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Revenge of Osiris - Return to the Temple by Thierry Stoorne

Bene 9 8 9 9
Casual Raider 8 9 8 8
CC 8 8 8 8
DJ Full 9 10 10 9
eRIC 9 9 9 9
eTux 7 8 8 8
Gerty 8 8 8 8
Jay 8 8 9 9
JesseG 8 9 9 10
Jose 8 8 8 9
Kristina 8 8 8 8
manarch2 8 8 8 9
MichaelP 8 8 8 8
Mman 9 9 10 8
Mytly 8 8 9 8
Phil 9 8 9 9
QRS 10 8 10 9
Ravenwen 9 9 9 10
Relic Hunter 8 8 9 9
Ryan 9 8 9 8
Samu 8 9 9 9
TimJ 8 8 9 9
Treeble 9 8 9 9
release date: 07-Feb-2007
# of downloads: 109

average rating: 8.55
review count: 23
review this level

file size: 248.59 MB
file type: TR4
class: Egypt

author profile(s):

Reviewer's comments
"Now we're getting into a more 'familiar' grounds with a level similar in fashion to the Lost Library. Massive chambers all around as you look for the four stones, the first of which seems to require more work and you'd think all the other would also be rewards for trap gauntlets, but then turns out you'll be trading a number of keys for the stones to eventually reach a very nice outdoor area leading into the next level. A lot less enemy encounters here as well, and all of the fire wraiths never become a nuisance as the water pools are never too far. 40 minutes, 3 secrets. 06/23" - Treeble (18-Jun-2023)
"Now we enter the main part of the game. In this level, we are met with a mixture of Library and Tomb of Seth textures which initially seems like a weird combination, but most of the time, it works. I quite enjoyed the gameplay in this level, involving a search for four stones off a hub room, which is a favourite concept of mine. I liked the vase shooting/jumping sequence too. A fun level and I eagerly anticipate the rest of the series." - Ryan (17-Sep-2016)
"Like always for linear plots, I rate all levels equally yet with different score combos to highlight ups and downs of each part, links to which are embedded in common text. We begin in Thierry's Parisian Streets and how not to repeat the con remarks for this builder. Why not to take a bike if the streets are so wide? Why not to return Lara with a rapid sewer current? Or maybe why not to put her on the back of a city pigeon for faster travel? Ideas to kill redundancy are numerous and would also work for atmosphere... but no, again we have backtracking, lack of shortcuts and passage repetition. Thankfully as imperfect as in path design, Thierry is brilliant in isolation craft so I didn't mind the extra travel that much. So far. Then we go into Church which sustains the mood despite of dropping the scale, and makes it spookier in return. But this is an exercise in bad combat. Riding a bike under sentry fire. Pulling up onto an edge with a running dog. Getting perforated by a SAS while wading through the water... Of course you want to be smart to avoid health loss but the author made sure to prevent that. Think about it: there's a group of dogs and a bike. It rings a bell to run over the beasts, but the vehicle gets impaled with spikes blocking the passage to break your plan. Then you want to fight these dogs from the entrance corridor but a rollingball forces you into the room. So you escape on the nearby ledge to shoot them from above, but an invisible collision panel feels just like deliberately applied to make that attempt futile as well. The only combat the author approves is direct encounter what instead of challenging is horribly annoying. All this time you only have the pistols and don't even tell me about that red herring revolver. When finishing this part I was absolutely infuriated so it was great to embrace delightful chillout of the following Airport. Again we have a red herring, this time a medikit, and the breakable walls are way too hidden, especially if one of them is secret and the other one isnt, but we can relax among realistic bars, pass through check-in gates, enter metro wagons, climb escalators and explore a secret hotel. In the end I felt ashamed I never tried Leeloo's levels before, and I will soon repair that mistake with The Hangar. But before that we leave France and pass into Egypt, to the plot core. The Temple feels convincingly buried, has neat layout and local visual gems. It's another one of Thierry, but the path design is incomparably better, just like if not his. What may confuse beginners is a quadruple slot which looks like a multi-item combo but in fact requires progressive filling, and the treasure pool challenge which may cause you to save the game just before you die. Next TC enters the stage with his Lava section, as we proceed deeper into the Earth crust to get literally overflown with magma. It's one of these levels where you can feel the heat and play with fire while utilizing loads of cracks, crevices and ladders like this author got us used to. The design is a bit subpar and cramped in comparison to the author's flagship projects, but still very good and enjoyable, however since that moment the project gets confusing as the opportunity to miss or do something wrong appears - for instance I could only solve the statue pushable after multiple corrections and I had to repeat half of the level when the zipline didn't retrigger. But the most serious and