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72617 reviews (20.4/level)
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1230 levels rated >= 8

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Shadows of Eternity by Artefactor Hofer Miro Sakul

CC 8 8 8 8
DJ Full 7 9 9 7
Gerty 6 8 8 8
Jack& 9 9 9 7
Jay 8 8 9 7
Jose 8 9 9 8
Kristina 9 8 9 8
MichaelP 8 8 8 8
Phil 8 8 8 9
Ryan 8 9 9 9
Samu 9 8 8 7
Treeble 8 8 8 8
release date: 10-Jun-2007
# of downloads: 155

average rating: 8.17
review count: 12
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file size: 234.10 MB
file type: TR4
class: nc

author profile(s):

Reviewer's comments
"It took me nearly the whole week to go through this joint effort from the Czech TRLE community. Through the span of 12 levels it covers most of the bases, with a young Lara level, caves, dungeon like settings, Egypt and even Antarctica environments. It's built using Turbo Pascal's tools so most of the levels feature diagonal walls, and on occasion I found myself stumbling onto invisible blocks or the camera going through the floor, but for the most part these levels are pretty and hold up very well. On the other hand, perhaps it's too long a series for its own good, by the time I got to Egypt I admit I was on full-on automatic and hardly paying any attention (kudos to Harry as usual for providing a detailed walkthrough) to whatever was going on, it felt a bit repetitive and monotonous with the symmetric design always requiring two keys, one from the left path and one from the right path to open the next area, rinse and repeat. There's a bit of a narrative with voice overs for some of the loading screens, which was nice, and I had a silly stupid grin on my face when I saw that one "movie" outfit I'd made with STRPIX2 in the earliest days of the official editor being featured on a few of the levels in this game. There are some neat ideas here and there, such as using the mechanical scarab animation to place a rope on a grid floor, timed runs and a few interesting pushblock sequences (but there were far more of the tedious type along the way). Doors also have a weird 4-5 second delay until they open, which was odd and had me concerned at times whether I'd triggered a bug or not. All in all, a good series, but one that could definitely use some streamlining and more polish. 5h20min, 15 secrets. 07/23" - Treeble (16-Jul-2023)
"A full-scope adventure though the plot has lots of holes filled with text lines - even the essential hitpoints like meeting the sidekick character, getting the book stolen or destroying the final artifact aren't seen in game but only happen in our heads as Lara approaches each event but only speaks about it. This is just insanely disappointing and feels like if the builders were ridiculously lazy. Things could be also explained like why the wheel "creates nothing good" or why breaking into a house "raises less attention". While keyframes are hidden, many casual repetitive and uninspired puzzles are left visible, contrary to how it should be. There are still some creative spots but almost each one has a fault - enough to say I found four unintended checkmates before the planned one, I entered the Setha room without flooding the place (=permastuck), and I could prematurely pass the propeller in the final level. Meanwhile graphics vary from poor to masterful yet the atmosphere is generally very good because of organic, meaningful and sometimes unusual geometry, always fitting ambience and local tracks. Enemy usage is also fine and particularly remarkable for delayed access to particular weapons - it was neat to find the shotgun near the beginning, the uzis in preultimate level and the grenade gun in the last one. SUMMARY: A quite good community project which suffered a lot from lack of testing and quality assurance, but if you brace for illegal access and certain messy visuals, you might have a good time with the highlights of this world." - DJ Full (15-Jun-2016)
"A long and varied game made by several builders from the Czech Republic. Gameplay was good, although it could have more puzzles. Everything else was up to a high standard. Well done team!" - Ryan (04-Jan-2016)
"It is great to see another big collaboration project to see the light of day, in this case by four levelbuilders from the Czech Republic. And the start of it is very promising with a nice title flyby and an elaborate storyline which is also carried along by some narrative between the levels.
Caves (9/8/8/8, 45 min., 3 secrets): A very accomplished young Lara level with the usual tasks of finding buttons and levers and nicely spiced up with timed runs across trapdoors in combination with the use of the torch. Also a nice puzzle with the three globes.
