Ancient Artifact
1,118 downloads

- Release date
- 28-Aug-2007
- File size
- 94 MB
- Class
- nc
- Engine
- TR4
- Duration
- very long
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Adrian ↓ | 9 | 9 | 8 | 8 |
| Alien Autopsy ↓ | 9 | 10 | 10 | 10 |
| Bene ↓ | 9 | 9 | 8 | 10 |
| Blue43 ↓ | 9 | 9 | 10 | 10 |
| CC ↓ | 8 | 9 | 9 | 9 |
| ColeMoles ↓ | 10 | 10 | 10 | 10 |
| Cosmos ↓ | 9 | 10 | 8 | 9 |
| dantheraider ↓ | 10 | 10 | 8 | 10 |
| DJ Full ↓ | 8 | 9 | 9 | 10 |
| dya1403 ↓ | 8 | 10 | 10 | 10 |
| eRIC ↓ | 8 | 8 | 7 | 10 |
| eTux ↓ | 8 | 10 | 9 | 10 |
| Gerty ↓ | 8 | 9 | 9 | 9 |
| izzynoodles ↓ | 9 | 8 | 8 | 9 |
| jawi ↓ | 9 | 9 | 10 | 10 |
| Jay ↓ | 9 | 10 | 10 | 10 |
| JoeTheCrazyGamer ↓ | 9 | 10 | 10 | 10 |
| Jose ↓ | 7 | 9 | 7 | 9 |
| Kristina ↓ | 8 | 9 | 9 | 9 |
| manarch2 ↓ | 8 | 9 | 10 | 9 |
| mary-jane ↓ | 8 | 6 | 7 | 10 |
| MichaelP ↓ | 8 | 8 | 10 | 10 |
| Mman ↓ | 8 | 9 | 8 | 9 |
| mugs ↓ | 10 | 10 | 10 | 10 |
| Mytly ↓ | 9 | 9 | 9 | 9 |
| Phil ↓ | 10 | 10 | 10 | 9 |
| QRS ↓ | 10 | 10 | 10 | 10 |
| Raymond ↓ | 9 | 10 | 10 | 10 |
| Roli ↓ | 8 | 9 | 10 | 9 |
| Ruben ↓ | 10 | 10 | 10 | 10 |
| Ryan ↓ | 9 | 9 | 9 | 10 |
| Samu ↓ | 9 | 9 | 9 | 10 |
| Sethian ↓ | 6 | 7 | 6 | 8 |
| Shandroid ↓ | 9 | 9 | 9 | 10 |
| Spike ↓ | 10 | 10 | 9 | 10 |
| TimJ ↓ | 7 | 8 | 7 | 8 |
| Treeble ↓ | 9 | 10 | 10 | 10 |
| TrueRaider ↓ | 8 | 10 | 9 | 10 |
| Category averages (38 reviews) | 8.66 | 9.18 | 8.97 | 9.55 |
The first two levels are quite short. Ireland ended abruptly after less than 30 minutes and I went back to find the missing secrets in places I thought I would go later. I even checked the walkthrough to see if we'd be going back as I thought the second level could be a simple flashback. A good point is that the builder likes to build empty rooms and paths that are red herrings to add more substance to the levels. The ambiance of Ireland was compelling, but texturing was not flawless and lighting monotonous. 7/7/8/7
The next level is very short, consisting of a series of crawl in airducks, levers to pull and backtracking in an otherwise empty submarine. It could have been omitted entirely from the adventure. 5/7/7/8
From Poseidon Hall onwards, things get better. The third level is still a bit short, but the structure is a bit more complex and more care was given to textures and lighting. The builder show his admiration for spikes. I've noticed the first way a player can get locked in a room with a collapsible floor. The player can fall after the collapsible floor is destroyed without taking damage and thus is unable to continue. The pushable puzzle was interesting, but unfortunately one set of spikes was invisible and I needed to randomly switch a lever in another position to avoid dying without knowing why. 8/8/7/9
Temple of Poseidon begins with a nice flyby, and the builder seems to have paid more attention to details. For example, there is a nice dripping water object, the levers look different than in the previous levels and there is a camouflaged pushable looking like all the other columns but that is nonetheless recognisable. This level is also the longest in the series. However, the gameplay still has some issues, notably the player can be locked if they go take the poseidon pearl immediatly without thinking. Instead of having a locked room or a deadly pit, the builder prefers having a way for the player to be punished by being locked. It is not unreasonable to think that a player could have overwritten in last save after having picked up an important item and it is thus a really bad design. I also had a flyby sequence trigger in the middle of a combat because the triggers at the entrance to the room were set in such a way that you could accidentally avoid them. The gameplay also relies a bit too much on pass-through walls with leaves barely distinguishable from others. It's fine for secrets, less so when you search your way to keep going. The pushable with raising blocks puzzle was just right. More of it and it would have been too much pushing. The cutscene at the end was a high point of the game.8/9/8/9
