"Trespassing!" A Jurassic Park: Trespasser AAR/Runthrough

mrttao

Well-known member
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A bugged 'compressed' raptor, it looks rather painful for it's spine and I generally find this bug happens with Tribe B's. Possibly because they're enlarged compared to Tribe A?
ok. this is funny.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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A padlock has been sighted ominously floating off the ground, what does it want? Who sent it? Orrrrrrrr likely it's an item that used to be connected to the nearby shack, and it was moved to prevent physics bugs but never removed from the world. Said shack has a mac10 which we grab for additional firepower.

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We're following power lines towards what we can only hope is some place which will help us get off this island, notice they're all numbered? They actually all have a unique number on them which I find neat, the one before this one was 21, and the one after this one is 19 and so on.

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Following the power lines leads us to a crashed plane, hopefully it has some supplies inside. This plane is actually a drug-smuggler's plane and was supposed to be full of weed. Sadly the weed was removed from the game.

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A norinco 56 with a drum magazine, sweet! This baby can kill like ten raptors with ease. They're very rare and every chance you can get one, take it.

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In an unaccessible area of the map past the plane we spot...The monolith from 2001 a space odyssey. If I could noclip up there it'd make scary music, but that's not really translatable into text.

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Out Norinco makes short work of two Tribe B raptors, one of them might've been friendly but I wasn't taking any chances. They're a good 20% larger than the Tribe A's and I think that makes them larger than any of the film ones.

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The end of the level, a 'platforming' puzzle to jump over a fence. The drum mag AK was barely needed as only four raptors in total were between the plane and here.

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Well that's the end of level 3, see that concrete wall in the distance? The one which isn't rendered properly because it's kind-of just a placeholder/standin for the real thing? That's going to be a wall that surrounds 'The Town'! See you there guys, hope this level was fun to read about.
 
Level 4: The Town New

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Our adventure continues as we spawn in to see a walled town of some sort, and a huge red house. That house belongs to John Hammond because he spared no expense, but it looks like there's some sort of security system or locked door ahead of us.

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Burroughs huh? Odd name for a dinosaur-island town but I'll accept it. Established 1983 too! I love the worldbuilding the developers added to levels. This was before wikis and other online aides really allowed developers to get lazy with lore.

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Inside the door we find a locked door, some handguns and the word "Big Lie". Hmmm it looks sort of like numbers upside down?...What if we type in 317618?

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Anne, with all the grace of a toddler manages to input the numbers and the door opens! It worked! Now lets grab those handguns and carry on our way.

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A house to the left of us, and Hammond's mansion are both locked, maybe lets check out the church.
Okay so this level is actually somewhat complicated, the game is over 20 years old so I think spoilers won't hurt.
We have to get a keycard from the church to open the visitor's centre at the end of the town, then we need to press a button inside the centre to open Wu's house (the house to our left).
Then Wu's house has a keycard to get into Hammond's mansion which will require a white Keycard hidden in his back yard. With THIS item we can enter Hammond's office and open a door to leave the town.
How anybody was supposed to figure all this out on their own is beyond me, its not exactly hard and the tasks are simple but poor new players would just wander around the town for an hour not knowing where to go...

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The town is full of little houses which all have (very primitive) decorations and furnishings inside. The houses themselves float an inch off the ground like everything else in the game but what blows my mind is that it's not really until lately where AAA games have allowed players to just enter houses without loading screens. This 1998 jank game which barely functioned at release is objectively superior in...*Checks notes* interior transitions?

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Killing three Tribe A raptors and a Tribe B raptor we make it to the church. Use the rear entrance? Well I mean it's not like services are going to be active while there's dinosaurs running about so we're going in the front.

See it's stuff like this which makes me love Trespasser, they could've NOT put this plaque here, it'd simplify the level budget and wouldn't really remove anything from the game of importance. But they added these lil tidbits of lore and worldbuilding to make the game feel eerily realistic and lived-in for what is basically 'baby's first physics simulator with dinosaurs'.

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The blue Keycard inside, just what we needed. There was two tranquilizer guns in here but all tranqs do is 'freeze' dinosaurs into their natural pose, which they recover from eventually. It's just plain easier to shoot them dead and not have to deal with them again. I guess a no-kill run of this game could be done with them?

