ISLA SORNA MAP 3.0 - BY ZANDOR 11/2000

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GENERAL DATA

Title: Isla Sorna V3.0
Creator: Zandor - Rio de Janeiro - Brazil
Software used: Trespasser 1.16d , Trespasser Demo, Internet Explorer 5.0 and Corel Draw 8.

The Zip File contains: 
The PDF file - 4132 k
The Script - 28 k
This Readme - 24 k

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DESCRIPTION

This map reflects the playing field for Trespasser (Isla Sorna). It is supposed to help people play and enjoy Trespasser even more. It's completely free to use, copy, change, update, add things and distribute. The final map has become too big, because of the large area covered and the amount of objects and details. It presents: ALL Dinosaurs, ALL weapon locations, ALL vehicles, ALL buildings, the main path and geographic landmarks, ALL voice overs, ALL voice over trigger hotspots, and every important detail that take part in the adventure. Now the demo level is fully included, with its main path, dinos and everything. The main path of the Missing Level is also here. Please note: "Weapons" refer to fire arms only, not baseball bats, hammers, iron bars, rocks or any other objects that may hurt/kill the dinosaurs.

CAUTION: this map is a spoiler, which means that if you do not want to be given clues to finish the game, do not use it now!

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MAP PRECISION

When you type the cheat code "LOC", your screen displays some info about your position and where you're facing at. Some day I decided to take note of all this data and make a map with it. I played the game from begining to end, and wrote down every coordinate presented at waypoints, hotspots, buildings, dinosaurs and everything that was relevant. With this info in hand, I had to transpose it to a matrix. I entered all these numbers into Corel Draw. When position was 321.1,547.4,50.0 - I would place a dot at coordinates x=32,1 mm - y=54,7 mm. After entering all coordinates, I just had to connect the dots and watch Trespasser's main path being designed right in front of my eyes.

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ISLA SORNA'S CONTOUR - NORTH AND SOUTH - COMPASS

If you've played Trespasser, you must have seen a map at Hammond's office wall, in the city. That map is different from the The Lost World map. Game designers decided to build the island based on Cocos Island, south from Costa Rica, and just ignored the Lost World version. That's the map I used. I took a screenshot and traced the contour in Corel Draw. I decided to draw the map horizontaly, as shown at Hammond's house. It feels better for the players. 

The problem here is the north-south direction of the island. If you press the button that makes Hammond speak about the foundation (it's just below the map on the wall) you'll hear him say it would be built at the SOUTH beach. But in the map this beach is EAST. In the city, there's a map in the Operations Center that shows the NORTH gate, the EAST gate and the WEST gate. By looking at this map you'll notice that Main Street heads from north to south, begining at Hammond's house and ending at the Operations Center. Finally, as a point of reference, the Mountain Peak, the highest place in the whole island, is always north. If you try walking at main street in the city, you'll notice that the bearings at the LOC info don't change. They stay the same (1.0,0.0) all the way going to the north gate. So I discovered that the 4 coordinates are:

 1.0, 0.0 = NORTH
-1.0, 0.0 = SOUTH
 0.0,-1.0 = EAST
 0.0, 1.0 = WEST

With increments varying from 0.1 to .09. That means that each increment has a change of 5 degrees (45 divided by 9).

As I also draw a Playing Compass. Coordinates should be:

 0.0,-1.0 = NORTH
 0.0, 1,0 = SOUTH
-1.0, 0.0 = EAST
 1.0, 0.0 = WEST

It's exactly the same compass as the first one, but rotated 90 degrees CCW.

I also added a compass based on the real Cocos Island position. That should read 10 degrees clockwise in relation to the "Playing Compass".  I placed the names of the most important geographic landmarks from Cocos, as both islands look exactly the same. This is meant to help people relate to a specific place just by simply using its real name.

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COORDINATE DOTS INTO THE ISLAND CONTOUR

Knowing the direction of north and south, first I had to position the whole coordinates in a way that MAIN STREET would be horizontal (west-east) with Hammond's house to the west and Operations Center to the east. While I was placing the coordinates at Corel Draw, I was considering the 1st number to be axis X, and the second to be axis Y. Therefore, when I had finished, Main Street was in the oposite direction. So I rotated the whole thing 180 degrees. Then I had to position the coordinate dots inside the island, maintaining the proportion, distance and relative positions. So I made the dots match the contour in a certain way that all "beaches" would be placed in the external perimeter of the island. There are 4 places like this: the beach at the start, the little girl's beach (Cathy), the docks, and the sea at level 6. By fitting all this to the boundaries of the island, the map would be correct. And it worked!

