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Proto:Daikatana (Windows)/Milestone 2/Episode 2 Levels

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This is a sub-page of Proto:Daikatana (Windows)/Milestone 2.


E2M1 is completely different in this prototype. The level is much shorter than in the final game and it features a completely different layout.

The player starts near a shrine. Inside the shrine is an Antidote, a Megashield, and a Golden Soul. There is also a Skeleton inside it and a Spider near it. The player has a choice; they can either head to the beach section or the temple section.

The beach section is accessed by entering a small entrance on the left side of the starting area. It leads to a small cave with the remains of a wall in the back of it. past the remains is a floor that can be lowered by using a nearby switch. The floor will lower, revealing a secret area that has a pool in it. A switch inside the secret room can be used to relower the floor if the floor goes back up while the player is checking out the secret room. Past the cave is a small canyon that has a Skeleton in it. The end of the canyon leads to a dock at a beach, with the Ferryman (who can be killed) seen in the final game roaming around the end of the dock. The player can dive into the beach area's water and swim around, but there is nothing in it. Oddly, a cliff in the canyon will explode when the player starts to reach the beach area. The dock marks the end of the beach area.

The second part of the level is the temple area. To access it, the player must head into the large cave in the back of the starting area.The cave leads to a tiny canyon area that has a small cliff the player must climb up in order to reach the entrance to an indoor area.

The first noticeable thing in the indoor area is a boulder suspended above a water pool. Diving into the water pool will reveal a crack in the floor and a large rope on the left side of the water pool. Hitting the rope will release the boulder, letting it smash the crack in the floor and the way forward. This leads to a secret path that ends in an elevator leading to the other side of the indoor area. But, the player could easily access the other side of the indoor area easily without doing all of this by entering a pathway on the right side of the suspended boulder room. Either way, the player will end up in a room with a staircase on the side that connects the ground and second floors of the indoor area.

The indoor area has two entrances to a large courtyard filled with walkways suspended above water and a temple on the other side. Inside the temple is a split path. The left path quickly ends at a dead-end with a Skeleton at the end of it, while the right path leads to a large room with various painting textures in it, a pool similar to the one seen in the secret area in the beach path, and an entrance to an empty room. While this area looks like it is the end of the level at first, it contains a secret teleporter that can be accessed by walking up the stairs on the right side and approaching the wall jutting out. The teleport will send the player to the water room.

The water room is the final area in the level. The player ends up in a multistory, square room with an elaborate set of stairs leading to a pool of water. At the end of the pool of water is an odd device that constantly rotates and can crush the player. The rims of the water room can be walked around and allow access to a staircase that leads to the second floor. The only thing of note in the second floor is a Skeleton maintaining a careful balancing act on a small walkway and another view of the skybox.

The player can access a secret area beyond the rotating device in the water room. Going past it will reveal a pipe that leads to another room that has a carving in it. using the carving will expose another secret room, but this time the player can reach the top of the water to refresh their air supply. Walking on a piece of land just a tiny bit below the water's edge will make the floor in the secret room open up another secret hallway. Inside it is an empty room and a path leading to another pipe. This pipe leads to a staircase that sends the player back to the pool in the water room.

There is nothing past the water room and no way for the player to have the Ferryman take the player to the next level.


E2M2 uses a completely different design than the one used in the final game. It is quite linear and much quicker to complete than the one seen in the final game. However, it does use quite a few textures from the final E2M2 set and has the boulder used to break a hole into Athens seen at the end of the final game's E2M2c, suggesting that the final's E2M2 set is actually a remake of the E2M2 seen in this prototype.

The player starts in a small beach area above ground. There is a Spider that attacks the player as soon as they spawn. One side of the pool leads to a dead end (but can be dived into for some reason), while the other contains an entrance leading to a large cave. In the center of the cave is a large pool of water. The player can either walk down a set of stairs made out of rocks to reach it, or plunge right into the pool from the top of the stairway. Either way, the player will end up inside the pool, which contains the only instance of the cut Squid enemy in the prototype. Past the Squid is an entrance that leads to a derelict temple area that has a Skeleton on one side and a staircase to the next area on the other side.

The staircase leads to a ruin containing a Megashield, a Golden Soul, and a Wraithorb. There is also a Skeleton chilling on an elevated part of the ruins for some reason. Parts of a cave can be seen sticking out of the area, including a ground texture with skulls on it. Past the staircase the player just used is a small room that leads to another staircase that ends in yet another dereliect ruin area. The right side of the area has a path leading to a medium-sized cave area.

The right side of the cave area contains a dead end and a staircase leading to the next area, while the left side has a craggy area with a pool of water in the center that's difficult to get out of once jumped in and a skeleton.

The set of stairs in the cave leads to a bridge hanging above a pool of water. Hopping into the pool will reveal a light sticking out of a wall, which leads to a secret path. However, the secret path ends in a dead end with nothing in it. The only way to escape the pool of water is with noclip.

On the other side of the bridge is a small cave that leads to a an area containing a more modern Greek wall at the end of it. Approaching the wall will make a boulder fly down from a nearby slope and slam into the wall in a very janky looking sequence, letting the player go beyond the wall. The player will end up in an area exactly like the starting point in Milestone 2's E2M3, which also marks the end of the level.

Of note is that the game will attempt to load an entity called "monster_siren", but can't because there is no spawn function for it. This suggests that cut Siren enemy was meant to appear in this level at one point.


