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The Rescue 5 - Temple of Osiris by MagPlus

Akcy 8 9 7 8
alan 9 8 7 9
Andi Croft 6 7 9 9
Bex 7 9 8 9
Boris 9 7 9 9
CC 8 9 9 10
Cuqui 10 9 9 10
Dimpfelmoser 8 9 9 9
DJ Full 7 9 8 8
Doug E 10 9 6 10
Engelchen Lara 9 8 9 9
eRIC 10 8 9 10
eTux 7 8 9 9
Gerty 7 8 8 9
gfd 5 7 8 8
JesseG 7 8 7 6
Jose 6 8 7 8
Kristina 9 9 9 9
Loupar 7 10 9 9
MegaGamer 10 10 10 10
MichaelP 10 10 9 9
Mman 8 8 8 7
Mytly 8 9 8 9
Navi 9 9 8 10
Phil 10 9 9 9
Qwendo 10 9 10 10
RaiderGirl 9 8 9 9
Relic Hunter 9 9 9 9
Ryan 9 8 8 9
Sakusha 9 10 9 9
Sash 10 9 9 9
Staticon 8 8 7 9
TC14 10 10 10 10
Torry 5 8 9 8
Treeble 10 9 9 9
Wendee 8 8 10 10
Whistle 9 7 8 7
Xxenofex 9 9 9 10
 
release date: 02-Jul-2001
# of downloads: 109

average rating: 8.61
review count: 38
 
review this level

file size: 186.00 MB
file type: TR4
class: Egypt
 


author profile(s):
email(s):
pascal-ducey.home@orange.fr

Reviewer's comments
"Lara explores a few outdoor and indoor Egyptian areas in search of pieces of the Amulet of Osiris. She will face a few interesting challenges such as gunning down skeletons and harpies, outrunning flammable water, target practice on vases and windows, dodging spikes, and some pushable block puzzles. One such puzzle has Lara completing icons a wall, which would have been fine if completing a piece of the puzzle caused a block to raise up and create a chokepoint for the rest of the pieces. To the players I would suggest getting all the blocks in front of their destinations before pushing any of them into their final spots. Things I wasn't thrilled about include poorly marked climbable surfaces (using spike holes for this purpose is a questionable choice at best), giant shadows in empty rooms that only exist to hide a switch, crowbar doors used as non-crowbar doors, a maze (thankfully on the small side), the use of an invisible column that appears midgame (that you also have to know to climb!), and last but not least an abhorrent lack of camera cues, leading me to constantly close out the game and look at the walkthrough, as I wasn't about to search the entire lay of the land each time to figure out what changed. The lighting is pretty flat and dark, and while there are some good architectural ideas the visuals are a bit basic. Overall a level that packs some engaging challenges but also some challenges that may frustrate some players. 1 hour 19 minutes." - JesseG (22-Mar-2021)
"This is a very non-linear level, so when I tried to play it on my own, I made things in a wrong order, so I decided to start again and read the walkthrough. The level, like the previous 4, has a varied gameplay (although a lot of switches to pull), textures are well placed, but there's still a lack of cameras in some places. There are a few puzzles with pushables and a maze. It's well made, there's a lot to explore, but be sure to follow the right order." - alan (30-Jun-2018)
"Level five keeps up the high quality of the first set. The fixed cameras were slightly annoying. Gameplay is good as well as atmosphere, lighting and textures. To level six I go..." - Ryan (07-Jun-2016)
"This second part of the series is another one with absolutely risky puzzle design, you need to be crazy in order to solve them and that's possibly why I did - though I don't agree with leaving the whole map open while you need to recognize unusual interactions. Sometimes I was totally lost and it didn't help I again had no idea if I was were supposed to do something or if I found a shortcut. Also you need some memory to remember doors which might have been opened with a far trigger, because just like with the initial set of this series, camera hints are not many. One more time I could appreciate the integral design, like each side of the central structure unlocking its respective stone piece, or revisiting locations in different form than at first contact. Lighting is much better. As I quit this episode I'm both curious and uneasy about what ideas may surprise or stop me in the next one." - DJ Full (10-Apr-2016)
"This is mostly a visual improvement on the first four levels, but it still has issues like an incoherent texture theme-to the point it goes from an ancient temple to something more like a manor house at later parts (although it's so odd it does give the level a certain mystery factor)-and lighting is still frequently a bit flat, although it's generally an improvement. The best looking parts are better than the earlier levels though, such as the main underground and open-air hub areas. Gameplay is also an improvement, with a longer duration and more variety than any of the last maps, but it has occasional dips, like an overly long block puzzle that is mostly solved with the first block and then just becomes busywork. It's also extremely obscure at one or two points (like needing to work out that an invisible ledge is climbable and moving a block to a nondescript alcove you've probably forgot about). Despite the issues it's still mostly enjoyable, and a nice sign of the author's growth." - Mman (16-Feb-2016)