Corridors in Prague / Maisonette (9/8/8/8, 45+35 min., 1+0 secrets): These levels are a bit darker and with a slightly scary ambience to them, supported by the fairly desolate rooms. Highlights in level one are the chess puzzle, a timed run across pillars and a nice idea where you need to drop and shoot an opening. In the second level there are more traps and many doors and levers to find. The collapsible tiles run was fun, there is a nice flipmap as you destroy a huge room and an encounter with the dragon is always exciting. You make your way through sewers to the house and finally put that book you have been carrying to good use.
Monastery / Catacomb (7/8/7/7, 50+30 min., 3+1 secrets): The setting in these levels is a bit less sophisticated and gameplay also gets a bit more predictable here, but still fun, including a timed run and a timed swim, pushblocks, many doors to open and clever use of the rope. The globe pushing puzzle is a bit tedious and there is a trigger which the author forgot to remove in 'Catacomb' that shortcuts the nice big puzzle room with the many levers, so make sure you play through all the doors here, as the code on the wall suggests.
Aqua Caves / Plains (7/8/9/8, 20+20 min., 1+1 secrets): Change of setting again and exploring some nice caves. The first level had some odd save/reload issues for me, but eventually I could proceed ok. While you cannot use the Kajak in the first level, the quad in the second one works fine and is fun to drive even though it is easy to get stuck in the rocks of the desert area.
The Abyss / Lost Eden / Labyrinth / Pinnacle (7/7/7/7, 30+25+45+30 min., 1+1+1+1 secrets): The four short Egypt levels I did not enjoy quite as much as the rest, mainly due to the ever repeated concept of: get to a door which needs two keys or artifacts to open, then branch out left and right to find these, then go through the door and start again doing the same thing. The levels also have a fairly high amount of enemies to deal with throughout, including many scorpions, bats, demigods, vultures, dogs, crocodiles and more. The texturing and lighting is very basic to say the least. The levels do have their moments though, with the occasional boulder run, a few decent jump sequences and well hidden secrets. There are some crashing issues in Labyrinth, so avoid using flares there even though it is a dark level.
Southpole (7/7/6/6, 15 min., 1 secret): The grande finale was a bit of a let down and seemed very rushed and short as if the team ran out of energy and wanted to get the project finished and released. Not much to do and a very abrupt and anticlimatic ending without and drama, flyby or fight.
All in all a very solid adventure that keeps you entertained for many hours. The only thing I might have done differently is the mix of how the levels have been sequenced, as the stronger ones are at the beginning when from a player perspective I would probably rather see these towards the end." - MichaelP (10-Oct-2008)
"This game contains over 10 levels to play. The quality of levels varies a lot mainly because of the environment. There are some levels that look great in this game but some levels look simple, boxy and a bit unrealistic. Many levels have also serious lack of lighting which lowers look of the areas a lot. Despite the critism I just said, I also liked this game. The gameplay is overly well created including many inventive puzzles and action packed jumping sessions. I liked also the cutscenes between the levels and they are a nice way to tell the story of the game to players. You also have to explore many different kind of areas during the game which compensates the quality of areas a little. All in all this is a good game and I certainly enjoyed it despite the critism I have given in this review." - Samu (01-Dec-2007)
"12 levels here, and Lara certainly travels the world to find what she's looking for.
Norway: A good Young Lara level exploring 'Caves' in the mountains. Enjoyable jumping, shimmying and climbing, with a good torch exercise, run over falling platforms, dodging boulders, rope swinging and getting three coloured globes up to a higher level in a lava cave. The timed run from swimming to jumping up falling trapdoors was excellent. Here Lara finds the book that she will carry with her into adulthood, and the next levels.
Czechoslovakia: Or more percisely 'Prague'. Grown up Lara, still in possession of the book, explores the huge corridors, rooms and ancient buildings of this city. One great looking interior room has a giant chessboard floor. The glass chess pieces are a block pushing puzzle, but in keeping with the rules of chess. Lara uses poles to get to higher levels and balconys. It's not obvious at first, and it took a while to figure out we need to flood the lower levels of one room and swim through a timed door. These dark areas are inhabited by mummys and skellies, and a Seth-like monk. Pay attention though, as skellies have vital pickups. There are more sunken rooms to swim in, a room of crates to push around, and a rope to burn to release a boulder. We now try to make our way into the 'Maisonette'. More ancient masonry. And this place has top-notch security, moving spike walls, swinging axes, and ninjas(!). We find ourselves, yet again, way up high in a ruined hall, running across breakable wooded ledges, then diving into a tiny water hole below. That was exciting. There's a fair amount of long swims to do here too. We're looking for 'bone crystals'. The final guardian is none other than a dragon and it's thousands of locusts, past which we finally enter the maisonette itself with it's lovely rooms, including an indoor pool. Here we must search for and use a key which brings us to a church type room to place our book on a stand.
