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

Intro
  • ThatZenoGuy

    Zealous Evolutionary Nano Organism
    Comrade
    Temporarily Banned
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    Making this thread for a fun AAR/runthrough of the game Trespasser. It'll also serve somewhat as a prototype for a later project I'd like to do. But the most important part is I hope it entertains and informs people of the obscure and absolutely janky yet adorable game.
    Posts for the first level "The Beach" will unfold soon!
     
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    Level 1: The Beach
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    After a planecrash we awake on a mysterious island, seeing a wooden door floating, some fun ripple effects that were quite impressive for the time, and a shrunken down airplane tail that absolutely could not have been from our large plane.

    Welcome to Trespasser, the 1998 game that semi-inspired Half-Life 2.

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    Turning around and looking into the nearby shrubs and trees we hear birds chirping in the distance. We're alone on this island and nobody else survived the planecrash.

    We are playing as Anne, voiced by Minnie Driver, and one of our arms broke in the planecrash, so we're one-arming this whole game. Fortunately she's eerily strong as we'll find out soon enough.

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    See that loveheart tattoo on Anne's copious 'tracts of land'? That's our healthbar, it'll fill up when we're hurt and this game actually features a regenerative health mechanic. Neat!

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    If there's one thing you learn while playing Trespasser, it's that the movement system feels really strange. Not particularly terrible but it's a skill to master. Anne is technically a big cube that rolls around using inverse kinematics and there's no sprint function. Smashing Q to jump around does speed you up however.

    So going up a hill and jumping up some rocks, we come across an interesting sight, the 'jungle gym'. A series of obstacles and items to pick up and play around with. It's really just a tutorial area you can skip if you want to. So that's what we're going to do! Nothing too fun here anyways. Well maybe just one thing...

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    Anne shows off her superhuman abilities as she trivially one-arms a huge steel girder like it was nothing. If she had two arms the game would be far too easy. The real reason she only has one arm is because programming two into the game was just not going to work, it already requires a keyboard and mouse for ONE arm, two would require a human to have four arms to operate. Most fans just say she injured the other in the crash.

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    Using our breasts we smash a wooden door down. Yeah so another thing about this game, it doesn't really have much friction calculations. Every item in the game is 'frozen' in place until touched, where it'll endlessly slide off other objects until it falls to the ground, which is the only way for items to 'stop'. There's also sort-of no real physics shapes other than cubes or rectangular prisms, so you'll notice every item's physics-box is...A box!

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    We finally find some firepower in the form of some revolvers, a desert eagle, and a SPAS-12 shotgun (called the Bell Shotgun ingame for some reason). Now you might have noticed this game doesn't have a hud, so we get told how much ammo we have by Anne's inner monologue instead. She'll remind us the guns feel 'half full' or 'about ten' or however much the gun has.
    There's also no crosshair, so we have to actually aim these bad boys manually and line the sights up.

    As far as I can tell the guns don't have spread, so as long as you're on target, you'll hit. But good luck getting on target without practice. And yes, you can hold the gun 'gangsta style' or shoot yourself.

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    Anne shows off more of her superhuman strength, using a shotgun one-handed to shoot an aggressive wooden box. Her words on the matter? "So THAT'S what that feels like!"

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    After dealing with the box, we come across an ominous sign. We...Might not be on a very safe island. Good thing we grabbed those guns then!
    Anne hears John Hammond's memoirs in her mind as she recollects them. She read his book a while back and they actually got Richard Attenborough to read a script. He does a great job at it too. A lot of people think that it's literally Hammond speaking to Anne psychically or something, but its just her inner monologue.

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    We come across the most basic box-puzzle ever invented...Just shoot the boxes and use them as a surface to walk on. But we hear a roar in the distance, a loud bellowing roar. That can't be good, right?...
     
    Level 2: Jungle Road
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    We start the next level, without any firearms!? Yeah this game takes away your weapons after each level, it's cheeky but it is what it is. Fortunately they tend to give you a gun of some sort at the start of each level to make up for it. In this case, a desert eagle. You can kill at least 2 Tribe A raptors with your 8 shots if you're good.

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    There's a damned raptor in the distance, that lil orange smudge in the middle of the screen. Trespasser usually plays by the rules but sometimes it likes to spawn enemies at the start of missions, fortunately their agro-range isn't very big so you can comfortably watch them from a distance.

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    Another handgun in a mysterious 'gun cabinet' that you'll find across the island. You might be asking yourself why there's no doors on the cabinet. Same reason why there's generally not many doors in general. Physics bugs. Anything that CAN move, is liable to freaking out and busting off it's hinges into some sort of murder-door, or just crashing the game.

    Many items were removed from other items ingame, mostly doors, car hoods and other small interacting things. Even raptors sometimes 'compress' or even 'explode' when shot at or killed. But these are generally much more rare with the modern patches for the game.

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    We meet one of the few friends we'll ever have on this island, a Stegosaurus! These gentle giants just wander around harmlessly. You can kill them if you want to, but it's best to just give them some headpats and continue on your way. Sometimes they'll actually kill a raptor or two, but anything bigger is guaranteed to kill them.