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Scariest place in the game, an innocuous diner that has no important loot, but spawns a raptor on the roof once you enter. Dinosaurs cannot enter buildings so you're safe inside, but the raptor up-top has a nasty habit of dropping onto players in an unexpected way when they try to leave the diner.

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Tribe B bastard thought he could get the jump on me, the rest of the desert eagle and a Norinco that I found in one of the houses was more than sufficient.

The town has a huge number of firearms all over the place, way more than needed for the raptors on this mission. The town is an example of Trespasser doing what it does best, making large open 'realistic' areas for you to explore and have fun with. I'll show off some of the other places in this town once we deal with the visitor's centre.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Walking up the road we find the main centre of the town, it looks like the 'radio centre' thing from The Lost World movie, but canonically this is a different location. The doors are normally closed but I used Anne's huge breasts to bust the doors open, she's comically adept of knocking things over or opening doors by smashing her chest into them.

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Fun notice board in the centre.
-John Hammond Breakfast Saturday at 7am
-Mountaintop for data transfer and emergency calls only DENNIS THIS MEANS YOU!
-Henrey, See me about returning the keys - John
-String Quartet recital cancelled due to evacuation

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Well shit the radios are broken, probably should've expected that. Lets use that blue keycard to see where we are headed to next.

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A room with a couple of notepads and a weird device on the wall. First notepad tells us that Hammond's key opens all gates, so we probably want his keycard.

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And Hammond's keycard is likely in his house, which we can't access without the front-door keycard which is at Wu's place, sweet!

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Hammond has a huge data-line heading to the operations Centre, so his house is obviously important. By smacking that "A" button to the top right we can access Wu's place.

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Some sightseeing before we head to Wu's place, a humble garage with no loot inside, but Hammond was making his staff pay money in stores he owned, a little unethical I reckon. In prototype versions of the game that car lift was lowered, but for some weird reason they raised it in the final release.

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And a big 'ol general store. Or rather in-general store, HAH! Has a couple shotguns inside but we're already loaded with two Norinco's we found in the operations centre, so we're packing plenty enough heat.

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And an old-styled saloon? I mean heck I don't know what Costa-Rican workers enjoy but good for them.

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Last on our sightseeing tour of the town is a stature of a Mr E.R. Burroughs. Now wait a minute! Edgar Rice Burroughs? The fiction writer?
Makes sense I suppose, the man wrote books about islands full of dinosaurs! In hindsight many of the streets of the town have writer names, such as Verne and H.G Wells!
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Henry Wu's home, boarded up. Not a bad place given the circumstances but of minimal use for us. We're just here for the keycard!

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He appears to have owned three VHS tapes, Chompers, Buried and...Zombie Love? Henry likes the undead a lil too much I reckon.

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He even has a pool! Or as he calls it, his 'ool'. Notice how there's no P in it?

The smaller text reads:
Please take a shower before entering the pool.
If you don't, I will kick you're [sic] ass first, and
ask questions later. That be the Law asshole.
If you don't like it, you can get the fuck out
of my house. No exceptions......! Thank you.

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The red keycard from Wu's place lets us access Hammond's mansion. The next keycard was supposed to have an audio-clue from Hammond but the line was oddly cut from the game so we're left with minimal information on how to progress.

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We have to do some platforming up stairs and boxes to find...Big dipper, with that star circled eh? I wonder what that could mean?...

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Oh...That's what it means. Well that's where the white keycard is to access his office!

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Getting inside the office we find his purple special keycard that'll let us exit to the east-gate of the town. And some buttons on the side of the room. These have some fun info-bits about the island and Site B. Can't really convey them with text though!

If you find a hidden floppy disk in the bottom floor of the mansion you can put it into the computer here to get a special dialogue about a woman he loved.

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In Hammond's bedroom we find the second strongest gun in the game, Hammond's personal sidearm. Or as Anne names it, "Lady's model", because it's small and compact.

I guess it's loaded with poison-tipped bullets or something? Because this thing basically 1 hit headshots any raptor in the game.

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Funny story about this weird telephone pole. The wires at launch were just sort of floating in the sky, misplaced. Instead of removing the wires and semi-remodelling the pole network they just slapped a telephone pole in the middle of the road. Not a very pretty fix I'm afraid, but oh well...

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A single headshot puts a Tribe B into raptor-heaven, marking the first of our kills with Hammond's gun.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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The East Gate, our purple keycard from Hammond's office will open it and allow us to continue through the level. Not going to lie the second-half of this level isn't as fun as the town itself. This is where the game starts to feel more like a slog than a game, with large mostly-empty levels. The next level is fun though as we'll find out.