Paris Street had an intricate design that I liked, but the lack of cameras and the fact that the placement of the levers didn't make sense in relation to what they activated made the whole level rather complicated. If the objective is on the other side of the map, a key and keyhole are preferable than a lever. The warehouse was very well built, but I was disappointed that there was no flipmap to make the crates move to make a new path. I appreciated the small cutscene with Brijett on the phone and the pretty rain effects.7/9/7/9
Temple of Osiris provides a welcome change of atmosphere with a more bright level. The textures that I guess are from TRA also bring novelty to what we usually see from Tomb Raider 4, even though those textures seemed a bit blurry. A lot of care has been given to the object selection too, like the light beams. Gameplay still has issues, though. The pushable puzzle didn't make any sense: there was no real clue and I managed to get through with two blocks. I got access to a third which was completely stuck and unusable. The spike traps with delayed and immediate spikes was entirely based on trial&error without any clue.7/8/7/8
The Beyond is the final level of this series. It is definitely more challenging than the others, requiring to accomplish some moves only expert raiders know. In a way, it made me think of the best levels I had the pleasure to play, but without the logical sense and the feeling of accomplishment and desire to go through. The church at the beginning was particularly well crafted with a good choice of objects. This level is the most accomplished of the series.8/9/8/9
As a whole, this level series in enjoyable but has some flaws. The author really like invisible crevices, spikes, ladder and spikes behind ladders and it becomes a bit repetitive and boring as those form the main gameplay elements. We can however recognise the effort made into the the storytelling and details design of the later levels. The end cutscene calling for a sequel was simple, but noteworthy. The secrets were sometimes easier to find than the main path and only a few fights that added to the gameplay. I played the whole adventure without really being excited about what I would be discovering next. As a sidenote, music and textures are not credited in the readme, but some music definitely is from World of Warcraft and it was a bit weird for me as I've spent hours in entirely different environments with this music. Recommended for knowledgeable raiders." - TimJ
Gameplay & Puzzles: The game begins quite well, with the Ireland level standing out as the best, the Submarine level being okay (if a bit illogical) and then everything just slowly going downhill with the Poseidon levels – a brief respite and improvement in the Osiris level – and then nothing making sense anymore once we reach the Beyond. While things are good enough across the board, and most players seem to enjoy this sort of crazy platforming and gameplay that makes no really logistical sense, I ended up being quite disappointed. It seems like most of the time, the author connected completely disjointed areas that he had built separately and decided to somehow scramble together, and other times you'll often run down passages into new areas that lead absolutely nowhere as if the author lost interest with that route.
Some of the jumping and climbing up into higher and higher rooms is fun of course, but there are times when the banana jumps get to be a bit extreme. The worst is definitely in the very first level, only 5 minutes into the game, and while jumps that are actually engine glitches aren't continued as excessively beyond this point, the theme behind it is. Basically, you'll run around and stay stuck in a massive area until you finally find the tiny crevice, slope, or surface Lara can stand on, jump to, or interact with and only then will you be able to progress. You look and look, wander and wander, and eventually you might find something difficult and think "This can't possibly be the way, I must be glitching right now…!" but no, this is the intended way. To make matters worse: the author excessively hides shimmy cracks – we are meant to be psychic the majority of the time and simply jump at random walls hoping that we can grab on and shimmy along a texture seam. This is just plain bad.
