
Levels listed...
TEN - 23
TR5 - 35
TR4 - 3212
TR3 - 186
TR2 - 150
TR1 - 77
75433 reviews (20.5/level)
3665 (99.5%) walkthroughs
477 Hall of Fame levels


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release date: |
25-May-2025 |
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# of downloads: |
491 |
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average rating: |
5.75 |
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review count: |
5 |
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review this level |
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file size: |
579.00 MB |
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file type: |
TR4 |
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class: |
South America |
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| Reviewer's comments |
"I intentionally waited for a walkthrough to become available before trudging my way through
this one (kudos to Lizard Queen for her clear and easy to follow instructions by the way),
having been forewarned what to expect from the previous reviews. There have been
improvements in a couple of respects to give the builder credit, but unfortunately this was
still a bit of an ordeal to play through. Traversing the various caves was a little less
problematic (due to illegal slopes less frequent this time round), a couple of the
platforming tasks were enjoyable enough, and I liked how the sparse enemies made the place
feel eerily desolate. On the downside, quite a few annoyances remain. Firstly, while the
idea of opening up doors by jumping on sections of rock isn't a bad one, it severely wears
out its welcome by the end. There was also far too much climbing numerous blocks and through
crawlspaces for my taste, and the long swimming sections were quite tedious. The darkness is
far too overwhelming throughout, plus the textures were rather dull and bland. Also, the
audio is somewhat glitchy in spots (some of it sounding like deafening radio static and
incessant screaming from unseen places). Finally, more camera hints were desperately needed
to make navigating the larger areas fairer to the player. As a whole this is a step up from
the previous level, but still too aggravating for me to fully enjoy." - Ryan (06-Feb-2026) |
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"SPOILER ALERT! My reviews tend to be very detailed in what I saw and enjoyed so if you think this will spoil it for you stop reading now! Playing version date May 25 2025.
What I liked about the level: 1) Just loved the platforming through the snowy cave cliffside. Tricky but doable using two step jumps (SHIFT then UP ARROW+ALT). 2) Enjoyed the slope backflip jump and grab to the ledge with the key. More of this kind please! 3) Clever use of an illegal slope to jump out of and onto a safe block. Never saw that done before. 4) Although sparse, the cave environments are convincing especially in the lower cave with the varied ceiling architecture. 5) At first I thought the boulder spike trap gauntlet might be too impossible to complete but after a few tries, it was doable and ultimately very fun and satisfying. 6) Very few enemies are always a good thing in my books. It makes the builder have to build something else to make the gameplay engaging.
What I didn’t like or thought could be improved: 1) Camera shots should be placed to show what triggers and levers do to help the player. 2) Invisible blocks in front of unopened doors can be fixed by rotating the door or placing the door in between a portal. 3) It is possible to get irreversibly stuck in a crevice in the boulder room having to reload to a previous savegame. 4) The key item in inventory named Load can be fixed with a few line changes in the script files. 5) I think teasing the player with a ladder only to trigger spikes to make the monkey swing harder is a bit unfair to the player. Would prefer a way to show the player that using the ladder is a trap best avoided. 6) Not a fan of forced health loss especially where medipack pickups are scarce. Perhaps using a small pool or a slope under a high drop could be an alternate solution. 7) Textures used for climbable ladders should look somewhat climbable to help the player navigate. Using textures that look decorative rather than climbable has an unforeseen consequence by making the player question if any other textures throughout the level are also unmarked ladders. 8) Would prefer stronger highlighting of important trigger tiles. 9) Just a small thing but overlapping objects within walls should ideally be placed so that the overlap cannot be seen. 10) Just a wishlist but would have liked to see more than one single falling sword to make the area more interesting. 11) In the wooden corridor/maze, there’s a hole one can drop into and not get out of having to reload to a previous savegame. 12) Four caves with the same task opening four grated doors each is a bit too repetitive and the trigger tiles are not easy to trigger properly. 13) Not fond of doors that are visible from afar but open automatically only when you step on a trigger right in front of it that can mislead the player to search for a hidden lever elsewhere. 14) Would prefer that an underwater switch mostly hidden behind a tree branch have some other hint for the player. 15) There is an irreversible stuck point in the 24 boulder room if all boulders drop before the player picks up the four keys with no recourse but to reload to a previous savegame. 16) Just a wishlist but would prefer “green” tiles instead of grey tiles between the holes in the 24 boulder room to signify safe pathways to provide helpful clues for the player.
Conclusion: Despite all the “improvement” comments, I enjoyed playing this level. There are only a few enemies and lots of fun platforming and traps making the gameplay interesting. I never got bored or overly frustrated. Due to the tricky jumps, not suitable for beginners." - Lizard Queen (05-Feb-2026) |
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"This author has been prolific with levels set in Tomb Raider 1-style caves, and continues to
show great potential: subtle lighting on snow, unexpected and uncanny soundscapes, and the
ability to use level geometry as a puzzle for both platforming and searching for just the
right detail are all signs of what might be made in the future. Many, although not all,
issues present in the earlier TR1 Valley levels remain here though: colossal empty spaces,
stretched and non-animated textures, periods of extreme darkness, and a lack of a sense of
goals or logic behind Lara's actions all make this a chore to play. However, there's been an
improvement in geometry: illegal slopes are less frequent, making traversal somewhat easier.
I urge the author to consider the following if they wish to learn from others and improve as
a builder: 1) play other higher rated levels with similar settings to get a sense of what
works well, 2) join forums or Discord servers to talk to other builders and have their
levels beta tested prior to release. I continue to think the author's future work could get
really good because of the seeds of good ideas present here but, for now, I recommend
waiting for better things to come." - Cbl (13-Jan-2026) |
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"Good sound. Will be too dark for many, but has creative puzzles including platforming where every jump is a little puzzle, so you can try it if you need something different for a moment, and not a short one as it could be briefer. One puzzle tries to warn you about possible softlock but it's not certain you'll read it. A bit disappointing is no plot and no reward, but it's a single episode of more so maybe in the next one. A weird glitch when dropping the last boulder disables some keys, the author should research this as knowing the reason could help more than one level." - DJ Full (08-Jun-2025) |
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"Bugs/Functionality Issues
- There are several opportunities to get softlocked, usually due to boulders blocking pickups. Whenever you see boulders and/or skull textures, make sure to keep a backup save.
What I Disliked
- Many missing textures, or pitch-black textures that may as well be missing
- Many consistently dark areas - plenty of flares are provided, but constantly lighting them becomes a chore after several hours
- Some of the audio tracks are jarring and get distracting as they rapidly loop
- Poorly marked climbable surfaces
- Lara has to find barely visible underwater switches and pull them through the trees they are hidden behind
What I Am Neutral About
- Some areas involve searching for slivers of a specific rock texture and stepping/sliding on them to open a series of doors. It's an interesting concept but is repeated way too often, and some of the slivers are hard to reach and require many tries to land on them.
- The last area is a very large rock cavern where Lara has to find around 8 gems. These are hard to find and several of them require difficult jumps to reach.
What I Liked
- The trap sequences, which are just as challenging as the rest of the adventure, were at least more engaging for me to get through.
Time: 3 hours 21 minutes | Difficulty: Very Hard | Rating: 5.25/10 - Mediocre" - JesseG (05-Jun-2025) |
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