easily evitable mistake was the door cube pushable. Once raised, the portals shouldn't close because using the block every time to unlock them makes no sense especially in a level where it's so easy to commit a mistake and try again. What I particularly liked was a nice touch of the barriers surrounding the rocks sticking out of the lava stream, what made that part of platforming much easier. Then we descend even deeper to cool down in the Underground Lake, but I unfortunately recognized the retextured ship level of TR2, and instead of lukewarm depths of volcanic cavern I kept imagining an overturned rusty vessel no matter how fine TimJ's rendition was. But at least the map was familiar, and tasking got ambitious with the multilevel pushable, though it went too ambitious with the underwater lever. Since the place is huge and the lights draw attention away, I couldn't locate that spot even with the walkthrough in hand, and only thanks to TRGamer's let's play video I could get enough help to breach the gates of sunken Castle of Corpus Fatalis, likely a pun of "over my dead body". This map is made from scratch, outstandingly atmospheric and the most suitable word would be "epic" despite of not so big size and darkness. One nice trick to strenghten its grandeur is the lack of ceiling substituted with progressive fadeout, so we can imagine the central hall much higher than it really is. Then we unlock the City of the Priests, another element of TC's dense world, even more lava-soaked than his other bit made for this game was. Here I noticed external cooperation of the French forum, with MagPlus's Apophis warriors really making this part feel like a sequel to The Rescue. If I missed something in this level and the entire volcanic episode, it was the sound of flowing lava - while we get the Xian ambience for mystery mood, the river of molten rocks is absolutely silent. Eventually, we enter the underworld Kingdom to get some Swedish vibes, for either this has been inspired with QRS's Limbo or vice versa. The part is really open but not confusing at all, and platforming over the floating islands was pure pleasure. This is possibly also the moment of the adventure where the greatest amount of customized objects dwell, including the Obole puzzle making for a serious closure hitpoint and perfect for transition, however in the final scene I missed some music, waves on the river and actually showing Charon's boat sail the waters into the Farplane. Very soon it appears this one holds a very tightly embedded realm of Lost Spirits, filled with randomly arranged floating islands, multiple intersections, start positions and sometimes even requiring the right choice for correct progress, while not even mentioning you are in such situation - seriously, the thunder plain and the final fight of the chapter might remain in my heart forever, but learning fluent French would be less confusing than solving this whole chapter. Often I had no idea what to do, some doors never open, some levers are never pulled, certain things are hard to guess like the monkey swing because no other texture of the kind is grabbable, or the cross puzzle hole because no other object like this is interactive, or the water corridor secret triggered with an invisible shatter - however the last one may be discussable as well as the requirement to grab an uraeus from the active spike trap. As a result I failed multiple times to proceed without a walkthrough and only after a whole day, what is as much time as the whole preceding content took me, I grabbed the key to the Osiris's Pyramid. Here's Thierry again, even better than his previous bit, and possibly in his greatest solo map. Despite of structural simplicity and intense combat, the place feels incredibly calm and relieving while offering total immersion, rewarding tasks and both casual and unusual geometry. Only the crawling part could be shorter but I liked the exploration very much - in the end every square in sight appears accessible. The bike part is really unexpected in such place, and the final teleport flyby is properly satisfying as we teleport into space... or at least I thought we should, but before that we unexpectedly visit an extra pyramid level which is fully unlike the ordinary pyramid design, with each corridor intricate and attractive, and transparent enemies making us sure we're really deep already. The gate to let us out from the first slot with the White Stone is another one which should remain open once open, otherwise it forces passage repetition if we visit the place too early. The transition to alien scenery is made very well but just like in case of the Kingdom boat cutscene, we should really see the shuttle fly as we get ourselves abducted onboard the Osiris's Spaceship. The surroundings are simply breathtaking: the outer space introduction, the hangar section the control room - I have a feeling the author was under impression of the Cygnus from The Black Hole movie, and if the plot wasn't Egyptian this dystopian, almost a derelict-like ship would be a great host for creepy humanoid workers or an evil robot like Maximilian (yeah you need to watch that if you haven't