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Passageways V2.0 by Bojan Kostic

alan 3 2 3 3
CC 3 3 3 3
Ceamonks890 1 1 1 1
Dimpfelmoser 3 4 3 3
DJ Full 1 0 2 2
Doug E 4 4 4 4
eRIC 2 2 2 1
Gerty 3 4 3 4
Jay 3 3 3 4
Jose 2 2 2 2
Kristina 4 3 3 3
Magnus 2 1 1 2
MichaelP 3 4 2 3
Mulf 1 1 2 1
Necro 3 5 3 3
Orbit Dream 2 2 3 2
RaiderGirl 4 4 3 5
Ryan 3 3 3 4
Sash 3 4 3 3
Scottie 2 2 3 3
Torry 4 4 4 10
Treeble 3 2 2 2
release date: 27-Apr-2001
# of downloads: 49

average rating: 2.78
review count: 22
review this level

file size: 15.02 MB
file type: TR4
class: Egypt

author profile(s):

Reviewer's comments
"The builder’s idea of design is boxy rooms and the Texture All button. His idea of gameplay is unmarked or ambiguously marked instant-death tiles. If he stumbles upon a different idea, he kills it by repetition. The flybys are technically well executed, some serve the purpose warning the player of incoming instant-death tiles, but none have anything to actually show. The best thing in this game may the the very long monkeyswing that you don’t have to do all the way, because the instant-death tiles on the floor below become patchy halfway through.
I seriously doubt that this took eight days to build, as the readme claims. Eight hours, more like. It is not so much a game as a test of your patience: how long can you resist activating the DOZY cheat? Mind that even if the urge to jump a queue is an utterly alien concept to you, you may still have to resort to DOZY anyway, because there are ample opportunities for you to become permanently stuck. Version 1.0 of this game must the stuff of nightmares." - Mulf (08-Feb-2021)
"DJfull 's walkthrough is more interesting to read than this level to be played. It is obvious that the builder used the buttons 'Texture Ceiling' 'Texture Floor' 'Texture Walls' in all rooms.Only a few tiles are different those that are deadly, it does not make sense as some textures applied should be applied on walls only, and we don't count the thin walls. Gameplay wise it is mostly pedestrian for the most part while avoiding the deadly tiles, only in the end section there is more diverse and well known actions of monkeyswinging , swimming , rope swinging and easy spike balls avoiding. The placement of the Eye of Horus parts is akward , and some ninjas appeared out of thin air. I like the immobile ninjas in a couple of rooms, although that does not increase the atmosphere of the level. No work on the lighting. Flybys are well done except for one." - eRIC (16-Sep-2019)
"Well, yes, there are a lot of passageways. Once you complete a task in a room, the doors open for another one and so on. There are eyes of horus to pick up along the way. Rooms are boxy, with repetitive use of textures. Lighting is mostly flat, and sometimes very bright colors. The cameras and sound are fine, though. Not a very entertaining level." - alan (12-Apr-2018)
"A typical beginner debut level, with a lot of the usual trappings(including a general sense that there wasn't much thought put into how it was designed, so long as the builder put something out there to brag about). And considering this was the only level Bojan ever released, he probably realized that it wasn't the best idea to make something available to the public, which was so lacking in quality from the get go. So overall, nothing more than an easy target for reviewers. Wouldn't recommend anybody play this otherwise." - Ceamonks890 (18-Mar-2018)
"When I read the level was built in 8 days I didn't expect a good game. Again, empty and square interconnected rooms without objects to ornate, paper walls/floors/ceilings, spikes popping from mid-air, bad placed doors, elongated textures and the usual defects from a beginner. The gameplay consists about avoid some traps (not properly marked the fiery tiles in some rooms) and shoot some ninjas and scorpions. In the room with the jeep remember to get the eye piece or you'll be stucked forever. Not useful the revolver near the ending. At least the doors open automatically. Unremarkable." - Jose (11-Dec-2017)
"This 16 minute level pretty much epitomises what short levels were like way back in 2001. During that time period, everyone was trying their hand at the LE and producing short debut efforts. Like this one. It's a valiant little effort, but there's not much going on here. A samey succession of spikes, spike balls and fire traps to avoid, similar looking rooms and a couple of artefacts to hunt for. Some creative lighting usage,but that's about it. Word of warning: if you do not collect one particular eye piece before you slide down a ramp, you cannot get back. So watch out there." - Ryan (18-Jan-2017)
"It's very short, very linear and very much a debut (and I see an only) level. Basically, it's a brisk canter through a succession of rooms and, yes, passages, avoiding spikes/spike balls/fire tiles and shooting ninjas and scorpions, whilst picking up the odd artefact along the way. There's the occasional hint of the builder trying to use lighting creatively, but overall there's not a lot to recommend really." - Jay (18-Mar-2016)
