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Isle Sorna Notes
[TSOrd - cleanup of this page for the web has not
been completed.]
TRESPASSER ULTIMATE MAP 2.4 BY ZANDOR 1999
This Trespasser Map is supposed to help people play and enjoy Trespasser
even more. It's completely free to use, copy, change, add things and
distribute.
---------------------------------------------------------------------
TITLE: TRESPASSER ULTIMATE MAP
FILE SIZE: 400 K (gif - by TSOrd)
CREATOR: ZANDOR
SOFTWARE: TRESPASSER, INTERNET EXPLORER 4.0, COREL DRAW 8 AND PHOTOSHOP 3.0
THE ZIP FILE CONTAINS: THIS README, THE COREL DRAW 8 FILE AND THE JPG FILE.
The final map has become too big, because of the large area covered by it.
It had to be that way, because there's to much detailed data, in small
places. Feel free to add more data to it, as you wish. I tried to make the
best work possible, including ALL Dinosaurs, Main Buildings, Main Paths, and
most objects that take part in the adventure and are required to accomplish
the mission, Except for weapon positions, as they are too spread around. The
demo level is also included, with its path and dinos.
CAUTION: this map is a spoiler, which means that if you do not want to be
given clues to the game, do not use it!
-----------------------------------------------------------------------
HOW PRECISE IS THIS MAP?
As much as it can be. When you type the cheat code "LOC", your
screen displays some info about your position and where you're facing at.
Some day I decided to take note of all this data, and make a map with it.
All I did was to play the game, from begining to end, and write down ALL the
coordinates presented at waypoints, buildings, dinosaurs and everything that
was relevant to the game itself. With this info in hands, I had to transpose
it to a matrix. I entered all these numbers into Corel Draw. So, when the
position was 321.1,547.4,50.0 - I would place a dot at coordinates x=32,1 mm
- y=54,7 mm. Notice that I didn't take into consideration the last digit
after the comma, because it wouldn't make any difference in a map that is so
large.
NOTE: You'll notice that not all levels from the game start where the other
left off. It's strange, and I didn't find a reason for that. It's known that
due to the large area covered by the game, the developers have decided do
divide it into sections that are loaded separately (the levels) and
therefore it wasn't mandatory that all sections would have to be
consecutive.
Maybe there were other inbetween levels that were removed before the game
was released. That can be seen for the position of the demo level, that
leads from level 4 to level 5, but is simply not present in the final
version. Now, there's a gap between them. Also notice the distance between
levels 2 and 3, and between levels 5 and 6. If you look at your Trespasser
folder, at your hard disk or CD, you'll find the file li_pv_0.tga. This is
one of the images that are used whenever a new level is being loaded. But
this area is simply out of the game! Probably it belongs to one of the
levels that were removed. It looks very similar to a path hole (pit) that
exists in the demo level, after you take that road behind the T-Rex, except
for the broken bridge and trees that do not exist in the demo level.
Remember that Hammond says in the game that they raised 7 T-Rexes, but you
only find 6 of them? (I mean in the normal game path, because losts of other
dinos can be found off the path). The 7th was probably the T-Rex found at
demo level, that was removed. Who knows?
Anyway, I left all the positions as they are in the game, and this should be
right, because, when you end level 2 for instance, you can't see the dry
riverbed that shows at the start of level 3. But, when you finish level 3,
you can see the city walls from level 4. Some levels were meant to be
consecutives, and others not.
-------------------------------------------------------------------------
HOW DID YOU DRAW THE ISLAND SORNA'S CONTOUR? DID YOU CREAT IT?
Well, if you've played Trespasser, you might have seen a map at Hammond's
office wall, in the city. That map is different from the "The Lost
World" movie map. I even took a picture from my tv showing Isla Sorna
from the movie. But then I gave up and began working on the contour found in
Trespasser.
