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Trespasser:
Off the Path
(back
to Introduction)
Level 4a - The Demo Level
The demo level has a single OOB. It’s a beauty. It contains detailed
terrain for the level that should have been between Level 4 and Level 5. If
you use the "loc" cheat to get the coordinates at the end of Level
4 and at the start of Level 5, you can see that there is quite a disconnect.
Also, you know that you were at fairly high altitude at the end of Level 4,
so how could you suddenly find yourself near sea level at the start of Level
5?
If the demo video seems poor, adjust it with the video options.
The demo level starts out on one of two adjacent helicopter platforms.
Jump to the other one. Get some weapons. Throw the others to the ground
where you can retrieve them later. The "woo" and "dinos"
cheats don’t work here. Use a strategy of shoot and avoid. You might want
to try to kill one or two raptors from the second platform before you
descend. When you’re ready, shoot the supports out from under the trailer
up by the road. [TSOrd - Screw that, it's a waste of
ammo. Use the rifle and shoot the trailer once right in the center.]
It will roll close to the base of the platform. Save your game, then jump
down onto the trailer. Then save your game again.
Go up to the road just beyond the initial position of the trailer. Follow
the road to the left. The ground rises noticeably. Soon you will come to
some rocks that are blocking the road. You can’t get around them. A short
way back down the road you can get up the hillside by running up a fallen
dead tree. However, the territory up there isn’t really OOB. Invisible
walls separate you from that. Near the rocks blocking the road is where the
power lines from the Level 3 final valley should be coming in (you can check
the coordinates). If you could get past those rocks and continue following
the rising road, it would take you to the pass, which is where the final
gate from Level 4 should be. You’ll see that area (minus the gate)
shortly.
If you follow the road in the other direction, it takes you to a gate
leading out into another valley. You are supposed to knock a box down from
the framework of a building under construction. You are then expected to use
this box to get up onto the other boxes that are already up against the wall
to the left of the gate. Then you climb over the wall. A t-rex approaches,
and the demo soon ends whether he gets you or not. Instead of stacking a box
and going over the wall, you can cut uphill to the left of the gate. Follow
the invisible wall down toward the gate, and jump over the wall. The normal
ending ensues.
You will later want to avoid this end-of-game area. It is similar to the
end-of-level area in the regular game that causes you to be transported to
the next level.
To get OOB, go to the corner of the valley that is almost directly
opposite the gate. There is a small valley-like area leading up, but you are
blocked from following it by an invisible wall. Follow this to the right, to
where it intersects the normal terrain. You should be at about 808, 200, 76,
facing about -0.1, -0.9, 0.4. Climb this intersection slowly (using
"w"). If you try to go too fast, you’ll fall back to the floor
of the valley. When you get up near where the slope starts to become a lot
steeper, save your game. You’ll have to make a somewhat tricky
readjustment to get yourself moving upward again, and it’s easy to take a
fall here. You might want to have the "bones" cheat on. When you
get to the top, you’ll find the road, up beyond where it was blocked by
the rocks. Follow it up to the pass. Note the coordinates where the road
ends. They match those where you exit Level 4. Save your game here, as you
can go in two directions from this point.
Continue through the pass. Now you can go left (up the mountain) or right
(down the mountain). I suggest going left first, as you’ll immediately get
some great views. It’s a bit tricky going up, so be persistent. Make your
way above the playing area to where the playing area ends, then descend. You
can’t really go too far up the mountain, anyway. Note that there’s a lot
of interesting OOB terrain at this point, complete with decoration in the
form of trees and other objects. Head over in the direction of the gate and
the valley beyond. Move down the side of that valley until you’re at least
a hundred yards behind the t-rex. If you get too close to him, he’ll wake
up and attack you. You might want to save your game first if you really want
to observe him in action at this point. Note that the road and the power
lines continue quite a way down this rather long valley. Not far beyond the
t-rex, there is a very large pit blocking moving up or down the valley. You
have to climb up out of the valley to get around this. Back down in the
valley, beyond the pit, the road and the power lines eventually end. Note
that the terrain remains high order, though undecorated by trees and such.
Near where the road ends, there are interesting rock formations to the right
and to the left. Continue on down the valley.
You’ll soon come to a coastal plain on the south coast. There are
strange canal-like cuts in the ground. This is where Facility X would have
been located. You can see a canal of some kind next to a building in one of
the mystery pics found on the Web. The plain ends at a bluff. Normally the
ocean would be below that, but the water is not represented here. You are
not too far east of the harbor area. If you try to go west toward the
Harbor, you are blocked by a series of deep stream cuts. The only way you
can get beyond these is to go back up the valley you came down to reach the
coastal plain, find your way to the top of the west ridge, and use it to
move farther west. Considering the effort involved, I would recommend just
using the "tele" cheat instead. You can eventually get to the spot
that matches the coordinates of the gate where the Level 5 playing area
starts.
[tedmg0913earthlinkne
- To get past the first stream go to 679.1,1225.4,27.3. Then drop
onto 684.3,1222.9,23.1. Then jump into the left cleft. If Anne can get far
enough up the cleft, she can climb up it. I think there is a point at or near
the base of the cleft that will allow Anne to jump far enough up the cleft to
climb it, if the first jump doesn't get her far enough up the cleft. When she
gets close to the top of the cleft where another cleft intersects the cleft she
is climbing, instead of turning simply press the A button while still keeping
the W button pressed down. Anne will climb the intersecting cleft and will end
up on the other side of the stream. (I actually had to turn Anne very slightly
to the left to do this). I am certain of my observation. I have gotten over the
first stream about ten times now! On the second stream go to 832.0,1152.4,37.9.
Climb the right cliff side and you will get up to 862.6,1118.7,62.4. (You might
have to jump to get to this spot). At this point you'll easily be able to get up
on top of the mountains to get around the second stream.]
The demo level is not the missing level between Levels 4 and 5. It is
just built on the world that would have been used for that level. You can
see that a lot of work was done on that world in anticipation before it was
adopted to host the demo.
The Basement: Head to the east edge of the world. Basically you’re
using the "out to sea" approach, although no water is represented
here. You can exit at about -254, 1542,1.9. The objects run north to south
off the east edge, mostly toward the north. Some objects and their
approximate locations:
Powerline tower: -361, 10, 1.4
Rocks: -581, 969, 1.4
Trees: -470, 372, 1.4
Some boxes: -358, 107, 1.4
Dinos (a t-rex and 4 raptors): -780, 70, 1.4
Octahedron: -162, -23, 1.4
Since the summit is only half-represented, you can use the
auto-teleport-up feature to reach it.
Last updated Sunday, May 20, 2001 10:35 AM
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