Trespasser Walkthrough From 1997! – Part Five – Town

Time for my favourite part!! TOWN!.

Situations which have been planned but not designed yet will be marked with an asterisk: *


After Anne has made her way south out the end of the Industrial Jungle Valley, she will come out into a large bowl in the terrain, and run up against a 3 meter tall concrete wall, stretching for tens of meters in each direction. This is part of the wall InGen built to protect their town of Burroughs, which is just on the other side, and Anne needs to get inside to see if she can find a radio to call for rescue.

Anne will have a variety of options to enter the town, so that the player can apply their mind creatively to the problem rather than being forced to do a specific task to get inside.

*Break in one: the gate

Beside the main northern gate of the town is a smaller security entrance. This consists of a door in the face of the wall. Back in Industrial Jungle, Anne found this word scrawled on the inside of a sun visor in one of the wrecked hunter vehicles (or possibly on something much closer to the actual gate): BIgLIE. The curious capitalization should be a clue – if Anne inverts the letters, they resemble a series of numbers: 317618, the code to the gate door. However, this only gets Anne inside the security lock, a small room in the interior of the wall. The inner door has a button beside it, but when Anne presses it, the outer door closes behind her, but a warning buzzer sounds, and the inner door doesn’t open. Another button of the same type reopens the outer door if Anne wants to leave, but she can try to proceed by fixing the door-opening mechanism. One possible puzzle to do this might involve opening an access panel, seeing that a fuse is burnt out, and trying to find a suitable arrangement of the remaining fuses – there will be a variety of fuses with different ratings in amps (current) and the important slots will show what rating they desire, but the player will be short of fuses with exactly that rating, and will have to find an arrangement where each important slot gets a fuse of slightly higher rating (lower is no good, because it will burn out before the door has a chance to function, and we should find a way to either communicate this to the player ahead of time or give them extra chances).

*Break in two: the sewage pipe

If Anne has no idea what the gate code is or is stumped by the fuse puzzle, she can explore around the wall. A fair bit to the east, the ground dips down around the base of the wall, and Anne sees a large culvert. It is blocked by a grating, however. If Anne inspects it more closely, though, she will see that the grating is partially broken, and moves just a bit, and she should expect to be able to break it further if she can find a way to apply enough force to it. Partially concealed in some undergrowth beside the culvert, Anne will find a length of pipe. The pipe can be wedged tightly into a certain part of the grating – in other parts it will move around too freely. However, Anne can still not break the grating. She now has a lever sticking out of a culvert, at the bottom of too relatively steep slopes – if she looks around some more, she will find (a tree/a boulder?) at the top of one of the sides of the ditch, in just about the perfect orientation to be (knocked over/rolled) on top of the projecting lever. When this is done, enough force will be exerted to pop the grating free of the culvert, and Anne can proceed inside. In order to avoid building too much ‘underground’ stuff, the culvert will terminate on the other side of the wall somewhere behind the security building in an open-topped cistern where the town’s other sewer pipes meet to empty through the culvert. These are all too small for Anne to crawl through, so instead she must find some way up to the top of the well. This could either involve stepping on projections along the inside of the well face, or the gathering up of objects like logs and boulders from outside the walls to make a climbable stack inside the well.

*Break in three: climbing the wall

If Anne goes west instead of east from the gate, she will round the corner of the town wall, and eventually come upon a dead tree leaning near the town wall. It should be fairly well-concealed by the surrounding trees, because this is one of the easiest ways to enter the town. Anne can bring down the tree by rolling another log against it, or jumping on it (it is already leaning enough that she should be able to get on part of it. At any rate, it will fall over, and its top will come to rest on the top of the wall, making a nice climbable ramp for Anne to use.

Once on top of the wall, all is not as easy as it seems, however. The top of the wall has an unjumpable barrier of (barbed wire/fencing/something renderable) along the center of its top, and Anne is on the wrong side. Other debris along the wall also makes her progress in either direction somewhat limited. Eventually, she will find a way to get to the other side of the wire, perhaps by pushing debris around on top of the wall, and then she only has to jump down to ground level (from which she won’t be able to return to the top of the wall, thus trapping her in the town as in all the other entry puzzles).