already). Certain design shouldn't occur like the water tank, another place we can save in, unaware of imminent death. Multiple passing through the could be easy reduced either, and I even had to cheat for shells when it appeared they aren't provided for the Horus fight they're crucial for. I eventually hacked Osiris's security system and defeated the guy Somewhere in the Farplane, where a nicely controlled timed challenge may give us two different endings, producing one of these moments worth to die in. SUMMARY: This is a very solid and seriously coherent team work where every participant cared a lot, with original plot, new graphics and even music tracks. Sometimes you may need a walkthrough to deal with annoying mistakes and properly enjoy unforgettable highlights which make this game obligatory to play at certain moment, so why not now." - DJ Full (25-Jun-2016)
"Quite nice level with good gameplay but with some details that made me slightly angry with this custom. Especially crazy camera in main temple lake, some ladder and stone ledges. All in all good level but not the best from serie." - Casual Raider (09-Sep-2013)
"Just after I thought this series would be quite an enerving raid, this level luckily taught me a lesson. Right after Lara was dropped in the scenery with the helicopter this level was quite a refreshing raid with very old-school gameplay, but a lot of block puzzles and also platforming. There is nothing really innovative in here, the atmosphere being nicely implemented with a mix of lava, cave and library textures wasn't very spectacular but fine enough - I also have to note the beautiful mirror hub room of the stone quest near the end -, the gameplay varied from quite a lot of exploration; at the end there was a nice search for four stones - the side quests had a lot of nice gameplay (vase shooting, torch usage, boulder traps) but this level also managed to flow nicely and never be confusing a bit. What I didn't like so much were the usage of wraiths that caused quite a bit of unnecessary backtracking at times, several long shimmy/climb sessions (luckily not overly long though) and the placement of the four stones - I think it would have been better to hide each stone in one of the four side areas rather than two relatively near to each other without any bigger task to get them. There are three nicely hidden secrets hidden in this level, the last one even can be seen as a homage to certain life attitudes. Clearly the best Revenge of Osiris level up till now. 36 minutes." - manarch2 (26-Feb-2012)
"After my negative experience with the first level, I was rather wary about this level by the same builder, but fortunately, my fears were unjustified. Though I had resigned myself to encountering hordes of human enemies in every level of RoO, their number was relatively few in this level (though the machine-gun toting baddies in an ancient temple felt thoroughly out of place).
I like the looks of this level: though the dark red rocks don't quite go together with the Lost Library textures, overall the effect still manages to work. The architecture is on a grand scale and very impressive. I especially like the main huge flooded hall. Even though I am not fond of the large number of fixed cameras in this room, I must admit that they help convey the large size of the room effectively, especially when Lara drops down from the ceiling.
The gameplay is fun, easily making this the most enjoyable level of RoO so far. The beginning of the level throws you into some rather dauntingly large areas with few clues on how to proceed. But once you start making progress, things do start to come together satisfactorily. The second half of the level, involving hunts for the four precious stones, is particularly enjoyable. My favourite task is the one involving jumps over lava. The third secret is great fun: getting as many pickups as you can from a treasure room before the water turns deadly.
A couple of minor quibbles: Why did the route to the room where you place the stones have to involve a tiny crack that Lara can barely swim through? It's really annoying having to squeeze through it in the several times you have to go back and forth. Also, the jumpswitch for opening the door in the flooded room is placed very inconveniently, so that you are unlikely to see it before dropping down, and then wind up having to backtrack considerably to get to it.
Overall: An enjoyable level, despite a few minor flaws." - Mytly (23-Feb-2012)
"This level takes place in a Lost-Library themed temple built into a massive red (almost hellish) cave. I found the theme very evocative due to the scale, and the setting is established well by making you explore a lot of the exterior before you actually get inside the temple. One issue I had was that the red rock clashes quite a bit with the whitish Library textures; something like tinting the Library textures red would have probably made the colours much more harmonious. The lighting is also a bit drab at times, although the scale makes it more forgivable than in some of the earlier levels. The use of Human enemies felt spurious to me, but maybe it'll make sense later.
