TRwest Test Level 1 (09-MAR-2001)
File: trw_l01.zip
Author: Michael L. Jelarcic
E-mail: mikejj@onemain.com
http://www.jps.net/mikejj/trwest/

This file describes the test level for the Tomb Raider Wad Editing Studio (TRwest),
it was build using TRwest Version 1.00.

Files distributed in trw_l01.zip:

English.dat		compiled strings file
English.txt		strings file
Script.dat		compiled script file
Script.txt		script file
trw_l01.PRJ		room editor project for level
trw_l01.tga		extra textures for level
trw_l01.TWS		TRwest Script to create the trw_l01 wad

You should unzip all the files into the following directory:
	C:\Program Files\Core Design\trle\maps\trw_l01

If you installed the level editor in a different directory the PRJ won't load correctly
because it won't be able to find the wad and TGA files.

NOTE: you *must* use the script.dat and english.dat or the level won't work properly
(see the web site about the about the necessary modifications to script.txt).

There is no point to this level except as demonstration for wad editing using TRwest.
It is a linear level that includes objects from all the different wads.  It has only
been tested with the revised wads, if you only have the original wads the level may
or may not work properly (I haven't tested it with the original wads).  This level
does not include all the objects from the all the wads, it is not possible to have a
single wad that contains all the objects given the limitations of the game engline.
However, you can build a custom wad using any object from any wad, I've only included
some objects in this level for demonstration purposes.

Since this level is a demonstration for TRwest you will have to build the level yourself
using the following steps:

1) Start TRwest
2) Select "Build Wad from Script..." from the "Script" menu and select trw_l01.TWS
3) TRwest will load the script and the associated wads, a dialog labeled "Loading Wad..."
   is displayed while TRwest is loading the wads.
4) After TRwest loads all the wads it will save the new wad (dialog labeled "Saving Wad...")
   in your default wad directory.  The following files will be created:
		trw_l01.SAM
		trw_l01.SFX
		trw_l01.SWD
		trw_l01.WAD
		trw_l01.WAS
5) You can now safely exit TRwest.
6) Start the Room Editor, load trw_l01.PRJ and output the wad as trw_l01.TOM.
7) Start the Level Convertor and build trw_l01.TOM, this will take several minutes.
8) Copy script.dat and english.dat to C:\Program Files\Core Design\trle\
9) Play!

===========
WALKTRHOUGH
===========

Let me start by saying that all triggers in the level use a floor texture that
shows a skull so you know that something will happen.  The names given to the
rooms in this walkthrough are the same as the room names displayed in the Room Editor.
Since this is only a test level some of the wall textures may not be correctly aligned
and some of the baddies will suddenly pop into existance when triggered or get stuck
in a corner, but all the objects do work correctly.  If this were a real level this
obviously shouldn't happen, I was concentrating on including a lot of different
objects instead making everything "nice".


Start and Pickups
-----------------
You start in this room with a view of the outside, look up and around to view the
horizon and weird color sky.  This room is just filled with the various items that
Lara can pick up.  Be sure to grab the Clockwork Beetle parts and the Crowbar.  It
wouldn't hurt to also get the Grenade launcher and ammunition since you will encounter
several bad guys.  Go the the other end of the room and climb up the ladder.


Motorcycle
----------
The exit to the next room is down the ramp and through a wall that can only be
broken by the motorcycle.  So climb aboard and vroooom!


Motorcycle Hall
---------------
This is the room that really contains the breakable wall described above.  Also
in this room is a floor that is breakable by the motorocycle, sometimes the
floor will break and sometimes not.  If the floor doesn't break, it won't stop you
from playing the rest of the level.  I'm 100% sure I'm not setting up the object
correctly since I've never used the breakable floor before.  If you know of a fix,
please send an e-mail.  Once you can't go any further on the motorcycle get off and
hop over the small wall.  To the right is a small crawl space.


Beetle, Monkey Bar
------------------
Crawl along the hall until you can stand up.  You must now jump up and grab the
monkey bars to continue along the hall, the floor below is instant death.  Hope
you grabbed the Clockwork Beetle (if not you can still go back and get it), put
it together and use it.


Rolling Bar
-----------
Look up the slope and spy the spiked ball on the ceiling, climb up on the wall
to trigger it's release.  Continue up the slope and slide down the pole.