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What's worse than one T-Rex? Well, TWO T-Rexes of course! Hammond bred seven of these bad boys and these two comprise the second and third examples. The game actually only has six, so where's the seventh? He was supposed to show up in a cut-level, so unfortunately we can't encounter all seven. ;(((

The green guy there is supposed to be a male, while the orange rex is a female. They're also programmed to fight between each other to the death.

Dinosaur infighting is a bit complicated, and I think I wasn't quite accurate when I mentioned this before. Each dinosaur 'species' is on it's own team, and I can only presume each color or T-Rex is also on their own team. Raptor tribes are also on their own unique team each. But despite this they will not actually infight unless a special tag is used to denote it as an 'animal'.

Basically their AI is designed to attack 'living things' and so there's not much point to denoting carnivores as 'living things' because usually they only ever show up in a single form (Tribe A, or B, or C, or a Rex and so on), but when multiple varities of dinosaur pop up, the devs sometimes gave them the 'living thing' tag so they would infight for the player's amusement. This is exceedingly rare though.

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Looks like the male won this battle, although I've seen the female win just as often because they have identical stats.

Kinda sad when the rexes die in this game, none of them are really 'supposed' to die because their HP pools are so comically inflated that you need to empty multiple guns into their heads to put them down. These big critters have been living on the island for many years without dying and Anne's misadventures can cause the death of at least two of them, maybe even three of em.

Weird fun-fact, when around T-Rexes your jump-key can be held down to bunny hop really fast, I don't think this has ever been mentioned before but a friend of mine pointed it out and it surprised me. NORMALLY you have to mash the jump key to bunny hop, so the developers gave the players a way to 'sprint' away from rexes.

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Hammond's hand-cannon claims a second life, he ambushed me by appearing behind that rock there. Trespasser's enemy spawns are simple in concept but work so well. If you've played the game multiple times they appear somewhat...Predictable though.

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Third raptor was saved by some SPAS-12 rounds by an invisible wall but Hammond's gun puts it down. We only have three rounds of it remaining. The game has a lot of annoying invisible walls, sometimes placed in open areas. You get used to it but they can impede movement and cause you to drop your gun as your weapons collide with them.

The gun placement I should note is always pretty damned good, remember this game was in 1998, it was competing with a lot of shooters that just put random guns and ammo on the floor without any indication on WHY the ammo/guns are there. Half-Life 1 usually had decent ammo positions but many didn't.

In Trespasser you find guns in gun-cabinets (presumably for the safety of the staff), and near the bones of dead hunters/staff who didn't make it off the island. The only other place you'll find firearms are in locations you could believe guns could be laying around after a dinosaur island disaster, living quarters, warehouses, machinery, etc. All presumably used to be in the hands of people who didn't have a fortunate end.

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Three Tribe B raptors ambush us in the forest but a recently acquired hunting rifle puts them down with two shots each. These 'triple raptor attacks!' are kind of like mini-boss rushes, unless you've played multiple times they're actually really hard to win. I don't think the game ever throws more than three enemies at you at once, the game engine really couldn't handle any more. With the new patches and hardware I think it can handle up to six, but vanilla Trespasser never has that number of enemies in one place.

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Two more raptors domed by Hammond's gun, those six rounds can clear a fair chunk of the raptors for the second half of the level but it cannot clear all of them. We're going to go gangsta mode with it's last bullet.

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We pulled a lever to open a door in a dam, and entered said door to find a skeleton. This is a Mr Greenwood, who in the cut dialogue from Hammond was allegedly trying to recover Ingen's lost data for personal profit. He was wounded and crawled in here for safety, dying from his wounds shortly after. He has 2 Mac10's of which we'll nab one, and a flask that we sadly cannot drink from.

He was a former Green Beret and a friend of Hammond's Son in Law. I believe in a cut level Anne was able to steal data in a similar way, which would make her, in her own (cut) words. "A very wealthy woman".

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The dam in question. One out of five intended for the island, only this one was actually built. I don't know what water it was supposed to contain because the area behind the dam is completely empty and there's no rivers ingame. I'm sure there would've been a lot more water if the hardware and tech of the time was capable of it.

And see that big ghostly peak in the distance? That's the end of the game. You can shockingly see the end of the game from the very first level, which I just find neat. The game chronologically takes place over about six to eight hours, Anne's adventure isn't as big as it would seem.