The size of the area you first enter makes the level look pretty formidable at first, but once you get going it flows well. The start can involve some backtracking if you do it the "wrong" way around, and there's couple of really long ladders and shimmy spaces, but the way the camera stays back actually creates quite a cool effect of showing how small Lara is compared to the immense size of the temple. After the more navigation based challenges outside the inside involves some puzzle rooms and traps, including twists like a secret where you have to choose what items to take and get out before the oil water catches alight. There's also a subtle moment of self-awareness I liked, with a cheeky music cue playing as you walked towards an incredibly obvious boulder trap. It's not that hard but still provides a variety of gameplay. Maybe it's partially because I've found the gameplay of the earlier maps in this pack a bit flawed, but I loved most of this map." - Mman (16-Feb-2011)
"Now this is more like it. A large temple area both on the outside and the inside. Nice reflection effect indoors, that must take a lot of work. Some clever secrets as well, especially the pool that turns out to be a timed death trap, testing the limits of your greediness. Lots of boulders, blades, and other traps to watch out for - even underwater. The only drawback I can see was that it felt like it ended too soon. Though I suppose that's common with all good levels." - SSJ6Wolf (07-May-2009)
"The first Egyptian level in the adventure, and one of the most enjoyable ones. The difficulty is not very high , even if there are some more subtle things to do at times. The setting is largely a mix between Tomb of Seth caves and temple from the Lost Library. The most I advanced in the level the most the setting was impressive and pretty. The gameplay is quite enjoyable, I appreciated the fact that one of the two pyramidal keys can be reached from two different paths, the room with the shooting vases and sloped block , a torch puzzle that is also used to get an extra room with plenty of goodies (could not pick up them all given the challenge here). Not a lot of enemies which suited me fine." - eRIC (28-Jan-2009)
"Unfortunately so far I don't think the "Revenge of Osiris" series has been a shining jewel of exemplary player-friendly gameplay, and this level didn't change my opinion a whole lot. It is however, despite the haphazard approach, a lot more fluent than I expected it to be. Fairly open areas with a plethora of things to do always present a challenge for the player, and it's no different as far as this level goes, but it also eventually resolves if you just approach it one task at a time. Besides the setup there are however a number of other elements that supply whatever confusion you thought would be gone after the course eventually becomes more linear. For example I thought the area with the 4 double doors will be a somewhat straightforward romp for the jewels, but for some obscure reason you have to return to the receptacles after you've found one of them so you could even pursue the search of the other items required to end this level. Moments like those hindered me from enjoying the level to its fullest extent, and though there are a number of interesting moments (like a timed-shallow-goody-filled pool where you have to get all you can carry and get out of it before the pool of oil bursts in flames) the haphazard approach of the author made it a confusing experience. The looks are Library wad inspired, and generally nice with a few nicely set up areas, but overall the level feels somewhat transitional and filler-ish within the series and amounts to no other obvious goal than getting you from point A to B. It's still not a bad level as the scores already indicate, but a lot could be improved as far as I'm concerned." - eTux (24-May-2008)
"This is about as classic as raiding can get. Initially a bit Settomb style, later on more library based this has you explore a huge underground temple. I found the texturing oddly mixed and you need to dare a few safety drops to move on but all in all the gameplay is very fluent and has you collect many keys, guardian keys and Stone artifacts as you open door after door. Some of the huge rooms felt almost a bit underutilized. Enemies are a dozen guards and a few fire wraith which are easy to get rid off. Nice shiny mirror floor. 40 min., 3 secrets." - MichaelP (12-May-2008)
"I have to admit that I didn't really like this level. I don't know why but I don't feel good when playing it. These claret rock textures are really cold and this temple appears to be a gigantic structure which raises from nothing. The atmosphere was quite frightening for me. When we enter the temple itself we discover three doors. These won't open at the same time but one after the other. It's a pity because the level could have been less linear (and I love non-linear levels). Thierry managed to set interesting trials in the differents areas of the temple. The hardest one is the one with the slopes and lava. At the end, when we need to open three doors to collect the three remaining items, I think it would have been better to add some other trials because apart some gunmen there isn't anything here. The level is better at the beginning in my opinion. The three secrets are easy to find." - TimJ (20-Jul-2007)
"I laughed when I saw the opening scene. It was almost as if the pilot had discovered Lara's stolen pass, and unceremoniously dropped her into a hole in the ground, lol. Well, at least she's still on the right track. That is, she's in Egypt, and she's about to go deep underground to explore a monumental structure. Looking over the edge we can just about see waaaay down there, and that is where we have to go, and back up again. So there's a lot of climbing to be done, and a terrific fall into water. The bottom of one area is flooded, and making our way around here is interesting, with no help from the fixed cameras. We come to a room with four double doors to open. Each door leads to a different area, and we have to find four different crosses (or more correct 'stones'), on beautifully coloured pedestals. There is a library wad feel in this section with those blue double doors and balustrades, ladders, library maze, fountains and waterways. One route leads to a lava room with bridge, and good jumps and twists down below. Another sees us trying to dodge boulders and wade through a waterlogged treasure room before a fire sets the water alight. And another to a room with gorgeous shiny floor. There are gunmen and wraiths to deal with along the way, and a swim to place our stones. Which opens the way even further into the bowels of the earth..." - CC (07-Jul-2007)