Well, the game designers decided to build the island based on Cocos Island,
south from Costa Rica, and just ignored the Lost World movie island. The
problem here is the norht-south direction of the island. If you press the
button that makes Hammond speak about the foundation (it's just below the
map on the wall) you'll hear him say it would be built at the SOUTH beach.
But in the map, this beach is EAST. Other point that proves this map is
weird: in the city, there's a map in the Operations Center that shows the
NORTH gate, the EAST gate and the WEST gate. By watching this map, you'll
see that Main Street heads from north to south, begining at Hammond's house
and ending at the Operations Center.
Finally, as a point of reference, the Mountain Peak, the highest level in
the whole island, is always towards north, except when you are exactly
walking in the path around it's top, when it'll be south.
Even so, I finally decided to draw the map horizontaly, like it shows at
Hammond's house. It feels better for the players. That done, besides the
Playing Compass, I also included a "reference compass", that reads
north and south the way Hammond talks about. And last but not least, I also
added a compass based on the real Cocos Island position. That should read 10
degrees clock wise in relation to the playing compass. I also included in
Isla Sorna the names of the most important geographic sites from Cocos, as
both islands look exactly the same. This is meant to help people relate to a
specific place just by simply using its name.
---------------------------------------------------------------------------
HOW DO YOU KNOW WHERE NORTH AND SOUTH ARE?
Again, in the city, at the Operation Center, there's a map showing the city
itself. There you can read about the north gate (near Hammond's house), the
east gate (that leads you out) and the west gate. This was proof that
Hammond's house is to the north, and the Operation Center is to the south.
If you try walking at main street in the city, you'll notice that the
bearings at the LOC info don't change. They stay the same (1.0,0.0) all the
way going to the north gate. So I discovered that the 4 coordinates are:
1.0, 0.0 = NORTH
-1.0, 0.0 = SOUTH
0.0,-1.0 = EAST
0.0, 1.0 = WEST
With increments varying from 0.1 to .09. That means that each increment has
a change of 5º degrees (45º divided by 9).
As I also decided to draw a Playing Compass, these coordinates should be:
0.0,-1.0 = NORTH
0.0, 1,0 = SOUTH
-1.0, 0.0 = EAST
1.0, 0.0 = WEST
It's exactly the same compass as above, but rotated 90 degrees CCW.
---------------------------------------------------------------------------
HOW DID YOU PLACE THE COORDINATES YOU FOUND INTO THE ISLAND CONTOUR?
Well, knowing the direction of north and south, first I had to position the
whole coordinates in a way that MAIN STREET would be horizontal (west-east)
with Hammond's house to the west and Operations Center to the east.
While I was placing the coordinates at Corel Draw, I was considering the 1st
number to be axis X, and the second to be axis Y. Therefore, when I had
finished, Main Street was in the oposite direction. So I rotated everything
together 180 degrees. Then I had to position the points inside the island,
maintaining the proportion and relative positions among them. So I tried to
fit the points into the contour in a way that all "beaches" would
be placed in the external perimeter of the island.
There are 4 places like this: the beach at the start, the little girl's
beach (Cathy), the docks, and the sea at level 6. By fitting all this to the
boundaries of the island, the map would be correct. And it worked!
----------------------------------------------------------------------------
WHAT IS THE 3RD COORDINATE IN "POSITION"?
It refers to the Z coordinate (vertical position), how high you are in
relation to sea level. This is something strange that I found in this game.
Sea level should be considered 1... [TSOrd - Actually,
Sea Level is conventionally 0, though in Trespasser it seems to be 1.5 for
most of the levels] and that's what happens when you are at Cathy's
beach. But... at the begining of the game, sea level is 15!!! [TSOrd - I'll bet a dozen of donuts and a six pack of
Mountain Dew that this started as a typo for 1.5 and they discovered the
error too late to fix it.] We all know that the Atlantic and Pacific
oceans are at different levels, but the same island shore? Strange, he he
he.
-----------------------------------------------------------------------------
WHAT SCALE DID YOU USE? HOW DID YOU MEASURE THE ISLAND?