"I thought it was quite obvious that this was an improvement from his previous 4 levels. Pascal has never failed on offering the players puzzles. This time, the author placed the enemies in perfect spots where you wouldn't expect them to come. The atmosphere got really beautiful once I got to the courtyards, which made it look real. The sounds were great and well used, and Pascal did great using cameras. Again, the textures were great (especially in the courtyards) Recommended. :)" - MegaGamer (23-Mar-2014)
"I think the biggest improvement in this level compared to the previous 4 levels of this series is the outdoor landscapes (the garden, the tower area...), they are particularly gorgeous in this level. There is still a lot of backtracking involved, but it felt less dizzying this time around. Some of the challenging jumps were innovative (notably the passage where a fixed camera makes a jump towards a slope and a ledge challenging), the enemies appeared at the right moment and the right place, the passage where toxic water was temporarily safe for Lara to activate an underwater switch was original, and I liked the way the Amulet of Osiris was textured. Some things really weren't obvious though, such as the passage where Lara needed to quickly activate a reach-in switch before the spikes popped up, and the few areas where ladders were textured with spike holes (there weren't any spikes though, just ladders...It is plausible that walls with holes are climbable, but as a Tomb Raider player, my first thought was the possibility of spikes on the walls, even if it turned out it wasn't the case). I'm looking forward to the next level." - Sakusha (28-Apr-2013)
"This is one of the few levels in the series not to have made it into the Hall of Fame, but I feel that it's incrementally better than any of the first four levels. The gameplay is incredibly complex, requiring the player to work his way up and around a central tower, opening doors along the way for access to receptacles that allow progress to continue. As in the other levels, the lighting is superb, with spotty dark areas thrown in solely for the pupose of hiding a switch (as opposed to making it difficult to see for its own sake). There are quite a few clever touches here that would be considered innovative even now, such as the invisible pillar near the end with a ladder on one face. The enemies are standard Egyptian fare, but the puzzles are the reason to play this one. Now that the series is being offered as a single download, you have to play them all, and in order, to reach this one, but it's worth the replay even if you've done it all before. Highly recommended." - Phil (04-Sep-2010)
"It's quite amazing to see the builder grow in this level, as it is distinctly better looking than the previous instalment (the outdoor parts at least - but that may be because the builder finally uses sunbulbs regularly), and the gameplay is slightly better, though it does have its awkward moments. The beginning is a bit dull and overly complex, with a lot of running back and forth (and climbing up and down, and swimming to and fro) in the same somewhat small area. It becomes much more interesting as you finally reach the tower and its surrounding courtyard, which forms the focus of the latter two-thirds of the level. Even then, the tasks are not always intuitive, and occasional peeks at the walkthrough are a must. The worst culprit is the invisible column near the end, which makes no sense at all. But on the whole, this is a very good level, even though it takes a while to build up steam." - Mytly (26-Aug-2010)
"Again a build up of gameplay as it gets more complicated than the first four levels. Although in this one I found that you sort of have to play it in a certain order or else you can get stuck. And be sure to have the Garden Key with you. Bit unfair is the invisible column one has to climb and I never would have found it without a peek at the walkthrough. I could use a tad more camera work though to guide me in the right direction. This is again an exploring level and there is a lot of grounds to cover so, take your time." - Gerty (01-May-2008)
"This level is a bit better than the previous, but it has the same defect with the cameras; sometimes are not necessary 'cause the action is near the trigger, but another times you can get very disoriented; the way to get the golden star is a good example of this. Perhaps there is an abuse of switches and buttons and few puzzles. I didn't like the invisible column in the final courtyard too, discovering the transparent ledge at the top is already suficient difficult for the players. The best for me were the enemies, lights and textures." - Jose (23-Oct-2007)
"I like non lineal levels, and this one looks great, architecture is good, and includes some really good puzzles. But what I don't like, if the author wants us to do things in a certain order he has to make sure we can't do otherwise, or make it reversible, for instance the button that floods the area. At one time I reached a place earlier than I was suppose to, and got stuck, because a door that should have been opened was closed. I had to refer to the walkthru to learn that. Also one other time about the invisible climbable column, it was plain unfair, it didn't register in the nightvision mode of the binoculars. And I would have happily traded the fixed cameras for flyby ones. Still, I can't downrate gameplay too much, because there were great elements in the level that makes memorable, and enjoyed it even as it is." - Akcy (28-Nov-2006)