    The island has quite a lonely feel to it, and these guys genuinely can brighten up your island exploring adventures.

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    After putting another raptor down, Anne wonders how she could possibly get those boxes down from up there...
    Yeah the puzzles in this game are never really challenging, its only the janky physics that could ever make it time consuming.

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    We find an army helmet and a new gun! The Ruger Redhawk. This baby can put a Tribe A raptor down with a single headshot. We can also put the army helmet on our head, but it doesn't actually do anything. It is a sign however that maybe just maybe you're likely to be eaten by raptors on Site B.

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    Passing the puzzle, killing another raptor and going down a hill we find a genuine InGen Standard Safari Vehicle (spared no expense!) Down from this car is a hidden rifle that we will find useful for the adventure.

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    Going down the intended path some more we come across another variety of friend, the Triceratops. These gentle giants are just as stupid as the Stegosaurs, but with worse textures. He's under attack by two raptors so I reckon we should save him, as he doesn't mean anyone any harm.

    So how do raptors actually do damage? Well every carnivore in the game has a 'strip', an invisible rectangle in their mouths that causes damage on contact. When they open their mouth this strip is exposed and you can be hurt. If their mouth is closed you (in theory) should not take damage. This does mean a raptor on the ground with it's mouth bugged to stay open can gnaw your (nonexistent) legs off accidentally though.

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    Friend has been saved, repeat, friend has been saved! All within a single Desert Eagle's magazine too! Not shabby for someone who hasn't played this game in a while.

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    Backing up we see...A house? An old plantation house of some sort! It must be over a hundred years old or something! Lets check it out! There's no way we could find modern firearms in there though, haha that'd be silly.
     
    Level 3: Industrial Jungle
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    The oddly named 'industrial jungle' begins and we start off next to an M14, which I suppose makes up for the fact we lost the M14 found in the last mission due to level transferring. I wonder why the developers took away the weapons between levels? One thing you notice is every level starts where the last level ends, and the end of the previous level is recreated crudely so you feel the continuity.

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    Two shots from our new weapon puts a Tribe A raptor down with trivial ease, notice his legs are a little bit...Messed up? Yeah that just sometimes happens, oh well.

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    Anne amusingly replies to Hammond's memoirs in her brain, and we find another Ingen vehicle. Maybe there's another weapon up there? Lets check it out!

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    A .357 revolver, not ideal but it'll put at least one raptor down. The raptors in this game range from realistically durable to dino-crisis-esque levels of bullet sponge, we're going to need a lot more firepower soon.

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    A bit further on and after killing another raptor we stumble across an anomaly, a friendly raptor? This silly fellow just wanders around and sniffs you sometimes, but he minds his own business. Remember what I said about hunger and anger? Well this game was supposed to have a super complicated emotions system for the dinosaurs, which fell flat because often their emotions would contradict one another and they'd end up being an indecisive mess of an animal. So the developers just increased all carnivorous dinosaurs to maximum hunger and anger. Anger causes aggression to the player, and hunger causes aggression to herbivores as far as I am aware of.

    Some raptors escaped this tuning of their emotions system so they're generally passive unless you attack them, which spikes their anger and thus makes them aggressive. I think there's only 2 or 3 of these oddities in the game and they're fun to play with and pet.

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    Anne bravely tames the beast by petting it. Which makes amusing 'meat slapping' noises. The game has surprisingly good soundwork, stuff generally sounds as it should, and it has an advanced (for the time) sound randomization feature so the same sound played over and over actually sounds a little bit different each time.

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    Further up and after killing another Tribe A raptor we find an old Ingen truck with a G3 rifle in the back, this baby is just as good as the M14, and is quite rare on the island. The game really rewards exploration with fancy weapons and more encounters.

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    Annnnnnnnnd immediately we're given a Mac 10 submachinegun and a desert eagle. We can only carry three weapons at a time so we're kinda overloaded. Lets take with us the M14, the G3 and the Mac 10.

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    Now it makes sense why we're given so many guns, say hello to the first Tribe B raptor of the game. These guys are bigger, faster, tougher and nastier. And more red. Their actual coloration is basically stolen from some old dinosaur book and they look lovely.
    Raptors of different tribes were supposed to attack one another, but cutting corners to get the game released means they're all on the same team now, if you see multiple raptors of different tribes, shoot them all.

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    A car over a raptor, who is suspiciously programmed to stand under the shadow of said car, what if we were to shoot the car...
     
    Level 4: The Town
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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.
     
    Level 5: The Lab
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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!
     
    Level 6: The Ascent Part 1
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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.
     
    Level 7: The Ascent Part 2
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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.
     
    Level 8: The Summit
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    Thanks to the level "Pine Valley" and it's geothermal plant being cut, we're led to believe this small wind farm installation powered the park. The buildings up here are demonstrably cleaner and nicer than most, indicating they weren't stripped of their parts in the evacuation because they were too isolated. Immediately Tribe C raptors pursue us and we're forced to grab any weapon we can.

