The
Curious Ventures Of Larson 1 - Yestermorrow
Levels by Benjamin
George White (July, 2008)
Walkthrough by Harry
Laudie
[Note] For me, this
level crashed using the regular tomb4.exe file. I used the tomb4.exe, bass.dll,
and Tomb_Nextgeneration.dll files from the Baptism of Fire 3: The Serpent
Temple custom level. With these files, I could play the levels with no
crashes and could save games and reload with no problems. I do not know why. [End
note]
Level 1
The level starts with a
long flyby of an airplane. Eventually the level starts. You are playing as
Larsen and you are standing in a pool of water. Run east into the gap in the
fence. You see a castle with a water pool in front of it. Go south-east to find
two trees. Go between the trees and go south down a slope. Follow the valley to
a large area and see a castle. Run to the south-east corner of the area and get
into the water. Swim south under the wall and pull up into another large area. Go
south and find a tower. Climb the colorful section of the east wall of the
tower to get onto the roof. Pick up the red key (called load) and climb down
again. Go to the front of the tower and use the key to open the gate. Enter the
tower and pick up a hard-to-see jewel on the floor. The jewel is on the floor
in front of the wall torch on the east wall. Exit the tower and go north. Return
back to the area of the two trees.
Run east and down some
steps to a river. The river has a deadly sink that will suck you down. Run and
jump from the wooden dock onto a rock. Then run and jump to the east shore. Run
south to the south wall. Go behind a tree and pick up a cross (call load). Jump
over the river again and return to the two trees area.
Go north through the
water and see a closed trap door in the water pool. Go to the north wall. Use
the cross in the receptacle to open the gate. Enter and run north to the end. Place
the jewel in the crown. Return and see that the trap door is open. Enter the
trap door and swim east. Pull up to the north between two tall walls. Run north
to the tree and the level changes.
Level 2
The level starts with a
flyby of a grandfather clock and a misshapen tree with a pit in front of it. Eventually,
you start as Larsen in the pit and facing a slope. Turn around and follow the
corridor. Just follow the corridor to a closed gate and a red key lock. Go
south and follow a tunnel to a tall room. Ignore the water hole and run up the
wooden ramps and climb the wall ladder. Back flip onto a floor grate. Go to the
south-east corner and follow the tunnel to the east. You enter a room and see
water at the north wall. Pull down the wall switch on the column and the water
drains away. Actually you could just fall through. There is no water to
actually swim in.
Safety drop to the
floor. Go south around the gray structure and look east to see a moveable
block. Pull out the block from the wall and move it to one side. Enter the next
room and see a closed door in the south wall. There are two gray structures to
the east. Pull up onto the south side of the left structure. Pull up, back
flip, roll, and grab the gray structure to the south. Run and jump to grab the
gray structure to the west. Pull up and then pull up onto the higher gray
structure at the west wall. Go north to the end and pull up onto the floor
grate above you. Pull down the wall switch on the structure in the middle. Return
to the room below and notice that the south wall door is open.
Enter the open door and
follow the tunnel to a water hole. Dive in and the current carries you to the
south. You fall off the end and into a water pool. Pull up onto the south
ledge. Jump onto the ledge to the east and climb the wall ladder. Go to the
back wall of the ledge and pick up a red key (called load). Dive into the water
and swim into the underwater tunnel to the west. The current carries you to a
hole in the ceiling. Swim up the vertical shaft and surface in the room with
the wooden ramps. Run down the north tunnel.
Use the key in the key
lock to open the gates. Enter the gates and safety drop into the pit. Go to the
north-east corner and pick up flares. Go to the south-east corner and climb the
wall ladder. Return to the entrance and run over the bridge. Follow the corridor
to the west and shoot a woman. She said something on dying but I could not
understand it. Continue west to a bridge over a water pool. Dive into the water
and swim south. Swim near the right side wall to avoid falling ceiling pieces. Pull
up into a room with a large structure. Pull up to the east side of the
structure. Pull up, back flip, roll, and grab the edge of a tunnel. Run to the
end of the tunnel and pick up a red key (called load). Get out and swim back to
the bridge again.
Pull up on the west
ledge. Use the key in the key lock to open the gates. Enter the gates and slide
down the slopes. You land in a room with a shiny floor. Go west and climb the
column. Grab the south arch and shimmy to the left. Pull up into the middle. Pull
up into a south tunnel. Go to the end and enter a room. Shoot a wolf in a red
suit near the north-west corner. This enemy was explained in the story file. Go
to the south-east and pick up a green bar (called load) from the floor. Exit
the room back onto the arch. Safety drop to the floor and continue west.
Descend a few steps and
drop into a hole on the right side and pick up flares. Pull up and continue
west to the floor. Shoot a wolf that wants to be your friend. Go behind the
middle south column and pull down a wall switch. Go north-east and get onto the
ledge with a torch. Run and jump west to the middle ledge. Go north through the
open door. Run up the steps and read the note on the wall about using flares. Go
east and shoot another wolf. Go south to the top of the steps and light a
flare. Stand jump south onto the invisible platform made visible by the flare. You
can also use binoculars to see the platforms.
Run and jump to the
south-east to land on another invisible platform. Run and jump to the
south-west to land on a platform. Wait while some ceiling pieces fall in front
of you. Run and jump to the west onto a platform. There is another invisible
platform in front of the west ledge. However, you can just run and jump to grab
the ledge and pull up. Follow the tunnel west to a T-junction.
You can go south down
the slope and fall into a hole. You slide down many slides and stop at a wall
ladder. Climb the wall ladder and pick up flares. Run off the ledge to towards
the north-west and land on a ledge. If you miss it, you slide down again to the
wall ladder. Go north to the T-junction. Continue north up the slope and place
the green bar in the head of the wolf on the north wall. The door opens near
you in the west wall. Enter the door and run west. You get a flyby of a path
and a grandfather clock as the level ends.
26-jul-2008