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THE 3rd COORDINATE

It refers to the Z coordinate (vertical position), how high you are in relation to sea level. This is something strange that I found in this game. Sea level should be considered 0, though it seems to be 1.5 for most of the levels. But... at the begining of the game, sea level is 15!!!  We all know that the Atlantic and Pacific oceans are at different levels, but in the same island shore? Strange, he he he. Anyway, on a 2D map there's no need for this Z coordinate, but still this info was usefull to determine the average height of each place, and use normal cartography style to describe these different heights throughout the island. 

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SCALE - TRESPASSER MEASURE UNIT (TMU) EXPLAINED

First I have to say that in Trespasser's box they say the game covers an area of 15 sq Kms. Well, this island is not THAT big. It is actually 6 sq Kms large (something less). The actual Cocos Island is 28 sq Kms large. And still the game path doesn't cover the whole area of the island, except if you try to go off the path, or out of bounds. To have an idea of distances and heights at Trespasser, I had to find something, some object, with known dimensions. So I used stairs steps! 

At the end of level 1, there's a monorail station. When you are at ground level, the LOC info displays 43,3. After you go up the 15 steps, it displays 48,7. This means that in 15 steps, you moved 5,4 Trespasser Measure Units (TMU). But my approach was not perfect, mostly because Trespasser's designers weren't very interested in being coherent with dimensions. Each building has steps with different sizes. So I had to take an average dimension.

I measured steps from 6 different buildings, and these are the results:

RAIL STATION = 5,4 TMU
CHURCH = 4.7 TMU
OPERATIONS CENTER = 4,8
DAM = 4,1
PLANTATION HOUSE = 3,7
SUMMIT = 3,5
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AVERAGE = 4,4 TMU

These TMU values always refer to 15 steps, though you may find only 10 at Ops center (I made the calculations for 15). It's known that the technical architecture dimension for 15 steps (the distance to take from one floor to another) equals to 2,5 m.

So, If 2,5m = 4,4 TMU, then 1m = 1,76 TMU

Therefore, each 1,76 TMU you move ahead, you are actually moving 1 m. Now placing this in the map was something different. As I am considering 345,1 TMUs to be 34,5 mm in my map, 1,76 TMUs becomes 0,176 mm. As 0,176 mm is very very very small, I used 17,6 cm for every 1 Km of island. This is the main scale used in the map for distances and heights. I also included the scale for Cocos Island, just below Trespasser's scale. The Cocos scale was taken from real maps found on the web, by placing the image the same size as my drawing, then capturing the scale size information.

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THE DEMO LEVEL

If you look at your Trespasser folder, at your hard disk or CD, you'll find the file li_pv_0.tga. This is one of the images that are used whenever a new level is being loaded, but the area shown here is simply out of the game! It looks very similar to the pit that exists in the demo level, after you take that road behind the T-Rex. Remember that Hammond says in the game that they raised 7 T-Rexes, but you only find 6 of them in the game? [I mean in the normal game path, because lots of other dinos including T-Rexes can be found out of bounds, on the basement]. The 7th was probably the T-Rex found at demo level, that was removed from the retail version of Trespasser. The Demo Level was supposed to connect the dam area to the docks.

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THE MISSING LEVEL THEORY

Trespasser levels take into consideration a continuous path, that was created using a 3D model of the whole island. That's why it's possible to have a single large map, even though levels are loaded separately in the game. Levels are individual areas, but relate to each other in distance, position and proportion. And the coordinates in each level obey  to an universal rule throughout the island, everywhere you go, all the time. So, most of the levels respect this universal rule, and connect to each other. But not all of them!