*The town sequence

All the following entries describe the town’s individual locations. Anne will have to visit most of the locations in order to get out of the town. Here’s a sample overview of a set of tasks for Anne: break into school using board from foundation worksite to wedge roundabout, stack boxes from same place or general store on wedged roundabout. Get key to town hall in school office. In town hall, search attic for generator part. Also find security building passcard in priest’s room. Find key to generator building in worker’s barracks? Management house? Use generator part to start emergency generator in generator building. Bring barrels from gas station to make “staircase” to hole in roof of Muldoon’s bungalow. In Muldoon’s bungalow find security computer passcode (also can be derived from inside security building?). In security building, open Wu’s gate. In Wu’s house, get key to Hammond’s front door. In general store get stepladder. Use stepladder to enter Hammond’s grounds, or pry fence boards using pipe from foundation area. In Hammond’s house, find Hammond’s computer password in library, get East Gate override password from computer, open East Gate, leave town.

*Raptors in town square

Near the center of town, Anne will be assaulted by several raptors. They will come out from between buildings, from almost all directions. The ensuing fight/chase should be as close as possible to the town raptor fight in The Lost World. (These raptors, being excellent jumpers, jump over the town wall somewhere where it is just barely possible for them to make the jump, but not for humans – we probably won’t model this area, unless we decide to actually have them enter from all the way outside of town while the player is exploring the area – perhaps she can even do something like collapse a tower against that part of the wall to block their entry.)


A classic Western-style bar, with tables and chairs, bottles and a long bar, and stairs leading to the second floor. The town’s bar is a western-style saloon, compete with swinging doors. Inside, there’s a variety of round tables and chairs, a long bar, and the classic staircase and balcony. The staircase leads up to the second floor walkway, which has a railing along one side, and a series of doors into the Burroughs’ only guest rooms (well, at least that’s what they told me they were for). Unlike almost every other building in the town, the Saloon is very easy to get into – just walk on in. One of the guest room’s shutters are broken off, too, and its window, glass broken out, opens onto the balcony, allowing entrance to many dinos
urs. A raptor will leap down the staircase as soon as Anne enters, and she will have to defend herself by clever use of the objects inside the bar as obstacles and weaponry. Soon, more raptors will enter the front door, to complicate matters further. What ensues is a classic barroom brawl- expect to overturn the table, throw the chairs around, and jump behind the bar, if you hope to get out of here intact!

In the film, the café had its front window completely smashed when a raptor jumped through it. It is a once-tasteful little restaurant, now very overgrown and eerie. Not much happens in here, but Anne can find a useful baseball bat behind the counter to fend off the constant raptor attacks in the town. The café has two rooms: a small dining room, checkerboard floor, with a glass-fronted (broken of course) counter on top of which sits a cash register, and some round café-style tables and associated chairs; and the kitchen, which has a grille, oven, and stove, along with a large refigerator and many shelves for the storage of bulk ingredients and other café supplies. The front window is smashed, leaves and dirt have blown around inside, maybe even a bush growing up through cracks in the floor. Surreal. The owner kept a baseball bat behind a counter.

There are many vacant lots in the town, and a few of them were under construction when Hammond was forced to abandon the island. One lot in particular, near the town square on Central St, had already had its foundation poured. There was still a large hole around the foundation, but successive storms and years of weather have smoothed out a lot of the loose dirt so that there is now basically only a hollow around the base of the poured concrete. These jungle houses don’t have basements, but there is about a .75m depth space within the foundation. They had put in most of the floor joists before work ceased, but many of them have rotted away and fallen down since, so the gap is crossed by only a few potentially unstable pieces. There will be other piece of concrete near the center of the structure, where the water heater would sit. If we chose to have a puzzle here, there could be something interesting sitting there, and Anne needs to find a way to get out there, constantly dealing with breaking beams.

*Hole in Ground
Another construction site wasn’t even as far along, and all that is left is a deep hole in the ground. The rainfall has caused its dirt sides to collapse and smooth out a fair amount, so Anne can easily walk in and out of at least three sides of the hole. We could put something interesting down at the bottom, and have a raptor run out from somewhere nearby and attempt to jump down into the hole on Anne, or just make it eye and foot candy.

*Helipad: just a strong metal platform built of girders (now rusting), with stairs leading up to it. From the pad itself you can jump (if you are daring) onto the roof of the building (worker barracks? Security building/operations center?), next door.