Puzzles
-------
This is a rather large room with many things to do.  The walkthrough steps for
this room start with the left hand wall and go clockwise.  The exit to the room
is beyond the large rolling door at the opposite end of the room.

1) While standing next to the pole face to the far end of the room that has the large
rolling door from the Angor Wat wad.  Turn 90 degrees left and you should see a small
golden skull sitting on the floor.  Walk over and pick it up.

2) Continue along the left hand wall toward the opposite end of the room.  There are
five beetles attached to the wall that can be pried off with the Crowbar.  The one in
the middle is the Broken Beetle and will release a stream of those small killer beetles.
A short distance away is a floor square textured with a beetle, you can kill the small
beetles by stepping on this square.

3) Next along the wall is the Guardian Key puzzle that will open the door right next to it.

4) Now there are three different switches: a regular pushbutton, the jump up and grab
switch and the lever on the wall switch.  Those don't trigger anything.

5) You should now be near the corner of the room.  There is a very tall object blocking
a passageway.  You can either push it all the way back down the passageway or pull it
into the main room.  Yes, just about any object in the wads can be pushed around.

6) Turn around and head toward the opposite wall, you will see a lever in front of
some objects and the big rolling door.  Ignore this for now, we'll get back to it when
we finish all the puzzles.

7) The next puzzle is the Golden Vraeus puzzle that will open the adjoining door.
Now continue along this wall back toward the pole.

8) This is the Cartouche puzzle, but the pieces together and insert it into the hole
to open the adjoining door.

9) Next up is the Music Scroll puzzle that opens the adjoining door.

10) Finally, the Portal Guardian puzzle that opens the door in the corner.

11) Now head back to the switch in front of the big rolling door and use it.  The door
will slide over.  The two objects that are in front of the door can be broken by shooting
at them.  Just like pushable objects, most objects in the wads can be shot at and broken.

12) Beyond the shootable objects is a pushable wall switch that opens the adjoining door
and will allow you to exit the room.


Switch 8 Room (If forgot to give this room a nice name)
-------------
You should now see a pool of water with some skull floor textures.  This trigger will
activate two crocodiles in the pool of water.  Dispose of the crocodiles and jump into the
water.

Underwater Door
---------------
Swim into the alcove near the bottom of the pool and open the door, this will reveal a
passageway.  Swim along the passageway and follow it up to the next room.


Wild Boar
---------
When you climb up out of the water a wild board will become active.  It is hidden behind
the wall at the opposite end of the room and may not immediately charge over to Lara.
If it doesn't just hunt it down and kill it.  Go around the wall and to exit the room.


Skeleton Room
-------------
This room actually has three baddies: a skeleton, a mummy and a SAS guard.  The mummy
and guard will pop into view when you step on the trigger.  At the opposite end of the
room is a trap door on the ceiling, climb up the step and open the trap door.


Scorpion Rooom
--------------
This room also has three baddies that will pop into view when triggered: a red scorpion,
a black scorpion and a dog.  Kill them and continue on.


Doors to Horseman
-----------------
Another room with an outside view, the trigger on the slope will open the double doors
at the far end of the room and activate two bats beyond the doors.  The bats may just
hang around the doors until Lara comes close.  Enter the doorway to exit the room.


Horseman Room
--------------
The raised floor in this room will trigger the Horseman, it will also prevent the Horseman
from leaving the enclosed area so it won't bother you and you won't have to kill it if
you don't want.  The next exit is to the right.


Furniture and Stuff
-------------------
This room contains various pieces of architecture, furniture, etc from the various wads.
When you enter this room two torches will be lit (the trigger isn't marked with skulls).
There is a torch next to the brazier that you can light.  The one skull marked trigger
in this room will activate the spiked ball trap in the ceiling, be sure you are facing
the large face at the far end of the to watch the trap in action.  The blades on the ball
will kill Lara, so stay clear.  At the far end of the room on the right side is a ladder
leading up the next room.


Locust Room
------------
This is the final room in the level.  The trigger will activate a small swarm of locusts
that emerge from the far end.  There is no end level trigger for this level, you can go
back revisit the other rooms if you want or just exit the level from the pause menu.