Level 2 and level 3 do not connect, but they are actually consecutive, despite this being quite strange. We can say they are consecutive because: 

a) there's a dry river off the path just after the ending of level 2. If you take the coordinates for every point in this area, they'll match perfectly to the area at the begining of level 3. Generally, the off the path area just before and after each level shows trees, mountains and landscape that match the "real" trees, mountains and landscape of the preceding / following level. They do not have the same amount of details because they're just a representation of what you'll find next, and this view is made to be seen from a distance, as you shouldn't actually get there through normal game play (you can get there by using many of the off the path exits).

b) the direction you're facing at when you finish Level 2 is exactly  the same when you start Level 3.

But this is not true in the case of Level 5 and 6. When you finish the Lab Level, you see a ravine with trees on both sides, and this ravine doesn't exist when you start Level 6 - Ascent 1. The coordinates are very different, quite far away from where they should be, and finally, the direction you're facing at is completely different from the one starting Level 6. I have a theory that there should be a level between the Lab and Ascent 1 - there's plenty of room to have one there. If you go off the path in level 6, and go around to the begining of it, where the Raptor paddock is, you'll see a large forest in a valley that was probably the ending of the missing level. All I did was to take note of the very last coordinate on the Lab level, go off the path on Level 6, find this coordinate, and start climbing the mountain (this is the "real ascent level", as you can notice that Ascent 1 actually starts DOWNWARDS). You climb up all the way, and then go left entering the valley, where you find the paddock, and after that, Level 6 begins. Maybe Trespasser was supposed to have 10 levels, instead of only 8. We all know that production was rushed up a little bit...

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FINAL CONSIDERATIONS

This map is big! The earlier version was a bitmap, but that required the resolution to be set at a reasonable level, so that details could be seen clearly. That's why I now decided to make it PDF, so that people can zoom in and out without losing detail, pan from side to side, and print. Again there are zoomed areas for the CITY and SUMMIT, as they are too small and full of objects and details. 

I hope this map will be useful.

Enjoy,
Zandor.


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VERSION PROGRESS:

06.18.99 - Version 0.0 - Hehehe, the postman leaves the Trespasser package at my mail box! 48 hours later, I finish the game...

08.09.99 - Version 1.0 - I decided to take note of the coordinates. Hours, hours, hours...

08.12.99 - Version 1.1 - I enter the data from the whole game into Corel Draw. The path now exists, and it's cool to see how it goes around.

08.13.99 - Version 1.2 - I develop the 1st Trespasser Compass, with its directions.

08.14.99 - Version 1.3 - Saturday, I'm watching The Lost World, and remember that there's a scene where Isla Sorna's map appears (on a PC monitor). So I take a picture from the tv screen, and trace the contour at Corel Draw. Now the map coordinates are into position. I also calculate the Trespasser Measure Unit, and build a grid for easy locating using the map.

08.16.99 - Version 1.4 - I put colors in the map, and convert it to JPG to see if its data will be visible after compression. I also print it at A2 size (quite large) to correct details.

08.21.99 - Version 1.5 - I divide the drawing in layers, so that details are easily edited. I post a message at IngenNet, announcing the map, if people are interested.

08.28.99 - Version 2.0 - Everything changed! I decided that the map contour would not be the one from the movie. If the game developers have designed a new map, I'll use it. So now, I take a screenshot from the game, and trace the new contour. Then I place the coordinates in the map, so that beaches fit. Done. Place colors and all the data that was used in the old map and can be used here are transposed. I also included the mountains elevations, taken from the 3rd digit of LOC Code, dividing areas by color.

08.29.99 - Version 2.1 - Added demo level coordinates.

08.29.99 - Version 2.2 - Added demo level coordinates beyond the exit gate and T-Rex spot.

08.30.99 - Version 2.3 - Rotated map for general people use. Included surrounding islands, and geographical names for the places in the island, with real data taken from Cocos Island, south of Costa Rica, the one the game and the movie are based on.

08.31.99 - Version 2.4 - Added "Out Of Bounds" Exits (thanks to Charles Hughes, from Trespasser Secrets*), including the one in the demo level. Calculated the new Trespasser Measure Unit, updating the scale used.

11.22.2000 - Version 2.5 - I updated the info that TSord included. Now the map also shows the ending part of the Demo Level with the power plant, and also the Missing Level area. I also replaced letters by dinosaurs icons, changed some colors and line thickness for easy viewing. Included the coordinates for the Missing Level and the end of the Demo Level.

