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City Chronicles by Pedro Moya

alan 7 6 7 7
CC 8 7 7 7
Dimpfelmoser 3 4 7 7
eRIC 4 4 5 7
Freeman Porter 8 8 8 6
Gerty 3 4 7 7
Jay 8 7 7 8
Jose 4 5 6 8
Kristina 5 7 6 7
Leeth 8 6 6 8
Magnus 6 6 7 7
MichaelP 8 7 8 7
Phil 8 7 7 8
RaiderGirl 8 7 7 7
Ryan 7 7 7 8
Sash 7 8 7 6
Scottie 8 7 8 7
Sheevah 8 7 7 7
TombRaiderFan 5 8 6 8
Treeble 6 6 6 6
Xxenofex 8 6 7 6
Zhyttya 7 6 7 8
 
release date: 04-Apr-2001
# of downloads: 53

average rating: 6.72
review count: 22
 
review this level

file size: 16.67 MB
file type: TR4
class: Library
 


author profile(s):
email(s):
Pedro@filologos.com

Reviewer's comments
"A complex library level with many horsemen to kill. Each of them drops a gem that you have to place in the globe room. Every time you place the globe on its corresponding tile a door will open and you'll have to make a couple of tasks in order to find a horseman. I found a bug in the room with the big cog, if you drop to one corner of it the 2 doors will open and you can finish the level quickly. But I read the walkthrough just to follow the right path. There are cameras almost always, and flybys too. I finished it in an hour and with a gem in my inventory, probably what Lara takes home because it has no use in the library." - alan (22-Feb-2018)
"This older level in a library setting is quite complex for its age, and you would do well to keep the walkthrough handy to avoid a few false starts, possible bugs or doing things in the incorrect order and possibly becoming stuck. If you do have the helpful written advice at hand, this level does have its enjoyable parts. The globe puzzle forms the glue that holds this level together and various doors will open as more of them are placed, which pave the way to new tasks. The horsemen are somewhat overused even for a library level, and the blade traps and wraiths were nothing more than a repetitive occurrence, but I did mostly enjoy some parts of the gameplay with a couple of nice timed runs and simple but fun puzzles. I never found out what shooting a brass ball or pulling a few jumpswitches did, but I never found any secrets so I assume that's the reason." - Ryan (29-Jan-2018)
"A very good vanilla style TRLE with some excellent puzzles rooms. A bit repetitive on the action, since we battle only horseman, and the fact that one or two puzzles require a first try only, otherwise you get stuck. Got to thank the reviewers for pointing that out. Although this LE has some negative comments i completely recommend this to any vanilla fan out there. Just be sure to save in multiple slots." - Zhyttya (02-Mar-2017)
"A pleasant surprise this level. A really underrated one to be honest. For a "Vanilla" level it was a really joy to play specially since I read some reviews before and avoided the bugs that could get me stuck. Things like a "one try or reload puzzles" shouldn't be in the final version of a level, but this one was a great joy to solve. With all that was available I think the author did a great job. The enemies were enough, the medi packs were just where you needed but not to much. Still, some secrets would be lovely. Recommended level!" - Leeth (02-Mar-2017)
"This is a remarkably complex older level, and it's not a bad one at all. You'll save yourself a good bit of trial and error by using CC's helpful walkthrough. (By the way, we haven't heard from this Irish lassie for quite a while, and I'm wondering how she may be getting along.) The lighting shows up everything to good advantage, although I suspect that previous reviewers may have grumbled about "flat lighting." That's okay; I'm fine with flat lighting, so long as I can see everything that's going on around me. Your tasks hinge upon the proper placement of globes in a hub room, opening up new areas for progression. Since there's no indication of the correct order of globe placement, the walkthrough will help prevent multiple false starts. There are several loose ends noted by CC, including an unused gem, a jump switch with no notable effect, and a brass ball that does something unknown when shot. These may all have led to various secrets (none are documented in the walkthrough), but after having spent nearly an hour and a half here I was ready for it all to end and invested no additional time exploring. However, I did feel that hour and a half was time well spent." - Phil (19-Jul-2016)
"My word, this is quite a complex level for its age and you should most definitely have the walkthrough handy or you could end up in a right old mess. With the benefit of the excellent walkthrough however, you should have a good time with this one. The globe puzzles afford access to different areas where there are horsemen and tinmen to fight and a lot of fire wraiths and blade traps that will inevitably mean loss of health. The library setting is quite nicely done and the gameplay, although at times obscure, is entertaining. I certainly had fun." - Jay (24-Jan-2016)
