Passage to Mu 4
1,084 downloads

- Release date
- 23-Jan-2006
- File size
- 130 MB
- Class
- nc
- Engine
- TR4
- Duration
- long
- Difficulty
- challenging
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Bigfoot ↓ | 10 | 10 | 10 | 10 |
| CC ↓ | 9 | 9 | 9 | 9 |
| DJ Full ↓ | 9 | 10 | 10 | 10 |
| Duncan ↓ | 9 | 10 | 10 | 10 |
| Dutchy ↓ | 10 | 10 | 10 | 10 |
| dya1403 ↓ | 10 | 10 | 10 | 10 |
| Engelchen Lara ↓ | 9 | 10 | 10 | 10 |
| eRIC ↓ | 9 | 9 | 9 | 9 |
| eTux ↓ | 8 | 9 | 10 | 9 |
| Gerty ↓ | 10 | 10 | 10 | 10 |
| Glouglouton ↓ | 9 | 10 | 10 | 9 |
| Jack& ↓ | 9 | 9 | 9 | 9 |
| Jay ↓ | 10 | 10 | 10 | 10 |
| Jerrod ↓ | 9 | 10 | 10 | 10 |
| Jorge22 ↓ | 9 | 10 | 10 | 10 |
| Jose ↓ | 9 | 10 | 10 | 10 |
| Juan Carlos ↓ | 9 | 9 | 10 | 9 |
| Kristina ↓ | 8 | 9 | 9 | 9 |
| MichaelP ↓ | 8 | 8 | 10 | 10 |
| Mman ↓ | 9 | 10 | 10 | 10 |
| Monica ↓ | 10 | 9 | 10 | 10 |
| Moonliteshadow ↓ | 10 | 10 | 10 | 10 |
| Moonpooka ↓ | 10 | 10 | 10 | 10 |
| Mytly ↓ | 9 | 9 | 9 | 9 |
| Phil ↓ | 10 | 9 | 9 | 8 |
| QRS ↓ | 10 | 10 | 10 | 10 |
| Relic Hunter ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 10 | 9 | 10 | 10 |
| Samu ↓ | 9 | 9 | 9 | 10 |
| Sash ↓ | 9 | 8 | 10 | 10 |
| Selene ↓ | 9 | 9 | 10 | 10 |
| Sutekh ↓ | 10 | 10 | 10 | 10 |
| Teone ↓ | 8 | 9 | 10 | 10 |
| Treeble ↓ | 9 | 10 | 10 | 9 |
| Category averages (34 reviews) | 9.26 | 9.50 | 9.79 | 9.68 |
There aren't a lot of enemies overall, but sometimes they're concentrated, such as the hammergod gauntlet in Citadel, Run, Run (an aptly named level!). The huge mutant monsters in that level and Cistern can be pretty scary too.
There are some lovely locations, such as the gorgeous lakeshore under an aurora-filled sky in Sylvan Lake, and the numerous pretty little gardens in most of the levels. The builder's personalized textures are nice, but they're nearly the same as the ones in part 3, so there's nothing much new about them anymore. The lighting is a little on the flat side, though not bad overall. The blue colour scheme is nice in itself, but gets a little old after a while, as it's almost the same throughout the game (except in Cistern, where the colour scheme is blue-green).
I played part 3 of this series seven years ago, yet I remember it quite vividly. Which is a bit of a pity in this case, as it was hard not to compare part 4 to part 3 constantly, and feel like the latter was slightly better, or at least had much more variety in terms of locations. Nonetheless, this is a pretty good level overall, and a must-play for anyone interested in TRLE olden goldies. Recommended." - Mytly
City of Mu Chaka (8, 8, 9, 8) 24 minutes, 0 secrets - The bluish hues of the city settings that could best be described as mix between TR4's "The Lost Library" and TR3's "The Lost City of Tinnos" give off an eerie, alien vibe, but with having enjoyed the previous installments of the series before, I felt right at home from the word go. I can't say I remember much of the story connection with the previous installments, but it's still possible to enjoy this in its own right with the backstory the author has given. With only a few living scarecrows to fight, the city feels a bit desolate (this applies pretty much to all of the levels), but add to the otherworldly looks and haunting audio tracks, this fits the mood of the place pretty well. Gameplay is straightforward, and essentially suitable for players of all skill levels, but that's not to say it's dumbed down and doesn't require you to be mindful of your actions. If anything - the collision of the underwater cogs was quite a pain to navigate around - it took me a number of attempts and fair share of luck to find the right angles to squeeze past them.