TRESPASSER MEASURE UNIT (TMU) EXPLAINED -
Well, first I have to say that in Trespasser's package they announce the
game covers an area of 15 sq Kms. Well, this island is not THAT big. It is
actually 6 sq Kms large (something less). The actual Cocos Island is 28 sq
Kms large. And still the game path doesn't cover the whole area of the
island, except if you try to go off the path.
To have an idea of distances and heights at Trespasser, I had to find
something, some object, whose dimensions were known. So I used stairs steps.
At the end of level 1, there's a monorail station. When you are at ground
level, the LOC info displays 43,3. After you go up the 15 steps, it displays
48,7. This means that in 15 steps, you moved 5,4 Trespasser Measure Units
(TMU).
But my approach was not perfect, mostly because Trespasser's Development
Team members were not very interested in being coherent with stair steps
dimensions. Each building has
steps with different heights. So I had to take an average dimension.
I've measured 6 buildings steps and these are the results:
TMU |
Building |
|
5,4 |
Rail Station |
|
4.7 |
Church |
|
4,8 |
Operations Center |
|
4,1 |
Dam |
|
3,7 |
Muldoon's House |
[TSOrd - Muldoon's house
is actually
an old plantation house and not really
Muldoon's house. I have a WAV file
from the game to prove this. :) ]
|
3,5 |
Summit |
|
----------------------- |
4.4 |
Average |
These TMU values always refer to 15 steps, though you may find only 10 at
Ops center (I made the calculations for 15). It's known that the technical
architecture dimension for 15 steps (the distance to take from one floor to
another) equals to 2,5 m.
So, If 2,5m = 4,4 TMU, then 1m = 1,76 TMU
Therefore, each 1,76 TMU you move ahead, you are actually moving 1 m. Now
placing this in the map was something different. As I am considering 345,1
TMUs to be 34,5 mm in my map, 1,76 TMUs becomes 0,176 mm. As 0,176 mm is
very very very small, I used 17,6 cm for every 1 Km of island. This is the
main scale used in the map for distances and heights. I also included the
scale for Cocos Island, just below Trespasser's scale. The Cocos scale was
taken from real maps found on the web, and by placing the image the same
size as my drawing, then capturing the scale size information.
-------------------------------------------------------------------------------
FINAL CONSIDERATIONS
The map has become really large. That's because there's too much info the be
placed in it. To make it available through the internet, I had to compress
it in JPG with as little quality loss as possible. I didn't want to compress
it more because it would get difficult to read the little text.
I also zoomed in at the CITY and SUMMIT areas, as they are too small and
full of objects and details, so I placed a detailed zoomed circle with these
two parts inside.
I hope this map will be useful, and you are free to add, remove, change
anything you like, to make it suit your needs.
Regards,
Zandor.
-------------------------------------------------------------------------------
VERSION PROGRESS:
06.18.99 - Version 0.0 - Hehehe, the postman leaves the Trespasser package
at my mail box!
08.09.99 - Version 1.0 - I decided to take note of the coordinates. Takes a
long time!
08.12.99 - Version 1.1 - I enter the data from the whole game into Corel
Draw. The path now exists, and it's cool to see how it goes around.
08.13.99 - Version 1.2 - I develop the 1st Trespasser Compass, with its
directions.
08.14.99 - Version 1.3 - Saturday, I'm watching The Lost World, and remember
that there's a scene where Isla Sorna's map appears. So I take a picture
from the tv screen, and trace the contour at Corel Draw. Now the map
coordinates are into position. I also calculate the Trespasser Measure Unit,
and build a grid for easy locating using the map.
08.16.99 - Version 1.4 - I put colors in the map, and convert it to JPG to
see if its data will be visible after compression. I also print it at A2
size (quite large) to correct details.
08.21.99 - Version 1.5 - I divide the drawing in layers, so that they are
easily edited. I post a message at IngenNet, announcing the map, if people
are interested.
