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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.

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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!

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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.

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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.

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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 5 degrees (45 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.
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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!
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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.

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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.

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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.


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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!
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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



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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

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END


Last updated Sunday, April 22, 2001 12:27 AM