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    All the damned doors are locked from the inside and we have no keycards...Hmmm...
    I wonder if the solution is to jump over some placed objects like 90% of the game!

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    Oh who am I kidding? Of course that's the solution. XD Jumping up here we find a catwalk of sorts we can use to get into the radio building which conveniently has an opening on the roof!

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    Smashing the emergency beacon some helpful United States airforce people tell us to stay put. We actually need to go up to the peak of the mountain, staying here won't win us the game. Although I wish there was an alternative ending where waiting here for half an hour would auto-win the game.
     
    Bonus: Weapon discussion
  • Going to add some more to this thread because I think the weapons should be discussed. I'll be using pictures from IMFDB if only because they're perfectly functional.

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    .357 magnum
    Found all over the island, the gun is probably the worst gun in the game. Works just fine on Tribe A's, but against B's and C's it isn't ideal because it only holds 6 rounds. I think in context of the game it's actually loaded in .38 special instead, which is why it's underpowered.
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    Desert Eagle
    Way better than the .357 in basically every way. Has 8 rounds, more damage and a high rate of fire. Not the best 'belt holster' weapon but its not the worst. They're pretty common too, and it makes a lot of sense that they're on the island because contrary to most video games, it's a sporting-use weapon not a sidearm for soldiers.

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    Ruger Redhawk
    One of the sidearms I like a lot, I think it one hit KO's Tribe A's with headshots, but it needs more for Tribe B and C. Only holds 6 rounds but it's easy to aim and hits like a truck. One thing you notice with some weapons is that their 'total damage' doesn't change from other weapons, I think with 2 extra shots the Desert Eagle matches this thing's potential damage, but being able to 1 hit KO makes it feel better.

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    VP70
    Fucking worthless, I shouldn't even be writing about it. It shows up like three times in the game and I'd rather a .357 magnum for any scenario. Because of a programming issue Anne will say "About empty" when it runs out of ammo, fooling you into holding onto it instead of throwing it at your foe.

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    Beretta 93R
    So rare ingame I don't think I actually used it in my AAR? I've used it before in the game, but it's just a VP70 with 2 extra bullets. Still worthless.

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    Lindstradt tranq pistol
    These guns aren't terrible, but they don't kill raptors. In a normal playthrough I might've used one or two, but for the AAR I just went full-lethal. They would be way more useful if some levels had way less firearms, forcing you to use tranqs.

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    Hammond's revolver
    As my AAR showed, this gun is a complete beast, six rounds of 1 hit headshot, even to Tribe B's. A little hard to aim with it because the sights aren't great, but if you fire at point blank its hard to miss. Just a shame it only shows up once...

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    Calico
    Probably the best 'belt slot' item in the game, it holds 100 rounds of piss-weak damage but that means you can stunlock raptors to death. Very rare though and usually only in hidden areas. I think I found two or three of them in the whole game? Now that I think about it, the number of a lot of items are about 2-3...

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    MP5 (silenced and normal)
    Great gun, big magazine capacity of 40 rounds lets you 'tap fire' raptors to death with accurate shots. Don't go full auto with this weapon unless you have to. The silenced version is just plain worse than the regular sort, but not TOOOO much worse. Good 'belt slot' weapon and you should never squander one of these as they'll take out a lot of raptors. I think it's supposed to have a vertical front-grip but it was removed before release for optimization reasons and because Anne never uses two hands anyways.

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    MAC-10
    Super high rate of fire, not very high damage, and inaccurate unless fired in controlled bursts. Probably better than any of the 'single shot' handguns, but not the best belt-slot weapon. You really want to aim for headshots with this weapon or you'll waste it's potential.
     
    Build 103 to Retail weapon damage changes
  • Documenting this because I find it interesting, but weapons VERY close to the game's release had quite different stat values, at least damage-wise. For context Build 116 is the game that was released, so Build 103 is very, very close. By this point even the "Pine Valley" level was cut despite being 95% complete.
    First value is damage in Build 103, second value is from Build 116.

    PS&W686(revolver): 20, 18
    Redhawk(revolver): 27.5, 25 (Build 103 has half the recoil too)
    Desert Eagle: 22.5, 20 (again nearly half recoil)
    VP70(Burstfire Pistol: 30, 15 (almost completely useless in retail)
    Beretta93R(Burstfire): 32.5, 15 (and less recoil in retail compared to 103)
    SPAS12 shotgun: 40, 30 (103 has 2x damage multiplier too, and less recoil)
    Benelli shotgun: 37.5, 30 (103 has faster firerate too)
    HK91 Rifle: 35, 20 (103 has 8 round magazine compared to retail's 20 round magazine, and has less 'push' force on targets)
    Browning Hunting Rifle: 32.5, 25 (way higher ROF in 103)
    M14 rifle: 37.5, 20
    Mac-10 SMG: 8, 8 (103 has way higher push-force, recoil, but less range)
    MP5(nonSilenced): 10, 12 (103 has more push, only 40 ammo compared to retail's 60, 50% more recoil and half the range)
    MP5(Silenced): 10, 9 (same changes as for non-silenced but both have the same 150 range and same 180 push)
    Calico submachinegun: 12.5, 5 (no other changes, but it's so nerfed!)
    AK47(Drum Mag): 15, 15 (Build 103 has almost half the recoil)
    AK47(Stick Mag): 15, 15 (Same as above, half the recoil for Build 103)

    So a bunch of interesting changes, namely rifles and shotguns were heavily nerfed when they rebalanced them for retail. MP5's got weaker because they got less ammo, calico SUPER nerfed, burst-fire guns super nerfed, and handguns a little nerfed.