"It starts out a bit boring and kind of confusing in a catacomb type of setting with a few button and switch finding puzzles throughout, but slowly the action starts to rise, especially when you get outside. This is a very solid level set in a catacomb environment inside, and a coastal-type one outside. There is some exploring to do to find necessary puzzle items and to open doors, and the architecture in this level is quite stunning too. The temple rooms with the sun shining through are quite a pretty sight, as is the overall architecture of the outside areas. There are also nice puzzles in this part, like the blocks you need to match up on a wall to raise pillars, and I thought the button room with trapdoors was unique. There was a small lack of cameras here, but it wasn't anything too bothersome. I also thought that the end of the level was kind of unique, but to see it you'll need to find it out for yourself. ;) Another great level of the series." - Relic Hunter (04-Jun-2006)
"Well this one has been my favourite level ever for a long time; it had all I wanted in term of both gameplay and setting: entertaining gameplay some good puzzles and marvelous setting. The most memorable is when you happen to enter the main temple room the first time; it's so impressive! And all the gameplay involved around the huge tower was one of my best TR experience I had never enjoyed something like that until TR5! The only drawback for me is the bug I experienced the first time I played the level: an early wrong route that prevented me from keeping playing the level. But all in all a GREAT level and still my favourite one out the 13 in the Rescue series." - Thibault (11-Jul-2004)
"If you do not have the garden key from the previous level stop right here and go and get it because like me you will find yourself stuck after 1 and a half hours of playing. Unforgiveable. To further insult the player there are a multitude of unnecessary fixed cameras (which always always annoy and some of which will lead to your death). The rest of the level is nice enough (more or less) but the above flaws (particularly the first) ruined it for me I'm afraid. You know what? I don't even want to play the rest of this series at the moment :(" - gfd (29-Dec-2003)
"Did you bring the Garden Key with you? A huge beautiful but confusing level hard to know what to do which way to go which button to press. I had to use the walkthrough. I use a mac and I don't know how to get dozy unless it's already in a level. If I had I may have been able to zoom around and see what happened. So how can I score gameplay properly. It's all very well giving a player a choice of ways to go but what if you do something too soon i.e. flooding that huge temple and that four face button room? I'll give Tombaholic a 10 for writing the walkthrough. So all I can talk about are the individual parts like that slide and jumps over spikes see the golden goddess on the other side of a dangerous pool and how to get there the block pushing puzzle the beautiful garden and maze the large open-air coastal setting the slide with the boulder rolling behind you and just as you land a harpy attacks the timed swim the huge courtyard and central building with the invisible ledge to help you jump to it (actually when I pulled down that switch I could see the ledge) and finally placing the golden goddess statue on Osiris' 'altar' the explosion afterward and the drop into the next level." - CC (24-Aug-2003)
"Well I would like to say for one more time that Pascal's levels are classic and worth playing. They have it all puzzles traps with spikes deadly pools great outside areas everything. The excitement never ends. I liked very much the courtyard and the entire level captured me. There are too many buttons to find and push that's true but I am sure you won't get bored with this one or any other level of this author. Among other things you will need the Stones of Isis and to get each of them there is a task to complete sometimes easier some others more complicated. The Amulet is placed and Lara is on her way to the next adventure the next level. I would say play them all they are an entire game and you won't be disappointed." - Kristina (22-Jul-2003)
"Again part 5 was built with a lot of effort as far as the graphics go. Very much puzzle based. I needed a key from the previous parts. Your main objective is it to find the three keys of the Sun Goddess. Cameras were largely missing and I found that very annoying. Other than that you have to run around a lot. Sound was very well used. My Lara found 4 secrets. Despite the lack of cameras a good level." - Navi (07-Mar-2003)