08.28.99 - Version 2.0 - Everything changed! I decided that the map contour
would not be the one from the movie. If the game developers have designed a
new map, I'll use it. So now,
I take a snapshot from the game, and trace the new contour. Then I place the
coordinates in the map, so that beaches fit. Done. Place colors and all the
data that was used in the old map and can be used here are transposed. I
also included the mountains elevations, taken from the 3rd digit of LOC
Code, dividing areas by color.
08.29.99 - Version 2.1 - Added demo level coordinates.
08.29.99 - Version 2.2 - Found demo's "Off The Path" and added
demo level coordinates beyond the exit gate and T-Rex spot. (The 2nd OTP I
found by myself!)
08.30.99 - Version 2.3 - Rotated map for general people use. Included
surrounding islands, and geographical names for the places in the island,
with real data taken from Cocos Island, south of Costa Rica, the one the
game and the movie are based on.
08.31.99 - Version 2.4 - Added "Out Of Bounds" Exits coordinates
(Thanks to Charles Hughes, from Trespasser Secrets*), including the one in
the demo level. Calculated the new Trespasser Measure Unit, updating the
scale used.
09.11.1999 - Version 2.4.1 - Added new OOB for
Level 6, changed name "Muldoon's House" on Level 2 to
"Plantation House". (updated by TSOrd)
* You can find excellent data at "Trespasser Secrets", http://trespassersecrets.com
with all needed info to find the "Out of Bounds" exits easier,
including full coordinates and hints!
---------------------------
COORDINATES:
THESE ARE THE ORIGINAL COORDINATES I FOUND IN THE GAME, AND TRANSPOSED TO
THE COREL DRAW MATRIX:
COORDINATES ARE X,Y,Z (THEY STAND FOR HORIZONTAL, VERTICAL AND HEIGHT).
THESE COORDINATES ARE THE BLACK DOTS THAT APPEAR IN THE MAP, AND REPRESENT
THE "BASIC" PATH YOU NEED TO FOLLOW TO GET TO THE END OF THE GAME.
THE COORDINATES TO PLACES AND SITES THAT ARE NOT ALONG THE WAY OF THE
"MAIN" PATH ARE NOT LISTED HERE, AS WELL AS SOME DINOS THAT ARE
NEAR BUT NOT EXACTLY "IN" THE PATHWAY. REMEMBER THAT THESE SITES
AND DINOS ARE ALL REPRESENTED IN THE MAP, THEY SIMPLY DON'T APPEAR IN THIS
LIST HERE. THIS PATH IS WHAT I CALL THE BASIC ONE. YOU KNOW THAT
TRESPASSER'S ENGINE ALLOWS YOU TO GO "ALMOST" ANYWHERE, SO YOU MAY
FIND BETTER WAYS TO GET TO THE END.
HORIZ~VERT~HT~OBJECT
LEVEL 1:
-1821 |
|
-971 |
|
15 |
|
START |
-1834 |
