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The Fort of Gigant - 1+2 by Monga

alan 4 7 7 8
Bogey 7 8 8 8
Boris 8 8 7 9
CC 7 7 8 8
Dimpfelmoser 10 10 10 9
Engelchen Lara 9 9 10 9
eRIC 9 9 9 8
eTux 10 10 9 7
Gerty 8 8 9 9
Jay 8 8 9 9
Jorge22 9 9 8 9
Jose 1 7 8 9
Kristina 8 8 9 9
Leandro 8 7 9 9
Loupar 9 8 8 9
manarch2 9 8 8 7
MichaelP 9 9 9 9
Nomad 9 9 8 9
Phil 9 9 9 9
RaiderGirl 9 8 9 9
Ryan 8 9 9 8
Sash 8 8 8 9
Sheevah 9 7 8 8
Tombaholic 9 8 9 9
Treeble 10 10 10 9
 
release date: 25-Aug-2001
# of downloads: 221

average rating: 8.42
review count: 25
 
review this level

file size: 26.83 MB
file type: TR4
class: Base/Lab
 


author profile(s):
email(s):
monga666@geocities.co.jp

Reviewer's comments
"The level starts like a coastal level, but soon and during most of the adventure you'll be traveling through some sort of base, dealing with SAS, dogs and lots of crawlspaces and ladders. The areas are well designed, some are better looking than others. However, I hated the extreme amount of backtracking, it got really boring quickly. And as for the turrets, I had no other choice but to spend like 8 small medipacks and 1 big one until I could find a pool in the second level to extinguish the flames they threw at me. Luckily, I didn't need to use another one from that point on. Not a bad level but the gameplay just ain't it for me." - alan (06-Oct-2022)
"This level is so good, but it can get very frustrating and confusing and it has one huge fault in its gameplay. First of all, while the map is quite solidly designed with its various levels and areas which interconnect perfectly (and would make sense if you had a blueprint of the fort or something), progressing and finding the way to where you want to go is extremely counterintuitive. Oh you wanna go just beyond this fence? You have to run to the complete opposite side, climb two floors down, then turn left and right and climb back up, no big deal. This aspect is of course very common in tomb raider formula, and one of many that makes it great, but here it is featured very frequently and in a more than confusing way. Normally when you arrive at the other side of the fence, so to speak, you would just open the fence and the areas would be connected, not here. If you need to go back and you will, you have to do the same confusing navigation again and again. The result is a map so hard to master. The 'huge fault' I mentioned is the turret area. It is again, very creative, but why would you put a revolver just next to the turret? That will make the players think they missed the laser sight and roam around in an already confusing area eternally, such as in my case. Maybe it was an intended red herring of some sort, but to me it was just annoying. When I looked at the reviews and learned that there was indeed no laser sight as I started to suspect, I focused on evading the turret fire and finally completed the mess. But these red flags aside, it is a fantastic double level. It features a well imagined fortress which has its ventilation systems, generators, lifts etc. A couple of cool tasks like stopping a lift with a bookshelf, pleasing enough visuals, and nice enemy pickup balance. Recommended, but avoid if you dislike complex levels or play with a walkthrough." - Nomad (22-Feb-2021)
"Too bad there isn't a proper ending but i enjoyed the ride. The setting and progression are intriguing and nevermind the few challenging bits and the backtracking it is the kind of captivating level you want to see all of it. I never pickup up the revolver , and without a proper strategy , with a few tries i passed in the middle of the two sentry guns without burning. The rest of the level is somewhat easier and showing again like in the beginning the mastery of the builder with the editor concerning advanced features like flipmaps and use of sinks, and he deserves credits for his efforts to create interesting situations with some realism. A few moments are a bit scary there is one room with dogs that appeared and disappeared and i admired the beautifully retextured tinmen. The main enemies (SAS) are well used, i've never been so happy to get rid of one in particular whom i hear his footsteps for quite some time. There is also a few custom textures and good sounds. Good work." - eRIC (14-Aug-2019)
"This is yet another game I played many years ago before I became a reviewer and I remember being most impressed by it at the time. I have to say I still found it surprisingly good after all this time. It's occasionally rather confusing as the gameplay is anything but linear, so I'd take a look at the walkthrough from time to time to keep yourself on track. It does suffer from a certain amount of backtracking, but the action is very good, with some excellent flipmap effects and interesting ideas. I especially liked the bridge that collapsed to become a ladder. As you progress between the different areas, Lara gets a freebie health top up from time to time, which comes in very handy, especially for the fun and games with sentry guns that sees poor Lara having to set herself on fire and jump into the water. Well worth playing." - Jay (17-Aug-2016)