"Always these beautiful rooms. It's nice the moveable blocks puzzle. Very original the invisible columns in the Courtyard with these tricky jumps and the way to get the Stones of Isis to open the Isis Doors. I found some difficulties to pull the lever in the narrow passage of the poll where a boulder falls while the pool fills with poison. And finally the exit of this level is so fun when the trapdoor opens and Lara falls down the shaft. I've enjoyed it!" - Cuqui (07-Nov-2002)
"A very good level but sometimes confusing because it's possible to get some areas before time. In some of the puzzles you can skip very important things and there's no possibility of get back. In my case I noticed some bugs like fire that didn't hurt Lara and at the end of the level I had to skip level cheating because one of the doors remained closed after placing the Stone." - Loupar (13-Oct-2002)
"I really liked this level but I have to say that I found it pretty confusing at times and looking at the comments of my fellow reviewers I would say that I'm not alone. Like many others I too would have liked to have seen more camera work as it's often not at all clear where you should be heading to next. In every other respect though I would say that this level is even better than Pascal's previous work. Thank god for walkthroughs that's all I have to say! Anyway as it really is a bit too non-linear for my liking I've downrated this level a little bit in the gameplay department. And that's a shame really because it's stunning to look at and also a great deal of fun to play most of the time - some of the puzzles are superb the number of enemies is just right and there's one particular ramp slide that you'll never forget. Also like Dimpfelmoser I love timed runs/swims/jumps/etc so I was pleased to see a timed swim here even though it killed Lara a few times before I had it perfected lol. I finished the level in just under 2 hours. (With a walkthough. It would have taken me MUCH longer without one!)" - Bex (10-Sep-2002)
"Here in this Level Lara has to find 3 Stones of Iris and it is not so simple. The puzzles are well thought through she has to dive climb tricky jumps to master shift blocks and pull levers and think here and there as well. The sound was also nicely added same for the textures was the atmosphere good. What disturbed me at first was the invisible block where at first I could not advance and found out later that Lara can climb down there. Opponents were almost the same. All in all a good Level would recommend it to everybody." - Engelchen Lara (19-Aug-2002)
"A very good level would be 'almost' as professional and elegant as 'The Secret Temple' if there wouldn't have been for a few flaws in the gameplay and those horrible 'end of the world' bugs again (you'll see those when you'll get to the rooftop area). The flaws are if you missed the garden key & Grenade Launcher in 'Philae's Ruins' this level will be hard (well you wont be able to finish it if you don't have the Gardens key and there are places where even the shotgun can't do anything about our well known undead warriors). The secrets always were not as satisfying as in the previous levels too but I enjoyed this level a lot more than the first 4. I didn't like the starting part that reminded me of the original Catacombs I really hated. But the outside areas especially the garden were great. I was sorry for all those dogs ninjas and pigs that were trapped in that garden until Lara finally unlocked the garden but they didn't have to suffer for a long time :) The ending was great too one of the best I've ever seen in a Tomb Raider level at all. Now don't expect an ending like in 'The Volcano' but this one was somehow really satisfying even if we don't know where our heroine went screaming all the way. I guess we'll just have to find out..." - eTux (21-Jul-2002)
"The fifth part of the level is just as good as the four previous! I don't know why this is the lowest rated level but I LOVED it. It has nice outdoor areas and the indoor of the temple was not really that good but I enjoyed it anyway. There were lots of puzzles and good puzzles so I give a 10 because there were some really cool puzzles (like the pushable blocks puzzle where you should complete the wall according to the pattern on it). Not many objects but enough objects to make this an enjoyable level - specially the Stone of Isis. The first level I ever play that has these cool stones from the Sphinx levels (TR4)." - Treeble (11-Jul-2002)
"Maybe the most enjoyable level of this series until now for me. The author has mixed enemies of different wads. This level can be divided in two parts. The first part has a coastal atmosphere; dealing with some annoying skeletons or surviving a series of deadly spike traps you must find an Asphet effigy and open Isis doors on your way to the second part. The second part is even better. The architecture of the main outside area is simply splendid you will see also fountains in courtyards rooms with not overloaded texturing and you will even have the joy to climb on the rooftops. The puzzles are excellent not illogical and original like the four different patterned pushing blocks. Here you have also the choice to take the way you want but it's more easy to find the revolver first as you have to use it for some shooting puzzles and find 3 Isis stones. The more I play Magplus' levels the more I enjoy them and have the feeling to be a real partaker of Lara's adventure. A challenging level not only for your mind but also for your skills reflexes and imagination. 2 hours and a half of very good raiding." - eRIC (21-Jun-2002)