"I can't give a 5 in the gameplay section to a level where if you don't do the tasks how the author though, you cannot rectify, get stucked forever and have to reload. When opening the door to get the first globe, what's the hint to know the sun tile to place it? In the room with two globes and two rolling balls it's easy that you move both globes and get locked forever there. In the room with five marked tiles in the floor you have a second opportunity if you use the jumpswitch over the entrance, but if you can't get it, again locked forever. The author forces you to go back often through the same places, to rooms you've visited before, and the few puzzles I found were not very "clear". There is an abuse of the thin mens as enemies; finally you get bored always killing the same enemies. The textures and lights are good, but the rooms are very empty of objects and there's the sensation of running always inside boxes. I think this level was not properly beta tested." - Jose (23-Jun-2015)
"I was just about several times to break off this level. These gigantic gearwheels have got on my nerves. And I found the many fire ghosts also very irritating. And of course I have pushed the four globes basically on the wrong place and only the last place was always the right one. And anyhow I found the whole level too long-winded. And then I still came into Medipacktroubles. But otherwise: Actually the level was not so long-windedly at all. And for the fire minds there were water basin nearby. And with the gigantic gearwheels I had mostly got a wrong timing. And anyhow I always found at the right time a new Medipack. If only the problem with the globes remains. There the level builder could absolutely have given a few small instructions. The Horsemen are already almost my favorite opponents. There are hardly opponents who are to be killed so easily, if one refrains sometimes from the SAS-Soldiers. To sum up, one can say which is irritating the level though now and again a little bit, but mostly it makes fun. And that with a playing time of about 80 minutes. With such a small download. One does not have such a thing also every day." - Scottie (17-Jun-2009)
"This level put me off for quite a while, but thanks to the walkthrough this time around I played until the end. It's a regular library setting, so don't expect too much, but I thought the tin men were rather overused. Gameplay is a little varied but can be glitchy if some puzzles aren't done properly (mainly the pushblock/boulder one). Quite a few levers and four gems used later, Lara keeps one gem to herself and calls it a night. 55 minutes. 03/07" - Treeble (11-Mar-2007)
"This is my fourth attempt at this level. It's amazing what 10 months experience can do for you. I played this last October and had to abandon the level. I was stuck in the room where I've just discovered (August 2003) I need to jump onto the round fire pattern tiles to keep the door open at the back that leads to the water maze. The scroll you get after killing the first horseman in the globe room is about as useful as an ashtray on a motorbike you know what you have to do but the level won't let you do it. The very first time I played it I got stuck twice more first time running through that middle door and ending quickly second time I drained the water too soon with the trigger under the cog. This is a very well put together level it is the usual library wad stuff but done in a very clever way. I liked the use of the fire wraiths throughout the level the water rooms with floating blades and the timed run which I had to do three times before I got everything done in that room. Actually I was able to run to those blue doors easily but without the blocks raised you don't get the flyby of the horseman. The problems arise with the illogical ways you can get stuck so many times because you've not done the globe puzzle in a particular order but how is a player to know this? I had to go back numerous times to a previous savegame and place the gem in another door to see if that helped me progress. If this problem and the early finishing problem was solved then this would be a perfect level. As it is it was too confusing for me as a beginner when I first did it and from the looks of the reviews too confusing for experienced raiders too. The reviewers who sailed through this were lucky enough to place the gems in the right order or perhaps their level was bug free! There are a lot of knights on foot and horseback you need to kill to get blue gems. I liked all the puzzles. This time I placed all four gems then drained the water and got a fifth gem which I haven't a clue what to do with but now the end door is opened - properly. Recommended only if you save a lot and be prepared to redo some things in a different order. I've scribbed notes on how I did it this time and I'm sending them to Michael because I see there's no walkthrough. This may help new players." - CC (24-Aug-2003)
