
Levels listed...
TEN - 23
TR5 - 35
TR4 - 3212
TR3 - 186
TR2 - 149
TR1 - 77
75421 reviews (20.5/level)
3664 (99.5%) walkthroughs
477 Hall of Fame levels


|
|
|
 |
|
| |
|
release date: |
22-Nov-2025 |
|
# of downloads: |
1079 |
|
|
average rating: |
9.56 |
|
review count: |
8 |
|
|
|
review this level |
|
|
file size: |
287.00 MB |
|
file type: |
TR4 |
|
class: |
nc |
|
|
|
|
|
|
|

|

|
|
|
| Reviewer's comments |
"This is another recreation of TR4 Gold... "Another" being a bit of an Elephant in the room here, as Cowboy has already made an iconic recreation in Fading Light, that even got an also excellent sequel (not to mention Feder's also currently unfinished take on TR4 Gold). I don't know the proper context or motivations, but this is a full remake, with the only similarities being certain thematic aspects.
While I already thought Fading Light looked great, this is overall a step up from that, with even more unique thematic details and custom models, it also goes in a different direction later, with you going to a golden city that is a new theme (something also explored in Feder's take, but the visual execution is superior here), along with some other surprises towards the end. Texturing is handled near-flawlessly throughout with plenty of additions to support the themes. Lighting is excellent but I'm a little split on it compared to Fading Light; that set had more stylistic lighting with high contrast, whereas this is more realistic and layered with comparatively subdued colours. On a technical level I'm sure this is more sophisticated, but I think I prefer the style of Fading Light. In aspects like model use you can see the increased design maturity though, with more customized objects and small details to support each theme, and the overall story further.
Fading Light was seemingly intentionally designed with bite-sized Gold style levels, but that isn't the case this time, with most levels being quite substantial and complex. Challenge is also ramped up, and there's plenty of tricky traps and more challenging exploration with the larger levels. There's also a clear attempt to make the theme of each level tie into gameplay more vs Fading Light where they were more of a skin over traditional gameplay (although that's not necessarily a bad thing); the Catacombs are dark and confined and almost horror-esque, the Bayou map has a lot of navigation over dangerous swamp water and Port Royale has plenty of exploring sunken ruins as you leave the occupied areas. The Golden City also has the same gimmick as Feder's take on it (presumably from the original TR4 Gold plans), and, while I think the visuals are far superior here, I do think Feder made more striking use of said gimmick. There's also some implementation of vehicles, which weren't really present before and are handled well. Horror in general is also played up a little, and, while still a relatively small part of the overall experience, it's more of a factor than in other takes.
The higher challenge does lead to occasional frustration, namely with the annoying underwater spike hitboxes in Port Royale along with the most annoying Sharks ever (I'm not sure how much is bad luck, and how much is clever enemy blocking, but their ability to stay away from airholes is so constant I started to respect it). As other reviews have mentioned, tasks occasionally feel repeated more than they need, which sticks out given how many good and creative ideas there are elsewhere. With how much more fleshed out this is in general, the ending is also strangely messy feeling, with a relatively short final map (even if it's fine in itself) and three different ways to end, with only one semi-hidden way that's the clear "true" ending that does more than just abruptly cut to credits; I guess this was done because the final optional challenge is quite difficult, but I'm sure there's a more elegant way it could be handled, so players who can't do it/miss it don't just get kicked to credits.