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Going up some stairs, over the dam and up a road we drive-by the final raptor of the level. The last Tribe A raptors in the game are in the Town, from now on it's B's and worse...
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Some large wooden doors is the ending of this level, but the developers never froze them in place so you can shoot or throw something at them to make this happen, revealing the vast plains of...Nothinginess behind them. XD Next level is about as much of a puzzle as the town was, see you there.
 
Level 5: The Lab New

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Level 5: The Lab starts us with a hunting rifle and desert eagle nearby, moving forwards by ten meters we see a triceratops and a green (male) rex fighting. So this guy is the fourth rex spotted so far.
The triceratops is way WAY weaker than a rex so he stands no chance, all we can do is run past the rex.

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Escaping the rex we find a locked gate, a bus, a keypad and a code! The bus had a silenced MP5 inside and a nearby crate had a VP70, I threw guns over the gate because we need to get into there anyways. Here's the fun part, that code of 1018 isn't correct.
Why? Because we have to remember it's written there for the bus driver, who is looking at a mirror, so the real code is 8101!

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I could speedrun this level but I'm going to do it 'properly' for you guys, besides it's more fun that way. First step, grab that white keycard and open this ingen hut.

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Oh right lmao, there's only a Mac 10 in there and the white keycard is kinda pointless...Oops. Well lets grab the gun and continue!

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We shoot some bars on a window after shooting a raptor with our hunting rifle and hop inside it has a yellow keycard in the bathroom and a silenced MP5 hidden behind those boxes. We're going to need every gun possible for a fun purpose.

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This keycard opens another building which we need to explore, this level has a lot of keycard stuff and not too much combat. I actually kinda like the less action-based levels, the puzzles are dead simple but enjoyable.

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Upstairs we find a whiteboard with "Card is in the Atlantic". Now remember we're in the pacific ocean, so this whiteboard initially seems silly until you paid attention earlier in the level and saw that some shipping containers have "Atlantic" written on them. So THAT'S where it is...There's another keycard hidden after some box puzzles but we're not going to be doing that lmao. Apparently this alternative keycard doesn't work either.

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While systematically collecting almost every weapon on the coast we spot a similar ship to the one the protagonists used in The Lost World. It has a drum mag Norinco which we'll need.

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Now you understand why I needed all those weapons, our target, a female Rex, has eaten a stegosaurus! And we are not going to tolerate that, now are we? They ARE killable but we're going to use up most of those guns in the process...Eughhhhh. X_X

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Actually managed to kill it without using too much ammo, had to use two benelli shotguns, a SPAS-12, a silenced MP5 and an entire AK with stick magazine to put it down, all aimed at the head.

That means we can keep a Callico and a drum mag AK for the rest of the mission!
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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With the murderer of "Stego the Stegosaurus" dealt with, we find the enigmatic "Atlantic" container. How do we get up there? Well see that little mobile-home thingy to the left? We can push it over and then climb up with some platforming to enter the container from above to grab the card.

This area is home to one of the few (only? I am not sure if any other respawn) raptors who respawns after you leave the area. He's not a threat by himself.

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Green keycard secured we exit the harbor area and are going to be headed towards a lab complex. We're taking a Calico, a drum mag Norinco and a silenced MP5 with us.

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Heading up a lonesome road, a damned triceratops kills a tribe B raptor by itself. This isn't too common but the Trike can deal out significant amounts of damage randomly.
I never really shoot any of the herbivores, they're too derpy and harmless to be shot at.

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The laboratory and main administrative buildings, 'where the real magic of the park happened'. These buildings would be much more frightening if raptors could get inside, buttttttt what we're left with is some simple puzzles and keycard/keypad stuff.

The strategy guide says there should be a keycard hidden in the parking lot to skip most of it, but this isn't true, for whatever reason the puzzles here was altered for the final release. This issue actually happens A LOT in the game, differences between the 'strategy guide' release they were given, and the one we got.

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All the doors are locked so we have to climb a box to rip that window shutter off with our BEAR HANDS. Anne is a one-woman one-armed wrecking ball.

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Searching inside we find the keycard we need, which should open some doors. Most rooms in this game are very empty, an obvious limitation of the engine and hardware of the time. I think the developers wanted a LOT more detail, as in Half Life 2 levels of clutter, but they quickly figured out how impossible that was going to be.