    I feel this is the case because they tried 'actionizing' the game, adding more guns to levels and making more focus on shooting raptors a lot.
     
    Trespassing 2: Electric Boogaloo (Zeno's Build 120 Patch)
  • Well, gonna do another run, this time with my mod so I can show off some of the changes I made to the game. Obviously I can't show off audio or anything like that, but there's a lot of visual changes that are obvious and can be captioned!

    Will be starting "Trespassing 2: Electric Boogaloo" soon!(tm)
     
    Trespassing 2: The Beach
  • Welcome back to Isla Sorna! I've wanted to do a sort of 'playthrough' to demonstrate the various changes my mod makes to the game, unfortunately due to a picture-only format I can only do so-much. But hey I reckon it'll be enjoyable none the less.

    Anne, yet again, has crashed onto the beloved island and finds that it has changed since the last time she was there...

    The Beach! Not a lot of changes to this level aside from a bunch of changed/added/moved voicelines. I mean you can check the patchnotes on ModDB, they're pretty long but nothing too fancy.

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    Anne wakes up on the island and notices something immediately, was the plane-wheel always there?...Well okay technically this belongs in the Jungle Road with the rest of the plane parts, but because that level got changed during development and the tail moved to The Beach, the wheel can go there too!

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    Hmmm, secret hidden gun? Okay this isn't even a change I made, there is a gun hidden up there in vanilla, but I made it a bit more obvious because who's going to assume secret gun on crate at the start of the level? Should be a Desert Eagle too.

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    That doesn't look like a Desert Eagle to me! Yeah I replaced it with a Mac-10 because this level is a pushover anyways and I think secrets should be rewarding. Plus a line of new dialogue! Anne isn't aware of what island she's on yet.
    VA5: Dear Diary. Plane has crashed on deserted island. Will die a lonely death. Well, I gotta go. Anne.
    Yeah so most voicelines ingame are "VA"(Voice Anne) and "VH"(Voice Hammond). A few different ones though in there like "ANNEDINOKILL" and such.

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    Another dimensional anomaly, these scaffolds absolutely weren't here before! I am certain of it!...Maybe an inspired modder ripped them out of an earlier version of the game and put them back into the game? ;D These things were a bit of a pain in the ass to set up with proper values and such.

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    That bin and 'prybar' (it's a stick of rebar I think) weren't there either! Another blast from the past, brought into the game.

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    Whoah, the Ingen Construction Site sign is no longer blocking the road foolishly and plants aren't underground or hovering above the ground!? What wizardry is this! Anne is shocked by the area looking more tidy and presentable. Compare it to the same sign on Page 1 of this thread for comparison.

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    The "Brachiosaurus Pond" is re-added, for some odd reason it just likes to not-exist and I have no clue why. But, it is now back, for good. And what an incredible smell!

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    Suspicious Desert Eagle placed between three rocks, so alluring, so desired, so...Much of a possible trap!

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    And trap indeed it is, Mister Starting-Level-Raptor comes out to ambush us, but he's a trivial enemy to fight.

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    Couple hits and he is down. Anne was supposed to have non-scripted dialogue here and there when she kills raptors and does other actions. But this non-scripted behavior was never added to the game which sort of sucks.

    So I added some of the non-scripted dialogue to scripted enemy kills. Mostly the first of any particular species you see, or 'boss' enemies. "But Zeno, the game only has one boss!" you may say. Yeah I added a couple more...
     
    Trespassing 2: Jungle Road
  • This level has quite a few changes, namely structural additions that offer alternative paths. Trespasser initially was supposed to be more 'open' and less linear. Some of this remains in vanilla, but sadly Jungle Road had an entire alternative route cut! And I restored it!

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    Anne calls Hammond a 'weird psycho old guy' in cut dialogue, really a lot of her characterization was lost due to voice-line cuts...But hey, isn't that gun supposed to be a Desert Eagle!? Yes it is supposed to be one of those!

    But part of my mod's balance system was differentiating 'Ingen guns', 'Hunter guns' and 'Merc guns'. Hammond probably didn't want his low-wage staff running around with top of the line firepower so some of the fancier guns have been replaced, conversely some of the shittier-guns have been replaced with nicer ones where it makes sense.

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    A huge dinosaur tooth, probably from a T-Rex. This is mentioned in the strategy guide as being an effective melee weapon. In vanilla Trespasser it's a TERRIBLE weapon on account of not actually existing in the level as it was cut. But here it is, restored, and tweaked into quite an effective melee weapon indeed!