"At first glance I thought this would be an interesting Egyptian level. I was sadly mistaken. I can't be too brutal with this review as it was created way back in the beginning of level designing. This is obviously a first attempt at a level and it shows with plenty of schoolboy errors - wafer thin walls, inverted spikes, and many annoying death tiles without the appropriet textures. I also had to restart from an earlier point as I was stuck near the end as a rope swing could not be done on the way back - so I navigated a corridor (avoiding flame tiles) to find the door closed (it opened from the other side!!!) Not very enjoyable and large rooms with not much point." - Necro (26-Jun-2012)
"I can't count stupid deaths I performed in this piece. Annoying unmarked burning floor! Or barely marked. For the first time in my life I saw Lara burning during the flyby. And for the spike rooms (all of them): there's too many spikes in one place, and some of the traps are inverted, so it's better to sprint and roll under them than to jump over them. Repetative sequence of boulders is... is repetative, as I said. As for a paradox, if the author copied these rooms several more times and removed the whole rest of the level, I would have rated this custom better, as I like joke levels that are irritating, but not long enough for me to become bored. Puzzles are total mistake, being one of the most badly designed I've ever seen - there are 4 Eye Pieces to collect, and if you miss any of them, you either need to backtrack ridiculously long way to find it, or can't backtrack at all, so you're doomed. One piece is placed behind a door you can jump over before it's open and if you do so, you're doomed as well. So overwhelming "WTF" feeling accompanies you throughout the "game". And, for the construction - I feel these weirdly "stepped" passages were intended to be ramps, but apparently miss-anti decided to leave the passages as they are, unfinished, full of stretched textures... btw, just like the whole rest of the level. And what crane was used to place that jeep on the platform? At least it looks nice. SUMMARY: If this is version 2.0, I don't know if I wanna know what is the version 1.0 like. Well... that doesn't matter, as I know I will know it someday. But even now, a long time before it happens, I'm unhappy of this coming. A game recommended only for those who wanna beat the world reviewing record. A way overrated custom, and I don't know why so much." - DJ Full (10-Nov-2010)
"This is a typical beginner's level. Paper-thin walls, wrong placed spikes, stretched textures, wrong placed doors, very big and very empty rooms and bad lighting. And you can see monotonous textures and a not available Gameplay. Moreover, it is quite unfair if four Baddies shoot at the moment when Lara climbs out of the water and cannot defend herself. Well, luckily everything was over already after 20 minutes." - Scottie (04-Jun-2010)
"8 days to build this level, the author says. Unless he's Justin Havens, you can't expect anything damn good in that short period of time. In fact, have no expectations when/if you play this level, because it's as amateur as it gets and as basic as it can be. Some doors remain closed, but there's clearly nothing behind them, and the spikes are upside down, and all the other flaws others reviewers exposed. You'd think with a revised version the author would have fixed this, but he wasn't bothered I guess. But then again, this review is like the pot calling the kettle black - my first few efforts were built and released in as many days as this one, and well, they're out there for my shame. My past still haunts me to this day... Oh yes, back to the review. Pick the eye pieces and enter a huge weird area and a tune plays announcing the end. 20 minutes. 01/07" - Treeble (31-Jan-2007)
"Straight forward Egyptian level, running through enormous rooms, and no need to look for anything to open doors, they open automatically as you approach. One big pain are the floor tiles that burn Lara, so save a lot, and look up for monkeyswings if things seem just too impossible. Because just as you get used to one route through them, they change! Texture-wise it's pretty basic stuff, and not great at all, but there is one really nice 'blue' room, and a blue underwater maze, which looks really nice. Albeit very un-Egyptian looking compared to the Tut textures everywhere else. Enemies are ninjas, a lot of them, and scorpions. You are looking for two sets of eyepieces, and a cartouche. The spike traps are upside down, thin walls, strange flybys, and repetitive texturing that is sometimes stretched. Apparently this took the author a very short time to create, and it really shows. I did enjoy the sloped rooms with spiked boulders to outrun. But the overall impression I got was big samey rooms and nothing to do really but run, shoot, find a couple of things, and get out." - CC (14-Jun-2005)
"Is it possible to build a complete and satisfying Custom Level in only 8 days? No. And this one (despite starting quite well) soon deteriorates into 'I just can't think of what sort of puzzles should go in this room!' gameplay. Mind you at the end I couldn't get the final 2 doors to open come what may. So perhaps version 2.0 has this added frisson just to spice it up a bit? Or maybe I'm just crap at playing levels." - Orbit Dream (26-Nov-2003)