They could've just made most of the doors 'locked' without real rooms behind them, but they chose to model every room of every building. Crudely.

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Upstairs the 'raptor egg hatcheries' are quite neato, they're just big steel bins I suppose? Hammond uhh, spared some expense.

I get the feeling that without supervision, this room had a bunch of very angry very hungry raptor hatchlings which escaped.

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Surprisingly realistic emergency eye wash and showers, this game is shockingly detailed at times and at others...Well...Look at the 'raptor bins'. If the team making this game was transported to 2020 and given a hearty budget, they would blow basically every game on the market out of the water I swear.

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Jumping on a platform/ceiling thingy from the raptor-bin room we walk and jump over a fallen airconditioning unit to get on the roof of another building. You can just go in a window but this way gives you a special sekrit room.

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Going down the skylight hole we enter a room barred with some chairs blocking the doors, allowing exit but stopping intruders from entering. It almost looks like someone was holed up in here for safety but they got eaten. The M14 on the ground might be evidence of this.

I now realize I don't even NEED all these guns because there's one more raptor left in the level and we're dealing with him in a special way.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Hammond's admin-building office has a number, lets remember this for later.

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And his toilet was guarding the red keycard that we also need. I swear that's two toilet-keycards in this level, who made this level? XD

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Red Keycard opens the final building, simple enough. These keycard 'easter egg hunts' are kinda fun to be honest, I just wish dinosaurs could get inside the buildings to scare you.

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Mmmmm a keypad...That number we grabbed before should work but I have a better idea!

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Upstairs we find some nightmare fuel, someone lived on this island for 83 days before perishing. I wonder who this was? I don't think the game ever reveals it, even in cut content.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Further into the building a pretty cool room is found, Nedry's office! Nedry is the big fat guy from Jurassic park who basically programmed all the systems, in the books and film he's treated kinda shit, being one of the few people who can actually pull off the impossible that Hammond demands, without being paid his due salary.

He owned a medieval mace for some reason, which is the best melee weapon in the game, and he really loves Kandar. Hammond mentions he must've left a back-door somewhere in the systems, something about the hobbits or something like that. Now wait a minute Kandar...

Kandar on a numberpad is 526327! The same code from Hammond's office!

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The keypad opened the door, revealing a huge security door that requires us to scan a hand...Well OUR hand shouldn't work because we never worked at Jurassic Park. Okay I'll explain, there was supposed to be a complicated puzzle to get into this door involving capacitors/fuses or something, but it was canned due to the game being rushed and because it was too complicated. Now you can just scan the keycard and it opens.

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Inside is a behemoth of a supercomputer, a Cray X-MP to be precise. Site B is powered by three of these bad boys, with each of them having approximately the processing power of half an Xbox (original) console. Not bad for the year it was made though of course.
This combined output of computing would make Site-B the largest processing centre in most of the world.

And we have to start this thing up somehow.

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It's a simple process, pull a lever to start the boot cycle, and smash buttons in the order of Red Orange, Yellow, Blue, Indigo, Violet...Yes the fucking rainbow. We get told we need to go to the mountaintop facility as the local broadcast tower is down.

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A raptor who allegedly has been trapped in these dinosaur holding pens for several years is the final enemy of this level, we're going to go medieval on his ass with the mace.

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A single crack to the head and he goes down, that blood splatter though goddamn...

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A small platforming puzzle later and the door to the next level is before us. See you in the next level, "Ascent Part 1"!
 
Level 6: The Ascent Part 1 New

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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Oh boy my fun has immediately dropped as we enter level 6: Ascent Part 1. This was supposed to be joined to the next level (part 2) but it was just too big for the game to handle in 1998. Maybe nowadays it could run it with ease, but it really screws the pacing of the end of the game. These levels just go onnnnnnnn and onnnnnnnnn with little more than shooting raptors.

But on the bright side our starting weapons is a shotgun, revolver and the one-of-a-kind TOXIC RIFLE! This is the rifle used in The Lost World, loaded with 'instant kill' venom from a sea snail. It's the only weapon in the game that can kill a Rex by itself. We're going to carry it through the whole level for an obvious purpose. ;D

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An Albertosaurus stands in our way, our shotgun is expended to put it down. We really didn't NEED to shoot it, but they're something different to shoot at compared to raptors.