"Well this is a library level so you already know what it's gonna look like and almost right away you'll find the levels objective - to find the four gems needed to open four doors and move the planets behind them. The puzzles needed to find these four gems are fun though and involve more planet pushing jump switching block raising boulder dodging blade and chain evading and of course the required mechanical guards and mechanical horsemen. This was a fun level that kept my interest for over an hour." - RaiderGirl (19-Feb-2003)
"I give up after playing this level for the third time I still didn't manage to finish it the way (as I read) Michael did. So I throw in the towel. I really felt cheated. 28-09-2002" - Gerty (01-Oct-2002)
"I played this level when it was released but as many others it ended rather early for me when I came into the room with the four gem slots and the final game opened just like that without me having placed a single gem. I then read in the reviews that you have to battle no less than four iron horesemen and because I wasn't that keen on doing so back then I started with something else. Now 5 months later or so I really love all the jumping shooting and backflipping and gave this library adventure another go desperately trying not to end it prematurely again. Alas to no avail cause although I got a bit further than last time there were still some strange things going on. Apparently I got to the second gem much earlier than intended and then started doing things backwards (without knowing it) and water textures appeared disappeared and reappeared without any water being there. The lever that you reach after all those rotating blades actually closed a gate for me. I don't know where I went wrong so I'm going to abandon this again till the bugs are fixed. A pity really cause what I saw was really good; especially the moving globe puzzle which is pretty clever (although not reset-able). What a waste." - Dimpfelmoser (11-Aug-2002)
"Who loves fighting horsemen? Well I do and if you do too then this 75 minute level is just full of them I think 13 in total with 5 on horses. There are also loads of fire sprites and though I usually find them annoying more than anything in this they were used really well and have you making a couple of frantic dashes to the nearest body of water which may mean sometimes crawling or making a few precise and quick jumps so as not to be a standing target. The gameplay apart from the horsemen battles was quite good with movable spheres raising blocks and a tricky timed run that you have to complete three times although after the first time making it through it becomes much easier. The only downsides were a slightly dull environment but this uses the library WAD so I never expect too much from levels made with that anyhow and there are two bugs the first is that you can open two gates in the room before the watery room without finding the switches for them spread throughout the level by simply jumping into the shallow pit of the giant cog and the second is if you drain the water in the watery room before opening two gates on a high ledge in that room then you cannot re-flood it later to get to them but this second bug would only occur if you found the first bug opening the two gates too early. Just don't let the title fool you this is neither set in a city nor does it look like anything from Chronicles." - Sash (21-Jun-2002)
"What a quest! After Coastal City I kind of expected a nice easy-going level but this one is quite a strenuous library adventure that lasted about 1:30 hours for me (and to all those reviewers who found shortcuts - you don't know what you missed). Basically the story is about getting 5 gems from those horsemen with their horses - four you use to pull out planets to open doors and one you take with you as your prize. I counted another 10 tinmen to fight and about a dozen or so of those pesky fire wraiths. Gameplay is surprisingly diverse for a library level with a few long swims precise tile jumping smartly used rotating blades many raising blocks and wall levers and a few of the puzzles are timed as well. So if you are after a good mix of fun and hard work in a very 'clean' environment give this one a go." - Michael (21-Jun-2002)
"Hey after many custom levels I played this was a standard library level and I liked it. Great fights with a lot of horsemen and some nice puzzles gave me a good challenge without getting stuck at any time. The fire ghosts were also well placed there is always water somewhere nearby you should look for the lifesaving water before! I had fun with this level and in my case no bug occurred. My net playing time was about 1:50 hours and no secrets to find. When you don't expect too much new give it a try." - Freeman Porter (21-Jun-2002)