The worst aspect of all in my opinion is when the author deliberately built a puzzle around getting trapped in a hole with no way out, not even death. One wonders if this was a mistake missed due to lack of testing, or if it was done intentionally. In the previous releases, it was a common mistake of there being holes Lara could fall into and we knew she was meant to die here, but the author didn't make the hole deep enough. Whilst not great, these mistakes can be forgiven for early releases when someone is just having fun and playing around. But no, it seems this time the author did it intentionally by placing a puzzle item we need down in a hole you cannot climb up from, and you must solve the puzzles in other rooms first to get some Raising Blocks to trigger so you can descend into the hole, retrieve the piece, and ascend once more. Sure, I guess it's funny the author is trying to trap us down here with no way out but reloading, but in the end it's just a cosmetically enhanced version of that truly stellar custom level - Lara in a Box'.
There are some rather inventive pushable puzzles – one in Poseidon's Hall that was quite clever with figuring out what certain symbols on the floor would trigger, and another one in Temple of Osiris that is only clear if you look at the hieroglyphs very carefully. I liked the brains and author's thought process that was behind these setups. On the flip side though, there is an exceptionally redundant pushable puzzle in Temple of Poseidon where you need to move a pushy up 4 stacked rooms via raising and lowering some Raising-Blocks. Boring and cumbersome.
The main obelisk room in the Egypt level was cool at least. Most of the Egypt level is very oddly designed and somewhat confusing – the author has placed shimmy cracks everywhere, and with the added textures from TRA, you think Lara can shimmy jump upwards via these cracks, since it is designed to look like this. However, that feature which is so common now, wasn't possible or available yet when Ancient Artifact was released… so it's an odd stylistic red-herring. But then, you sort of navigate the huge obelisk in the central Egypt room in an inspired sort of way that was quite clever and still made use of the engine as-is.
Enemies, Objects, Secrets: Most of the levels' wads have missing sounds, thereby messing up some of the objects and the enemies. It becomes a bit of a shame when switches stop making their sounds, or you don't know if you opened a door or not because you can't hear it. Also, the bats have become even more evil since you can't hear them flapping or squeaking as they approach, so you might get bitten quite a bit and not register it at first because they're silent as… (winged) mice. Also, Lara herself has some messed up sounds, and it becomes rather funny when in some levels her usual grunts and moans are accidentally replaced by the sound a pushable block makes as it scrapes across the floor. There is also a very badly placed rope swing that causes Lara to glitch in and out of the tight walls around her as she swings, and if you jump, you'll teleport across outer space and land somewhere in the dark End of the World with no way back.
Those downers aside, there are some really cool objects in all of this. I was a big fan of the trident wielding skeletons in the Poseidon levels and felt we could've had more of these guys. Also, the scarab-spirit-bats in the final level were cool, as was the grim reaper/ferryman who just statically sits there, but is still a great touch. Generally, I think the game would've benefited from more enemies – less bats and jackals, but perhaps some human enemies such as in the Paris level. This return to Paris wasn't half as good sadly as the author's first attempt at Paris in Symbol of the World 2 – and I know a lot of people complained that had too many enemies. I beg to differ.
Secrets are very easy actually, and only the very last one can be - missed' if you act to soon with something. In regards to how I mentioned above that some of the game's banana jumps are too difficult, or shimmy cracks being invisible, making you think you can't possibly be meant to go here, it's almost shocking that the secrets are so easy to reach.
Atmosphere, Sound, Cameras: The atmosphere seems to be this game's strongest point, and is probably the one thing that kept me going. Also, the simple but effective way that the author has told a story makes the entire experience worthwhile. A big highlight for me was the ending, when we see the villains' bloody footsteps leading away from where her body was, indicating she survived and will be around for a sequel. When it comes to having cool cinematic camera setups in the cutscenes and for storytelling purposes, this author is definitely a pro.