"Well on the evidence of this I would be interested to know what version 1.0 was like. One of the best things about this level is that it has no levers as the gates open when you approach. One of the downsides are the burning tiles that have a pattern that distinguishes them from the healthy part of the floor but it changes four times so that's how often I died. There is also a pool and an underwater maze that are textured in a rather modern fashion which makes them seem completely out of place in an ancient tomb. Stretched textures thin walls and repetitive traps bad lightning. What else? The petrified warriors of the desert were a good effect and bearing in mind that you don't get many medi packs battling all those baddies was a bit of a thrill." - Dimpfelmoser (16-Aug-2002)
"This is a very simple level with almost nothing in the way of puzzles besides avoiding some traps fire tiles spikes and spiked boulders also the look of the tomb environment is very stark and bland with no real good use of lighting. The aim is to find the 4 pieces that make up 2 Eyes of Horus and place them while fighting some scorpions and ninjas some of these used as statues which should take a little over 20 minutes. Definitely not my kind of level!" - Sash (21-Jun-2002)
"The readme stated this level has taken 8 days to create and it shows. Spikes are all placed the wrong way round there are thin walls the invisible door block badly designed camera flybys and more. A dozen or so ninjas to kill and also a few scorpions while you basically run straight through one huge uniformly textured room after the next. There are a few fire traps and rolling balls and 2 eyes of horus to find and place but the one funny thing were the 'statue-like' ninjas." - Michael (21-Jun-2002)
"This is an easy level with an almost clinical appearance in that everything is nicely geometrical leaving the player wondering how soon will it end. No challenges here and this one is best left for the kids." - Torry (21-Jun-2002)
"Great level if you're looking for something short and simple to play. Your objective is to find the four pieces needed to put together two eyepieces. There are a few ninjas to stop you and plenty of deadly traps so watch where you're going. I enjoyed the rolling spiked boulder traps near the end but the level could really use some more interesting puzzles." - RaiderGirl (21-Jun-2002)
"Strange level. Huge rooms spikes wrong way up had to laugh though invisible door blocks rope jumps one leading nowhere but burn Lara burn. The boulder trap was nice although repetitive. Those statue like ninjas that was a novelty. Only ninja's to kill and scorpions but you will find enough ammo and other goodies. Strange level." - Gerty (21-Jun-2002)
"This is a very basic level that consists of a linear journey through several overlarge rooms. Pick up the eyepieces along the way (They just give themselves up!). Sorry Bojan but this level didn't work for me." - Doug E (21-Jun-2002)
"Picture this: Egypt 24/5 2002. Lara is starting in a room with a lot of holes in the floor. She starts thinking. 'How did I get here? There's no door I could possibly have gone through to get into this 'red room'. She looks around and notices the holes in the floor. 'I guess spikes will shoot out from those holes I'd better walk around them'. Lara starts walking when suddenly spikes shoot out from thin air. 'Hm that was strange. Now how will I get this door open?' Lara walks to the door when suddenly it opens. 'I'll probably have to go into the next room if I'll ever get out of here'. Suddenly one ninja and two scorpions appear. Lara shoots them and notices that there are a lot of pickups in the room. 'Pickups! I love pickups. I love my life too.' Lara starts picking up the pickups but when she pick up some ammunition for her newly found shotgun she catches fire. 'Aaaah! No!' Lara falls dead to the ground. Winston speaks about her death at her funeral: 'She died doing what she loved most picking up ammunition. It was just a shame that she had to do it in such an ugly tomb. The walls looked strange and it was very hard to get her body out of there since I - especially with my bad eyes - had real troubles to know which parts of the floors that would kill me and which parts of the floor I could walk on without dying. There were a lot of enemies that didn't want me to get her body out of the tomb but I killed them all with my trusty crossbow. I had to jump over some pits but it wasn't a problem even with my bad back. Luckily it only took twenty minutes to get her out of there I was afraid that my tea would get cold'." - Magnus (21-Jun-2002)
"Not much to say very badly placed textures and boring lousy lighting and no puzzles. Except two Eyes of Horus which are no challenge at all. You do get some traps though as in fire tiles on the floor a lot of spike balls coming down basically that trap is in every room and spikes all placed the wrong way the holes for them are on the floor but they come down from the ceiling. Huge empty rooms with a few scorpions and baddies some of them in the middle of the level and more at the end were just standing there bored I guess. I would stay away it has nothing to offer." - Kristina (21-Jun-2002)