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The Zamar Lab by TombRaiderFan

bERT 5 6 6 9
CC 6 8 9 9
Dimpfelmoser 6 6 7 8
Doug E 7 7 8 8
eTux 6 7 6 8
G.Croft 5 7 6 8
Gerty 7 6 6 8
Jay 6 7 8 7
Jose 5 8 7 10
Kristina 7 7 7 7
MichaelP 7 9 7 7
Momster 7 7 7 7
Orbit Dream 5 6 8 8
Phil 8 7 7 8
RaiderGirl 7 7 8 8
Ryan 6 6 8 7
Sash 5 6 7 7
Torry 2 8 7 4
Treeble 5 8 8 8
release date: 01-Nov-2002
# of downloads: 47

average rating: 6.95
review count: 19
review this level

file size: 15.75 MB
file type: TR4
class: Base/Lab

author profile(s):

Reviewer's comments
"Atmospheric isn’t always synonymous with dark, but in this instance it really rather is! Still an excellent atmosphere however. Gameplay-wise, it’s a bit less than stellar, consisting as it does of quite a lot of guard shooting/lever throwing etc. There are one or two more exciting parts, but overall I didn’t feel particularly engaged. The abrupt ending almost made it feel as though the builder was considering a part two, but, if so, it never materialised." - Jay (17-Jan-2020)
"Talk about an anticlimactic ending! Atmosphere wise this is a great lab level, and while gameplay is restricted to the usual door to door progression, I rather enjoyed my time here. Granted, it's far from perfect, with a head-scratcher remote door being opened by destroying a fire extinguisher (?!), the laser trap at some point wasn't deadly anymore although no hint of that change was ever given, and the end trigger comes out of the blue. I noticed the door bug is present in a weird way, as it generates a random block 1 tile away from the door, but it's a minor glitch and won't prevent your progression here. 30 minutes. 02/18" - Treeble (04-Mar-2018)
"The setting for this older level is presumably on board a submarine rather than a base or lab. The atmosphere is rather well executed and I liked the audio choices that were used. It is annoyingly dark in some areas, although I'll grudgingly admit that this aided the atmosphere as the underground areas were sufficiently spooky. I found it fairly tedious to actually play though, with the majority of the gameplay centered around lever-pulling and searching out items, while shooting a handful of guards. Some people may prefer this kind of level, but it misses something to be truly great, in my opinion." - Ryan (07-Nov-2017)
"Extraordinary environments in this level with all kind of details and objects very well placed, very convincent, also the texturization is quite good, and the lights are ok too even when some rooms are too dark, at least I found enough flares. But the gameplay is poor, only pull switches, searching for keys and shoot some enemies (enough ammo though). In my modest opinion, this level was not properly beta tested, 'cause I found a lot of errors or odd things that could be fixed. I was stucked at the very beginning, 'cause the shootable I couldn't imagine, but later on, after pulling the first switch, the red lasers didn't disappear and this disorient the players, evenmore, once you got a card there, the blue rays on the first key are still active, and the players never know if they can pick up the key there (disorientation again). I also found a couple of invisible blocks in front of a shelves (I think bad placed doors?). There are some cameras and a flyby, but many times I missed camera shots when triggering something with switches or pickups; examples: when you pick up the blue fuse or when you pull the switches under the yellow fuse. Talking about this, I was able to pick up the yellow fuse without stop the blue rays (bug?); later, I was able to drop through the closed trapdoor to reach the switches below, but I never couldn't go back up (reload); and later on, I discovered the crowbar door (I think the legal way to get the yellow fuse). Also near the end you can drop into the pit with the skeleton, but if you previously didn't open the door, I think there's not a way to go back up (reload again). Even so this was a level worth to play for me, but not very interesting." - Jose (12-Aug-2016)
"Here's a colorful and scenic level from the early days. It's a fairly typical base raid that took me about 45 minutes to complete with the help of Yoav's compact but thorough walkthrough. It's a bit dark in places, but that's intentional and it helps the atmosphere. Nothing fancy or particularly memorable here, but this is the kind of level that I find to be the most fun and satisfying. You're on a quest for a couple of fuses, a crowbar and various keys to open up new areas as you progress in a fairly linear fashion. The enemies are primarily bats and guards, easily dispatched with the provided firepower. Well done." - Phil (10-May-2016)
"Well, that was a disappointment! For 45 minutes, I was really rather enjoying the adventure. The atmosphere is well caught (and Chris' attention to detail is noteworthy: steam issuing from pipes, cables visibly running behind ceiling panels, chairs laid out neatly in a recreation area) and the textures are well applied; lighting is a little dim in places, but more than enough flares are provided. Enemies are not too plentiful, but are well-placed. Elevators are put to superb use. Yes, there are a few construction and Gameplay bugs, but none that greatly disadvantage the level; and overall, this is a smooth-flowing and enjoyable experience. Until you run toward a solid wall in a darkened corner, and the whole thing comes to an inexplicably premature and crushing end. I checked the walkthrough on the off chance that I'd made a mistake somewhere, but no; this was where the adventure terminates. Why? What was it all for? Lara had done nothing except open doors, shoot people and pick up keys. She had retrieved no treasure; destroyed no vital equipment; killed no nasty Boss. Ultimately, this was a pointless excursion (albeit a well made one.)" - Orbit Dream (03-Jun-2005)