"Again I'm very surprised with the very high ratings for the gameplay here. Honestly I have to say that I found a very good design, well balanced enemies, very well lightened and textured areas and also a good use of the cameras and musics, showing you often what you're doing. On the other hand, a level I'm not able to finish will never be a good level for me. I never got frustrated, but the gameplay was very very tedious and boring, jumping a lot of times between levels only to find items like the crowbar or the keys and get back again to the previous level repeating always the same movements through the same places only to get another item or pull another switch to open a new door and, of course, get back again to the same areas. The best for me was the elevator puzzle, very original and innovative (that's my "1" in the gameplay section); there are also some notable sequences with flipmaps, but never entertaining for me. When I finally got the revolver, I was wasting a lot of time trying to find the sight and, when finally opened the walkthrough I saw I had to deal with the machine guns without it so, after more than 20 attempts and reloads always burning and burning, I decided to abandone the adventure. My time is very precious to waste it that way." - Jose (26-Jan-2016)
"I enjoyed this more than I thought. This levelset dates back to 2001. It seems primitive by today's standards but it is fun. Well done enemies and gameplay although lighting and textures could be improved." - Ryan (27-Dec-2015)
"This level is far more enjoyable than I initially thought. The start of this level is rather confusing - many paths to go, many dead ends and quite a bit of backtracking - but eventually this level grew on me and if I had followed the walkthrough close by at the start I certainly would have had an even better time in here. Actually, this level is a real gem with some ideas I've never seen before realised in a level, most of which benefit from the very smart usage of flipmaps - the elevator part sticking out in particular -, but the way to deal with the sentry guns (though a bit random) and the platforms that move in and out of existence (which could have been even more challenging IMO) were fun as well. There are also some more "classic" gameplay elements (especially in the second level) but all rather entertaining. I also liked the rather intriguing architecture of the ventilation shafts and the original use of textures, though at parts they are placed fairly odd and I'm not a great fan of the (mostly rather bland) lighting either. The four secrets are comparatively "ordinarily", though rather well, hidden, while the enemy placement is rather effective. I could imagine more variety though since the only enemies are bats, dogs and soldiers. All in all, another very unique and very entertaining level I picked out of the TRLE ocean, and even more so considering its age. Took me 55 minutes." - manarch2 (26-Feb-2014)
"WOW, just wow. Despite the age of this level it still managed to amaze me and keep me tightly glued to the computer from 2 to 6 am. I started and restarted it three times, only realizing in the third time that the path I'd taken my first time around was the correct one. Well, as that sentence suggests, this will sound like a non linear level. It's actually not, but you have a lot of backtracking to do everytime you get a new key or pull a new switch. Even getting the crowbar here was a task on its own and you had to traverse both levels before getting to it. The sheer ingenuity behind the color timed platforms in the end of the second level is jaw dropping, and so are the environments which are perfectly well crafted, from the initial waterfall to the buried train wagon in the end. Do not miss this one, you may regret it! 90 minutes, 4 secrets. 08/06" - Treeble (31-Aug-2007)
"As the title might suggest, the level is set in a large industrial complex guarded by SAS and dogs (and a couple of less likely combatants too). There are many good ideas and cleverly designed challenges. I would even say very good ideas. However, the level is impaired by its complex labyrinth like character. The main difficullty is to keep the orientation (which I utterly failed to do) and sometimes to find out where to go next. Also, some of the challenges require a bit of thinking. There are no particularly difficult manoeuvers to do, even though the builder is from Japan :). However, there is a jumping puzzle towards the end, which required some precision, at least as regards timing." - Bogey (10-Jun-2007)
"This is Tomb Raider the way I like it best. Plenty of light tasks that are challenging but not frustrating nice scenery a pleasant mix of different kinds of environment. Perfect for that rainy day when you have nothing else to do. The two parts here are relatively seamless and it's difficult to keep track of whether you're in Part 1 or Part 2. Dutchy has provided a very helpful walkthrough to get us through the more difficult spots particularly that bit near the end where you have to get past two sentry guns. I wish we could convince the builder to give us more fine levels such as these." - Phil (25-Nov-2004)