|
-923 |
|
22 |
|
STONE Steps |
-1893 |
|
-919 |
|
28 |
|
PLAYGROUND |
-1937 |
|
-910 |
|
28 |
|
FOUNDATION |
-1907 |
|
-845 |
|
30 |
|
1ST Fence |
-1863 |
|
-822 |
|
26 |
|
2ND Fence |
-1805 |
|
-774 |
|
26 |
|
INGEN Billboard |
-1661 |
|
-710 |
|
39 |
|
PATH |
-1645 |
|
-695 |
|
42 |
|
1ST Path hole |
-1617 |
|
-619 |
|
48 |
|
2ND Path Hole |
-1645 |
|
-494 |
|
51 |
|
BENDING Bridge |
-1650 |
|
-455 |
|
54 |
|
PATH Start |
-1801 |
|
-369 |
|
43 |
|
RAIL Station |
-1837 |
|
-358 |
|
49 |
|
FINAL Fence Jump |
LEVEL 2:
-1842 |
-356 |
32 |
START |
-1909 |
-349 |
33 |
RAIL |
-1961 |
-316 |
36 |
STEGOSAURUS |
-1992 |
-262 |
38 |
RAPTOR |
-2032 |
-227 |
43 |
BOX JUMP |
-2107 |
-154 |
48 |
CABIN WITH RAPTOR |
-2131 |
- 60 |
54 |
LITTLE VALLEY |
-2163 |
7 |
50 |
TRICERATOPS AND 2 RAPTORS |
-2089 |
2 |
47 |
WATER FALL |
-2128 |
31 |
53 |
PATH |
-2111 |
59 |
53 |
PHONE AND RAIL |
-2054 |
145 |
60 |
RAPTOR |
-2027 |
195 |
61 |
RAPTOR |
-1968 |
245 |
64 |
BOX JUMP |
-1855 |
377 |
43 |
BRACHIOSAURUS AND RAPTOR |
-1837 |
485 |
46 |
CRANE AND 2 RAPTORS |
-1758 |
553 |
67 |
RAIL |
-1729 |
551 |
75 |
RAIL RAMP |
-1670 |
547 |
83 |
RAPTOR UNDER RAIL |
-1618 |
518 |
89 |
RAPTOR UNDER RAIL |
-1600 |
499 |
89 |
2ND CRANE |
-1570 |
445 |
83 |
RAPTOR UNDER RAIL |
-1576 |
409 |
81 |
RAIL RAMP |
-1553 |
368 |
86 |
RAIL END |
LEVEL 3:
-996 |
828 |
35 |
= START |
-949 |
778 |
34 |
PATH |
-896 |
762 |
34 |
RAPTOR |
-844 |
731 |
34 |
PATH |
-819 |
689 |
34 |
RAPTOR |
-790 |
701 |
34 |
PATH |
-725 |
690 |
34 |
RAPTOR |
-696 |
694 |
34 |
PATH |
-658 |
675 |
34 |
RAPTOR AND JEEP |
-603 |
698 |
34 |
RAPTOR |
-520 |
700 |
34 |
2 RAPTORS |
-461 |
712 |
34 |
RAPTOR |
-365 |
702 |
34 |
RAPTOR AND FALLING JEEP |
-316 |
660 |
34 |
PATH |
-251 |
587 |
40 |
2 RAPTORS |
-238 |
566 |
41 |
T-REX |
-160 |
519 |
41 |
VALLEY |
- 91 |
537 |
41 |
PARASAUROLOPHUS |
21 |
560 |
35 |
DEPRESSION START |
60 |
579 |
35 |
DEPRESSION |
109 |
599 |
48 |
RAPTOR |
156 |
632 |
57 |
2 RAPTORS |
193 |
623 |
64 |
PATH |
221 |
651 |
40 |
PATH |
229 |
608 |
35 |
= CAVE |
274 |
612 |
28 |
VALLEY OF 3 RAPTORS |
308 |
577 |
47 |
CHOPPER CRASH SITE |
321 |
529 |
69 |
PATH |
408 |
497 |
97 |
= RAPTOR AT DEPRESSION EXIT |
428 |
524 |
107 |
RAPTOR |
356 |
559 |
109 |
= TREE BRIDGE |
356 |
496 |
109 |
RAPTOR |
376 |
426 |
94 |
VALLEY |
408 |
365 |
114 |
PLATEAU |
404 |
334 |
113 |
VIEW |
410 |
260 |
48 |
JEEP |
368 |