The Burroughs school was set up to accommodate the education of a small number of children all the way through high school if necessary – though Hammond had a policy of moving families with older children to other facilities if they weren’t project critical. Like everything else on the island, the school is locked, but Anne can find a broken window which is up out of reach at the back of the school. She can make a ramp to the window from the roundabout in the school yard, but first she has to do something to the roundabout to make it stop turning, such as putting a stick through the hand holds and wedging the other end against an immoveable piece of playground equipment. The window opens on the infirmary. There is also a lunch room, with two cafeteria tables, a non-functional refrigerator, and little else (note there is no kitchen for this school – children brought their own lunches); three classrooms – one for grades K-3, one for 4-6 , and a third for whatever older kids might be on the island, each is a similar size, decorated in a manner appropriate to that class along with one or two little physics-based toys or ‘science projects’ for Anne to play with, but otherwise mostly bare of desks and chairs which were partially shipped away when the island was abandoned; and finally, there is a teacher’s office, infirmary, and janitor’s closet.

The school holds the key (perhaps even a literal key) to entering the town hall. It is the only ‘official’ building besides the town hall itself and the school administrator was expected to be able to open the town hall when Hammond wasn’t around. (Maybe we could hint at this with a sign on the town hall to guide the player towards the school). Like everything around here, getting the key out of the teacher’s office isn’t that simple, as the office is locked. Anne can find a master key in the janitor’s closet, but everything has fallen off the shelves in the closet, and the key is in a heap of janitorial supplies on the floor.

The infirmary is a tiny room with an exam table and a locked cabinet which can be busted open. It could have a tranquilizer pistol, dinosaur pheromone bomb, or otherwise semi-medical item for Anne to get as a bonus for thorough exploration.

Behind the school, beyond its playground, is a field (big enough for a baseball diamond, and football/soccer field, as well as a basketball court (with a hand-painted scoreboard that reads “BC: CS:”). If we get sphere physics, we can have a few balls either sheltered in some place where the weather wouldn’t have totally destroyed them, or inside the school, for Anne to find and play with. A baseball pitching machine and a bat might be fun, too.

*Gas station
There are two parts of the Burroughs gas station: an office with a small employee restroom, a counter, and a rack of aftermarket accessories like anti-theft devices and windshield wipers, along with a few chairs for waiting customers; and a garage where there is a car-lift that can raise and lower via a button, a stack of horizontally-laid oil barrels held in place by a small wedge (kick it out, and the whole pile falls down), and some shelves and tables with a few remaining car parts which were too worn out and filthy to take along during the evacuation.

*Generator Building
The tall, narrow building which featured prominently in The Lost World. The plans for the set refer to it as the “kiln” but it didn’t look like any kiln in the movie. This is where the town’s power transformers and emergency generator are housed. Anne may have to start the backup generator in order to get enough power for the more key security systems to operate (if we go with that particular puzzle).

*General store
Scattered with miscellaneous objects, although it seems that looters went through here at one time and grabbed the most valuable items. Crates, canisters of pesticide, a rake, a ladder, a Christmas-tree holder, a sledge hammer, etc. remain. There is a trap door in the ceiling just inside the store – if Anne notices it, and can figure out a way to pull it down, she will find that it is a foldable staircase, which she can use to get into the attic of the store. The attic is an unfinished space which goes right up under the eaves of the roof. A few boxes are scattered about here, including a photo album (just a big framed photo or two?) with someone’s marriage pictures, and a gun or some other powerup. (If you get up to the second floor, a trap causes an allosaur to peer through the window?)

*Technician bungalows
Several technician bungalows, small two-room structures (kitchen/bedroom and separate bath), fill up space around the town. Most are closed, some are open but mostly empty inside. These will be non puzzle-critical structures in which the player may find useful tools and weapons or some props to flesh out the background. One bungalow was Muldoon’s, which looks the same as the others except for his name on a plaque on the door.

*Management houses
Similary to the technician bungalows, there are a few slightly larger one-story houses for InGen management. They consist of a living room, a master bedroom, a smaller bedroom, a bathroom, and a kitchen/dining room. One of these may have a useful item.

*Worker barracks — ugly prefab dorm-size and -style building. It’s one story tall, and consists of several sleeping rooms with maybe six bunk beds per room, so that the different shifts could go in and out without disturbing each other. There is a large communal bathroom at one end of the building, with a maintenance closet nearby.