"Great level that it is I reckon it is impossible not to get stuck in this one. I found myself 5 times in a dead end. First because I turned the water on too soon and a crucial gate became inaccessible second when I ventured into the garden maze before I got the revolver third when I didn't think of the invisible and climbable pillar (silly me) fourth time when I couldn't find the door that had mysteriously opened in area D after I did something in area F and finally when I didn't realise this sloped square was the altar where I had to place the effigy. So I think we should give Tombaholic a big cheer cause without his walkthrough the whole thing would have been really frustrating. And yes I think one should get more hints as what to do next and the whole level is too non linear for it's own good. Furthermore there are too many levers/buttons/reach ins and the gameplay is a bit slow if you ask me. Otherwise it's a fantastic adventure with clever puzzles devious traps tricky jumps and even a timed swim (can you ask for more?). You don't get many enemies but they are placed with care while the secrets are have their little own areas. Atmosphere is great due to very professional texturing the camera angles are brilliant but we could have done with a few more informative fly bys. I reckon if you manage this adventure on your own you have a real feeling of accomplishment. I for myself had to refer to the walkthrough a little too often so that explains my gameplay rating. If this level had been a bit more user friendly it sure as hell would get 10 because the puzzles are so neat. So put the beer in the fridge get the walkthrough printed (but place it out of reach) and prepare yourself for a whole day of top quality raiding." - Dimpfelmoser (21-Jun-2002)
"I can't believe I'm saying this but this level although totally fantastic was just way too difficult in places and even though I love challenging adventures I found myself having to refer to the walkthrough fairly often just because a lot of the game play and progression was not too obvious and if you made a certain wrong move like flooding the first large room too early then you can find yourself stuck. Apart from that I still had an absolute blast playing it for the mere fact that it is just a masterful piece of fun has wonderful puzzles albeit sometimes too puzzling a perfect amount of enemies 4 slightly tricky secrets and a great game environment just please Pascal put a couple more camera shots in next time to give some of us a fighting chance! Even with some help from the walkthrough this level took me just over 2 hours to play and I enjoyed every goddamned brain imploding second. By the way thumbs up to the movable block puzzle but that invisible column was just playing dirty! Oh yeah don't forget to keep a savegame at the end" - Sash (21-Jun-2002)
"I played this right after the first four levels of the series and it is just as good if not better. It took me 1:30 hours of net gaming time when I replayed it with Tombaholics walkthrough so be prepared for quite a few hours of fun. With a mix of Catacomb and Coastal atmosphere it takes advantage of many many buttons and levers to be found and combines tough swims and dives with devilish traps tricky jumps and four decent secrets to be found. As in the other levels more cameras would have been helpful to find out where to go next so you will find yourself exploring a lot. Also the raising blocks play an important role. There are well placed enemies (skeletons dogs scorpions banshees) and the way the game opens up around the two big room areas is just awesome. I really enjoyed the clever pushable block puzzles (though the buggy design of the blocks themselves can get in the way) and as a hint: if you see a window then shoot it if you can. The one single thing that really annoyed me towards the end is an invisible column because I always find that so unfair to the player but the finale is a great cliffhanger and I can't wait for Level 6." - Michael. (21-Jun-2002)
"First off let me say that if you missed a certain key in level 3/4 you will NEVER complete this level. To my mind that is undisciplined authorship and as I am of the vehement opinion that this is a game and should be fun I see no fun in allowing a player to exit a level without ESSENTIAL items he/she will require in the next or subsequent levels. Therefore gameplay becomes a non-event and as such I have scored the gameplay in the same contempt that this author has for the humble level player. Other than that the level was marvellous with wondrous traps brain teasing puzzles and exciting gauntlets to run. The objects were well created the camera angles at times brilliant but all was ruined by what I have already mentioned. Players use the walkthrough. I didn't and prefer not to in any levels I play but I urge you to use it for this set of levels. More's the pity." - Torry (21-Jun-2002)