182 |
47 |
RAPTOR |
255 |
158 |
48 |
PLANE CRASH |
156 |
109 |
45 |
2 RAPTORS AND PARASAUROLOPHUS |
68 |
67 |
37 |
WOOD BRIDGE |
- 27 |
35 |
40 |
2 RAPTORS |
-110 |
12 |
47 |
CRANE |
-127 |
18 |
45 |
FINAL FENCE |
LEVEL 4:
-172 |
15 |
44 |
START |
-231 |
- 22 |
45 |
CITY WALL |
-248 |
-166 |
45 |
EXIT GATE |
- 99 |
-294 |
37 |
PATH |
33 |
-286 |
30 |
= RAPTOR |
98 |
-258 |
26 |
RAPTOR |
225 |
-198 |
38 |
PATH |
314 |
-124 |
51 |
LANDSLIDE 1 |
484 |
- 51 |
67 |
LANDSLIDE 2 |
519 |
-103 |
47 |
VALLEY |
654 |
-107 |
75 |
DAM STAIRS |
702 |
-129 |
100 |
TOP OF DAM |
676 |
- 3 |
100 |
END OF DAM |
670 |
38 |
108 |
PATH |
745 |
64 |
122 |
PATH |
804 |
62 |
149 |
PATH |
837 |
71 |
158 |
RAPTOR |
833 |
90 |
158 |
END |
DEMO LEVEL:
829 |
125 |
156 |
= START |
788 |
143 |
138 |
= PATH |
760 |
186 |
116 |
= PATH |
712 |
224 |
87 |
= BLOCKING ROCK |
699 |
277 |
74 |
= PATH |
719 |
356 |
61 |
= PATH |
753 |
403 |
54 |
= PATH |
748 |
449 |
52 |
= EXIT FENCE |
664 |
512 |
51 |
= T-REX |
644 |
562 |
54 |
= PATH |
634 |
688 |
50 |
= PATH HOLE |
634 |
772 |
43 |
= PATH |
685 |
886 |
34 |
= PATH |
714 |
948 |
30 |
= END OF ENERGY LINES |
LEVEL 5:
992 |
1238 |
49 |
START |
1028 |
1353 |
38 |
T-REX AND TRICERATOPS |
1124 |
1492 |
15 |
BUS STOP |
1151 |
1512 |
15 |
PATH |
1176 |
1499 |
15 |
EXIT GATE |
1180 |
1495 |
15 |
UP HILL |
1241 |
1452 |
35 |
PATH |
1401 |
1462 |
63 |
RAPTOR |
1439 |
1437 |
74 |
PATH |
1436 |
1394 |
75 |
TRICERATOPS |
1427 |
1344 |
76 |
RAPTOR |
1403 |
1240 |
75 |
DOWN HILL |
1341 |
1126 |
59 |
PATH |
1269 |
1122 |
59 |
HELIPORT |
1304 |
1019 |
59 |
RAPTOR |
1318 |
1010 |
59 |
EXIT |
LEVEL 6:
1452 |
431 |
148 |
START |
1614 |
534 |
105 |
ALBERTOSAURUS |
1655 |
602 |
83 |
RAPTOR |
1736 |
624 |
73 |
RAPTOR |
1801 |
642 |
69 |
RAPTOR |
1818 |
631 |
81 |
RAPTOR |
1900 |
739 |
47 |
RAPTOR |
1940 |
697 |
43 |
RAPTOR |
2045 |
750 |
37 |
RAPTOR |
2092 |
720 |
37 |
= RAPTOR |
2164 |
719 |
38 |
PATH |
2221 |
545 |
33 |
STEGOSAURUS AND 2 RAPTORS |
2306 |
410 |
31 |
3 RAPTORS |
2251 |
365 |
39 |
PATH |
2212 |
255 |
45 |
PATH |
2182 |
179 |
45 |
JEEP |
2057 |
221 |
53 |
PATH |
2001 |
289 |
61 |
2 RAPTORS |
1895 |
311 |
80 |
STONE TEMPLE |
1796 |
287 |
106 |
PATH |
1829 |
200 |
118 |
RUINS |
1816 |
82 |
120 |
PATH |
1839 |
33 |
120 |
PATH |
1858 |
- 19 |
130 |
PYRAMID AND T-REX |
1872 |
- 95 |
150 |
PATH |
1896 |
-120 |
159 |
Turn right to OTP point (TSOrd -