"Yes this is another lab level and yes it is fairly short at 30 minutes and yes the whole gameplay revolves around wall levers and killing guards but the atmosphere with dim to dark lighting and setting that gives you a full looking environment was so nicely put together although be it not over a vast area so I was always a little on edge and interested to see what lay next. In the end though if you are looking for a really good game all round then you may want to look elsewhere but for a lazy Sunday afternoon it's just right." - Sash (16-Jun-2003)
"One of the best lab levels I've played for textures lighting objects sounds music and atmosphere. The name says Zamar Lab but I really felt like I was in a submarine. For example the periscope the submarine sounds tv screens of dolphins/whales and of course the water. Of course it could be a huge marine research base!! Those box buttons on the wall wouldn't work but shooting the fire extinguisher opened the door. I have to say ever since I first shot a fire extinguisher in a level that's the first thing I do when I see one and in this case it was the very thing to do to move on. The guys play Tomb Raider here check out the computer desks. There are no puzzles as such but I really enjoyed this level. That trapdoor was odd in the room with the big machines I was able to get the fuse 'before' turning off the electricity!! I loved the lifts near the end. But the ending itself was a big let down. I thought at least I could get an artifact or a view of the sea or something. Even so it was well worth the download." - CC (18-May-2003)
"Another sub standard effort by Mr Radford. What can I say? What is it with these pitch black levels? At least the flares worked this time but there is another trap to engulf the unwary. Far into the level there is a trapdoor that Lara can and will fall through and if you had not opened it prior to this misfortune there is no way to get her out again. So it's back to a previous save and do it all over again. Other than that the level had you searching for switches and keys and some switches are to be found in ventilation shafts whilst another was in the bog. That's realism for you *sigh*. Add to that some invisible barriers on front of doors and you will start to understand what my opening comments are all about." - Torry (26-Jan-2003)
"At the start of this level shoot that fire extinguisher. I was so desperate that I shot everything in sight and that bloody thing as well before I could go any further. For the rest it is a bit back and forward traveling in search of 2 keys a key-card 2 fuses and the crowbar. Still don't know if anyone got that door in the toilets to open as I didn't. Invisible blocks on very strange places and I was warned about that trapdoor although I didn't see it at all till I opened it. Keep your eyes open as some levers are not so easy to spot. Enemies are SAS men dogs and some very annoying bats and a very sneaky placed sentry gun. 20-12-2002" - Gerty (22-Dec-2002)
"It took me forever to figure out that I needed to shoot that fire extinguisher but once I sorted that out the level was fairly simple and consisted of finding switches keys and a card to open doors and open the path to a yellow and blue fuse. Nothing difficult but it gave me an hour of pleasant raiding and the base/lab environment was well constructed plus the great sound effects really added to the atmosphere. It ended suddenly not long after placing the fuses and left me wondering what the objective of the level was." - RaiderGirl (27-Nov-2002)
"One of the objects of this game is to find a couple of fuses and stick them in the appropriate fuse holders. This is a typical lab level but very well done. Some of the soldiers that impede Lara's progress seemed quite determined not to expire without an unfeasible amount of ammo filling up their bodies! There is a bit of a bug where you fall down a trap door that shouldn't be opened yet. This requires the use of a previous save game and then to find the switch that should have opened it in the first place. Quite an enjoyable excursion around this lab (Where do the bats get in!-lol)." - Doug E (18-Nov-2002)
"A good looking lab level but not much gameplay. Run around - find levers (some very well integrated with the wall) shoot enemies (guards dogs and bats) run back again and so on. No clear mission here just get through. The levels ends suddenly after an elevator ride into a black nothing...." - G.Croft (05-Nov-2002)
"Base levels are not high on my list to play but it was new and I had just finished 'Devil's Lair' so I gave it a try. It's not a bad little adventure although extremely non-linear. You must do a lot of running around and backtracking. There are a number of well-hidden switches and I know I'm not the only one who had a hard time getting it started. *Hint* Something you have to shoot. Lots of guards and some are hard to dispose of a few dogs and you will collect a blue and yellow fuse and the crowbar. As Kristina mentioned I too fell into that darned hole before it was opened and had to re-load. Some use of elevators and I thought some really decent sound-effects." - Momster (03-Nov-2002)