"Nice two-pieced level but quite confusing at times. Especially in level one you have to do so much running back and fro that you may start pulling hairs from your head in desperation. You can see things - the much needed crowbar for example - but you can't get to them yet. And how do you get the revolver without becoming roast chicken? You don't you just have to burn a while. And how long are you willing to spend looking for the obviously missing lasersight everywhere you can think of for it is so obvious you won't be able to pass the two machine guns that await you at the entrance to level two without it? Well don't. Obvious here means gobbledygook. You'll just have to fool the guns. I did it differently from the walkthrough and in a much simpler way - that is after spending hours in search of the darn lasersight. How did I do it then? I ran along the right wall jumped to the ledge below got burned and jumped into the water just in time. Now both machine guns were looking in that direction. Then I came on the left side from up on the ceiling let myself fall pulled up and used the wall lever. The stupid machine guns kept looking the other way. Then I ran to the back of the room and ran again to the now open entrance rushing by the side of the stupid right machine gun that stood there facing the trapdoor leading to the water (the not so stupid left one will notice and burn you if you happen to come near). After that all you have to do is use your keys and enter level two. Level two is different. First there are no open outside areas. Then it's more puzzle based and you have to be watchful if you at least want to know where to start. There is a quite boring room in the level though: the one with the appearing/disappearing colored platforms in a cave. How stupid can you feel when you finally manage to enter a breach on the wall only to find a secret and the secret is... flares! Right the way out is somewhere else... There you go again... From then on it'll be easier. I liked both levels but I wish I hadn't spent so long looking for something I didn't find and didn't need after all. The part where you get to use a lever only to watch a bridge ahead of you fall - you say: what? - is indeed surprising. The way a boulder destroys three floors as it falls is quite interesting for you get to visit all the rooms if you want (there's nothing inside though). One thing I liked less though was the use of many rooms with nothing inside apart from dogs or bats or boxes some of them with tinmen inside that that won't even leave you the customary gem and even rooms with absolutely nothing at all. But the game as a whole is rather clever even though somewhat deceitful at times. My impressions are positive. Play it if you like a challenge for I think this game is challenging in several ways. (June 7 2004)" - Jorge22 (11-Jun-2004)
"This level reminds me a bit of a giant maze and I must have run a lot as I lost my way more than once. But to be honest I had rather fun. There are some novel ideas in here and the lay out was very well done. Glad I had the means to get rid of the sentry guns as they were a pest and put your thinking cap on to figure that one out. Jumping as such wasn't so difficult but still no walk in the park the hardest were those floating platforms. I found 4 secrets but that just happened by accident trying to find my way. My travels took me from level 1 into 2 and back again so don't worry if that happens. 24-04-2004" - Gerty (30-Apr-2004)
"Well I can't say that this level is the best I've played but it has many qualities and arguments why it should be played - well actually only 1 but a very strong one - and that's gameplay. I think never before have the puzzles been so great yet logical that you can't help wondering why no one has thought of that before. At first there was nothing special - rolling ball falling on a pad and thus opening the entrance to the base but inside you have to move and raise a shelf so so that it would block an elevator platform and you could go up and further - from this point on I knew I'd love this level and wasn't disappointed in any way - a pillar creating a slope for Lara (the crowbar could've been more noticeable though) a bridge falling and thus allowing Lara to climb it and a blinking colourful platform jump near the end where I actually had to use a handstand to progress - but maybe that was just me as I couldn't find another way to do certain actions. I must say though I wasn't keen on the masochistic sentry gun outrun and the abrupt ending but that's for later. I also can't say that the atmosphere was very gripping but that was minor and I was more concerned about the lack of cameras as that would've saved me a lot of running around in this mazelike area in which I spent 1 hour and 35 minutes. The texturing and lighting was nothing special and could've been done much better but some areas like the train in the dirt were very well done. I didn't like the abrupt ending as I said but maybe that's a sign that there's a sequel in the works? Let's hope so!" - eTux (17-Mar-2004)