"Funny enough the eclectic choice of textures in this level worked for me. Here you can practise your jumping skills and learn to look, and look again to see which path to take next. Not so fond of the fixed camera angles though. There is more gameplay that you might expect in this level to finally get your hand on the items you need." - Gerty (11-Jun-2007)
"Thierry offers another masterful level with solid environments, challenging gameplay and a bizzare atmosphere which is much to my liking. First you have to explore the areas (including a pool with very nasty cameras) around the huge temple so as to find two keys that open the main gate; in the second part your task is to locate four precious stones by opening doors and passing through trials. Everything is working perfectly well here, the settings are amazing and the gameplay is very requiring. That narrow gap in the small pool in the second part annoyed me every time though, as Lara would get stuck, refusing to swim on. I don't know why builders like such things, as they are a torture for the players, lol. A beautiful level nonetheless that doesn't let you feel bored for a single second." - Ravenwen (12-Apr-2007)
"Despite what I consider an excessive number of fixed camera angles, this is a nice level to play. The enemies consists of thugs and perhaps a dog or two. The main objective is opening doors to find keys and artifacts so you can open more doors and trapdoors, but the gameplay never becomes repetitious or boring. There's a boulder gaultlet along the way that seems intimidating but can be conquered with a simple looping run. You'll also wade into a secret area that forces you to choose among the available goodies so you don't get caught with your pants down (so to speak) when the liquid ignites. The lighting is well done throughout. I'm still keeping up my more-than-an-hour-per-level pace in this series. Recommended." - Phil (07-Apr-2007)
"Another good level from Thierry. There's a very tricky task in the lava room with the slopes, it cost me a lot get back to the ladder 'cause I can't jump with roll in midair, only backflip with roll, so I had to adjust my jump very well to the very edge of the slope to can backflip with twist and a hard right curve in the air, but finaly I got it. In the rest of the level I had no problems. The level is a nice TR4 lost library looked, with pretty transparent floors and good environment; secrets are easy to find and there are some surprises too. Many ammo but no more extra weapons yet, perhaps in the next level..." - Jose (30-Mar-2007)
"The camera angles, especially in the room with the crates and water, are what sticks to the memory in this level. Other than that you get to jump a lot, climb a lot and there's a timed secret which I don't remember seeing anywhere else. You have to complete different tasks in various areas to get the four items you need. The jump switches are so well implemented that are hard to notice even if there are right in front of you. I found three secrets here and it's a good, long level." - Kristina (19-Mar-2007)
"Now we get to go back to our beloved ancient tombs and temples, and this level was a nice transition to the roots of Tomb Raiding. There's quite a bit of jumping and exploring to do in the first part of the level, and then the level continues with some more shooting, jumping, and even some boulder action. This was a nice Egyptian level that made good use of lighting, textures, flybys, and cameras. Good fun, awaiting more in the next level." - Relic Hunter (06-Mar-2007)
"I enjoyed this return to TR roots. Good, solid and sometimes surprising puzzle solutions and good environment. Nicely rendered underwater passageway and beautiful transparent flooring - one of my favorite things. Improved, I think, by less stationary cameras but still, an all-around fun Raid." - Bene (28-Feb-2007)
"This level was once again an enjoyable adventure from Thierry Stoorne. I think that this level has nothing very especiall you can't experience in any other level but it is built well in every ways. There are many well designed big areas in this level and you also have to complete many nice tasks. There are also some nice camera angles that make tasks more interesting. I couldn't find any actual minus sides because everything is designed pretty well. Only thing which author could have done better is to make the level more unique and different than other levels but it is of course a bit hard because there are so many custom levels in Internet." - Samu (25-Feb-2007)
"Blimey, that's one hell of a long helicopter ride - France to Egypt. OK, let me just get my one whinge out of the way first - too many irritating fixed camera angles, which I HATE. All right, I'm calm again. That aside, I enjoyed this section of the Osiris saga. It's an attractive Egypt setting with good solid gameplay involving some interesting climbing, swimming and jumping (and, yes, the inevitable gunmen). Good stuff." - Jay (20-Feb-2007)
"This is a real classic level in a classic environment. At the first glance I found it a bit dull but after just a few minutes I changed my mind! The large areas, the puzzles and the fine lighting transformed this level into a real gem! I just loved the huge area where you had to decent to reach the pyramid keys. Most of all, this level contains a huge quality of gameplay! After all that is the most important category IMO. The secrets where not so hard to find but they provided some nice ammo etc which I think I will need for later levels hehe. More of these kinds of levels please! This is classic raiding at its best! Sliding down to the lava pits..." - QRS (13-Feb-2007)