"I think that the level is very difficult. The puzzles are too incomprehensible and the game takes too long to finish." - Boris (21-Jun-2002)
"Part 5 of the 'Rescue-Epic' is filled with difficult puzzles. There is for example a pushing block puzzle which I have not yet seen in this variation (Blocks need to build a certain pattern to raise other blocks). Also it is almost impossible to guess the invisible platforms without which you cannot end the game. Enemies are very rare (apart from the god-like creature) but well placed when they appear. Important: Keep a savegame. There's more to come...." - Qwendo (21-Jun-2002)
"After the first four levels I was expecting this to be long and hard and I wasn't disappointed. I may have spent most of the level pulling levers and switches but they have to be done in the right order and it's made even harder by the tricky puzzles and the enemies that pop up at just the right (or wrong) moment. It was easy to get confused and I probably couldn't have finished this level or the rest of the series without using Tombaholic's walkthrough. However I still had a great time playing this level. The puzzles are fun original and challenging enough to give you a great feeling of accomplishment once you've finished them. The highlights for me included the flooding and draining of a large room sliding down a long slope with spikes to jump over only to have to catch a pole at the bottom a jump to a pool that catches fire soon after you enter so you have to get out quickly onto a tile that catches fire soon after you step onto it an original movable block puzzle where you match up the symbols windows you have to shoot to get to certain artifacts pools filled with deadly water a small garden maze with a tricky jump to a room full of movable crates that you have to visit twice...I could go on but I hate to give everything away. The enemies played only a small part in the level and included dogs ninjas skeletons scorpions and some deadly golden birds. The level looks great and includes four well-placed secrets." - RaiderGirl (21-Jun-2002)
"Another great game from our French raider? I would have given this game almost full marks but for the lack of good camera work. By the time I was half way through I was getting pretty angry not knowing what had opened/closed etc." - Doug E (21-Jun-2002)
"Pascal obviously worked very hard on this level too. It is another beautiful and professionally made venture. However it was *very* difficult after about the first hour of play. Linear levels are not fun but neither are levels where it's almost impossible to figure out what to do next. The sequences do not follow logically nor are there enough fly-bys and/or flashbacks/forwards to help the gamer figure out what to do. However the author is wonderful with helpful hints. I do recommend the download. My approx time: 5.5 hours." - Wendee (21-Jun-2002)
"Sound game play again with multiple possible (but incorrect) routes. Shame about the surfaces of blocs in particular which disappear when you turn. All in all Pascals best level in this series." - Whistle (21-Jun-2002)
"This level is not logical. I must walk long ways to return to places I had been a long time ago. And there is a block I can climb and jump. But I don't see this block. This level is very long and a lot of nice textures are inside. I can't find the revolver I need I can't find the grenade gun I need. This level is very nice but not logical. It is a good work but I don't have much fun with the puzzles and the enemies. Skeletons scorpions and warthogs are coming all on the same place and I don't have the guns I need. Now I have used the guns-cheat and I ended this level with unlimited ammo and alive. I don't like the cheat but I had to use it. The guns are very difficult to find. Now I must play the next 5 levels with the cheat sorry." - Andi Croft (21-Jun-2002)
"This level is made like the previous four very good. Wonderfully textured a fine mixture of puzzles and opponents as well as demanding jump combinations gave me 2.5 hours of fun. In this level I missed nothing what distinguishes a good Tomb Raider game. I can recommend this level just like the previous four." - Xxenofex (21-Jun-2002)
"Another splendid level from MagPlus. A difficult one though that had me referring to the walkthrough more times than I care to admit to. It took just over two hours of game time to complete; though I spent a whole Sunday playing it. Nonetheless it is a worthy follow on from the first four levels (I have downloaded all ten and am playing it as a whole game.) Beautifully textured throughout the lighting is a little improved on the last four levels but like others here I could have used a few more camera shots of doors opening and a few less of the fixed cameras which prevent me from looking around. I am now looking forward to the next level after that spectacular finale." - Staticon (21-Jun-2002)