"Lara stands looking down at gates and doors into a fort with water below and rocks. The flyby focuses on her - for a reason - look. And then off you go making your way through the water and caves. I laughed at the idea of shooting the crate that lets a boulder roll and squash Lara. Stupid me shot it up close. The boulder rolls down to smash a new way into the rocks. And in here is a very clever pushing object puzzle. It all starts to get very confusing with running around areas to find closed doors and running around again to see if there's another way it can become very tiresome. One time you end up on a train track with a train that's obviously buried in dirt but it's much later that you can actually get inside it. Other times we go into very tall vent rooms. Then there are cave areas one with an unusual situation of different coloured ledges appearing and disappearing so you can get to a secret and to the exit. Monga says to kill all enemies to finish the level in the readme so even when I came across a guard that didn't shoot me I had to follow orders and kill him. Other enemies are bats dogs and knights that are inside crates. I did like this level though it's certainly not a straight forward run through from lever to switch to pickup. You have to remember what you saw before what door wasn't opened the levers that need a crowbar the keyhole that needs a key. Took me ages to find the way to the lever in the cage that collapses the small bridge ahead and makes the bridge a climbable surface. I had great fun after getting the revolver jumping up and running to avoid a machine gun then dodging around the crates to blow them up. I found all five secrets. And in the end when you clear the laser in front of the 'exit go to next level' sign keep that savegame for the next level. At this stage there doesn't appear to be a next level but I would have liked to see one. Actually there isn't a 'goal' here either like an artifact it just stops abruptly leaving me feeling very let down. Then again look at the release date of the level quite extraordinary when you think of it." - CC (02-Feb-2004)
"A cute level if you can call a level cute. The surroundings are a mixture of rocky outside areas and inside areas that look like base. I can't say that those two match very well with each other. Some of the puzzles are clever I got stuck at the area with the raising block the one action I hadn't tried that was the correct one to solve that puzzle I hate it when that happens. Many switches and levers though and not any items to collect only the crowbar. The way the boulders were giving access to new areas was interesting. SAS guards dogs crocodiles and bats were the enemies. It is a little confusing at times especially with all those doors plus I could live without that much crawling. The sentry guns gave me trouble until I could reach the switch next to one the problem after was to enter the middle area without getting burnt the trick is to climb back up and stay in the middle and close to the edge jump down holding action and quickly roll to get a little further and avoid getting burnt. Another tip about the first boulder that you need to release shoot the box and jump backwards staying very close to the block you climbed to reach the box the boulder will pass over Lara's head. I liked the coloured floating platforms puzzle at the second part that you had to time your jumps to get across. Nothing too spectacular in any of the parts though but I had fun playing them and I am sure you will too." - Kristina (15-Feb-2003)
"Lara starts off in a kind of base and there are two levels and they are quite tough ;-). Lara has to do a lot. Traverse long shafts shimmy monkey crawl pull levers push buttons and run a lot. I found five secrets along the way. Enemies were guards bats and knights without a horse. ;-) I like the whole atmosphere and the design of both levels. Looking forward to the third part." - Engelchen Lara (05-Jan-2003)
"Another great set of levels for us explorers! The whole thing takes place in a lab built into the side of a mountain and is absolutely huge. Often I found myself having to choose which direction to go next but eventually made it to every area (I hope). Along the way I saw some very clever effects like the boulders clearing the way for me and often I could see where I needed to go long before I actually got there. The four secrets I found helped with the guards dogs and bats but I thought the mechanical guards seemed just a bit out of place." - RaiderGirl (02-Jan-2003)
"Really funny levels. An original location with very different places to explore. I loved the train and the colour tiles puzzle. Technically there's no bugs and the gameplay is non linear. Very good." - Loupar (13-Oct-2002)
"Wow - it has been a very long time since I played 'The Shrine of Water' and this second (set of) levels by Monga is as good if not better. Contrary to Sash I got along really well in the first part of this two hour adventure and was always able to move on but did get stuck here and there in part 2. What you get here is one of the most amazing architectures overall as you keep coming back and forth to places and I found the really smart use of flipmaps absolutely amazing (the first boulder that puts a dent into that huge metal box the cupboard you need to move in the way of the hydraulic floor to get upwards the second boulder that crashes the column and so makes way to get to the desperately needed cowbar - brilliant stuff! There are quite a few SAS throughout as well as bats and dogs and a few retextured tinmen (which you only encounter if you decide to shoot boxes) and I found four of the five secrets which are all well placed but not overly rewarding. Level 2 features a great train wagon and a generator room and coloured/alternating tiles puzzle was cool. Bottomline a great adventure with some really clever angles if you dare to realize them. Play it!" - Michael (24-Aug-2002)