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    Anne guts a raptor like a fish using the tooth, it's a little unpredictable but these Tribe A raptors are pushovers so it usually 1 hit KO's them with a good hit to the head.
    VA20: I was a freshman when they had the first rumors. We watched it on the TV news in the common room, drinking cocoa from the kitchen. I said it would be nothing – just another cold fusion.
    Another sadly cut line, remember that Anne like most people saw all of this stuff on the news, few probably believed it possible that dinosaurs could be brought back via cloning.

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    One of the alternative-paths I added to this level, the 'scenic triceratops plateau view'. In vanilla Trespasser there's this big area with a Triceratops on a hill, but you can't get up there! I added this alternative 'peaceful' path that can be used to bypass quite a bit of the level, if you want. You do miss out on some dialogue but oh well.

    Just walk through the bushes and up a hill and you're there!

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    Anne cuts another raptor up with the tooth, and contrary to some information, the dinosaurs aren't really dangerous when they're dead, mouth open or not.

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    Anne smashes open a small shed, shocked there's no dinosaurs inside. Yeah this line was cut and I have no clue what it was actually supposed to be used for, it IS supposed to play at this rough-location but it seems there was intended to be a larger structure here.
    VA24: No dinosaurs in here. I guess this was just construction – the real facility could be miles away.

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    A cool thing that was sadly cut from the game, something of a foreshadowing for the mayan ruins stuff later in the game, and maybe a bit of mysticism going on. This spooky mayan stone-head is perfectly aimed at a crashed Ingen jeep, as if he somehow caused it...He saw what happened...Didn't he?
    VA34: You saw what happened, didn't you?

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    Anne demonstrates her dinosaur knowledge by barely remembering the name of one of the most popular dinosaurs of all time. Another sadly cut piece of Anne's characterization that the game sorely needed more of...
    VA45: Tri-triceratops, right? They don't know their names.


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    Hammond helpfully explains to us what this building actually is, although technically speaking it doesn't belong here. The "Plantation House" belonged in the cut level..."Plantation House"! But hey it's here now until I fix up the Plantation House level so it's staying, reee!
    VH81: A failed coffee plantation of the 1860's. Fields were marked out by stone walls. To the west, the ruins of the plantation house still stand.

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    Anne appreciates the tasteful design of the Plantation House, it's a nice looking building. I'm sure in the 1860's this would've been quite comfy to live in. Hell I wouldn't mind a place with this style today!
    VA65: Beautiful. Spanish colonial.
     
    Trespassing 2: Industrial Jungle
  • Quite a lot of changes to this level, plus heaps of dialogue alterations/additions that sadly I can't show in entirety! But one of the most important changes was moving SO MANY plants from under the terrain, making many areas look much more 'lush' and beautiful, for a 1998 game at least!

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    First thing Anne notices is the M14, while looking identical, is now fully automatic! She doesn't know much about guns so she has no clue how to set it back to semi-automatic. Oops? Fire carefully or the viscous recoil will make shots near impossible to make.

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    Two raptors attack us instead of the regular single raptor! And Hammond isn't messing around with that quote, three Cray X-MP supercomputers would be an unheard of level of processing power at the time. And roughly that'd translate to the processing power of...*Checks notes*
    A single original Xbox console? Huh....

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    Thanks to some altered level geometry, you can now reach the 'upper' areas near the trees and such in a couple of places. In vanilla there's a couple guns up there which you could never reach. Now you can reach em! If you go out of your way to explore. I think rewarding exploration is a good thing to do, players like being rewarded for going above and beyond.

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    There's a lot more flowers, small plants, and general flora that are visible now. I think the changes improve the looks of this usually-ugly looking level.

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    VA76: They're probably out drinking right now. Anne? Anne who?
    This line, in vanilla, is found on the beach but according to the script it should show up in this level, in the swamps. Oh wait the swamps were cut early in development and was replaced by "T-Rex Valley"...Well okay fine I'll stick it here then! Anne is getting grumpy because her buddies are drinking like all 1998 Americans loved to do.

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    Anne highly disapproves of getting wet, dirty, and muddy. This SUCKS! Cool sort of scripted trigger I did here. There's three spheres that roughly match the shape of the pond. Entering any of them makes her say the line, but only once.

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    Raptors now actually fight each other! Okay technically there's like...One or two places they did this in vanilla but now ANY time they show up they can do it. Really that just equates to a couple more fun encounters, but enjoy em when they show up.
    VA129: That black crest – some kind of species variant. DNA from a different period, or another continent.
    Anne mentions how this raptor, the first "Tribe B" we see, looks different. Of course she doesn't know much about how dinosaurs work so her assumptions are a little flawed.

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    A wooden ramp? That's not supposed to be there...Hmmm...Well it lets us get up that slope to walk across the bunch of palm-trees that criss-cross the valley! Yep, that was in earlier versions of the game, sadly removed! So yet another alternative path has been opened up for player enjoyment.