This entire strength then falls out the window when it comes to having helpful cameras during gameplay. That is by far the game's biggest flaw: half the time you have no idea what a switch triggered, because there is no camera to show you and the area you are in is HUGE. Maybe this is because the level reached certain limits and the author had to delete cameras? I would've then rather have had level splits, and play multiple smaller levels, as long as I was guided a bit more with what my actions did. It is especially frustrating and disappointing when, after surviving a complex jump sequence or trap gauntlet, you finally make it to that hard-to-reach switch, pull it, and then get no reward in even being shown what you just accomplished. Instead, you have to make your way back and hope for the best that one of the countless doors you passed an hour ago opened. Also, a lot of the fixed cameras the author places seem to hinder more than help – it is as if he doesn't want you to see the room properly and know where you're meant to jump… so I would often stand just outside of the room to examine and study what I could, before going in an being subjected to the confusing camera angles.
Some of the music really is great and truly adds to the experience – such as in the Ireland level and the Egypt level. And then, some of it is just very short melodies that are perpetually on loop which will drive you crazy after a while. At one point I had to turn off the audio because I was so tired of hearing the chanting monks every time I reloaded after constantly dying with this one awkward banana jump that had a static mesh blocking my way for added challenge. There's also a part in Egypt where some emotional strings start playing as you're in the middle of a deadly trap gauntlet. What?
Lighting & Texturing: The visuals are also this game's strong point, and for me both Ireland and Egypt stand out most of all. Paris was a bit too dismal I thought, and mainly just warehouses. Even though a lot of the environments defy reality and are very fantastical, the author still does a decent job with texturing everything nicely and keeping the colors vibrant. Each area/country definitely has its own character. What I do find a bit annoying is his use of climb-wall textures – sometimes these are used decoratively and sometimes they are actual climbable walls. Sometimes, he creates climb-walls into nowhere simply in order to make the texture climbable! And then there are the hidden shimmy cracks that are already mentioned. This sort of thing is acceptable perhaps for a secret, when you want players only to find it by taking a leap into nothing, or looking at a walkthrough, or being psychic. But when it's part of your main route, there needs to be some sort of guidance as to there being a crack in this wall." - Sethian
Submarine: A cutscene at the beginning introduces the villain of the game, Brijett, talking about Lara with another woman, in her home in Paris. Then we return to Lara, who has somehow wound up on a submarine. This is just a short interlude level. Lara hunts some switches, and does a bit of jumping and some ultra-boring duct crawling. The interior of the submarine is surprisingly roomy, but it's well lit and textured, and on the whole, looks nice.
Poseidon Hall: This level and the next one were perhaps meant to be a single one originally, considering that they have such similar names and looks. The 'Poseidon' in the name presumably suggests that they take place in Greece; but otherwise, there is not much clue as to what the location is. The looks are great - I love the customized textures especially. While I don't mind the greenish lighting throughout these two levels, by the end of them, it feels slightly overused. The lack of any glimpse of the outdoors also gives a claustrophobic feel to these levels. In keeping with the Poseidon theme, there is a considerable amount of swimming in this level, including some timed swims. There are some enjoyable jumps later in the level as well, and an interesting switch-plus-pushable puzzle. There is one sequence in which Lara has to jump around with wraiths chasing her which seems unnecessary, and can be skipped completely.
Temple of Poseidon: This level is centred around a huge underground cavern with a temple built into it. Though this level has the same visual style as the previous one, I liked the looks of this one even more. I particularly loved the water-filled tunnels where you have to jump over flaming blocks, and the final room where you meet Brijett (a gorgeous multilevel room that is sadly underutilized). There is a possible game-stopping moment if you drop down to get the Poseidon Pearl before raising the blocks to get out. The various tasks in the buildings surrounding the Pearl pit are a lot of fun, especially a puzzle in which you have to raise a pushable several floors.
Paris Street: I was initially thrilled at the thought of exploring Paris, but this feeling soon ebbed as I realized that I would be mainly exploring the dark and dreary backstreets of Paris on a rainy night, as well as some warehouses. You do get to break into Brijett's lovely home at the end, but there's nothing much to do there except open up the exit. Visually, this level reminds me very much of the first level of the 'Revenge of Osiris' levelset.