11.24.2000 - Version 2.6 - Now I included all weapon positions, buildings and vehicles. The map shows the buildings locations with precision in size, proportion, distance and orientation (all of them). I also decided to give away  the Trespasser Script, which I wrote some time ago. It is the reunion of all voice overs I found, with their respective hotspot positions, in the order they appear in the game, including opening and closing narrations (the animated parts), phone messages, speaker announcements and the alternative ending by Mr. Hammond.

11.29.2000 - Version 3.0 - I make the last touch ups and generate the PDF file. Done!

* You can find excelent stuff at "Trespasser Secrets", http://trespassersecrets.iwarp.com/default.htm with all needed info to find the "Out of Bounds" exits easier, including full coordinates, hints and more!!!
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COORDINATES:

These are the original coordinates I found in the game, and transposed to the Corel Draw matrix:

Coordinates are x,y,z (they stand for horizontal, vertical and height).

These coordinates are the black dots that appear in the map, and represent the "basic" path you need to follow to get to the end of the game. The coordinates to places and sites that are not along the way of this "main path" are not listed here, as well as some dinos that are near but not exactly "in" the pathway. Remember that these sites and dinos are all graphically represented in the map, they simply don't appear in this list here. This path is what I call the "main path". You know that Trespasser's engine allows you to go "almost" anywhere, so you may find better ways to get to the end.

HORIZ	VERT	HT	= OBJECT

LEVEL 1:

-1821	-971	15 	= START
-1834	-923	22 	= STONE STEPS
-1893	-919	28 	= PLAYGROUND
-1937	-910	28 	= FOUNDATION
-1907	-845	30 	= 1ST FENCE
-1863	-822	26 	= 2ND FENCE
-1805	-774	26 	= INGEN BILLBOARD
-1661	-710	39 	= PATH
-1645	-695	42 	= 1ST PATH HOLE
-1617	-619	48 	= 2ND PATH HOLE
-1645	-494	51 	= BENDING BRIDGE
-1650	-455	54 	= PATH START
-1801	-369	43 	= RAIL STATION
-1837	-358	49 	= FINAL FENCE JUMP


LEVEL 2:

-1842	-356	32 	= START
-1909	-349	33 	= RAIL
-1961	-316	36 	= STEGOSAURUS
-1992	-262	38 	= RAPTOR
-2032	-227	43 	= BOX JUMP
-2107	-154	48 	= CABIN WITH RAPTOR
-2131	- 60	54 	= LITTLE VALLEY
-2163	   7	50 	= TRICERATOPS AND 2 RAPTORS
-2089	   2	47 	= WATER FALL
-2128	  31	53 	= PATH
-2111	  59	53 	= PHONE AND RAIL
-2054	 145	60 	= RAPTOR
-2027	 195	61 	= RAPTOR
-1968	 245	64 	= BOX JUMP
-1855	 377	43 	= BRACHIOSAURUS AND RAPTOR
-1837	 485	46 	= CRANE AND 2 RAPTORS
-1758	 553	67 	= RAIL
-1729	 551	75 	= RAIL RAMP
-1670	 547	83 	= RAPTOR UNDER RAIL
-1618	 518	89 	= RAPTOR UNDER RAIL
-1600	 499	89 	= 2ND CRANE
-1570	 445	83 	= RAPTOR UNDER RAIL
-1576	 409	81 	= RAIL RAMP
-1553	 368	86 	= RAIL END

LEVEL 3:

-996	828	  35	= START
-949	778	  34 	= PATH
-896	762	  34 	= RAPTOR
-844	731	  34 	= PATH
-819	689	  34 	= RAPTOR
-790	701	  34 	= PATH
-725	690	  34 	= RAPTOR
-696	694	  34 	= PATH
-658	675	  34 	= RAPTOR AND JEEP
-603	698	  34 	= RAPTOR
-520	700	  34 	= 2 RAPTORS
-461	712	  34 	= RAPTOR
-365	702	  34 	= RAPTOR AND FALLING JEEP
-316	660	  34 	= PATH
-251	587	  40 	= 2 RAPTORS
-238	566	  41 	= T-REX
-160	519	  41 	= VALLEY
- 91	537	  41 	= PARASAUROLOPHUS
  21	560	  35 	= DEPRESSION START
  60	579	  35 	= DEPRESSION
 109	599	  48 	= RAPTOR
 156	632	  57 	= 2 RAPTORS
 193	623	  64 	= PATH
 221	651	  40 	= PATH
 229	608	  35	 = CAVE
 274	612	  28 	= VALLEY OF 3 RAPTORS
 308	577	  47 	= CHOPPER CRASH SITE
 321	529	  69 	= PATH
 408	497	  97	 = RAPTOR AT DEPRESSION EXIT
 428	524	 107 	= RAPTOR
 356	559	 109	 = TREE BRIDGE
 356	496	 109 	= RAPTOR
 376	426	  94 	= VALLEY
 408	365	 114 	= PLATEAU
 404	334	 113 	= VIEW
 410	260	  48 	= JEEP
 368	182	  47 	= RAPTOR
 255	158	  48 	= PLANE CRASH
 156	109	  45 	= 2 RAPTORS AND PARASAUROLOPHUS
  68	 67	  37 	= WOOD BRIDGE
- 27	 35	  40 	= 2 RAPTORS
-110	 12	  47 	= CRANE
-127	 18	  45 	= FINAL FENCE

LEVEL 4:

-172	  15	  44 	= START
-231	- 22	  45 	= CITY WALL
-248	-166	  45 	= EXIT GATE
- 99	-294	  37 	= PATH
  33	-286	  30	= RAPTOR
  98	-258	  26 	= RAPTOR
 225	-198	  38 	= PATH
 314	-124	  51 	= LANDSLIDE 1
 484	- 51	  67 	= LANDSLIDE 2
 519	-103	  47 	= VALLEY
 654	-107	  75 	= DAM STAIRS
 702	-129	100 	= TOP OF DAM
 676	-  3	100 	= END OF DAM
 670	  38	108 	= PATH
 745	  64	122 	= PATH
 804	  62	149 	= PATH
 837	  71	158 	= RAPTOR
 833	  90	158 	= END

DEMO LEVEL:

829	  125	156	= START
788	  143	138	= PATH
760	  186	116	= PATH
712	  224	87	= BLOCKING ROCK
699	  277	74	= PATH
719	  356	61	= PATH
753	  403	54	= PATH
748	  449	52	= EXIT FENCE
664	  512	51	= T-REX
644	  562	54	= PATH
634	  688	50	= PATH HOLE
634	  772	43	= PATH
685	  886	34	= PATH
714	  948	30	= END OF ENERGY LINES
668	1118	26	= PATH
585	1219	27	= POWER PLANT
617	1270	29	= PATH
992	1238	41	= END

LEVEL 5:

 992	1238	49 	= START
1028	1353	38 	= T-REX AND TRICERATOPS
1124	1492	15 	= BUS STOP
1151	1512	15 	= PATH
1176	1499	15 	= EXIT GATE
1180	1495	15 	= UP HILL
1241	1452	35 	= PATH
1401	1462	63 	= RAPTOR
1439	1437	74 	= PATH
1436	1394	75 	= TRICERATOPS
1427	1344	76 	= RAPTOR
1403	1240	75 	= DOWN HILL
1341	1126	59 	= PATH
1269	1122	59 	= HELIPORT
1304	1019	59 	= RAPTOR
1318	1010	59 	= EXIT

MISSING LEVEL:

1318	1008	  55	= START
1241	  833	101	= PATH
1085	  618	110	= PATH
1087	  528	145	= PATH
1200	  439	173	= PATH
1227	  376	178	= PATH
1367	  444	149	= PATH
1421	  440	149	= PADDOCK DOOR

LEVEL 6:

1452	 431	148 	= START
1614	 534	105 	= ALBERTOSAURUS
1655	 602	 83 	= RAPTOR
1736	 624	 73 	= RAPTOR
1801	 642	 69 	= RAPTOR
1818	 631	 81 	= RAPTOR
1900	 739	 47 	= RAPTOR
1940	 697	 43 	= RAPTOR
2045	 750	 37 	= RAPTOR
2092	 720	 37	= RAPTOR
2164	 719	 38 	= PATH
2221	 545	 33 	= STEGOSAURUS AND 2 RAPTORS
2306	 410	 31 	= 3 RAPTORS
2251	 365	 39 	= PATH
2212	 255	 45 	= PATH
2182	 179	 45 	= JEEP
2057	 221	 53 	= PATH
2001	 289	 61 	= 2 RAPTORS
1895	 311	 80 	= STONE TEMPLE
1796	 287	106 	= PATH
1829	 200	118 	= RUINS
1816	  82	120 	= PATH
1839	  33	120 	= PATH
1858	- 19	130 	= PYRAMID AND T-REX
1872	- 95	150 	= PATH
1896	-120	159	= OTP POINT
1900	-117	155 	= BROKEN BRIDGE
1932	-145	171	= END

LEVEL 7:

1933 	-208	159	= START
1899 	-204	152	= RAPTOR
1845 	-194	131 	= PATH
1821 	-249	102 	= RAPTOR AMONG ROCKS
1804 	-371	 86 	= VALLEY
1731 	-459	 94 	= CLIMB ROCKS
1704 	-486	101 	= TOP OF HILL
1648 	-500	 82 	= 2 RAPTORS
1575 	-511	 93 	= PATH
1545  	 536	104 	= PATH
1525 	-508	109 	= RAPTOR
1511 	-518	115 	= RAPTOR
1509 	-535	122 	= STONE BRIDGE
1478 	-499	122 	= HOLE BRIDGE
1489 	-562	128 	= PATH
1394 	-512	151 	= 2 RAPTORS
1328 	-462	180 	= STONEHEDGE
1334 	-438	180 	= MOUNTAIN BASE
1310 	-417	189 	= PATH
1356 	-401	196 	= PATH
1321 	-391	204 	= PATH
1408 	-330	254 	= STONE STAIRS
1430 	-324	264 	= 2 RAPTORS
1469 	-312	280 	= PATH
1430 	-307	281 	= ROCK JUMPS AND 2 RAPTORS
1357 	-298	282 	= PATH
1369 	-290	288 	= BOX JUMP
1453 	-285	319 	= PATH
1381 	-268	336 	= WOOD BRIDGE AND 2 RAPTORS
1325 	-253	351 	= PATH
1395 	-245	368 	= PATH
1320 	-229	385 	= JEEP
1307 	-226	390 	= BROKEN BRIDGE
1264 	-202	412 	= WOOD RAMP 1
1250 	-190	417 	= WOOD RAMP 2
1247 	-170	422 	= PATH
1235 	-174	412 	= JEEP
1230 	-126	432 	= 2 RAPTORS AND TRUCK
1200 	- 65	449 	= SPINNING BRIDGE
1213 	-  4	465 	= TRUCK INTO HOLE
1221 	  45	467 	= PATH
1250 	  61	465 	= 2 RAPTORS
1286 	  70	468 	= CONTAINER
1340 	  38	462 	= LIFT

LEVEL 8:

1335	  28	478 	= START
1345	- 22	481 	= PATH
1368	- 17	484 	= STAIRS
1377	  20	504 	= PATH
1399	  26	509 	= STAIRS
1420	  15	522 	= RAPTOR
1435	- 15	531 	= STAIRS
1435	- 54	549 	= PATH
1419	-119	565 	= STAIRS
1406	-121	558 	= RAMP START
1391	-127	572 	= FINALLY ON THE TOP!
1361	-153	575 	= BOX JUMP (HIGHEST PLACE IN GAME)
1361	-162	571 	= FINAL STAIRS
1372	-185	562 	= HELIPORT 

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DINOS IN THE GAME

01 Alpha Raptor (1 on level 8)

03 Brachiosaurus ( 2 on level 1, 1 on level 2)

03 Stegosaurus (1 on level 2, 1 on level 5, 1 on level 6)

03 Albertosaurus (1 on level 3, 2 on level 6)

05 Parasaurolophus (1 on level 2, 3 on level 3, 1 on level 4)

05 Triceratops (3 on level 2, 2 on level 5)

07 T-rexes (1 on level 3, 2 on level 4, 1 on demo, 2 on level 5, 1 on level 6)

139 Velociraptors (2 on level 1, 17 on level 2, 26 on level 3, 24 on level 4, 5 on demo, 9 on level 5, 21 on level 6, 22 on level 7, 13 on level 8)


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END