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    Annnnnnnnnd of course there's a skeleton with a gun up there...This isn't my fault, there's SUPPOSED to be one up there.

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    Well shit, the T-Rex!
    VA52: Oh no. Nothing's that big.
    VA53: She's beautiful.
    Firstly Anne, there's an even bigger T-Rex in the game, and secondly that one is a MALE! Pfft, come on, it's like you don't even know the sexual dimorphism of extinct giant theropods!
     
    Trespassing 2: The Town
  • A doozy incoming! This level had HEAPS of changes, which makes sense because it had HEAPS of changes during development. The town was meant to be larger, and lead into another level called "Plains", where Anne would've had to find out a way to progress via collecting batteries and other electronics to open doors. The huge dam in this level also belonged to Plains.

    What's neato about this level is that one of the locked-off gates actually makes geographic sense, it leads to the Plantation House level. Yes, if not for a landslide, Anne could've skipped an entire level by going straight to the Town from Plantation House.

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    First thing we find different is the 'airlock armory' is more organized, the guns being nicely laid out, and there's a bit more firepower here than usual. The SPAS-12 is classified as an "Ingen" gun under my mod's rules, so it's pretty common where Ingen stuff is found.

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    What is this? PHYSICAL sidepaths? In vanilla they're ugly blurry ground textures! But in older versions of the game they were represented by actual physical models. I re-added them and they work just fine. Trespasser has oddly crisp texturework for the most part, but the actually-quite-nice ground textures render all blurry and messed up due to some engine related issue. Nobody seems to know how to fix it.

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    The "Edgar Rice Burroughs" courtyard has some nice big shrubs and flowers re-added, giving it a more natural flair.

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    The Church's front door is actually locked either for evacuation or closing-time reasons, use the rear entrance!

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    The Church! Okay so there's a big hole in the floor which can be explained in a couple of ways.
    1: It's supposed to be a raptor-nest, with eggs/babyraptors in the hole, being guarded by parents.
    2: A palm-tree is supposed to have burst out of the ground over time and made a hole in the roof too.
    The first one is apparently the original idea, but the developers put a palm tree through the holes for promotional stuff so I did that option as it always made more sense to me. In vanilla there is nothing explaining these holes.

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    A bunch of wooden bedframes re-added from an older version of the game, making the houses feel a little less empty.

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    The Saloon tables no longer float a foot off the ground, and the bar's swinging door and shelves have been re-added! Woo! But now is not the time for a drink, there's raptors about.

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    A bunch of Tranquilizer guns are in this level but they're mostly useless because who wants to be rewarded with a non-lethal gun for exploring? So now the 'real' guns are spread about the map, and the tranquilizers have been moved to the InGeneral store. My rationalization for this is that they were in the process of being re-filled when the evacuation was called and there wasn't time to grab them all.
    VH149: American-made tranquilizer darts. The effect changes with the target's body mass, temperament, and mood. I believe the phrase is, "Results may vary."
    Cut line that was supposed to have played when you did something with a tranq gun.

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    So this line normally plays at a hyper-specific streetlight which most players missed. So I moved it to...The Generator building! Where ELSE should it be!?
    VA101: How did they get their electricity? They must have had a generator.

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    A bunch of oil barrels, a control-system for the car-jack, and some shelves re-added! No the controls don't work, and besides the place is out of power so why would a hydraulic jack be active?
     
    Trespassing 2: Pine Valley
  • Pine Valley! Such a mystery of a level that eluded the Trespasser community for over a decade! We all knew it existed, there was evidence of such. But it wasn't until beta versions of the game was leaked/shared that we actually got an unfinished example of the level, which proved some theories correct, some theories incorrect, and generally everybody had a fun time.

    Well, except despite being 95% complete, basically nobody bothered fixing the damned thing up properly, reeeee! Well hey, I fixed it up to the standards of my mod, and I think I did a damn fine job at it. Playing through it again showed me a few bugs I have to fix, but nothing major.

    The largest changes is the raptor layout, I used the 'build 96' beta version of this level as a basis and it was...Basically not populated with many dinosaurs. Nowhere close to 'vanilla' levels at all. So I had to sprinkle in a bunch here and there, make some fun events, and be creative about things. Plus I had to fix up some puzzles real badly...Annnnnnnnnd also factor in the level's dialogue and such! A shame this level was cut, I find it pretty fun. It's not the best level, but it's FAR from the worst.

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    Anne starts at a surprisingly familiar start, it looks like the start of The Lab! In fact, it basically IS! This whole fucking level basically got super-condensed into the first minute of The Lab lmao, but I'll explain that near the end of this level...
    Desert Eagle and Hunting Rifle starting weapons. Grab them both and head on down a big hill.

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    Hilariously this level makes Trespasser chug a little bit, I think it's the number of plants and trees in such a wide open area. Still acceptable framerate but you feel it slow down when you look at the open area. There's some raptors going down the hill, but I'm not really going to take pictures of combat encounters, they don't really work in picture format!

