The Secret of the Tower
1,081 downloads

- Release date
- 03-Jan-2004
- File size
- 21 MB
- Class
- Egypt
- Engine
- TR4
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Avmaster ↓ | 7 | 8 | 7 | 8 |
| Bogey ↓ | 8 | 6 | 7 | 6 |
| Duncan ↓ | 7 | 7 | 6 | 6 |
| eRIC ↓ | 7 | 6 | 5 | 4 |
| Gerty ↓ | 7 | 7 | 6 | 6 |
| Jay ↓ | 8 | 7 | 7 | 6 |
| Jose ↓ | 6 | 5 | 7 | 5 |
| Kristina ↓ | 8 | 7 | 7 | 7 |
| MichaelP ↓ | 9 | 6 | 7 | 6 |
| Mulf ↓ | 6 | 5 | 4 | 3 |
| Navi ↓ | 8 | 7 | 8 | 7 |
| Orbit Dream ↓ | 9 | 5 | 6 | 6 |
| Phil ↓ | 8 | 7 | 7 | 7 |
| Ryan ↓ | 8 | 6 | 6 | 7 |
| Treeble ↓ | 8 | 7 | 6 | 6 |
| Yoav ↓ | 8 | 7 | 8 | 8 |
| Category averages (16 reviews) | 7.63 | 6.44 | 6.50 | 6.13 |
There is a bit of platforming to do, but the level is not characterised by it, or by the few enemies you encounter. In one egregious case, a hostile native pops into existence right next to you as you complete a pushable puzzle, but usually enemies are placed well; although the Hulking Mutants tend to be rather too effective to provide an enjoyable challenge when accosting you in narrow corridors or poisoning you, unseen, while a camera view is active; and pickups are sparse.
Most of the level is a linear sequence of traps, interspersed with the occasional pushblock- or step-on-the-right-tiles puzzle, which offer welcome respite (the pushblock puzzles are thankfully short). The roll call includes the usual suspects (fire, spikes, boulders in various permutations) as well as less common hazards such as the - Seth blades' and the - slicer-dicer' from Settomb. The traps are usually set up in such a way that they are manageable if your reaction is swift and your fingers are nimble. (I should mention, though, that in this level, any tile can set you on fire. These are not the unmarked death tiles of an incompetent beginner's or troll's level, as they come with indications as to which tile is safe and which is not, but these and the look of the tiles themselves vary from room to room, so you have to die anyway in order to find out which is which. A death's-head texture is used not specifically for dangerous tiles, but as a general marker that can mean anything.)
However, there comes a point in this level where this approach is abandoned in favour of mere trial-and-error; which is disappointing, as gameplay was doing quite well under the circumstances. This point is marked by the room in which several boulders come at you in front, and several more come at you, unannounced, in your back, while a slicer-dicer circles overhead. Surviving this situation requires a certain amount of dumb luck, as after several failed attempts you sort of stumble through the chaos, surprised to find yourself still breathing. It can be an exhilarating experience (it was in my case), but it leans heavily into trial-and-error territory; and I was prepared for the level to finish shortly after, but it turned out there was still a quarter of the way to slog through. I say - slog' because this last quarter was the weakest part of the game, for several reasons. One, trial-and-error procedure definitely took over with the Seth blades: the room seemed to have indications for how to survive them, but they turned out to be an act of misdrection, and the only thing for you to do was simply jump into the thick of it and hope for the best. This was followed by a swamp full of spikes; again, sheer trial-and-error, this time without indications of any kind. Thus the trap sequence concludes on a jarring note. Two, tempo is taken out of the game; and three, gameplay becomes repetitive. When you arrive at the eponymous - tower' (really, three stacked platforms in a large boxy room), the balance tilts in favour of puzzles, and it's the few remaining traps that offer welcome respite now. Not necessarily a bad switch; however, you begin this section with three consecutive variations of the same puzzle, one of which (involving a monkeyswing) is unnecessarily prolonged and contrived; and indeed all of the puzzles turn out to be merely variations of stuff you've done before in the level - pushables and step-on-the-right-tile puzzles, with only the timed target shooting breaking up the monotony at the very end of the level, which thus ends on an unexpectedly dull note." - Mulf