Citadel, run, run (9, 9, 9, 8) 24 minutes, 0 secrets - What little I remember from my first attempt to finish the series was that I got stuck in a level with a bunch of Minotaurs (meaning this one), which is a bit odd, since I pretty much breezed through with no hiccups this time round. Whatever the case may have been, if level one had a sort of a mellow feeling to it, and the beginning hologram-floor puzzle in this one feels like more of the same, it soon picks up pace when you reach the Minotaur quarters of the city. Nothing quite like opponents you cannot harm in any shape or form (unless you count taunting them from higher ledges where they cannot reach Lara) to raise the stakes - and the high octane action sequence of timed tasks here is among my favourite moments from the entire series - especially the timed target practice with burners and rotating blades (not to mention a Minotaur). The looks are basically an extension of what you saw in level 1, but I did like the mural near the end - providing us with a bit of history of the Mu-ans and their struggle with the Tinnos beasts (nicely foreshadowing their cameo in the following level).
Cistern (8, 9, 9, 9) 37 minutes, 2 secrets - If the title of the level was not clue enough, the dramatic fall soon enough reveals settings that are a blend of the familiar Mu city kind and even more familiar TR1's The Cistern, which is the level referenced here, in case you did not make the connection instantaneously. The bluish hues can feel a bit monotone after a while, so bringing in a variation with a bit more colour was a welcome change, though the author never really uses sun-bulbs in any of the levels, so Lara ends up looking flat, and lighting not as sophisticated. Surprisingly enough, you don't actually do that much flooding and draining, and one of the puzzles - the one involving draining a pool to shoot the crystals in it - was not thought through that well (why didn't shooting the crystals raise the block if they're shot in a flooded state of the room too, as is possible courtesy of revolver + lasersight?). That's not to say that the level is lacking in any sort of way because of it - and I still loved how it was interconnected, not to mention the introduction of the Tinnos beasts, as foreshadowed in the previous level. I was also impressed how the level ended mid-way through climbing up a ladder shaft - don't recall ever seeing that done before.
Innercity, Mu Sanctuary (8, 8, 9, 8) 32 minutes, 0 secrets - And we're back to the familiar city settings, this time with bluish monks and gladiators as opponents. The pushable block puzzles were simple, but clever enough to be worth your while, and didn't outstay their welcome. The only really confusing part was collecting the parts for the flower puzzle, and finding their receptacle, now that I think of it - as they blended a tad too well into the surrounding shrubbery. The final teleporter room is easily the most aesthetically pleasing in the level - and if you shoot the targets before dropping down - you'll learn that the monks hold a grudge on the gladiators for undisclosed reasons, and will gladly take them out for you, heh.
The Temple of Mu Chaka (9, 9, 9, 9) 23 minutes, 1 secret - My favourite level, along with Citadel in terms of gameplay, and unsurprisingly one of the more challenging ones. The three consecutive timed rooms for the Ancient keys will be a delight for any seasoned raider, and - along with the timed sequences from Citadel my favourite piece of gameplay from the series overall. The bullfight manages to add both variety (in context of the series) and tradition (in context of the game engine) to the mix, and is another reason why this level is hot on gameplay. It doesn't lag far behind in terms of looks either - with the mirror room being the most appealing visually - and there's just something immensely satisfying about sending the 3 Mu Chaka's you've been collecting diligently up till now to fly up in the air, as they reveal passage to...
Sylvan Lake (7, 8, 10, 10) 19 minutes, 1 secret - One of the rare instances where the author uses a fly-by, and it's well justified - as the lake and its surrounding area is easily the visual and atmospheric highlight of the entire level set. For such a vast setting it's actually not a very long level (even in context of the series), and while I enjoyed the rather tricky fire room, and the rearrangeable pseudo-maze - the search for the underground switches was not quite as inspired (and as much as I dislike the harpoon gun - I sort of wish it had been possible at the time to incorporate it with the TR4 engine, if only to exact revenge on those pesky sharks) - and oddly enough could be skipped entirely - as you can get to the platform with the switch that you ultimately reach from underwater simply with a couple of jumps around the lake's perimeter. Still a wonderful level in its own right, and worth a little hardship.