I've rated this lower than Fading Light, but, without the nostalgia of that being such a classic I'd probably rate this one the same or higher, and this is more about how things have developed since then, along with Feder now providing a competing take (and, in particular, I think his take on Port Royale is still the strongest of the three), that will hopefully see it's final (presumably) part release soon. This is still excellent and, in the end, it's great that we're going to have three amazing takes on TR4 Gold sooner or later (or four, if you count Fading Light 2 into that)." - Mman (01-Feb-2026) |
 |
"Another thoroughly enjoyable "entry" in this series (although it is more of a re-imagining
than stuff we've seen before from the original Fading Light), this was brilliant from start
to finish. The construction is again top-notch, the atmosphere wonderfully palpable (with
some great music cues and flybys used) and the progression is involving throughout. You get
a variety of different looks throughout all nine levels to prevent repetition setting in,
and the gameplay is fun and varied. Even the secret system is well executed, with some even
having their own entire side area to explore, which I thought was a neat touch. Enough
supplies are also provided to deal with the profuse enemy attacks. Maybe the numerous spike
traps and flame throwers got rather repetitive after a while (although I didn't find them
too annoying) and I also encountered a few savegame issues in level 3, but these seemed to
abate in the latter sections of the level and they weren't present anywhere else. Minor
gripes, though. Marvellous raiding overall." - Ryan (21-Dec-2025) |
 |
"My earthly life and my Tomb Raiding days are both approaching their end, although I hope a
goodly number of years remain for the former. As for the latter, TR4 levels are in such
short supply these days that there are simply not enough of them to sustain my continued
interest. Moreover, I've now been told point blank that the profuse TR1 and TR2 releases
of late, using an anachronistic game engine that's nearly 30 years old, will work only on
the most recent platforms. Go figure. Moreover, my Windows 10 computer won't even play the
more modern TEN levels, even with DirectX 12 and all the intervening DirectX updates
having been duly installed. The purpose of this rambling introduction is to explain why,
to me, the release of this multi-level TR4 production by Cowboy is such a breath of fresh
air. There are nine separate levels, each one of which (except for the last) would do just
fine as a stand-alone, and together they provide a level of variety such that the player
never gets that feeling of sameness that sometimes pervades marathon releases such as this
one. The difficulty factor is on the high side, but I never came across a sequence that
made me beg for someone else's savegame. Speaking of which, there are three ways you can
end the game, two of which are ho-hum and the third being a timed boat ride that you won't
want to miss. All three are documented in the written walk I've prepared. You get plenty
of weaponry (sometimes duplicated in later levels) and ammunition to deal with the enemies
that are liberally sprinkled throughout the game. You also get many more flares than you
need, and come to think of it, there weren't many occasions where I felt the need to use
one. There's nothing here that jumps out at me as being truly unique or outstanding, but
speaking globally I can see no justification in me awarding this fun-filled romp anything
less than 10s across the board." - Phil (18-Dec-2025) |
 |
"When I heard about this project I felt both excited and worried. The first, because I
would enjoy a faithful recreation of Core’s undeveloped concept as much as any other fan,
and the latter because I was afraid it would overshadow my project. But now I see the
author and I have enough differences in our visions to make each adventure stand on its
own, him using a modern and highly customized approach, and me going for a more classic
take.
That being said, I really enjoyed this levelset. There are some new moves that are well
implemented into the gameplay, tasks are rather linear and on the classic side, and
overall it’s more combat-heavy that I would’ve expected (which isn’t a bad thing). The
Mardi Gras levels are the best accomplished, with an immersive festive atmosphere and the
inclusion of sections present in the original concept such as an “underground jazz club”
and a “warehouse full of carnival balloons”. The climbing part through the crypts using
the new moves was a really creative and fun task. On the plantation level, the author
managed to give us something a little different from what we have seen in Fading Light 1 &
2, with a scary twist near the end, but still I missed a little more gameplay focused on
the manor.
Moving on to Port Royal, I found the town very similar to New Orleans (same enemies, more
warehouses). Things get better as you enter the “old port royal” part, with the pirate
element been more present here. Just a few nitpicks: crocodiles in sea water are a bit
unfitting and there is an overabundance of spikes. There is a nice secret surprise that
holds a really impressive bonus area, which also includes many ideas from the original
concept. I loved the Cibola level though, it was very fun and interesting. The transition
between the depths of the ocean and the lost city in the desert was smooth, hinted with a
slight change of scenery as you approach the pedestal.
