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Trespasser:
Off the Path
(back
to Introduction)
Level 4 - In the Town
The world for this level has a single OOB. You can’t circle the summit,
because the world ends first; the OOB has kind of a horseshoe shape. The OOB
here is mainly interesting because of the views that you can get of the
town.
There are two ways out. One of them allows you to get back in. The easy
way is to proceed to the end of the level. The final gate is ahead of you.
You cut to the right, where the wall intersects the terrain. This forms a
cleft. You can climb it to the top of the wall. You see a deep, bowl-shaped
valley down below, which is territory corresponding to the playing area of
the demo level (you might want to note the coordinates for later reference).
Save your game. Go over the wall. Don’t get too close to the gate or you’ll
be transported to Level 5. You can use the "bones" cheat to show
the hot area that you must keep out of to avoid being transported.
Before descending into the valley, cut back uphill to the right. You can
follow an invisible wall back toward the empty reservoir and get a great
view. Then go back and descend into the valley, using a cleft where possible
and holding down "zx" to reduce speed and improve your chances of
surviving. Face the direction you want to go, using the mouse to steer. The
terrain is too steep to climb back up, so this is a one-way trip. When you
get to the bottom, move to the valley center. Go left (east), and climb up
to the top. This is about where you saw the power lines end in Level 3 OOB A
(check the coordinates if you doubt this). Head east. Basically this takes
you through a valley that corresponds to the final one in Level 3. As you
get to the east end, the terrain will become more detailed and some power
lines will appear.
You can’t re-enter the playing area and the town, which lie directly
ahead. You can go left and climb the ridge, which is the south ridge for the
Level 4 valley leading from the town to the dam. You can get some great
views. Near the dam, an invisible wall forces you left over the ridge and
down into the Level 3 valley.
If back at the town end of the Level 3 valley you go right, then you can
circle the town and eventually find yourself on the north ridge overlooking
the valley leading from the town to the dam. Near the southeast corner of
town, you can work your way onto a sequence of invisible wall elements that
lie on the south side of the town’s south wall. You can get some great
views from here. Save your game before moving out on these objects, because
you may not be able to get back. On the east side of town, you can drop down
on the back side of the large electrical fence. On the north side, above the
town, there is a nicely decorated plateau that you can’t see much of from
the playing area. At the westernmost point of this plateau, you can with
some effort get over the invisible wall separating you from the playing
area. You can drop down into it here, although unfortunately the fall is not
survivable. Assuming you choose to pass on that, you can continue west on
the ridge to the north of the valley leading to the dam. On your way, you’ll
pass the two-way connection point.
To exit the playing area at that place, proceed about halfway down the
valley (leading from the town to the dam) just past where things narrow. You
need to be following the right (north) side. There is a concentration of
raptors here, so watch out. There is a cleft at coordinates 288, -256, 51.
Climb it. It takes about 15 minutes to get to the top. Move inland (north)
as far as possible. An invisible wall forces you to move east. Then you are
forced south back toward the valley. But you can get around this and move
away from the valley again (in a somewhat easterly direction. Then you are
slowly forced back. Use "w" and keep yourself strongly angled
against the invisible wall. You are actually forced over the edge that drops
back into the valley, but you are able to cling to the wall. At 189, -324,
81, there is a gap in the wall. You move slowly through this. It’s about
20 yards to the other side. You can see the gap from both sides if you use
the "bones" cheat.
By the way, you don’t need the purple card to exit the town. Nor do you
need to stack boxes. Approach the center of the locked gate. Put your nose
in the gap and hold down "wq". You’ll climb the gate and pop out
on the other side. Go back the same way.
Nor do you need the white card to get into Hammond’s office in his
mansion. Position yourself just to the right of the door, by the card
reader. Hold down "zw". Your head will pop through the wall and
you’ll be able to see inside the office. Switch to "wq" and you’ll
go up and through. You can get back out the same way.
Unlike others have reported, I couldn’t climb to the top of the wall at
the so-called "West Gate" (on the south wall, south of Ops). I had
to get up on the wall using some boxes behind the church, where the fence
hits the wall. I then had to walk down the top of the wall east to reach the
point where you are transported to the test scene. I later found out that
walking on the ground along the wall, pressing a bit into it, I could also
hit the hot area and be transported there.
The Basement: You can access the basement from the north edge. The is
a wide spot just west of the northeast corner, running from 1, -1278, 1.9 to
about -511, -1278, 1.6. There is also a single spot farther west, though I
failed to note the coordinates. The objects run north to south off the east
edge of the world. Some objects and their approximate locations:
2 toxin rifles: -1568, -245, 1.4
Other guns: -1611, -306, 1.4
Dinos (2 t-rexes, a lophy, and 2 raptors): -1515, -527, 1.4
Dinos (5 raptors): -1569, -608, 1.4
Octahedron: -1813, 603, 1.4
Last updated Sunday, April 22, 2001 12:27 AM
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