"Alright it is kind of a standard base level just a little bit darker in places (with flares provided and many lamps around) and most remarkable for me was the use and placement of objects - very well done almost a little crowded but worked very well and thus the high rating in the objects category. Enemies are a few baddies (of the spectacular fall-to-your-knees-and-then-die-kind) bats and dogs. I also liked the change into a dark sewer kind of area and the use of elevators. You need to find a blue and a yellow fuse and two keys and a card for progression and get the desert eagle and a shotgun. Now unfortunately this 50 minutes adventure does suffer from a few small bugs (invisible blocks in strange places the fall through trap door shootable fire extinguisher - but only one and not the others (?) electricity that sometimes is deadly and sometimes not without any indication and a collision problem with the missiles) which take away some of the enjoyment but all in all it is good clean raiding fun." - Michael (02-Nov-2002)
"A standard base level with lots of technical appliances some human guards and dogs and a lot of switches. The placement of the switches at times is somewhat inconsequent and illogical (a switch on wires and wooden boxes!). There was a key guarded by electricity but later you could pick it up just like that and nothing not even a simple camera warned you that you can do it now! Later there was a yellow fuse guarded by the electricity where yet another switch turned it off even if you could pick the fuse up without turning it off. The ending with the many elevators was nice though. Not overly exciting or unique but if you're looking for a nice base level you may stop now cause you found one." - eTux (02-Nov-2002)
"Taking Chris' LE history into consideration where he by and large got better and better with every new level and that eventually peaked with the highly enjoyable Silent Dome this rather ordinary and uneventful Lab experience comes along as somewhat of a disappointment. Apart from the fall through trapdoor that Kristina mentioned there are a few other designer flaws like some invisible blocks and the fact that you can actually pick up the yellow fuse before you turned the electricity off. But all this would be kindly overlooked if the gameplay had more diversity and was more entertaining. As it is you just run from lever to lever and then set out to search for the door that might have opened somewhere else. The setting isn't half bad if a little dark in some corners but I dare say we had so many great levels recently that a simple base adventure with dogs bats and guards as enemies one sentry gun some swimming and a handful of key pick ups isn't going to take the TR audience by storm. There aren't any jumps nor puzzles so all in all this left me somewhat bored. If you want real excitement in a base like atmosphere go for Recon Labs 3." - Dimpfelmoser (02-Nov-2002)
"There's something hiding in this level but it does not 'deliver the goods'. It's clear the author knows how to build rooms and how to connect them but all it comes down to in the end is endless lever pulling and running around endlessly to seek the door you may have opened. The level again suffers from unnecessary darkness very annoying bat-shooting in even more unnecessary small corridors (it does not create tension it's just tedious and irritating) and some weird unrealistic stuff. For instance there's a fire extinguisher to shoot that...opens a door. Also the first electric beam does not disappear as soon as Lara gets the key (strange). Same the second time: you do not have to stop the electric beam to get the yellow fuse. To the end some action/tension could be felt with the elevating platforms giving the impression something was finally going to happen only to see that the third elevating platform just...finishes the level. Found no secrets but my best guess is that when you find the laser view you may get to shoot those strange white buttons I saw at 2 instances attached to a box? In short: not that bad but could have gained much with less lever pulling and more gameplay." - bERT (02-Nov-2002)
"This is a dark level which made me give it up at some point. Well to be honest it was not very attractive anyway too many switches and doors plus a few bugs. You find Lara in what seems to be a lab well look at the title and by finding hidden switches on boxes and at some point acquire the crowbar you get through it. The enemies you will find are dogs and guards with the second ones almost not wanting to be killed. Yes it sounds silly who wants to but it seemed quite hard at times I had to reload and try again. That wasn't the only time I had to go back to a savegame after collecting the blue fuse and in the room with the yellow fuse there is a trapdoor in the floor that if you make the mistake and pass over it Lara will fall through it. The problem is that she is supposed to open it and then fall through it so this bug will prevent you from going further as she can't get out of there. A little swimming a card and two keys are some more items you need to end this level. It's not the most brilliant level but it's not the worst either. Give it a try." - Kristina (01-Nov-2002)