Southern Observatory (8 8 9 8) 27 minutes, 0 secrets - Not sure if that was the intention - but the initial area felt like a throwback to TR1's St. Francis' Folly. It can look a bit overwhelming at first, but is actually quite fun to tackle once you figure out how to reach the various side rooms from the central structure. Unfortunately you have to scale it numerous times, and that's even if you don't miss out on any of the items scattered around, so it did get a bit tedious after a while. And while I enjoyed the tasks overall - I think this may not have been the most fitting level for ending the series - with its slower pace, over-abundance of crawlspaces (the one for one of the masks can be missed very easily), the enemies not standing much in your way, and one too many sneakily hidden shimmy crack than I cared to tackle. It's implied in the end that Lara manages to return home, so I'm curious where the author might have taken the series for the part 5 if he had built it, but I suppose that's one of those levels to remain in the mind of the author, and we can be grateful for the excellent set we got while he still was invested in it.
When all is said and done - the mood and unique feel of the author's imagining of Mu nicely matches the creativity of whoever came up with making Atlantis the creepy and unsettling mix of volcanic rock and inner body workings way back in TR1, thus offering both the TR and custom level community some excellent versions of the imaginary lost continents. The author's parts 3 and 4 of the Mu series are easily one of the most unique level sets that we've ever had in the history of custom levels, and worth checking out for that alone (also the reason why I 'rounded up' the atmosphere to a 10 - since the whole was greater than the sum of its parts), but are matched with creative gameplay as well, thus making the venture in these alien worlds a feast no matter which side of the gaming experience you find preferable. Highly recommended." - eTux
The gameplay is improved again, and has some quite distinct aspects (like interesting use of Tinmen pathfinding at one point, and being hunted by a certain enemy at some points). Some levels, the Cistern in particular, have very elaborate and interesting layouts too. The only real downsides are some very obscure underwater levers, some rare trial and error elements, and the occasional area that feels a bit empty and underutilised. The ending is slightly anticlimactic as you just enter a teleporter and it's over, but hopefully that means more adventures in this other world sometime soon..." - Mman
Level 1 City of Mu Chaka: So, we're here at last. And a beautiful city it is too. All those blue textures are lovely, and the design and layout of this city looks really good. Inhabited by unfriendly 'gardeners', we find crosses and Mu masks, plus the first of three Mu goddess statues. There's a bit of underwater swimming, and a timed run to three gates, and we're off to a good start....
Level 2 Citadel, run run: We will be running, to avoid many minotaurs. But before that we need to take it easy over dangerous 'glass' floors, find pyramid keys, more Mu masks, and negotiate a clever platform/fire emitter/rotating blades/timed door and shooting setup in a dark confined space. Then fall down a deep shaft, into...
Level 3 The Cistern: Very dark, but very impressive place inhabited by non-descript large demons and huge snakes. As expected in this enormous place there is a lot of climbing, jumping and swimming. Shoot some blue crystals, blocks to push, two great timed runs, find ornate keys, pyramid keys, a crystal artefact, another Mu Chaka, and your done. Nice easy level this one. Excellent atmosphere, lighting, textures and layout. Possibly my favourite level so far.
Level 4 Inner City Mu Sanctuary: We've come out into the fresh air and find ourselves in a monastery type complex. So it's no surprise to find that enemies here are monks and more of those 'gardeners'. And garden is the key word, because here is where you'll have to search for a flower and stem combo. Almost immediately we happen upon a very clever block pushing puzzle, where we must move a block up several tiers. Some more blocks later, dodge some boulders, a room where we have fun shooting transparent balls, activate a transporter and we're outta here.
Level 5 Temple of Mu Chaka: Inside a bigger temple now, and what a surprise when we slide into a room, hear a clock ticking, see a moving glass timer, and just know that we must complete our tasks in a set time, or Lara fries. These timed runs are quite challenging, but good fun. We meet the bull here, and must work out how we can lower blocks and open routes to the tiles we need him to smash for us. Another good puzzle involves the torch and getting mirrors to reflect a light beam. Love the decor, especially the wall mosaics. We finally place our Mu Chakas and open the way to the next level.
Level 6 Sylvan Lake: We've come through another transporter, and we are treated to a truly impressive flyby of the rooftops and overall area of this magnificent temple by the lake. Again, great textures, colours, lighting. So there is a fair amount of swimming involved as we open a way in, by dropping a number of trapdoors and rolling out bridges high up near the battlements. The route up, swimming with sharks, and a small puzzle to release the last hammergod, is all that we need to do here before entering the top most door and enter the...
Level 7 Southern Observatory: Huge room, wasps, hammergod, levers, route around high up making our way around what look like machines and mechanical objects, finding and placing more Mu masks, good timed run, a lovely looking planetary puzzle, and altogether a pretty tame ending after all we've been through. But that is not to take away from the huge effort, time and imagination of this accomplished author. Perhaps there is more to come? If so, I'll take my place in the queue." - CC