
Levels listed...
TEN - 14
TR5 - 33
TR4 - 3207
TR3 - 184
TR2 - 145
TR1 - 74
74815 reviews (20.5/level)
3643 (99.6%) walkthroughs
472 Hall of Fame levels


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release date: |
27-Aug-2025 |
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# of downloads: |
2536 |
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average rating: |
9.29 |
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review count: |
7 |
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review this level |
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file size: |
112.00 MB |
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file type: |
TR4 |
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class: |
nc |
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Reviewer's comments |
"As hoped, part 2 brings some overall improvements (this review is based on version 3). Graphically,
geometry as well as the puzzles are more convincing in the second part. The highlights of the levels for me
are the beach with the fortress, the town, the ship and the sunken city. The part with the pyramid was a
little too convoluted for me and, in my opinion, also visually much weaker. Even if the ending in V3 isn't as
radical as it used to be, it might have been possible (just my opinion) to stir up interest in part 3. Gameplay,
the puzzles and jump passages are well balanced and progress is again quite fluid, only at the end in the
pyramid room was I briefly a little lost. What I didn't like so much was the motorcycle section, otherwise I
luckily didn't have any bugs. Dear Feder, I'm looking forward to seeing what you create for us in part 3 ..." - Crofti (05-Oct-2025) |
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"This is a visually pleasant five-level adventure that never became so difficult as to spoil
the enjoyment factor for me. I spent a total of a little more than five hours here, although
the last level could have easily been released as a standalone. I was able to get through
without resorting to any of the standard cheats, and I had ample remaining health and
firepower supplies at the end. MMan has summarized the game quite well in his review, so
I'll just add that this is a must-play release and is likely headed for Hall of Fame honors." - Phil (10-Sep-2025) |
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"I was very much looking forward to
continuing this adventure, and the four year
gap was definitely worth the wait. After the
more suburban areas of Part 1, this
continues the pirate/TR4 Gold theme a little
more closely. The surroundings are of a high
standard throughout, with the standouts
being the magnificent pirate ship docked in
the Smuggler's Bay and the huge pyramid in
the final level, which in itself is visually
refreshing. The gameplay can get quite
complex in places with the numerous level
changes, but generally the challenge
quotient is reasonable so any raider with a
bit of experience should have no problems
here. The enemies are also quite
sporadically placed, so the focus is
primarily on exploration and a few puzzles
sprinkled in. Overall, time very well spent
and I eagerly await the next part." - Ryan (10-Sep-2025) |
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"Another excellent level by Feder. The challenges aren't the most original in the world, but
they are very well-designed and highly entertaining. Curiously, the first challenge of the
first level was the hardest for me to overcome, precisely because it broke away from the
conventional. The environments stand out for their stunning visual beauty, and I
particularly loved the fort's setting. I also thought it was a great idea to include a good
number of enemies that require the use of weapons other than the pistol, adding variety to
the combat. However, I encountered a minor issue in the last level, in the room with the
moving platforms: if you activate the lever without retracting the spikes, you get stuck and
can't obtain the scarab, which can be frustrating if you haven't saved your game beforehand.
Overall, it's a very solid level and highly recommended for all audiences. You'll definitely
have a great time!" - requiemsoul (01-Sep-2025) |
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"As the middle part of a potential TR4 Gold, this is five levels, mostly set in Port Royal as a tropical town location, although the final level goes in a completely different direction. While the general theme stays similar there's a lot of variety through the set, as you go from a more preserved section of the town, to sea fortresses on the shore, to a sunken part of the town and pirate ship. The textures also support the theme well, and make it feel quite original. Lighting is mostly good, and there's a nice contrast between the tropical exteriors and darker interiors, the final level feels a little weaker lighting wise for certain sections, but it is doing some complex things technically, so it may partially be a limitation of that. Lots of new objects and interactions also help the theme, as well as making it feel fresh. Like the Beetles in part 1 the use of unmodified Harpies in the final level didn't convince me, but as fully supernatural creatures it's easier to rationalise them at least.
Like the theme, the gameplay also stays quite varied, although exploration is emphasised more than other aspects, especially in the bigger levels. Outside of looking around there are also plenty of traps and puzzle elements though, and multiple levels are semi-interlinked which can get complex, but you mostly handle them in linear order, and some of the later ways it links together are well executed. The very start was actually the most awkward moment for me as the first interaction is a somewhat non-standard one, although the starting flyby does provide a bit of a hint. The middle levels (especially the sunken city) have a lot of ways to go though, and you have to be quite thorough to find everything. The final level has a really cool concept, although it could perhaps have been used once or twice more for puzzles (although I can see why it's limited, as it's technically complex), and as it is it still puts a new twist on some pretty familiar themes.
While there's a climax it's shame it just sort of ends after, but I guess this is just the second part of a set that will be at least three parts. With part 1 I said this TR4 Gold recreation has Fading Light's shadow hanging over it; this part has succeeded in moving out of it and going in it's own direction, in fact, I prefer this over Fading Light's Port Royal section, and, while not as visually great, it does a lot more with the general theme, as well as adding a completely new take to the end. Hopefully the next(last?) part will be just as great." - Mman (30-Aug-2025) |
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"As always, Feder manages to create unique and superbly crafted visuals. I really liked his
interpretation of TR4Gold's work; it feels like I'm playing the core design/Eidos version.
BUT, some problems ruined my experience, such as the softlocks in the Suken level and in
the last level. In the Suken level, after opening a door, you need to complete some
objectives and pick up a revolver (don't worry, you don't need it since you have the
crossbow), but if you go to the pirate ship level and come back, the door closes, causing
an unintentional softlock. In the last level, at the beginning, the first parallel bar
disappears when you save/load the game for some reason. Apart from these problems, part 2
was incredible, and I really want to see your interpretation of the swamp and the
following levels.
TR4 can be completely strange, so I understand in a way. A suggestion for the Suken level
is to put more hint cameras because it's very confusing when I go to the beach and then to
the pirate level, because the first time I thought I had gone back to the beach, so I went
back to Suken and the door locked. One thing that got me stuck was that you changed the
objects in the element puzzle, and I didn't know what they were for, since there was no
visual hint for the player to understand what they were for. I spent hours searching
through the levels.
I'm waiting for an update, because part 2 is really incredible, just like the first one
was." - PedroCroft_ (28-Aug-2025) |
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"A close to flawless pirate level with a lot of twist and fun. I'd put something grand in the end, it felt like cut short to me and this time I don't mind just the finish trigger being too early in the exit, but - although it's a middle episode - I expected it to have some stronger conclusion. Those walkable ledges in the ship level were also a mystery which felt like it should be solved e.g. there's a sand below a slope jump which feels like a hint - but they always led nowhere and I kept wondering instead of moving on. Some secrets could be accessible for a longer time, in some cases I understand why it was like that but e.g. why not to allow the bike jump both ways, it wouldn't hurt the main game. Lastly, I know it's almost vanilla but shimmying and crawling could be faster, especially if we have the altered poleropes which, being only one of few new animations, I notoriously confused with classic backward jump ones, despite of knowing the animation is forward - I jumped wrong countless times (yes I'm dumb to learn but the others are as well so they might have an issue)." - DJ Full (27-Aug-2025) |
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