The Mansion
1,084 downloads

- Release date
- 12-Dec-2001
- File size
- 19 MB
- Class
- Home
- Engine
- TR4
- Duration
- medium
- Difficulty
- easy
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| bERT ↓ | 5 | 6 | 7 | 7 |
| CC ↓ | 7 | 6 | 9 | 9 |
| Cuqui ↓ | 7 | 7 | 8 | 8 |
| Dimpfelmoser ↓ | 4 | 6 | 4 | 5 |
| Freeman Porter ↓ | 6 | 8 | 6 | 9 |
| G.Croft ↓ | 5 | 5 | 7 | 7 |
| Gerty ↓ | 6 | 7 | 7 | 9 |
| Jason ↓ | 6 | 5 | 5 | 7 |
| Jay ↓ | 5 | 6 | 8 | 8 |
| Jez ↓ | 6 | 7 | 7 | 8 |
| John ↓ | 6 | 9 | 9 | 10 |
| Jose ↓ | 3 | 6 | 6 | 8 |
| Kristina ↓ | 6 | 7 | 8 | 9 |
| Lady Lara ↓ | 7 | 7 | 8 | 9 |
| Magnus ↓ | 7 | 7 | 8 | 9 |
| MichaelP ↓ | 6 | 7 | 8 | 8 |
| Momster ↓ | 4 | 6 | 5 | 6 |
| Mulf ↓ | 3 | 5 | 4 | 5 |
| Nomad ↓ | 7 | 7 | 7 | 7 |
| Orbit Dream ↓ | 6 | 7 | 7 | 8 |
| Phil ↓ | 7 | 6 | 7 | 8 |
| RaiderGirl ↓ | 7 | 8 | 8 | 9 |
| Ryan ↓ | 4 | 6 | 7 | 8 |
| Sash ↓ | 7 | 8 | 9 | 9 |
| Seemeister ↓ | 7 | 10 | 9 | 10 |
| SilentViper ↓ | 8 | 9 | 9 | 10 |
| tombraidergirl ↓ | 5 | 8 | 10 | 8 |
| Torry ↓ | 7 | 8 | 9 | 9 |
| Treeble ↓ | 7 | 9 | 8 | 8 |
| TrueRaider ↓ | 4 | 7 | 8 | 9 |
| Category averages (30 reviews) | 5.83 | 7.00 | 7.40 | 8.13 |
frozenout of town (there's a funny typo in the German-only readme). The level, then, takes places not in the mansion, but still in a mansion, so I don't think it was unreasonable of me when, having circled all around the mansion twice without finding a point of entry, I was beginning to suspect the presence of a fall-through floor, or a pushable that looks like a piece of wall, or a key that blends in with the textures in some random spot - you know, the usual - , when the guard who held the key that gets you going finally decided to show up.It turns out this is not a hide-and-seek level. Rather, it is essentially a maze (Orbit Dream seems to be the only reviewer to have noticed previously); however, the path of progression will be straightforward most of the time if you deal with it as you would with any other maze, namely by moving around the place with your left hand on the wall at all times. (Right would work too, but I think left is preferable in this case.) So, when you use a switch, don't run off to find out what it did. It'll usually be a door you've seen before, somewhere in the area where you are anyway; you'll come across it soon enough. If you don't go about the matter methodically and run here, there and everywhere, you may for example arrive in the basement without the crowbar. The place is huge. Have fun.
As a follow-up to the builder's Coastal debut and the result of his first experiments with a custom wad, this level is a letdown. It offers no challenges other than finding your way around the place. The final shootout with a host of guards and dogs was presumably meant to constitute a challenge of a different kind, but by the time get to it you will have amassed such a load of pickups that you might as well keep standing smack in the middle of the crossfire and kill all and sundry with just pistols while swallowing a few medipacks. Moreover, unlike the delightfully absurd warthog arena of the debut, this scenario is too obviously contrived - the guards and their dogs all start out safely locked away in several cells for reasons unknown; you are forced to release them because you need access to a switch which just happens to be located in one of these cells.
You meet other guards before you get there, but dispatching them poses no problem. They're usually triggered at a distance (rooms are large) and solo, whereas dogs appear more or less at random and attack from behind; they're also entirely silent. Other sounds are missing too, and the push switches trigger the wrong animation. There are several other kinds of switches and of course lots of keys, most of which have generic names (but thank you for the Cellar Key, builder). Near the end, the level is bogged down by some tedious crawling, which becomes particularly annoying when you're on your way to the finish trigger. Contrary to what some reviewers say, there are no puzzles in this level, unless of course your definition of the term is broad enough to include running around looking for keys, or pressing switches and not knowing what they did. (There are flybys, which tend to go on too long, but no camera clues until near the end when you don't really need them anymore.)
In addition to the rather large rooms, there's lots of dead space as well, with rooms sometimes not even containing a redundant pickup to justify their existence. Conversely, on the outside a layer of rooms is missing, so the world disintegrates if you look up, when you emerge from the shaft at the end, and during the final flyby. The looks are generally adequate but not outstanding. The builder compiled his textures and objects eclectically; this includes some odd choices, such as the torches which he employs instead of lamps and which light up automagically (the place, and the sauna in particular, should have gone up in flames long ago). Also, evil Dr Miller seems more interested in the TR3 artefacts than in what any of the cherubim (or some guy named Cherub, who knows) may have written. No area stands out visually, but I liked the way the ceiling of the library is textured, and one of the pool rooms - this mansion sports more than one of these, yet there aren't any toilets. I wonder if these facts are connected - has the distinction of giving me an idea for a secret, of which there don't seem to be any in this game. In short, a standard Home level of the labyrinthine persuasion, and as such unlikely to impress anybody today as it apparently impressed some back when it was released." - Mulf