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Three headshots from the revolver puts a Tribe B down, we're down to three bullets, uh oh...But a nearby M14 gives us 20 more rounds to work with.

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Four more raptors swarm us and we're forced to use up a desert eagle and some M14 rounds, we pick up another Desert Eagle to carry with us though.

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Somehow we're back at the coast, the ocean looks nice but we aren't taking a swim, so lets keep going.

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Another stegosaurus saved from pesky raptors, I think this is the last friendly dinosaur in the entire game. From now on it's carnivores only. Sad because I wish more of these guys were present.

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My nightmare has finally arrived as a Tribe C raptor appears, these guys are smaller than the Tribe B's but are tougher, faster, meaner and are what we'll be facing for the rest of the levels. They actually are so bullet-spongey to the point of making the game feel more like a chore, you can empty a revolver into the limbs of these guys without them dying.

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Albertosaurus vs G3 rifle, guess who wins? This is probably my favorite gun in the game, shame it only appears a couple of times.

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Ancient 'mayan' ruins...On an island in the middle of nowhere lmao. Those 'walls' will fall on you if you step on those pressure-plates. These traps are easy to avoid but can surprise you if it's your first playthrough.

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Braving some wall-traps and some big indiana-jones style 'watch out for the large rolling stone object' traps we make it to the top safely.
 

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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More weird mayan-ruins with booby traps. The physics involved is actually really neato for the time the game was made, it's a shame the developers couldn't make any more interesting traps or devices involving the physics engine for the player to avoid or exploit.
I sense some of these mayan ruins was designed when the game was supposed to be more survival-horror than action-adventure, but it's just a hunch.

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Our target of the level, the Alpha T-Rex. This is the biggest, baddest most mean Rex in the game, and the final one we'll encounter. Time to put that toxic rifle to good use! Three headshots is needed to put this bad boy down.

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And the king of kings is down! Ironically this guy is a bit less dangerous than the regular rexes because he's taller. Which means his mouth can't really reach you as effectively. He's also a bit more ponderous due to his mass, he needs to lay off the cheeseburgers.

So that means we have managed to kill a grand total of...2 Rexes! With a third killed by another rex. That's 50% of the rexes in the game dead.

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Jumping over some mayan ruins stone square...Thingies? Pillars? We will be in Ascent Part 2! Which is a totally fun mission! *Nervous laughter*
 

DarthOne

☦️
I’m a sucker for ancient ruins. I blame Indiana Jones movies.

And given the location of Isla Nubar, I’d say the Mayan ruins are at least somewhat plausible.
 
Level 7: The Ascent Part 2 New

ThatZenoGuy

Zealous Evolutionary Nano Organism
Comrade
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The Ascent Part 2 starts us without weapons and looking at a Tribe C raptor charging right at us. GREAT! This is the worst start in the game by far... X_X

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You have to keep moving around Tribe C's because they're so tenacious, staying still for too long is a sure way of dying. This one somehow crushed himself on that nearby rock pillar. I think they're traps of some kind because on contact I was insta-killed by one of those walls. Ancient Mayan magic I tell you!

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Another one of those damned rock-climbing 'puzzles' like from the earlier missions...The devs got particularly lazy with both parts of Ascent.

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Two more Tribe C's attack us, two handguns are needed to put them down with accurate hits. They're so much more agile than the derpy A's and B's.

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This damned bridge killed me at least one time, jumping on thin/small objects is a nightmare thanks to Cube-Footed Anne's locomotion.

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A couple shotguns in a mayan ruin and a big mountain-side road with a bunch of Tribe C raptors in 'frozen' state. This part of the level is a bit more fun but still a bit of a chore. I liked the keypad puzzles more. When Trespasser loses human-made constructions it really drops in quality.

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We make some jumps over some rocks, there's small 'ditches' under the rocks that originally would've had 'kill boxes' to simulate a failed jump killing the character. But they were moved under the ground so they are harmless.

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A hidden area with 6 Mac 10's. We're already loaded with 2 Norincos and a Desert eagle so we don't need them. In any case it's a nightmare to get up there with how boxes work ingame.

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Another damned bridge to jump over! These cliffside areas are actually not too dangerous because the raptors tend to jump off the edge by accident. Also somehow we're expected to believe that people and CARS would drive up this rickety old mountain road!? To get to work!?

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Two see-saw puzzles are also something Ingen staff had to deal with every day!? These are easy to get past with an accurate rock throw.
 

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