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    The power lines go to The Town, from some place in particular...I wonder where this is taking us?

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    Some sort of power plant? 250 meters away? Okay I know for a fact this sign is lying, it's a lot further than 250 meters! Yeah these signs are a little inaccurate, oh well...

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    VA147: The great white hunter.
    Anne's snark is without limit as she taunts this skeleton. He obviously didn't make it. It looks like something big stomped his motorbike flat too. Guy had two SMG's so at least in death he helps us.

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    This is officially where we get two paths to follow. Go into the forest to explore, or continue the road...
     
    Trespassing 2: The Lab
  • This level has quite a few changes, namely balance ones which I won't go into detail about. Namely weapons are located more logically, there's a lot more raptors (this level has the most amount of guns, but basically no raptors!).

    But there's also a few 'fixes', and even a whole new puzzle based on cut content!

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    Well the starting supply crate looks different, where's the Desert Eagle? Yeah there's way too many of those, so I replaced it with a revolver. Plus the cabinet isn't hovering a foot off the ground too.

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    Waddling past the triceratops vs rex 'fight' at the start of this level, we make it to the Harbor Gate. Normally you're safe here, despite there being two whole weapons here! So now two raptors ambush you, because there's this neat little area I can hide them in quite well. Between the hunting rifle, revolver, VP70 and hidden MP5 in the bus, you should not struggle anyways.

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    Anne is QUITE certain the keycard to this building was weirdly located on the floor right under the keypad. Hehe, I hid it on the map somewhere! Go and find it! Who knows what could be inside now!

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    Normally there's a hidden Beretta 93r up here, but I replaced it with a silenced Mac-10 because it's such an obscure hidden weapon location. If you find this gun, you deserve it!

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    Okay so this is an interesting voiceline.
    VA181: It's like a scene from the end of the world…
    The proper Anne script for the game reads this:
    Anne181: A broken-down building, with a raptor in front of it
    Anne181a
    It's like a scene from the end of the world…

    Now in vanilla she says it randomly when entering one of the warehouses, which...Is not where the line belongs. So I moved it to a big 'line' trigger which usually fires when you're looking at the wrecked buildings, fitting the script nicely.

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    Entering the building which has the yellow keycard, there's now a skeleton to explain the building's broken window-bars, hidden gun and keycard. Poor fella. Getting close to him plays a cut line that was supposed to happen when attacked by raptors in the office building.

    VA174: When it happens, it could be like that. 3 seconds, and I'm gone. Any time.

    There's just way too many nonsensical gun locations in vanilla Trespasser and I did my best to either explain that they belonged to somebody who didn't make it, or were naturally parts of Ingen's arsenal.

    Either way we grab the yellow keycard, unlock the building, and throw the card to the ground. We'll enter the building later.

    PLYRayr.png

    RAPTORS INDOORS!? Yeah okay one of them got all fucked up due to the usual physics freakouts, the other is behind those crates menacingly staring at us. Anne also proudly yells and enjoys the echo it makes.

    So because this level had so few raptors, I made it so each of the two warehouses, when entered, spawns two raptors. Why spawn and not just have them around all the time? NPC limits...If I place so many raptors so close to each other, they won't work properly.
    VA173 Reverb B: I am Spartacus!

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    The other warehouse has two raptors as well, these areas were so large and FULL of guns. It honestly made this level rather boring. So I went ahead and rebalanced the level accordingly.

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    So there's this area of the map that basically nobody goes to, because there's NOTHING THERE in vanilla. However there was intended to be a small pond that was cut before release. I re-added the pond and gave it a couple of raptors who are enjoying the water. Lets check up on the Emily 'tugboat' and ocean!

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    Mmmm Anne remembers the piers hovering above the ground...And the water not being this close to shore...
    Yeah so while the water effects are terrible, in vanilla they lowered the waterline so much that the pier floats visibly above the ground/water. I think this looked even dumber so I just raised the waterline.
     
    Trespassing 2: Ascent Part 1
  • This level doesn't have too many changes, although there's an entire cut level-start that I never managed to add back in. I want to add it in someday, I have the skills but it will take time to manually add all the stuff into the level... X_X

    The main changes are weapon redistrubutions, some added skeletons, a little ingen worksite, and a better introduction of the Tribe C raptor!

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    Wait a minute, why are the raptor pens not behind us?...Yeah so I changed the start of the level because the raptor pens are actually several hundred meters away to the right (roughly). There's this huge cut level-start you're supposed to walk through, but I didn't get around to adding it.
    Soooooooooooooo Anne rode a motorbike the way here, it broke/ran out of fuel/she crashed it.
    Starting weapons are the same, we're going to hold onto that toxic-rifle till the end of course.

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    VH105: An ex-policeman from South Africa, a sort of soldier-of-fortune character.
    More cut dialogue of Hammond talking about the various hunters/employees of InGen.
    Anne seriously needs that M14 to get through the horde of Tribe B's who get in her way.

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    Added some bones to explain the existence of these two Desert Eagles. Plus made the guns themselves in a more natural position instead of them both being in the same exact pose.