Temple of Osiris: Finally, a bright and sunny level! A really lovely one, that too. The visual style of this level is that of the Egypt levels of TR: Anniversary. The golden-brown colour of the architecture looks great in contrast with the bright blue sky. The gameplay is slightly less impressive, though fun nonetheless. I particularly liked jumping over tiles with delayed spike traps. The lack of camera clues can be frustrating at times, particularly in one case where I had to repeat a long jumping and shimmying sequence, because I had no idea whether the door at the end was open or not. This level feels like it wasn't tested correctly, as there are a few shortcuts that were certainly not intended by the builder (one is even detailed in the walkthrough). The multiple demigods near the end can be a bit annoying, though the encounter with Brijett at the end is cool.
The Beyond: I remembered the opening area of this level from the 'Hall of Fame' level of QRS's 'Egypt and Beyond - the Complete Adventure' (though the gameplay in the latter seems to have been completely different). It's definitely spooky, with the ground falling away into a dark void and the Grim Reaper waiting for you. However, apart from this, and some slightly creepy enemies, there's not much in the rest of the level that makes it seem like a supernatural place. Most of the locations could have easily fitted into the Ireland level, for instance. Still, it's an enjoyable level, with lots of great jumps and traps. I particularly liked the multilevel room with the fire and steam traps (though I would have liked it more if I hadn't had to do it all over again after realizing that I had to get the secret before turning on the traps). I had expected a showdown with Brijett at the end, but apparently she preferred to take a nap while letting her minions take care of Lara. I guess I'll be catching up with her in Ancient Artifact II.
Overall: The gameplay is mostly fun, though occasionally marred by fixed camera angles, lack of camera clues and enforced health losses. The looks are pretty great, even if they are sometimes a tad too dark for my taste. A great game on the whole. Recommended." - Mytly
Ireland (8/8/10/10, 30 min, 4 secrets): Great setting and very eerie atmosphere right from the start, a bit reminiscent of eTux' Blair Witch. There are dogs and bats to kill and levers to find and it requires quite a bit of exploration and a long backtrack for the golden key. I really liked the look of the church.
Submarine / Poseidon Hall (8/8/9/10, 15+45 min, 1+4 secrets): Very nice cutscene intro here as Lara enters what looks more like a Base setting than the inside of a submarine. The first part here is quite short with a bit of duct crawling and some levers to pull, but Poseidon Hall offers plenty of gameplay with a decent amount of swimming involved as the title would suggest. There are spikes and breaktiles to maneuvre, a fairly tight timed swim and many underwater levers to find and use. There is also one unusually tricky jump, which did not really fit with the overall flow, a rather fun fire wraith chase and a complex push object puzzle.
Temple of Poseidon (8/8/9/10, 60 min, 3 secrets): The levels keep gettting better and better along the way. From the beautiful flyby at the start, this is an immersive section in and around a cave area. There is a dead end situation of you drop down to the pearl too early, but that is a minor gripe. Push and raising blocks, lava rooms, jumps (occasionaly rather tricky ones) and generally a clever course with jumps and climbs throughout make this a fun adventure. There are maybe too many switches and too few camera hints though.
Paris Street (8/8/9/9, 40 min, 1 secret): Great audio and intense atmosphere here, even though it is rather dark. Gameplay revolves mainly around finding the right cracks in the walls to jump around high above the streets and then inside a huge warehouse with boxes. Eventually you find the crowbar to get into Brijett's house/library.
Temple of Osiris (9/8/10/10, 45 min, 1 secret): Max has certainly saved the best for last. This and the next parts are the best of the set. This one starting with wonderful texturing and lighting and then has you explore two paths with diverse elements of work to do, again largely revolving around the right jump at the right time, finding many jump switches, often cleverly hidden, mastering a few timed sequences and puzzles involving push objects. Enemies are only a few dogs and near the end a sequence of demigods to battle.
The Beyond (9/9/10/10, 40 min, 1 secret): Very eerie atmosphere here as we follow Brijett into the realms of death, whom you also meet in his boat. Plenty of small spirits roam this place and also a few hell hounds and harpies. Gameplay is again set around clever jumps/climbs and includes a timed run and burners and spikes to spice things up. At the end you get your trusty torch to open the way and find the grail.