9/11/1999) |
1900 |
-117 |
155 |
BROKEN BRIDGE |
1932 |
-145 |
171 |
END |
LEVEL 7:
1933 |
-208 |
159 |
= START |
1899 |
-204 |
152 |
= RAPTOR |
1845 |
-194 |
131 |
PATH |
1821 |
-249 |
102 |
RAPTOR AMONG ROCKS |
1804 |
-371 |
86 |
VALLEY |
1731 |
-459 |
94 |
CLIMB ROCKS |
1704 |
-486 |
101 |
TOP OF HILL |
1648 |
-500 |
82 |
2 RAPTORS |
1575 |
-511 |
93 |
PATH |
1545 |
536 |
104 |
PATH |
1525 |
-508 |
109 |
RAPTOR |
1511 |
-518 |
115 |
RAPTOR |
1509 |
-535 |
122 |
STONE BRIDGE |
1478 |
-499 |
122 |
HOLE BRIDGE |
1489 |
-562 |
128 |
PATH |
1394 |
-512 |
151 |
2 RAPTORS |
1328 |
-462 |
180 |
STONEHEDGE |
1334 |
-438 |
180 |
MOUNTAIN BASE |
1310 |
-417 |
189 |
PATH |
1356 |
-401 |
196 |
PATH |
1321 |
-391 |
204 |
PATH |
1408 |
-330 |
254 |
STONE STAIRS |
1430 |
-324 |
264 |
2 RAPTORS |
1469 |
-312 |
280 |
PATH |
1430 |
-307 |
281 |
ROCK JUMPS AND 2 RAPTORS |
1357 |
-298 |
282 |
PATH |
1369 |
-290 |
288 |
BOX JUMP |
1453 |
-285 |
319 |
PATH |
1381 |
-268 |
336 |
WOOD BRIDGE AND 2 RAPTORS |
1325 |
-253 |
351 |
PATH |
1395 |
-245 |
368 |
PATH |
1320 |
-229 |
385 |
JEEP |
1307 |
-226 |
390 |
BROKEN BRIDGE |
1264 |
-202 |
412 |
WOOD RAMP 1 |
1250 |
-190 |
417 |
WOOD RAMP 2 |
1247 |
-170 |
422 |
PATH |
1235 |
-174 |
412 |
JEEP |
1230 |
-126 |
432 |
2 RAPTORS AND TRUCK |
1200 |
- 65 |
449 |
SPINNING BRIDGE |
1213 |
- 4 |
465 |
TRUCK INTO HOLE |
1221 |
45 |
467 |
PATH |
1250 |
61 |
465 |
2 RAPTORS |
1286 |
70 |
468 |
CONTAINER |
1340 |
38 |
462 |
LIFT |
LEVEL 8:
1335 |
28 |
478 |
START |
1345 |
- 22 |
481 |
PATH |
1368 |
- 17 |
484 |
STAIRS |
1377 |
20 |
504 |
PATH |
1399 |
26 |
509 |
STAIRS |
1420 |
15 |
522 |
RAPTOR |
1435 |
- 15 |
531 |
STAIRS |
1435 |
- 54 |
549 |
PATH |
1419 |
-119 |
565 |
STAIRS |
1406 |
-121 |
558 |
RAMP START |
1391 |
-127 |
572 |
FINALLY ON THE TOP! |
1361 |
-153 |
575 |
BOX JUMP (HIGHEST PLACE IN GAME) |
1361 |
-162 |
571 |
FINAL STAIRS |
1372 |
-185 |
562 |
HELIPORT |
------------------------------------------------------------------
TOTAL COUNT OF DINOS IN THE GAME:
01 ALPHA RAPTOR
03 BRACHIOSAURUS
03 STEGOSAURUS
03 ALBERTOSAURUS
04 PARASAUROLOPHUS
05 TRICERATOPS
06 T-REXES (PLUS 1 IN DEMO)
129 VELOCIRAPTORS (PLUS 5 IN DEMO)
PLUS LOTS OF DINOS HIDDEN OUT OF PATH
---------------------------------------------------------------------
END
Last updated Sunday, April 22, 2001 12:27 AM
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