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Tomb Raider II – Beta (30 Sep 1997) + 3 Bonus Levels

by

XeNoN3560
     
release date: 01-Oct-2026
 
difficulty: medium
duration: very long

average rating: 9.25
review count: 1
 
review this level

file size: 788.00 MB
file type: TR2
class: Remake
 


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Note: v1.9 uploaded on Oct 3, 2026: New shooting range in the Assault Course, built from unused beta voice recordings (TR3-style targets, best-time list for every weapon), More unused beta voice lines in the Assault Course and the beta recording in cutscene 1, Winston no longer falls into the pools or gets stuck, Texture fixes in Home Sweet Home and Bartoli's Hideout, The portrait door in Bartoli's Hideout now also opens in the switched room, New in-game setting for the voice language (more languages with Tomb Raider I-III Remastered and the included TRX Language Swapper), Bug fixes. The full list of fixes is in English/FIXED_BUGS.txt inside the download.


TOMB RAIDER II - BETA (30 SEPTEMBER 1997) - The story behind this project

This project has no new storyline of its own - the levels follow the story of Tomb Raider II as it was planned in autumn 1997. What it does have is a story of how it came to be.

HOW IT STARTED

On 3 February 2024 I tried out the Tomb Raider II E3 demo and the September 1997 beta for the first time. You can watch that first session here.

I was genuinely impressed. Rooms that were later rebuilt, textures that were replaced, enemies and objects in different places, whole areas that never made it into the finished game - it was fascinating to see how much still changed in the last few weeks before the retail release.

At the same time, I found it a real shame that all of this could only be played on the original PlayStation. A piece of Tomb Raider history that almost nobody would ever get to experience. That is where the plan came from: bring these levels to the PC.

WHY TRX

My first idea was a classic PC port for the original engine. It soon became clear that this would not work for every level: some of them are simply too large for the limits of the 1997 PC engine - too many textures, too much content for the fixed tables of the time. TRX does not have these limits. On TRX the beta levels run as they are, without having to cut anything away. That is why this project became a TRX project.

MAKING IT REAL

A beta is an unfinished development build: missing faces and textures, holes in walls and floors, enemies that could not find their way, triggers and sounds that pointed nowhere. Every one of these spots had to be found, understood and repaired - level by level, without losing what makes the beta special.

With today's technology and the help of an AI assistant, a project like this has become possible. Doing all of it by hand would have taken an extremely long time. This way the work could go into what matters: the beta itself, made playable and preserved.

AND THAT IS THE WHOLE STORY

It began with one curious evening with an old beta and grew into a complete project: 18 levels, the Assault Course, the beta title screen, four cutscenes and three bonus levels - playable on PC.

I hope you enjoy discovering the beta as much as I did.