Operations Center (neé Security Building)
The Operations Center dominates the end of Wells St. This is the building which Vince Vaughan’s character entered in The Lost World to find a radio and call for pick up, and is also the same building which in the blueprint for the town sketch is called the lab. In our game it is not so weirdly excessive on the outside, but it does have the glass front with columns, because that’s what people saw in the movie. The glass won’t be translucent. If we end up with breakable glass, we’ll have it be a big wall of opaquely filthed but breakable glass, otherwise it’ll be pre-broken like all other glass.

Unfortunately for Anne, the radio used in the movie is now broken – that darn Earth Firster probably sabotaged it. Some systems in this building are either running on backup solar cells and batteries or perhaps can be powered from the town’s backup generator (see Generator Building), and the security systems on a few of the more critical buildings are still being run from here. Anne will need to break into the building, and unlock the gate to Wu’s house, and possibly turn off an alarm or something on the town hall. Additionally, this would be a good place to have a computer hacking puzzle, either to accomplish the above tasks or to get some password needed elsewhere.

*Church/town hall

Ever-practical Hammond built only one very large building in town, which would serve alternately as the church and the town hall. Hammond, or at least his lawyers, decided to keep it non-denominational, so even though it has a very New England Protestant look on the outside, on the inside it will be free of any specific religious imagery. The stained glass windows, if we leave them unbroken, are patterned with abstract geometry and flowers or other relatively innocent images of that sort.

The front half of the town hall consists of a large, high-ceilinged meeting room. The ceiling has a moulded design on it – this will need some forthcoming photoreference, no doubt. All the furniture in the meeting room is moveable, so that the room could be easily rearranged for town meetings, worship, school plays, choral recitals, raptor fights, etc. There is a podium/pulpit against the far end of the room, and several backless benches – there used to be more benches, but InGen’s workers removed them during the evacuation in the name of framerate.

The second level is open – a low wooden railing keeps people from plunging to their death on the floor of the meeting room. A pipe organ sits up there, used during some services and for plays and the like. The other half of the second level is a closed-off storage room, which is probably locked but break-intoable, like all things.

The rear half of the first level contains an open space, and two enclosed rooms. One, on the wall on the other side of where the podium stands, is the ‘priest’s room’ where all the religious goodies are kept, along with a couple filing cabinets and a computer for town records. The other, larger room, taking up most of the rear half of the first level, is the town infirmary. This is a larger version of the infirmary in the school, for larger patients. It has a bed, an exam table, an operating table with neato surgical equipment around and above it, a counter with drawers and a broken-glass-front drug cabinet above, and some other miscellaneous medical gear. A locked steel gun cabinet also holds a tranquilizer rifle and one of those more traditional permanent-tranquilization type weapons. There is a door from the infirmary directly to the outside, so that the doctor can admit patients even during services and meetings.

A staircase in a rear corner connects the first and second levels.

*Wu’s house
Wu’s house should be a one-level split ranch, rather large compared to all the other houses. It has (or had, before the hurricane broke the windows) an austere and organized appearance. Wu didn’t go in for much decoration beyond furniture and stereo equipment. The player will need to find a key to his desk in his office. Within this desk is a copy of the key to Hammond’s house, or something else critical in the completion of Hammond’s place. Due to the lack of props, Wu’s house is a real good place for a raptor ambush – I’m thinking specifically of the scene in Alone in the Dark 1 where the weird dog-chicken monster leaps through a window at you while you’re searching a bedroom – in this case, there’s a very large window on the master bedroom, which could be boarded up or something, and the raptor will leap smash through it. It should be pretty interesting to deal with a single raptor in the confines of a house. Anne probably won’t be carrying a weapon while she’s in Wu’s house, either, assuming that it is safe, and there will be a shortage of improvised clubs.

The rooms in Wu’s house are as follows: the garage, which may still have Wu’s car in it, has assorted other garagey stuff in it. It serves as Anne’s entry point to the house: she can open the garage door in some way, whereas the front and back doors of the house are well locked. Once inside the garage, the door into the back hall is easy to open in some way – probably by breaking it in, because breaking is fun.

