
Levels listed...
TEN - 23
TR5 - 35
TR4 - 3212
TR3 - 186
TR2 - 150
TR1 - 77
75468 reviews (20.5/level)
3667 (99.6%) walkthroughs
480 Hall of Fame levels


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release date: |
18-Jan-2026 |
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# of downloads: |
285 |
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average rating: |
5.40 |
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review count: |
5 |
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review this level |
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file size: |
93.40 MB |
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file type: |
TR4 |
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class: |
Egypt |
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| Reviewer's comments |
"I took a break from my current 2013 raidlist to help on the walkthrough front, but I have to say that this felt just as much as time jump. It's presumably the author's first try, so you get lots of the usual signs here, such as wafer thin walls, random object placement, transparent textures in front of the void, and a quite wonky geometry. It's really a very small level, all things considered, but there are so many levers and switches crammed into each of the rooms that you end up taking a while longer than usual. There's an elusive jumpswitch near the beginning which requires the pushblock, while the design might suggest you should monkey swing to it instead (although the textures don't quite match up with the trajectory, nor do they work as monkey grabs in the first place). Not much was done with scripting either. With a whole lot of polish it could be a different experience, but as it is, it feels like one of the many throwaway levels we'd get in the earliest days of TRLE. I'm not sure why there's a secondary yt.ten file included in the download package either. 30 minutes, 5 secrets. 02/26" - Treeble (15-Feb-2026) |
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"Fun if you like to strategize, even possible no meds. It feels like the author didn't totally care about any aspect of design, which makes for happy careless random retro vibe - which might be just fine for contrast after some 6-hour pro level. But you like only the latter, skip this one." - DJ Full (26-Jan-2026) |
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"This is a brave stab at a debut effort, but unfortunately it was a little too buggy to be
fully enjoyable. If you can grasp the gameplay concepts (generally look for jump switches
high up on walls) and if you manage to locate the crowbar (I initially thought there was a
bug and that it just wasn't there, but the author kindly corrected me), then it's generally
linear and straightforward. However, there were too many annoyances for me to rate it
higher. Lacklustre and missing textures, buggy sounds/cameras and crossbow that seemed to be
resting on a booby-trapped pedesral all contributed to a certain feeling of incompleteness.
Fair enough, there are glimpses of potential in this level (and I have seen worse), but
maybe more testing wouldn't go amiss next time." - Ryan (20-Jan-2026) |
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"The levels are quite short, but the game is packed with fun—you can even collect a full set
of guns. The puzzles are pretty engaging too; finding a crowbar near the spike pit was a
nice surprise, and I certainly didn’t expect there to be another door on the other side.
That said, it’s a bit of a letdown that the treasures you collect in the game are just for
show and can’t actually be used. On top of that, the door in the underwater tunnel is
really easy to get stuck on—I ended up trapped there several times. To make things worse,
the levels wrap up very abruptly with no ending at all, which is genuinely disappointing." - cheng (19-Jan-2026) |
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"Perhaps an unintentionally surreal experience, this level (named “Youtube” in-game for
some reason) appears to be more experiment than finished product. The builder has
hallmarks of a beginner: stretched, warped, and missing textures; flat lighting (although
there’s a nice white glow in some rooms); over-reliance on switches and puzzle items named
“Load”; enemies and textures from dramatically different parts of Tomb Raider 4 mixed
together. However, there are some slightly more advanced editor abilities on display too:
flip rooms, shatter switches, camera targets among them. There are some funny moments: a
fearsome Cleopatra’s Palaces guardian drops a pair of uzi clips; Lara floats through a
push block; a crocodile attacks Lara through a solid locked door; a fire wraith appears
just as Lara dives into water, prompting the poor thing to plunge to its own demise within
seconds; and the poor skeletons all seem to both rise through the floor and descend from
the ceiling and perpetually run in circles. There are also some cruel moments: for no
apparent reason, Lara lights on fire if she tries to pick up the crossbow; a door that
triggers via a jump switch is also triggered immediately in front of it, making the switch
useless. In some cases, the builder has created some interesting “puzzles” by exploiting
the limitations of the game, such as a room where the bounding boxes of plants curtail
exploration until a shatter switch activates a rope to bypass them. This may be
nonsensical if you view the game as trying to represent a real world with physics, but
it’s nice to see a new builder pushing the boundaries of how to navigate classic Tomb
Raider assets. The quest for the armor of Horus is reasonably structured, but the gameplay
between pickups is in need of further practice and support from the community. I hope the
builder takes advantage of the resources available to learn from others for their next
level." - Cbl (19-Jan-2026) |
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