Austria: We find a peaceful garden and church of the 'Monastery' after searching in the watery mountain caves for keys and crucifix. We also have to find a bible and a special key. Oddly enough, this 'holy' place is guarded by soldiers! And the other oddity is a monkeyswing I found in the library that leads to an empty ledge! Apart from exploring the calm living quarters and peaceful church we also go underground into caves and tombs in search of more bibles, and an impressive room to place them. There's a clever little timed swim here. Our goal is cell no.13 that yields our means of getting into the... 'Catacomb'. A cellar with lava, flying skellie, and a globe pushing puzzle. Further in and we need to find two goblets. Then it's back to the church to place our crucifix.
Tanah Papua. The other side of the world, and this time we are exploring a rocky mountain environment and 'Aqua Caves', with beautiful flora and not so friendly fauna, i.e. spiders, bear, shark, crocs, dimetrodons, and native American indians! We spot a little kayak in one watery cave. If we try to dive into this pool from high above we are flung sky high. Although this was not intended by the author it was great fun, and I just had to do it a few times. The highlight here is an extremely tight timed run through the caves, over rocks, and jump to get under a gate before it lowers. A cleverly hidden star will get us out to the... 'Plains'. An abrupt change of environment to a huge dark temple interior, or whatever it is. Way down below we see a quadbike, but need to find the keys. This little vehicle is useful for dealing with the indians and negotiating the slopes and twists as we make our way out of this dark place, and onto...
Egypt: and four levels entittled 'The Abyss', 'Lost Eden', 'Labyrinth' and 'Pinnacle' and a very surreal looking Egypt it is too. The usual enemies are here, as are plenty of pharoah/Egyptian textures and objects. But added to that are the unusual structures, unique textures, and bright lighting. It certainly makes a change. Gameplay is not straight forward, as we need to find some very cleverly hidden items, like keys under rocks. There is some exciting jumping and swimming to do here too. Not least finding those invisible platforms over yet another gaping chasm, and falling into 'safe' toxic water among the columns of a sunken temple. I really like the Cleopatra statue room and it's odd, but logical, escape from this pyramid.
Antarctica: From hot to cold... freezing cold at the South Pole. This is rather short compared to the other levels in the series. But none the less interesting, as we deal with guards, yeti, swims, climbs, finding a cog to use, spike traps and levers.
These levels are suitable for all players as there is nothing too difficult to master, even without a walkthrough. And you certainly get value with so many locations to explore and good music to listen to, keeping the player interested and occupied right to end." - CC (12-Nov-2007)
"My review count has gone down this month largely because of mega-releases such as this one. Even with Harry Laudie's walkthrough it took me nearly a whopping nine hours to make my way through all twelve levels. It's fun, well lit and not particularly taxing, and there's enough variety in the locales to make this a great choice for less experienced raiders. It lacks sophistication when compared with such levels as Neon God and the Demon Smalls series, but there's plenty to do here and most players should have a good time." - Phil (28-Sep-2007)
"Despite the warning of some minor bugs, I had much more of them then what was in the readme, and they weren't that minor, at least at my end. Had a timed lever that wasn't re-settable. I hate that. Personally I would have liked to have more camera work as most of the time I had no idea what a button or a lever did. Found invisible doors and stretched textures in the maze. The Globe puzzle in the catacombs was the pits, as you had to wait the long, long fly by again and again. Also the sound wasn't as it should be. If this was beta tested, they either didn't do a good job or the builders didn't listen. Either way I think it was a shame as this could have been a great adventure. It still is, if you aren't peeved like I was with all those bugs I encountered." - Gerty (10-Aug-2007)
"I've really enjoyed this good pack of levels. Although there are some bugs and some small defects, the global result is good. It's not easy that you can get stucked if you are a good observer so the gameplay is fluid and there are interesting puzzles, but I missed some more cameras in certain situations. I liked some levels more than others, of course, but there are not bad levels. Definitively an excelent present for this summer holidays. Many thanks to all the team." - Jose (27-Jul-2007)