"I pretty much thought the layout and look of this large fort set in a canyon was just brilliant but not being a great fan of mazes I was a little put off by the very labyrinth like design that confused me on more than one occasion. This happens more in the first level rather than the second level and actually for me the second level was a bit of a breath of fresh air after finally escaping the first with still most of my sanity intact. Most of the gameplay centred around finding levers but there was the odd interesting puzzle that caught my attention the disappearing and reappearing coloured floating platforms with one of the hardest jump sequences I have come across being one of these and a fantastic column tumbling effect triggered by a falling boulder being another but there was enough wonderful exploring besides that kept me totally intrigued till the end again some of the best of this was in level two. My only real complaint with this level like a lot of others is that there were way too few camera shots for triggered doors or whatever the case may be and in this level I found this quite a detriment given its intricacy. So if you've got patience and a good memory then I think for most people this will be quite an entertaining 90 minutes level I just hope you have more luck than I did with the 5 secrets I found only 3." - Sash (21-Jun-2002)
"It's a long good level but too time-wasting. The fort is composed from a lot of laboratories and it is surrounded by rocky walls and water puddles with launches tunnel. You have to go from a level to the other to open various gate after you have found the only available key and come in the final room that is the passage to the future level. I personally found much fascinating the tendency of the author to use the colour predominantly the blue for the walls and above all for the classical metallic horseman. I have found 3 secrets of 5 and a bug Lara stuck under water under the water fall nothing serious. The necessary time to end the level or levels is about 1 5 hours and the level of difficulty is medium." - Boris (21-Jun-2002)
"This is one very labyrinthine level and my head is still spinning a bit from playing it. To complete the mission Lara must make her way through a desert fort using corridors stairs conduits water tunnels bridges caves rock outcroppings - well you get the picture. The level is really one big puzzle with inter-connecting parts and is really non-linear. Some of the puzzles within the puzzle are quite novel and one in particular is pretty difficult. Another involving a hydraulic floor is really clever and original. The overall environment is impressively laid out and well textured with a couple of notable rooms like the generator room and the train car. Enemies consist mainly of SAS with the odd bat and dog thrown in and a pair of automatic guns that take some doing to neutralize. There are few cut-scenes but in many cases the author has set it up so you can directly see the result of activating a switch if you watch carefully." - Tombaholic (21-Jun-2002)
"If you're looking for nice puzzles and traps you may like this level. You won't find any very special puzzle and only a few nice traps but the author did a nice work. The best of all in this level is the architecture! Superb! I love it! Specially the waterfall in the beginning... Really huge design." - Leandro (21-Jun-2002)
"Another level that took me more than 2 hours to finish - and it was 2 exciting hours! There is a good variety of level design. Although I usually dislike levels starring SAS guards and sentry guns this one was much fun to play as there are not so many of them to kill but more puzzles to solve. While running around a lot to find keys and switches take care for not losing orientation. It often took me some time to find my way back. Concerning ammo and medipacks the author could have been a bit more open-handed so you'd better be economical ;o). I found 2 secrets and finished after 2'15''." - Sheevah (21-Jun-2002)
"Now if there was any justice in the world the Ramones would be bigger than U2 and this level would be in the top 50. So I'm gonna cheat a bit with the rating here. Surely the Lightning and Textures don't deserve a 9 but I would give an 11 for the gameplay if it was possible. Prepare yourself for at least 2 hours of high quality raiding. The puzzles are great and the way the rooms interact is pretty awesome. The whole level is a bit of a maze but since the various areas look rather different you don't get lost. There are so many truly brilliant ideas in this one that you have to see for yourself and finally someone has taken the trouble to place enemies with a sense for drama like after I haven't seen a living soul for ages the showdown at the end really caught me off guard. Getting past the sentry guns is tough but has an inner logic. One of the best TR moments ever. Without a doubt the most ingenious gameplay I encountered in a custom level and my favorite adventure of the month. I got stuck two times but that was just my own incompetence. An absolute must." - Dimpfelmoser (21-Jun-2002)