Overall, a long and never boring level series which you will enjoy most if you like jumps and finding the right course around a room. It has a great storyline that it follows through, supported with intermittent cut scenes and really is a wonderfully rounded experience that you should not miss to play!" - MichaelP
Ireland: A spooky, ghostly, dark and damp place. But Max has elevated that dreariness to enchantment. Lara is her most recent, good-looking self, and she has weapons to deal with the almost friendly looking dogs. It's a kind of mountain village with run down buildings and a mill. Loved the fire flies floating among the trees, the lonely little church and cemetery, the groups of candles that light up dark places and the high wooden building where we climb the broken stairway to the top. The idea of Lara being able to run off into the distance with a fixed camera was great. She can't go anywhere, but this was a nice 'finished' effect throughout the levels. There are spike traps and some good jumping to be done here, the kind that forces you to think. Lara finds some gold and this part ends with a flyby that shows us another wealthy, French female entrepreneur, who is always one step ahead of Lara.
Submarine: A quick diversion as Lara makes her way through this very realistic looking submarine. Then, with a brilliant fixed camera Lara swims into...
Poseidon Hall: As expected... water. But apart from the tight timed swim, and some underwater levers, there is more exciting stuff going on in the huge halls above ground. That clever multi-task object pushing puzzle is one example. Many switches, and many routes to them. I never found out how to stop the spikes at one switch, but it didn't stop me finishing the level. Great jumping and climbing to be done. One time avoiding falling masonry; another time shimmying to fall onto a breakable tile and dash to safety to find yet another run-through greenery wall. Our goal here is to deactivate a row of spikes so we can do a timed run through them, into...
Temple of Poseidon: A beautiful imposing semi-sunken temple in a huge cave. This part is quite complex, as we have to push huge columns onto trigger tiles to open doors, then negotiate each area with it's many tasks and traps before we can open another route. And these take us to various underwater areas as well as high above looking down at the temple architecture below. A word of warning: where the single column is pushed around four holes in the ground; do not attempt to drop down to get the pearl until you have raised two blocks in that pit, otherwise you are stuck there forever. There are long intriguing block pushing puzzles. One is to get a block up three floors onto it's final trigger tile. Finding the block is a puzzle in itself. More swim-through and fall-through greenery here, so watch your step. And even more puzzles and backflip/grabs to columns later will show us that female is still one step ahead of us.
Paris Street: Lara starts her Parisean adventure high above the streets, jumping to buildings and onto window cills. We see our rival through one window, talking on the phone, and getting the latest news. Having made her way through a warehouse, Lara breaks into this woman's house and steals her information disc. Back down at street level for a lovely sight of the raindrops falling on the cobblestones, and where we must search for a hidden key.
Temple of Osiris: One of the most realistic and authentic looking Egyptian levels. Lara slides into a brilliant looking sandfilled tomb and we really do feel as if we are there when we look back up the slope to see the bright blue sky through the opening. As we venture among the ruins the details are stunning. Lots of shimmies, switches, chains, spikes, monkeyswings, poles, and symbols to jump to over burning floors. Pharoah dogs and bats attack here. Lara is looking for golden scarabs, and when she places them they activate light beams that open a way to a series of doors guarded by demigods. All the way to the top, where we see Madam has been transformed and we must, yet again, keep following her, into..
The Beyond: aka The Dark Side, by the look of it. And the Grim Reaper standing in a boat floating in black nothingness doesn't help relieve the spooky atmosphere. The eerie church type structure looks great. There is a kind of font beside the only source of light, which attracks little bright ghost-like creatures. Once inside the church, we go below ground to find a choice of routes to different areas. All of them caves with structures over lava and many great jumping sequences, cleverely hidden switches, many ladders, spike traps, fire emitters, climbs, shimmies (one impossible to see). Well placed enemies are emaciated dogs and harpies. All this to light a torch and open our route to the Holy Grail, and a very intriguing finale that leaves more questions than answers!
This was a great level series. The star of the show is definitely the design, layout, and look of the levels. However, there are some problems, not least are the places where Lara will become stuck. So saving often, in different slots is recommended, or follow the walkthrough. All told this is a highly recommended and enjoyable adventure for all players, newbies and experienced alike." - CC