The back hall is a little place for people coming out of the garage to wipe their feet and take off their coats. It opens into the living room, a huge area, high ceilinged (because this is the lower level of the split ranch) where Wu kept his couch and entertainment center (we probably won’t have the couch here, since it would need to be a flexible object). The entertainment center still dominates the wall of the room on the garage side, though. To the rear of the living room area, between the kitchen and back hall, is a logically-separate space where Wu kept his dining table. There are small windows on the garage-side of the wall, above the height of the garage roof (obviously!).

Short, three-step stairs lead up from the dining room area into the kitchen, and from the center of the living room into the central hallway.

The kitchen has the usual fancy, modern built-in appliances, including an oversized stainless-steel front refrigerator.

The central hallway has doors to the kitchen, the master bedroom, and the guest bedroom. Each bedroom has a bathroom attached to it. Wu was using the guest bedroom as his study (guess he didn’t have very many guests), so it has a desk and a computer, and maybe only a bedframe stored in the closet. (The bedroom closets would be an excellent place to use our sliding magnet type, and so should have sliding doors.) The master bedroom has Wu’s bedframe, with no mattresses, and a bureau. The large window here was broken and hastily boarded over just before the island was abandoned, but the boards weren’t attached very well, and there are also gaps in them – this is where the raptor will enter to get at Anne.

*Hammond’s house
Hammond’s house is a two-story (if at all possible) Victorian-styled mansion. It looms above the village on the top of a small hill. Getting into Hammond’s house should involve a series of relatively complicated steps, and that is only the beginning. Once inside, the player needs to look through all of Hammond’s junk, and try to figure out what is a useful clue and what is just a gewgaw, knick knack, or doodad. (Incidentally, we will have at least one of each of the latter…)

Hammond’s house is surrounded by a high wooden fence. It has no fancy electronic security system, but it is rather frustratingly locked. Breaking down the gate is an option, but it will probably be difficult to bring enough force to bear on it, unless the player perhaps leads a raptor into it. However, part way around the fence, there will be a hollow in the ground under the fence, and several loose boards in the fence. Anne can grab the bottoms of these boards and snap them free, creating an opening which she can proceed through while crouched.

(Search Hammond’s trash – way to open door?)

Entering Hammond’s house could consist of using a key found at Wu’s house, or perhaps making a stack of boxes to climb up to the roof of the front porch, where there are plenty of broken windows.

Within Hammond’s house, the highlights include a large table-size model of the entire island, with little miniatures of some of the important sites like the geothermal plant, harbor, and lab.

Hammond’s library has a lot of books, but the works of Jules Verne are most prominently displayed, including a poster-sized reproduction of a 1920s cover of (which one?). Also present are Burrough’s Tarzan books and Land that Time Forgot books, and dictionaries and stuff (depending on how detailed we can get with book spine textures).

At any rate, the Verne books are the key to figuring Hammond’s computer password. Hammond’s house will have a couple very 7th-Guestian puzzles in it, like this one, and the decoration and perhaps even interior architecture of the house should vaguely ring some bells with anyone familiar with that game. If there was ever an excuse to have these sorts of puzzles in the real world, a weird old rich geezer like Hammond is it.

*Getting out
Once the player has gotten Hammond’s emergency override code, they can leave via the eastern gate. Because the town is in security lockdown mode, the gate will close behind Anne when she leaves, and sadly the controls on the outside are broken.

*Getting to the Plains
Once outside the town, the player finds herself on the North Road, which leads through to the laboratory facilities eventually. This road ascends a steep ridge almost immediately, but whatever cut-rate engineer Hammond hired to build this road managed instead to create a convenient run-off sluice for the rainy season. What used to be a nice, gently-sloped road has washed out down its entire length, becoming a series of ledges connected by streambeds, completely unclimbable. (alternate solution: the road has a bridge to allow passage up a cliff, but the bridge is wrecked).

Anne will have to find some other way to get to the plains, so she sets out in the only direction available: east towards the sea.

Cliffside puzzle
After paralleling the ridge for a few hundred meters, Anne comes across some cliffs at the seaside, where the ridge runs out. Anne must proceed around the end of the cliff , hopping down from tiny ledge to tiny ledge, all the while 12 meters above the rocky coast. Once she has completed this section, by making one last drop, further than she can jump back up, she has entered the plains area.

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