Overall solid raiding." - eRIC (01-Aug-2019)

"Better than the other level, I can't understand how a builder forces the players to replay an old level so they can play the new one. This new one is, as I said, better than the first, but there is much backtracking here, and I don't want to tell you if you want to get the secrets... Not very hard tasks, the puzzles are simple and easy to solve, most of them with movable blocks; many dangerous situations and excessive switches to pull; the frog men seem to be harmless for Lara and the provided medipacks and the ammo are very tight. Decent architecture and texturization, with some fog touches in several rooms and correct lighting. I've missed some more camera shots when triggering something, some more CD tracks and some flybys to create atmosphere. Worth to play if you've not played the first level." - Jose (05-May-2017)

"It's great to see that the first level has had some improvements made, leading to a better well-rounded playing experience, both in terms of aesthetics and gameplay. I also wasn't a fan of the harpy that attacked Lara while she was defenceless on a monkeyswing in the original Tomb of Yarok, so was pleased to have that changed here. The second part takes place in a cold Antarctic setting, searching for Ancient Masks and Stones of Water while accomplishing some tricky swimming, traps and block puzzles. A few minor sound issues, but nothing that detracts heavily from the game. Way to go!" - Ryan (29-Mar-2017)

"The game starts with a much more polished version of the builder's latest release, especially lighting, missing sounds and animations are fixed, albeit there are still a few missing sounds like the button or the flare lighting. Besides my point that it's more decent overall I don't have much else to say about it. Finished it pretty quickly in 20 minutes as I knew what to do. The second level started a bit slow and pretty much like the first level with rather basic gameplay and visual design so I initially thought that this game is quite overrated, but actually the game grew on me during playing and the hour I spent here was on the whole much more accomplished and professional than I expected. The gameplay, aside of the start, barely has a slow moment and always keeps you entertained with a nice flow and a good variety of puzzles, timed runs and some decent platforming parts. It always could be somewhat better with more experience and technical knowledge, the tasks are not really something you've never seen before, but (just as in LoreRaider's latest release) I think the current qualities of the builder have been put to good use here. Enemies are decently placed here, the visuals are rather cleanly applied. Perhaps the builder could work some more on architecture - while there are quite appealing areas the game had a rather blocky feel overall, especially the room walls are often very flat which shouldn't be like this in natural cave areas. A few flyby cameras and sounds also would've spiced the atmosphere up some more. In total, this is a large leap in the right direction and I really hope to see more from this builder in (near) future. Spent 1:20 hours in here, found all four nice secrets. P.S.: You won't bother me if you ask for testing, it just (hopefully) helps to improve your level, so feel free to ask next time." - manarch2 (16-Mar-2017)

"Great too see a very good improvement from this author i loved the classic feeling from both of these levels and i also liked how the author used tomb raider 2 sound effects. Level 1 The tomb of yarok is basically a remade version of the previous level from this author but with the same name and i had so much fun playing both levels i also liked the classic tomb raider 3 feel in the second level: TIBET-THE LOST CITY OF YAROK it had an amazing classic feeling and also a great atmosphere- Lokky99" - Lokky99 (15-Mar-2017)

"What we get here is a vast improvement in all regards made by the builder. This adventure mainly consists of two levels that together give the player a two-hour fun raid. I'm also a fan of this kind of levels, where textures and objects from the eternal classics are used to provide the level with a very nostalgic feel. The first level is basically a revised version of builder's Tomb of Yarok, where bugs that were present in the former version have been fixed here and that's really good. But there's something I haven't liked about enemies, when they're dead and you reload a savegame, they seem to be in the exact tile where they were originally spawned. The four secrets were hidden in some nice ways, where backtracking became needed to get three of those. The lighting and the created atmosphere here is probably the best I've felt when playing this level - I particularly admired those blue and yellow fog effects (or whatever) giving the level a much more atmospheric touch. The textures could've been improved a little bit in the first level, but in the latter they fit very well in my opinion. Also the enemies were classic and thoroughly enjoyed the second level with the classic Tinnos elements. The jellyfish room was probably the most beautiful of the entire pack, giving a especially reminiscent TRU feel. I needed a bit more than 2 hours to complete this level after having found the four secrets unaided, but managed to do it in less than 56 minutes in a revised playthrough. Definitely a considerable improvement where many classic elements have been added to hook up the player and make him/her enjoy until the very last bit of it. Looking forward to seeing more of this builder - I'm sure he's still capable of much more. Thanks, Mert, and keep up the good work! Highly recommended to everyone!" - MrJavi94 (05-Mar-2017)