The last location is the home of the dreaded Dr. Ya Ya, who despite his ancient Arawak
inheritance has a very modern beach house, heavily guarded by countless goons, providing
some engaging shooter sequences. The last levels become shorter and more focused, so you
won’t spend much time in the same place like before. It was a nice surprise to enter
Nirvana and see atlantean textures, hinting a connection to Atlantis (or maybe the author
just wanted to use them because they were fitting). From this point, the game starts
closing up so quickly that you won’t even realize it’s over. I’m not the best at endings
myself, but that was more abrupt than walking into the horizon. There is a special ending
if you find a secret key and use it right before the finish trigger, but you should also
have a regular ending that properly closes the adventure in case you didn’t find the
secret.
In summary: a good recreation of the lost TR4 Gold by a very talented author, while not as
polished as Fading Light 2, it’s fun and engaging, and the looks are impressive. I like
how it carries on the tradition of Gold games of having the secrets be whole new areas to
explore. Will definitely play it again, like its previous iterations. Highly recommended." - Feder (11-Dec-2025) |
 |
"We have masterpiece stuff here. The best of the series, IMO, although the first one has an
atmosphere hard to surpass. Beautiful and well crafted environments and a pleasant and
involving gameplay. Those fences to prevent us from doing something unintended is the only
thing that didn't look so good. The very last level was a bit of a let-down, both as
environment and gameplay but it is rather short, so no big deal. The reward for finding all
secrets is a short timed boat run, not a big reward if you ask me. lol
All in all, a really great game which I wholeheartedly recommend to everyone." - billie2001 (10-Dec-2025) |
 |
"The author's previous works have been quite famous, and this one is no exception.
The graphics and music are perfectly executed, while the puzzles are relatively simple yet
full of fun. I once got stuck at the door of the wall ladder for a long time—having
searched the entire map, I finally discovered that an inconspicuous lampstand just outside
the door could actually be moved. At the end, you can choose to take the yacht or bypass it
directly, which is very user-friendly. Although controlling the yacht is a lot of fun, it’s
also quite challenging, especially since the flames along the way are extremely dangerous." - cheng (06-Dec-2025) |
 |
"I remember playing Coyote Creek and loving it so I decided to try this new build by Cowboy.
It's one hell of a ride! From New Orleans all the way to Nirvana(almost, because the ending
is so sudden)! The start was so good and I liked the concept of New Orleans, jazz, the bayou
and voodoo, but later down the road it became tedious and tiresome. Repetition of mechanics,
more enemies and an absurdly increasing number of traps let me beg for this to end. I
would've preferred if the adventure was centered more around the city and bayou and maybe
the old temple(when I was using the jeep). As a pro I would add that I enjoyed the
atmosphere and sounds, even thou the camera was a bit unstable at times, but the puzzle
progression was pretty smooth. A shame to see that I couldn't get the secrets, aside from 2
or 3, the areas were given attention to detail and deserved to be found easier." - young Lara Croft (28-Nov-2025) |
 |
"It could be called "The Best Of", ticking boxes of old Cowboy levels, but ofc I'd try all of them. Most of the time it's better than Fading Light 2 as it doesn't do one-color palette but in the forest which should get some contrast. Some secrets are too good to be hard, as only a few people seeing them is a waste (like the Golden City secret in Coyote Creek 2). Of abundant lattice fences: an industrial map would get away with them but not organic towns like here, so absolutely do remove them. Those critical for progress can stay or be swapped to some roadblock or what. I'd trim the repetition of mechanics, as sometimes it's too much of the same one even interrupted by another and also too notorious. The ending doesn't cut it, because it's cut. You should get it without a secret, and something extra if the secret is found - otherwise it's like skipping the last 20 min of Live and Let Die unless you buy an extended version. Just include it where it should be." - DJ Full (25-Nov-2025) |
 |
|
|