"This level is very confusing. After Lara has opened a trapdoor in the beginning she finds herself in a room with a blue door (yes there's plenty of blue doors in this level) in front of her and an opening on her right side. If Lara opens the blue door she will have to fight a horseman and get one of five gems. If she walks through the opening she can finish the level in about five minutes. Therefore it's best to walk through the blue door making the level last a bit longer. The reason I found this level so confusing was because you needed four gems to be able to open four doors. After I had found three gems and used only one the door to the end opened. When I used one of the other gems and pulled a 'planet' another door opened unfortunately I couldn't reach it anymore. I think I found a trigger that was not supposed to be there so maybe you will not have the same troubles I had when/if you play this level. Anyway I used the original script-files and used the DOZY-cheat to reach the unreachable door and there was a lot left to do in the level. There's nothing special about the gameplay and it mainly consists of finding levers and killing horsemen. This level has a large amount of horses too I found five (!). The texturing is good but it's just the same old library-textures." - Magnus (21-Jun-2002)
"This level took me 2 hours to finish. In order to open some doors you need 4 blue crystals and each one is held by a horseman. You'll meet several horsemen in this level some with a horse some without and as Lara didn't find any other weapon than the Uzi it took some time to get rid of those horsemen. Besides you'll get known with a couple of fire wraiths so look for the next water hole to jump in before you try anything else. You also have to avoid some traps like e.g. the spinning wheels in the water. But I also found a bug. Nearly at the start of the level there is a room with 2 rolling balls and 2 planets. Lara has to push those 2 planets in a certain way. You'd better save your game before you start pushing. If you make a mistake and push/pull the planets in the wrong way/order you'll be trapped and can't go on. However this level is worth downloading." - Sheevah (21-Jun-2002)
"Although this level has some good puzzles like dropping into a pit with a metal gear to open a door or having to perform a number of actions with jump switches and raising blocks it has some bugs which are preventing you to play the whole level. After the two gems I found and the many tin men and a couple of horseman I killed a door in the room with the planets opened so I was able to finish early. There were two doors I couldn't open which I suspect they contained the two missing gems to access the other planets. Having passed from a room with swinging chains raising blocks and acquiring a gem from a trapdoor in water after the room was drained I found myself trapped. Trapped as in not being able to flood the room again not that the doors up there were open but in case that underwater space needed water again. Anyway I don't think it's the reviewers or players fault for missing half or a big part of the level but the author's that didn't make sure everything was properly placed or tested for that matter. If you like gambling try this level meaning there is a good chance that you will get the bugs and therefore finish early and unsatisfied." - Kristina (21-Jun-2002)
"This level was very nice. Particularly the puzzles were well formed difficult however solvable. Oh I hate this spinning wheels and the fire-ghosts but I liked it also much. The level was built by the library-wad nothing special was inserted. Nevertheless the level was nicely textured and the atmosphere was really good." - Xxenofex (21-Jun-2002)
"A short level in well designed places. Having only one kind of enemies is not funny the horsemen are OK but the tinmen without horses are too easy to kill and it is a little bit repetitious. Gameplay is enjoyable but nothing special with the puzzles. After finding two gems in 20 minutes it seems that I have not played the whole game because of a bug. It is really a pity because this level was rather nice to play. I hate bugs!" - eRIC (21-Jun-2002)
"This is a fantastic level but the gameplay is far too short. The first room is my favourite because it's big and has lovely texturing all over the room. The only enemies in this game are the horsemen. But I found just one bug. I collected two horsemens gems when you needed 4 and I didn't even put the two in and the door opened. So I went through and finished the level. The texturing is nice and the lighting is too but the gameplay difficulty is not that good. The only fault with this game is that it is far too short. It took me 17 minutes to complete it." - TombRaiderFan (21-Jun-2002)