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Trespasser:
Off the Path
(back
to Introduction)
Level 5 - The Lab
The hard way:
The world for this level has a single OOB. The only exit I could find
was beside the Emily, the large boat aground out in the harbor. Head out
the pier leading to the boat. Jump onto the boat, using a nearby box if
necessary. On the landward side of the Emily, there are some large rocks
right alongside and beneath the boat. Toss some of the boxes aboard the
boat onto the large rock that is right next to the side of the boat.
Jump over onto that rock. Turn on the "bones" cheat. Move
parallel to the boat, in the direction of the stern. Note that you are
actually standing on a flat platform. It doesn’t correspond that well
with what you normally would be seeing, the top of the rock. The rock
doesn’t look flat at all, and the extent of the platform doesn’t
exactly follow the extent of the rock. Drop a large box or several boxes
over the edge (again, facing toward the stern). Save your game. Step off
the rock and fall on top of the box or boxes. (This
is fatal about half the time.) If you survive, immediately save
the game again, because this area is covered with invisible
"electric fences."
The easy way:
A better way is to crawl down
the rocks below the Emily. When you get down, there appear to be two
ways out. One is on the landward side, but you can't get through. The
other is toward the waterline (where a hot zone of death awaits). Facing
the waterline, turn left. Ahead is a gap between the rocks. It appears
to be too narrow to pass through, but you can do it. Once you are in a
short distance, the rocks disappear. You can go straight; there is a
narrow gap between the rock object and the waterline (this is a good
place to turn on the "bones" cheat so you can see the rock
object). You can also go landward, but don't go more than a step or two
farther than the rock object, or you'll hit another hot zone of death.
Instead, when you can, turn right and follow the landward side of the
rock object until that object ends.
Either way, you'll come to the point on
the east side of the rock object that you would have reached by making the
hard jump.
The waterline should be just a couple of yards to your right. One such
fence lies there, running parallel to the harbor bluff. Another lies about
20 yards or so to your left, also running parallel to the bluff. Head east,
parallel to the bluff, between the two wires. After you pass under another
arm of the same pier structure, the waterline moves landward. But the
invisible fences surrounding you do not. Enter the water and keep heading
east. The water will eventually disappear and you will seem to be walking on
the sandy bottom. Save your game periodically, as you may still run into a
fence. Eventually the land cuts across your path (about 50 yards or so past
the gate where the level started), and you can safely come out of the water.
There’s a low ridge directly to your left with a pronounced v-like gap in
it.
After leaving the water, move inland in a northerly direction, toward the
small ridge with the v-like gap. Go through the notch. Head a bit northwest
and check out the outside of the gate where this level starts. There isn’t
much interesting to see far from the playing area, so I would recommend just
exploring around it. You can go all the way around (but give the
end-of-level area a wide berth). On the west side of the playing area, there
is a place where you can get on top of invisible terrain that overlooks the
lab complex. You can get a great view from up there. Then continue in the
direction of the Harbor. You can also get a good view overlooking the woods
west of the Harbor. You can then make your way back into the water and back
to the Emily, though there is not really much reason to do so.
Near the end of the normal game, you can gain entrance to the Computer
Lab by entering "kandar" into the keypad. This was the "back
door" that Hammond speculated Nedry had set up. [TSOrd
- And, incidentally, is also the keycode present on the pad in Hammond's
office. I think the designers intended for people to figure out Kandar
(426327) but it was too hard a puzzle in testing so they put in the pad. The
pad made it too easy. :( ]
If you go to the left-most section of the pen, there is a bent steel
girder. Pick it up and take it over to the slope (it’s surprisingly easy
to handle - grasp it on one end, with your arm parallel to the girder). If
you place it right, you can walk or run up it to the area overlooking the
pens. You can’t go very far, because of the invisible terrain. You can get
to an area just beyond the pen wall on the end-of-level side. Drop down
there. Walk over to the door that you would normally come out of. Face away
from the door and the wall. Note your location and facing coordinates for
later reference.
The basement: From the tidal flat below the Emily, head east (-1, 0)
until the large offshore rocks are on your right. Then turn south (0, 1),
pass by or through those rocks, and continue to and just past the edge of
the bottom terrain. Turn left and head due east again, being careful to stay
on the basement level. When your first location coordinate reaches about
-350 yards, turn left again and go north (0, -1). Again, be careful to stay
on the basement. Once your second location coordinate drops to about 900
yards, you should see the clump of tree objects up ahead. The various clumps
of objects are generally east of the summit. You’ll encounter the
following ones at these approximate locations:
Boxes, of many types: -351, 302, 1.4
Trees: -455, 314, 1.4
Guns: Not found
Dinos (2 t-rexes, a steggie, a trike, and a raptor): Near -20, 0.0, 1.4
(under the north edge)
Octahedron: Not found
Some of the boxes I found are not like any that I saw in the playing
area. Some have lids and can be opened. Some appear to be charred. There are
trunks that open. Off farther in the distance (to the northwest), you can
see another clump of objects. These are the dinos. You can’t get too close
to them, because they are actually situated just under terrain. Approach too
closely and you’ll be teleported up. Also, there is a corner of the
terrain that you can’t see between the boxes and the dinos. Go farther
north, then west. Standing just a bit back from the rear of the dinos, shoot
them. They’ll pop up onto the terrain element. Then you can continue
farther west and go for the big auto-teleport-up to reach the summit. You
can make this maneuver because the mountain is only half represented in this
level world. That is also true only in the case of the demo level.
You can auto-teleport-up to the summit. The vertical coordinate is only
about 535 yards instead of the 572 in Level 8. The teleport is only
partially successful, as you can’t shake the swampiness. Something kills
you after you have moved around a bit. A better way is to do a directed
teleport to 1260, 2, 536 or 1430, 10, 536.
Last updated Sunday, April 22, 2001 12:27 AM
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