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    Something I'm a little proud of, I added this "InGen" surveyor/worksite complex. A couple demountable buildings, a ute, and a small table where workers would relax at.
    Given that Hammond has the weird statues at his mansion I can only imagine he set aside some resources to researching the mayan ruins, that's what these guys were here for.

    The reason I added this was twofold:
    One, this level has basically no InGen presence which I find odd because it's so close to the DINOSAUR GESTATION LAB.
    Two, this area in particular is so boring and lifeless, it needed something, ANYTHING. And I think this is not only a vanilla-like location, but it's sensible too.

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    VH70: …cameras, and seismic instruments in yellow crates. They set them in the dust as the helicopter rose.
    This cut line technically belongs in Pine Valley, but that level doesn't really 'have' any of these crates. So I put it here, because researching the mayan ruins would require cameras, seismic instruments and such.

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    This poor bastard died smashing open the supply crate with a sledgehammer. This is something of a in-joke.
    In the vanilla level, there's a supply crate with a sledgehammer inside, a worthless tool and I have seen a LOT of players die when realizing the crate has nothing valuable inside.
    Sooooo I added a little setpiece of a person dying from this exact same supply crate!

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    VH106: Known as "The Maharajah" to his fellows, highly skilled but only works alone. He was meant to radio for pickup from the comm station.
    Technically not 'cut' dialogue because it's in the level, but it's underground so it never plays. It was supposed to play here according to the strategy guide and location on the map. There's supposed to be two shotguns, but I always find it dumb when corpses have two long-guns. So I replaced one of the shotguns with a VP70.

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    The hidden drum-mag AK is still where it usually is, now just with a couple bones.

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    What kind of homunculus is this??? God damned compressed-raptors!

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    Compressed or not, he kicks the shit out of a Tribe B raptor in a new setpiece. Two Tribe B's attack a Tribe C right past the drum-mag AK.

    The raptors themselves got a little bit of a rebalance, I didn't change any of their damage, health, or whatever. But their SCALE was changed.
    In vanilla, the physical scale of the raptors is as follows: Tribe A=Tribe C < Tribe B
    Which is nonsensical because Tribe C's are so damned tough, and why would you make the end-game enemies small and meek looking?
    Now it's Tribe A < B < C.
    Specifically Tribe C is now the size of vanilla's Tribe B raptors, with Tribe B now being in-between the size of vanilla's Tribe A and Tribe B.
    Originally I wanted to make Tribe C larger than vanilla's Tribe B, but I quickly realized that'd make them way too big, seriously the raptors in this game LOOK small, but Tribe B's are taller than a human already.
     
    Trespassing 2: Ascent Part 2
  • This level has mostly a bunch of dialogue changes which I can't show exactly, but I uncut a few things, added a thing of my own, and the usual weapon rebalances! Plus a fun mini-boss squad!

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    The start of the level is a bit different, Anne starts back a little more and there's a hunting-revolver near a skeleton. Normally you start right near a Tribe C with no weapon...It kinda sucks. Now you can either jump off the cliff to the left, or stand and fight.

    I should note in earlier versions of the game (or at least the strategy guide) a nondescript 'pistol' is supposed to be here, and in early versions of the game a calico submachinegun was here.

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    Down the hill where there used to be absolutely fuck-all, Anne now finds some more Mayan ruins stuff, a tranquilizer pistol, and a VP70 handgun. In vanilla there is an ingen-crate and a desert eagle. Now in older versions of the game the tranq pistol is here, so I sort of combined the two with a twist.

    In this area I think it makes little sense for there to be ingen SUPPLY CABINETS laying around, so all weapons are from corpses.

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    Up to the ruins above and there's a nifty AK47 and Ruger Redhawk. Both of these weapons are in vanilla, but the skeleton is new. The AK is nerfed in my mod a bit, which justifies the guns earlier in the level. Plus there's more enemies too!

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    Anne is very fucking certain there were no Albertosaurus in this level, the last one is suppose to be in Ascent part 1!
    Say hello to more cut content, this level is supposed to have not one, but TWO albertosaurus, but they were cut before release. The strategy guide even mentions them, suggesting using the tranq gun on them.

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    Anne appreciates some snazzy uncut rocks that make the jumping puzzle look a little more fun.

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    The second Albertosaurus! Somehow surviving a trio of Tribe C's, it looks like he has sort of stomped one of them flat looney-tunes style. He was shortly nummed by the other Tribe C once I put the flattened one out of it's misery.

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    A completely redundant but never-the-less un-cut pillar of stone blocks. Knock it over! Go ahead! It's only a PRICELESS ANCIENT MAYAN RUIN.

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    This isn't even a special image, it's simply the hardest and most player-killing 'bridge puzzle' in the game.

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    There's normally an ingen supply cabinet there with a VP70, but as I explained it makes so little sense to exist, so the cabinet was removed and the gun relocated to the start.

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    Moving on...A yellow crate? Wait a minute there better not be a secret vehicle around here...
     
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