The prototype E2M3 is a very, very early version of the final E2M3c. It contains what would become the large house that takes up most of the final level and the towers from near the end of E2M3c. It also contains a dungeon section not seen in the final version's E2M3.

Surprisingly, the prototype E2M3 contains a lot of similarities with E2M3c, the last level in the final's E2M3, both conceptually and architecturally.

The concept similarities come from the prototype E2M3 and the final E2M3c sharing a similar layout; start off in a mansion, go through it and go into an outside area with a pair of towers. However, the final's has an end, while the prototype's doesn't.

The more interesting of the two similarities is the architecture ones. The first of them is in the mansion. The main hall of the mansion is essentially a widened version of the staircase in the prototype's house. The second floor is also very similar to the prototype's; the main difference being that the window outdoor has been replaced by a room not seen in the prototype. The second floor has more architecture that is from the prototype; the left room in the second floor in the final's E2M3c's is a reskinned version of the first room in the prototype E2M3 with items and enemies in it, but the textureless thing in the left-center of the room has been turned into a bed. The second one is the towers near the end of E2M3c; they have the exact same design that the prototype E2M3's towers do, but there is a walkway that connects the two towers, as the final's towers are to be traversed by the player, while the prototype towers are just for decoration, a few ladders to let the player scale the walls and semi-hidden items near the “hidden” sides of the towers.

The player spawns in a square room with a staircase in it. The end of the staircase leads to a large room with a Centurion in front of you, a Goldensoul, Megashield and what appears to be an Antidote in the left-middle of the room, a door to the outside area to the outside area to the right of the middle and a staircase in the back.

The staircase leads to the second floor, which has a walkway that spans the entire area, a window on one of the walls in the center that leads outside, and a hallway to the left of the top of the staircase. The hallway leads to a large room that has pillars and a strange, textureless pool thing that has on the left side of the middle of the area. At the left side of the end of the room is another hallway. It leads to a very underdetailed room with a water pool in the middle of it. The player can jump in it, but there is nothing to do.

The outside area has a path that leads to the ends of the map. As soon as you come out, you will be attacked by a Griffon on the left and a Centurion on the right.

The left path leads to a dead end, but there is an opening near a bend that leads to the Dungeon area. The right path leads to a fork that leads to a dead end on the left or the towers on the right. On the left side of the pre-fork right path is a direct path to the dungeon on the left and the only body of water the player can jump in without cheats in the entire prototype on the right.

The towers are a pair of twin towers with a gate that is just past them and two pillars before them. There is a small set of stairs near the towers that let the player walk around the towers, but this doesn't lead to anything.

There are two entrances to the Dungeon; one from the left path and one to the right path. The right path takes the player directly to the Dungeon entrance, while the left entrance has a path that leads to the Dungeon entrance. The left path itself splits into two paths that lead to the dungeon. The direct path is boring and has nothing special, while the second one is a bit more interesting; it takes the player above the wall that is across the house and past a very primitive “ladder” (actually a series of small juts from the wall the player jumps on).

The actual Dungeon area starts off as a room with a staircase going down. After going down the stairs, the player will be in a tan-colored room with a coal-black floor. Walking in the alcove caused by the shape of the staircase will cause the stairs to go upward, revealing a switch, and the floor to open up to another floor with holes you can see through that show water. Running into the switch will cause a part of the center floor to open. Jumping inside will cause the player to hit a floor right before they hit the water, which then forms into a cage.

After a few seconds, the cage's floor will collapse and allow the player to explore the water. There is a passage that leads to a staircase and a large door made out of the coal-black texture mentioned earlier. Looking behind when the door is reached will reveal a cage door with two Skeletons in it. If the player uses the “Use” option on the door, it will very slowly start to open. When the door hits certain points, the cage door on the other side will go to the left a certain distance, slowly giving the Skeletons enough room to escape and attack the player. This trap usually doesn't work because if the player stays near the door, they will be out of the Skeleton's aggro range. Once the door opens, it will reveal a path that leads to a dead end.

Of note is that the stairs that go up in the first room lead to what appears to be a primitive secret room if the player noclips back into the room the stairs used to lead to. It is a small room that has an altar with some wooden thing on top of it.

This map contains a small difference between the Pre-Alpha and Milestone 2. In Milestone 2, there is a Harpy near the Griffon that does not appear in the Pre-Alpha prototype.

Prototype Final
Not handicap-friendly. 3 years later and its still not handicap-friendly.
Prototype Final
The house is under renovation. Please come back later. All those torches are a major fire hazard.
Prototype Final
They don't make skyboxes like they used to. This view sucks!
Prototype Final
Where da light come from Better.
Prototype Final
That's a cool looking grey. The red totally does not fit.
Prototype Final
Time to jump into the hall of mirrors! I'd rather jump onto the comfy bed than the hall of mirrors
Prototype Final
I want poorly-textured statues! Thanks graphics artist.
Prototype Final
Welcome to da gates of Athens! Welcome to da gates of weird-looking imitations of sunlight!
Prototype Final
I could sit down in that tower and look at the neat skybox all day. I can't fit in there now because of the switch.
Prototype Final
The gates of Athens are open only for classicists that get hardons over Aristotle's metaphysics. The gates have received a makeover, and they look FABULOUS.
Milestone 2 Pre-Alpha
Dkms2 e2m3 harpy.png Dkprealpha e2m3 harpy.png