Dominik's First Level
Author: Dominik
Walkthrough: Lucas (treeble@msn.com), unauthorized
Installation of a PRJ file.
Depending on your download source, this level can come as a project file. If
this is your case and you don't know what to do, follow these rather simple
steps:
1. Boot winroomedit.exe up from the TRLE root directory. On the menu,
click "Project/Load". Now select the project provided for this level
from wherever you saved it.
2. Most likely you'll get an "Arg list
too big" message. Just click Cancel, and in the next message, Okay. You'll
then be prompted to load a wad. In the case of this level, you need to select
CLEOPAL.WAS, which is inside TRLE\Graphics\Wads folder. Next, on the menu,
click "Texture/Load TGA". Look for the file cleotext.tga
inside TRLE\Maps\Cleopal folder.
3. Ok, now you have the project functional. Click "Project/Output
WAD" to create the tom file - save it as "cleopal.tom"
inside TRLE\Graphics\Wads. Now just quit the Room Editor and convert the tom
file as usual.
Walkthrough.
The level starts showing a flyby of the initial area. Before reaching the
higher level of this room, you need to raise the blocks on the floor, so you
can go to either of the edges of this area, and you'll fall down to a beetle
pit. Activate the jump switch and one block will be raised. Do the same on the
other side.
Now you can open the sarcophaguses to find some goodies. In one of them
you'll find the Broken Glasses. This item really has no use in the level (nor in TR4) but it would be part of the story - however,
there's no story for this level, so you can use your imagination. In the other
one, you'll find a scroll. There's a narrow passage you should use and it will
lead you to a receptacle to the scroll you just picked.
You entered the throne room. On the grass to your side is a small medipack if you ever need one. Notice that by the throne
there is a Black Beetle on the wall - but you don't have the crowbar to pry it
off, yet. So, go ahead and jump over the pit.
Walking through the Spikes Of Seth, you'll find
the Black Pyramid. Nearby there's a jump switch, activate it. There's also a
hole in the wall you could examine, however, I am not sure what it triggered. Before
proceeding to the area with the two spirals, go back and climb up the central
pillars to find two more sarcophaguses. In one of them you'll find the
Mechanical Scarab and in the other one the crowbar - remember that Black
Beetle? Go back and pry it off.
As you enter the room with the spirals, a flyby will show you what
you'll get through within the next few minutes, and will also show you four
very high jump switches. Yes, you guessed. We'll be working through this room
for quite some time. The first thing you have to do is to step on the left
spiral to activate your Double. Look back to the entrance and you'll see a
block raised. Climb it up (the exit door will lock down) and monkey swing
across the room. Then climb up and walk across the catwalk, in the middle of it
you can jump to the second catwalk, where you can pick up the Shotgun and some
shells. Walk through the passage and keep going up.
Eventually you'll reach the suspended platform you saw from the flyby. There
are four jump switches and you need to activate all of them. Everytime you activate one, you'll be thrown to the ground
floor, into a small pool of water and you'll have to work your way up again.
One of these will open the door up there, which leads you to the second
Black Beetle. One of these will open the exit door and the other two will open
the doors nearby the Black Pyramid. Once you've activated the four, go back to
the Black Pyramid room and pry off the last two Black Beetles from the walls. Use
them in the Black Pyramid and you'll be rewarded with the Winding Key.
Go through the remaining passage. To get past these pillars, you'll have
to shimmy beneath them. In the other side, climb to the higher passage and use
the Mechanical Scarab to disarm the spike traps. Use it again and one more time
and you'll reach a slope. When you finish sliding down, you'll meet the final
boss, a demigod. You can either kill it or run away to the next slope and
finish this level, it makes no difference at all.
***
Dominik's Second Level
Author: Dominik
Walkthrough: Lucas (treeble@msn.com), unauthorized
Installation of a PRJ file.
Depending on your download source, this level can come as a project file. If
this is your case and you don't know what to do, follow these rather simple
steps:
1. Boot winroomedit.exe up from the TRLE root directory. On the menu,
click "Project/Load". Now select the project provided for this level
from wherever you saved it.
2. Most likely you'll get an "Arg list too big" message. Just
click Cancel, and in the next message, Okay. You'll then be prompted to load a
wad. In the case of this level, you need to select CATACOMB.WAS, which is
inside TRLE\Graphics\Wads folder. Next, on the menu, click "Texture/Load
TGA". Look for the file cattext.tga inside TRLE\Maps\Catacomb folder.
3. Ok, now you have the project functional. Click "Project/Output
WAD" to create the tom file - save it as "catacomb.tom" inside
TRLE\Graphics\Wads. Now just quit the Room Editor and convert the tom file as
usual.
Walkthrough.
Lara starts the level falling down to a shallow water pit. Get out of the water
- there are two small medipacks in this very room, so pick them up before
walking into the next. As you enter the next room, a flyby will show where the
water pit ends, and soon we'll be swimming through that part. Walk to the next
room, and you shall see some flames around. DON'T fall to the water yet, or
you'll have to reload.
To disarm these flame traps, just step on the unlit tile. Then step on
every tile that no longer have flames on it, and eventually you'll get to the
one with the medipack - this one will also trigger a door above the room you
are. Climb up and get to this room. Push the floor lever and go down. Now you
can safely dive into the water pit.
Surfacing and getting out of the water, climb up the pillar and monkey
swing across this room. You'll see a gem behind some sort of fence. Climb it
up, and drop down in the hole. Don't slide down the slope before getting the
gem. As you slide down, a flame will appear, just dodge it. Run up the parallel
slope to find the receptacle to the gem. Use it. A door will open revealing a
small underwater passage. Go through it and in the other side, climb up. You'll
find yourself in a room filled with scarabs, BUT in the very middle of the
room, in the darkest part of this corridor, you will find another gem. Pick it
up and drop down on the hole. Slide down again and this time
go up the other parallel slope. Use the second gem and go through the
new passage.
As you surface, climb up the pillar to monkey swing a bit. Don't worry
about the flame as it will fade away when you get near. In the other side, run
through the corridor - a spirit will emerge and as you step on the room in the
end of the corridor a small passage will open in the corridor - inside it
there's a bird statue. Use it to dispatch the spirit. In the end of the
corridor, watch out for the spiked boulder before climbing up
the wall.
Up there, you'll find yourself in a narrow and long corridor with the
occasional flames. Just jump over them. In the very end, you'll find a pole,
climb it up and soon you'll find yourself in a room with two levers. Push both
of them and you will flood the area you just came from. Swim back up and get to
a dry place. There's another slope to the left here. It's a dark area and the
flare bug has already occured.
In this room, there's a small pillar in the center you have to climb up
to reach the monkey swing section in the ceiling. Swing across and you'll reach
a small alcove with the Music Scroll. Get back to the dark room and in the
opposite side of this room there's a pedestal for the scroll. Use it and run
past the mummy.
You'll slide down the final area of the level. To your right there is a
shotgun and some ammo. Use it to dispatch the skeleton that will run after you.
Watch out as the reddish water is deadly. In one lower level there's a Trident,
probably your quest artifact for this level. And here the level ends, I
believe. There's a buggy monkeyswing and a couple of
missing textures in this room, and there's no exit nor
finish trigger, so I take this as the end of the level. Let me
know if I am wrong, though.