"I was glad to see the first part of this game has been well tidied up and any previous problems appear to have been addressed. Part two is very satisfying in terms of gameplay and looks pretty good too - loved the jellyfish room. Searching for ancient masks involves quite a lot of swimming, but the action is well rounded with some good puzzles and lively enemies etc. One or two odd sound files going on, but overall a cracking good raid." - Jay (01-Mar-2017)

"Now, this is what I merrily call evolution! Having played the first level in its first version I was expecting more in the same vein. But I was wrong. Except for the first part, that is, as it's the first level repeated. Or is it? Most of the issues have been fixed and the changes in gameplay show Ray knows how to listen. Wrong animations have been corrected, more time was given for a timed run with a blade, the harpy appears only after Lara gets to the final ledge and then back to the ground floor instead of making the monkeyswing crossing above fires nearly (although not exactly - but unnecessarily) impossible and I also *think* there used to be a red scorpion coming while Lara was crouching under a low ceiling, there may have been a timed run with a torch that wasn't timed anymore now and there may have been a blade precisely after Lara falls from a high distance. My memory may be playing tricks on me with regards to these last three aspects though. Not all of these changes were actually needed but the fact remains the ride probably became much smoother for all players. Of course, some missing sounds weren't corrected (I think) and there's a strange sound, like a door closing, throughout this level and the next everytime Lara bumps into something. Well, but the second level... Really. I wasn't counting on it but it was one of those of which I was sorry to see the end. Long but not boring, looking good, varied, full of exploration, with a definite TR3 feel to it. I really liked it. So, 7 for the gameplay in the first game and 10 for the second part and I give it a 9. Way to go, Ray." - Jorge22 (19-Jan-2017)

"I reviewed the first level as an updated Tomb of Yarok so I pick up when I left. As the second bit begins I got disappointed to see not Tibet but Tinnos, my number one foe among the texture sets, the only I wholeheartedly hate and force myself to play any level containing it. I even had this feeling in Ice Age and Frozen Past and it's no builder's fault except from the original creator of Tinnos, may his head be hit by a magic meteorite, may he search for elemental masks for ages, may he turn into a mutant Willard spider, may he never guess a food chain puzzle, may he fail the secret timed run through the swinging blades for irreversibly planting such disorder allergic reaction in my head, like if there was not enough things which annoy me already... OK, now I feel better indeed - what was I reviewing? Oh... I wasn't stuck and things were pretty straighforward again however as long as I was careful - I don't agree with certain things being totally out of focus yet required to open something distant, for instance the stray jumpswitch before the bridge, a lonely torch underneath it which somehow works together with the ones in the waterskin room - in some cases you fail to spot something on the way to a distant target, you see it inactive so you need to go back... I appreciate this in case of secrets but not in main gameplay. Enemies are finely used again, none of them unfair, however I cannot say this about the underwater rotor blades, my number one hated trap, whose original creator is responsible for half of misery we encounter in this class. Since the origins, every single user I remember didn't bother to fix the collisions to prevent health loss, but all of them just used the crappy version as it is available - again, lots of betatesting but zero quality assurance, and I needed two half-medis to go through it. At least for that moment, and some other moments, the visuals swap to Maria Doria, the only such combination I remember. Meanwhile we also get bits of RX Explorer, a nice break. But my favourite piece is the bridge, which is not directly copied but referred to in smaller version, and the infamous timed door secret is now refurbished into a separate puzzle sequence - old memories, new usage, no wonder the game is one of those with the anniversary loadscreen. Getting closer to the end I noticed some flat ledges which are accessible in no way, I also remember one from the first level - I think these are pointless, my thinking is if you can stand on it, let it have a purpose. Also, there are still occasional, however not so many, wrong samples, and somehow the game is the only one I remember including both the flare bug and the ledges requiring flares to progress, so I have no idea how this was overlooked. The last build-up feels very strong with the battle sequence for the disk, though the pushable could be shorter and the ending itself is - again - my number one disliked finale with a finish trigger immediately following the goal pickup. Always the same tip: make it feel important, highlight it, so it feels powerful - all in all we're hunting for treasures. SUMMARY: Better again. Still far from perfect, but this trend of improvement can mean something great in the next order." - DJ Full (17-Jan-2017)