"It's a wonderful adventure with many levels to explore. Some of the areas you the player can visit are dark caves with traps and waterfalls outside, garden like places and near the end of the game a snowy setting for a change. The puzzles are nicely done, with moveable objects one of which was a chess puzzle and I really hate those, a few gems to find and thee were plenty of enemies. You will encounter skeletons, the dragon, dogs and condors plus some scarabs that are not hard to get rid of though and others. Generally speaking it is well planned out in my opinion but unfortunately the builders made a very serious mistake with some of the animations and that takes something out from the enjoinment. The music will keep you company throughout the game which was a good addition and along with the straight forward gameplay this is one suitable game for all raiders. I found fourteen secrets and missed the one in the"Pinnacle" level." - Kristina (24-Jul-2007)
"Caves: Aaaaargh, young Lara, no flares and it's dark. Mercifully, it's not pitch black and it lightens up fairly quickly. Obviously, the emphasis is not on enemies, although there are mummies about. There are some good timed runs/swims to achieve - not too tight - and I especially liked the collapsing platform sequence. All in all, I enjoyed it, despite not being a young Lara fan. Corridors in Prague: Delightfully eerie sounds permeate this section. The chess puzzle is a pleasant variation on a block puzzle and I had no trouble with it once I realised I was trying to put the queen in checkmate rather than the king. Sigh. There are lots of skellies and mummies hanging about and, although a shotgun was forthcoming, I was really itching for some explosives. Maisonette: I could cope with the boulders, the spike wall and the massed ranks of ninjas, but the giant spiders really freaked me out. This is not a friendly place. I could well have done without the locusts too. The rooms are imposing, albeit rather gloomy, but there often isn't a great deal to do in them. Monastery: Oh joy, daylight. After so much gloomy raiding lately, getting some bright colourful scenery is a real treat. Not sure what all the guards are doing in a monastery - they're certainly not on retreat. Loved the sneaky little timed swim (did I really just say that?) and there are some interesting objects to use. Catacomb: I really liked this part, with its interesting puzzles and fun little timed runs. Aqua Caves: This is a very pretty and pleasant setting - well, apart from the spiders that is. Just a slightly tight timed run at the start and then this is quite an easy peaceful section - just the occasional mutant crocodile to deal with. Plains: Yay, quad bike. I'd have liked a bit more bike riding actually, but this part of the game was pretty short anyway. The Abyss: This was one of the more enjoyable parts for me. It looked very appealing and the gameplay was rather more engaging. Excellent audio files too. Mind you, the bats were driving me - well, bats basically. Lost Eden: It's another lovely bright area, but far from peaceful with scorpions, jackals, lots of vultures, crocodiles and demigods lurking about. Labyrinth: From the title, I expected this part to be somewhat complex, but it's actually pretty straightforward. Still no shortage of vultures in the vicinity, not to mention more demigods than I recall having seen in one level before. Regrettably, the flare bug kicks in with a vengeance in this section - you can't even throw them on the ground, the game just crashes. Luckily, there aren't many dark parts. Pinnacle: Oh no, haven't we run out of demigods yet? This is very much a continuation of the Egypt part of the game and, although there's nothing difficult to achieve, I did find the gameplay fun. Southpole: It certainly is a complete change of scene. A rather nice arctic/base setting with guards and yetis about so I decided to have a bit of fun with all the revolver ammo I'd amassed during the game. Well, it seemed a shame to waste it. Actually, by this stage you should have an absolute shed load of ammo and medipacks. Unfortunately, I was just getting into my stride when the level ended. Ah well. This is quite a marathon with all its levels, but it's very straightforward and nothing should cause problems even for the less experienced player. A very pleasant raid with particularly good audio files." - Jay (29-Jun-2007)
"Nice multilevel game .starts not very promising cos u play like young Lara at first level and have nothing no flares no wheapons no binoculars and the first level is very dark so some players may give up..... as u progress in the game the game become better and better -except some minor buggs -not manny puzzles by the way and not manny foes.... i think is suited for all TR fans cos is not too hard to finish it...... the graphics could be better by he way .......all in all i enjoy it very much thx CSP Team ...." - Jack& (20-Jun-2007)