"I played the 2 levels as a result and it must be said that the 2nd level has a great improvement. The author has made great progress and I think the next one will be eagerly awaited. The 1st is pretty basic with cleopal textures mainly. On the other hand the 2nd is quite huge with a very good gameplay (can be too pushable). Thanks to the solution I was able to recover all the secrets, otherwise I do not think I would have searched all (well hidden). The texture is not perfect but correct, there are some parasitic sounds that could have been repaired with the software of Magplus (SFX Manager). Otherwise I liked it and I recommend it to all fans of tr. Congratulations" - Drakan (09-Jan-2017)

"I enjoyed playing the first level in this series (which I understand is soon to be withdrawn as a separate download) when it was first released, but the second level is a vast improvement. The builder worked patiently with me over a period of several days as I made my through at the same time I was writing a walkthrough, and I was impressed with the much-improved gameplay that went along with ample lighting and consistently eye-pleasing surroundings. The two secrets in the second level were quite cleverly hidden, and both required action in one area before you could claim your reward in another area. The second level takes at least twice as much time to play as the first one, and I would guess that a total playing time of about an hour and a half feels about right. There are a few significant changes in the first level (the harpy waits until you finish the monkey swing before initiating its attack, and the timed run/swim is more forgiving), and my scores here reflect my impressions of the work as a whole. Highly recommended." - Phil (05-Jan-2017)

"After seeing the previous reviews I was expecting something more. The level design was very very basic and looking very beginner-ish. Big empty blocky monotone rooms everywhere. Textured on some parts with not much care. Also, many stretched and wrong applied textures that just pick in the eyes while playing. Possibly, not beta tested. The light was also very very basic. Here and there a shadow or light bulb was placed. Underwater rooms had the same light as rooms above water. Again, big empty rooms with no light dynamics looking very chaotic and long monotone corridors to run. Objects had many times wrong applied lighting. For me, it seemed that there is a lack of imagination and skills by the author. I encountered some weird fixed cameras and buggy monkey swings. For me, there was a gameplay killer. In the first level after pushing a switch the blade stopped just under the climb wall and I couldn't get up, so I had to load a previous savegame and play a big part again and hoped for pushing the button at the right time the next try. Gameplay was also, very basic and non-innovative. There were some harder timed runs, tricky jumps, very well hidden switches ... I just didn't enjoyed playing this game. Seemed overall very basic, rushed and overrated. Had nothing new or good to offer. Sure, there is some potential for Ray Croft, but the author needs more practice and take more time in creating a game. Not recommended." - Gorty (05-Jan-2017)

"This level follows on from Tomb of Yarok and there are two things you need to know. 1, the 1st level; Tomb of Yarok, has been updated and some changes have been made. 2, if you only want to play this 2nd installment, you can get a save from the end of the 1st level via the stuck in a custom level threads, just look under Tomb of Yarok thread. Ok so on to this level. This is a Tinnos type level with textures according to that. All seem nicely placed but some of the snow areas were a bit tacky in places. I also had strange sounds when in water and also in some areas, i could hear centurian horse sounds when i moved Lara about. This doesn't hinder play. Gameplay was great, lots of traps, timed runs and exploring. There are two secrets to find and they were well placed. Enemies are huge aliens, tin men, divers and a few other smaller beasts, Health is scarce, so hold on to what you can for the bigger battles near the end. I could have done with the binocculars where the invisible ledges are and even my flares didn't show them, so that meant asking for help. I also didn't find the small waterskin, which you need for the scales.. but i did the scales with just the large waterskin, then was able to slide flip past the spikes and i still don't know where that smnall waterskin was lol. All in all though, i loved this level and look forward to another game from Ray." - Moonpooka (04-Jan-2017)
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